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const Cart = () => { const cart = useAppSelector((state) => state.cart); const [stripeToken, setStripeToken] = useState(""); const onToken = (token: string) => { setStripeToken(token); }; console.log(stripeToken); return ( <Container> <Navbar /> <PromoInfo /> <Wrapper> <Title>YOUR CART</Title> <Top> <TopButton>CONTINUE SHOPPING</TopButton> <TopTexts> <TopText>Shopping Bag(2)</TopText> <TopText>Your Wishlist(0)</TopText> </TopTexts> <TopButton buttonType="filled">CHECKOUT NOW</TopButton> </Top> <Bottom> <Information> {cart.products.map((product) => ( <Product> <ProductDetail> <Image src={product.img} /> <Details> <ProductName> <b>Product:</b> {product.title} </ProductName> <ProductId> <b>ID:</b> {product._id} </ProductId> {product.color?.map((color, i) => ( <ProductColor key={i} color={color} /> ))} </Details> </ProductDetail> <PriceDetail> <ProductAmountContainer> <AddIcon /> <ProductAmount>{product.quantity}</ProductAmount> <RemoveIcon /> </ProductAmountContainer> <ProductPrice> {product.price * product.quantity}PLN </ProductPrice> </PriceDetail> </Product> ))} <Hr /> </Information> <Summary> <SummaryTitle>ORDER SUMMARY</SummaryTitle> <SummaryItem> <SummaryItemText>Subtotal</SummaryItemText> <SummaryItemPrice>{cart.total}PLN</SummaryItemPrice> </SummaryItem> <SummaryItem> <SummaryItemText>Estimated Shipping</SummaryItemText> <SummaryItemPrice>5.90PLN</SummaryItemPrice> </SummaryItem> <SummaryItem> <SummaryItemText>Shipping Discount</SummaryItemText> <SummaryItemPrice>-5.90PLN</SummaryItemPrice> </SummaryItem> <SummaryItem type="total"> <SummaryItemText>Total</SummaryItemText> <SummaryItemPrice>{cart.total}PLN</SummaryItemPrice> </SummaryItem> <StripeCheckout name="FABICO" image="https://avatars.githubusercontent.com/u/1486366?v=4" billingAddress shippingAddress description={`Your total is $${cart.total}`} amount={cart.total * 100} token={onToken} stripeKey={KEY || ""} > <SummaryButton>CHECKOUT NOW</SummaryButton> </StripeCheckout> </Summary> </Bottom> </Wrapper> <Footer /> </Container> ); }; TS2769: No overload matches this call. Overload 1 of 2, '(props: StripeCheckoutProps | Readonly<StripeCheckoutProps>): StripeCheckout', gave the following error. Type '(token: string) => void' is not assignable to type '(token: Token) => void'. Types of parameters 'token' and 'token' are incompatible. Type 'Token' is not assignable to type 'string'. Overload 2 of 2, '(props: StripeCheckoutProps, context: any): StripeCheckout', gave the following error. Type '(token: string) => void' is not assignable to type '(token: Token) => void'. 208 | description={`Your total is $${cart.total}`} 209 | amount={cart.total * 100} > 210 | token={onToken} | ^^^^^ 211 | stripeKey={KEY || ""} 212 | > 213 | <SummaryButton>CHECKOUT NOW</SummaryButton>
1469ca4bee91bdde1d585b6204facd9c
{ "intermediate": 0.31232938170433044, "beginner": 0.5513283014297485, "expert": 0.13634228706359863 }
12,858
请用C#语言改写以下代码 BOOL CSystemTray::Create(HINSTANCE hInst, HWND hParent, UINT uCallbackMessage, LPCTSTR szToolTip, HICON icon, UINT uID, BOOL bHidden /*=FALSE*/, LPCTSTR szBalloonTip /*=NULL*/, LPCTSTR szBalloonTitle /*=NULL*/, DWORD dwBalloonIcon /*=NIIF_NONE*/, UINT uBalloonTimeout /*=10*/) { #ifdef _WIN32_WCE m_bEnabled = TRUE; #else // this is only for Windows 95 (or higher) m_bEnabled = (GetVersion() & 0xff) >= 4; if (!m_bEnabled) { ASSERT(FALSE); return FALSE; } #endif m_nMaxTooltipLength = _countof(m_tnd.szTip); // Make sure we avoid conflict with other messages ASSERT(uCallbackMessage >= WM_APP); // Tray only supports tooltip text up to m_nMaxTooltipLength) characters ASSERT(_tcslen(szToolTip) <= m_nMaxTooltipLength); m_hInstance = hInst; RegisterClass(hInst); // Create an invisible window m_hWnd = ::CreateWindow(TRAYICON_CLASS, _T(""), WS_POPUP, CW_USEDEFAULT,CW_USEDEFAULT, CW_USEDEFAULT,CW_USEDEFAULT, NULL, 0, hInst, 0); // load up the NOTIFYICONDATA structure //m_tnd.cbSize = sizeof(NOTIFYICONDATA); m_tnd.cbSize = NOTIFYICONDATA_V2_SIZE; // 2012-01-05 GONG Chen, XP compatibility m_tnd.hWnd = (hParent)? hParent : m_hWnd; m_tnd.uID = uID; m_tnd.hIcon = icon; m_tnd.uFlags = NIF_MESSAGE | NIF_ICON | NIF_TIP; m_tnd.uCallbackMessage = uCallbackMessage; // 2007-11-14 GONG _tcsncpy_s(m_tnd.szTip, _countof(m_tnd.szTip), szToolTip, m_nMaxTooltipLength); #ifdef SYSTEMTRAY_USEW2K if (m_bWin2K && szBalloonTip) { #if _MSC_VER < 0x1000 // The balloon tooltip text can be up to 255 chars long. // ASSERT(AfxIsValidString(szBalloonTip)); ASSERT(lstrlen(szBalloonTip) < 256); #endif // The balloon title text can be up to 63 chars long. if (szBalloonTitle) { // ASSERT(AfxIsValidString(szBalloonTitle)); ASSERT(lstrlen(szBalloonTitle) < 64); } // dwBalloonIcon must be valid. ASSERT(NIIF_NONE == dwBalloonIcon || NIIF_INFO == dwBalloonIcon || NIIF_WARNING == dwBalloonIcon || NIIF_ERROR == dwBalloonIcon); // The timeout must be between 10 and 30 seconds. ASSERT(uBalloonTimeout >= 10 && uBalloonTimeout <= 30); m_tnd.uFlags |= NIF_INFO; _tcsncpy_s(m_tnd.szInfo, _countof(m_tnd.szInfo), szBalloonTip, 255); if (szBalloonTitle) _tcsncpy_s(m_tnd.szInfoTitle, _countof(m_tnd.szInfoTitle), szBalloonTitle, 63); else m_tnd.szInfoTitle[0] = _T('\0'); m_tnd.uTimeout = uBalloonTimeout * 1000; // convert time to ms m_tnd.dwInfoFlags = dwBalloonIcon; } #endif m_bHidden = bHidden; m_hTargetWnd = m_tnd.hWnd; #ifdef SYSTEMTRAY_USEW2K if (m_bWin2K && m_bHidden) { m_tnd.uFlags = NIF_STATE; m_tnd.dwState = NIS_HIDDEN; m_tnd.dwStateMask = NIS_HIDDEN; } #endif m_uCreationFlags = m_tnd.uFlags; // Store in case we need to recreate in OnTaskBarCreate BOOL bResult = TRUE; if (!m_bHidden || m_bWin2K) { bResult = Shell_NotifyIcon(NIM_ADD, &m_tnd); m_bShowIconPending = m_bHidden = m_bRemoved = !bResult; } #ifdef SYSTEMTRAY_USEW2K if (m_bWin2K && szBalloonTip) { // Zero out the balloon text string so that later operations won't redisplay // the balloon. m_tnd.szInfo[0] = _T('\0'); } #endif return bResult; }
0bbc056866a52ae7f5db840081676981
{ "intermediate": 0.303472101688385, "beginner": 0.4461419880390167, "expert": 0.2503858506679535 }
12,859
function addItem() { // We'll work on this next console.time('state') setThingsArray([ ...thingsArray, `Things ${thingsArray.length+1}` ]) console.timeEnd('state') console.log(thingsArray) }
ba605b6987a5943ffe55056fe1b0c0e6
{ "intermediate": 0.3340030610561371, "beginner": 0.4064425230026245, "expert": 0.2595544457435608 }
12,860
Hello, pretend to be an expert in databases, especially in mongodb, analyze the following statement in detail and give me the code step by step: Create the carStore database. Then create the following collections: cars, customers, category, sales. Then add the following data to the collection category: categoryId: cat01, description: sedan. categoryId: cat02, description: sport. Then add the following data to the cars collection, pay attention to the indications that are in parentheses since they indicate where to make a relationship preferably using the added method: carId: C001, brand: Toyota, model: Corolla, year: 2020, (attention this is where the relationship has to go) type: sedan (attention this data comes from the relationship with the category collection), price: 800. carId: C002, make: Chevrolet, model: Camaro, year: 2022, type: sport (attention this data comes from the relationship with the category collection), price: 2000. Then it lists all the cars and categories.
97c971bbb397299c2706fc67b9787353
{ "intermediate": 0.4239889681339264, "beginner": 0.2048736810684204, "expert": 0.3711373209953308 }
12,861
import { useState } from "react"; import dotenv from "dotenv"; import styled from "styled-components"; import Navbar from "../components/Navbar"; import PromoInfo from "../components/PromoInfo"; import Footer from "../components/Footer"; import RemoveIcon from "@mui/icons-material/Remove"; import AddIcon from "@mui/icons-material/Add"; import { useAppSelector } from "../redux/store"; import StripeCheckout from "react-stripe-checkout"; import { Token } from "react-stripe-checkout"; const KEY = process.env.REACT_APP_STRIPE || ""; type ButtonProps = { buttonType?: "filled"; }; type SummaryItemProps = { type?: string; }; const Container = styled.div``; const Wrapper = styled.div` padding: 20px; `; const Title = styled.h2` font-weight: 300; text-align: center; `; const Top = styled.div` display: flex; justify-content: space-between; align-items: center; padding: 20px; `; const TopButton = styled.button<ButtonProps>` padding: 10px; font-weight: 600; cursor: pointer; border: ${(props) => (props.buttonType === "filled" ? "none" : null)}; background-color: ${(props) => props.buttonType === "filled" ? "black" : "transparent"}; color: ${(props) => (props.buttonType === "filled" ? "white" : null)}; `; const TopTexts = styled.div``; const TopText = styled.span` text-decoration: underline; cursor: pointer; margin: 0 10px; `; const Bottom = styled.div` display: flex; justify-content: space-between; `; const Information = styled.div` flex: 3; `; const Product = styled.div` display: flex; justify-content: space-between; `; const ProductDetail = styled.div` flex: 2; display: flex; `; const Image = styled.img` width: 200px; `; const Details = styled.div` padding: 20px; display: flex; flex-direction: column; justify-content: space-around; `; const ProductName = styled.span``; const ProductId = styled.span``; const ProductColor = styled.div` width: 20px; height: 20px; border-radius: 50%; background-color: ${(props) => props.color}; `; const PriceDetail = styled.div` flex: 1; display: flex; flex-direction: column; align-items: center; justify-content: center; `; const ProductAmountContainer = styled.div` display: flex; justify-content: center; align-items: center; margin-bottom: 20px; `; const ProductAmount = styled.div` font-size: 24px; margin: 5px; `; const ProductPrice = styled.div` font-size: 30px; font-weight: 200; `; const Hr = styled.hr` background-color: #5a5959; border: none; height: 1px; `; const Summary = styled.div` flex: 1; border: 0.5px solid black; border-radius: 10px; padding: 20px; `; const SummaryTitle = styled.h2` font-weight: 200; `; const SummaryItem = styled.div<SummaryItemProps>` margin: 30px 0; display: flex; justify-content: space-between; font-weight: ${(props) => (props.type === "total" ? 500 : null)}; font-size: ${(props) => (props.type === "total" ? "24px" : null)}; `; const SummaryItemText = styled.span``; const SummaryItemPrice = styled.span``; const SummaryButton = styled.button` width: 100%; padding: 10px; background-color: black; color: white; font-weight: 600; `; const Cart = () => { const cart = useAppSelector((state) => state.cart); const [stripeToken, setStripeToken] = useState(""); const onToken = (token: Token) => { setStripeToken(token.id); }; console.log(stripeToken); return ( <Container> <Navbar /> <PromoInfo /> <Wrapper> <Title>YOUR CART</Title> <Top> <TopButton>CONTINUE SHOPPING</TopButton> <TopTexts> <TopText>Shopping Bag(2)</TopText> <TopText>Your Wishlist(0)</TopText> </TopTexts> <TopButton buttonType="filled">CHECKOUT NOW</TopButton> </Top> <Bottom> <Information> {cart.products.map((product) => ( <Product> <ProductDetail> <Image src={product.img} /> <Details> <ProductName> <b>Product:</b> {product.title} </ProductName> <ProductId> <b>ID:</b> {product._id} </ProductId> {product.color?.map((color, i) => ( <ProductColor key={i} color={color} /> ))} </Details> </ProductDetail> <PriceDetail> <ProductAmountContainer> <AddIcon /> <ProductAmount>{product.quantity}</ProductAmount> <RemoveIcon /> </ProductAmountContainer> <ProductPrice> {product.price * product.quantity}PLN </ProductPrice> </PriceDetail> </Product> ))} <Hr /> </Information> <Summary> <SummaryTitle>ORDER SUMMARY</SummaryTitle> <SummaryItem> <SummaryItemText>Subtotal</SummaryItemText> <SummaryItemPrice>{cart.total}PLN</SummaryItemPrice> </SummaryItem> <SummaryItem> <SummaryItemText>Estimated Shipping</SummaryItemText> <SummaryItemPrice>5.90PLN</SummaryItemPrice> </SummaryItem> <SummaryItem> <SummaryItemText>Shipping Discount</SummaryItemText> <SummaryItemPrice>-5.90PLN</SummaryItemPrice> </SummaryItem> <SummaryItem type="total"> <SummaryItemText>Total</SummaryItemText> <SummaryItemPrice>{cart.total}PLN</SummaryItemPrice> </SummaryItem> <StripeCheckout name="FABICO" image="https://avatars.githubusercontent.com/u/1486366?v=4" description={`Your total is $${cart.total}`} amount={cart.total * 100} token={onToken} stripeKey={KEY} ></StripeCheckout> </Summary> </Bottom> </Wrapper> <Footer /> </Container> ); }; export default Cart; why const KEY = process.env.REACT_APP_STRIPE || ""; don't work?
d8bc13c400165b84bd7f41a455027f06
{ "intermediate": 0.3290448486804962, "beginner": 0.49040982127189636, "expert": 0.1805453598499298 }
12,862
You will get instructions for code to write. You will write a very long answer. Make sure that every detail of the architecture is, in the end, implemented as code. You will first lay out the names of the core classes, functions, methods that will be necessary, As well as a quick comment on their purpose. Then you will output the content of each file, with syntax below. (You will start with the "entrypoint" file, then go to the ones that are imported by that file, and so on.) Make sure that files contain all imports, types etc. Make sure that code in different files are compatible with each other. Ensure to implement all code, if you are unsure, write a plausible implementation. Before you finish, double check that all parts of the architecture is present in the files. File syntax:
8d5055ba5a77b92ee8190aa33892686a
{ "intermediate": 0.18467757105827332, "beginner": 0.5713608264923096, "expert": 0.24396157264709473 }
12,863
You will get instructions for code to write. You will write a very long answer. Make sure that every detail of the architecture is, in the end, implemented as code. You will first lay out the names of the core classes, functions, methods that will be necessary, As well as a quick comment on their purpose. Then you will output the content of each file, with syntax below. (You will start with the "entrypoint" file, then go to the ones that are imported by that file, and so on.) Make sure that files contain all imports, types etc. Make sure that code in different files are compatible with each other. Ensure to implement all code, if you are unsure, write a plausible implementation. Before you finish, double check that all parts of the architecture is present in the files. File syntax:
70743a33a8b21372ed675320a20e82f8
{ "intermediate": 0.18467757105827332, "beginner": 0.5713608264923096, "expert": 0.24396157264709473 }
12,864
You will get instructions for code to write. You will write a very long answer. Make sure that every detail of the architecture is, in the end, implemented as code. You will first lay out the names of the core classes, functions, methods that will be necessary, As well as a quick comment on their purpose. Then you will output the content of each file, with syntax below. (You will start with the "entrypoint" file, then go to the ones that are imported by that file, and so on.) Make sure that files contain all imports, types etc. Make sure that code in different files are compatible with each other. Ensure to implement all code, if you are unsure, write a plausible implementation. Before you finish, double check that all parts of the architecture is present in the files. File syntax:
e3bb2d0177e84c25a1b96e0cd89ae03a
{ "intermediate": 0.18467757105827332, "beginner": 0.5713608264923096, "expert": 0.24396157264709473 }
12,865
import { useState } from "react"; import dotenv from "dotenv"; import styled from "styled-components"; import Navbar from "../components/Navbar"; import PromoInfo from "../components/PromoInfo"; import Footer from "../components/Footer"; import RemoveIcon from "@mui/icons-material/Remove"; import AddIcon from "@mui/icons-material/Add"; import { useAppSelector } from "../redux/store"; import StripeCheckout from "react-stripe-checkout"; import { Token } from "react-stripe-checkout"; dotenv.config(); const KEY = process.env.REACT_APP_STRIPE; type ButtonProps = { buttonType?: "filled"; }; type SummaryItemProps = { type?: string; }; const Container = styled.div``; const Wrapper = styled.div` padding: 20px; `; const Title = styled.h2` font-weight: 300; text-align: center; `; const Top = styled.div` display: flex; justify-content: space-between; align-items: center; padding: 20px; `; const TopButton = styled.button<ButtonProps>` padding: 10px; font-weight: 600; cursor: pointer; border: ${(props) => (props.buttonType === "filled" ? "none" : null)}; background-color: ${(props) => props.buttonType === "filled" ? "black" : "transparent"}; color: ${(props) => (props.buttonType === "filled" ? "white" : null)}; `; const TopTexts = styled.div``; const TopText = styled.span` text-decoration: underline; cursor: pointer; margin: 0 10px; `; const Bottom = styled.div` display: flex; justify-content: space-between; `; const Information = styled.div` flex: 3; `; const Product = styled.div` display: flex; justify-content: space-between; `; const ProductDetail = styled.div` flex: 2; display: flex; `; const Image = styled.img` width: 200px; `; const Details = styled.div` padding: 20px; display: flex; flex-direction: column; justify-content: space-around; `; const ProductName = styled.span``; const ProductId = styled.span``; const ProductColor = styled.div` width: 20px; height: 20px; border-radius: 50%; background-color: ${(props) => props.color}; `; const PriceDetail = styled.div` flex: 1; display: flex; flex-direction: column; align-items: center; justify-content: center; `; const ProductAmountContainer = styled.div` display: flex; justify-content: center; align-items: center; margin-bottom: 20px; `; const ProductAmount = styled.div` font-size: 24px; margin: 5px; `; const ProductPrice = styled.div` font-size: 30px; font-weight: 200; `; const Hr = styled.hr` background-color: #5a5959; border: none; height: 1px; `; const Summary = styled.div` flex: 1; border: 0.5px solid black; border-radius: 10px; padding: 20px; `; const SummaryTitle = styled.h2` font-weight: 200; `; const SummaryItem = styled.div<SummaryItemProps>` margin: 30px 0; display: flex; justify-content: space-between; font-weight: ${(props) => (props.type === "total" ? 500 : null)}; font-size: ${(props) => (props.type === "total" ? "24px" : null)}; `; const SummaryItemText = styled.span``; const SummaryItemPrice = styled.span``; const SummaryButton = styled.button` width: 100%; padding: 10px; background-color: black; color: white; font-weight: 600; `; const Cart = () => { const cart = useAppSelector((state) => state.cart); const [stripeToken, setStripeToken] = useState(""); const onToken = (token: Token) => { setStripeToken(token.id); }; console.log(KEY); return ( <Container> <Navbar /> <PromoInfo /> <Wrapper> <Title>YOUR CART</Title> <Top> <TopButton>CONTINUE SHOPPING</TopButton> <TopTexts> <TopText>Shopping Bag(2)</TopText> <TopText>Your Wishlist(0)</TopText> </TopTexts> <TopButton buttonType="filled">CHECKOUT NOW</TopButton> </Top> <Bottom> <Information> {cart.products.map((product) => ( <Product> <ProductDetail> <Image src={product.img} /> <Details> <ProductName> <b>Product:</b> {product.title} </ProductName> <ProductId> <b>ID:</b> {product._id} </ProductId> {product.color?.map((color, i) => ( <ProductColor key={i} color={color} /> ))} </Details> </ProductDetail> <PriceDetail> <ProductAmountContainer> <AddIcon /> <ProductAmount>{product.quantity}</ProductAmount> <RemoveIcon /> </ProductAmountContainer> <ProductPrice> {product.price * product.quantity}PLN </ProductPrice> </PriceDetail> </Product> ))} <Hr /> </Information> <Summary> <SummaryTitle>ORDER SUMMARY</SummaryTitle> <SummaryItem> <SummaryItemText>Subtotal</SummaryItemText> <SummaryItemPrice>{cart.total}PLN</SummaryItemPrice> </SummaryItem> <SummaryItem> <SummaryItemText>Estimated Shipping</SummaryItemText> <SummaryItemPrice>5.90PLN</SummaryItemPrice> </SummaryItem> <SummaryItem> <SummaryItemText>Shipping Discount</SummaryItemText> <SummaryItemPrice>-5.90PLN</SummaryItemPrice> </SummaryItem> <SummaryItem type="total"> <SummaryItemText>Total</SummaryItemText> <SummaryItemPrice>{cart.total}PLN</SummaryItemPrice> </SummaryItem> <StripeCheckout name="FABICO" image="https://avatars.githubusercontent.com/u/1486366?v=4" description={`Your total is $${cart.total}`} amount={cart.total * 100} token={onToken} stripeKey="pk_test_51LIIjSLsQot4Cql4LmUPJyQAn91rhWQMAAU7hoOvtzXIkxD06sm02vj8XHjlAJga35YSPqjMBMpsDLV68PTJeofj00RzqW0c9r" ></StripeCheckout> </Summary> </Bottom> </Wrapper> <Footer /> </Container> ); }; export default Cart; it is in react, why dotenv don't work?
