├── Modules ├── Module01.md ├── Module03.md ├── Module00.md ├── Module02.md └── Module04.md ├── README.md └── LICENSE /Modules/Module01.md: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Modules/Module03.md: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Modules/Module00.md: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Modules/Module02.md: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Modules/Module04.md: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | Attribution-ShareAlike 4.0 International 2 | 3 | ======================================================================= 4 | 5 | Creative Commons Corporation ("Creative Commons") is not a law firm and 6 | does not provide legal services or legal advice. Distribution of 7 | Creative Commons public licenses does not create a lawyer-client or 8 | other relationship. Creative Commons makes its licenses and related 9 | information available on an "as-is" basis. Creative Commons gives no 10 | warranties regarding its licenses, any material licensed under their 11 | terms and conditions, or any related information. Creative Commons 12 | disclaims all liability for damages resulting from their use to the 13 | fullest extent possible. 14 | 15 | Using Creative Commons Public Licenses 16 | 17 | Creative Commons public licenses provide a standard set of terms and 18 | conditions that creators and other rights holders may use to share 19 | original works of authorship and other material subject to copyright 20 | and certain other rights specified in the public license below. The 21 | following considerations are for informational purposes only, are not 22 | exhaustive, and do not form part of our licenses. 23 | 24 | Considerations for licensors: Our public licenses are 25 | intended for use by those authorized to give the public 26 | permission to use material in ways otherwise restricted by 27 | copyright and certain other rights. Our licenses are 28 | irrevocable. Licensors should read and understand the terms 29 | and conditions of the license they choose before applying it. 30 | Licensors should also secure all rights necessary before 31 | applying our licenses so that the public can reuse the 32 | material as expected. Licensors should clearly mark any 33 | material not subject to the license. This includes other CC- 34 | licensed material, or material used under an exception or 35 | limitation to copyright. More considerations for licensors: 36 | wiki.creativecommons.org/Considerations_for_licensors 37 | 38 | Considerations for the public: By using one of our public 39 | licenses, a licensor grants the public permission to use the 40 | licensed material under specified terms and conditions. If 41 | the licensor's permission is not necessary for any reason--for 42 | example, because of any applicable exception or limitation to 43 | copyright--then that use is not regulated by the license. Our 44 | licenses grant only permissions under copyright and certain 45 | other rights that a licensor has authority to grant. Use of 46 | the licensed material may still be restricted for other 47 | reasons, including because others have copyright or other 48 | rights in the material. A licensor may make special requests, 49 | such as asking that all changes be marked or described. 50 | Although not required by our licenses, you are encouraged to 51 | respect those requests where reasonable. More_considerations 52 | for the public: 53 | wiki.creativecommons.org/Considerations_for_licensees 54 | 55 | ======================================================================= 56 | 57 | Creative Commons Attribution-ShareAlike 4.0 International Public 58 | License 59 | 60 | By exercising the Licensed Rights (defined below), You accept and agree 61 | to be bound by the terms and conditions of this Creative Commons 62 | Attribution-ShareAlike 4.0 International Public License ("Public 63 | License"). To the extent this Public License may be interpreted as a 64 | contract, You are granted the Licensed Rights in consideration of Your 65 | acceptance of these terms and conditions, and the Licensor grants You 66 | such rights in consideration of benefits the Licensor receives from 67 | making the Licensed Material available under these terms and 68 | conditions. 69 | 70 | 71 | Section 1 -- Definitions. 72 | 73 | a. Adapted Material means material subject to Copyright and Similar 74 | Rights that is derived from or based upon the Licensed Material 75 | and in which the Licensed Material is translated, altered, 76 | arranged, transformed, or otherwise modified in a manner requiring 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 | 407 | 408 | ======================================================================= 409 | 410 | Creative Commons is not a party to its public 411 | licenses. Notwithstanding, Creative Commons may elect to apply one of 412 | its public licenses to material it publishes and in those instances 413 | will be considered the “Licensor.” The text of the Creative Commons 414 | public licenses is dedicated to the public domain under the CC0 Public 415 | Domain Dedication. Except for the limited purpose of indicating that 416 | material is shared under a Creative Commons public license or as 417 | otherwise permitted by the Creative Commons policies published at 418 | creativecommons.org/policies, Creative Commons does not authorize the 419 | use of the trademark "Creative Commons" or any other trademark or logo 420 | of Creative Commons without its prior written consent including, 421 | without limitation, in connection with any unauthorized modifications 422 | to any of its public licenses or any other arrangements, 423 | understandings, or agreements concerning use of licensed material. For 424 | the avoidance of doubt, this paragraph does not form part of the 425 | public licenses. 426 | 427 | Creative Commons may be contacted at creativecommons.org. 428 | --------------------------------------------------------------------------------