├── Modules
├── Module01.md
├── Module03.md
├── Module00.md
├── Module02.md
└── Module04.md
├── README.md
└── LICENSE
/Modules/Module01.md:
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1 | # Module 01
2 |
3 | ## New rules
4 | > From now on, all your classes must be designed in the Orthodox Canonical Form. The class would implement with these four required member functions:
5 | - Default constructor
6 | - Copy constructor
7 | - Copy assignment operator
8 | - Destructor
9 |
10 | ## Exercise 00 : Orthodox Canonical Form
11 | > Every time C++ creates its few elements in the class when it compiles. From now on your all class must be designed in **Orthodox Canonical Form.**
12 | Let’s start with a simple exercise.
13 |
14 | - Implement Car class
15 | - Member variable
16 | - name
17 | - speed
18 | - Member function
19 | - Constructor
20 | - Copy constructor
21 | - Copy assignment operator override
22 | - Destructor
23 | - Make an example with main function
24 |
25 | ## Exercise 01 : Sports car
26 | > Inheritance is a fundamental concept of Object-Oriented Programming (OOP) that allows creating new classes based on already existing classes, thereby enabling code reusability and reducing code duplication. Inheritance allows a derived class to inherit properties and behaviors from a base class.
27 |
28 | 1. Implement Car Class
29 | - Member variable
30 | - make
31 | - model
32 | - year
33 | - Member function
34 | - void drive();
35 | - Just print something like Driving "make" "model" "year" edition.
36 |
39 |
40 | 2. Implement Sports Car
41 | - inherit from Car class
42 | - Member variable
43 | - top speed
44 | - Member function
45 | - void drive();
46 | - Just print speed in addition to Car class's drive func.
47 |
48 | ## Exercise 02 : A software defined Car
49 | > Expand the above example of Car to demonstrate all the main concepts of OOPs, including abstraction, encapsulation, inheritance, polymorphism, and modularity. Surprise yourself on what you can do (and can not do)!
50 |
51 | ## Evaluation Form
52 | > Fill in this [Evaluation Form Module01](https://docs.google.com/forms/d/e/1FAIpQLSfQduyM6ISKDTW3C8RGJZldhM6Pbpj5utIktHYRp9dWHBLSbA/viewform). **You need to collect 2 feedbacks from 2 peers from other than your own team**.
53 |
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/Modules/Module03.md:
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1 | # Module 03
2 |
3 | ## Exercise 00 : Graphical Phonebook
4 | > To design a phonebook Qt application, you will need to use the Qt framework and its various classes and libraries. Here is a general outline of how to design a phonebook Qt application:
5 |
6 | 1. Create a Qt project: First, create a new Qt project using Qt Creator. You can choose a console application or a GUI application, depending on the level of functionality you want to add to the phonebook.
7 |
8 | 2. Create a contact class: Create a C++ class that represents a contact in the phonebook. This class should have member variables for the contact's name, phone number, email address, and any other relevant information. You should also provide member functions to access and modify these variables.
9 |
10 | 3. Create a contact list class: Create a C++ class that represents a list of contacts in the phonebook. This class should have member variables for a list of contacts and member functions to add, remove, and search for contacts in the list.
11 |
12 | 4. Create a user interface: Use the Qt Designer tool to create a user interface for the phonebook application. This interface should allow the user to add, remove, and search for contacts in the phonebook. You can use widgets like buttons, text fields, and list views to implement this interface.
13 |
14 | 5. Connect the interface to the contact list: Use Qt's signals and slots mechanism to connect the user interface to the contact list. For example, you can create a slot that gets called when the user clicks the "Add Contact" button, which adds a new contact to the contact list.
15 |
16 | 6. Save and load the contact list: Implement functionality to save the contact list to a file and load it back into the application. You can use Qt's file I/O classes to accomplish this.
17 |
18 | 7. Implement search functionality: Add functionality to search for contacts in the phonebook based on name, phone number, or other criteria. You can use Qt's built-in search classes or implement your own search algorithms.
19 |
20 | 8. Add additional functionality: Finally, add any additional functionality you want to the phonebook application. For example, you can add the ability to edit existing contacts, import contacts from other sources, or display the contact list in different formats.
21 |
22 | Overall, designing a phonebook Qt application involves creating C++ classes to represent contacts and a contact list, connecting the user interface to these classes, and adding additional functionality as needed. By following these steps, you can create a functional and user-friendly phonebook application using the Qt framework.
23 |
26 |
27 | ## Evaluation Form
28 | > Fill in this [Evaluation Form Module03](https://docs.google.com/forms/d/e/1FAIpQLSebNI-8ckhxxxqpmZBOhD3CitEvBUnSUPCLCdMgFHfWQUgTAQ/viewform). **You need to collect 2 feedbacks from 2 peers from other than your own team**.