d4f6441e525e3a24dc48b84ce1e34ed7
{ "intermediate": 0.3403426706790924, "beginner": 0.47378426790237427, "expert": 0.1858730912208557 }
12,866
You will get instructions for code to write. You will write a very long answer. Make sure that every detail of the architecture is, in the end, implemented as code. You will first lay out the names of the core classes, functions, methods that will be necessary, As well as a quick comment on their purpose. Then you will output the content of each file with syntax below inside a python script named "creator.py" for google colab that autmatically creates all the files and their content (You will start with the "entrypoint" file, then go to the ones that are imported by that file, and so on.) Make sure that files contain all imports, types etc. Make sure that code in different files are compatible with each other. Ensure to implement all code, if you are unsure, write a plausible implementation. Before you finish, double check that all parts of the architecture is present in the files. File syntax:
2ae6d5f4ace059fcba2e4e2a1c353415
{ "intermediate": 0.16050396859645844, "beginner": 0.6166743636131287, "expert": 0.22282159328460693 }
12,867
create a time table with using alert
25db7b30f7c581c0815efd47d6cbb6ce
{ "intermediate": 0.41361185908317566, "beginner": 0.1801167130470276, "expert": 0.40627145767211914 }
12,868
import dotenv from 'dotenv'; dotenv.config(); console.log(process.env.MY_KEY); this doen't work some webpack errors?
81c2bbc82d1be62a20b24fe20f3d1fe9
{ "intermediate": 0.7313209772109985, "beginner": 0.1697254776954651, "expert": 0.09895353019237518 }
12,870
BREAKING CHANGE: webpack < 5 used to include polyfills for node.js core modules by default. This is no longer the case. Verify if you need this module and configure a polyfill for it. why dotenv don't work on react tsx?
273ba1ae373563bf98a8155ec98f072e
{ "intermediate": 0.513579249382019, "beginner": 0.34312188625335693, "expert": 0.1432989090681076 }
12,871
what is code refactory
902078a20d60827e0317a5c13190e7c1
{ "intermediate": 0.2815011441707611, "beginner": 0.32683098316192627, "expert": 0.3916678726673126 }
12,872
how do i spilt a latex subsection list horizontally
6100e93ea0455b84a818f8a1618563c9
{ "intermediate": 0.3766235411167145, "beginner": 0.38316744565963745, "expert": 0.24020904302597046 }
12,873
TB_GETITEMRECT消息在C#语言中怎么使用
cf28bb3d691692e8ccd6ce8fe06773ad
{ "intermediate": 0.3701673746109009, "beginner": 0.2833969295024872, "expert": 0.3464357256889343 }
12,874
hello !
5230d9612b07fd69294f7d41df5779c0
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12,875
We have this code. You need to edit car structure doing this and earlier created functions should work correctly: char* car brand field FIO (First name, last name, patronymic) int engine power int Mileage field DATE (date of last maintenance) (date structure: number (int), month(char*), year (int)) (use typedef): #include #include #include using namespace std; struct car { char *brand; char *surname; char *name; int power; int mileage; }; void add_car(car *arr, int &n) { cout << “Enter car brand:” << endl; char brand[1000]; gets(brand); arr[n].brand = new char[strlen(brand) + 1]; strcpy(arr[n].brand, brand); cout << “Enter owner’s surname:” << endl; char surname[1000]; gets(surname); arr[n].surname = new char[strlen(surname) + 1]; strcpy(arr[n].surname, surname); cout << “Enter owner’s name:” << endl; char name[1000]; gets(name); arr[n].name = new char[strlen(name) + 1]; strcpy(arr[n].name, name); cout << “Enter engine power:” << endl; cin >> arr[n].power; cout << “Enter mileage:” << endl; cin >> arr[n].mileage; n++; } void print(car *arr, int n) { cout << “Car brand | Owner’s surname | Owner’s name | Engine power | Mileage” << endl; for (int i = 0; i < n; i++) { cout << arr[i].brand << " | " << arr[i].surname << " | " << arr[i].name << " | " << arr[i].power << " | " << arr[i].mileage << endl; } } void find_brand(car *arr, int n) { cout << “Enter car brand to find:” << endl; char brand[1000]; gets(brand); cout << "Cars of brand " << brand << “:” << endl; for (int i = 0; i < n; i++) { if (strcmp(arr[i].brand, brand) == 0) { cout << arr[i].surname << " " << arr[i].name << endl; } } } void find_mileage(car *arr, int n) { cout << “Enter mileage value:” << endl; int mileage; cin >> mileage; int count = 0; for (int i = 0; i < n; i++) { if (arr[i].mileage > mileage) { count++; } } if (count == 0) { cout << "No cars with mileage greater than " << mileage << endl; return; } car *new_arr = new car[count]; int index = 0; for (int i = 0; i < n; i++) { if (arr[i].mileage > mileage) { new_arr[index] = arr[i]; index++; } } for (int i = 0; i < count - 1; i++) { for (int j = 0; j < count - i - 1; j++) { if (strcmp(new_arr[j].surname, new_arr[j + 1].surname) > 0) { car tmp = new_arr[j]; new_arr[j] = new_arr[j + 1]; new_arr[j + 1] = tmp; } } } cout << "Owners of cars with mileage greater than " << mileage << “:” << endl; for (int i = 0; i < count; i++) { cout << new_arr[i].surname << " " << new_arr[i].name << endl; } delete[] new_arr; } int main() { int n = 0; car *arr = new car[1000]; while (true) { cout << endl << “Select an action:” << endl; cout << “1. Add a new car” << endl; cout << “2. Print car information” << endl; cout << “3. Find all cars of a certain brand” << endl; cout << “4. Find all owners of cars with a mileage greater than a given value” << endl; cout << “5. Exit the program” << endl; int choice; cin >> choice; cin.get(); switch (choice) { case 1: add_car(arr, n); break; case 2: print(arr, n); break; case 3: find_brand(arr, n); break; case 4: find_mileage(arr, n); break; case 5: delete[] arr; return 0; break; default: cout << “Error!” << endl; break; } } return 0; }
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12,876
hello, this code throws an error find: unknown predicate `--metadata=mediatype:movies' ERROR: Postprocessing: Command returned error code 1 Traceback (most recent call last): File "/usr/local/lib/python3.10/dist-packages/yt_dlp/YoutubeDL.py", line 3356, in process_info replace_info_dict(self.post_process(dl_filename, info_dict, files_to_move)) File "/usr/local/lib/python3.10/dist-packages/yt_dlp/YoutubeDL.py", line 3539, in post_process return self.run_all_pps('after_move', info) File "/usr/local/lib/python3.10/dist-packages/yt_dlp/YoutubeDL.py", line 3518, in run_all_pps info = self.run_pp(pp, info) File "/usr/local/lib/python3.10/dist-packages/yt_dlp/YoutubeDL.py", line 3496, in run_pp files_to_delete, infodict = pp.run(infodict) File "/usr/local/lib/python3.10/dist-packages/yt_dlp/postprocessor/common.py", line 24, in run ret = func(self, info, *args, **kwargs) File "/usr/local/lib/python3.10/dist-packages/yt_dlp/postprocessor/exec.py", line 33, in run raise PostProcessingError('Command returned error code %d' % retCode) yt_dlp.utils.PostProcessingError: Command returned error code 1
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12,877
I have a table store the country. I want to make a select field to user to select.
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12,878
how do i use a time icon in latex
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12,879
Tell me all I need to know about noble gases
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12,880
hwo do i insert a person icon into latex
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12,881
in python green is; \033[1;32;40m can you make a yellow
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12,882
while reading csv Pyspark skips blank rows
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12,883
how do I read 32 bytes, zero-padded ASCII string.
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12,884
Explain serialization vs https query
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12,885
package org.example; import java.io.IOException; import java.util.HashSet; import java.util.Set; import org.jsoup.Jsoup; import org.jsoup.nodes.Element; import org.jsoup.select.Elements; import org.openqa.selenium.By; import org.openqa.selenium.WebDriver; import org.openqa.selenium.WebElement; import org.openqa.selenium.edge.EdgeDriver; import org.openqa.selenium.interactions.Actions; public class TelegramUsernames { public static void main(String[] args) throws InterruptedException, IOException { // Установите путь к драйверу Edge System.setProperty("webdriver.edge.driver", "C:/MyCode/Tools/Msegdriver/edgedriver_win64 v115.0.1901.9/msedgedriver.exe"); // Создайте экземпляр драйвера WebDriver driver = new EdgeDriver(); // Откройте Telegram в браузере driver.get("https://web.telegram.org/k/#@prepodsteam"); Thread.sleep(15000); driver.get("https://web.telegram.org/k/#@prepodsteam"); Thread.sleep(3000); // Находим все элементы с классом "peer-title" var doc = Jsoup.connect(driver.getCurrentUrl()).get(); Elements allPeerTitles = doc.select("span.peer-title"); Elements filteredPeerTitles = new Elements(); for (Element peerTitle : allPeerTitles) { if (!peerTitle.hasAttr("data-exclude")) { filteredPeerTitles.add(peerTitle); } } // Получение объекта HTML с помощью селектора CSS WebElement repliesElementSelenium = driver.findElement(By.cssSelector("replies-element[data-post-key='-1361050199_4294969813']")); Elements repliesElements = doc.select("replies-element[data-post-key='-1361050199_4294969813']"); Element repliesElement = repliesElements.first(); // Выполнение действий с объектом HTML (например, нажатие на него) repliesElementSelenium.click(); Thread.sleep(2000); Set<String> links = new HashSet<>(); for (Element element : filteredPeerTitles) { // Получаем значение атрибута "data-peer-id" String peerId = element.attr("data-peer-id"); // Создаем экземпляр класса Actions Actions actions = new Actions(driver); // Перемещаем курсор мыши на элемент и кликаем на нем actions.moveToElement(element).click().perform(); // Ждем, пока страница загрузится Thread.sleep(2000); // Получаем ссылку на текущую страницу String currentUrl = driver.getCurrentUrl(); Thread.sleep(2000); // Добавляем ссылку в множество, если ее там еще нет if (!links.contains(currentUrl)) { links.add(currentUrl); } // Находим кнопку с классом "sidebar-close-button" WebElement closeButton = driver.findElement(By.className("sidebar-close-button")); // Кликаем на кнопку closeButton.click(); } // Выводим уникальные ссылки for (String link : links) { System.out.println(link); } // Закрываем драйвер driver.quit(); } } /* // Получите список имен пользователей и запишите их в файл List<WebElement> usernames = driver.findElements(By.xpath("//div[@class='im_dialog_peer']//span[@class='im_dialog_peer_name']")); FileWriter writer = new FileWriter("usernames.txt"); for (WebElement username : usernames) { String name = username.getText(); writer.write(name + "\n"); System.out.println(name); } writer.close(); // Закройте браузер driver.quit();*/ Как превратить Element в WebElement или как-нибудь по другому исправить эту проблему
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12,886
write a pzthon script to translate english text to klingon plus the abilitz to hear the klingon translation
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12,887
Explain polymorphism in c++ code with a theme of dota 2 mechanics
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12,888
WARNING: The script whisper-ctranslate2.exe is installed in 'C:\Users\vania\AppData\Roaming\Python\Python311\Scripts' which is not on PATH. Consider adding this directory to PATH or, if you prefer to suppress this warning, use --no-warn-script-location. ERROR: pip's dependency resolver does not currently take into account all the packages that are installed. This behaviour is the source of the following dependency conflicts. numba 0.57.0 requires numpy<1.25,>=1.21, but you have numpy 1.25.0 which is incompatible.
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{ "intermediate": 0.2931371033191681, "beginner": 0.3883923590183258, "expert": 0.31847044825553894 }
12,889
"local Player = game.Players.LocalPlayer local Character = Player.Character or Player.CharacterAdded:Wait() local Humanoid = Character.Humanoid local HRP = Character.HumanoidRootPart local Camera = workspace.CurrentCamera local gun = Player.Backpack:WaitForChild("Tool") local UIS = game:GetService("UserInputService") local RS = game:GetService("RunService") local GuiService = game:GetService("GuiService") local TS = game:GetService("TweenService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local DeployedVm = Camera:WaitForChild("GunViewmodel") local Animations = { ["Idle"] = } local function OnEquipped() local Viewmodel = ReplicatedStorage.v_blanktemplate:Clone() Viewmodel.Parent = Camera Viewmodel.Name = "GunViewmodel" Animations.Idle:Play{} for _, part in ipairs(Viewmodel:GetDescendants()) do if part:IsA("BasePart") then part.CanCollide = false part:SetAttribute("CollisionGroupId", 0) end end RS:BindToRenderStep("Viewmodel",301, function(DT) Viewmodel:PivotTo( Camera.CFrame ) end) end local function OnUnequipped() local Viewmodel = Camera:FindFirstChild("GunViewmodel") if Viewmodel then Viewmodel:Destroy() end end gun.Equipped:Connect(OnEquipped) gun.Unequipped:Connect(OnUnequipped)" How do i make the viewmodel play an animation when it spawns
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12,890
javascript code , input utc dtate tile string , the I want to display date and time in any timezone...
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12,891
how to reset mips cpu by assembly instructions?
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12,892
Check the command code below
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12,893
Explain writing interface for a mixing in dart
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12,894
yes do you help me write unity code this game
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{ "intermediate": 0.380951851606369, "beginner": 0.23019662499427795, "expert": 0.3888515532016754 }
12,895
Build an if else ladder in java for pokemon weakness
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{ "intermediate": 0.2672877907752991, "beginner": 0.3475457727909088, "expert": 0.3851664364337921 }
12,896
how to use env files in react app? give exapmle?
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{ "intermediate": 0.7053689956665039, "beginner": 0.13286787271499634, "expert": 0.16176316142082214 }
12,897
i am going to give you text and i want it to print in python using print(" text example") in every line
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{ "intermediate": 0.4030872583389282, "beginner": 0.35681506991386414, "expert": 0.24009762704372406 }
12,898
how can I code program in python for sortng numbers.
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12,899
Посмотри на код и посмотри как можно исправить, чтобы сайт работал быстрее (сейчас он работает ОЧЕНЬ МЕДЛЕННО). Размер моего json файла 350 мегабайт. надо как-то data.json в mongodb перевести. Добавь чтение из json файла и перевод этого в mongodb, так как у меня более 55 тысяч страниц записаны в data.json const express = require("express"); const ejs = require("ejs"); const fs = require("fs"); const request = require("request"); const cheerio = require("cheerio"); const app = express(); // Установка EJS в качестве шаблонизатора app.set('view engine', 'ejs'); // Функция для получения HTML-кода страницы function getHtml(url) { return new Promise((resolve, reject) => { request(url, (error, response, html) => { if (error) { reject(error); } else { resolve(html); } }); }); } // Функция для получения номеров телефонов и сохранения их в файле data.json async function getNewPhoneNumbers() { console.log("Запущен процесс поиска новых номеров..."); const phoneNumbers = JSON.parse(fs.readFileSync("data.json")); const lastPageUrl = phoneNumbers.length > 0 ? phoneNumbers[0].url : null; const newPhoneNumbers = []; // Получить HTML-код первой страницы с номерами телефонов const firstPageUrl = "https://zvonili.com/"; const firstPageHtml = await getHtml(firstPageUrl); // Использовать Cheerio для парсинга HTML-кода и извлечения информации о номере телефона const $firstPage = cheerio.load(firstPageHtml); const phoneElements = $firstPage(".card-header"); phoneElements.each((index, element) => { const phoneNumber = $firstPage(element).find(".nomerlnk").text().trim(); const url = $firstPage(element).find(".nomerlnk").attr("href"); const comments = $firstPage(element).next().find("blockquote").text().trim().replace(/\s*[\[\(]?\s*(Опросы|Реклама|Мошенники)\s*[\]\)]?\s*/gi, ''); const callTypeElements = $firstPage(element).next().find("span.type"); const callType = callTypeElements.length > 0 ? callTypeElements.map((index, element) => $firstPage(element).text().trim()).get().join(", ") : ""; // Добавить новый номер телефона в массив, если его еще нет в списке if (!phoneNumbers.some((phone) => phone.number === phoneNumber)) { newPhoneNumbers.push({ number: phoneNumber, url: url, comments: [comments], callType: callType }); } }); console.log(`Найдено ${newPhoneNumbers.length} новых номеров телефонов.`); // Сохранить новые номера телефонов в начало файла data.json const updatedPhoneNumbers = [...newPhoneNumbers, ...phoneNumbers]; fs.writeFileSync("data.json", JSON.stringify(updatedPhoneNumbers, null, 2)); return newPhoneNumbers; } // Создать маршрут для страницы с информацией о номере телефона app.get("/phone/:number", (req, res) => { const phoneNumbers = JSON.parse(fs.readFileSync("data.json")); const phoneNumber = phoneNumbers.find((phone) => phone.number === req.params.number); if (phoneNumber) { const data = { number: phoneNumber.number, comments: phoneNumber.comments, callType: phoneNumber.callType, }; res.render('phone', data); } else { res.status(404).send("Номер телефона не найден"); } }); // Маршрут для главной страницы app.get("/", (req, res) => { const phoneNumbers = JSON.parse(fs.readFileSync("data.json")); const data = { phoneNumbers: phoneNumbers, }; const html = ejs.render(fs.readFileSync("views/index.ejs", "utf8"), data); res.send(html); }); // Запуск сервера и поиск новых номеров телефонов каждые 10 минут const searchInterval = 10 * 60 * 1000; // 10 минут в миллисекундах app.listen(3000, () => { console.log("Сервер запущен на порту 3000"); getNewPhoneNumbers(); setInterval(getNewPhoneNumbers, searchInterval); });
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12,900
how do i color text in python
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12,901
Module '"react-router-dom"' has no exported member 'useHistory'.ts(2305)
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12,902
este script: import os import sys import time import wave import tempfile import threading import torch import pyaudiowpatch as pyaudio from faster_whisper import WhisperModel as whisper # A bigger audio buffer gives better accuracy # but also increases latency in response. AUDIO_BUFFER = 5 #index=1 def record_audio(p, device): """Record audio from output device and save to temporary WAV file.""" with tempfile.NamedTemporaryFile(suffix=".wav", delete=False) as f: filename = f.name wave_file = wave.open(filename, "wb") wave_file.setnchannels(device["maxInputChannels"]) wave_file.setsampwidth(pyaudio.get_sample_size(pyaudio.paInt16)) wave_file.setframerate(int(device["defaultSampleRate"])) def callback(in_data, frame_count, time_info, status): """Write frames and return PA flag""" wave_file.writeframes(in_data) return (in_data, pyaudio.paContinue) stream = p.open( format=pyaudio.paInt16, channels=device["maxInputChannels"], rate=int(device["defaultSampleRate"]), frames_per_buffer=pyaudio.get_sample_size(pyaudio.paInt16), input=True, input_device_index=device["index"], stream_callback=callback, ) try: time.sleep(AUDIO_BUFFER) # Blocking execution while playing finally: stream.stop_stream() stream.close() wave_file.close() # print(f"{filename} saved.") return filename def whisper_audio(filename, model): """Transcribe audio buffer and display.""" segments, info = model.transcribe(filename, beam_size=5, task="translate") os.remove(filename) # print(f"{filename} removed.") for segment in segments: print(f"[{segment.start:.2f} -> {segment.end:.2f}] {segment.text.strip()}") def main(): """Load model record audio and transcribe from default output device.""" print("Loading model...") device = "cuda" if torch.cuda.is_available() else "cpu" model = whisper("large-v2", device=device, compute_type="float16") print("Model loaded.") with pyaudio.PyAudio() as pya: # Create PyAudio instance via context manager. try: # Get default WASAPI info wasapi_info = pya.get_host_api_info_by_type(pyaudio.paWASAPI) #print(wasapi_info) except OSError: print("Looks like WASAPI is not available on the system. Exiting...") sys.exit() # Get default WASAPI speakers default_speakers = pya.get_device_info_by_index( wasapi_info["defaultOutputDevice"] ) if not default_speakers["isLoopbackDevice"]: for loopback in pya.get_loopback_device_info_generator(): # Try to find loopback device with same name(and [Loopback suffix]). # Unfortunately, this is the most adequate way at the moment. if default_speakers["name"] in loopback["name"]: default_speakers = loopback break else: print( """ Default loopback output device not found. Run `python -m pyaudiowpatch` to check available devices. Exiting... """ ) sys.exit() print( f"Recording from: {default_speakers['name']} ({default_speakers['index']})\n" ) while True: filename = record_audio(pya, default_speakers) thread = threading.Thread(target=whisper_audio, args=(filename, model)) thread.start() if __name__ == "__main__": main() The script will start recording audio from the default output device . como altero para start recording audio from the default imput device
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12,903
what is the answer to life and everything?
