row_id
int64 0
48.4k
| init_message
stringlengths 1
342k
| conversation_hash
stringlengths 32
32
| scores
dict |
|---|---|---|---|
29,913
|
code example with array in Defold (Lua 5.1)
|
3a1c9e1c1744fd978e65d78d5b4ff7e8
|
{
"intermediate": 0.4608268439769745,
"beginner": 0.2893499732017517,
"expert": 0.2498231828212738
}
|
29,914
|
write a GDSCRIPT for godot 4 to make a character turn while moving
|
b7a619c3f0de945bf5322ade71343058
|
{
"intermediate": 0.36624979972839355,
"beginner": 0.21589767932891846,
"expert": 0.4178524613380432
}
|
29,915
|
adapt progressbar function , when it's generating, not generating, false, true, and else. think for yourself on wtf are you trying to accomplish here, and then output. try do some functioning progressbar that simply displays a number of seconds passed since generation start."<div class="progress-bar"> </div>" and "<div class="progress-bar-filled"></div>". so, need to set initial state for prog bar when there's no any data or timeouts available in generateimage, but subsequently it should coun timiouts in generateimage and apply them to these progbar elements in seconds passed since previous attempt in generation timout.the problem that it always counting constantly, while it should predict the time passed since the last generation in generate image async funct. there's two states inside generateimage func "isGenerating = true;" and "isGenerating = false;". need to set initial message in progress bar as "loading" or something, then calculate the generation cooldown for subsequent isGenerating" triggerings inside generateimgae and simply show the numerical value passed inside progbar since generation previous process.there's two states in it already if is generating and if is not generating. async function generateImage() { if (isGenerating || autoQueueActive) { return; } if (galleryArray.length >= totalLimit) { if (autoSaveEnabled) { saveAllImages().then(() => { clearGallery(); }); } else { clearGallery(); } return; }. why cannot we use or determine the time inside independent function inbetween these two states in generation true/false, except adding some timeout and else crap inside generateimage funct?"function remains the same with the addition of calling a separate calculateCooldown function.". why do I need that? why cannot you do it other fashion? why you cannot get cooldown inbetween true/false states in javascript in async function?you didn't answered in human words: why you cannot get cooldown inbetween true/false states in javascript in async function?"it becomes ". it becomes messy as hell, gpt. now answer how to truly get these states: why you cannot get cooldown inbetween true/false states in javascript in async function?this is not right, gpt. there shall be other ways to get this timeout from isGenerating(); call. because it's already defined and functiong, so why the fuck not?can you not touch async function generateImage() at all? try do it solely from outsider function for progbar. previousGenerationTime = Date.now();". that is illegit.:
|
a10c9f29d0555fa9c7f447d13ad53156
|
{
"intermediate": 0.6585556268692017,
"beginner": 0.24004830420017242,
"expert": 0.10139603912830353
}
|
29,916
|
C# streamwriter add lines to text file don't overwrite whole file
|
64238159658378fdfc46758a7e9da193
|
{
"intermediate": 0.6151422262191772,
"beginner": 0.17566317319869995,
"expert": 0.20919467508792877
}
|
29,917
|
adapt progressbar function , when it's generating, not generating, false, true, and else. think for yourself on wtf are you trying to accomplish here, and then output. try do some functioning progressbar that simply displays a number of seconds passed since generation start."<div class="progress-bar"> </div>" and "<div class="progress-bar-filled"></div>". so, need to set initial state for prog bar when there's no any data or timeouts available in generateimage, but subsequently it should coun timiouts in generateimage and apply them to these progbar elements in seconds passed since previous attempt in generation timout.the problem that it always counting constantly, while it should predict the time passed since the last generation in generate image async funct. there's two states inside generateimage func "isGenerating = true;" and "isGenerating = false;". need to set initial message in progress bar as "loading" or something, then calculate the generation cooldown for subsequent isGenerating" triggerings inside generateimgae and simply show the numerical value passed inside progbar since generation previous process.there's two states in it already if is generating and if is not generating. async function generateImage() { if (isGenerating || autoQueueActive) { return; } if (galleryArray.length >= totalLimit) { if (autoSaveEnabled) { saveAllImages().then(() => { clearGallery(); }); } else { clearGallery(); } return; }. why cannot we use or determine the time inside independent function inbetween these two states in generation true/false, except adding some timeout and else crap inside generateimage funct?"function remains the same with the addition of calling a separate calculateCooldown function.". why do I need that? why cannot you do it other fashion? why you cannot get cooldown inbetween true/false states in javascript in async function?you didn't answered in human words: why you cannot get cooldown inbetween true/false states in javascript in async function?"it becomes ". it becomes messy as hell, gpt. now answer how to truly get these states: why you cannot get cooldown inbetween true/false states in javascript in async function?this is not right, gpt. there shall be other ways to get this timeout from isGenerating(); call. because it's already defined and functiong, so why the fuck not?can you not touch async function generateImage() at all? try do it solely from outsider function for progbar. previousGenerationTime = Date.now();". that is illegit.: function handleProgressBar() { const progressBarFilled = document.getElementById("progressBarId"); const startTime = Date.now(); const timeLeft = Math.floor(estimatedTime / 1000); progressBarFilled.style.background = "linear-gradient(90deg, rgba(1,1,48,0.9) 10%, rgba(0,14,255,0.65) 20%, rgba(0,126,255,0.9) 30%, rgba(1,1,48,1) 35%, rgba(1,1,48,1) 65%, rgba(0,126,255,0.9) 70%, rgba(0,14,255,0.65) 80%, rgba(1,1,48,0.9) 90%), linear-gradient(to right, transparent 90%, #aabbee 50%, #010130 16px)"; progressBarFilled.style.backgroundSize = "100%, 10px"; progressBarFilled.style.backgroundPosition = "center"; progressBarFilled.style.animation = "whirlpool 60s infinite linear"; }
To accomplish the desired functionality, you can modify the handleProgressBar function as follows:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
progressBarFilled.textContent = ${timePassed} seconds passed since generation start;
// Update the previous generation time
previousGenerationTime = currentTime;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
This code sets an initial value for previousGenerationTime when the script starts running. The handleProgressBar function calculates the time passed since the last generation and updates the progressBarFilled element with the number of seconds passed. It also updates the previousGenerationTime to the current time after each update.
You need to add an element in your HTML with the id “progress-bar-filled” to display the progress bar.
<div class=“progress-bar”> <div id=“progress-bar-filled”></div> </div>
This code will continuously update the progress bar every second with the number of seconds passed since the generation started.
" // Call the handleProgressBar function periodically". for what?
Apologies for the confusion. The purpose of calling the handleProgressBar function periodically is to continuously update the progress bar with the number of seconds that have passed since the generation started.
By using setInterval(handleProgressBar, 1000), the handleProgressBar function will be called every 1000 milliseconds (1 second). This allows the progress bar to dynamically update and display the elapsed time in seconds.
Without calling handleProgressBar periodically, the progress bar would not update, and the user would not see the updated time in seconds.
but generation inteval cooldown timeout inbetween? how about that? I don't want to display just counter endlessly counting, the reason is call for cooldown inbetween generation and output in in progbar in number of secs.
Apologies for the misunderstanding. If you want to display the cooldown time between generations in the progress bar, you can modify the handleProgressBar function accordingly:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
let cooldownTime = 0;
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
if (cooldownTime > 0) {
progressBarFilled.textContent = {cooldownTime} seconds cooldown; cooldownTime–; } else { progressBarFilled.textContent = {timePassed} seconds passed since generation start;
}
// Update the previous generation time
previousGenerationTime = currentTime;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
In this updated code, there is an additional variable called cooldownTime which indicates the remaining cooldown time between generations. Initially, it is set to 0.
When cooldownTime is greater than 0, it displays the cooldown time in seconds in the progress bar. When cooldownTime reaches 0, it displays the time passed since the generation started.
Elsewhere in your code, after triggering a generation, you can set the cooldownTime value to the desired cooldown duration in seconds. For example:
// Generate the image and set the cooldown time
async function generateImage() {
// …
if (isGenerating || autoQueueActive) {
return;
}
// Set the cooldown time
const cooldownDuration = 10; // Example: 10 seconds cooldown
cooldownTime = cooldownDuration;
// …
}
By setting the cooldownTime after triggering a generation, the progress bar will display the cooldown duration in seconds until it reaches 0, at which point it will switch to displaying the time passed since the generation started.
not the active cooldown, just static number on how much time passed inbetween and subsequent generations.
