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Unity Manual

The Multiplayer High Level API
Networked GameObjects
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In Unity’s High Level API (HLAPI) system, multiplayer games include:

A server : A server is an instance of the game which all other players connect to when they want to play together. A server often manages various aspects of the game, such as keeping score, and transmit that data back to the client.

server

Clients: Clients are instances of the game that usually connect from different computers to the server. Clients can connect over a local network, or online.

Clients:

A client is an instance of the game that connects to the server , so that the person playing it can play the game with other people, who connect on their own clients.

client

The server might be either a “dedicated server”, or a “host server”.

Dedicated server : This is an instance of the game that only runs to act as a server.

Dedicated server

Host server : When there is no dedicated server, one of the clients also plays the role of the server. This client is the “host server”. The host server creates a single instance of the game (called the host), which acts as both server and client.

Host server

The diagram below represents three players in a multiplayer game. In this game, one client is also acting as host, which means the client itself is the “local client”. The local client connects to the host server, and both run on the same computer. The other two players are remote clients - that is, they are on different computers, connected to the host server.

The host is a single instance of your game, acting as both server and client at the same time. The host uses a special kind of internal client for local client communication, while other clients are remote clients. The local client communicates with the server through direct function calls and message queues, because it is in the same process. It actually shares the Scene with the server. Remote clients communicate with the server over a regular network connection. When you use Unity’s HLAPI, this is all handled automatically for you.

One of the aims of the multiplayer system is for the code for local clients and remote clients to be the same, so that you only have to think about one type of client most of the time when developing your game. In most cases, Unity handles this difference automatically, so you should rarely need to think about the difference between your code running on a local client or a remote client.

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Constructs a newly allocated Character object that represents the specified char value.

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Determines the number of char values needed to represent the specified character (Unicode code point). If the specified character is equal to or greater than 0x10000, then the method returns 2. Otherwise, the method returns 1.

This method doesn't validate the specified character to be a valid Unicode code point. The caller must validate the character value using isValidCodePoint if necessary.

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Returns the value of this Character object.

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Returns the code point at the given index of the char array, where only array elements with index less than limit can be used. If the char value at the given index in the char array is in the high-surrogate range, the following index is less than the limit , and the char value at the following index is in the low-surrogate range, then the supplementary code point corresponding to this surrogate pair is returned. Otherwise, the char value at the given index is returned.

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Returns the code point at the given index of the char array. If the char value at the given index in the char array is in the high-surrogate range, the following index is less than the length of the char array, and the char value at the following index is in the low-surrogate range, then the supplementary code point corresponding to this surrogate pair is returned. Otherwise, the char value at the given index is returned.

added in API level 1

Returns the code point at the given index of the CharSequence . If the char value at the given index in the CharSequence is in the high-surrogate range, the following index is less than the length of the CharSequence , and the char value at the following index is in the low-surrogate range, then the supplementary code point corresponding to this surrogate pair is returned. Otherwise, the char value at the given index is returned.

added in API level 1

Returns the code point preceding the given index of the char array. If the char value at (index - 1) in the char array is in the low-surrogate range, (index - 2) is not negative, and the char value at (index - 2) in the char array is in the high-surrogate range, then the supplementary code point corresponding to this surrogate pair is returned. Otherwise, the char value at (index - 1) is returned.

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Java™PlatformStandardEd.8
compact2, compact3
org.xml.sax

Interface Attributes

Interface for a list of XML attributes.

This interface allows access to a list of attributes in three different ways:

The list will not contain attributes that were declared #IMPLIED but not specified in the start tag. It will also not contain attributes used as Namespace declarations (xmlns*) unless the feature is set to (it is by default). Because SAX2 conforms to the original "Namespaces in XML" recommendation, it normally does not give namespace declaration attributes a namespace URI.

Some SAX2 parsers may support using an optional feature flag () to request that those attributes be given URIs, conforming to a later backwards-incompatible revision of that recommendation. (The attribute's "local name" will be the prefix, or "xmlns" when defining a default element namespace.) For portability, handler code should always resolve that conflict, rather than requiring parsers that can change the setting of that feature flag.

If the namespace-prefixes feature (see above) is , access by qualified name may not be available; if the feature is , access by Namespace-qualified names may not be available.

This interface replaces the now-deprecated SAX1 interface, which does not contain Namespace support. In addition to Namespace support, it adds the methods (below).

The order of attributes in the list is unspecified, and will vary from implementation to implementation.

NO WARRANTY
Return the number of attributes in the list.

Once you know the number of attributes, you can iterate through the list.