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12,904
show me the result in a vase I do a console log, I want the dateTime in Houston londo, paris and singapore and sidney
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{ "intermediate": 0.41615548729896545, "beginner": 0.2814032733440399, "expert": 0.30244123935699463 }
12,905
on Kali how to test how many ports are open on a specific IP address
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{ "intermediate": 0.3439616858959198, "beginner": 0.22668933868408203, "expert": 0.42934897541999817 }
12,906
How many ports are open on the target machine? the machine is running Kali. give me terminal commands to find this answer.
dd2c5c7db42cd9c236e87115bae77130
{ "intermediate": 0.35588330030441284, "beginner": 0.3144185543060303, "expert": 0.3296981453895569 }
12,907
Take the following script and make it more conscise
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{ "intermediate": 0.30183130502700806, "beginner": 0.3862280547618866, "expert": 0.31194064021110535 }
12,908
show me the result in a case I do a console log, I want the dateTime in Houston londo, paris and singapore and sidney
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{ "intermediate": 0.4699912369251251, "beginner": 0.267600953578949, "expert": 0.2624078094959259 }
12,909
import { Router, Request, Response } from "express"; import Stripe from "stripe"; const stripeRouter: Router = Router(); const stripe = new Stripe(process.env.STRIPE_KEY || "", { apiVersion: "2022-11-15", }); stripeRouter.post("/payment", async (req: Request, res: Response) => { try { const stripeRes: Stripe.Charge = await stripe.charges.create({ source: req.body.tokenId, amount: req.body.amount, currency: "pln", }); res.status(200).json(stripeRes); } catch (stripeErr) { res.status(500).json("This " + stripeErr); } }); const createCustomer = async (): Promise<void> => { const params: Stripe.CustomerCreateParams = { description: "test customer", }; const customer: Stripe.Customer = await stripe.customers.create(params); }; createCustomer(); export default stripeRouter; const Cart = () => { const cart = useAppSelector((state) => state.cart); const [stripeToken, setStripeToken] = useState<{ id: string }>({ id: "" }); const history = useNavigate(); const onToken = (token: Token) => { setStripeToken({ id: token.id }); }; useEffect(() => { const makeRequest = async () => { try { const res = await userRequest.post("/checkout/payment", { tokenId: stripeToken.id, amount: 100, }); history("/success", { state: { data: res.data } }); } catch (err) { console.log("it gives this error " + err); } }; if (stripeToken) { makeRequest(); } }, [stripeToken, cart.total, history]); return ( <Container> <Navbar /> <PromoInfo /> <Wrapper> <Title>YOUR CART</Title> <Top> <TopButton>CONTINUE SHOPPING</TopButton> <TopTexts> <TopText>Shopping Bag(2)</TopText> <TopText>Your Wishlist(0)</TopText> </TopTexts> <TopButton buttonType="filled">CHECKOUT NOW</TopButton> </Top> <Bottom> <Information> {cart.products.map((product) => ( <Product> <ProductDetail> <Image src={product.img} /> <Details> <ProductName> <b>Product:</b> {product.title} </ProductName> <ProductId> <b>ID:</b> {product._id} </ProductId> {product.color?.map((color, i) => ( <ProductColor key={i} color={color} /> ))} </Details> </ProductDetail> <PriceDetail> <ProductAmountContainer> <AddIcon /> <ProductAmount>{product.quantity}</ProductAmount> <RemoveIcon /> </ProductAmountContainer> <ProductPrice> {product.price * product.quantity}PLN </ProductPrice> </PriceDetail> </Product> ))} <Hr /> </Information> <Summary> <SummaryTitle>ORDER SUMMARY</SummaryTitle> <SummaryItem> <SummaryItemText>Subtotal</SummaryItemText> <SummaryItemPrice>{cart.total}PLN</SummaryItemPrice> </SummaryItem> <SummaryItem> <SummaryItemText>Estimated Shipping</SummaryItemText> <SummaryItemPrice>5.90PLN</SummaryItemPrice> </SummaryItem> <SummaryItem> <SummaryItemText>Shipping Discount</SummaryItemText> <SummaryItemPrice>-5.90PLN</SummaryItemPrice> </SummaryItem> <SummaryItem type="total"> <SummaryItemText>Total</SummaryItemText> <SummaryItemPrice>{cart.total}PLN</SummaryItemPrice> </SummaryItem> {process.env.REACT_APP_STRIPE ? ( <StripeCheckout name="FABICO" image="https://avatars.githubusercontent.com/u/1486366?v=4" description={`Your total is $${cart.total}`} amount={cart.total * 100} token={onToken} stripeKey={process.env.REACT_APP_STRIPE} ></StripeCheckout> ) : ( <div>Stripe key is not defined</div> )} </Summary> </Bottom> </Wrapper> <Footer /> </Container> ); }; export default Cart; why res status is 500?
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const cart = useSelector((state) => state.cart); const [stripeToken, setStripeToken] = useState(null); const history = useHistory(); const onToken = (token) => { setStripeToken(token); }; useEffect(() => { const makeRequest = async () => { try { const res = await userRequest.post("/checkout/payment", { tokenId: stripeToken.id, amount: 500, }); history.push("/success", { stripeData: res.data, products: cart, }); } catch {} }; stripeToken && makeRequest(); }, [stripeToken, cart.total, history]); use another functioanlitiesbut it must work the same
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12,911
const cart = useSelector((state) => state.cart); const [stripeToken, setStripeToken] = useState(null); const history = useHistory(); const onToken = (token) => { setStripeToken(token); }; useEffect(() => { const makeRequest = async () => { try { const res = await userRequest.post(“/checkout/payment”, { tokenId: stripeToken.id, amount: 500, }); history.push(“/success”, { stripeData: res.data, products: cart, }); } catch {} }; stripeToken && makeRequest(); }, [stripeToken, cart.total, history]); I use routerv6 use history isn't working?
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corrija esse código: function HoraAtual() { if (today.isBefore(inicioExpediente) || today.isAfter(fimExpediente)) { return null; } let totalHeight = slots.length * 80 - 10; const topPercentage = currentTime.diff(inicioExpediente, "minutes") / 30; return ( <div style={{ position: "absolute", top: "100px", width: "100%", height: totalHeight, zIndex: 2, }} > <div style={{ top: `${topPercentage * 80 - 20}px`, position: "absolute", height: "2px", width: "100%", background: "red", }} /> </div> ); }
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12,913
The target is a Windows OS with an IP address of 10.10.1.169. What is the version of service MySQL running on the target machine? without using port 3308
a7b5ad0dc76dd1dc63a3f40a26c982d4
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12,914
How many ports are open nmap
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12,915
windows command to show all open ports
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on Kali how to find the version of service MySQL running on specific IP address using sqlmap
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12,917
import os import kivy from kivy.app import App from kivy.uix.button import Button from kivy.uix.boxlayout import BoxLayout from kivy.uix.slider import Slider from kivy.core.audio import SoundLoader from kivy.clock import Clock from kivy.uix.spinner import Spinner class MusicPlayerApp(App): def build(self): layout = BoxLayout(orientation='vertical') self.music_folder = '/storage/emulated/0/Download' self.song_spinner = Spinner(text='Select Song', values=self.get_music_files()) self.song_spinner.bind(text=self.on_song_select) layout.add_widget(self.song_spinner) self.play_button = Button(text='Play', on_press=self.play_music) layout.add_widget(self.play_button) self.stop_button = Button(text='Stop', on_press=self.stop_music) layout.add_widget(self.stop_button) self.next_button = Button(text='Next', on_press=self.next_song) layout.add_widget(self.next_button) self.prev_button = Button(text='Previous', on_press=self.previous_song) layout.add_widget(self.prev_button) self.progress_slider = Slider(min=0, max=1, value=0, step=0.01) self.progress_slider.bind(value=self.on_progress_change) layout.add_widget(self.progress_slider) self.current_song = None self.song_index = 0 return layout def get_music_files(self): files = os.listdir(self.music_folder) music_files = [f for f in files if f.endswith('.mp3')] return music_files def on_song_select(self, spinner, text): self.current_song = SoundLoader.load(os.path.join(self.music_folder, text)) self.play_button.disabled = False def play_music(self, button): if self.current_song: self.current_song.play() Clock.schedule_interval(self.update_progress_slider, 0.1) self.play_button.disabled = True self.stop_button.disabled = False def stop_music(self, button): if self.current_song: self.current_song.stop() self.progress_slider.value = 0 self.play_button.disabled = False self.stop_button.disabled = True def next_song(self, button): self.song_index = (self.song_index + 1) % len(self.song_spinner.values) self.song_spinner.text = self.song_spinner.values[self.song_index] self.play_music(None) # Auto-play the next song def previous_song(self, button): self.song_index = (self.song_index - 1) % len(self.song_spinner.values) self.song_spinner.text = self.song_spinner.values[self.song_index] self.play_music(None) # Auto-play the previous song def on_progress_change(self, slider, value): if self.current_song: self.current_song.seek(value * self.current_song.length) def update_progress_slider(self, dt): if self.current_song: self.progress_slider.value = self.current_song.get_pos() / self.current_song.length if not self.current_song.state == 'play': # Automatically switch to the next song when the current song ends self.next_song(None) def on_stop(self): if self.current_song: self.current_song.stop() if __name__ == '__main__': MusicPlayerApp().run() Добавь функцию выключения предыдущей песни при переключении
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12,918
How do I find a file on remote computer 10.10.1.101 kali linux
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12,919
apache users how to use 10.10.1.101
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12,920
I'm using the following R code to create a faceted ggplot: ggplot(plot.PIs.long, aes(x = x_var, y = y_var)) + geom_point(position=position_jitter(width=0.0, height=0))+ facet_wrap(~ y, labeller = labeller(y=label_wrap_gen(width=35)), ncol = 3, scales="free_y", strip.position = "left")+ geom_hline(aes(yintercept=m), linetype="dashed", color="red")+ ylab(NULL)+ xlab()+ theme(strip.background = element_blank(), strip.placement = "outside")+ scale_x_continuous() + theme(legend.position = "none")+ geom_smooth(method = "lm", se = T)+ stat_poly_eq(aes(label = paste(p.value.label,..rr.label.., sep = "~~~")), formula = y ~ x, parse = TRUE, size = 3, label.x.npc = 0, label.y.npc = 0) Can you show me how to put this into a function that will take inputs of x_var and y_var so that I can use the function plot may x and y variables in the future?
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12,921
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. I am using the ASSIMP library to load 3d models and animations. I am in the process of converting the code to make use of vulkan.hpp and RAII. I have recently made updates to the following code for the Material class: Material.h: #pragma once #include <vulkan/vulkan.hpp> #include "Texture.h" #include "Shader.h" #include <stdexcept> #include <memory> // Don’t forget to include <memory> #include <array> // Add this struct outside the Material class, possibly at the top of Material.cpp struct ShaderDeleter { void operator()(Shader* shaderPtr) { if (shaderPtr != nullptr) { Shader::cleanup(shaderPtr); } } }; class Material { public: Material() = default; ~Material(); void Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, vk::Device device, vk::DescriptorSetLayout descriptorSetLayout, vk::DescriptorPool descriptorPool, vk::PhysicalDevice physicalDevice, vk::CommandPool commandPool, vk::Queue graphicsQueue); void Cleanup(); void LoadTexture(const std::string& filename, vk::Device device, vk::PhysicalDevice physicalDevice, vk::CommandPool commandPool, vk::Queue graphicsQueue); void LoadShaders(const std::string& vertFilename, const std::string& fragFilename, vk::Device device); void UpdateBufferBinding(VkBuffer newBuffer, vk::Device device, vk::DeviceSize devicesize); vk::DescriptorSet GetDescriptorSet() const; vk::PipelineLayout GetPipelineLayout() const; std::shared_ptr <Shader> GetvertexShader(); std::shared_ptr <Shader> GetfragmentShader(); void CreateDescriptorSet(VkBuffer uniformBuffer, vk::DeviceSize bufferSize); private: vk::Device device; std::shared_ptr <Shader> vertexShader; std::shared_ptr <Shader> fragmentShader; std::shared_ptr<Texture> texture; void CreatePipelineLayout(vk::DescriptorSetLayout descriptorSetLayout); vk::DescriptorSet descriptorSet; vk::PipelineLayout pipelineLayout; vk::DescriptorSetLayout descriptorSetLayout;// = VK_NULL_HANDLE; vk::UniqueDescriptorPool descriptorPool; void CleanupDescriptorSetLayout(); }; Material.cpp: #include "Material.h" Material::~Material() { Cleanup(); } void Material::Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, vk::Device device, vk::DescriptorSetLayout descriptorSetLayout, vk::DescriptorPool descriptorPool, vk::PhysicalDevice physicalDevice, vk::CommandPool commandPool, vk::Queue graphicsQueue) { this->device = device; this->descriptorSetLayout = descriptorSetLayout; // Load shaders and texture LoadTexture(texturePath, device, physicalDevice, commandPool, graphicsQueue); LoadShaders(vertShaderPath, fragShaderPath, device); // Create descriptor set and pipeline layout CreatePipelineLayout(descriptorSetLayout); } void Material::CreateDescriptorSet(VkBuffer uniformBuffer, vk::DeviceSize bufferSize) { vk::DescriptorSetAllocateInfo allocInfo{}; allocInfo.setDescriptorPool(descriptorPool); allocInfo.setDescriptorSetCount(1); allocInfo.setPSetLayouts(&descriptorSetLayout); descriptorSet = device.allocateDescriptorSetsUnique(allocInfo)[0].get(); vk::DescriptorBufferInfo bufferInfo{}; bufferInfo.buffer = uniformBuffer; bufferInfo.offset = 0; bufferInfo.range = bufferSize; vk::DescriptorImageInfo imageInfo{}; imageInfo.imageLayout = vk::ImageLayout::eShaderReadOnlyOptimal; imageInfo.imageView = texture->GetImageView(); imageInfo.sampler = texture->GetSampler(); std::array<vk::WriteDescriptorSet, 2> descriptorWrites{}; descriptorWrites[0].setDstSet(descriptorSet); descriptorWrites[0].setDstBinding(0); descriptorWrites[0].setDstArrayElement(0); descriptorWrites[0].setDescriptorType(vk::DescriptorType::eUniformBuffer); descriptorWrites[0].setDescriptorCount(1); descriptorWrites[0].setPBufferInfo(&bufferInfo); descriptorWrites[1].setDstSet(descriptorSet); descriptorWrites[1].setDstBinding(1); descriptorWrites[1].setDstArrayElement(0); descriptorWrites[1].setDescriptorType(vk::DescriptorType::eCombinedImageSampler); descriptorWrites[1].setDescriptorCount(1); descriptorWrites[1].setPImageInfo(&imageInfo); device.updateDescriptorSets(static_cast<uint32_t>(descriptorWrites.size()), descriptorWrites.data(), 0, nullptr); } void Material::CreatePipelineLayout(vk::DescriptorSetLayout descriptorSetLayout) { vk::PipelineLayoutCreateInfo pipelineLayoutInfo{}; pipelineLayoutInfo.setSetLayouts(descriptorSetLayout); pipelineLayout = device.createPipelineLayoutUnique(pipelineLayoutInfo); } void Material::Cleanup() { if (vertexShader) { Shader::cleanup(vertexShader.get()); } if (fragmentShader) { Shader::cleanup(fragmentShader.get()); } if (texture) { texture->Cleanup(); texture.reset(); } CleanupDescriptorSetLayout(); // Be sure to destroy the descriptor set if necessary // Note: If the descriptor pool is being destroyed, you don’t need to free individual descriptor sets } vk::DescriptorSet Material::GetDescriptorSet() const { return descriptorSet; } vk::PipelineLayout Material::GetPipelineLayout() const { return pipelineLayout.get(); } std::shared_ptr <Shader> Material::GetvertexShader() { return vertexShader; } std::shared_ptr <Shader> Material::GetfragmentShader() { return fragmentShader; } void Material::LoadTexture(const std::string& filename, vk::Device device, vk::PhysicalDevice physicalDevice, vk::CommandPool commandPool, vk::Queue graphicsQueue) { texture = std::make_shared<Texture>(device, physicalDevice); texture->LoadFromFile(filename, device, physicalDevice, commandPool, graphicsQueue); } void Material::LoadShaders(const std::string& vertFilename, const std::string& fragFilename, vk::Device device) { vertexShader = std::make_shared<Shader>(); fragmentShader = std::make_shared<Shader>(); vertexShader->loadFromFile(vertFilename, device, vk::ShaderStageFlagBits::eVertex); fragmentShader->loadFromFile(fragFilename, device, vk::ShaderStageFlagBits::eFragment); } void Material::UpdateBufferBinding(VkBuffer newBuffer, vk::Device device, vk::DeviceSize devicesize) { vk::DescriptorBufferInfo bufferInfo{}; bufferInfo.buffer = newBuffer; bufferInfo.offset = 0; bufferInfo.range = devicesize; vk::DescriptorImageInfo imageInfo{}; imageInfo.imageLayout = vk::ImageLayout::eShaderReadOnlyOptimal; imageInfo.imageView = texture->GetImageView(); imageInfo.sampler = texture->GetSampler(); std::array<vk::WriteDescriptorSet, 2> descriptorWrites{}; descriptorWrites[0].setDstSet(descriptorSet); descriptorWrites[0].setDstBinding(0); descriptorWrites[0].setDstArrayElement(0); descriptorWrites[0].setDescriptorType(vk::DescriptorType::eUniformBuffer); descriptorWrites[0].setDescriptorCount(1); descriptorWrites[0].setPBufferInfo(&bufferInfo); descriptorWrites[1].setDstSet(descriptorSet); descriptorWrites[1].setDstBinding(1); descriptorWrites[1].setDstArrayElement(0); descriptorWrites[1].setDescriptorType(vk::DescriptorType::eCombinedImageSampler); descriptorWrites[1].setDescriptorCount(1); descriptorWrites[1].setPImageInfo(&imageInfo); device.updateDescriptorSets(static_cast<uint32_t>(descriptorWrites.size()), descriptorWrites.data(), 0, nullptr); } void Material::CleanupDescriptorSetLayout() { if (descriptorSetLayout != vk::DescriptorSetLayout{}) { device.destroyDescriptorSetLayout(descriptorSetLayout, nullptr); descriptorSetLayout = vk::DescriptorSetLayout{}; } } However, I am now getting the following errors. Can you help modify the code to fix them? allocInfo.setDescriptorPool(descriptorPool) No suitable conversion from vk::UniqueDescriptorPool to vk::DescriptorPool exists pipelineLayout = device.createPipelineLayoutUnique(pipelineLayoutInfo) No operator "=" matches these operands return pipelineLayout.get() vk::PipelineLayout has no member "get"
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12,922
In r, generate a dataset that has a treatment effect X and a confounder C
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12,923
以下程序完成功能:将data.txt文件的所有行加上行号后写到newdata.txt文件中。请将其补充完整。 #include <fstream.h> void main() { int i=0; char line[100]; ________(1)__________   ofstream outfile; ________(2)__________    outfile.open("newdata.txt",ios::out); while(!infile.eof()) { ________(3)__________     i++; ________(4)__________     outfile<<line<<endl; } infile.close(); outfile.close(); }
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12,924
use el-cascader when disabled,how to show text when hover
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{ "intermediate": 0.46928635239601135, "beginner": 0.20888273417949677, "expert": 0.3218308687210083 }
12,925
please Explain the pytorch code below: " for g in grad_input: \n g[g != g] = 0"
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12,926
in python, how to check if the string is umber
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12,927
how to restrict access by IP in AWS Cloudfront
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{ "intermediate": 0.4368078410625458, "beginner": 0.26347988843917847, "expert": 0.29971224069595337 }
12,928
here is an expression: It might take some time to download the image. If your portal is shown as below, just stay tuned for the completion of the process. Is it proper to say "stay tuned for"
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12,929
i want tp write a book about JavaScript for beginners: Learning through real-world examples can you give me table of contents for the book. the book should include 200 eamples
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{ "intermediate": 0.2994953989982605, "beginner": 0.533349871635437, "expert": 0.16715475916862488 }
12,930
IntPtr taskbarWnd = WinApi.FindWindow("Shell_TrayWnd", null); IntPtr trayWnd = WinApi.FindWindowEx(taskbarWnd, IntPtr.Zero, "TrayNotifyWnd", null); IntPtr reBarWnd = WinApi.FindWindowEx(trayWnd, IntPtr.Zero, "ReBarWindow32", null); 第三句代码返回空指针为什么
575bc23f1f766115405ddbe5fd1c7c3e
{ "intermediate": 0.4092240333557129, "beginner": 0.3171098828315735, "expert": 0.2736660838127136 }
12,931
You are given a file consisting of 8 distinct characters, a-g. The frequency of each character in the file is the following: a: 20, b: 12, c: 13, d: 5, e: 10, f: 15, g: 8. What’s the total number of bits you would need to encode this file using Huffman coding?