29 |
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/Modules/Module00.md:
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1 | # Module 00
2 |
3 | ## Exercise 00 : Welcome to SEA:ME
4 |
5 | > Let’s explore the world of [SEA:ME](https://github.com/SEA-ME)!
6 | * Follow this:
7 | 1. Do you have a GitHub account? If not, create one.
8 | 2. Fork [SEA:ME Students](https://github.com/SEA-ME/SEA-ME-Students) from [SEA:ME](https://github.com/SEA-ME). Make sure you see all the branches!
9 | 3. Clone forked repository
10 | 4. Create a folder inside your cloned repo by the unique id generated as per following rule:
11 | - If your full name is Jack Moon (FirstName: Jack, LastName: Moon), then your unique id would be jmoon (first letter of your first name followed by your lastname)
12 | 5. Create a markup file by the same name as the folder: uniquename.md inside the folder
13 | - If your id is jmoon, then the file would be jmoon.md
14 | 6. Fill in the information about yourself. (Use Template_Student_Bio.md file for reference):
15 | 7. Save the changes.
16 | 8. git add, git commit, git push
17 | 9. Create a merge request (MR) to the MainJuly2025 branch in original repo of SEA:ME
18 | 10. Do you know what you just did?
19 |
20 | * Now for every project, remember to do following:
21 | - Fork the main project repo from SEA:ME
22 | - Work out and save all your work in the forked repo
23 | - Once done, provide us the links to your repo and evaluation form in your own [SEA:ME Students](https://github.com/SEA-ME/SEA-ME-Students) profile
24 |
25 | ## Exercise 01 : Don't you wish your framework was Qt like you?
26 | > Let’s find out what is Qt!
27 |
30 |
31 | ## Exercise 02 : Do you know string??
32 | > How deeply do you know about C++? Let’s start from the beginning again.
33 | The first one is just for using string.
34 |
35 | - Make the program as follows this:
36 | 1. Use simple string class
37 | 1. To convert UPPER CASE
38 | 2. To convert LOWER CASE
39 | 2. Use string class’s functions
40 | 1. substr, append, insert, replace, erase, etc..
41 | - The program gets two arguments:
42 | - ./convert {command} {string}
43 | - ex) `./convert up I’m the one!`
44 | - output: `I’M THE ONE!`
45 | - ex) `./convert down I’m A SMall man`
46 | - output: `i’m a small man`
47 |
48 | ## Exercise 03 : Old PhoneBook
49 |
50 | > Our older computers have no graphics. They only could use characters on the black screen. Can you imagine? No graphics, No mouse. You don’t need to imagine it. Because now you will make yourself!
51 |
52 | - You have to make a Phonebook application. Follow the details:
53 | - User can use these commands
54 | - ADD
55 | - Add new contact in phonebook
56 | - Require contents
57 | 1. Name
58 | 2. Phone number(unique)
59 | 3. Nickname
60 | - SEARCH
61 | - List up the contacts with index
62 | 1. User choose index display details of the contact.
63 | 2. If user want can bookmark the contact
64 | - REMOVE
65 | - Remove a contact with an index or a phone number.
66 | - BOOKMARK
67 | - List up the bookmarked contact
68 | - EXIT
69 | - Shut down the program
70 |
73 |
74 | ## Evaluation Form
75 | > Fill in this [Evaluation Form Module00](https://docs.google.com/forms/d/1Yc6eB2DGJJ6QSombdn-WjkZEr3SFGwItgcAcp31EoyA/edit). **You need to collect 2 feedbacks from 2 peers from other than your own team**.
76 |
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/Modules/Module02.md:
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1 | # Module 02
2 | ## Exercise 00 : Smart Pointer
3 |
4 | > A smart pointer is a class template that provides automatic memory management for dynamically allocated objects. It is a type of RAII (Resource Acquisition Is Initialization) object that ensures that memory allocated to an object is automatically freed when the smart pointer goes out of scope.
5 | > Expand your Car example to demonstrates how smart pointers can be used in C++ to automate memory management and avoid common problems like memory leaks and dangling pointers.
6 |
7 |
10 |
11 | ## Exercise 01 : Model your own Car
12 | > Now It’s time to use all the skills that you learn till now!
13 |
14 | - Model a car with all its parts using OOP concepts in C++. You can begin by defining a Part base class to represent the parts that make up the car, such as the engine, wheels, brakes, and so on. Each part has its own unique properties and behavior, which you can model using inheritance and polymorphism.
15 |
16 | Here is an example implementation of the Part class:
17 | ```
18 | class Part {
19 | public:
20 | virtual void print() = 0; // Pure virtual function to be overridden by derived classes
21 | };
22 | ```
23 | The Part class has a pure virtual function print() that will be overridden by the derived classes.
