Foreword.

If you prefer tutorials that come with a framework => check the other wiki tutorial series.
If you prefer tutorials that go step by step without a framework => this page should be ok.

I assume you know C++. If not, this tutorial will probably be hard to understand !

This tutorial presents only a few elements of Ogre3D.

You can download the code and media for this tutorial at the bottom of this wiki page.
This little tutorial is an extract of a bigger project which contains more tutorials & helper classes.
This bigger project is avaible there :
https://sourceforge.net/projects/so3dtools/

Also, make sure you read these tutorials in order!

Tutorial Description

Since input is quite useful for some tests, I will show
a very basic usage of the OIS library. Bear in mind that
I could have used another input system or library
(ex: CImg, camera tracking, conio, ...).

In this program I create 5 entities, and then I will control in
realtime the camera with the mouse, and the keyboard (T,G,F,H).
When the left button of the mouse is pushed, the colour of the
viewport changes randomly.
The escape button of the keyboard allows to quit.

The controls are made in realtime. To do that, I use Ogre's timer
to determinate how much time as flown between 2 frames :
speed * elapsed time between 2 frames = deplacement to do between 2 frames.

I also print some informations about performances.
Please note that you can also find all of this in the official Ogre3D tutorials.

After window creation

I prefer to be able to access my variables directly.

¤	Ogre::Root* lRoot = lOgreInit.mRoot.get();
	Ogre::RenderWindow* lWindow = lOgreInit.mWindow;

Here I create the necessary objects of OIS to manage Keyboard and Mouse.

¤	OIS::InputManager* lInputManager = NULL;
	OIS::Mouse* lMouse = NULL;
	OIS::Keyboard* lKeyboard = NULL;
	{

The input/output system needs an handle to a window as input, in a string format.
1/ we need to get the "windows-API" handle

¤		size_t windowHandle = 0;
		lWindow->getCustomAttribute("WINDOW", &windowHandle);

2/ convert it into a string

¤		std::string windowsHandleAsString="";
		{
			std::ostringstream windowHndStr;
			windowHndStr << windowHandle;
			windowsHandleAsString = windowHndStr.str();
		}

3/ we translate it into a format accepted by OIS (the input library).

¤		OIS::ParamList lSpecialParameters;
		lSpecialParameters.insert(std::make_pair(std::string("WINDOW"), windowsHandleAsString));

4/ we create the input/output system itself.

¤		lInputManager = OIS::InputManager::createInputSystem( lSpecialParameters );

the events can be stored or not in a buffer

¤		bool lBufferedKeys = false;
		bool lBufferedMouse = false;

creation of the keyboard-representing object

¤		lKeyboard = static_cast<OIS::Keyboard*>(lInputManager->createInputObject(OIS::OISKeyboard, lBufferedKeys));

creation of the mouse-representing object

¤		lMouse = static_cast<OIS::Mouse*>(lInputManager->createInputObject( OIS::OISMouse, lBufferedMouse));

then must tell the mouse how much it is allowed to move.

¤		const OIS::MouseState &infoSouris = lMouse->getMouseState();
		infoSouris.width = lWindow->getWidth();
		infoSouris.height = lWindow->getHeight();
	}

Before the while() loop

The root has an access to Ogre3D's internal timer.
This timer can be controlled (for example, if you want to synchronise
some shaders between 5 computers), and accessed for time informations.
Here I reset the timer.

¤	Ogre::Timer* lOgreTimer = lRoot->getTimer();
	lOgreTimer->reset();

I name my variable with something that indicates milliseconds or seconds.
Here the _Ms means 'milliseconds',and '_s' means 'seconds'.

¤	unsigned long lLastTime_Ms = lOgreTimer->getMilliseconds();
	unsigned long lDeltaTime_Ms = 0;
	float lDeltaTime_s = 0.0f;

The while() loop

¤	while(!lOgreInit.mWindow->isClosed())
	{

For the window drawing, you will increase performances if you :
0/ do some cpu calculations (ex: update sound).
1/ clear the window buffer (Ogre::Viewport::clear)
2/ do some cpu calculations (ex: particles)
3/ draw the scene without swapping buffers (render() / update())
4/ do some cpu calculations (ex : physics + logics)
5/ swap the buffers(). (swapBuffers())
6/ go back to 0/
Ogre allows to do that automatically if you use a framelistener,
like in the official ogre tutorials.