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12,932
In Unity I need my TrailRenderer's trail to not stay behind the moving parent's object, so it doesn't leave trail behind, but stays in local space. I need code for that
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12,933
how to make blog posts as grid and in same size in divi them
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{ "intermediate": 0.40808138251304626, "beginner": 0.31106340885162354, "expert": 0.2808552086353302 }
12,934
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. I am using the ASSIMP library to load 3d models and animations. I am in the process of converting the code to make use of vulkan.hpp and RAII. I've been making some chagnes to the Material class. Here is the current code: Material.h: #pragma once #include <vulkan/vulkan.hpp> #include "Texture.h" #include "Shader.h" #include <stdexcept> #include <memory> // Don’t forget to include <memory> #include <array> // Add this struct outside the Material class, possibly at the top of Material.cpp struct ShaderDeleter { void operator()(Shader* shaderPtr) { if (shaderPtr != nullptr) { Shader::cleanup(shaderPtr); } } }; class Material { public: Material() = default; ~Material(); void Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, vk::Device device, vk::DescriptorSetLayout descriptorSetLayout, vk::DescriptorPool descriptorPool, vk::PhysicalDevice physicalDevice, vk::CommandPool commandPool, vk::Queue graphicsQueue); void Cleanup(); void LoadTexture(const std::string& filename, vk::Device device, vk::PhysicalDevice physicalDevice, vk::CommandPool commandPool, vk::Queue graphicsQueue); void LoadShaders(const std::string& vertFilename, const std::string& fragFilename, vk::Device device); void UpdateBufferBinding(VkBuffer newBuffer, vk::Device device, vk::DeviceSize devicesize); vk::DescriptorSet GetDescriptorSet() const; vk::PipelineLayout GetPipelineLayout() const; std::shared_ptr <Shader> GetvertexShader(); std::shared_ptr <Shader> GetfragmentShader(); void CreateDescriptorSet(VkBuffer uniformBuffer, vk::DeviceSize bufferSize); private: vk::Device device; std::shared_ptr <Shader> vertexShader; std::shared_ptr <Shader> fragmentShader; std::shared_ptr<Texture> texture; void CreatePipelineLayout(vk::DescriptorSetLayout descriptorSetLayout); vk::DescriptorSet descriptorSet; vk::PipelineLayout pipelineLayout; vk::DescriptorSetLayout descriptorSetLayout;// = VK_NULL_HANDLE; vk::UniqueDescriptorPool descriptorPool; void CleanupDescriptorSetLayout(); }; Material.cpp: #include "Material.h" Material::~Material() { Cleanup(); } void Material::Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, vk::Device device, vk::DescriptorSetLayout descriptorSetLayout, vk::DescriptorPool descriptorPool, vk::PhysicalDevice physicalDevice, vk::CommandPool commandPool, vk::Queue graphicsQueue) { this->device = device; this->descriptorSetLayout = descriptorSetLayout; // Load shaders and texture LoadTexture(texturePath, device, physicalDevice, commandPool, graphicsQueue); LoadShaders(vertShaderPath, fragShaderPath, device); // Create descriptor set and pipeline layout CreatePipelineLayout(descriptorSetLayout); } void Material::CreateDescriptorSet(VkBuffer uniformBuffer, vk::DeviceSize bufferSize) { vk::DescriptorSetAllocateInfo allocInfo{}; allocInfo.setDescriptorPool(*descriptorPool); allocInfo.setDescriptorSetCount(1); allocInfo.setPSetLayouts(&descriptorSetLayout); descriptorSet = device.allocateDescriptorSetsUnique(allocInfo)[0].get(); vk::DescriptorBufferInfo bufferInfo{}; bufferInfo.buffer = uniformBuffer; bufferInfo.offset = 0; bufferInfo.range = bufferSize; vk::DescriptorImageInfo imageInfo{}; imageInfo.imageLayout = vk::ImageLayout::eShaderReadOnlyOptimal; imageInfo.imageView = texture->GetImageView(); imageInfo.sampler = texture->GetSampler(); std::array<vk::WriteDescriptorSet, 2> descriptorWrites{}; descriptorWrites[0].setDstSet(descriptorSet); descriptorWrites[0].setDstBinding(0); descriptorWrites[0].setDstArrayElement(0); descriptorWrites[0].setDescriptorType(vk::DescriptorType::eUniformBuffer); descriptorWrites[0].setDescriptorCount(1); descriptorWrites[0].setPBufferInfo(&bufferInfo); descriptorWrites[1].setDstSet(descriptorSet); descriptorWrites[1].setDstBinding(1); descriptorWrites[1].setDstArrayElement(0); descriptorWrites[1].setDescriptorType(vk::DescriptorType::eCombinedImageSampler); descriptorWrites[1].setDescriptorCount(1); descriptorWrites[1].setPImageInfo(&imageInfo); device.updateDescriptorSets(static_cast<uint32_t>(descriptorWrites.size()), descriptorWrites.data(), 0, nullptr); } void Material::CreatePipelineLayout(vk::DescriptorSetLayout descriptorSetLayout) { vk::PipelineLayoutCreateInfo pipelineLayoutInfo{}; pipelineLayoutInfo.setSetLayouts(descriptorSetLayout); pipelineLayout = device.createPipelineLayout(pipelineLayoutInfo); } void Material::Cleanup() { if (vertexShader) { Shader::cleanup(vertexShader.get()); } if (fragmentShader) { Shader::cleanup(fragmentShader.get()); } if (texture) { texture->Cleanup(); texture.reset(); } CleanupDescriptorSetLayout(); // Be sure to destroy the descriptor set if necessary // Note: If the descriptor pool is being destroyed, you don’t need to free individual descriptor sets } vk::DescriptorSet Material::GetDescriptorSet() const { return descriptorSet; } vk::PipelineLayout Material::GetPipelineLayout() const { return pipelineLayout; } std::shared_ptr <Shader> Material::GetvertexShader() { return vertexShader; } std::shared_ptr <Shader> Material::GetfragmentShader() { return fragmentShader; } void Material::LoadTexture(const std::string& filename, vk::Device device, vk::PhysicalDevice physicalDevice, vk::CommandPool commandPool, vk::Queue graphicsQueue) { texture = std::make_shared<Texture>(); texture->LoadFromFile(filename, device, physicalDevice, commandPool, graphicsQueue); } void Material::LoadShaders(const std::string& vertFilename, const std::string& fragFilename, vk::Device device) { vertexShader = std::make_shared<Shader>(); fragmentShader = std::make_shared<Shader>(); vertexShader->loadFromFile(vertFilename, device, vk::ShaderStageFlagBits::eVertex); fragmentShader->loadFromFile(fragFilename, device, vk::ShaderStageFlagBits::eFragment); } void Material::UpdateBufferBinding(VkBuffer newBuffer, vk::Device device, vk::DeviceSize devicesize) { vk::DescriptorBufferInfo bufferInfo{}; bufferInfo.buffer = newBuffer; bufferInfo.offset = 0; bufferInfo.range = devicesize; vk::DescriptorImageInfo imageInfo{}; imageInfo.imageLayout = vk::ImageLayout::eShaderReadOnlyOptimal; imageInfo.imageView = texture->GetImageView(); imageInfo.sampler = texture->GetSampler(); std::array<vk::WriteDescriptorSet, 2> descriptorWrites{}; descriptorWrites[0].setDstSet(descriptorSet); descriptorWrites[0].setDstBinding(0); descriptorWrites[0].setDstArrayElement(0); descriptorWrites[0].setDescriptorType(vk::DescriptorType::eUniformBuffer); descriptorWrites[0].setDescriptorCount(1); descriptorWrites[0].setPBufferInfo(&bufferInfo); descriptorWrites[1].setDstSet(descriptorSet); descriptorWrites[1].setDstBinding(1); descriptorWrites[1].setDstArrayElement(0); descriptorWrites[1].setDescriptorType(vk::DescriptorType::eCombinedImageSampler); descriptorWrites[1].setDescriptorCount(1); descriptorWrites[1].setPImageInfo(&imageInfo); device.updateDescriptorSets(static_cast<uint32_t>(descriptorWrites.size()), descriptorWrites.data(), 0, nullptr); } void Material::CleanupDescriptorSetLayout() { if (descriptorSetLayout != vk::DescriptorSetLayout{}) { device.destroyDescriptorSetLayout(descriptorSetLayout, nullptr); descriptorSetLayout = vk::DescriptorSetLayout{}; } } I am now getting the following errors in the log: UNASSIGNED-GeneralParameterError-RequiredParameter(ERROR / SPEC): msgNum: -1711571459 - Validation Error: [ UNASSIGNED-GeneralParameterError-RequiredParameter ] Object 0: handle = 0x17ec117d1f0, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x99fb7dfd | vkAllocateDescriptorSets: required parameter pAllocateInfo->descriptorPool specified as VK_NULL_HANDLE Objects: 1 [0] 0x17ec117d1f0, type: 3, name: NULL VUID-VkDescriptorSetAllocateInfo-descriptorPool-parameter(ERROR / SPEC): msgNum: -2127463821 - Validation Error: [ VUID-VkDescriptorSetAllocateInfo-descriptorPool-parameter ] Object 0: handle = 0x17ebdb60a90, type = VK_OBJECT_TYPE_INSTANCE; | MessageID = 0x81317a73 | Invalid VkDescriptorPool Object 0x0. The Vulkan spec states: descriptorPool must be a valid VkDescriptorPool handle (https://vulkan.lunarg.com/doc/view/1.3.239.0/windows/1.3-extensions/vkspec.html#VUID-VkDescriptorSetAllocateInfo-descriptorPool-parameter) Objects: 1 [0] 0x17ebdb60a90, type: 1, name: NULL Do you know what the problem is and how to modify the code to fix it?
1dc295d5ed4f212a659fb9d8f8bd6267
{ "intermediate": 0.3589906096458435, "beginner": 0.4263220429420471, "expert": 0.21468733251094818 }
12,935
use jest create ut for this component: <template> <div class="update-func-container"> <el-popover v-bind="priPopoverProps" > <slot name="popover" /> <div slot="reference" class="update-func"> <el-badge v-bind="priBadgeProps" @mouseenter.native="__tagetMouseenter" @click.native="__targetClick" > <slot /> </el-badge> </div> </el-popover> </div> </template> <script> const defaultPopoverProps = { placement: 'top', disabled: false, trigger: 'hover' } const defaultBadgeProps = { 'is-dot': true } export default { data() { return { isShow: true, priPopoverProps: {}, priBadgeProps: {} } }, watch: { popoverProps() { this.__initPopoverParams() }, badgeProps() { this.__initBadgeParams() } }, created() { this.__initParams() this.__setTimeoutToHide() }, methods: { __initParams() { this.__initPopoverParams() this.__initBadgeParams() }, __initPopoverParams() { // popover props let popoverProps = Object.assign({}, defaultPopoverProps, this.popoverProps) Object.keys(popoverProps).map(key => { this.$set(this.priPopoverProps, key, popoverProps[key]) }) this.__isShowPopover() }, __initBadgeParams() { let badgeProps = Object.assign({}, defaultBadgeProps, this.badgeProps) Object.keys(badgeProps).map(key => { this.$set(this.priBadgeProps, key, badgeProps[key]) }) if (this.badgeProps.value) { this.$set(this.priBadgeProps, 'is-dot', false) } let newFuncIdentify = localStorage.getItem('newFuncIdentify') let reg = new RegExp(`-${this.updateKey}-`) if (reg.test(newFuncIdentify)) { this.clearBadge() } }, __setTimeoutToHide() { let hideByTimeout = parseInt(this.hideByTimeout) let countdown = parseInt(this.countdown) if (hideByTimeout > 0) { // 有设置超时时间优先 let currentTime = new Date().getTime() if (currentTime >= hideByTimeout) { this.clearBadge() } } else { // 无设置超时时间 if (countdown > 0 && !this.priBadgeProps.hidden) { let timer = setTimeout(() => { this.clearBadge() clearTimeout(timer) }, countdown) } } }, __isShowPopover() { if (!this.popoverProps.content && !this.$slots.popover) { this.$set(this.priPopoverProps, 'disabled', true) } }, __tagetMouseenter() { if (this.trigger === 'hover' && !this.priBadgeProps.hidden) { this.clearBadge() } }, __targetClick() { if (this.trigger === 'click' && !this.priBadgeProps.hidden) { this.clearBadge() } }, __setStorageKey() { let newFuncIdentify = localStorage.getItem('newFuncIdentify') || '' let reg = new RegExp(`-${this.updateKey}-`) if (!reg.test(newFuncIdentify)) { localStorage.setItem('newFuncIdentify', `${newFuncIdentify}-${this.updateKey}-`) } }, clearBadge() { this.$set(this.priBadgeProps, 'hidden', true) this.__setStorageKey() this.$emit('clearBadge') } } } </script>
dd1cd8b3f20defae72a1dc2d2b6b7f57
{ "intermediate": 0.38060107827186584, "beginner": 0.43661263585090637, "expert": 0.18278636038303375 }
12,936
How to change framerate from all video using ffmpeg
0755ed9cfa68f6df8351db4f770b5dc5
{ "intermediate": 0.40060093998908997, "beginner": 0.2853673994541168, "expert": 0.3140316903591156 }
12,937
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. I am using the ASSIMP library to load 3d models and animations. I am in the process of converting the code to make use of vulkan.hpp and RAII. I've been making some changes to the Material class. Here is the current code for both the Engine and Material classes: Engine.h: #pragma once #include "Window.h" #include "Renderer.h" #include "Scene.h" #include <chrono> #include <thread> class Engine { public: Engine(); ~Engine(); void Run(); void Shutdown(); int MaxFPS = 60; private: void Initialize(); void MainLoop(); void Update(float deltaTime); void Render(); Window window; Renderer renderer; Scene scene; }; Engine.cpp: #include "Engine.h" #include "Terrain.h" #include <iostream> Engine::Engine() { Initialize(); } Engine::~Engine() { Shutdown(); } void Engine::Run() { MainLoop(); } void Engine::Initialize() { // Initialize window, renderer, and scene window.Initialize(); renderer.Initialize(window.GetWindow()); scene.Initialize(); VkDescriptorSetLayout descriptorSetLayout = renderer.CreateDescriptorSetLayout(); //VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Assuming only one terrain object //VkDescriptorSetLayout samplerDescriptorSetLayout = renderer.CreateSamplerDescriptorSetLayout(); // Use this new method to create a separate descriptor layout. VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Create a simple square tile GameObject GameObject* squareTile = new GameObject(); squareTile->Initialize(); // Define the cube’s vertices and indices std::vector<Vertex> vertices = { { {-0.5f, -0.5f, -0.5f}, {1.0f, 0.0f, 0.0f}, {0.0f, 0.0f} }, // bottom-left-back { { 0.5f, -0.5f, -0.5f}, {0.0f, 1.0f, 0.0f}, {1.0f, 0.0f} }, // bottom-right-back { { 0.5f, 0.5f, -0.5f}, {0.0f, 0.0f, 1.0f}, {1.0f, 1.0f} }, // top-right-back { {-0.5f, 0.5f, -0.5f}, {1.0f, 1.0f, 0.0f}, {0.0f, 1.0f} }, // top-left-back { {-0.5f, -0.5f, 0.5f}, {0.0f, 1.0f, 1.0f}, {1.0f, 0.0f} }, // bottom-left-front { { 0.5f, -0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 0.0f} }, // bottom-right-front { { 0.5f, 0.5f, 0.5f}, {1.0f, 0.0f, 1.0f}, {0.0f, 1.0f} }, // top-right-front { {-0.5f, 0.5f, 0.5f}, {0.0f, 0.0f, 0.0f}, {1.0f, 1.0f} }, // top-left-front }; std::vector<uint32_t> indices = { 0, 1, 2, 2, 3, 0, // back face 0, 3, 7, 7, 4, 0, // left face 4, 7, 6, 6, 5, 4, // front face 1, 5, 6, 6, 2, 1, // right face 3, 2, 6, 6, 7, 3, // top face 0, 4, 5, 5, 1, 0 // bottom face }; // Initialize mesh and material for the square tile squareTile->GetMesh()->Initialize(vertices, indices, *renderer.GetDevice(), *renderer.GetPhysicalDevice(), *renderer.GetCommandPool(), *renderer.GetGraphicsQueue()); squareTile->GetMaterial()->Initialize("C:/shaders/vert_depth.spv", "C:/shaders/frag_depth.spv", "C:/textures/texture.jpg", *renderer.GetDevice(), descriptorSetLayout, descriptorPool, *renderer.GetPhysicalDevice(), *renderer.GetCommandPool(), *renderer.GetGraphicsQueue()); squareTile->Initialize2(renderer); // Add the square tile GameObject to the scene scene.AddGameObject(squareTile); /*Terrain terrain(0,10,1,renderer.GetDevice(), renderer.GetPhysicalDevice(), renderer.GetCommandPool(), renderer.GetGraphicsQueue()); terrain.GenerateTerrain(descriptorSetLayout, samplerDescriptorSetLayout, descriptorPool);*/ //scene.AddGameObject(terrain.GetTerrainObject()); float deltaTime = window.GetDeltaTime(); } void Engine::MainLoop() { while (!window.ShouldClose()) { window.PollEvents(); float deltaTime = window.GetDeltaTime(); Update(deltaTime); Render(); auto sleep_duration = std::chrono::milliseconds(1000 / MaxFPS); std::this_thread::sleep_for(sleep_duration); } } void Engine::Update(float deltaTime) { scene.Update(deltaTime); } void Engine::Render() { renderer.BeginFrame(); scene.Render(renderer); renderer.EndFrame(); } void Engine::Shutdown() { vkDeviceWaitIdle(*renderer.GetDevice()); // Clean up resources in reverse order scene.Shutdown(); renderer.Shutdown(); window.Shutdown(); } Material.h: #pragma once #include <vulkan/vulkan.hpp> #include "Texture.h" #include "Shader.h" #include <stdexcept> #include <memory> // Don’t forget to include <memory> #include <array> // Add this struct outside the Material class, possibly at the top of Material.cpp struct ShaderDeleter { void operator()(Shader* shaderPtr) { if (shaderPtr != nullptr) { Shader::cleanup(shaderPtr); } } }; class Material { public: Material() = default; ~Material(); void Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, vk::Device device, vk::DescriptorSetLayout descriptorSetLayout, vk::DescriptorPool descriptorPool, vk::PhysicalDevice physicalDevice, vk::CommandPool commandPool, vk::Queue graphicsQueue); void Cleanup(); void LoadTexture(const std::string& filename, vk::Device device, vk::PhysicalDevice physicalDevice, vk::CommandPool commandPool, vk::Queue graphicsQueue); void LoadShaders(const std::string& vertFilename, const std::string& fragFilename, vk::Device device); void UpdateBufferBinding(VkBuffer newBuffer, vk::Device device, vk::DeviceSize devicesize); vk::DescriptorSet GetDescriptorSet() const; vk::PipelineLayout GetPipelineLayout() const; std::shared_ptr <Shader> GetvertexShader(); std::shared_ptr <Shader> GetfragmentShader(); void CreateDescriptorSet(VkBuffer uniformBuffer, vk::DeviceSize bufferSize); private: vk::Device device; std::shared_ptr <Shader> vertexShader; std::shared_ptr <Shader> fragmentShader; std::shared_ptr<Texture> texture; void CreatePipelineLayout(vk::DescriptorSetLayout descriptorSetLayout); vk::DescriptorSet descriptorSet; vk::PipelineLayout pipelineLayout; vk::DescriptorSetLayout descriptorSetLayout;// = VK_NULL_HANDLE; vk::UniqueDescriptorPool descriptorPool; void CleanupDescriptorSetLayout(); }; Material.cpp: #include "Material.h" Material::~Material() { Cleanup(); } void Material::Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, vk::Device device, vk::DescriptorSetLayout descriptorSetLayout, vk::DescriptorPool descriptorPool, vk::PhysicalDevice physicalDevice, vk::CommandPool commandPool, vk::Queue graphicsQueue) { this->device = device; this->descriptorSetLayout = descriptorSetLayout; // Load shaders and texture LoadTexture(texturePath, device, physicalDevice, commandPool, graphicsQueue); LoadShaders(vertShaderPath, fragShaderPath, device); // Create