Look up an attribute's Namespace URI by index.
Look up an attribute's local name by index.
Look up an attribute's XML qualified (prefixed) name by index.
Look up an attribute's type by index.

The attribute type is one of the strings "CDATA", "ID", "IDREF", "IDREFS", "NMTOKEN", "NMTOKENS", "ENTITY", "ENTITIES", or "NOTATION" (always in upper case).

If the parser has not read a declaration for the attribute, or if the parser does not report attribute types, then it must return the value "CDATA" as stated in the XML 1.0 Recommendation (clause 3.3.3, "Attribute-Value Normalization").

For an enumerated attribute that is not a notation, the parser will report the type as "NMTOKEN".

Look up an attribute's value by index.

If the attribute value is a list of tokens (IDREFS, ENTITIES, or NMTOKENS), the tokens will be concatenated into a single string with each token separated by a single space.

Look up the index of an attribute by Namespace name.
Look up the index of an attribute by XML qualified (prefixed) name.
Look up an attribute's type by Namespace name.

See for a description of the possible types.

Look up an attribute's type by XML qualified (prefixed) name.

See for a description of the possible types.

Look up an attribute's value by Namespace name.

See for a description of the possible values.

Look up an attribute's value by XML qualified (prefixed) name.

See for a description of the possible values.

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Java™PlatformStandardEd.8

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© 1993, 2018, Oracle and/or its affiliates. All rights reserved. Use is subject to license terms . Also see the documentation redistribution policy .

Important caveats are as follows.

Most blind patients with rare occipital spikes do not have seizures.

When the general population is screened, the presence of IEDs characteristic of the idiopathic or primary epilepsy syndromes frequently occur in patients who do not have seizures.

This is particularly true of centrotemporal spikes, which are associated with the syndrome of benign childhood epilepsy with centrotemporal spikes (BECTS). This syndrome presents in preadolescent children and usually resolves in the mid teens. The EEG signature of the syndrome is stereotyped, usually bilateral, broad diphasic centrotemporal spikes that always become more frequent in sleep and often display a characteristic transverse dipole that is negative in the centrotemporal area and positive frontally. In one population study, up to 40% of patients with centrotemporal spikes did not have seizures.

Seizures in BECTS are usually nocturnal, typically characterized by drooling and rhythmic contraction of 1 side of the face and arm and may secondarily generalize. The presence of the typical discharge secures the diagnosis.

If a patient has a substantially different seizure type, the possibility that the discharges are an incidental finding must be carefully considered, along with the possibility that the patient suffers from a localization-related epilepsy with an electroclinical signature that mimics BECTS.

Mistakes in EEG interpretation are an important source of false-positive results. Familiarity with the common normal EEG variants that resemble epileptogenic discharges is necessary to avoid characterizing them as IEDs. Commonly encountered examples include and . This family of patterns is discussed in Normal EEG Variants . Artifacts produced by electrode dysfunction can also resemble epileptiform discharges. Features of the normal EEG background such as the mu rhythm, and vertex waves (K-complexes of drowsiness and sleep) can be sharply contoured and resemble spikes and sharp waves (see Normal EEG Waveforms ). The most common mistake, however, may not be to interpret a well-described normal variant as epileptiform, but rather to over-read sharply contoured fluctuations of background in the temporal regions as temporal sharp waves.

While the presence of IEDs in a routine EEG is often helpful in clinical decision making, the converse is not necessarily the case. The absence of IEDs in a routine EEG certainly does not prove that a paroxysmal event was not a seizure or that a patient does not have epilepsy. Routine EEGs are normal in about 50% of patients with a clinical diagnosis of seizures, although the yield improves with multiple or more prolonged EEGs. As a limiting case, in 2 series of patients studied in epilepsy monitoring units, IEDs were never identified in 4-19% of those in whom epileptic seizures were recorded.In patients with partial epilepsy, this is more likely to occur with extratemporal foci. The absence of IEDs in patients with generalized onset seizures is exceptional in children and unusual in adults.

In patients with established seizures, IEDs often shed light on the underlying epilepsy syndrome. For example, in a neurologically normal adolescent patient with normal imaging who presents with a history of convulsions, whether the patient has a generalized or localization-related seizure disorder may be uncertain. The presence of 3-Hz generalized spike-wave abnormalities on EEG would suggest a primary generalized seizure disorder. By contrast, a normal EEG or one with nonepileptic abnormalities would be more consistent with a localization-related epilepsy syndrome and the presence of temporal spikes would suggest the diagnosis of temporal lobe epilepsy.

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