In this tutorial series, I don't want to bother you with that,
but you might keep that in mind when you design your final application.
Also it's better to launch sound first, because sound is slower than light.

I evaluate the current time and the time elapsed since last frame
I also prepare the next iteration.

¤		{
			unsigned long lCurrentTime_Ms = lOgreTimer->getMilliseconds();
			lDeltaTime_Ms = lCurrentTime_Ms - lLastTime_Ms;
			if(lDeltaTime_Ms == 0)
			{
				continue;
			}
			lLastTime_Ms = lCurrentTime_Ms;
			lDeltaTime_s = 0.001f * float(lDeltaTime_Ms);
		}

I capture the keyboard settings.
Then I update the scene according to these informations.

¤		lKeyboard->capture();

The current time is used in the calculation : this is 'real time'.
The camera move with the same speed on any computer.
I put a coefficient 200.0 because the scene is big.
I test the keys TGFH for moving.

¤		{
			float lCoeff = 200.0f * lDeltaTime_s;
			Ogre::Vector3 lTranslation(Ogre::Vector3::ZERO);
			if(lKeyboard->isKeyDown(OIS::KC_T))
			{
				lTranslation.z -= lCoeff;
			}
			if(lKeyboard->isKeyDown(OIS::KC_G))
			{
				lTranslation.z += lCoeff;
			}
			if(lKeyboard->isKeyDown(OIS::KC_F))
			{
				lTranslation.x -= lCoeff;
			}
			if(lKeyboard->isKeyDown(OIS::KC_H))
			{
				lTranslation.x += lCoeff;
			}
			if(lTranslation != Ogre::Vector3::ZERO)
			{
				lCameraNode->translate(lTranslation, Ogre::Node::TS_LOCAL);
			}
			if(lKeyboard->isKeyDown(OIS::KC_ESCAPE))
			{
				break;
			}
		}

same for the mouse.

¤		{
			lMouse->capture();
			const OIS::MouseState& lMouseState = lMouse->getMouseState();
			if(lMouseState.buttonDown(OIS::MB_Left))
			{

I change the colour of the background...

¤				float red	= Ogre::Math::RangeRandom(0.1f,0.9f);
				float green = Ogre::Math::RangeRandom(0.1f,0.9f);
				float blue	= Ogre::Math::RangeRandom(0.1f,0.9f);
				vp->setBackgroundColour(Ogre::ColourValue( red, green, blue));
			}
			float lMouseX = float(lMouseState.X.rel) / float(lWindow->getWidth());
			float lMouseY = float(lMouseState.Y.rel) / float(lWindow->getHeight());
			float lRotCoeff = -5.0f;
			Ogre::Radian lAngleX(lMouseX * lRotCoeff);
			Ogre::Radian lAngleY(lMouseY * lRotCoeff);

If the 'player' don't make loopings, 'yaw in world' + 'pitch in local' is often enough for a camera controler.

¤			lCameraNode->yaw(lAngleX, Ogre::Node::TS_WORLD);
			lCameraNode->pitch(lAngleY, Ogre::Node::TS_LOCAL);
		}

the window update its content.
each viewport that is 'autoupdated' will be redrawn now,
in order given by its z-order.

¤		lWindow->update(false);

The drawn surface is then shown on the screen
(google "double buffering" if you want more details).
I always use vertical synchro.

¤		bool lVerticalSynchro = true;
		lWindow->swapBuffers(lVerticalSynchro);

I print some statistics (more are available in Ogre3D)
With VSync enabled, that should be close to 59,9fps.

¤		const Ogre::RenderTarget::FrameStats& lStats = lWindow->getStatistics();
		std::cout<<"FPS: "<<lStats.lastFPS<<"; AvgFPS : "<<lStats.avgFPS;
		std::cout<<"; batchcount :"<<lStats.batchCount<<std::endl;

This update some internal counters and listeners.
Each render surface (window/rtt/mrt) that is 'auto-updated' has got its 'update' function called.

¤		lRoot->renderOneFrame();

		Ogre::WindowEventUtilities::messagePump();
	}

main.cpp

// Since input is quite useful for some tests, I will show
// a very basic usage of the OIS library. Bear in mind that 
// I could have used another input system or library 
// (ex: CImg, camera tracking, conio, ...).
//
// In this program I create 5 entities, and then I will control in
// realtime the camera with the mouse, and the keyboard (T,G,F,H).
// When the left button of the mouse is pushed, the colour of the 
// viewport changes randomly.
// The escape button of the keyboard allows to quit.
// 
// The controls are made in realtime. To do that, I use Ogre's timer
// to determinate how much time as flown between 2 frames :
// speed * elapsed time between 2 frames = deplacement to do between 2 frames.
//
// I also print some informations about performances.
// Please note that you can also find all of this in the official Ogre3D tutorials.