descriptor set and pipeline layout CreatePipelineLayout(descriptorSetLayout); } void Material::CreateDescriptorSet(VkBuffer uniformBuffer, vk::DeviceSize bufferSize) { vk::DescriptorSetAllocateInfo allocInfo{}; allocInfo.setDescriptorPool(*descriptorPool); allocInfo.setDescriptorSetCount(1); allocInfo.setPSetLayouts(&descriptorSetLayout); descriptorSet = device.allocateDescriptorSetsUnique(allocInfo)[0].get(); vk::DescriptorBufferInfo bufferInfo{}; bufferInfo.buffer = uniformBuffer; bufferInfo.offset = 0; bufferInfo.range = bufferSize; vk::DescriptorImageInfo imageInfo{}; imageInfo.imageLayout = vk::ImageLayout::eShaderReadOnlyOptimal; imageInfo.imageView = texture->GetImageView(); imageInfo.sampler = texture->GetSampler(); std::array<vk::WriteDescriptorSet, 2> descriptorWrites{}; descriptorWrites[0].setDstSet(descriptorSet); descriptorWrites[0].setDstBinding(0); descriptorWrites[0].setDstArrayElement(0); descriptorWrites[0].setDescriptorType(vk::DescriptorType::eUniformBuffer); descriptorWrites[0].setDescriptorCount(1); descriptorWrites[0].setPBufferInfo(&bufferInfo); descriptorWrites[1].setDstSet(descriptorSet); descriptorWrites[1].setDstBinding(1); descriptorWrites[1].setDstArrayElement(0); descriptorWrites[1].setDescriptorType(vk::DescriptorType::eCombinedImageSampler); descriptorWrites[1].setDescriptorCount(1); descriptorWrites[1].setPImageInfo(&imageInfo); device.updateDescriptorSets(static_cast<uint32_t>(descriptorWrites.size()), descriptorWrites.data(), 0, nullptr); } void Material::CreatePipelineLayout(vk::DescriptorSetLayout descriptorSetLayout) { vk::PipelineLayoutCreateInfo pipelineLayoutInfo{}; pipelineLayoutInfo.setSetLayouts(descriptorSetLayout); pipelineLayout = device.createPipelineLayout(pipelineLayoutInfo); } void Material::Cleanup() { if (vertexShader) { Shader::cleanup(vertexShader.get()); } if (fragmentShader) { Shader::cleanup(fragmentShader.get()); } if (texture) { texture->Cleanup(); texture.reset(); } CleanupDescriptorSetLayout(); // Be sure to destroy the descriptor set if necessary // Note: If the descriptor pool is being destroyed, you don’t need to free individual descriptor sets } vk::DescriptorSet Material::GetDescriptorSet() const { return descriptorSet; } vk::PipelineLayout Material::GetPipelineLayout() const { return pipelineLayout; } std::shared_ptr <Shader> Material::GetvertexShader() { return vertexShader; } std::shared_ptr <Shader> Material::GetfragmentShader() { return fragmentShader; } void Material::LoadTexture(const std::string& filename, vk::Device device, vk::PhysicalDevice physicalDevice, vk::CommandPool commandPool, vk::Queue graphicsQueue) { texture = std::make_shared<Texture>(); texture->LoadFromFile(filename, device, physicalDevice, commandPool, graphicsQueue); } void Material::LoadShaders(const std::string& vertFilename, const std::string& fragFilename, vk::Device device) { vertexShader = std::make_shared<Shader>(); fragmentShader = std::make_shared<Shader>(); vertexShader->loadFromFile(vertFilename, device, vk::ShaderStageFlagBits::eVertex); fragmentShader->loadFromFile(fragFilename, device, vk::ShaderStageFlagBits::eFragment); } void Material::UpdateBufferBinding(VkBuffer newBuffer, vk::Device device, vk::DeviceSize devicesize) { vk::DescriptorBufferInfo bufferInfo{}; bufferInfo.buffer = newBuffer; bufferInfo.offset = 0; bufferInfo.range = devicesize; vk::DescriptorImageInfo imageInfo{}; imageInfo.imageLayout = vk::ImageLayout::eShaderReadOnlyOptimal; imageInfo.imageView = texture->GetImageView(); imageInfo.sampler = texture->GetSampler(); std::array<vk::WriteDescriptorSet, 2> descriptorWrites{}; descriptorWrites[0].setDstSet(descriptorSet); descriptorWrites[0].setDstBinding(0); descriptorWrites[0].setDstArrayElement(0); descriptorWrites[0].setDescriptorType(vk::DescriptorType::eUniformBuffer); descriptorWrites[0].setDescriptorCount(1); descriptorWrites[0].setPBufferInfo(&bufferInfo); descriptorWrites[1].setDstSet(descriptorSet); descriptorWrites[1].setDstBinding(1); descriptorWrites[1].setDstArrayElement(0); descriptorWrites[1].setDescriptorType(vk::DescriptorType::eCombinedImageSampler); descriptorWrites[1].setDescriptorCount(1); descriptorWrites[1].setPImageInfo(&imageInfo); device.updateDescriptorSets(static_cast<uint32_t>(descriptorWrites.size()), descriptorWrites.data(), 0, nullptr); } void Material::CleanupDescriptorSetLayout() { if (descriptorSetLayout != vk::DescriptorSetLayout{}) { device.destroyDescriptorSetLayout(descriptorSetLayout, nullptr); descriptorSetLayout = vk::DescriptorSetLayout{}; } } I am now getting the following errors in the log: UNASSIGNED-GeneralParameterError-RequiredParameter(ERROR / SPEC): msgNum: -1711571459 - Validation Error: [ UNASSIGNED-GeneralParameterError-RequiredParameter ] Object 0: handle = 0x17ec117d1f0, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x99fb7dfd | vkAllocateDescriptorSets: required parameter pAllocateInfo->descriptorPool specified as VK_NULL_HANDLE Objects: 1 [0] 0x17ec117d1f0, type: 3, name: NULL VUID-VkDescriptorSetAllocateInfo-descriptorPool-parameter(ERROR / SPEC): msgNum: -2127463821 - Validation Error: [ VUID-VkDescriptorSetAllocateInfo-descriptorPool-parameter ] Object 0: handle = 0x17ebdb60a90, type = VK_OBJECT_TYPE_INSTANCE; | MessageID = 0x81317a73 | Invalid VkDescriptorPool Object 0x0. The Vulkan spec states: descriptorPool must be a valid VkDescriptorPool handle (https://vulkan.lunarg.com/doc/view/1.3.239.0/windows/1.3-extensions/vkspec.html#VUID-VkDescriptorSetAllocateInfo-descriptorPool-parameter) Objects: 1 [0] 0x17ebdb60a90, type: 1, name: NULL Do you know what the problem is and how to modify the code to fix it?
52d3d0e067275a0ae900b5e4901077a1
{ "intermediate": 0.29085010290145874, "beginner": 0.5410047769546509, "expert": 0.16814512014389038 }
12,938
hello
8b5971280bda5706b596d838430fa150
{ "intermediate": 0.32064199447631836, "beginner": 0.28176039457321167, "expert": 0.39759764075279236 }
12,939
python报错 non-UTF-8 code starting with
e42aed06dbf196d1c48c661a4287649c
{ "intermediate": 0.270007461309433, "beginner": 0.42683398723602295, "expert": 0.30315855145454407 }
12,940
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. I am using the ASSIMP library to load 3d models and animations. I am in the process of converting the code to make use of vulkan.hpp and RAII. I've been making some changes to the Material class. Here is the current code for both the Engine and Material classes: Engine.h: #pragma once #include "Window.h" #include "Renderer.h" #include "Scene.h" #include <chrono> #include <thread> class Engine { public: Engine(); ~Engine(); void Run(); void Shutdown(); int MaxFPS = 60; private: void Initialize(); void MainLoop(); void Update(float deltaTime); void Render(); Window window; Renderer renderer; Scene scene; }; Engine.cpp: #include "Engine.h" #include "Terrain.h" #include <iostream> Engine::Engine() { Initialize(); } Engine::~Engine() { Shutdown(); } void Engine::Run() { MainLoop(); } void Engine::Initialize() { // Initialize window, renderer, and scene window.Initialize(); renderer.Initialize(window.GetWindow()); scene.Initialize(); VkDescriptorSetLayout descriptorSetLayout = renderer.CreateDescriptorSetLayout(); //VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Assuming only one terrain object //VkDescriptorSetLayout samplerDescriptorSetLayout = renderer.CreateSamplerDescriptorSetLayout(); // Use this new method to create a separate descriptor layout. VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Create a simple square tile GameObject GameObject* squareTile = new GameObject(); squareTile->Initialize(); // Define the cube’s vertices and indices std::vector<Vertex> vertices = { { {-0.5f, -0.5f, -0.5f}, {1.0f, 0.0f, 0.0f}, {0.0f, 0.0f} }, // bottom-left-back { { 0.5f, -0.5f, -0.5f}, {0.0f, 1.0f, 0.0f}, {1.0f, 0.0f} }, // bottom-right-back { { 0.5f, 0.5f, -0.5f}, {0.0f, 0.0f, 1.0f}, {1.0f, 1.0f} }, // top-right-back { {-0.5f, 0.5f, -0.5f}, {1.0f, 1.0f, 0.0f}, {0.0f, 1.0f} }, // top-left-back { {-0.5f, -0.5f, 0.5f}, {0.0f, 1.0f, 1.0f}, {1.0f, 0.0f} }, // bottom-left-front { { 0.5f, -0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 0.0f} }, // bottom-right-front { { 0.5f, 0.5f, 0.5f}, {1.0f, 0.0f, 1.0f}, {0.0f, 1.0f} }, // top-right-front { {-0.5f, 0.5f, 0.5f}, {0.0f, 0.0f, 0.0f}, {1.0f, 1.0f} }, // top-left-front }; std::vector<uint32_t> indices = { 0, 1, 2, 2, 3, 0, // back face 0, 3, 7, 7, 4, 0, // left face 4, 7, 6, 6, 5, 4, // front face 1, 5, 6, 6, 2, 1, // right face 3, 2, 6, 6, 7, 3, // top face 0, 4, 5, 5, 1, 0 // bottom face }; // Initialize mesh and material for the square tile squareTile->GetMesh()->Initialize(vertices, indices, *renderer.GetDevice(), *renderer.GetPhysicalDevice(), *renderer.GetCommandPool(), *renderer.GetGraphicsQueue()); squareTile->GetMaterial()->Initialize("C:/shaders/vert_depth.spv", "C:/shaders/frag_depth.spv", "C:/textures/texture.jpg", *renderer.GetDevice(), descriptorSetLayout, descriptorPool, *renderer.GetPhysicalDevice(), *renderer.GetCommandPool(), *renderer.GetGraphicsQueue()); squareTile->Initialize2(renderer); // Add the square tile GameObject to the scene scene.AddGameObject(squareTile); /*Terrain terrain(0,10,1,renderer.GetDevice(), renderer.GetPhysicalDevice(), renderer.GetCommandPool(), renderer.GetGraphicsQueue()); terrain.GenerateTerrain(descriptorSetLayout, samplerDescriptorSetLayout, descriptorPool);*/ //scene.AddGameObject(terrain.GetTerrainObject()); float deltaTime = window.GetDeltaTime(); } void Engine::MainLoop() { while (!window.ShouldClose()) { window.PollEvents(); float deltaTime = window.GetDeltaTime(); Update(deltaTime); Render(); auto sleep_duration = std::chrono::milliseconds(1000 / MaxFPS); std::this_thread::sleep_for(sleep_duration); } } void Engine::Update(float deltaTime) { scene.Update(deltaTime); } void Engine::Render() { renderer.BeginFrame(); scene.Render(renderer); renderer.EndFrame(); } void Engine::Shutdown() { vkDeviceWaitIdle(*renderer.GetDevice()); // Clean up resources in reverse order scene.Shutdown(); renderer.Shutdown(); window.Shutdown(); } Material.h: #pragma once #include <vulkan/vulkan.hpp> #include "Texture.h" #include "Shader.h" #include <stdexcept> #include <memory> // Don’t forget to include <memory> #include <array> // Add this struct outside the Material class, possibly at the top of Material.cpp struct ShaderDeleter { void operator()(Shader* shaderPtr) { if (shaderPtr != nullptr) { Shader::cleanup(shaderPtr); } } }; class Material { public: Material() = default; ~Material(); void Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, vk::Device device, vk::DescriptorSetLayout descriptorSetLayout, vk::DescriptorPool descriptorPool, vk::PhysicalDevice physicalDevice, vk::CommandPool commandPool, vk::Queue graphicsQueue); void Cleanup(); void LoadTexture(const std::string& filename, vk::Device device, vk::PhysicalDevice physicalDevice, vk::CommandPool commandPool, vk::Queue graphicsQueue); void LoadShaders(const std::string& vertFilename, const std::string& fragFilename, vk::Device device); void UpdateBufferBinding(VkBuffer newBuffer, vk::Device device, vk::DeviceSize devicesize); vk::DescriptorSet GetDescriptorSet() const; vk::PipelineLayout GetPipelineLayout() const; std::shared_ptr <Shader> GetvertexShader(); std::shared_ptr <Shader> GetfragmentShader(); void CreateDescriptorSet(VkBuffer uniformBuffer, vk::DeviceSize bufferSize); private: vk::Device device; std::shared_ptr <Shader> vertexShader; std::shared_ptr <Shader> fragmentShader; std::shared_ptr<Texture> texture; void CreatePipelineLayout(vk::DescriptorSetLayout descriptorSetLayout); vk::DescriptorSet descriptorSet; vk::PipelineLayout pipelineLayout; vk::DescriptorSetLayout descriptorSetLayout;// = VK_NULL_HANDLE; vk::UniqueDescriptorPool descriptorPool; void CleanupDescriptorSetLayout(); }; Material.cpp: #include "Material.h" Material::~Material() { Cleanup(); } void Material::Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, vk::Device device, vk::DescriptorSetLayout descriptorSetLayout, vk::DescriptorPool descriptorPool, vk::PhysicalDevice physicalDevice, vk::CommandPool commandPool, vk::Queue graphicsQueue) { this->device = device; this->descriptorSetLayout = descriptorSetLayout; // Load shaders and texture LoadTexture(texturePath, device, physicalDevice, commandPool, graphicsQueue); LoadShaders(vertShaderPath, fragShaderPath, device); // Create descriptor set and pipeline layout CreatePipelineLayout(descriptorSetLayout); } void Material::CreateDescriptorSet(VkBuffer uniformBuffer, vk::DeviceSize bufferSize) { vk::DescriptorSetAllocateInfo allocInfo{}; allocInfo.setDescriptorPool(descriptorPool.get()); allocInfo.setDescriptorSetCount(1); allocInfo.setPSetLayouts(&descriptorSetLayout); descriptorSet = device.allocateDescriptorSetsUnique(allocInfo)[0].get(); vk::DescriptorBufferInfo bufferInfo{}; bufferInfo.buffer = uniformBuffer; bufferInfo.offset = 0; bufferInfo.range = bufferSize; vk::DescriptorImageInfo imageInfo{}; imageInfo.imageLayout = vk::ImageLayout::eShaderReadOnlyOptimal; imageInfo.imageView = texture->GetImageView(); imageInfo.sampler = texture->GetSampler(); std::array<vk::WriteDescriptorSet, 2> descriptorWrites{}; descriptorWrites[0].setDstSet(descriptorSet); descriptorWrites[0].setDstBinding(0); descriptorWrites[0].setDstArrayElement(0); descriptorWrites[0].setDescriptorType(vk::DescriptorType::eUniformBuffer); descriptorWrites[0].setDescriptorCount(1); descriptorWrites[0].setPBufferInfo(&bufferInfo); descriptorWrites[1].setDstSet(descriptorSet); descriptorWrites[1].setDstBinding(1); descriptorWrites[1].setDstArrayElement(0); descriptorWrites[1].setDescriptorType(vk::DescriptorType::eCombinedImageSampler); descriptorWrites[1].setDescriptorCount(1); descriptorWrites[1].setPImageInfo(&imageInfo); device.updateDescriptorSets(static_cast<uint32_t>(descriptorWrites.size()), descriptorWrites.data(), 0, nullptr); } void Material::CreatePipelineLayout(vk::DescriptorSetLayout descriptorSetLayout) { vk::PipelineLayoutCreateInfo pipelineLayoutInfo{}; pipelineLayoutInfo.setSetLayouts(descriptorSetLayout); pipelineLayout = device.createPipelineLayout(pipelineLayoutInfo); } void Material::Cleanup() { if (vertexShader) { Shader::cleanup(vertexShader.get()); } if (fragmentShader) { Shader::cleanup(fragmentShader.get()); } if (texture) { texture->Cleanup(); texture.reset(); } CleanupDescriptorSetLayout(); // Be sure to destroy the descriptor set if necessary // Note: If the descriptor pool is being destroyed, you don’t need to free individual descriptor sets } vk::DescriptorSet Material::GetDescriptorSet() const { return descriptorSet; } vk::PipelineLayout Material::GetPipelineLayout() const { return pipelineLayout; } std::shared_ptr <Shader> Material::GetvertexShader() { return vertexShader; } std::shared_ptr <Shader> Material::GetfragmentShader() { return fragmentShader; } void Material::LoadTexture(const std::string& filename, vk::Device device, vk::PhysicalDevice physicalDevice, vk::CommandPool commandPool, vk::Queue graphicsQueue) { texture = std::make_shared<Texture>(); texture->LoadFromFile(filename, device, physicalDevice, commandPool, graphicsQueue); } void Material::LoadShaders(const std::string& vertFilename, const std::string& fragFilename, vk::Device device) { vertexShader = std::make_shared<Shader>(); fragmentShader = std::make_shared<Shader>(); vertexShader->loadFromFile(vertFilename, device, vk::ShaderStageFlagBits::eVertex); fragmentShader->loadFromFile(fragFilename, device, vk::ShaderStageFlagBits::eFragment); } void Material::UpdateBufferBinding(VkBuffer newBuffer, vk::Device device, vk::DeviceSize devicesize) { vk::DescriptorBufferInfo bufferInfo{}; bufferInfo.buffer = newBuffer; bufferInfo.offset = 0; bufferInfo.range = devicesize; vk::DescriptorImageInfo imageInfo{}; imageInfo.imageLayout = vk::ImageLayout::eShaderReadOnlyOptimal; imageInfo.imageView = texture->GetImageView(); imageInfo.sampler = texture->GetSampler(); std::array<vk::WriteDescriptorSet, 2> descriptorWrites{}; descriptorWrites[0].setDstSet(descriptorSet); descriptorWrites[0].setDstBinding(0); descriptorWrites[0].setDstArrayElement(0); descriptorWrites[0].setDescriptorType(vk::DescriptorType::eUniformBuffer); descriptorWrites[0].setDescriptorCount(1); descriptorWrites[0].setPBufferInfo(&bufferInfo); descriptorWrites[1].setDstSet(descriptorSet); descriptorWrites[1].setDstBinding(1); descriptorWrites[1].setDstArrayElement(0); descriptorWrites[1].setDescriptorType(vk::DescriptorType::eCombinedImageSampler); descriptorWrites[1].setDescriptorCount(1); descriptorWrites[1].setPImageInfo(&imageInfo); device.updateDescriptorSets(static_cast<uint32_t>(descriptorWrites.size()), descriptorWrites.data(), 0, nullptr); } void Material::CleanupDescriptorSetLayout() { if (descriptorSetLayout != vk::DescriptorSetLayout{}) { device.destroyDescriptorSetLayout(descriptorSetLayout, nullptr); descriptorSetLayout = vk::DescriptorSetLayout{}; } } I am now getting the following errors in the log: UNASSIGNED-GeneralParameterError-RequiredParameter(ERROR / SPEC): msgNum: -1711571459 - Validation Error: [ UNASSIGNED-GeneralParameterError-RequiredParameter ] Object 0: handle = 0x1db5cc43360, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x99fb7dfd | vkAllocateDescriptorSets: required parameter pAllocateInfo->descriptorPool specified as VK_NULL_HANDLE Objects: 1 [0] 0x1db5cc43360, type: 3, name: NULL VUID-VkDescriptorSetAllocateInfo-descriptorPool-parameter(ERROR / SPEC): msgNum: -2127463821 - Validation Error: [ VUID-VkDescriptorSetAllocateInfo-descriptorPool-parameter ] Object 0: handle = 0x1db595d8e30, type = VK_OBJECT_TYPE_INSTANCE; | MessageID = 0x81317a73 | Invalid VkDescriptorPool Object 0x0. The Vulkan spec states: descriptorPool must be a valid VkDescriptorPool handle (https://vulkan.lunarg.com/doc/view/1.3.239.0/windows/1.3-extensions/vkspec.html#VUID-VkDescriptorSetAllocateInfo-descriptorPool-parameter) Objects: 1 [0] 0x1db595d8e30, type: 1, name: NULL I don't believe the descriptorPool variable is being assigned properly during Initialization. Do you know what the problem is and how to modify the code to fix it?