24 |
25 | Now, let's define a derived class for the Engine part:
26 | ```
27 | class Engine : public Part {
28 | public:
29 | void print() override {
30 | cout << "Engine part\n";
31 | }
32 | };
33 | ```
34 | The Engine class inherits from the Part class and overrides the print() function to print the name of the part.
35 |
36 | Similarly, we can define other derived classes for the other parts of the car, such as the Wheel, Brake, Transmission, etc.:
37 | ```
38 | class Wheel : public Part {
39 | public:
40 | void print() override {
41 | cout << "Wheel part\n";
42 | }
43 | };
44 |
45 | class Brake : public Part {
46 | public:
47 | void print() override {
48 | cout << "Brake part\n";
49 | }
50 | };
51 |
52 | class Transmission : public Part {
53 | public:
54 | void print() override {
55 | cout << "Transmission part\n";
56 | }
57 | };
58 | ```
59 | Now that we have defined the different parts of the car, we can define the Car class that contains these parts:
60 | ```
61 | class Car {
62 | public:
63 | Car() {
64 | engine_ = new Engine();
65 | wheels_ = new Wheel[4];
66 | brakes_ = new Brake[4];
67 | transmission_ = new Transmission();
68 | }
69 |
70 | void printParts() {
71 | engine_->print();
72 | for (int i = 0; i < 4; ++i) {
73 | wheels_[i].print();
74 | brakes_[i].print();
75 | }
76 | transmission_->print();
77 | }
78 |
79 | ~Car() {
80 | delete engine_;
81 | delete [] wheels_;
82 | delete [] brakes_;
83 | delete transmission_;
84 | }
85 |
86 | private:
87 | Engine* engine_;
88 | Wheel* wheels_;
89 | Brake* brakes_;
90 | Transmission* transmission_;
91 | };
92 | ```
93 | The Car class contains member variables for each of the parts, which are initialized in the constructor. The printParts() function prints the name of each part of the car, and the destructor frees the memory allocated for the parts using delete.
94 |
95 | Now, we can create a Car object and print its parts:
96 | ```
97 | int main() {
98 | Car myCar;
99 | myCar.printParts();
100 |
101 | return 0;
102 | }
103 | ```
104 | This example demonstrates how to model a car using OOP concepts in C++. Now by encapsulating the parts within a Car object, create a more complex, composite object that represents the entire car. Details is what seperate the best from ordinary! Name your favourite car and model it here. IN DETAIL.
105 |
106 | ## Evaluation Form
107 | > Fill in this [Evaluation Form Module02](https://docs.google.com/forms/d/e/1FAIpQLSdJkHc_MgfpEgoUdVlT6oPu2iAD6us6nGz4OglAINpUJKSMXw/viewform). **You need to collect 2 feedbacks from 2 peers from other than your own team**.
108 |
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/Modules/Module04.md:
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1 | # Module 04
2 |
3 | ## Exercise 00 : Multithreading
4 | > Create a racing game that uses multi-threading to simulate the movement of multiple cars on a race track. Here's a general outline of how you could implement such an example:
5 |
6 | 1. Create a Car class: Create a C++ class that represents a car in the racing game. This class should have member variables for the car's position, speed, direction, and any other relevant information. You should also provide member functions to access and modify these variables.
7 |
8 | 2. Create a RaceTrack class: Create a C++ class that represents the race track in the game. This class should have member variables for the size of the track, the position of the finish line, and any other relevant information. You should also provide member functions to access and modify these variables.
9 |
10 | 3. Create a GUI: Use Qt's GUI tools to create a graphical user interface for the game. This interface should display the race track and the cars, and allow the user to start the race, pause the race, or exit the game.
11 |
12 | 4. Create a Thread class: Create a C++ class that represents a thread in the game. This class should contain a run() function that is called when the thread starts. Inside this function, you can use a loop to simulate the movement of the car on the race track. You can use a timer to control the speed of the car and update its position.
13 |
14 | 5. Connect the Threads to the Cars: Use Qt's signals and slots mechanism to connect the threads to the cars. For example, you can create a signal that gets emitted when the car's position changes, and a slot in the thread that receives this signal and updates the car's position accordingly.
15 |
16 | 6. Start the threads: When the user starts the race, create a new thread for each car and start the threads. Each thread will simulate the movement of its corresponding car on the race track.
17 |
18 | 7. Synchronize the threads: To ensure that the race is fair, you need to synchronize the threads so that they don't move too fast or too slow. You can use Qt's synchronization classes, such as QMutex or QSemaphore, to accomplish this.
19 |
20 | Overall, creating a racing game using multi-threading in Qt involves creating C++ classes to represent the cars and the race track, creating threads to simulate the movement of the cars, and connecting the threads to the cars using signals and slots. By following these steps, you can create a fun and interactive racing game that showcases the power of multi-threading in Qt.