// I will use std::auto_ptr so I need to include 'memory'. 
// If you don't know std::auto_ptr, you should check some C++ tutorials/lesson on this matter.
#include <memory>
// I will check for std::exception. If you don't know what exception/try/catch means, you should learn C++ first.
#include <exception>

// These are some files that we need to include to use Ogre3D. Note that you can at the beginnings use directly "Ogre.h", to include lots of commonly used classes.
#include "OGRE/OgreRoot.h"
#include "OGRE/OgreRenderSystem.h"
#include "OGRE/OgreRenderWindow.h"
#include "OGRE/OgreWindowEventUtilities.h"
#include "OGRE/OgreManualObject.h"
#include "OGRE/OgreEntity.h"

//Here I include my other files, like the one for SimpleOgreInit...
#include "SimpleOgreInit.h"

#include "EasyDefines.h"

#include "OIS\Ois.h"

// I declare a function in which I will make my whole application.
// This is easy then to add more things later in that function.
// The main will call this function and take care of the global try/catch.
void AnOgreApplication()
{
	// I construct my object that will allow me to initialise Ogre easily.
	OgreEasy::SimpleOgreInit lOgreInit;

	if(!lOgreInit.initOgre())
	{
		std::cout<<"Impossible to init Ogre correctly."<<std::endl;
		return;
	}

	//I prefer to be able to access my variables directly.
	Ogre::Root* lRoot = lOgreInit.mRoot.get();
	Ogre::RenderWindow* lWindow = lOgreInit.mWindow;

	// Here I create the necessary objects of OIS to manage Keyboard and Mouse.
	OIS::InputManager* lInputManager = NULL;
	OIS::Mouse* lMouse = NULL;
	OIS::Keyboard* lKeyboard = NULL;
	{
		// The input/output system needs an handle to a window as input, in a string format.
		// 1/ we need to get the "windows-API" handle
		size_t windowHandle = 0;
		lWindow->getCustomAttribute("WINDOW", &windowHandle);

		// 2/ convert it into a string
		std::string windowsHandleAsString="";
		{
			std::ostringstream windowHndStr;
			windowHndStr << windowHandle;
			windowsHandleAsString = windowHndStr.str();
		}

		// 3/ we translate it into a format accepted by OIS (the input library).
		OIS::ParamList lSpecialParameters;
		lSpecialParameters.insert(std::make_pair(std::string("WINDOW"), windowsHandleAsString));

		// 4/ we create the input/output system itself.
		lInputManager = OIS::InputManager::createInputSystem( lSpecialParameters );

		// the events can be stored or not in a buffer
		bool lBufferedKeys = false;
		bool lBufferedMouse = false;

		// creation of the keyboard-representing object
		lKeyboard = static_cast<OIS::Keyboard*>(lInputManager->createInputObject(OIS::OISKeyboard, lBufferedKeys));

		// creation of the mouse-representing object
		lMouse = static_cast<OIS::Mouse*>(lInputManager->createInputObject( OIS::OISMouse, lBufferedMouse));

		// then must tell the mouse how much it is allowed to move.
		const OIS::MouseState &infoSouris = lMouse->getMouseState();
		infoSouris.width = lWindow->getWidth();
		infoSouris.height = lWindow->getHeight();
	}

	// I create a scenemanager. This is like a 'Scene', in which I can put lights, 3d objects, etc...
	// The scenemanager contains an arborescent graph of 'SceneNodes'. To manage elements of the scene,
	// I will create SceneNodes in the SceneManager, and attach the elements to the scenenodes.
	// First parameter : I select a kind of SceneManager. This may have a huge impact on performance.
	// Depending on your scene, some are better than other. The default one does no optimization at all.
	// Second parameter : I give a name to the scenemanager.
	// Note : It is easy to have more than one scenemanager (If you got 2 different scenes for example).
	Ogre::SceneManager* lScene = lRoot->createSceneManager(Ogre::ST_GENERIC, "MyFirstSceneManager");