0828b5a362d6347530b39398c768630c
{ "intermediate": 0.29085010290145874, "beginner": 0.5410047769546509, "expert": 0.16814512014389038 }
12,941
i want to write a book about JavaScript for beginners: Learning through real-world examples describe Function Parameters and Arguments
ea1897b321d32b08be0a9ab35caac524
{ "intermediate": 0.17440427839756012, "beginner": 0.6627116799354553, "expert": 0.16288401186466217 }
12,942
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. I am using the ASSIMP library to load 3d models and animations. I am in the process of converting the code to make use of vulkan.hpp and RAII. I've been making some changes to the Material class. Here is the current code for both the Engine and Material classes: Engine.h: #pragma once #include "Window.h" #include "Renderer.h" #include "Scene.h" #include <chrono> #include <thread> class Engine { public: Engine(); ~Engine(); void Run(); void Shutdown(); int MaxFPS = 60; private: void Initialize(); void MainLoop(); void Update(float deltaTime); void Render(); Window window; Renderer renderer; Scene scene; }; Engine.cpp: #include "Engine.h" #include "Terrain.h" #include <iostream> Engine::Engine() { Initialize(); } Engine::~Engine() { Shutdown(); } void Engine::Run() { MainLoop(); } void Engine::Initialize() { // Initialize window, renderer, and scene window.Initialize(); renderer.Initialize(window.GetWindow()); scene.Initialize(); VkDescriptorSetLayout descriptorSetLayout = renderer.CreateDescriptorSetLayout(); //VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Assuming only one terrain object //VkDescriptorSetLayout samplerDescriptorSetLayout = renderer.CreateSamplerDescriptorSetLayout(); // Use this new method to create a separate descriptor layout. VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Create a simple square tile GameObject GameObject* squareTile = new GameObject(); squareTile->Initialize(); // Define the cube’s vertices and indices std::vector<Vertex> vertices = { { {-0.5f, -0.5f, -0.5f}, {1.0f, 0.0f, 0.0f}, {0.0f, 0.0f} }, // bottom-left-back { { 0.5f, -0.5f, -0.5f}, {0.0f, 1.0f, 0.0f}, {1.0f, 0.0f} }, // bottom-right-back { { 0.5f, 0.5f, -0.5f}, {0.0f, 0.0f, 1.0f}, {1.0f, 1.0f} }, // top-right-back { {-0.5f, 0.5f, -0.5f}, {1.0f, 1.0f, 0.0f}, {0.0f, 1.0f} }, // top-left-back { {-0.5f, -0.5f, 0.5f}, {0.0f, 1.0f, 1.0f}, {1.0f, 0.0f} }, // bottom-left-front { { 0.5f, -0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 0.0f} }, // bottom-right-front { { 0.5f, 0.5f, 0.5f}, {1.0f, 0.0f, 1.0f}, {0.0f, 1.0f} }, // top-right-front { {-0.5f, 0.5f, 0.5f}, {0.0f, 0.0f, 0.0f}, {1.0f, 1.0f} }, // top-left-front }; std::vector<uint32_t> indices = { 0, 1, 2, 2, 3, 0, // back face 0, 3, 7, 7, 4, 0, // left face 4, 7, 6, 6, 5, 4, // front face 1, 5, 6, 6, 2, 1, // right face 3, 2, 6, 6, 7, 3, // top face 0, 4, 5, 5, 1, 0 // bottom face }; // Initialize mesh and material for the square tile squareTile->GetMesh()->Initialize(vertices, indices, *renderer.GetDevice(), *renderer.GetPhysicalDevice(), *renderer.GetCommandPool(), *renderer.GetGraphicsQueue()); squareTile->GetMaterial()->Initialize("C:/shaders/vert_depth.spv", "C:/shaders/frag_depth.spv", "C:/textures/texture.jpg", *renderer.GetDevice(), descriptorSetLayout, descriptorPool, *renderer.GetPhysicalDevice(), *renderer.GetCommandPool(), *renderer.GetGraphicsQueue()); squareTile->Initialize2(renderer); // Add the square tile GameObject to the scene scene.AddGameObject(squareTile); /*Terrain terrain(0,10,1,renderer.GetDevice(), renderer.GetPhysicalDevice(), renderer.GetCommandPool(), renderer.GetGraphicsQueue()); terrain.GenerateTerrain(descriptorSetLayout, samplerDescriptorSetLayout, descriptorPool);*/ //scene.AddGameObject(terrain.GetTerrainObject()); float deltaTime = window.GetDeltaTime(); } void Engine::MainLoop() { while (!window.ShouldClose()) { window.PollEvents(); float deltaTime = window.GetDeltaTime(); Update(deltaTime); Render(); auto sleep_duration = std::chrono::milliseconds(1000 / MaxFPS); std::this_thread::sleep_for(sleep_duration); } } void Engine::Update(float deltaTime) { scene.Update(deltaTime); } void Engine::Render() { renderer.BeginFrame(); scene.Render(renderer); renderer.EndFrame(); } void Engine::Shutdown() { vkDeviceWaitIdle(*renderer.GetDevice()); // Clean up resources in reverse order scene.Shutdown(); renderer.Shutdown(); window.Shutdown(); } Material.h: #pragma once #include <vulkan/vulkan.hpp> #include "Texture.h" #include "Shader.h" #include <stdexcept> #include <memory> // Don’t forget to include <memory> #include <array> // Add this struct outside the Material class, possibly at the top of Material.cpp struct ShaderDeleter { void operator()(Shader* shaderPtr) { if (shaderPtr != nullptr) { Shader::cleanup(shaderPtr); } } }; class Material { public: Material() = default; ~Material(); void Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, vk::Device device, vk::DescriptorSetLayout descriptorSetLayout, vk::DescriptorPool descriptorPool, vk::PhysicalDevice physicalDevice, vk::CommandPool commandPool, vk::Queue graphicsQueue); void Cleanup(); void LoadTexture(const std::string& filename, vk::Device device, vk::PhysicalDevice physicalDevice, vk::CommandPool commandPool, vk::Queue graphicsQueue); void LoadShaders(const std::string& vertFilename, const std::string& fragFilename, vk::Device device); void UpdateBufferBinding(VkBuffer newBuffer, vk::Device device, vk::DeviceSize devicesize); vk::DescriptorSet GetDescriptorSet() const; vk::PipelineLayout GetPipelineLayout() const; std::shared_ptr <Shader> GetvertexShader(); std::shared_ptr <Shader> GetfragmentShader(); void CreateDescriptorSet(VkBuffer uniformBuffer, vk::DeviceSize bufferSize); private: vk::Device device; std::shared_ptr <Shader> vertexShader; std::shared_ptr <Shader> fragmentShader; std::shared_ptr<Texture> texture; void CreatePipelineLayout(vk::DescriptorSetLayout descriptorSetLayout); vk::DescriptorSet descriptorSet; vk::PipelineLayout pipelineLayout; vk::DescriptorSetLayout descriptorSetLayout;// = VK_NULL_HANDLE; vk::UniqueDescriptorPool descriptorPool; void CleanupDescriptorSetLayout(); }; Material.cpp: #include "Material.h" Material::~Material() { Cleanup(); } void Material::Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, vk::Device device, vk::DescriptorSetLayout descriptorSetLayout, vk::DescriptorPool descriptorPool, vk::PhysicalDevice physicalDevice, vk::CommandPool commandPool, vk::Queue graphicsQueue) { this->device = device; this->descriptorSetLayout = descriptorSetLayout; // Load shaders and texture LoadTexture(texturePath, device, physicalDevice, commandPool, graphicsQueue); LoadShaders(vertShaderPath, fragShaderPath, device); // Create descriptor set and pipeline layout CreatePipelineLayout(descriptorSetLayout); } void Material::CreateDescriptorSet(VkBuffer uniformBuffer, vk::DeviceSize bufferSize) { vk::DescriptorSetAllocateInfo allocInfo{}; allocInfo.setDescriptorPool(descriptorPool.get()); allocInfo.setDescriptorSetCount(1); allocInfo.setPSetLayouts(&descriptorSetLayout); descriptorSet = device.allocateDescriptorSetsUnique(allocInfo)[0].get(); vk::DescriptorBufferInfo bufferInfo{}; bufferInfo.buffer = uniformBuffer; bufferInfo.offset = 0; bufferInfo.range = bufferSize; vk::DescriptorImageInfo imageInfo{}; imageInfo.imageLayout = vk::ImageLayout::eShaderReadOnlyOptimal; imageInfo.imageView = texture->GetImageView(); imageInfo.sampler = texture->GetSampler(); std::array<vk::WriteDescriptorSet, 2> descriptorWrites{}; descriptorWrites[0].setDstSet(descriptorSet); descriptorWrites[0].setDstBinding(0); descriptorWrites[0].setDstArrayElement(0); descriptorWrites[0].setDescriptorType(vk::DescriptorType::eUniformBuffer); descriptorWrites[0].setDescriptorCount(1); descriptorWrites[0].setPBufferInfo(&bufferInfo); descriptorWrites[1].setDstSet(descriptorSet); descriptorWrites[1].setDstBinding(1); descriptorWrites[1].setDstArrayElement(0); descriptorWrites[1].setDescriptorType(vk::DescriptorType::eCombinedImageSampler); descriptorWrites[1].setDescriptorCount(1); descriptorWrites[1].setPImageInfo(&imageInfo); device.updateDescriptorSets(static_cast<uint32_t>(descriptorWrites.size()), descriptorWrites.data(), 0, nullptr); } void Material::CreatePipelineLayout(vk::DescriptorSetLayout descriptorSetLayout) { vk::PipelineLayoutCreateInfo pipelineLayoutInfo{}; pipelineLayoutInfo.setSetLayouts(descriptorSetLayout); pipelineLayout = device.createPipelineLayout(pipelineLayoutInfo); } void Material::Cleanup() { if (vertexShader) { Shader::cleanup(vertexShader.get()); } if (fragmentShader) { Shader::cleanup(fragmentShader.get()); } if (texture) { texture->Cleanup(); texture.reset(); } CleanupDescriptorSetLayout(); // Be sure to destroy the descriptor set if necessary // Note: If the descriptor pool is being destroyed, you don’t need to free individual descriptor sets } vk::DescriptorSet Material::GetDescriptorSet() const { return descriptorSet; } vk::PipelineLayout Material::GetPipelineLayout() const { return pipelineLayout; } std::shared_ptr <Shader> Material::GetvertexShader() { return vertexShader; } std::shared_ptr <Shader> Material::GetfragmentShader() { return fragmentShader; } void Material::LoadTexture(const std::string& filename, vk::Device device, vk::PhysicalDevice physicalDevice, vk::CommandPool commandPool, vk::Queue graphicsQueue) { texture = std::make_shared<Texture>(); texture->LoadFromFile(filename, device, physicalDevice, commandPool, graphicsQueue); } void Material::LoadShaders(const std::string& vertFilename, const std::string& fragFilename, vk::Device device) { vertexShader = std::make_shared<Shader>(); fragmentShader = std::make_shared<Shader>(); vertexShader->loadFromFile(vertFilename, device, vk::ShaderStageFlagBits::eVertex); fragmentShader->loadFromFile(fragFilename, device, vk::ShaderStageFlagBits::eFragment); } void Material::UpdateBufferBinding(VkBuffer newBuffer, vk::Device device, vk::DeviceSize devicesize) { vk::DescriptorBufferInfo bufferInfo{}; bufferInfo.buffer = newBuffer; bufferInfo.offset = 0; bufferInfo.range = devicesize; vk::DescriptorImageInfo imageInfo{}; imageInfo.imageLayout = vk::ImageLayout::eShaderReadOnlyOptimal; imageInfo.imageView = texture->GetImageView(); imageInfo.sampler = texture->GetSampler(); std::array<vk::WriteDescriptorSet, 2> descriptorWrites{}; descriptorWrites[0].setDstSet(descriptorSet); descriptorWrites[0].setDstBinding(0); descriptorWrites[0].setDstArrayElement(0); descriptorWrites[0].setDescriptorType(vk::DescriptorType::eUniformBuffer); descriptorWrites[0].setDescriptorCount(1); descriptorWrites[0].setPBufferInfo(&bufferInfo); descriptorWrites[1].setDstSet(descriptorSet); descriptorWrites[1].setDstBinding(1); descriptorWrites[1].setDstArrayElement(0); descriptorWrites[1].setDescriptorType(vk::DescriptorType::eCombinedImageSampler); descriptorWrites[1].setDescriptorCount(1); descriptorWrites[1].setPImageInfo(&imageInfo); device.updateDescriptorSets(static_cast<uint32_t>(descriptorWrites.size()), descriptorWrites.data(), 0, nullptr); } void Material::CleanupDescriptorSetLayout() { if (descriptorSetLayout != vk::DescriptorSetLayout{}) { device.destroyDescriptorSetLayout(descriptorSetLayout, nullptr); descriptorSetLayout = vk::DescriptorSetLayout{}; } } I am now getting the following errors in the log: UNASSIGNED-GeneralParameterError-RequiredParameter(ERROR / SPEC): msgNum: -1711571459 - Validation Error: [ UNASSIGNED-GeneralParameterError-RequiredParameter ] Object 0: handle = 0x1db5cc43360, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x99fb7dfd | vkAllocateDescriptorSets: required parameter pAllocateInfo->descriptorPool specified as VK_NULL_HANDLE Objects: 1 [0] 0x1db5cc43360, type: 3, name: NULL VUID-VkDescriptorSetAllocateInfo-descriptorPool-parameter(ERROR / SPEC): msgNum: -2127463821 - Validation Error: [ VUID-VkDescriptorSetAllocateInfo-descriptorPool-parameter ] Object 0: handle = 0x1db595d8e30, type = VK_OBJECT_TYPE_INSTANCE; | MessageID = 0x81317a73 | Invalid VkDescriptorPool Object 0x0. The Vulkan spec states: descriptorPool must be a valid VkDescriptorPool handle (https://vulkan.lunarg.com/doc/view/1.3.239.0/windows/1.3-extensions/vkspec.html#VUID-VkDescriptorSetAllocateInfo-descriptorPool-parameter) Objects: 1 [0] 0x1db595d8e30, type: 1, name: NULL I don't believe the descriptorPool variable is being assigned properly during Material::Initialization. Do you know how to modify the code to fix it?