21 |
22 | here are some pseudo code snippets to help illustrate the steps I outlined for a racing game using multi-threading in Qt:
23 |
24 | ```
25 | class Car {
26 | public:
27 | int position;
28 | int speed;
29 | int direction;
30 |
31 | void move() {
32 | position += speed * direction;
33 | emit positionChanged(position);
34 | }
35 |
36 | signals:
37 | void positionChanged(int newPosition);
38 | };
39 | ```
40 | RaceTrack class:
41 | ```
42 | class RaceTrack {
43 | public:
44 | int size;
45 | int finishLine;
46 |
47 | void setFinishLine(int newFinishLine) {
48 | finishLine = newFinishLine;
49 | }
50 | };
51 | ```
52 | GUI:
53 | ```
54 | class RacingGame : public QMainWindow {
55 | public:
56 | RacingGame(QWidget *parent = 0);
57 |
58 | private slots:
59 | void startRace();
60 | void pauseRace();
61 | void exitGame();
62 |
63 | private:
64 | RaceTrack *raceTrack;
65 | QList carList;
66 | QList threadList;
67 | };
68 | ```
69 | Thread class:
70 | ```
71 | class CarThread : public QThread {
72 | public:
73 | CarThread(Car *car) : car(car) {}
74 |
75 | void run() {
76 | while (car->position < raceTrack->finishLine) {
77 | car->move();
78 | msleep(10); // Wait 10 milliseconds before moving again
79 | }
80 | }
81 |
82 | private:
83 | Car *car;
84 | RaceTrack *raceTrack;
85 | };
86 | ```
87 | Connecting threads to cars:
88 | ```
89 | void RacingGame::startRace() {
90 | // Create a new thread for each car and start the threads
91 | foreach (Car *car, carList) {
92 | QThread *thread = new QThread();
93 | CarThread *carThread = new CarThread(car);
94 | carThread->moveToThread(thread);
95 |
96 | connect(car, &Car::positionChanged, carThread, &CarThread::updatePosition);
97 | connect(thread, &QThread::started, carThread, &CarThread::run);
98 | connect(carThread, &CarThread::finished, thread, &QThread::quit);
99 | connect(carThread, &CarThread::finished, carThread, &CarThread::deleteLater);
100 | connect(thread, &QThread::finished, thread, &QThread::deleteLater);
101 |
102 | threadList.append(thread);
103 | carThread->start();
104 | }
105 | }
106 | ```
107 | Synchronizing the threads:
108 | ```
109 | void CarThread::run() {
110 | while (car->position < raceTrack->finishLine) {
111 | mutex.lock(); // Acquire a lock before moving the car
112 | car->move();
113 | mutex.unlock(); // Release the lock after moving the car
114 | msleep(10); // Wait 10 milliseconds before moving again
115 | }
116 | }
117 | ```
118 | Note that these code snippets are not complete and may require additional modifications to work properly in a Qt project. They are intended to provide a general idea of how to create a racing game using multi-threading in Qt.
119 |
120 |
123 |
124 |
125 | ## Evaluation Form
126 | > Fill in this [Evaluation Form Module04](https://docs.google.com/forms/d/e/1FAIpQLSeNsRGq7I0ncIj1hlmbKm6bpQ4h1H95WHb_DBgp8DLaA9XA0g/viewform). **You need to collect 2 feedbacks from 2 peers from other than your own team**.
127 |
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/README.md:
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1 | # SEA:ME Warm Up
2 | ## Introduction to peer-peer learning & collaboration
3 |
4 |
5 |
6 | # Introduction
7 | A 2-weeks intensive workshop to introduce peer-peer learning and collaboration among students using GitHub and Qt is a great way to help students develop valuable skills in teamwork, software development, and open-source collaboration.
8 |
9 |
10 | # Overview
11 | Here is an overview of how the workshop is structured:
12 |
13 | ### Week 1
14 | * Day 1
15 | * Introduce the students to GitHub and how it can be used for collaboration and version control.
16 | * Have students create their own GitHub accounts and practice creating repositories, making commits, and submitting pull requests.
17 | * Introduce the Qt framework and provide an overview of how it can be used to develop C++ applications.
18 | * Day 2
19 | * Discuss the benefits of peer-to-peer learning and collaboration and how it can help students learn and develop their skills.
20 | * Have students form pairs or small groups and assign them a project to work on together using Qt.
21 | * Encourage students to use GitHub to collaborate on their project and to make regular commits and pull requests.
22 | * Day 3-4
23 | * Provide guidance and support to students as they work on their projects.
24 | * Encourage students to help each other and to share their knowledge and expertise.
25 | * Day 5
26 | * Have each group present their project to the class.
27 | * Encourage students to provide feedback and constructive criticism to their peers.
28 |
29 | ### Week 2
30 | * Day 1
31 | * Discuss how open-source collaboration works and how students can contribute to open-source projects on GitHub.
