mirror of
https://github.com/FlightControl-Master/MOOSE.git
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-- Added a scoring tailoring possibility for TASK_DISPATCHER class tasks. -- DETECTION_MANAGER has become an FSM -- TASK_A2G_DISPATCHER has become an FSM. It implements an Assign Event, that can be handled. In the Assign event handler, you can specify scoring schemes etc.
451 lines
18 KiB
HTML
451 lines
18 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<html>
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<head>
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<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
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</head>
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<body>
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<div id="container">
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<div id="product">
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<div id="product_logo"></div>
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<div id="product_name"><big><b></b></big></div>
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<div id="product_description"></div>
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</div>
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<div id="main">
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<div id="navigation">
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<h2>Modules</h2>
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<ul><li>
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index
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</li></ul>
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<ul>
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<li><a href="AI_Balancer.html">AI_Balancer</a></li>
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<li><a href="AI_Cap.html">AI_Cap</a></li>
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<li><a href="AI_Cas.html">AI_Cas</a></li>
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<li><a href="AI_Patrol.html">AI_Patrol</a></li>
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<li><a href="Account.html">Account</a></li>
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<li><a href="Airbase.html">Airbase</a></li>
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<li><a href="AirbasePolice.html">AirbasePolice</a></li>
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<li><a href="Assign.html">Assign</a></li>
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<li><a href="Base.html">Base</a></li>
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<li><a href="Cargo.html">Cargo</a></li>
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<li><a href="CleanUp.html">CleanUp</a></li>
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<li><a href="Client.html">Client</a></li>
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<li><a href="CommandCenter.html">CommandCenter</a></li>
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<li><a href="Controllable.html">Controllable</a></li>
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<li><a href="Database.html">Database</a></li>
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<li><a href="Detection.html">Detection</a></li>
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<li><a href="DetectionManager.html">DetectionManager</a></li>
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<li><a href="Escort.html">Escort</a></li>
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<li><a href="Event.html">Event</a></li>
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<li><a href="Fsm.html">Fsm</a></li>
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<li><a href="Group.html">Group</a></li>
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<li><a href="Identifiable.html">Identifiable</a></li>
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<li><a href="Menu.html">Menu</a></li>
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<li><a href="Message.html">Message</a></li>
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<li><a href="MissileTrainer.html">MissileTrainer</a></li>
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<li><a href="Mission.html">Mission</a></li>
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<li><a href="Movement.html">Movement</a></li>
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<li><a href="Object.html">Object</a></li>
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<li><a href="Point.html">Point</a></li>
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<li><a href="Positionable.html">Positionable</a></li>
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<li><a href="Process_JTAC.html">Process_JTAC</a></li>
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<li><a href="Process_Pickup.html">Process_Pickup</a></li>
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<li><a href="Route.html">Route</a></li>
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<li><a href="Scenery.html">Scenery</a></li>
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<li><a href="ScheduleDispatcher.html">ScheduleDispatcher</a></li>
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<li><a href="Scheduler.html">Scheduler</a></li>
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<li><a href="Scoring.html">Scoring</a></li>
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<li><a href="Sead.html">Sead</a></li>
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<li><a href="Set.html">Set</a></li>
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<li><a href="Smoke.html">Smoke</a></li>
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<li><a href="Spawn.html">Spawn</a></li>
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<li><a href="Static.html">Static</a></li>
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<li><a href="Task.html">Task</a></li>
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<li><a href="Task_A2G.html">Task_A2G</a></li>
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<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
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<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
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<li><a href="Unit.html">Unit</a></li>
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<li><a href="Utils.html">Utils</a></li>
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<li><a href="Zone.html">Zone</a></li>
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<li><a href="routines.html">routines</a></li>
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</ul>
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</div>
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<div id="content">
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<h2>Module</h2>
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<table class="module_list">
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<tr>
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<td class="name" nowrap="nowrap"><a href="AI_Balancer.html">AI_Balancer</a></td>
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<td class="summary">