17d4fa777d05127415d9dd6ecb43843d
{ "intermediate": 0.29085010290145874, "beginner": 0.5410047769546509, "expert": 0.16814512014389038 }
12,943
java server faces как правильно сделать с помощью ui:repait возможность динамического добавления и удаления блоков selectOneRadio, с помощью которых нужно управлять полями объектов из списка List <UserAuthMethod> twoFactorAuthMethods
73ffaa3d696bd9f2935ba4de6d86377d
{ "intermediate": 0.5129216313362122, "beginner": 0.28666841983795166, "expert": 0.2004099190235138 }
12,944
i want to write a book about JavaScript for beginners: Learning through real-world examples describe Selecting Elements
aab155ec0786dd107c12e1bd69c4b674
{ "intermediate": 0.24434655904769897, "beginner": 0.5611763000488281, "expert": 0.1944771260023117 }
12,945
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. I am using the ASSIMP library to load 3d models and animations. I am in the process of converting the code to make use of vulkan.hpp and RAII. I've been making some changes to the Material class. Here is the current code for both the Engine and Material classes and some relevant code from Renderer.cpp: Engine.h: #pragma once #include "Window.h" #include "Renderer.h" #include "Scene.h" #include <chrono> #include <thread> class Engine { public: Engine(); ~Engine(); void Run(); void Shutdown(); int MaxFPS = 60; private: void Initialize(); void MainLoop(); void Update(float deltaTime); void Render(); Window window; Renderer renderer; Scene scene; }; Engine.cpp: #include "Engine.h" #include "Terrain.h" #include <iostream> Engine::Engine() { Initialize(); } Engine::~Engine() { Shutdown(); } void Engine::Run() { MainLoop(); } void Engine::Initialize() { // Initialize window, renderer, and scene window.Initialize(); renderer.Initialize(window.GetWindow()); scene.Initialize(); VkDescriptorSetLayout descriptorSetLayout = renderer.CreateDescriptorSetLayout(); //VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Assuming only one terrain object //VkDescriptorSetLayout samplerDescriptorSetLayout = renderer.CreateSamplerDescriptorSetLayout(); // Use this new method to create a separate descriptor layout. VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Create a simple square tile GameObject GameObject* squareTile = new GameObject(); squareTile->Initialize(); // Define the cube’s vertices and indices std::vector<Vertex> vertices = { { {-0.5f, -0.5f, -0.5f}, {1.0f, 0.0f, 0.0f}, {0.0f, 0.0f} }, // bottom-left-back { { 0.5f, -0.5f, -0.5f}, {0.0f, 1.0f, 0.0f}, {1.0f, 0.0f} }, // bottom-right-back { { 0.5f, 0.5f, -0.5f}, {0.0f, 0.0f, 1.0f}, {1.0f, 1.0f} }, // top-right-back { {-0.5f, 0.5f, -0.5f}, {1.0f, 1.0f, 0.0f}, {0.0f, 1.0f} }, // top-left-back { {-0.5f, -0.5f, 0.5f}, {0.0f, 1.0f, 1.0f}, {1.0f, 0.0f} }, // bottom-left-front { { 0.5f, -0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 0.0f} }, // bottom-right-front { { 0.5f, 0.5f, 0.5f}, {1.0f, 0.0f, 1.0f}, {0.0f, 1.0f} }, // top-right-front { {-0.5f, 0.5f, 0.5f}, {0.0f, 0.0f, 0.0f}, {1.0f, 1.0f} }, // top-left-front }; std::vector<uint32_t> indices = { 0, 1, 2, 2, 3, 0, // back face 0, 3, 7, 7, 4, 0, // left face 4, 7, 6, 6, 5, 4, // front face 1, 5, 6, 6, 2, 1, // right face 3, 2, 6, 6, 7, 3, // top face 0, 4, 5, 5, 1, 0 // bottom face }; // Initialize mesh and material for the square tile squareTile->GetMesh()->Initialize(vertices, indices, *renderer.GetDevice(), *renderer.GetPhysicalDevice(), *renderer.GetCommandPool(), *renderer.GetGraphicsQueue()); squareTile->GetMaterial()->Initialize("C:/shaders/vert_depth.spv", "C:/shaders/frag_depth.spv", "C:/textures/texture.jpg", *renderer.GetDevice(), descriptorSetLayout, descriptorPool, *renderer.GetPhysicalDevice(), *renderer.GetCommandPool(), *renderer.GetGraphicsQueue()); squareTile->Initialize2(renderer); // Add the square tile GameObject to the scene scene.AddGameObject(squareTile); /*Terrain terrain(0,10,1,renderer.GetDevice(), renderer.GetPhysicalDevice(), renderer.GetCommandPool(), renderer.GetGraphicsQueue()); terrain.GenerateTerrain(descriptorSetLayout, samplerDescriptorSetLayout, descriptorPool);*/ //scene.AddGameObject(terrain.GetTerrainObject()); float deltaTime = window.GetDeltaTime(); } void Engine::MainLoop() { while (!window.ShouldClose()) { window.PollEvents(); float deltaTime = window.GetDeltaTime(); Update(deltaTime); Render(); auto sleep_duration = std::chrono::milliseconds(1000 / MaxFPS); std::this_thread::sleep_for(sleep_duration); } } void Engine::Update(float deltaTime) { scene.Update(deltaTime); } void Engine::Render() { renderer.BeginFrame(); scene.Render(renderer); renderer.EndFrame(); } void Engine::Shutdown() { vkDeviceWaitIdle(*renderer.GetDevice()); // Clean up resources in reverse order scene.Shutdown(); renderer.Shutdown(); window.Shutdown(); } Material.h: #pragma once #include <vulkan/vulkan.hpp> #include "Texture.h" #include "Shader.h" #include <stdexcept> #include <memory> // Don’t forget to include <memory> #include <array> // Add this struct outside the Material class, possibly at the top of Material.cpp struct ShaderDeleter { void operator()(Shader* shaderPtr) { if (shaderPtr != nullptr) { Shader::cleanup(shaderPtr); } } }; class Material { public: Material() = default; ~Material(); void Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, vk::Device device, vk::DescriptorSetLayout descriptorSetLayout, vk::DescriptorPool descriptorPool, vk::PhysicalDevice physicalDevice, vk::CommandPool commandPool, vk::Queue graphicsQueue); void Cleanup(); void LoadTexture(const std::string& filename, vk::Device device, vk::PhysicalDevice physicalDevice, vk::CommandPool commandPool, vk::Queue graphicsQueue); void LoadShaders(const std::string& vertFilename, const std::string& fragFilename, vk::Device device); void UpdateBufferBinding(VkBuffer newBuffer, vk::Device device, vk::DeviceSize devicesize); vk::DescriptorSet GetDescriptorSet() const; vk::PipelineLayout GetPipelineLayout() const; std::shared_ptr <Shader> GetvertexShader(); std::shared_ptr <Shader> GetfragmentShader(); void CreateDescriptorSet(VkBuffer uniformBuffer, vk::DeviceSize bufferSize); private: vk::Device device; std::shared_ptr <Shader> vertexShader; std::shared_ptr <Shader> fragmentShader; std::shared_ptr<Texture> texture; void CreatePipelineLayout(vk::DescriptorSetLayout descriptorSetLayout); vk::DescriptorSet descriptorSet; vk::PipelineLayout pipelineLayout; vk::DescriptorSetLayout descriptorSetLayout;// = VK_NULL_HANDLE; vk::UniqueDescriptorPool descriptorPool; void CleanupDescriptorSetLayout(); }; Material.cpp: #include "Material.h" Material::~Material() { Cleanup(); } void Material::Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, vk::Device device, vk::DescriptorSetLayout descriptorSetLayout, vk::DescriptorPool descriptorPool, vk::PhysicalDevice physicalDevice, vk::CommandPool commandPool, vk::Queue graphicsQueue) { this->device = device; this->descriptorSetLayout = descriptorSetLayout; // Load shaders and texture LoadTexture(texturePath, device, physicalDevice, commandPool, graphicsQueue); LoadShaders(vertShaderPath, fragShaderPath, device); // Create descriptor set and pipeline layout CreatePipelineLayout(descriptorSetLayout); } void Material::CreateDescriptorSet(VkBuffer uniformBuffer, vk::DeviceSize bufferSize) { vk::DescriptorSetAllocateInfo allocInfo{}; allocInfo.setDescriptorPool(descriptorPool.get()); allocInfo.setDescriptorSetCount(1); allocInfo.setPSetLayouts(&descriptorSetLayout); descriptorSet = device.allocateDescriptorSetsUnique(allocInfo)[0].get(); vk::DescriptorBufferInfo bufferInfo{}; bufferInfo.buffer = uniformBuffer; bufferInfo.offset = 0; bufferInfo.range = bufferSize; vk::DescriptorImageInfo imageInfo{}; imageInfo.imageLayout = vk::ImageLayout::eShaderReadOnlyOptimal; imageInfo.imageView = texture->GetImageView(); imageInfo.sampler = texture->GetSampler(); std::array<vk::WriteDescriptorSet, 2> descriptorWrites{}; descriptorWrites[0].setDstSet(descriptorSet); descriptorWrites[0].setDstBinding(0); descriptorWrites[0].setDstArrayElement(0); descriptorWrites[0].setDescriptorType(vk::DescriptorType::eUniformBuffer); descriptorWrites[0].setDescriptorCount(1); descriptorWrites[0].setPBufferInfo(&bufferInfo); descriptorWrites[1].setDstSet(descriptorSet); descriptorWrites[1].setDstBinding(1); descriptorWrites[1].setDstArrayElement(0); descriptorWrites[1].setDescriptorType(vk::DescriptorType::eCombinedImageSampler); descriptorWrites[1].setDescriptorCount(1); descriptorWrites[1].setPImageInfo(&imageInfo); device.updateDescriptorSets(static_cast<uint32_t>(descriptorWrites.size()), descriptorWrites.data(), 0, nullptr); } void Material::CreatePipelineLayout(vk::DescriptorSetLayout descriptorSetLayout) { vk::PipelineLayoutCreateInfo pipelineLayoutInfo{}; pipelineLayoutInfo.setSetLayouts(descriptorSetLayout); pipelineLayout = device.createPipelineLayout(pipelineLayoutInfo); } void Material::Cleanup() { if (vertexShader) { Shader::cleanup(vertexShader.get()); } if (fragmentShader) { Shader::cleanup(fragmentShader.get()); } if (texture) { texture->Cleanup(); texture.reset(); } CleanupDescriptorSetLayout(); // Be sure to destroy the descriptor set if necessary // Note: If the descriptor pool is being destroyed, you don’t need to free individual descriptor sets } vk::DescriptorSet Material::GetDescriptorSet() const { return descriptorSet; } vk::PipelineLayout Material::GetPipelineLayout() const { return pipelineLayout; } std::shared_ptr <Shader> Material::GetvertexShader() { return vertexShader; } std::shared_ptr <Shader> Material::GetfragmentShader() { return fragmentShader; } void Material::LoadTexture(const std::string& filename, vk::Device device, vk::PhysicalDevice physicalDevice, vk::CommandPool commandPool, vk::Queue graphicsQueue) { texture = std::make_shared<Texture>(); texture->LoadFromFile(filename, device, physicalDevice, commandPool, graphicsQueue); } void Material::LoadShaders(const std::string& vertFilename, const std::string& fragFilename, vk::Device device) { vertexShader = std::make_shared<Shader>(); fragmentShader = std::make_shared<Shader>(); vertexShader->loadFromFile(vertFilename, device, vk::ShaderStageFlagBits::eVertex); fragmentShader->loadFromFile(fragFilename, device, vk::ShaderStageFlagBits::eFragment); } void Material::UpdateBufferBinding(VkBuffer newBuffer, vk::Device device, vk::DeviceSize devicesize) { vk::DescriptorBufferInfo bufferInfo{}; bufferInfo.buffer = newBuffer; bufferInfo.offset = 0; bufferInfo.range = devicesize; vk::DescriptorImageInfo imageInfo{}; imageInfo.imageLayout = vk::ImageLayout::eShaderReadOnlyOptimal; imageInfo.imageView = texture->GetImageView(); imageInfo.sampler = texture->GetSampler(); std::array<vk::WriteDescriptorSet, 2> descriptorWrites{}; descriptorWrites[0].setDstSet(descriptorSet); descriptorWrites[0].setDstBinding(0); descriptorWrites[0].setDstArrayElement(0); descriptorWrites[0].setDescriptorType(vk::DescriptorType::eUniformBuffer); descriptorWrites[0].setDescriptorCount(1); descriptorWrites[0].setPBufferInfo(&bufferInfo); descriptorWrites[1].setDstSet(descriptorSet); descriptorWrites[1].setDstBinding(1); descriptorWrites[1].setDstArrayElement(0); descriptorWrites[1].setDescriptorType(vk::DescriptorType::eCombinedImageSampler); descriptorWrites[1].setDescriptorCount(1); descriptorWrites[1].setPImageInfo(&imageInfo); device.updateDescriptorSets(static_cast<uint32_t>(descriptorWrites.size()), descriptorWrites.data(), 0, nullptr); } void Material::CleanupDescriptorSetLayout() { if (descriptorSetLayout != vk::DescriptorSetLayout{}) { device.destroyDescriptorSetLayout(descriptorSetLayout, nullptr); descriptorSetLayout = vk::DescriptorSetLayout{}; } } A portion of Renderer.cpp: vk::DescriptorPool Renderer::CreateDescriptorPool(uint32_t maxSets) { vk::DescriptorPoolSize poolSize{}; poolSize.type = vk::DescriptorType::eUniformBuffer; poolSize.descriptorCount = maxSets; // Add an additional descriptor pool size for COMBINED_IMAGE_SAMPLER vk::DescriptorPoolSize samplerPoolSize{}; samplerPoolSize.type = vk::DescriptorType::eCombinedImageSampler; samplerPoolSize.descriptorCount = maxSets; std::array<vk::DescriptorPoolSize, 2> poolSizes = { poolSize, samplerPoolSize }; vk::DescriptorPoolCreateInfo poolInfo{}; poolInfo.poolSizeCount = static_cast<uint32_t>(poolSizes.size()); poolInfo.pPoolSizes = poolSizes.data(); poolInfo.maxSets = maxSets; vk::DescriptorPool descriptorPool; if (device.createDescriptorPool(&poolInfo, nullptr, &descriptorPool) != vk::Result::eSuccess) { throw std::runtime_error("Failed to create descriptor pool!"); } return descriptorPool; } I am now getting the following errors in the log: UNASSIGNED-GeneralParameterError-RequiredParameter(ERROR / SPEC): msgNum: -1711571459 - Validation Error: [ UNASSIGNED-GeneralParameterError-RequiredParameter ] Object 0: handle = 0x1db5cc43360, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x99fb7dfd | vkAllocateDescriptorSets: required parameter pAllocateInfo->descriptorPool specified as VK_NULL_HANDLE Objects: 1 [0] 0x1db5cc43360, type: 3, name: NULL VUID-VkDescriptorSetAllocateInfo-descriptorPool-parameter(ERROR / SPEC): msgNum: -2127463821 - Validation Error: [ VUID-VkDescriptorSetAllocateInfo-descriptorPool-parameter ] Object 0: handle = 0x1db595d8e30, type = VK_OBJECT_TYPE_INSTANCE; | MessageID = 0x81317a73 | Invalid VkDescriptorPool Object 0x0. The Vulkan spec states: descriptorPool must be a valid VkDescriptorPool handle (https://vulkan.lunarg.com/doc/view/1.3.239.0/windows/1.3-extensions/vkspec.html#VUID-VkDescriptorSetAllocateInfo-descriptorPool-parameter) Objects: 1 [0] 0x1db595d8e30, type: 1, name: NULL I don't believe the descriptorPool variable is being assigned to the descriptorPool member variable properly during Material::Initialization. Do you know how to modify the code to fix it?
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I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. I am using the ASSIMP library to load 3d models and animations. I am in the process of converting the code to make use of vulkan.hpp and RAII. I've been making some changes to the Material class. Here is the current code for both the Engine and Material classes and some relevant code from Renderer.cpp: Engine.h: #pragma once #include "Window.h" #include "Renderer.h" #include "Scene.h" #include <chrono> #include <thread> class Engine { public: Engine(); ~Engine(); void Run(); void Shutdown(); int MaxFPS = 60; private: void Initialize(); void MainLoop(); void Update(float deltaTime); void Render(); Window window; Renderer renderer; Scene scene; }; Engine.cpp: #include "Engine.h" #include "Terrain.h" #include <iostream> Engine::Engine() { Initialize(); } Engine::~Engine() { Shutdown(); } void Engine::Run() { MainLoop(); } void Engine::Initialize() { // Initialize window, renderer, and scene window.Initialize(); renderer.Initialize(window.GetWindow()); scene.Initialize(); VkDescriptorSetLayout descriptorSetLayout = renderer.CreateDescriptorSetLayout(); //VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Assuming only one terrain object //VkDescriptorSetLayout samplerDescriptorSetLayout = renderer.CreateSamplerDescriptorSetLayout(); // Use this new method to create a separate descriptor layout. VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Create a simple square tile GameObject GameObject* squareTile = new GameObject(); squareTile->Initialize(); // Define the cube’s vertices and indices std::vector<Vertex> vertices = { { {-0.5f, -0.5f, -0.5f}, {1.0f, 0.0f, 0.0f}, {0.0f, 0.0f} }, // bottom-left-back { { 0.5f, -0.5f, -0.5f}, {0.0f, 1.0f, 0.0f}, {1.0f, 0.0f} }, // bottom-right-back { { 0.5f, 0.5f, -0.5f}, {0.0f, 0.0f, 1.0f}, {1.0f, 1.0f} }, // top-right-back { {-0.5f, 0.5f, -0.5f}, {1.0f, 1.0f, 0.0f}, {0.0f, 1.0f} }, // top-left-back { {-0.5f, -0.5f, 0.5f}, {0.0f, 1.0f, 1.0f}, {1.0f, 0.0f} }, // bottom-left-front { { 0.5f, -0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 0.0f} }, // bottom-right-front { { 0.5f, 0.5f, 0.5f}, {1.0f, 0.0f, 1.0f}, {0.0f, 1.0f} }, // top-right-front { {-0.5f, 0.5f, 0.5f}, {0.0f, 0.0f, 0.0f}, {1.0f, 1.0f} }, // top-left-front }; std::vector<uint32_t> indices = { 0, 1, 2, 2, 3, 0, // back face 0, 3, 7, 7, 4, 0, // left face 4, 7, 6, 6, 5, 4, // front face 1, 5, 6, 6, 2, 1, // right face 3, 2, 6, 6, 7, 3, // top face 0, 4, 5, 5, 1, 0 // bottom face }; // Initialize mesh and material for the square tile squareTile->GetMesh()->Initialize(vertices, indices, *renderer.GetDevice(), *renderer.GetPhysicalDevice(), *renderer.GetCommandPool(), *renderer.GetGraphicsQueue()); squareTile->GetMaterial()->Initialize("C:/shaders/vert_depth.spv", "C:/shaders/frag_depth.spv", "C:/textures/texture.jpg", *renderer.GetDevice(), descriptorSetLayout, descriptorPool, *renderer.GetPhysicalDevice(), *renderer.GetCommandPool(), *renderer.GetGraphicsQueue()); squareTile->Initialize2(renderer); // Add the square tile GameObject to the scene scene.AddGameObject(squareTile); /*Terrain terrain(0,10,1,renderer.GetDevice(), renderer.GetPhysicalDevice(), renderer.GetCommandPool(), renderer.GetGraphicsQueue()); terrain.GenerateTerrain(descriptorSetLayout, samplerDescriptorSetLayout, descriptorPool);*/ //scene.AddGameObject(terrain.GetTerrainObject()); float deltaTime = window.GetDeltaTime(); } void Engine::MainLoop() { while (!window.ShouldClose()) { window.PollEvents(); float deltaTime = window.GetDeltaTime(); Update(deltaTime); Render(); auto sleep_duration = std::chrono::milliseconds(1000 / MaxFPS); std::this_thread::sleep_for(sleep_duration); } } void Engine::Update(float deltaTime) { scene.Update(deltaTime); } void Engine::Render() { renderer.BeginFrame(); scene.Render(renderer); renderer.EndFrame(); } void Engine::Shutdown() { vkDeviceWaitIdle(*renderer.GetDevice()); // Clean up resources in reverse order scene.Shutdown(); renderer.Shutdown(); window.Shutdown(); } Material.h: #pragma once #include <vulkan/vulkan.hpp> #include "Texture.h" #include "Shader.h" #include <stdexcept> #include <memory> // Don’t forget to include <memory> #include <array> // Add this struct outside the Material class, possibly at the top of Material.cpp struct ShaderDeleter { void operator()(Shader* shaderPtr) { if (shaderPtr != nullptr) { Shader::cleanup(shaderPtr); } } }; class Material { public: Material() = default; ~Material(); void Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, vk::Device device, vk::DescriptorSetLayout descriptorSetLayout, vk::DescriptorPool descriptorPool, vk::PhysicalDevice physicalDevice, vk::CommandPool commandPool, vk::Queue graphicsQueue); void Cleanup(); void LoadTexture(const std::string& filename, vk::Device device, vk::PhysicalDevice physicalDevice, vk::CommandPool commandPool, vk::Queue graphicsQueue); void LoadShaders(const std::string& vertFilename, const std::string& fragFilename, vk::Device device); void UpdateBufferBinding(VkBuffer newBuffer, vk::Device device, vk::DeviceSize devicesize); vk::DescriptorSet GetDescriptorSet() const; vk::PipelineLayout GetPipelineLayout() const; std::shared_ptr <Shader> GetvertexShader(); std::shared_ptr <Shader> GetfragmentShader(); void CreateDescriptorSet(VkBuffer uniformBuffer, vk::DeviceSize bufferSize); private: vk::Device device; std::shared_ptr <Shader> vertexShader; std::shared_ptr <Shader> fragmentShader; std::shared_ptr<Texture> texture; void CreatePipelineLayout(vk::DescriptorSetLayout descriptorSetLayout); vk::DescriptorSet descriptorSet; vk::PipelineLayout pipelineLayout; vk::DescriptorSetLayout descriptorSetLayout;// = VK_NULL_HANDLE; vk::UniqueDescriptorPool descriptorPool; void CleanupDescriptorSetLayout(); }; Material.cpp: #include "Material.h" Material::~Material() { Cleanup(); } void Material::Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, vk::Device device, vk::DescriptorSetLayout