32 | * Provide an overview of how to find and join open-source projects on GitHub.
33 | * Day 2-4
34 | * Have students find and join an open-source project on GitHub that uses Qt.
35 | * Encourage students to collaborate with the existing contributors and to make contributions of their own.
36 | * Day 5
37 | * Have each student present their contributions to the class.
38 | * Encourage students to reflect on what they have learned and how they can continue to develop their skills in collaboration and open-source development.
39 |
40 | Throughout the workshop, it's important to encourage students to communicate with each other and to work together as much as possible. This helps to build a sense of community and makes the learning experience more enjoyable and rewarding for everyone involved.
41 |
42 |
43 | # Goals & Objectives
44 | The overall goal of the 2-week intensive workshop is to introduce peer-to-peer learning and collaboration among students using GitHub and Qt:
45 |
46 | Goals:
47 |
48 | 1. Introduce students to GitHub and how it can be used for collaboration and version control.
49 | 2. Introduce students to the Qt framework and provide an overview of how it can be used to develop GUI applications using C++/Qt/Qml.
50 | 3. Encourage students to collaborate with each other and to help each other learn.
51 | 4. Provide students with the opportunity to practice open-source collaboration.
52 | 5. Foster a sense of community and teamwork among the students.
53 |
54 | Objectives:
55 |
56 | * By the end of Day 1, students should be able to create their own GitHub accounts, create repositories, and make commits.
57 | * By the end of Day 2, students should have a basic understanding of the Qt framework and be able to create a simple C++ application.
58 | * By the end of Week 1, students should be able to work in pairs or small groups to develop a Qt application, and should be comfortable using GitHub to collaborate on their project.
59 | * By the end of Week 2, students should have joined an open-source project on GitHub that uses Qt, and should have made contributions to the project.
60 |
61 | Throughout the workshop, students should be encouraged to communicate with each other and to help each other learn. By the end of the workshop, students should feel more comfortable collaborating with others and should have a greater appreciation for the value of peer-to-peer learning.
62 |
63 |
64 | # General Rules
65 | ### You should use the latest Qt LTS (open source / community version) with C++17 / C++20 / C++23
66 |
67 | - Compile your code with [qmake](https://doc.qt.io/qt-6/qmake-manual.html) or [CMake](https://cmake.org/)
68 | - Note: You don't need to download all the packages from Qt maintaner tool! Choose wisely --> start with compiler only, Qt creater is default!
69 |
70 | ### Formatting & Naming convention.
71 |
72 | - **Standard C++ coding styles recommended**
73 |
74 | - Write class names in **UpperCamelCase** format. Files containing class will always be named according to the class name. For instance: **ClassName.hpp/ClassName.h, ClassName.cpp,** or **ClassName.tpp.**
75 | - Definition and Declaration should be separated into different files (.cpp file and .hpp or .h file). (except template class)
76 | - Your code should be understandable. Every name must have meaning.
77 | - The code without comments is a bad code!
78 |
79 | ### Git commit message convection
80 |
81 | - The 'git commit message' should be understandable to others.
82 |
83 | ### Allowed & Forbidden
84 | - Include safeguards like #pragma once
85 | - From Module 02 to Module 05, your classes must be designed in the Orthodox Canonical Form, except when explicitly stated otherwise.
86 |
87 | # Modules
88 | ## [Module00](./Modules/Module00.md)
89 | ## [Module01](./Modules/Module01.md)
90 | ## [Module02](./Modules/Module02.md)
91 | ## [Module03](./Modules/Module03.md)
92 | ## [Module04](./Modules/Module04.md)
93 |
94 |
95 | Shield: [![CC BY-NC-SA 4.0][cc-by-nc-sa-shield]][cc-by-nc-sa]
96 |
97 | This work is licensed under a
98 | [Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License][cc-by-nc-sa].
99 |
100 | [![CC BY-NC-SA 4.0][cc-by-nc-sa-image]][cc-by-nc-sa]
101 |
102 | [cc-by-nc-sa]: http://creativecommons.org/licenses/by-nc-sa/4.0/
103 | [cc-by-nc-sa-image]: https://licensebuttons.net/l/by-nc-sa/4.0/88x31.png
104 | [cc-by-nc-sa-shield]: https://img.shields.io/badge/License-CC%20BY--NC--SA%204.0-lightgrey.svg
105 |
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77 | permission under the Copyright and Similar Rights held by the
78 | Licensor. For purposes of this Public License, where the Licensed
79 | Material is a musical work, performance, or sound recording,
80 | Adapted Material is always produced where the Licensed Material is
81 | synched in timed relation with a moving image.
82 |
83 | b. Adapter's License means the license You apply to Your Copyright
84 | and Similar Rights in Your contributions to Adapted Material in
85 | accordance with the terms and conditions of this Public License.