Apologies for the confusion. If you want to display the static number of seconds that have passed between subsequent generations, you can modify the handleProgressBar function as follows:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
progressBarFilled.textContent = ${timePassed} seconds passed since previous generation;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
In this updated code, the handleProgressBar function calculates the time passed in seconds by subtracting the previousGenerationTime from the current time. It then updates the progressBarFilled element with the number of seconds passed since the previous generation.
By calling setInterval(handleProgressBar, 1000), the handleProgressBar function will be called every 1000 milliseconds (1 second), continuously updating the progress bar with the number of seconds passed since the previous generation.
This implementation will display the static number of seconds that have passed since the previous generation, without taking into account any cooldown period.
is that code ok? I don't see any number in progbars containers:
|
f4fb4fd8b9ab00cb819f484aa0e3ac8e
|
{
"intermediate": 0.4523262679576874,
"beginner": 0.3460582196712494,
"expert": 0.20161551237106323
}
|
29,918
|
adapt progressbar function , when it's generating, not generating, false, true, and else. think for yourself on wtf are you trying to accomplish here, and then output. try do some functioning progressbar that simply displays a number of seconds passed since generation start."<div class="progress-bar"> </div>" and "<div class="progress-bar-filled"></div>". so, need to set initial state for prog bar when there's no any data or timeouts available in generateimage, but subsequently it should coun timiouts in generateimage and apply them to these progbar elements in seconds passed since previous attempt in generation timout.the problem that it always counting constantly, while it should predict the time passed since the last generation in generate image async funct. there's two states inside generateimage func "isGenerating = true;" and "isGenerating = false;". need to set initial message in progress bar as "loading" or something, then calculate the generation cooldown for subsequent isGenerating" triggerings inside generateimgae and simply show the numerical value passed inside progbar since generation previous process.there's two states in it already if is generating and if is not generating. async function generateImage() { if (isGenerating || autoQueueActive) { return; } if (galleryArray.length >= totalLimit) { if (autoSaveEnabled) { saveAllImages().then(() => { clearGallery(); }); } else { clearGallery(); } return; }. why cannot we use or determine the time inside independent function inbetween these two states in generation true/false, except adding some timeout and else crap inside generateimage funct?"function remains the same with the addition of calling a separate calculateCooldown function.". why do I need that? why cannot you do it other fashion? why you cannot get cooldown inbetween true/false states in javascript in async function?you didn't answered in human words: why you cannot get cooldown inbetween true/false states in javascript in async function?"it becomes ". it becomes messy as hell, gpt. now answer how to truly get these states: why you cannot get cooldown inbetween true/false states in javascript in async function?this is not right, gpt. there shall be other ways to get this timeout from isGenerating(); call. because it's already defined and functiong, so why the fuck not?can you not touch async function generateImage() at all? try do it solely from outsider function for progbar. previousGenerationTime = Date.now();". that is illegit.: function handleProgressBar() { const progressBarFilled = document.getElementById("progressBarId"); const startTime = Date.now(); const timeLeft = Math.floor(estimatedTime / 1000); progressBarFilled.style.background = "linear-gradient(90deg, rgba(1,1,48,0.9) 10%, rgba(0,14,255,0.65) 20%, rgba(0,126,255,0.9) 30%, rgba(1,1,48,1) 35%, rgba(1,1,48,1) 65%, rgba(0,126,255,0.9) 70%, rgba(0,14,255,0.65) 80%, rgba(1,1,48,0.9) 90%), linear-gradient(to right, transparent 90%, #aabbee 50%, #010130 16px)"; progressBarFilled.style.backgroundSize = "100%, 10px"; progressBarFilled.style.backgroundPosition = "center"; progressBarFilled.style.animation = "whirlpool 60s infinite linear"; }
To accomplish the desired functionality, you can modify the handleProgressBar function as follows:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
progressBarFilled.textContent = ${timePassed} seconds passed since generation start;
// Update the previous generation time
previousGenerationTime = currentTime;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
This code sets an initial value for previousGenerationTime when the script starts running. The handleProgressBar function calculates the time passed since the last generation and updates the progressBarFilled element with the number of seconds passed. It also updates the previousGenerationTime to the current time after each update.
You need to add an element in your HTML with the id “progress-bar-filled” to display the progress bar.
<div class=“progress-bar”> <div id=“progress-bar-filled”></div> </div>
This code will continuously update the progress bar every second with the number of seconds passed since the generation started.
" // Call the handleProgressBar function periodically". for what?
Apologies for the confusion. The purpose of calling the handleProgressBar function periodically is to continuously update the progress bar with the number of seconds that have passed since the generation started.
By using setInterval(handleProgressBar, 1000), the handleProgressBar function will be called every 1000 milliseconds (1 second). This allows the progress bar to dynamically update and display the elapsed time in seconds.
Without calling handleProgressBar periodically, the progress bar would not update, and the user would not see the updated time in seconds.
but generation inteval cooldown timeout inbetween? how about that? I don't want to display just counter endlessly counting, the reason is call for cooldown inbetween generation and output in in progbar in number of secs.
Apologies for the misunderstanding. If you want to display the cooldown time between generations in the progress bar, you can modify the handleProgressBar function accordingly:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
let cooldownTime = 0;
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
if (cooldownTime > 0) {
progressBarFilled.textContent = {cooldownTime} seconds cooldown; cooldownTime–; } else { progressBarFilled.textContent = {timePassed} seconds passed since generation start;
}
// Update the previous generation time
previousGenerationTime = currentTime;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
In this updated code, there is an additional variable called cooldownTime which indicates the remaining cooldown time between generations. Initially, it is set to 0.
When cooldownTime is greater than 0, it displays the cooldown time in seconds in the progress bar. When cooldownTime reaches 0, it displays the time passed since the generation started.
Elsewhere in your code, after triggering a generation, you can set the cooldownTime value to the desired cooldown duration in seconds. For example:
// Generate the image and set the cooldown time
async function generateImage() {
// …
if (isGenerating || autoQueueActive) {
return;
}
// Set the cooldown time
const cooldownDuration = 10; // Example: 10 seconds cooldown
cooldownTime = cooldownDuration;
// …
}
By setting the cooldownTime after triggering a generation, the progress bar will display the cooldown duration in seconds until it reaches 0, at which point it will switch to displaying the time passed since the generation started.
not the active cooldown, just static number on how much time passed inbetween and subsequent generations.
Apologies for the confusion. If you want to display the static number of seconds that have passed between subsequent generations, you can modify the handleProgressBar function as follows:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
progressBarFilled.textContent = ${timePassed} seconds passed since previous generation;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
In this updated code, the handleProgressBar function calculates the time passed in seconds by subtracting the previousGenerationTime from the current time. It then updates the progressBarFilled element with the number of seconds passed since the previous generation.
By calling setInterval(handleProgressBar, 1000), the handleProgressBar function will be called every 1000 milliseconds (1 second), continuously updating the progress bar with the number of seconds passed since the previous generation.
This implementation will display the static number of seconds that have passed since the previous generation, without taking into account any cooldown period.
is that code ok? I don't see any number in progbars containers:
|
72ac3175732daa3b3b7fd9ffe4fc115e
|
{
"intermediate": 0.4523262679576874,
"beginner": 0.3460582196712494,
"expert": 0.20161551237106323
}
|
29,919
|
adapt progressbar function , when it's generating, not generating, false, true, and else. think for yourself on wtf are you trying to accomplish here, and then output. try do some functioning progressbar that simply displays a number of seconds passed since generation start."<div class="progress-bar"> </div>" and "<div class="progress-bar-filled"></div>". so, need to set initial state for prog bar when there's no any data or timeouts available in generateimage, but subsequently it should coun timiouts in generateimage and apply them to these progbar elements in seconds passed since previous attempt in generation timout.the problem that it always counting constantly, while it should predict the time passed since the last generation in generate image async funct. there's two states inside generateimage func "isGenerating = true;" and "isGenerating = false;". need to set initial message in progress bar as "loading" or something, then calculate the generation cooldown for subsequent isGenerating" triggerings inside generateimgae and simply show the numerical value passed inside progbar since generation previous process.there's two states in it already if is generating and if is not generating. async function generateImage() { if (isGenerating || autoQueueActive) { return; } if (galleryArray.length >= totalLimit) { if (autoSaveEnabled) { saveAllImages().then(() => { clearGallery(); }); } else { clearGallery(); } return; }. why cannot we use or determine the time inside independent function inbetween these two states in generation true/false, except adding some timeout and else crap inside generateimage funct?"function remains the same with the addition of calling a separate calculateCooldown function.". why do I need that? why cannot you do it other fashion? why you cannot get cooldown inbetween true/false states in javascript in async function?you didn't answered in human words: why you cannot get cooldown inbetween true/false states in javascript in async function?"it becomes ". it becomes messy as hell, gpt. now answer how to truly get these states: why you cannot get cooldown inbetween true/false states in javascript in async function?this is not right, gpt. there shall be other ways to get this timeout from isGenerating(); call. because it's already defined and functiong, so why the fuck not?can you not touch async function generateImage() at all? try do it solely from outsider function for progbar. previousGenerationTime = Date.now();". that is illegit.: function handleProgressBar() { const progressBarFilled = document.getElementById("progressBarId"); const startTime = Date.now(); const timeLeft = Math.floor(estimatedTime / 1000); progressBarFilled.style.background = "linear-gradient(90deg, rgba(1,1,48,0.9) 10%, rgba(0,14,255,0.65) 20%, rgba(0,126,255,0.9) 30%, rgba(1,1,48,1) 35%, rgba(1,1,48,1) 65%, rgba(0,126,255,0.9) 70%, rgba(0,14,255,0.65) 80%, rgba(1,1,48,0.9) 90%), linear-gradient(to right, transparent 90%, #aabbee 50%, #010130 16px)"; progressBarFilled.style.backgroundSize = "100%, 10px"; progressBarFilled.style.backgroundPosition = "center"; progressBarFilled.style.animation = "whirlpool 60s infinite linear"; }
To accomplish the desired functionality, you can modify the handleProgressBar function as follows:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
progressBarFilled.textContent = ${timePassed} seconds passed since generation start;
// Update the previous generation time
previousGenerationTime = currentTime;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
This code sets an initial value for previousGenerationTime when the script starts running. The handleProgressBar function calculates the time passed since the last generation and updates the progressBarFilled element with the number of seconds passed. It also updates the previousGenerationTime to the current time after each update.