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<p>Single-Player:<strong>No</strong> / Multi-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>All</strong> -- <strong>AI Balancing will replace in multi player missions
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non-occupied human slots with AI groups, in order to provide an engaging simulation environment,
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even when there are hardly any players in the mission.</strong></p>
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<p><img src="..\Presentations\AI_Balancer\Dia1.JPG" alt="Banner Image"/></p>
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<hr/>
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<h1>1) <a href="AI_Balancer.html##(AI_BALANCER)">AI<em>Balancer#AI</em>BALANCER</a> class, extends <a href="Fsm.html##(FSM_SET)">Fsm#FSM_SET</a></h1>
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<p>The <a href="AI_Balancer.html##(AI_BALANCER)">AI<em>Balancer#AI</em>BALANCER</a> class monitors and manages as many replacement AI groups as there are
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CLIENTS in a SET_CLIENT collection, which are not occupied by human players.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="AI_Cap.html">AI_Cap</a></td>
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<td class="summary">
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<p>Single-Player:<strong>Yes</strong> / Multi-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Air</strong> -- <strong>Execute Combat Air Patrol (CAP).</strong></p>
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<p><img src="..\Presentations\AI_CAP\Dia1.JPG" alt="Banner Image"/></p>
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<hr/>
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<h1>1) <a href="##(AI_CAP_ZONE)">#AI<em>CAP</em>ZONE</a> class, extends <a href="AI_CAP.html##(AI_PATROL_ZONE)">AI<em>CAP#AI</em>PATROL_ZONE</a></h1>
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<p>The <a href="##(AI_CAP_ZONE)">#AI<em>CAP</em>ZONE</a> class implements the core functions to patrol a <a href="Zone.html">Zone</a> by an AI <a href="Controllable.html">Controllable</a> or <a href="Group.html">Group</a>
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and automatically engage any airborne enemies that are within a certain range or within a certain zone.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="AI_Cas.html">AI_Cas</a></td>
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<td class="summary">
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<p>Single-Player:<strong>Yes</strong> / Multi-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Air</strong> --
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<strong>Provide Close Air Support to friendly ground troops.</strong></p>
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<p><img src="..\Presentations\AI_CAS\Dia1.JPG" alt="Banner Image"/></p>
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<hr/>
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<h1>1) <a href="##(AI_CAS_ZONE)">#AI<em>CAS</em>ZONE</a> class, extends <a href="AI_Patrol.html##(AI_PATROL_ZONE)">AI<em>Patrol#AI</em>PATROL_ZONE</a></h1>
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<p><a href="##(AI_CAS_ZONE)">#AI<em>CAS</em>ZONE</a> derives from the <a href="AI_Patrol.html##(AI_PATROL_ZONE)">AI<em>Patrol#AI</em>PATROL_ZONE</a>, inheriting its methods and behaviour.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="AI_Patrol.html">AI_Patrol</a></td>
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<td class="summary">
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<p>Single-Player:<strong>Yes</strong> / Multi-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Air</strong> --
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<strong>Air Patrolling or Staging.</strong></p>
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<p><img src="..\Presentations\AI_PATROL\Dia1.JPG" alt="Banner Image"/></p>
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<hr/>
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<h1>1) <a href="##(AI_PATROL_ZONE)">#AI<em>PATROL</em>ZONE</a> class, extends <a href="Fsm.html##(FSM_CONTROLLABLE)">Fsm#FSM_CONTROLLABLE</a></h1>
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<p>The <a href="##(AI_PATROL_ZONE)">#AI<em>PATROL</em>ZONE</a> class implements the core functions to patrol a <a href="Zone.html">Zone</a> by an AI <a href="Controllable.html">Controllable</a> or <a href="Group.html">Group</a>.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Account.html">Account</a></td>
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<td class="summary">
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<p>(SP) (MP) (FSM) Account for (Detect, count and report) DCS events occuring on DCS objects (units).</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Airbase.html">Airbase</a></td>
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<td class="summary">
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<p>This module contains the AIRBASE classes.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="AirbasePolice.html">AirbasePolice</a></td>
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<td class="summary">
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<p>This module contains the AIRBASEPOLICE classes.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Assign.html">Assign</a></td>
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<td class="summary">
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<p>(SP) (MP) (FSM) Accept or reject process for player (task) assignments.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Base.html">Base</a></td>
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<td class="summary">
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<p><strong>Core</strong> - BASE forms <strong>the basis of the MOOSE framework</strong>.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Cargo.html">Cargo</a></td>
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<td class="summary">
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<p>Single-Player:<strong>Yes</strong> / Multi-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Ground</strong> -- <br/>
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<strong>Management of logical cargo objects, that can be transported from and to transportation carriers.</strong></p>
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<p><img src="..\Presentations\AI_CARGO\CARGO.JPG" alt="Banner Image"/></p>
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<hr/>
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<p>Cargo can be of various forms, always are composed out of ONE object ( one unit or one static or one slingload crate ):</p>
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<ul>
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<li>AI<em>CARGO</em>UNIT, represented by a <a href="Unit.html">Unit</a> in a <a href="Group.html">Group</a>: Cargo can be represented by a Unit in a Group.</li>