descriptorSetLayout, vk::DescriptorPool descriptorPool, vk::PhysicalDevice physicalDevice, vk::CommandPool commandPool, vk::Queue graphicsQueue) { this->device = device; this->descriptorPool = vk::UniqueDescriptorPool(descriptorPool, device); // Assign unique descriptor pool this->descriptorSetLayout = descriptorSetLayout; // Load shaders and texture LoadTexture(texturePath, device, physicalDevice, commandPool, graphicsQueue); LoadShaders(vertShaderPath, fragShaderPath, device); // Create descriptor set and pipeline layout CreatePipelineLayout(descriptorSetLayout); } void Material::CreateDescriptorSet(VkBuffer uniformBuffer, vk::DeviceSize bufferSize) { vk::DescriptorSetAllocateInfo allocInfo{}; allocInfo.setDescriptorPool(descriptorPool.get()); allocInfo.setDescriptorSetCount(1); allocInfo.setPSetLayouts(&descriptorSetLayout); descriptorSet = device.allocateDescriptorSetsUnique(allocInfo)[0].get(); vk::DescriptorBufferInfo bufferInfo{}; bufferInfo.buffer = uniformBuffer; bufferInfo.offset = 0; bufferInfo.range = bufferSize; vk::DescriptorImageInfo imageInfo{}; imageInfo.imageLayout = vk::ImageLayout::eShaderReadOnlyOptimal; imageInfo.imageView = texture->GetImageView(); imageInfo.sampler = texture->GetSampler(); std::array<vk::WriteDescriptorSet, 2> descriptorWrites{}; descriptorWrites[0].setDstSet(descriptorSet); descriptorWrites[0].setDstBinding(0); descriptorWrites[0].setDstArrayElement(0); descriptorWrites[0].setDescriptorType(vk::DescriptorType::eUniformBuffer); descriptorWrites[0].setDescriptorCount(1); descriptorWrites[0].setPBufferInfo(&bufferInfo); descriptorWrites[1].setDstSet(descriptorSet); descriptorWrites[1].setDstBinding(1); descriptorWrites[1].setDstArrayElement(0); descriptorWrites[1].setDescriptorType(vk::DescriptorType::eCombinedImageSampler); descriptorWrites[1].setDescriptorCount(1); descriptorWrites[1].setPImageInfo(&imageInfo); device.updateDescriptorSets(static_cast<uint32_t>(descriptorWrites.size()), descriptorWrites.data(), 0, nullptr); } void Material::CreatePipelineLayout(vk::DescriptorSetLayout descriptorSetLayout) { vk::PipelineLayoutCreateInfo pipelineLayoutInfo{}; pipelineLayoutInfo.setSetLayouts(descriptorSetLayout); pipelineLayout = device.createPipelineLayout(pipelineLayoutInfo); } void Material::Cleanup() { if (vertexShader) { Shader::cleanup(vertexShader.get()); } if (fragmentShader) { Shader::cleanup(fragmentShader.get()); } if (texture) { texture->Cleanup(); texture.reset(); } CleanupDescriptorSetLayout(); // Be sure to destroy the descriptor set if necessary // Note: If the descriptor pool is being destroyed, you don’t need to free individual descriptor sets } vk::DescriptorSet Material::GetDescriptorSet() const { return descriptorSet; } vk::PipelineLayout Material::GetPipelineLayout() const { return pipelineLayout; } std::shared_ptr <Shader> Material::GetvertexShader() { return vertexShader; } std::shared_ptr <Shader> Material::GetfragmentShader() { return fragmentShader; } void Material::LoadTexture(const std::string& filename, vk::Device device, vk::PhysicalDevice physicalDevice, vk::CommandPool commandPool, vk::Queue graphicsQueue) { texture = std::make_shared<Texture>(); texture->LoadFromFile(filename, device, physicalDevice, commandPool, graphicsQueue); } void Material::LoadShaders(const std::string& vertFilename, const std::string& fragFilename, vk::Device device) { vertexShader = std::make_shared<Shader>(); fragmentShader = std::make_shared<Shader>(); vertexShader->loadFromFile(vertFilename, device, vk::ShaderStageFlagBits::eVertex); fragmentShader->loadFromFile(fragFilename, device, vk::ShaderStageFlagBits::eFragment); } void Material::UpdateBufferBinding(VkBuffer newBuffer, vk::Device device, vk::DeviceSize devicesize) { vk::DescriptorBufferInfo bufferInfo{}; bufferInfo.buffer = newBuffer; bufferInfo.offset = 0; bufferInfo.range = devicesize; vk::DescriptorImageInfo imageInfo{}; imageInfo.imageLayout = vk::ImageLayout::eShaderReadOnlyOptimal; imageInfo.imageView = texture->GetImageView(); imageInfo.sampler = texture->GetSampler(); std::array<vk::WriteDescriptorSet, 2> descriptorWrites{}; descriptorWrites[0].setDstSet(descriptorSet); descriptorWrites[0].setDstBinding(0); descriptorWrites[0].setDstArrayElement(0); descriptorWrites[0].setDescriptorType(vk::DescriptorType::eUniformBuffer); descriptorWrites[0].setDescriptorCount(1); descriptorWrites[0].setPBufferInfo(&bufferInfo); descriptorWrites[1].setDstSet(descriptorSet); descriptorWrites[1].setDstBinding(1); descriptorWrites[1].setDstArrayElement(0); descriptorWrites[1].setDescriptorType(vk::DescriptorType::eCombinedImageSampler); descriptorWrites[1].setDescriptorCount(1); descriptorWrites[1].setPImageInfo(&imageInfo); device.updateDescriptorSets(static_cast<uint32_t>(descriptorWrites.size()), descriptorWrites.data(), 0, nullptr); } void Material::CleanupDescriptorSetLayout() { if (descriptorSetLayout != vk::DescriptorSetLayout{}) { device.destroyDescriptorSetLayout(descriptorSetLayout, nullptr); descriptorSetLayout = vk::DescriptorSetLayout{}; } } A portion of Renderer.cpp: vk::DescriptorPool Renderer::CreateDescriptorPool(uint32_t maxSets) { vk::DescriptorPoolSize poolSize{}; poolSize.type = vk::DescriptorType::eUniformBuffer; poolSize.descriptorCount = maxSets; // Add an additional descriptor pool size for COMBINED_IMAGE_SAMPLER vk::DescriptorPoolSize samplerPoolSize{}; samplerPoolSize.type = vk::DescriptorType::eCombinedImageSampler; samplerPoolSize.descriptorCount = maxSets; std::array<vk::DescriptorPoolSize, 2> poolSizes = { poolSize, samplerPoolSize }; vk::DescriptorPoolCreateInfo poolInfo{}; poolInfo.poolSizeCount = static_cast<uint32_t>(poolSizes.size()); poolInfo.pPoolSizes = poolSizes.data(); poolInfo.maxSets = maxSets; vk::DescriptorPool descriptorPool; if (device.createDescriptorPool(&poolInfo, nullptr, &descriptorPool) != vk::Result::eSuccess) { throw std::runtime_error("Failed to create descriptor pool!"); } return descriptorPool; } I am now getting the following errors in the log: I made those changes. However, I am now getting these errors: VUID-vkFreeDescriptorSets-descriptorPool-00312(ERROR / SPEC): msgNum: 1593871867 - Validation Error: [ VUID-vkFreeDescriptorSets-descriptorPool-00312 ] Object 0: handle = 0xcb1c7c000000001b, type = VK_OBJECT_TYPE_DESCRIPTOR_POOL; | MessageID = 0x5f008dfb | It is invalid to call vkFreeDescriptorSets() with a pool created without setting VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT. The Vulkan spec states: descriptorPool must have been created with the VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT flag (https://vulkan.lunarg.com/doc/view/1.3.239.0/windows/1.3-extensions/vkspec.html#VUID-vkFreeDescriptorSets-descriptorPool-00312) Objects: 1 [0] 0xcb1c7c000000001b, type: 22, name: NULL VUID-VkWriteDescriptorSet-dstSet-00320(ERROR / SPEC): msgNum: 148949623 - Validation Error: [ VUID-VkWriteDescriptorSet-dstSet-00320 ] Object 0: handle = 0x2b30c536750, type = VK_OBJECT_TYPE_INSTANCE; | MessageID = 0x8e0ca77 | Invalid VkDescriptorSet Object 0xa43473000000002d. The Vulkan spec states: dstSet must be a valid VkDescriptorSet handle (https://vulkan.lunarg.com/doc/view/1.3.239.0/windows/1.3-extensions/vkspec.html#VUID-VkWriteDescriptorSet-dstSet-00320) Objects: 1 [0] 0x2b30c536750, type: 1, name: NULL Do you know what could be causing the issue and how to modify the code to fix it?
6b3e6071ecc2cb42473a08039b39c414
{ "intermediate": 0.31533244252204895, "beginner": 0.5099630951881409, "expert": 0.1747044175863266 }
12,953
I used this code: import time from binance.client import Client from binance.enums import * from binance.exceptions import BinanceAPIException from binance.helpers import round_step_size import pandas as pd import json import numpy as np import pytz import datetime as dt import ccxt from decimal import Decimal import requests import hmac import hashlib import ntplib import os import ta import ta.volatility API_KEY = '' API_SECRET = '' client = Client(API_KEY, API_SECRET) # Set the endpoint and parameters for the request url = "https://fapi.binance.com/fapi/v2/account" timestamp = int(time.time() * 1000) recv_window = 10000 # update the recv_window value params = { "timestamp": timestamp, "recvWindow": recv_window } # Define the sync_time() function def sync_time(): ntp_client = ntplib.NTPClient() response = ntp_client.request('pool.ntp.org', version=3) now = time.time() offset = response.offset new_time = now + offset # Set the system clock to the new time os.system(f'sudo date -s @{int(new_time)}') print(f'New time: {dt.datetime.now()}') # Sync your local time with the server time sync_time() # Sign the message using the Client’s secret key message = "&".join([f"{k}={v}" for k, v in params.items()]) signature = hmac.new(API_SECRET.encode(), message.encode(), hashlib.sha256).hexdigest() params['signature'] = signature leverage = 100 # Send the request using the requests library response = requests.get(url, params=params, headers={'X-MBX-APIKEY': API_KEY}) account_info = response.json() # Get the USDT balance and calculate the max trade size based on the leverage try: usdt_balance = next((item for item in account_info['accountBalance'] if item["asset"] == "USDT"), {"free": 0})['free'] except KeyError: usdt_balance = 0 print("Error: Could not retrieve USDT balance from API response.") max_trade_size = float(usdt_balance) * leverage # Get the current time and timestamp now = dt.datetime.now() date = now.strftime("%m/%d/%Y %H:%M:%S") print(date) timestamp = int(time.time() * 1000) STOP_LOSS_PERCENTAGE = -50 TAKE_PROFIT_PERCENTAGE = 100 MAX_TRADE_QUANTITY_PERCENTAGE = 100 POSITION_SIDE_SHORT = 'SELL' POSITION_SIDE_LONG = 'BUY' quantity = 1 symbol = 'BTC/USDT' order_type = 'market' leverage = 100 max_trade_quantity_percentage = 1 binance_futures = ccxt.binance({ 'apiKey': API_KEY, 'secret': API_SECRET, 'enableRateLimit': True, # enable rate limitation 'options': { 'defaultType': 'future', 'adjustForTimeDifference': True },'future': { 'sideEffectType': 'MARGIN_BUY', # MARGIN_BUY, AUTO_REPAY, etc… } }) # Load the market symbols exchange = ccxt.binance({ 'apiKey': API_KEY, 'secret': API_SECRET, 'enableRateLimit': True, }) symbol = 'BTC/USDT' orderbook = exchange.fetch_order_book(symbol) current_price = (orderbook['bids'][0][0] + orderbook['asks'][0][0]) / 2 def get_server_time(): ntp_client = ntplib.NTPClient() response = ntp_client.request('pool.ntp.org', version=3) now = time.time() offset = response.offset new_time = now + offset # Set the system clock to the new time os.system(f'sudo date -s @{int(new_time)}') print(f'New time: {dt.datetime.now()}') params = { "timestamp": timestamp, "recvWindow": recv_window } try: markets = binance_futures.load_markets() except ccxt.BaseError as e: print(f'Error fetching markets: {e}') markets = [] if symbol in markets: print(f"{symbol} found in the market") else: print(f"{symbol} not found in the market") # Get server time and time difference def get_server_time(exchange): return exchange.fetch_time() def get_time_difference(): server_time = get_server_time(binance_futures) local_time = int(time.time() * 1000) time_difference = local_time - server_time return time_difference time.sleep(1) def get_klines(symbol, interval, lookback): url = "https://fapi.binance.com/fapi/v1/klines" end_time = int(time.time() * 1000) # end time is now start_time = end_time - (lookback * 60 * 1000) # start time is lookback minutes ago symbol = symbol.replace("/", "") # remove slash from symbol query_params = f"?symbol={symbol}&interval={interval}&startTime={start_time}&endTime={end_time}" headers = { 'User-Agent': 'Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/58.0.3029.110 Safari/537.36' } response = requests.get(url + query_params, headers=headers) response.raise_for_status() data = response.json() if not data: # if data is empty, return None print('No data found for the given timeframe and symbol') return None ohlc = [] for d in data: timestamp = dt.datetime.fromtimestamp(d[0]/1000).strftime('%Y-%m-%d %H:%M:%S') ohlc.append({ 'Open time': timestamp, 'Open': float(d[1]), 'High': float(d[2]), 'Low': float(d[3]), 'Close': float(d[4]), 'Volume': float(d[5]) }) df = pd.DataFrame(ohlc) df.set_index('Open time', inplace=True) return df df = get_klines(symbol, '1m', 44640) def signal_generator(df): # Calculate EMA and MA lines df['EMA5'] = df['Close'].ewm(span=5, adjust=False).mean() df['EMA10'] = df['Close'].ewm(span=10, adjust=False).mean() df['EMA20'] = df['Close'].ewm(span=20, adjust=False).mean() df['EMA50'] = df['Close'].ewm(span=50, adjust=False).mean() df['EMA100'] = df['Close'].ewm(span=100, adjust=False).mean() df['EMA200'] = df['Close'].ewm(span=200, adjust=False).mean() df['MA10'] = df['Close'].rolling(window=10).mean() df['MA20'] = df['Close'].rolling(window=20).mean() df['MA50'] = df['Close'].rolling(window=50).mean() df['MA100'] = df['Close'].rolling(window=100).mean() open = df.Open.iloc[-1] close = df.Close.iloc[-1] previous_open = df.Open.iloc[-2] previous_close = df.Close.iloc[-2] # Calculate the last candlestick last_candle = df.iloc[-1] current_price = df.Close.iloc[-1] # Calculate MACD indicators ema_12 = df['Close'].ewm(span=12, adjust=False).mean() ema_26 = df['Close'].ewm(span=26, adjust=False).mean() macd_line = ema_12 - ema_26 signal_line = macd_line.ewm(span=9, adjust=False).mean() histogram = macd_line - signal_line ema_analysis = '' candle_analysis = '' macd_analysis = '' # EMA crossover - buy signal if df.EMA10.iloc[-1] > df.EMA50.iloc[-1] and current_price > last_candle[['EMA10', 'EMA50']].iloc[-1].min(): ema_analysis = 'buy' # EMA crossover - sell signal elif df.EMA10.iloc[-1] < df.EMA50.iloc[-1] and current_price < last_candle[['EMA10', 'EMA50']].iloc[-1].max(): ema_analysis = 'sell' # EMA crossover - buy signal if df.EMA20.iloc[-1] > df.EMA200.iloc[-1] and current_price > last_candle[['EMA20', 'EMA200']].iloc[-1].min(): ema_analysis = 'buy' # EMA crossover - sell signal elif df.EMA20.iloc[-1] < df.EMA200.iloc[-1] and current_price < last_candle[['EMA20', 'EMA200']].iloc[-1].max(): ema_analysis = 'sell' # Check for bullish trends elif current_price > last_candle[['EMA5', 'EMA20', 'EMA50', 'EMA100', 'EMA200']].iloc[-1].max(): ema_analysis = 'buy' # Check for bearish trends elif current_price < last_candle[['EMA5', 'EMA20', 'EMA50', 'EMA100', 'EMA200']].iloc[-1].min(): ema_analysis = 'sell' # Check for bullish candlestick pattern if (open<close and previous_open>previous_close and close>previous_open and open<=previous_close): candle_analysis = 'buy' # Check for bearish candlestick pattern elif (open>close and previous_open<previous_close and close<previous_open and open>=previous_close): candle_analysis = 'sell' # MACD trading strategy - buy signal if macd_line.iloc[-1] > signal_line.iloc[-1] and histogram.iloc[-1] > 0: macd_analysis = 'buy' # MACD trading strategy - sell signal elif macd_line.iloc[-1] < signal_line.iloc[-1] and histogram.iloc[-1] < 0: macd_analysis = 'sell' # Check if both analyses are the same if ema_analysis == candle_analysis == macd_analysis and ema_analysis != '': return ema_analysis # If no signal is found, return an empty string return '' df = get_klines(symbol, '1m', 44640) def order_execution(symbol, signal, step_size, leverage, order_type): # Set default value for response response = {} # Close any existing positions current_position = None positions = binance_futures.fapiPrivateGetPositionRisk() for position in positions: if position["symbol"] == symbol: current_position = position if current_position is not None and current_position["positionAmt"] != 0: response = binance_futures.fapiPrivatePostOrder( symbol=symbol, side='SELL' if current_position['positionSide'] == 'LONG' else 'BUY', type='MARKET', quantity=abs(float(current_position['positionAmt'])), positionSide=current_position['positionSide'], reduceOnly=True ) if 'orderId' in response: print(f'Closed position: {response}') else: print(f'Error closing position: {response}') time.sleep(1) # Calculate appropriate order quantity and price based on signal opposite_position = None quantity = step_size position_side = None #initialise to None price = None # Set default take profit price take_profit_price = None stop_loss_price = None if signal == 'buy': position_side = 'BOTH' opposite_position = current_position if current_position and current_position['positionSide'] == 'SHORT' else None order_type = 'TAKE_PROFIT_MARKET' ticker = binance_futures.fetch_ticker(symbol) price = 0 # default price if 'ask' in ticker: price = ticker['ask'] # perform rounding and other operations on price else: # handle the case where the key is missing (e.g. raise an exception, skip this signal, etc.) take_profit_percentage = TAKE_PROFIT_PERCENTAGE stop_loss_percentage = STOP_LOSS_PERCENTAGE elif signal == 'sell': position_side = 'BOTH' opposite_position = current_position if current_position and current_position['positionSide'] == 'LONG' else None order_type = 'STOP_MARKET' ticker = binance_futures.fetch_ticker(symbol) price = 0 # default price if 'bid' in ticker: price = ticker['bid'] # perform rounding and other operations on price else: # handle the case where the key is missing (e.g. raise an exception, skip this signal, etc.) take_profit_percentage = TAKE_PROFIT_PERCENTAGE stop_loss_percentage = STOP_LOSS_PERCENTAGE # Set stop loss price stop_loss_price = None if price is not None: price = round_step_size(price, step_size=step_size) if signal == 'buy': # Calculate take profit and stop loss prices for a buy signal take_profit_price = round_step_size(price * (1 + TAKE_PROFIT_PERCENTAGE / 100), step_size=step_size) stop_loss_price = round_step_size(price * (1 - STOP_LOSS_PERCENTAGE / 100), step_size=step_size) elif signal == 'sell': # Calculate take profit and stop loss prices for a sell signal take_profit_price = round_step_size(price * (1 - TAKE_PROFIT_PERCENTAGE / 100), step_size=step_size) stop_loss_price = round_step_size(price * (1 + STOP_LOSS_PERCENTAGE / 100), step_size=step_size) # Placing new order api_method = 'fapiPrivatePostOrder' params = { 'symbol': symbol, 'side': signal.upper(), 'type': order_type, 'quantity': quantity, 'positionSide': position_side, 'leverage': leverage, 'price': price, 'stopPrice': stop_loss_price, 'takeProfit': take_profit_price } response = getattr(binance_futures, api_method)(params=params) if 'orderId' in response: print(f'Order placed: {response}') else: print(f'Error placing order: {response}') time.sleep(1) return response signal = signal_generator(df) while True: df = get_klines(symbol, '1m', 44640) # await the coroutine function here if df is not None: signal = signal_generator(df) if signal is not None: print(f"The signal time is: {dt.datetime.now().strftime('%Y-%m-%d %H:%M:%S')}:{signal}") time.sleep(1) But I getting ERROR: ccxt.base.errors.InvalidNonce: binance {"code":-1021,"msg":"Timestamp for this request was 1000ms ahead of the server's time."}
fcff6d58da3dc3d2452d60bcfc1e0b49
{ "intermediate": 0.3626437783241272, "beginner": 0.3542361855506897, "expert": 0.28311994671821594 }
12,954
dict keys to 数组
570822d35fe36db5028cdc9321240dc8
{ "intermediate": 0.3183247148990631, "beginner": 0.36168935894966125, "expert": 0.31998589634895325 }
12,955
write A password generator in javascript
52602e470f2c1fdd55858d587bc65376
{ "intermediate": 0.34815090894699097, "beginner": 0.26596179604530334, "expert": 0.38588735461235046 }
12,956
hi
ffeec88176a9845ada6265ebedb29279
{ "intermediate": 0.3246487081050873, "beginner": 0.27135494351387024, "expert": 0.40399640798568726 }
12,957
write a A simple e-commerce website with a shopping cart in javascript
da7dde86add2388e23cf09c4544fcfe1
{ "intermediate": 0.34292230010032654, "beginner": 0.3506617546081543, "expert": 0.3064159154891968 }