You need to add an element in your HTML with the id “progress-bar-filled” to display the progress bar.
<div class=“progress-bar”> <div id=“progress-bar-filled”></div> </div>
This code will continuously update the progress bar every second with the number of seconds passed since the generation started.
" // Call the handleProgressBar function periodically". for what?
Apologies for the confusion. The purpose of calling the handleProgressBar function periodically is to continuously update the progress bar with the number of seconds that have passed since the generation started.
By using setInterval(handleProgressBar, 1000), the handleProgressBar function will be called every 1000 milliseconds (1 second). This allows the progress bar to dynamically update and display the elapsed time in seconds.
Without calling handleProgressBar periodically, the progress bar would not update, and the user would not see the updated time in seconds.
but generation inteval cooldown timeout inbetween? how about that? I don't want to display just counter endlessly counting, the reason is call for cooldown inbetween generation and output in in progbar in number of secs.
Apologies for the misunderstanding. If you want to display the cooldown time between generations in the progress bar, you can modify the handleProgressBar function accordingly:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
let cooldownTime = 0;
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
if (cooldownTime > 0) {
progressBarFilled.textContent = {cooldownTime} seconds cooldown; cooldownTime–; } else { progressBarFilled.textContent = {timePassed} seconds passed since generation start;
}
// Update the previous generation time
previousGenerationTime = currentTime;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
In this updated code, there is an additional variable called cooldownTime which indicates the remaining cooldown time between generations. Initially, it is set to 0.
When cooldownTime is greater than 0, it displays the cooldown time in seconds in the progress bar. When cooldownTime reaches 0, it displays the time passed since the generation started.
Elsewhere in your code, after triggering a generation, you can set the cooldownTime value to the desired cooldown duration in seconds. For example:
// Generate the image and set the cooldown time
async function generateImage() {
// …
if (isGenerating || autoQueueActive) {
return;
}
// Set the cooldown time
const cooldownDuration = 10; // Example: 10 seconds cooldown
cooldownTime = cooldownDuration;
// …
}
By setting the cooldownTime after triggering a generation, the progress bar will display the cooldown duration in seconds until it reaches 0, at which point it will switch to displaying the time passed since the generation started.
not the active cooldown, just static number on how much time passed inbetween and subsequent generations.
Apologies for the confusion. If you want to display the static number of seconds that have passed between subsequent generations, you can modify the handleProgressBar function as follows:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
progressBarFilled.textContent = ${timePassed} seconds passed since previous generation;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
In this updated code, the handleProgressBar function calculates the time passed in seconds by subtracting the previousGenerationTime from the current time. It then updates the progressBarFilled element with the number of seconds passed since the previous generation.
By calling setInterval(handleProgressBar, 1000), the handleProgressBar function will be called every 1000 milliseconds (1 second), continuously updating the progress bar with the number of seconds passed since the previous generation.
This implementation will display the static number of seconds that have passed since the previous generation, without taking into account any cooldown period.
is that code ok? I don't see any number in progbars containers:
|
149d0ceb8f8cb1a619e3af809308b4c5
|
{
"intermediate": 0.4523262679576874,
"beginner": 0.3460582196712494,
"expert": 0.20161551237106323
}
|
29,920
|
adapt progressbar function , when it's generating, not generating, false, true, and else. think for yourself on wtf are you trying to accomplish here, and then output. try do some functioning progressbar that simply displays a number of seconds passed since generation start."<div class="progress-bar"> </div>" and "<div class="progress-bar-filled"></div>". so, need to set initial state for prog bar when there's no any data or timeouts available in generateimage, but subsequently it should coun timiouts in generateimage and apply them to these progbar elements in seconds passed since previous attempt in generation timout.the problem that it always counting constantly, while it should predict the time passed since the last generation in generate image async funct. there's two states inside generateimage func "isGenerating = true;" and "isGenerating = false;". need to set initial message in progress bar as "loading" or something, then calculate the generation cooldown for subsequent isGenerating" triggerings inside generateimgae and simply show the numerical value passed inside progbar since generation previous process.there's two states in it already if is generating and if is not generating. async function generateImage() { if (isGenerating || autoQueueActive) { return; } if (galleryArray.length >= totalLimit) { if (autoSaveEnabled) { saveAllImages().then(() => { clearGallery(); }); } else { clearGallery(); } return; }. why cannot we use or determine the time inside independent function inbetween these two states in generation true/false, except adding some timeout and else crap inside generateimage funct?"function remains the same with the addition of calling a separate calculateCooldown function.". why do I need that? why cannot you do it other fashion? why you cannot get cooldown inbetween true/false states in javascript in async function?you didn't answered in human words: why you cannot get cooldown inbetween true/false states in javascript in async function?"it becomes ". it becomes messy as hell, gpt. now answer how to truly get these states: why you cannot get cooldown inbetween true/false states in javascript in async function?this is not right, gpt. there shall be other ways to get this timeout from isGenerating(); call. because it's already defined and functiong, so why the fuck not?can you not touch async function generateImage() at all? try do it solely from outsider function for progbar. previousGenerationTime = Date.now();". that is illegit.: function handleProgressBar() { const progressBarFilled = document.getElementById("progressBarId"); const startTime = Date.now(); const timeLeft = Math.floor(estimatedTime / 1000); progressBarFilled.style.background = "linear-gradient(90deg, rgba(1,1,48,0.9) 10%, rgba(0,14,255,0.65) 20%, rgba(0,126,255,0.9) 30%, rgba(1,1,48,1) 35%, rgba(1,1,48,1) 65%, rgba(0,126,255,0.9) 70%, rgba(0,14,255,0.65) 80%, rgba(1,1,48,0.9) 90%), linear-gradient(to right, transparent 90%, #aabbee 50%, #010130 16px)"; progressBarFilled.style.backgroundSize = "100%, 10px"; progressBarFilled.style.backgroundPosition = "center"; progressBarFilled.style.animation = "whirlpool 60s infinite linear"; }
To accomplish the desired functionality, you can modify the handleProgressBar function as follows:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
progressBarFilled.textContent = ${timePassed} seconds passed since generation start;
// Update the previous generation time
previousGenerationTime = currentTime;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
This code sets an initial value for previousGenerationTime when the script starts running. The handleProgressBar function calculates the time passed since the last generation and updates the progressBarFilled element with the number of seconds passed. It also updates the previousGenerationTime to the current time after each update.
You need to add an element in your HTML with the id “progress-bar-filled” to display the progress bar.
<div class=“progress-bar”> <div id=“progress-bar-filled”></div> </div>
This code will continuously update the progress bar every second with the number of seconds passed since the generation started.
" // Call the handleProgressBar function periodically". for what?
When cooldownTime is greater than 0, it displays the cooldown time in seconds in the progress bar. When cooldownTime reaches 0, it displays the time passed since the generation started.