	// The 'root SceneNode' is the only scenenode at the beginning in the SceneManager.
	// The SceneNodes can be seen as 'transformation' containers <=> it contains scale/position/rotation
	// of the objects. There is only 1 root scenenode, and all other scenenode are 
	// its direct or indirect children.
	Ogre::SceneNode* lRootSceneNode = lScene->getRootSceneNode();

	// I create a camera. It represent a 'point of view' in the scene.
	Ogre::Camera* lCamera = lScene->createCamera("MyFirstCamera");

	// I attach the camera to a new SceneNode. It will be easier then to move it in the scene.
	Ogre::SceneNode* lCameraNode = lRootSceneNode->createChildSceneNode("MyFirstCameraNode");
	lCameraNode->attachObject(lCamera);

	// We create a viewport on a part of the window.
	// A viewport is the link between 1 camera and 1 drawing surface (here the window).
	// I can then call 'update();' on it to make it draw the Scene from the camera.
	// You can have several viewports on 1 window.
	// Check API for details on parameters.
	float lViewportWidth = 0.88f;
	float lViewportHeight = 0.88f;
	float lViewportLeft	= (1.0f - lViewportWidth) * 0.5f;
	float lViewportTop = (1.0f - lViewportHeight) * 0.5f;
	unsigned short lMainViewportZOrder = 100;
	Ogre::Viewport * vp = lWindow->addViewport(lCamera, lMainViewportZOrder, lViewportLeft, lViewportTop, lViewportWidth, lViewportHeight);

	// I want the viewport to draw the scene automatically
	// when I will call lWindow->update();
	vp->setAutoUpdated(true);

	// I choose a color for this viewport. 
	// I prefer to have a bright color, to detect holes in geometry etc...
	vp->setBackgroundColour(Ogre::ColourValue(1,0,1));

	// I choose the visual ratio of the camera. To make it looks real, I want it the same as the viewport.
	float ratio = float(vp->getActualWidth()) / float(vp->getActualHeight());
	lCamera->setAspectRatio(ratio);

	// I choose the clipping far& near planes. if far/near>2000, you can get z buffer problem.
	// eg : far/near = 10000/5 = 2000 . it's ok.
	// If (far/near)>2000 then you will likely get 'z fighting' issues.
	lCamera->setNearClipDistance(1.5f);
	lCamera->setFarClipDistance(3000.0f); 

	// I want my window to be active
	lWindow->setActive(true);

	// I want to update myself the content of the window, not automatically.
	lWindow->setAutoUpdated(false);

	// Here I choose a name for a resource group. Then I create it.
	// Often, a resourcegroup is a good way to store the data corresponding
	// to a level in a game.
	Ogre::String lNameOfResourceGroup = "Mission 1 : Deliver Tom";
	{
		Ogre::ResourceGroupManager& lRgMgr = Ogre::ResourceGroupManager::getSingleton();
		lRgMgr.createResourceGroup(lNameOfResourceGroup);

		// We say which directories will be loaded by this resourcegroup.
		// I can add many directories, which will be loaded in same the ORDER.
		// This ORDER is extremely important : if a material is loaded <i>after</i> a mesh using this material,
		// this mesh won't be able to find the material during its loading!
		// I advise you not to use a recursive load (which load the full directory tree). 
		// Seriously, 'recursive loading' often leads to problems.
		Ogre::String lDirectoryToLoad = "../../media/mesh";
		bool lIsRecursive = false;
		lRgMgr.addResourceLocation(lDirectoryToLoad, "FileSystem", lNameOfResourceGroup, lIsRecursive);
		
		// The function 'initialiseResourceGroup' parses scripts if any in the locations.
		lRgMgr.initialiseResourceGroup(lNameOfResourceGroup);

		// Files that can be loaded are loaded.
		lRgMgr.loadResourceGroup(lNameOfResourceGroup);

		// Now the loaded Mesh is available from its ResourceGroup,
		// as well as from the Ogre::MeshManager. A shared pointer to
		// it can be accessed by : Ogre::MeshManager::getSingleton().getByName(name_of_the_mesh);