86 |
87 | c. BY-SA Compatible License means a license listed at
88 | creativecommons.org/compatiblelicenses, approved by Creative
89 | Commons as essentially the equivalent of this Public License.
90 |
91 | d. Copyright and Similar Rights means copyright and/or similar rights
92 | closely related to copyright including, without limitation,
93 | performance, broadcast, sound recording, and Sui Generis Database
94 | Rights, without regard to how the rights are labeled or
95 | categorized. For purposes of this Public License, the rights
96 | specified in Section 2(b)(1)-(2) are not Copyright and Similar
97 | Rights.
98 |
99 | e. Effective Technological Measures means those measures that, in the
100 | absence of proper authority, may not be circumvented under laws
101 | fulfilling obligations under Article 11 of the WIPO Copyright
102 | Treaty adopted on December 20, 1996, and/or similar international
103 | agreements.
104 |
105 | f. Exceptions and Limitations means fair use, fair dealing, and/or
106 | any other exception or limitation to Copyright and Similar Rights
107 | that applies to Your use of the Licensed Material.
108 |
109 | g. License Elements means the license attributes listed in the name
110 | of a Creative Commons Public License. The License Elements of this
111 | Public License are Attribution and ShareAlike.
112 |
113 | h. Licensed Material means the artistic or literary work, database,
114 | or other material to which the Licensor applied this Public
115 | License.
116 |
117 | i. Licensed Rights means the rights granted to You subject to the
118 | terms and conditions of this Public License, which are limited to
119 | all Copyright and Similar Rights that apply to Your use of the
120 | Licensed Material and that the Licensor has authority to license.
121 |
122 | j. Licensor means the individual(s) or entity(ies) granting rights
123 | under this Public License.
124 |
125 | k. Share means to provide material to the public by any means or
126 | process that requires permission under the Licensed Rights, such
127 | as reproduction, public display, public performance, distribution,
128 | dissemination, communication, or importation, and to make material
129 | available to the public including in ways that members of the
130 | public may access the material from a place and at a time
131 | individually chosen by them.
132 |
133 | l. Sui Generis Database Rights means rights other than copyright
134 | resulting from Directive 96/9/EC of the European Parliament and of
135 | the Council of 11 March 1996 on the legal protection of databases,
136 | as amended and/or succeeded, as well as other essentially
137 | equivalent rights anywhere in the world.
138 |
139 | m. You means the individual or entity exercising the Licensed Rights
140 | under this Public License. Your has a corresponding meaning.
141 |
142 |
143 | Section 2 -- Scope.
144 |
145 | a. License grant.
146 |
147 | 1. Subject to the terms and conditions of this Public License,
148 | the Licensor hereby grants You a worldwide, royalty-free,
149 | non-sublicensable, non-exclusive, irrevocable license to
150 | exercise the Licensed Rights in the Licensed Material to:
151 |
152 | a. reproduce and Share the Licensed Material, in whole or
153 | in part; and
154 |
155 | b. produce, reproduce, and Share Adapted Material.
156 |
157 | 2. Exceptions and Limitations. For the avoidance of doubt, where
158 | Exceptions and Limitations apply to Your use, this Public
159 | License does not apply, and You do not need to comply with
160 | its terms and conditions.
161 |
162 | 3. Term. The term of this Public License is specified in Section
163 | 6(a).
164 |
165 | 4. Media and formats; technical modifications allowed. The
166 | Licensor authorizes You to exercise the Licensed Rights in
167 | all media and formats whether now known or hereafter created,
168 | and to make technical modifications necessary to do so. The
169 | Licensor waives and/or agrees not to assert any right or
170 | authority to forbid You from making technical modifications
171 | necessary to exercise the Licensed Rights, including
172 | technical modifications necessary to circumvent Effective
173 | Technological Measures. For purposes of this Public License,
174 | simply making modifications authorized by this Section 2(a)
175 | (4) never produces Adapted Material.
176 |
177 | 5. Downstream recipients.
178 |
179 | a. Offer from the Licensor -- Licensed Material. Every
180 | recipient of the Licensed Material automatically
181 | receives an offer from the Licensor to exercise the
182 | Licensed Rights under the terms and conditions of this
183 | Public License.
184 |
185 | b. Additional offer from the Licensor -- Adapted Material.
186 | Every recipient of Adapted Material from You
187 | automatically receives an offer from the Licensor to
188 | exercise the Licensed Rights in the Adapted Material
189 | under the conditions of the Adapter's License You apply.
190 |
191 | c. No downstream restrictions. You may not offer or impose
192 | any additional or different terms or conditions on, or
193 | apply any Effective Technological Measures to, the
194 | Licensed Material if doing so restricts exercise of the
195 | Licensed Rights by any recipient of the Licensed
196 | Material.