Elsewhere in your code, after triggering a generation, you can set the cooldownTime value to the desired cooldown duration in seconds. For example:
// Generate the image and set the cooldown time
async function generateImage() {
// …
if (isGenerating || autoQueueActive) {
return;
}
// Set the cooldown time
const cooldownDuration = 10; // Example: 10 seconds cooldown
cooldownTime = cooldownDuration;
// …
}
By setting the cooldownTime after triggering a generation, the progress bar will display the cooldown duration in seconds until it reaches 0, at which point it will switch to displaying the time passed since the generation started.
not the active cooldown, just static number on how much time passed inbetween and subsequent generations.
Apologies for the confusion. If you want to display the static number of seconds that have passed between subsequent generations, you can modify the handleProgressBar function as follows:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
progressBarFilled.textContent = ${timePassed} seconds passed since previous generation;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
In this updated code, the handleProgressBar function calculates the time passed in seconds by subtracting the previousGenerationTime from the current time. It then updates the progressBarFilled element with the number of seconds passed since the previous generation.
By calling setInterval(handleProgressBar, 1000), the handleProgressBar function will be called every 1000 milliseconds (1 second), continuously updating the progress bar with the number of seconds passed since the previous generation.
This implementation will display the static number of seconds that have passed since the previous generation, without taking into account any cooldown period.
is that code ok? I don't see any number in progbars containers:
|
cdd687028d8e36e8226b5b0f84cef7d8
|
{
"intermediate": 0.4523262679576874,
"beginner": 0.3460582196712494,
"expert": 0.20161551237106323
}
|
29,921
|
adapt progressbar function , when it's generating, not generating, false, true, and else. think for yourself on wtf are you trying to accomplish here, and then output. try do some functioning progressbar that simply displays a number of seconds passed since generation start."<div class="progress-bar"> </div>" and "<div class="progress-bar-filled"></div>". so, need to set initial state for prog bar when there's no any data or timeouts available in generateimage, but subsequently it should coun timiouts in generateimage and apply them to these progbar elements in seconds passed since previous attempt in generation timout.the problem that it always counting constantly, while it should predict the time passed since the last generation in generate image async funct. there's two states inside generateimage func "isGenerating = true;" and "isGenerating = false;". need to set initial message in progress bar as "loading" or something, then calculate the generation cooldown for subsequent isGenerating" triggerings inside generateimgae and simply show the numerical value passed inside progbar since generation previous process.there's two states in it already if is generating and if is not generating. async function generateImage() { if (isGenerating || autoQueueActive) { return; } if (galleryArray.length >= totalLimit) { if (autoSaveEnabled) { saveAllImages().then(() => { clearGallery(); }); } else { clearGallery(); } return; }. why cannot we use or determine the time inside independent function inbetween these two states in generation true/false, except adding some timeout and else crap inside generateimage funct?"function remains the same with the addition of calling a separate calculateCooldown function.". why do I need that? why cannot you do it other fashion? why you cannot get cooldown inbetween true/false states in javascript in async function?you didn't answered in human words: why you cannot get cooldown inbetween true/false states in javascript in async function?"it becomes ". it becomes messy as hell, gpt. now answer how to truly get these states: why you cannot get cooldown inbetween true/false states in javascript in async function?this is not right, gpt. there shall be other ways to get this timeout from isGenerating(); call. because it's already defined and functiong, so why the fuck not?can you not touch async function generateImage() at all? try do it solely from outsider function for progbar. previousGenerationTime = Date.now();". that is illegit.: function handleProgressBar() { const progressBarFilled = document.getElementById("progressBarId"); const startTime = Date.now(); const timeLeft = Math.floor(estimatedTime / 1000); progressBarFilled.style.background = "linear-gradient(90deg, rgba(1,1,48,0.9) 10%, rgba(0,14,255,0.65) 20%, rgba(0,126,255,0.9) 30%, rgba(1,1,48,1) 35%, rgba(1,1,48,1) 65%, rgba(0,126,255,0.9) 70%, rgba(0,14,255,0.65) 80%, rgba(1,1,48,0.9) 90%), linear-gradient(to right, transparent 90%, #aabbee 50%, #010130 16px)"; progressBarFilled.style.backgroundSize = "100%, 10px"; progressBarFilled.style.backgroundPosition = "center"; progressBarFilled.style.animation = "whirlpool 60s infinite linear"; }
To accomplish the desired functionality, you can modify the handleProgressBar function as follows:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
progressBarFilled.textContent = ${timePassed} seconds passed since generation start;
// Update the previous generation time
previousGenerationTime = currentTime;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
This code sets an initial value for previousGenerationTime when the script starts running. The handleProgressBar function calculates the time passed since the last generation and updates the progressBarFilled element with the number of seconds passed. It also updates the previousGenerationTime to the current time after each update.
You need to add an element in your HTML with the id “progress-bar-filled” to display the progress bar.
<div class=“progress-bar”> <div id=“progress-bar-filled”></div> </div>
This code will continuously update the progress bar every second with the number of seconds passed since the generation started.
" // Call the handleProgressBar function periodically". for what?
Apologies for the confusion. The purpose of calling the handleProgressBar function periodically is to continuously update the progress bar with the number of seconds that have passed since the generation started.
By using setInterval(handleProgressBar, 1000), the handleProgressBar function will be called every 1000 milliseconds (1 second). This allows the progress bar to dynamically update and display the elapsed time in seconds.
Without calling handleProgressBar periodically, the progress bar would not update, and the user would not see the updated time in seconds.
but generation inteval cooldown timeout inbetween? how about that? I don't want to display just counter endlessly counting, the reason is call for cooldown inbetween generation and output in in progbar in number of secs.
Apologies for the misunderstanding. If you want to display the cooldown time between generations in the progress bar, you can modify the handleProgressBar function accordingly:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
let cooldownTime = 0;
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
if (cooldownTime > 0) {
progressBarFilled.textContent = {cooldownTime} seconds cooldown; cooldownTime–; } else { progressBarFilled.textContent = {timePassed} seconds passed since generation start;
}
// Update the previous generation time
previousGenerationTime = currentTime;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
In this updated code, there is an additional variable called cooldownTime which indicates the remaining cooldown time between generations. Initially, it is set to 0.
When cooldownTime is greater than 0, it displays the cooldown time in seconds in the progress bar. When cooldownTime reaches 0, it displays the time passed since the generation started.
Elsewhere in your code, after triggering a generation, you can set the cooldownTime value to the desired cooldown duration in seconds. For example:
// Generate the image and set the cooldown time
async function generateImage() {
// …
if (isGenerating || autoQueueActive) {
return;
}
// Set the cooldown time
const cooldownDuration = 10; // Example: 10 seconds cooldown
cooldownTime = cooldownDuration;
// …
}
By setting the cooldownTime after triggering a generation, the progress bar will display the cooldown duration in seconds until it reaches 0, at which point it will switch to displaying the time passed since the generation started.
not the active cooldown, just static number on how much time passed inbetween and subsequent generations.
Apologies for the confusion. If you want to display the static number of seconds that have passed between subsequent generations, you can modify the handleProgressBar function as follows:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
progressBarFilled.textContent = ${timePassed} seconds passed since previous generation;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
In this updated code, the handleProgressBar function calculates the time passed in seconds by subtracting the previousGenerationTime from the current time. It then updates the progressBarFilled element with the number of seconds passed since the previous generation.
By calling setInterval(handleProgressBar, 1000), the handleProgressBar function will be called every 1000 milliseconds (1 second), continuously updating the progress bar with the number of seconds passed since the previous generation.
This implementation will display the static number of seconds that have passed since the previous generation, without taking into account any cooldown period.