		// Now I can create Entities using that mesh.
		Ogre::String lNameOfTheMesh = "MonsterHead.mesh";
		int lNumberOfEntities = 5;
		for(int iter = 0; iter < lNumberOfEntities; ++iter)
		{
			Ogre::Entity* lEntity = lScene->createEntity(lNameOfTheMesh);
			// Now I attach it to a scenenode, so that it becomes present in the scene.
			Ogre::SceneNode* lNode = lRootSceneNode->createChildSceneNode();
			lNode->attachObject(lEntity);
			// I move the SceneNode so that it is visible to the camera.
			float lPositionOffset = float(1+ iter * 2) - (float(lNumberOfEntities));
			lPositionOffset = lPositionOffset * 20;
			lNode->translate(lPositionOffset, lPositionOffset, -200.0f);
			// The loaded mesh will be white. This is normal.
		}
	}

	// cleaning of windows events managed by Ogre::WindowEventUtilities::...
	// I call it after a 'pause in window updating', in order to maintain smoothness.
	// Explanation : if you clicked 2000 times when the windows was being created, there are 
	// at least 2000 messages created by the OS to listen to. This is made to clean them.
	lRoot->clearEventTimes();

	// The root has an access to Ogre3D's internal timer.
	// This timer can be controlled (for example, if you want to synchronise
	// some shaders between 5 computers), and accessed for time informations.
	// Here I reset the timer.
	Ogre::Timer* lOgreTimer = lRoot->getTimer();
	lOgreTimer->reset();
	
	// I name my variable with something that indicates milliseconds or seconds.
	// Here the _Ms means 'milliseconds',and '_s' means 'seconds'.
	unsigned long lLastTime_Ms = lOgreTimer->getMilliseconds();
	unsigned long lDeltaTime_Ms = 0;
	float lDeltaTime_s = 0.0f;
	// I wait until the window is closed.
	// The "message pump" thing is something you will see in most GUI application.
	// It allow the binding of messages between the application and the OS.
	// These messages are most of the time : keystroke, mouse moved, ... or window closed.
	// If I don't do this, the message are never caught, and the window won't close.
	while(!lOgreInit.mWindow->isClosed())
	{
		// For the window drawing, you will increase performances if you : 
		// 0/ do some cpu calculations (ex: update sound).
		// 1/ clear the window buffer (Ogre::Viewport::clear)
		// 2/ do some cpu calculations (ex: particles)
		// 3/ draw the scene without swapping buffers (render() / update())
		// 4/ do some cpu calculations (ex : physics + logics)
		// 5/ swap the buffers(). (swapBuffers())
		// 6/ go back to 0/
		// Ogre allows to do that automatically if you use a framelistener,
		// like in the official ogre tutorials.
		// 
		// In this tutorial series, I don't want to bother you with that,
		// but you might keep that in mind when you design your final application.
		// Also it's better to launch sound first, because sound is slower than light.

		// I evaluate the current time and the time elapsed since last frame
		// I also prepare the next iteration.
		{
			unsigned long lCurrentTime_Ms = lOgreTimer->getMilliseconds();
			lDeltaTime_Ms = lCurrentTime_Ms - lLastTime_Ms;
			if(lDeltaTime_Ms == 0)
			{
				continue;
			}
			lLastTime_Ms = lCurrentTime_Ms;
			lDeltaTime_s = 0.001f * float(lDeltaTime_Ms);
		}

		// I capture the keyboard settings.
		// Then I update the scene according to these informations.
		lKeyboard->capture();

		// The current time is used in the calculation : this is 'real time'. 
		// The camera move with the same speed on any computer.
		// I put a coefficient 200.0 because the scene is big.
		// I test the keys TGFH for moving.
		{
			float lCoeff = 200.0f * lDeltaTime_s;
			Ogre::Vector3 lTranslation(Ogre::Vector3::ZERO);
			if(lKeyboard->isKeyDown(OIS::KC_T))
			{
				lTranslation.z -= lCoeff;
			}
			if(lKeyboard->isKeyDown(OIS::KC_G))
			{
				lTranslation.z += lCoeff;
			}
			if(lKeyboard->isKeyDown(OIS::KC_F))
			{
				lTranslation.x -= lCoeff;
			}
			if(lKeyboard->isKeyDown(OIS::KC_H))
			{
				lTranslation.x += lCoeff;
			}
			if(lTranslation != Ogre::Vector3::ZERO)
			{
				lCameraNode->translate(lTranslation, Ogre::Node::TS_LOCAL);
			}
			if(lKeyboard->isKeyDown(OIS::KC_ESCAPE))
			{
				break;
			}
		}