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</ul>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="CleanUp.html">CleanUp</a></td>
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<td class="summary">
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<p>The CLEANUP class keeps an area clean of crashing or colliding airplanes.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Client.html">Client</a></td>
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<td class="summary">
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<p>This module contains the CLIENT class.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="CommandCenter.html">CommandCenter</a></td>
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<td class="summary">
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<p>A COMMANDCENTER is the owner of multiple missions within MOOSE.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Controllable.html">Controllable</a></td>
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<td class="summary">
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<p>This module contains the CONTROLLABLE class.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Database.html">Database</a></td>
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<td class="summary">
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<p>This module contains the DATABASE class, managing the database of mission objects.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Detection.html">Detection</a></td>
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<td class="summary">
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<p> This module contains the DETECTION classes.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="DetectionManager.html">DetectionManager</a></td>
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<td class="summary">
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<p>This module contains the DETECTION_MANAGER class and derived classes.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Escort.html">Escort</a></td>
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<td class="summary">
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<p>Taking the lead of AI escorting your flight.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Event.html">Event</a></td>
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<td class="summary">
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<p><strong>Core</strong> - EVENT models DCS <strong>event dispatching</strong> using a <strong>publish-subscribe</strong> model.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Fsm.html">Fsm</a></td>
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<td class="summary">
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<p><strong>Core</strong> - The <strong>FSM</strong> (<strong>F</strong>inite <strong>S</strong>tate <strong>M</strong>achine) class and derived <strong>FSM_</strong> classes
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are design patterns allowing efficient (long-lasting) processes and workflows.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Group.html">Group</a></td>
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<td class="summary">
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<p>This module contains the GROUP class.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Identifiable.html">Identifiable</a></td>
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<td class="summary">
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<p>This module contains the IDENTIFIABLE class.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Menu.html">Menu</a></td>
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<td class="summary">
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<p><strong>Core</strong> -- MENU_ classes model the definition of <strong>hierarchical menu structures</strong> and <strong>commands for players</strong> within a mission.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Message.html">Message</a></td>
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<td class="summary">
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<p><strong>Core</strong> - MESSAGE class takes are of the <strong>real-time notifications</strong> and <strong>messages to players</strong> during a simulation.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="MissileTrainer.html">MissileTrainer</a></td>
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<td class="summary">
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<p>This module contains the MISSILETRAINER class.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Mission.html">Mission</a></td>
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<td class="summary">
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<p>A MISSION is the main owner of a Mission orchestration within MOOSE .</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Movement.html">Movement</a></td>
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<td class="summary">
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<p>Limit the simultaneous movement of Groups within a running Mission.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Object.html">Object</a></td>
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<td class="summary">
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<p>This module contains the OBJECT class.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Point.html">Point</a></td>
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<td class="summary">
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<p><strong>Core</strong> - <strong>POINT_VEC</strong> classes define an <strong>extensive API</strong> to <strong>manage 3D points</strong> in the simulation space.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Positionable.html">Positionable</a></td>
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<td class="summary">
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<p>This module contains the POSITIONABLE class.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Process_JTAC.html">Process_JTAC</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Process_Pickup.html">Process_Pickup</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Route.html">Route</a></td>
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<td class="summary">
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<p>(SP) (MP) (FSM) Route AI or players through waypoints or to zones.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Scenery.html">Scenery</a></td>
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<td class="summary">
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<p>This module contains the SCENERY class.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="ScheduleDispatcher.html">ScheduleDispatcher</a></td>
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<td class="summary">
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<p>This module defines the SCHEDULEDISPATCHER class, which is used by a central object called _SCHEDULEDISPATCHER.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Scheduler.html">Scheduler</a></td>