is that code ok? I don't see any number in progbars containers:
|
055953121d7b6c65b510e937552b4c43
|
{
"intermediate": 0.4523262679576874,
"beginner": 0.3460582196712494,
"expert": 0.20161551237106323
}
|
29,922
|
adapt progressbar function , when it's generating, not generating, false, true, and else. think for yourself on wtf are you trying to accomplish here, and then output. try do some functioning progressbar that simply displays a number of seconds passed since generation start."<div class="progress-bar"> </div>" and "<div class="progress-bar-filled"></div>". so, need to set initial state for prog bar when there's no any data or timeouts available in generateimage, but subsequently it should coun timiouts in generateimage and apply them to these progbar elements in seconds passed since previous attempt in generation timout.the problem that it always counting constantly, while it should predict the time passed since the last generation in generate image async funct. there's two states inside generateimage func "isGenerating = true;" and "isGenerating = false;". need to set initial message in progress bar as "loading" or something, then calculate the generation cooldown for subsequent isGenerating" triggerings inside generateimgae and simply show the numerical value passed inside progbar since generation previous process.there's two states in it already if is generating and if is not generating. async function generateImage() { if (isGenerating || autoQueueActive) { return; } if (galleryArray.length >= totalLimit) { if (autoSaveEnabled) { saveAllImages().then(() => { clearGallery(); }); } else { clearGallery(); } return; }. why cannot we use or determine the time inside independent function inbetween these two states in generation true/false, except adding some timeout and else crap inside generateimage funct?"function remains the same with the addition of calling a separate calculateCooldown function.". why do I need that? why cannot you do it other fashion? why you cannot get cooldown inbetween true/false states in javascript in async function?you didn't answered in human words: why you cannot get cooldown inbetween true/false states in javascript in async function?"it becomes ". it becomes messy as hell, gpt. now answer how to truly get these states: why you cannot get cooldown inbetween true/false states in javascript in async function?this is not right, gpt. there shall be other ways to get this timeout from isGenerating(); call. because it's already defined and functiong, so why the fuck not?can you not touch async function generateImage() at all? try do it solely from outsider function for progbar. previousGenerationTime = Date.now();". that is illegit.: function handleProgressBar() { const progressBarFilled = document.getElementById("progressBarId"); const startTime = Date.now(); const timeLeft = Math.floor(estimatedTime / 1000); progressBarFilled.style.background = "linear-gradient(90deg, rgba(1,1,48,0.9) 10%, rgba(0,14,255,0.65) 20%, rgba(0,126,255,0.9) 30%, rgba(1,1,48,1) 35%, rgba(1,1,48,1) 65%, rgba(0,126,255,0.9) 70%, rgba(0,14,255,0.65) 80%, rgba(1,1,48,0.9) 90%), linear-gradient(to right, transparent 90%, #aabbee 50%, #010130 16px)"; progressBarFilled.style.backgroundSize = "100%, 10px"; progressBarFilled.style.backgroundPosition = "center"; progressBarFilled.style.animation = "whirlpool 60s infinite linear"; }
To accomplish the desired functionality, you can modify the handleProgressBar function as follows:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
progressBarFilled.textContent = ${timePassed} seconds passed since generation start;
// Update the previous generation time
previousGenerationTime = currentTime;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
This code sets an initial value for previousGenerationTime when the script starts running. The handleProgressBar function calculates the time passed since the last generation and updates the progressBarFilled element with the number of seconds passed. It also updates the previousGenerationTime to the current time after each update.
You need to add an element in your HTML with the id “progress-bar-filled” to display the progress bar.
<div class=“progress-bar”> <div id=“progress-bar-filled”></div> </div>
This code will continuously update the progress bar every second with the number of seconds passed since the generation started.
" // Call the handleProgressBar function periodically". for what?
Apologies for the confusion. The purpose of calling the handleProgressBar function periodically is to continuously update the progress bar with the number of seconds that have passed since the generation started.
By using setInterval(handleProgressBar, 1000), the handleProgressBar function will be called every 1000 milliseconds (1 second). This allows the progress bar to dynamically update and display the elapsed time in seconds.
Without calling handleProgressBar periodically, the progress bar would not update, and the user would not see the updated time in seconds.
but generation inteval cooldown timeout inbetween? how about that? I don't want to display just counter endlessly counting, the reason is call for cooldown inbetween generation and output in in progbar in number of secs.
Apologies for the misunderstanding. If you want to display the cooldown time between generations in the progress bar, you can modify the handleProgressBar function accordingly:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
let cooldownTime = 0;
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
if (cooldownTime > 0) {
progressBarFilled.textContent = {cooldownTime} seconds cooldown; cooldownTime–; } else { progressBarFilled.textContent = {timePassed} seconds passed since generation start;
}
// Update the previous generation time
previousGenerationTime = currentTime;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
In this updated code, there is an additional variable called cooldownTime which indicates the remaining cooldown time between generations. Initially, it is set to 0.
When cooldownTime is greater than 0, it displays the cooldown time in seconds in the progress bar. When cooldownTime reaches 0, it displays the time passed since the generation started.
Elsewhere in your code, after triggering a generation, you can set the cooldownTime value to the desired cooldown duration in seconds. For example:
// Generate the image and set the cooldown time
async function generateImage() {
// …
if (isGenerating || autoQueueActive) {
return;
}
// Set the cooldown time
const cooldownDuration = 10; // Example: 10 seconds cooldown
cooldownTime = cooldownDuration;
// …
}
By setting the cooldownTime after triggering a generation, the progress bar will display the cooldown duration in seconds until it reaches 0, at which point it will switch to displaying the time passed since the generation started.
not the active cooldown, just static number on how much time passed inbetween and subsequent generations.
Apologies for the confusion. If you want to display the static number of seconds that have passed between subsequent generations, you can modify the handleProgressBar function as follows:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
progressBarFilled.textContent = ${timePassed} seconds passed since previous generation;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
In this updated code, the handleProgressBar function calculates the time passed in seconds by subtracting the previousGenerationTime from the current time. It then updates the progressBarFilled element with the number of seconds passed since the previous generation.
By calling setInterval(handleProgressBar, 1000), the handleProgressBar function will be called every 1000 milliseconds (1 second), continuously updating the progress bar with the number of seconds passed since the previous generation.
This implementation will display the static number of seconds that have passed since the previous generation, without taking into account any cooldown period.
is that code ok? I don't see any number in progbars containers:
|
3ec2a54a6729bfe6e3e5ccf20dd53fd8
|
{
"intermediate": 0.4523262679576874,
"beginner": 0.3460582196712494,
"expert": 0.20161551237106323
}
|
29,923
|
shatGP
|
ff45c85f10e736e06ba1205d84d9de9d
|
{
"intermediate": 0.28085362911224365,
"beginner": 0.3098315894603729,
"expert": 0.40931472182273865
}
|
29,924
|
shatGP
|
94f3402b9e445bd224e8827383c97c99
|
{
"intermediate": 0.28085362911224365,
"beginner": 0.3098315894603729,
"expert": 0.40931472182273865
}
|
29,925
|
adapt progressbar function , when it's generating, not generating, false, true, and else. think for yourself on wtf are you trying to accomplish here, and then output. try do some functioning progressbar that simply displays a number of seconds passed since generation start."<div class="progress-bar"> </div>" and "<div class="progress-bar-filled"></div>". so, need to set initial state for prog bar when there's no any data or timeouts available in generateimage, but subsequently it should coun timiouts in generateimage and apply them to these progbar elements in seconds passed since previous attempt in generation timout.the problem that it always counting constantly, while it should predict the time passed since the last generation in generate image async funct. there's two states inside generateimage func "isGenerating = true;" and "isGenerating = false;". need to set initial message in progress bar as "loading" or something, then calculate the generation cooldown for subsequent isGenerating" triggerings inside generateimgae and simply show the numerical value passed inside progbar since generation previous process.there's two states in it already if is generating and if is not generating. async function generateImage() { if (isGenerating || autoQueueActive) { return; } if (galleryArray.length >= totalLimit) { if (autoSaveEnabled) { saveAllImages().then(() => { clearGallery(); }); } else { clearGallery(); } return; }. why cannot we use or determine the time inside independent function inbetween these two states in generation true/false, except adding some timeout and else crap inside generateimage funct?"function remains the same with the addition of calling a separate calculateCooldown function.". why do I need that? why cannot you do it other fashion? why you cannot get cooldown inbetween true/false states in javascript in async function?you didn't answered in human words: why you cannot get cooldown inbetween true/false states in javascript in async function?"it becomes ". it becomes messy as hell, gpt. now answer how to truly get these states: why you cannot get cooldown inbetween true/false states in javascript in async function?this is not right, gpt. there shall be other ways to get this timeout from isGenerating(); call. because it's already defined and functiong, so why the fuck not?can you not touch async function generateImage() at all? try do it solely from outsider function for progbar. previousGenerationTime = Date.now();". that is illegit.: function handleProgressBar() { const progressBarFilled = document.getElementById("progressBarId"); const startTime = Date.now(); const timeLeft = Math.floor(estimatedTime / 1000); progressBarFilled.style.background = "linear-gradient(90deg, rgba(1,1,48,0.9) 10%, rgba(0,14,255,0.65) 20%, rgba(0,126,255,0.9) 30%, rgba(1,1,48,1) 35%, rgba(1,1,48,1) 65%, rgba(0,126,255,0.9) 70%, rgba(0,14,255,0.65) 80%, rgba(1,1,48,0.9) 90%), linear-gradient(to right, transparent 90%, #aabbee 50%, #010130 16px)"; progressBarFilled.style.backgroundSize = "100%, 10px"; progressBarFilled.style.backgroundPosition = "center"; progressBarFilled.style.animation = "whirlpool 60s infinite linear"; }
To accomplish the desired functionality, you can modify the handleProgressBar function as follows:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
progressBarFilled.textContent = ${timePassed} seconds passed since generation start;
// Update the previous generation time
previousGenerationTime = currentTime;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
This code sets an initial value for previousGenerationTime when the script starts running. The handleProgressBar function calculates the time passed since the last generation and updates the progressBarFilled element with the number of seconds passed. It also updates the previousGenerationTime to the current time after each update.