		// same for the mouse.
		{
			lMouse->capture();
			const OIS::MouseState& lMouseState = lMouse->getMouseState();
			if(lMouseState.buttonDown(OIS::MB_Left))
			{
				// I change the colour of the background...
				float red	= Ogre::Math::RangeRandom(0.1f,0.9f);
				float green = Ogre::Math::RangeRandom(0.1f,0.9f);
				float blue	= Ogre::Math::RangeRandom(0.1f,0.9f);
				vp->setBackgroundColour(Ogre::ColourValue( red, green, blue));
			}
			float lMouseX = float(lMouseState.X.rel) / float(lWindow->getWidth());
			float lMouseY = float(lMouseState.Y.rel) / float(lWindow->getHeight());
			float lRotCoeff = -5.0f;
			Ogre::Radian lAngleX(lMouseX * lRotCoeff);
			Ogre::Radian lAngleY(lMouseY * lRotCoeff);
			// If the 'player' don't make loopings, 'yaw in world' + 'pitch in local' is often enough for a camera controler.
			lCameraNode->yaw(lAngleX, Ogre::Node::TS_WORLD);
			lCameraNode->pitch(lAngleY, Ogre::Node::TS_LOCAL);
		}

		// the window update its content.
		// each viewport that is 'autoupdated' will be redrawn now,
		// in order given by its z-order.
		lWindow->update(false);

		// The drawn surface is then shown on the screen
		// (google "double buffering" if you want more details).
		// I always use vertical synchro.
		bool lVerticalSynchro = true;
		lWindow->swapBuffers(lVerticalSynchro);

		// I print some statistics (more are available in Ogre3D)
		// With VSync enabled, that should be close to 59,9fps.
		const Ogre::RenderTarget::FrameStats& lStats = lWindow->getStatistics();
		std::cout<<"FPS: "<<lStats.lastFPS<<"; AvgFPS : "<<lStats.avgFPS;
		std::cout<<"; batchcount :"<<lStats.batchCount<<std::endl;

		// This update some internal counters and listeners.
		// Each render surface (window/rtt/mrt) that is 'auto-updated' has got its 'update' function called.
		lRoot->renderOneFrame();

		Ogre::WindowEventUtilities::messagePump();
	}

	// Let's cleanup!
	{
		lInputManager->destroyInputObject(lKeyboard);
		lKeyboard = NULL;
		lInputManager->destroyInputObject(lMouse);
		lMouse = NULL;
		OIS::InputManager::destroyInputSystem(lInputManager);
		lInputManager = NULL;
	}
	{
		lWindow->removeAllViewports();
	}
	{
		lScene->destroyAllCameras();
		lScene->destroyAllManualObjects();
		lScene->destroyAllEntities();
		lRootSceneNode->removeAndDestroyAllChildren();
	}
	{
		Ogre::ResourceGroupManager& lRgMgr = Ogre::ResourceGroupManager::getSingleton();
		lRgMgr.destroyResourceGroup(lNameOfResourceGroup);
	}

	return;
}

int main()
{
	try
	{
		AnOgreApplication();
		std::cout<<"end of the program"<<std::endl;
	}catch(Ogre::Exception &e)
	{
		MWARNING("!!!!Ogre::Exception!!!!\n"<<e.what());
	}catch(std::exception &e)
	{
		MWARNING("!!!!std::exception!!!!\n"<<e.what());
	}
	return 0;
}

Full program sources:
http://sourceforge.net/projects/so3dtools/files/Ogre3DWiki/10_RealTime_Input.7z/download

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1. Definitions

  • "Collective Work" means a work, such as a periodical issue, anthology or encyclopedia, in which the Work in its entirety in unmodified form, along with a number of other contributions, constituting separate and independent works in themselves, are assembled into a collective whole. A work that constitutes a Collective Work will not be considered a Derivative Work (as defined below) for the purposes of this License.
  • "Derivative Work" means a work based upon the Work or upon the Work and other pre-existing works, such as a translation, musical arrangement, dramatization, fictionalization, motion picture version, sound recording, art reproduction, abridgment, condensation, or any other form in which the Work may be recast, transformed, or adapted, except that a work that constitutes a Collective Work will not be considered a Derivative Work for the purpose of this License. For the avoidance of doubt, where the Work is a musical composition or sound recording, the synchronization of the Work in timed-relation with a moving image ("synching") will be considered a Derivative Work for the purpose of this License.
  • "Licensor" means the individual or entity that offers the Work under the terms of this License.
  • "Original Author" means the individual or entity who created the Work.
  • "Work" means the copyrightable work of authorship offered under the terms of this License.
  • "You" means an individual or entity exercising rights under this License who has not previously violated the terms of this License with respect to the Work, or who has received express permission from the Licensor to exercise rights under this License despite a previous violation.
  • "License Elements" means the following high-level license attributes as selected by Licensor and indicated in the title of this License: Attribution, ShareAlike.