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<td class="summary">
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<p><strong>Core</strong> - SCHEDULER prepares and handles the <strong>execution of functions over scheduled time (intervals)</strong>.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Scoring.html">Scoring</a></td>
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<td class="summary">
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<p>Single-Player:<strong>Yes</strong> / Multi-Player:<strong>Yes</strong> / Core:<strong>Yes</strong> -- <strong>Administer the scoring of player achievements,
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and create a CSV file logging the scoring events for use at team or squadron websites.</strong></p>
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<p><img src="..\Presentations\SCORING\Dia1.JPG" alt="Banner Image"/></p>
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<hr/>
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<h1>1) <a href="Scoring.html##(SCORING)">Scoring#SCORING</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
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<p>The <a href="##(SCORING)">#SCORING</a> class administers the scoring of player achievements,
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and creates a CSV file logging the scoring events and results for use at team or squadron websites.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Sead.html">Sead</a></td>
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<td class="summary">
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<p>Provides defensive behaviour to a set of SAM sites within a running Mission.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Set.html">Set</a></td>
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<td class="summary">
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<p><strong>Core</strong> - SET classes define <strong>collections</strong> of objects to perform <strong>bulk actions</strong> and logically <strong>group</strong> objects.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Smoke.html">Smoke</a></td>
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<td class="summary">
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<p>(SP) (MP) (FSM) Route AI or players through waypoints or to zones.</p>
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<td class="name" nowrap="nowrap"><a href="Spawn.html">Spawn</a></td>
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<td class="summary">
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<p>Single-Player:<strong>Yes</strong> / Multi-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>All</strong> -- <br/>
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<strong>Spawn groups of units dynamically in your missions.</strong></p>
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<p><img src="..\Presentations\SPAWN\SPAWN.JPG" alt="Banner Image"/></p>
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<hr/>
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<h1>1) <a href="##(SPAWN)">#SPAWN</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
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<p>The <a href="##(SPAWN)">#SPAWN</a> class allows to spawn dynamically new groups, based on pre-defined initialization settings, modifying the behaviour when groups are spawned.</p>
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<td class="name" nowrap="nowrap"><a href="Static.html">Static</a></td>
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<td class="summary">
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<p>This module contains the STATIC class.</p>
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<td class="name" nowrap="nowrap"><a href="Task.html">Task</a></td>
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<td class="summary">
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<p>This module contains the TASK class.</p>
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<td class="name" nowrap="nowrap"><a href="Task_A2G.html">Task_A2G</a></td>
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<td class="summary">
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<p><strong>Tasking</strong> - The TASK_A2G models tasks for players in Air to Ground engagements.</p>
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<td class="name" nowrap="nowrap"><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></td>
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<td class="summary">
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<p><strong>Tasking</strong> - The TASK<em>A2G</em>DISPATCHER creates and manages player TASK_A2G tasks based on detected targets.</p>
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<td class="name" nowrap="nowrap"><a href="Task_PICKUP.html">Task_PICKUP</a></td>
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<td class="summary">
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<p>This module contains the TASK_PICKUP classes.</p>
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<td class="name" nowrap="nowrap"><a href="Unit.html">Unit</a></td>
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<td class="summary">
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<p>This module contains the UNIT class.</p>
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</td>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Utils.html">Utils</a></td>
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<td class="summary">
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<p>This module contains derived utilities taken from the MIST framework,
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which are excellent tools to be reused in an OO environment!.</p>
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</td>
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<tr>
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<td class="name" nowrap="nowrap"><a href="Zone.html">Zone</a></td>
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<td class="summary">
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<p><strong>Core</strong> - ZONE classes define <strong>zones</strong> within your mission of <strong>various forms</strong>, with <strong>various capabilities</strong>.</p>
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</td>
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<tr>
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<td class="name" nowrap="nowrap"><a href="routines.html">routines</a></td>
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<td class="summary">
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<p>Various routines</p>
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</td>
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</tr>
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</table>
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</div>
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</div>
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</body>
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</html>
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