You need to add an element in your HTML with the id “progress-bar-filled” to display the progress bar.
<div class=“progress-bar”> <div id=“progress-bar-filled”></div> </div>
This code will continuously update the progress bar every second with the number of seconds passed since the generation started.
" // Call the handleProgressBar function periodically". for what?
Apologies for the confusion. The purpose of calling the handleProgressBar function periodically is to continuously update the progress bar with the number of seconds that have passed since the generation started.
By using setInterval(handleProgressBar, 1000), the handleProgressBar function will be called every 1000 milliseconds (1 second). This allows the progress bar to dynamically update and display the elapsed time in seconds.
Without calling handleProgressBar periodically, the progress bar would not update, and the user would not see the updated time in seconds.
but generation inteval cooldown timeout inbetween? how about that? I don't want to display just counter endlessly counting, the reason is call for cooldown inbetween generation and output in in progbar in number of secs.
Apologies for the misunderstanding. If you want to display the cooldown time between generations in the progress bar, you can modify the handleProgressBar function accordingly:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
let cooldownTime = 0;
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
if (cooldownTime > 0) {
progressBarFilled.textContent = {cooldownTime} seconds cooldown; cooldownTime–; } else { progressBarFilled.textContent = {timePassed} seconds passed since generation start;
}
// Update the previous generation time
previousGenerationTime = currentTime;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
In this updated code, there is an additional variable called cooldownTime which indicates the remaining cooldown time between generations. Initially, it is set to 0.
When cooldownTime is greater than 0, it displays the cooldown time in seconds in the progress bar. When cooldownTime reaches 0, it displays the time passed since the generation started.
Elsewhere in your code, after triggering a generation, you can set the cooldownTime value to the desired cooldown duration in seconds. For example:
// Generate the image and set the cooldown time
async function generateImage() {
// …
if (isGenerating || autoQueueActive) {
return;
}
// Set the cooldown time
const cooldownDuration = 10; // Example: 10 seconds cooldown
cooldownTime = cooldownDuration;
// …
}
By setting the cooldownTime after triggering a generation, the progress bar will display the cooldown duration in seconds until it reaches 0, at which point it will switch to displaying the time passed since the generation started.
not the active cooldown, just static number on how much time passed inbetween and subsequent generations.
Apologies for the confusion. If you want to display the static number of seconds that have passed between subsequent generations, you can modify the handleProgressBar function as follows:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
progressBarFilled.textContent = ${timePassed} seconds passed since previous generation;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
In this updated code, the handleProgressBar function calculates the time passed in seconds by subtracting the previousGenerationTime from the current time. It then updates the progressBarFilled element with the number of seconds passed since the previous generation.
By calling setInterval(handleProgressBar, 1000), the handleProgressBar function will be called every 1000 milliseconds (1 second), continuously updating the progress bar with the number of seconds passed since the previous generation.
This implementation will display the static number of seconds that have passed since the previous generation, without taking into account any cooldown period.
is that code ok? I don't see any number in progbars containers:
|
40adfed7a0da43451b3309dc2d98e821
|
{
"intermediate": 0.4523262679576874,
"beginner": 0.3460582196712494,
"expert": 0.20161551237106323
}
|
29,926
|
adapt progressbar function , when it's generating, not generating, false, true, and else. think for yourself on wtf are you trying to accomplish here, and then output. try do some functioning progressbar that simply displays a number of seconds passed since generation start."<div class="progress-bar"> </div>" and "<div class="progress-bar-filled"></div>". so, need to set initial state for prog bar when there's no any data or timeouts available in generateimage, but subsequently it should coun timiouts in generateimage and apply them to these progbar elements in seconds passed since previous attempt in generation timout.the problem that it always counting constantly, while it should predict the time passed since the last generation in generate image async funct. there's two states inside generateimage func "isGenerating = true;" and "isGenerating = false;". need to set initial message in progress bar as "loading" or something, then calculate the generation cooldown for subsequent isGenerating" triggerings inside generateimgae and simply show the numerical value passed inside progbar since generation previous process.there's two states in it already if is generating and if is not generating. async function generateImage() { if (isGenerating || autoQueueActive) { return; } if (galleryArray.length >= totalLimit) { if (autoSaveEnabled) { saveAllImages().then(() => { clearGallery(); }); } else { clearGallery(); } return; }. why cannot we use or determine the time inside independent function inbetween these two states in generation true/false, except adding some timeout and else crap inside generateimage funct?"function remains the same with the addition of calling a separate calculateCooldown function.". why do I need that? why cannot you do it other fashion? why you cannot get cooldown inbetween true/false states in javascript in async function?you didn't answered in human words: why you cannot get cooldown inbetween true/false states in javascript in async function?"it becomes ". it becomes messy as hell, gpt. now answer how to truly get these states: why you cannot get cooldown inbetween true/false states in javascript in async function?this is not right, gpt. there shall be other ways to get this timeout from isGenerating(); call. because it's already defined and functiong, so why the fuck not?can you not touch async function generateImage() at all? try do it solely from outsider function for progbar. previousGenerationTime = Date.now();". that is illegit.: function handleProgressBar() { const progressBarFilled = document.getElementById("progressBarId"); const startTime = Date.now(); const timeLeft = Math.floor(estimatedTime / 1000); progressBarFilled.style.background = "linear-gradient(90deg, rgba(1,1,48,0.9) 10%, rgba(0,14,255,0.65) 20%, rgba(0,126,255,0.9) 30%, rgba(1,1,48,1) 35%, rgba(1,1,48,1) 65%, rgba(0,126,255,0.9) 70%, rgba(0,14,255,0.65) 80%, rgba(1,1,48,0.9) 90%), linear-gradient(to right, transparent 90%, #aabbee 50%, #010130 16px)"; progressBarFilled.style.backgroundSize = "100%, 10px"; progressBarFilled.style.backgroundPosition = "center"; progressBarFilled.style.animation = "whirlpool 60s infinite linear"; }
To accomplish the desired functionality, you can modify the handleProgressBar function as follows:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
progressBarFilled.textContent = ${timePassed} seconds passed since generation start;
// Update the previous generation time
previousGenerationTime = currentTime;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
This code sets an initial value for previousGenerationTime when the script starts running. The handleProgressBar function calculates the time passed since the last generation and updates the progressBarFilled element with the number of seconds passed. It also updates the previousGenerationTime to the current time after each update.
You need to add an element in your HTML with the id “progress-bar-filled” to display the progress bar.
<div class=“progress-bar”> <div id=“progress-bar-filled”></div> </div>
This code will continuously update the progress bar every second with the number of seconds passed since the generation started.
" // Call the handleProgressBar function periodically". for what?
Apologies for the confusion. The purpose of calling the handleProgressBar function periodically is to continuously update the progress bar with the number of seconds that have passed since the generation started.
By using setInterval(handleProgressBar, 1000), the handleProgressBar function will be called every 1000 milliseconds (1 second). This allows the progress bar to dynamically update and display the elapsed time in seconds.
Without calling handleProgressBar periodically, the progress bar would not update, and the user would not see the updated time in seconds.
but generation inteval cooldown timeout inbetween? how about that? I don't want to display just counter endlessly counting, the reason is call for cooldown inbetween generation and output in in progbar in number of secs.
Apologies for the misunderstanding. If you want to display the cooldown time between generations in the progress bar, you can modify the handleProgressBar function accordingly:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
let cooldownTime = 0;
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
if (cooldownTime > 0) {
progressBarFilled.textContent = {cooldownTime} seconds cooldown; cooldownTime–; } else { progressBarFilled.textContent = {timePassed} seconds passed since generation start;
}
// Update the previous generation time
previousGenerationTime = currentTime;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
In this updated code, there is an additional variable called cooldownTime which indicates the remaining cooldown time between generations. Initially, it is set to 0.
When cooldownTime is greater than 0, it displays the cooldown time in seconds in the progress bar. When cooldownTime reaches 0, it displays the time passed since the generation started.
Elsewhere in your code, after triggering a generation, you can set the cooldownTime value to the desired cooldown duration in seconds. For example:
// Generate the image and set the cooldown time
async function generateImage() {
// …
if (isGenerating || autoQueueActive) {
return;
}
// Set the cooldown time
const cooldownDuration = 10; // Example: 10 seconds cooldown
cooldownTime = cooldownDuration;
// …
}
By setting the cooldownTime after triggering a generation, the progress bar will display the cooldown duration in seconds until it reaches 0, at which point it will switch to displaying the time passed since the generation started.
not the active cooldown, just static number on how much time passed inbetween and subsequent generations.