2. Fair Use Rights

Nothing in this license is intended to reduce, limit, or restrict any rights arising from fair use, first sale or other limitations on the exclusive rights of the copyright owner under copyright law or other applicable laws.

3. License Grant

Subject to the terms and conditions of this License, Licensor hereby grants You a worldwide, royalty-free, non-exclusive, perpetual (for the duration of the applicable copyright) license to exercise the rights in the Work as stated below:

  • to reproduce the Work, to incorporate the Work into one or more Collective Works, and to reproduce the Work as incorporated in the Collective Works;
  • to create and reproduce Derivative Works;
  • to distribute copies or phonorecords of, display publicly, perform publicly, and perform publicly by means of a digital audio transmission the Work including as incorporated in Collective Works;
  • to distribute copies or phonorecords of, display publicly, perform publicly, and perform publicly by means of a digital audio transmission Derivative Works.
  • For the avoidance of doubt, where the work is a musical composition:
    • Performance Royalties Under Blanket Licenses. Licensor waives the exclusive right to collect, whether individually or via a performance rights society (e.g. ASCAP, BMI, SESAC), royalties for the public performance or public digital performance (e.g. webcast) of the Work.
    • Mechanical Rights and Statutory Royalties. Licensor waives the exclusive right to collect, whether individually or via a music rights society or designated agent (e.g. Harry Fox Agency), royalties for any phonorecord You create from the Work ("cover version") and distribute, subject to the compulsory license created by 17 USC Section 115 of the US Copyright Act (or the equivalent in other jurisdictions).
    • Webcasting Rights and Statutory Royalties. For the avoidance of doubt, where the Work is a sound recording, Licensor waives the exclusive right to collect, whether individually or via a performance-rights society (e.g. SoundExchange), royalties for the public digital performance (e.g. webcast) of the Work, subject to the compulsory license created by 17 USC Section 114 of the US Copyright Act (or the equivalent in other jurisdictions).


The above rights may be exercised in all media and formats whether now known or hereafter devised. The above rights include the right to make such modifications as are technically necessary to exercise the rights in other media and formats. All rights not expressly granted by Licensor are hereby reserved.

4. Restrictions

The license granted in Section 3 above is expressly made subject to and limited by the following restrictions:

  • You may distribute, publicly display, publicly perform, or publicly digitally perform the Work only under the terms of this License, and You must include a copy of, or the Uniform Resource Identifier for, this License with every copy or phonorecord of the Work You distribute, publicly display, publicly perform, or publicly digitally perform. You may not offer or impose any terms on the Work that alter or restrict the terms of this License or the recipients' exercise of the rights granted hereunder. You may not sublicense the Work. You must keep intact all notices that refer to this License and to the disclaimer of warranties. You may not distribute, publicly display, publicly perform, or publicly digitally perform the Work with any technological measures that control access or use of the Work in a manner inconsistent with the terms of this License Agreement. The above applies to the Work as incorporated in a Collective Work, but this does not require the Collective Work apart from the Work itself to be made subject to the terms of this License. If You create a Collective Work, upon notice from any Licensor You must, to the extent practicable, remove from the Collective Work any credit as required by clause 4(c), as requested. If You create a Derivative Work, upon notice from any Licensor You must, to the extent practicable, remove from the Derivative Work any credit as required by clause 4(c), as requested.
  • You may distribute, publicly display, publicly perform, or publicly digitally perform a Derivative Work only under the terms of this License, a later version of this License with the same License Elements as this License, or a Creative Commons iCommons license that contains the same License Elements as this License (e.g. Attribution-ShareAlike 2.5 Japan). You must include a copy of, or the Uniform Resource Identifier for, this License or other license specified in the previous sentence with every copy or phonorecord of each Derivative Work You distribute, publicly display, publicly perform, or publicly digitally perform. You may not offer or impose any terms on the Derivative Works that alter or restrict the terms of this License or the recipients' exercise of the rights granted hereunder, and You must keep intact all notices that refer to this License and to the disclaimer of warranties. You may not distribute, publicly display, publicly perform, or publicly digitally perform the Derivative Work with any technological measures that control access or use of the Work in a manner inconsistent with the terms of this License Agreement. The above applies to the Derivative Work as incorporated in a Collective Work, but this does not require the Collective Work apart from the Derivative Work itself to be made subject to the terms of this License.
  • If you distribute, publicly display, publicly perform, or publicly digitally perform the Work or any Derivative Works or Collective Works, You must keep intact all copyright notices for the Work and provide, reasonable to the medium or means You are utilizing: (i) the name of the Original Author (or pseudonym, if applicable) if supplied, and/or (ii) if the Original Author and/or Licensor designate another party or parties (e.g. a sponsor institute, publishing entity, journal) for attribution in Licensor's copyright notice, terms of service or by other reasonable means, the name of such party or parties; the title of the Work if supplied; to the extent reasonably practicable, the Uniform Resource Identifier, if any, that Licensor specifies to be associated with the Work, unless such URI does not refer to the copyright notice or licensing information for the Work; and in the case of a Derivative Work, a credit identifying the use of the Work in the Derivative Work (e.g., "French translation of the Work by Original Author," or "Screenplay based on original Work by Original Author"). Such credit may be implemented in any reasonable manner; provided, however, that in the case of a Derivative Work or Collective Work, at a minimum such credit will appear where any other comparable authorship credit appears and in a manner at least as prominent as such other comparable authorship credit.