197 |
198 | 6. No endorsement. Nothing in this Public License constitutes or
199 | may be construed as permission to assert or imply that You
200 | are, or that Your use of the Licensed Material is, connected
201 | with, or sponsored, endorsed, or granted official status by,
202 | the Licensor or others designated to receive attribution as
203 | provided in Section 3(a)(1)(A)(i).
204 |
205 | b. Other rights.
206 |
207 | 1. Moral rights, such as the right of integrity, are not
208 | licensed under this Public License, nor are publicity,
209 | privacy, and/or other similar personality rights; however, to
210 | the extent possible, the Licensor waives and/or agrees not to
211 | assert any such rights held by the Licensor to the limited
212 | extent necessary to allow You to exercise the Licensed
213 | Rights, but not otherwise.
214 |
215 | 2. Patent and trademark rights are not licensed under this
216 | Public License.
217 |
218 | 3. To the extent possible, the Licensor waives any right to
219 | collect royalties from You for the exercise of the Licensed
220 | Rights, whether directly or through a collecting society
221 | under any voluntary or waivable statutory or compulsory
222 | licensing scheme. In all other cases the Licensor expressly
223 | reserves any right to collect such royalties.
224 |
225 |
226 | Section 3 -- License Conditions.
227 |
228 | Your exercise of the Licensed Rights is expressly made subject to the
229 | following conditions.
230 |
231 | a. Attribution.
232 |
233 | 1. If You Share the Licensed Material (including in modified
234 | form), You must:
235 |
236 | a. retain the following if it is supplied by the Licensor
237 | with the Licensed Material:
238 |
239 | i. identification of the creator(s) of the Licensed
240 | Material and any others designated to receive
241 | attribution, in any reasonable manner requested by
242 | the Licensor (including by pseudonym if
243 | designated);
244 |
245 | ii. a copyright notice;
246 |
247 | iii. a notice that refers to this Public License;
248 |
249 | iv. a notice that refers to the disclaimer of
250 | warranties;
251 |
252 | v. a URI or hyperlink to the Licensed Material to the
253 | extent reasonably practicable;
254 |
255 | b. indicate if You modified the Licensed Material and
256 | retain an indication of any previous modifications; and
257 |
258 | c. indicate the Licensed Material is licensed under this
259 | Public License, and include the text of, or the URI or
260 | hyperlink to, this Public License.
261 |
262 | 2. You may satisfy the conditions in Section 3(a)(1) in any
263 | reasonable manner based on the medium, means, and context in
264 | which You Share the Licensed Material. For example, it may be
265 | reasonable to satisfy the conditions by providing a URI or
266 | hyperlink to a resource that includes the required
267 | information.
268 |
269 | 3. If requested by the Licensor, You must remove any of the
270 | information required by Section 3(a)(1)(A) to the extent
271 | reasonably practicable.
272 |
273 | b. ShareAlike.
274 |
275 | In addition to the conditions in Section 3(a), if You Share
276 | Adapted Material You produce, the following conditions also apply.
277 |
278 | 1. The Adapter's License You apply must be a Creative Commons
279 | license with the same License Elements, this version or
280 | later, or a BY-SA Compatible License.
281 |
282 | 2. You must include the text of, or the URI or hyperlink to, the
283 | Adapter's License You apply. You may satisfy this condition
284 | in any reasonable manner based on the medium, means, and
285 | context in which You Share Adapted Material.
286 |
287 | 3. You may not offer or impose any additional or different terms
288 | or conditions on, or apply any Effective Technological
289 | Measures to, Adapted Material that restrict exercise of the
290 | rights granted under the Adapter's License You apply.
291 |
292 |
293 | Section 4 -- Sui Generis Database Rights.
294 |
295 | Where the Licensed Rights include Sui Generis Database Rights that
296 | apply to Your use of the Licensed Material:
297 |
298 | a. for the avoidance of doubt, Section 2(a)(1) grants You the right
299 | to extract, reuse, reproduce, and Share all or a substantial
300 | portion of the contents of the database;
301 |
302 | b. if You include all or a substantial portion of the database
303 | contents in a database in which You have Sui Generis Database
304 | Rights, then the database in which You have Sui Generis Database
305 | Rights (but not its individual contents) is Adapted Material,
306 |
307 | including for purposes of Section 3(b); and
308 | c. You must comply with the conditions in Section 3(a) if You Share
309 | all or a substantial portion of the contents of the database.
310 |
311 | For the avoidance of doubt, this Section 4 supplements and does not
312 | replace Your obligations under this Public License where the Licensed
313 | Rights include other Copyright and Similar Rights.
314 |
315 |
316 | Section 5 -- Disclaimer of Warranties and Limitation of Liability.