Apologies for the confusion. If you want to display the static number of seconds that have passed between subsequent generations, you can modify the handleProgressBar function as follows:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
progressBarFilled.textContent = ${timePassed} seconds passed since previous generation;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
In this updated code, the handleProgressBar function calculates the time passed in seconds by subtracting the previousGenerationTime from the current time. It then updates the progressBarFilled element with the number of seconds passed since the previous generation.
By calling setInterval(handleProgressBar, 1000), the handleProgressBar function will be called every 1000 milliseconds (1 second), continuously updating the progress bar with the number of seconds passed since the previous generation.
This implementation will display the static number of seconds that have passed since the previous generation, without taking into account any cooldown period.
is that code ok? I don't see any number in progbars containers:
|
e9016cbf52609bbb83ff28895b61a266
|
{
"intermediate": 0.4523262679576874,
"beginner": 0.3460582196712494,
"expert": 0.20161551237106323
}
|
29,927
|
adapt progressbar function , when it's generating, not generating, false, true, and else. think for yourself on wtf are you trying to accomplish here, and then output. try do some functioning progressbar that simply displays a number of seconds passed since generation start."<div class="progress-bar"> </div>" and "<div class="progress-bar-filled"></div>". so, need to set initial state for prog bar when there's no any data or timeouts available in generateimage, but subsequently it should coun timiouts in generateimage and apply them to these progbar elements in seconds passed since previous attempt in generation timout.the problem that it always counting constantly, while it should predict the time passed since the last generation in generate image async funct. there's two states inside generateimage func "isGenerating = true;" and "isGenerating = false;". need to set initial message in progress bar as "loading" or something, then calculate the generation cooldown for subsequent isGenerating" triggerings inside generateimgae and simply show the numerical value passed inside progbar since generation previous process.there's two states in it already if is generating and if is not generating. async function generateImage() { if (isGenerating || autoQueueActive) { return; } if (galleryArray.length >= totalLimit) { if (autoSaveEnabled) { saveAllImages().then(() => { clearGallery(); }); } else { clearGallery(); } return; }. why cannot we use or determine the time inside independent function inbetween these two states in generation true/false, except adding some timeout and else crap inside generateimage funct?"function remains the same with the addition of calling a separate calculateCooldown function.". why do I need that? why cannot you do it other fashion? why you cannot get cooldown inbetween true/false states in javascript in async function?you didn't answered in human words: why you cannot get cooldown inbetween true/false states in javascript in async function?"it becomes ". it becomes messy as hell, gpt. now answer how to truly get these states: why you cannot get cooldown inbetween true/false states in javascript in async function?this is not right, gpt. there shall be other ways to get this timeout from isGenerating(); call. because it's already defined and functiong, so why the fuck not?can you not touch async function generateImage() at all? try do it solely from outsider function for progbar. previousGenerationTime = Date.now();". that is illegit.: function handleProgressBar() { const progressBarFilled = document.getElementById("progressBarId"); const startTime = Date.now(); const timeLeft = Math.floor(estimatedTime / 1000); progressBarFilled.style.background = "linear-gradient(90deg, rgba(1,1,48,0.9) 10%, rgba(0,14,255,0.65) 20%, rgba(0,126,255,0.9) 30%, rgba(1,1,48,1) 35%, rgba(1,1,48,1) 65%, rgba(0,126,255,0.9) 70%, rgba(0,14,255,0.65) 80%, rgba(1,1,48,0.9) 90%), linear-gradient(to right, transparent 90%, #aabbee 50%, #010130 16px)"; progressBarFilled.style.backgroundSize = "100%, 10px"; progressBarFilled.style.backgroundPosition = "center"; progressBarFilled.style.animation = "whirlpool 60s infinite linear"; }
To accomplish the desired functionality, you can modify the handleProgressBar function as follows:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
progressBarFilled.textContent = ${timePassed} seconds passed since generation start;
// Update the previous generation time
previousGenerationTime = currentTime;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
This code sets an initial value for previousGenerationTime when the script starts running. The handleProgressBar function calculates the time passed since the last generation and updates the progressBarFilled element with the number of seconds passed. It also updates the previousGenerationTime to the current time after each update.
You need to add an element in your HTML with the id “progress-bar-filled” to display the progress bar.
<div class=“progress-bar”> <div id=“progress-bar-filled”></div> </div>
This code will continuously update the progress bar every second with the number of seconds passed since the generation started.
" // Call the handleProgressBar function periodically". for what?
Apologies for the confusion. The purpose of calling the handleProgressBar function periodically is to continuously update the progress bar with the number of seconds that have passed since the generation started.
By using setInterval(handleProgressBar, 1000), the handleProgressBar function will be called every 1000 milliseconds (1 second). This allows the progress bar to dynamically update and display the elapsed time in seconds.
Without calling handleProgressBar periodically, the progress bar would not update, and the user would not see the updated time in seconds.
but generation inteval cooldown timeout inbetween? how about that? I don't want to display just counter endlessly counting, the reason is call for cooldown inbetween generation and output in in progbar in number of secs.
Apologies for the misunderstanding. If you want to display the cooldown time between generations in the progress bar, you can modify the handleProgressBar function accordingly:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
let cooldownTime = 0;
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
if (cooldownTime > 0) {
progressBarFilled.textContent = {cooldownTime} seconds cooldown; cooldownTime–; } else { progressBarFilled.textContent = {timePassed} seconds passed since generation start;
}
// Update the previous generation time
previousGenerationTime = currentTime;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
In this updated code, there is an additional variable called cooldownTime which indicates the remaining cooldown time between generations. Initially, it is set to 0.
When cooldownTime is greater than 0, it displays the cooldown time in seconds in the progress bar. When cooldownTime reaches 0, it displays the time passed since the generation started.
Elsewhere in your code, after triggering a generation, you can set the cooldownTime value to the desired cooldown duration in seconds. For example:
// Generate the image and set the cooldown time
async function generateImage() {
// …
if (isGenerating || autoQueueActive) {
return;
}
// Set the cooldown time
const cooldownDuration = 10; // Example: 10 seconds cooldown
cooldownTime = cooldownDuration;
// …
}
By setting the cooldownTime after triggering a generation, the progress bar will display the cooldown duration in seconds until it reaches 0, at which point it will switch to displaying the time passed since the generation started.
not the active cooldown, just static number on how much time passed inbetween and subsequent generations.
Apologies for the confusion. If you want to display the static number of seconds that have passed between subsequent generations, you can modify the handleProgressBar function as follows:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
progressBarFilled.textContent = ${timePassed} seconds passed since previous generation;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
In this updated code, the handleProgressBar function calculates the time passed in seconds by subtracting the previousGenerationTime from the current time. It then updates the progressBarFilled element with the number of seconds passed since the previous generation.
By calling setInterval(handleProgressBar, 1000), the handleProgressBar function will be called every 1000 milliseconds (1 second), continuously updating the progress bar with the number of seconds passed since the previous generation.
This implementation will display the static number of seconds that have passed since the previous generation, without taking into account any cooldown period.