5. Representations, Warranties and Disclaimer

UNLESS OTHERWISE AGREED TO BY THE PARTIES IN WRITING, LICENSOR OFFERS THE WORK AS-IS AND MAKES NO REPRESENTATIONS OR WARRANTIES OF ANY KIND CONCERNING THE MATERIALS, EXPRESS, IMPLIED, STATUTORY OR OTHERWISE, INCLUDING, WITHOUT LIMITATION, WARRANTIES OF TITLE, MERCHANTIBILITY, FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT, OR THE ABSENCE OF LATENT OR OTHER DEFECTS, ACCURACY, OR THE PRESENCE OF ABSENCE OF ERRORS, WHETHER OR NOT DISCOVERABLE. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF IMPLIED WARRANTIES, SO SUCH EXCLUSION MAY NOT APPLY TO YOU.

6. Limitation on Liability.

EXCEPT TO THE EXTENT REQUIRED BY APPLICABLE LAW, IN NO EVENT WILL LICENSOR BE LIABLE TO YOU ON ANY LEGAL THEORY FOR ANY SPECIAL, INCIDENTAL, CONSEQUENTIAL, PUNITIVE OR EXEMPLARY DAMAGES ARISING OUT OF THIS LICENSE OR THE USE OF THE WORK, EVEN IF LICENSOR HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

7. Termination

  • This License and the rights granted hereunder will terminate automatically upon any breach by You of the terms of this License. Individuals or entities who have received Derivative Works or Collective Works from You under this License, however, will not have their licenses terminated provided such individuals or entities remain in full compliance with those licenses. Sections 1, 2, 5, 6, 7, and 8 will survive any termination of this License.
  • Subject to the above terms and conditions, the license granted here is perpetual (for the duration of the applicable copyright in the Work). Notwithstanding the above, Licensor reserves the right to release the Work under different license terms or to stop distributing the Work at any time; provided, however that any such election will not serve to withdraw this License (or any other license that has been, or is required to be, granted under the terms of this License), and this License will continue in full force and effect unless terminated as stated above.

8. Miscellaneous

  • Each time You distribute or publicly digitally perform the Work or a Collective Work, the Licensor offers to the recipient a license to the Work on the same terms and conditions as the license granted to You under this License.
  • Each time You distribute or publicly digitally perform a Derivative Work, Licensor offers to the recipient a license to the original Work on the same terms and conditions as the license granted to You under this License.
  • If any provision of this License is invalid or unenforceable under applicable law, it shall not affect the validity or enforceability of the remainder of the terms of this License, and without further action by the parties to this agreement, such provision shall be reformed to the minimum extent necessary to make such provision valid and enforceable.
  • No term or provision of this License shall be deemed waived and no breach consented to unless such waiver or consent shall be in writing and signed by the party to be charged with such waiver or consent.
  • This License constitutes the entire agreement between the parties with respect to the Work licensed here. There are no understandings, agreements or representations with respect to the Work not specified here. Licensor shall not be bound by any additional provisions that may appear in any communication from You. This License may not be modified without the mutual written agreement of the Licensor and You.