317 |
318 | a. UNLESS OTHERWISE SEPARATELY UNDERTAKEN BY THE LICENSOR, TO THE
319 | EXTENT POSSIBLE, THE LICENSOR OFFERS THE LICENSED MATERIAL AS-IS
320 | AND AS-AVAILABLE, AND MAKES NO REPRESENTATIONS OR WARRANTIES OF
321 | ANY KIND CONCERNING THE LICENSED MATERIAL, WHETHER EXPRESS,
322 | IMPLIED, STATUTORY, OR OTHER. THIS INCLUDES, WITHOUT LIMITATION,
323 | WARRANTIES OF TITLE, MERCHANTABILITY, FITNESS FOR A PARTICULAR
324 | PURPOSE, NON-INFRINGEMENT, ABSENCE OF LATENT OR OTHER DEFECTS,
325 | ACCURACY, OR THE PRESENCE OR ABSENCE OF ERRORS, WHETHER OR NOT
326 | KNOWN OR DISCOVERABLE. WHERE DISCLAIMERS OF WARRANTIES ARE NOT
327 | ALLOWED IN FULL OR IN PART, THIS DISCLAIMER MAY NOT APPLY TO YOU.
328 |
329 | b. TO THE EXTENT POSSIBLE, IN NO EVENT WILL THE LICENSOR BE LIABLE
330 | TO YOU ON ANY LEGAL THEORY (INCLUDING, WITHOUT LIMITATION,
331 | NEGLIGENCE) OR OTHERWISE FOR ANY DIRECT, SPECIAL, INDIRECT,
332 | INCIDENTAL, CONSEQUENTIAL, PUNITIVE, EXEMPLARY, OR OTHER LOSSES,
333 | COSTS, EXPENSES, OR DAMAGES ARISING OUT OF THIS PUBLIC LICENSE OR
334 | USE OF THE LICENSED MATERIAL, EVEN IF THE LICENSOR HAS BEEN
335 | ADVISED OF THE POSSIBILITY OF SUCH LOSSES, COSTS, EXPENSES, OR
336 | DAMAGES. WHERE A LIMITATION OF LIABILITY IS NOT ALLOWED IN FULL OR
337 | IN PART, THIS LIMITATION MAY NOT APPLY TO YOU.
338 |
339 | c. The disclaimer of warranties and limitation of liability provided
340 | above shall be interpreted in a manner that, to the extent
341 | possible, most closely approximates an absolute disclaimer and
342 | waiver of all liability.
343 |
344 |
345 | Section 6 -- Term and Termination.
346 |
347 | a. This Public License applies for the term of the Copyright and
348 | Similar Rights licensed here. However, if You fail to comply with
349 | this Public License, then Your rights under this Public License
350 | terminate automatically.
351 |
352 | b. Where Your right to use the Licensed Material has terminated under
353 | Section 6(a), it reinstates:
354 |
355 | 1. automatically as of the date the violation is cured, provided
356 | it is cured within 30 days of Your discovery of the
357 | violation; or
358 |
359 | 2. upon express reinstatement by the Licensor.
360 |
361 | For the avoidance of doubt, this Section 6(b) does not affect any
362 | right the Licensor may have to seek remedies for Your violations
363 | of this Public License.
364 |
365 | c. For the avoidance of doubt, the Licensor may also offer the
366 | Licensed Material under separate terms or conditions or stop
367 | distributing the Licensed Material at any time; however, doing so
368 | will not terminate this Public License.
369 |
370 | d. Sections 1, 5, 6, 7, and 8 survive termination of this Public
371 | License.
372 |
373 |
374 | Section 7 -- Other Terms and Conditions.
375 |
376 | a. The Licensor shall not be bound by any additional or different
377 | terms or conditions communicated by You unless expressly agreed.
378 |
379 | b. Any arrangements, understandings, or agreements regarding the
380 | Licensed Material not stated herein are separate from and
381 | independent of the terms and conditions of this Public License.
382 |
383 |
384 | Section 8 -- Interpretation.
385 |
386 | a. For the avoidance of doubt, this Public License does not, and
387 | shall not be interpreted to, reduce, limit, restrict, or impose
388 | conditions on any use of the Licensed Material that could lawfully
389 | be made without permission under this Public License.
390 |
391 | b. To the extent possible, if any provision of this Public License is
392 | deemed unenforceable, it shall be automatically reformed to the
393 | minimum extent necessary to make it enforceable. If the provision
394 | cannot be reformed, it shall be severed from this Public License
395 | without affecting the enforceability of the remaining terms and
396 | conditions.
397 |
398 | c. No term or condition of this Public License will be waived and no
399 | failure to comply consented to unless expressly agreed to by the
400 | Licensor.
401 |
402 | d. Nothing in this Public License constitutes or may be interpreted
403 | as a limitation upon, or waiver of, any privileges and immunities
404 | that apply to the Licensor or You, including from the legal
405 | processes of any jurisdiction or authority.
406 |
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