is that code ok? I don't see any number in progbars containers:
|
d848b91b7fdf0325c5c32577924a21fa
|
{
"intermediate": 0.4523262679576874,
"beginner": 0.3460582196712494,
"expert": 0.20161551237106323
}
|
29,928
|
adapt progressbar function , when it's generating, not generating, false, true, and else. think for yourself on wtf are you trying to accomplish here, and then output. try do some functioning progressbar that simply displays a number of seconds passed since generation start."<div class="progress-bar"> </div>" and "<div class="progress-bar-filled"></div>". so, need to set initial state for prog bar when there's no any data or timeouts available in generateimage, but subsequently it should coun timiouts in generateimage and apply them to these progbar elements in seconds passed since previous attempt in generation timout.the problem that it always counting constantly, while it should predict the time passed since the last generation in generate image async funct. there's two states inside generateimage func "isGenerating = true;" and "isGenerating = false;". need to set initial message in progress bar as "loading" or something, then calculate the generation cooldown for subsequent isGenerating" triggerings inside generateimgae and simply show the numerical value passed inside progbar since generation previous process.there's two states in it already if is generating and if is not generating. async function generateImage() { if (isGenerating || autoQueueActive) { return; } if (galleryArray.length >= totalLimit) { if (autoSaveEnabled) { saveAllImages().then(() => { clearGallery(); }); } else { clearGallery(); } return; }. why cannot we use or determine the time inside independent function inbetween these two states in generation true/false, except adding some timeout and else crap inside generateimage funct?"function remains the same with the addition of calling a separate calculateCooldown function.". why do I need that? why cannot you do it other fashion? why you cannot get cooldown inbetween true/false states in javascript in async function?you didn't answered in human words: why you cannot get cooldown inbetween true/false states in javascript in async function?"it becomes ". it becomes messy as hell, gpt. now answer how to truly get these states: why you cannot get cooldown inbetween true/false states in javascript in async function?this is not right, gpt. there shall be other ways to get this timeout from isGenerating(); call. because it's already defined and functiong, so why the fuck not?can you not touch async function generateImage() at all? try do it solely from outsider function for progbar. previousGenerationTime = Date.now();". that is illegit.: function handleProgressBar() { const progressBarFilled = document.getElementById("progressBarId"); const startTime = Date.now(); const timeLeft = Math.floor(estimatedTime / 1000); progressBarFilled.style.background = "linear-gradient(90deg, rgba(1,1,48,0.9) 10%, rgba(0,14,255,0.65) 20%, rgba(0,126,255,0.9) 30%, rgba(1,1,48,1) 35%, rgba(1,1,48,1) 65%, rgba(0,126,255,0.9) 70%, rgba(0,14,255,0.65) 80%, rgba(1,1,48,0.9) 90%), linear-gradient(to right, transparent 90%, #aabbee 50%, #010130 16px)"; progressBarFilled.style.backgroundSize = "100%, 10px"; progressBarFilled.style.backgroundPosition = "center"; progressBarFilled.style.animation = "whirlpool 60s infinite linear"; }
To accomplish the desired functionality, you can modify the handleProgressBar function as follows:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
progressBarFilled.textContent = ${timePassed} seconds passed since generation start;
// Update the previous generation time
previousGenerationTime = currentTime;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
This code sets an initial value for previousGenerationTime when the script starts running. The handleProgressBar function calculates the time passed since the last generation and updates the progressBarFilled element with the number of seconds passed. It also updates the previousGenerationTime to the current time after each update.
You need to add an element in your HTML with the id “progress-bar-filled” to display the progress bar.
<div class=“progress-bar”> <div id=“progress-bar-filled”></div> </div>
This code will continuously update the progress bar every second with the number of seconds passed since the generation started.
" // Call the handleProgressBar function periodically". for what?
Apologies for the confusion. The purpose of calling the handleProgressBar function periodically is to continuously update the progress bar with the number of seconds that have passed since the generation started.
By using setInterval(handleProgressBar, 1000), the handleProgressBar function will be called every 1000 milliseconds (1 second). This allows the progress bar to dynamically update and display the elapsed time in seconds.
Without calling handleProgressBar periodically, the progress bar would not update, and the user would not see the updated time in seconds.
but generation inteval cooldown timeout inbetween? how about that? I don't want to display just counter endlessly counting, the reason is call for cooldown inbetween generation and output in in progbar in number of secs.
Apologies for the misunderstanding. If you want to display the cooldown time between generations in the progress bar, you can modify the handleProgressBar function accordingly:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
let cooldownTime = 0;
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
if (cooldownTime > 0) {
progressBarFilled.textContent = {cooldownTime} seconds cooldown; cooldownTime–; } else { progressBarFilled.textContent = {timePassed} seconds passed since generation start;
}
// Update the previous generation time
previousGenerationTime = currentTime;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
In this updated code, there is an additional variable called cooldownTime which indicates the remaining cooldown time between generations. Initially, it is set to 0.
When cooldownTime is greater than 0, it displays the cooldown time in seconds in the progress bar. When cooldownTime reaches 0, it displays the time passed since the generation started.
Elsewhere in your code, after triggering a generation, you can set the cooldownTime value to the desired cooldown duration in seconds. For example:
// Generate the image and set the cooldown time
async function generateImage() {
// …
if (isGenerating || autoQueueActive) {
return;
}
// Set the cooldown time
const cooldownDuration = 10; // Example: 10 seconds cooldown
cooldownTime = cooldownDuration;
// …
}
By setting the cooldownTime after triggering a generation, the progress bar will display the cooldown duration in seconds until it reaches 0, at which point it will switch to displaying the time passed since the generation started.
not the active cooldown, just static number on how much time passed inbetween and subsequent generations.
Apologies for the confusion. If you want to display the static number of seconds that have passed between subsequent generations, you can modify the handleProgressBar function as follows:
let previousGenerationTime = Date.now();
let progressBarFilled = document.getElementById(“progress-bar-filled”);
function handleProgressBar() {
const currentTime = Date.now();
const timePassed = Math.floor((currentTime - previousGenerationTime) / 1000);
progressBarFilled.textContent = ${timePassed} seconds passed since previous generation;
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
In this updated code, the handleProgressBar function calculates the time passed in seconds by subtracting the previousGenerationTime from the current time. It then updates the progressBarFilled element with the number of seconds passed since the previous generation.
By calling setInterval(handleProgressBar, 1000), the handleProgressBar function will be called every 1000 milliseconds (1 second), continuously updating the progress bar with the number of seconds passed since the previous generation.
This implementation will display the static number of seconds that have passed since the previous generation, without taking into account any cooldown period.
is that code ok? I don't see any number in progbars containers:
|
d51bbc4e4ff44edbf46429e8e96729dd
|
{
"intermediate": 0.35906144976615906,
"beginner": 0.4379832446575165,
"expert": 0.20295536518096924
}
|
29,929
|
how to write a comment in SQL? Do you use # like in Python?
|
c249d5270c7f1a2c4bdd9d899ca436f5
|
{
"intermediate": 0.42901793122291565,
"beginner": 0.38169658184051514,
"expert": 0.1892855018377304
}
|
29,930
|
it works almost perfectly but don't uses actual states in generateImage as "isGenerating = true;. isGenerating = false;". it will be nice if you could make a use of these two states inside original "handleProgressBar" to be able to determine when is what to show.
Apologies for the confusion. To incorporate the isGenerating states from the generateImage function into the handleProgressBar function, you can modify the code as follows:
let startTime = null;
let previousGenerationTime = null;
let isFirstGeneration = true;
function generateImage() {
isGenerating = true;
// Rest of the generateImage logic
isGenerating = false;
}
function handleProgressBar() {
const progressBarFilled = document.querySelector(‘.progress-bar-filled’);
if (isGenerating) {
if (isFirstGeneration) {
startTime = Date.now();
isFirstGeneration = false;
progressBarFilled.innerText = ‘loading’;
} else {
const currentTime = Date.now();
const secondsPassed = Math.floor((currentTime - previousGenerationTime) / 1000);
progressBarFilled.innerText = done: ${secondsPassed} sec;
}
previousGenerationTime = Date.now();
} else {
isFirstGeneration = true;
progressBarFilled.innerText = ‘’;
}
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
In this updated code, the isGenerating flag is set to true at the start of the generateImage function and then set to false at the end. The handleProgressBar function checks the value of isGenerating to determine whether it should display the loading state or calculate the elapsed time.
Additionally, a previousGenerationTime variable is introduced to keep track of the previous generation time for calculating the elapsed time accurately. It is set to the current time when the generation starts.
I don't know what you changed but my code already contains an async function generateImage with both of these states inside. if you could reuse them inside actual "function handleProgressBar()" that could be cool.
Apologies for the confusion. To utilize the isGenerating states already present in the generateImage function within the handleProgressBar function, you can modify the code as follows:
let startTime = null;
let previousGenerationTime = null;
let isFirstGeneration = true;
function generateImage() {
isGenerating = true;
// Rest of the generateImage logic
isGenerating = false;
}
function handleProgressBar() {
const progressBarFilled = document.querySelector(‘.progress-bar-filled’);
if (isGenerating || isFirstGeneration) {
if (isFirstGeneration) {
startTime = Date.now();
isFirstGeneration = false;
progressBarFilled.innerText = ‘loading’;
} else {
const currentTime = Date.now();
const secondsPassed = Math.floor((currentTime - previousGenerationTime) / 1000);
progressBarFilled.innerText = done: ${secondsPassed} sec;
}
previousGenerationTime = Date.now();
} else {
progressBarFilled.innerText = ‘’;
}
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
In this updated code, the isGenerating flag is checked within the handleProgressBar function. When isGenerating is true or it is the first generation, the progress bar displays ‘loading’ or calculates the elapsed time, respectively. The previousGenerationTime variable is set to the current time when the generation starts or at the beginning of the program.
if I set interval like that will it cause an error or bufferoverflow?: let startTime = null;
let previousGenerationTime = null;
let isFirstGeneration = true;
function handleProgressBar() {
const progressBarFilled = document.querySelector('.progress-bar-filled');
if (isGenerating) {
if (isFirstGeneration) {
startTime = Date.now();
isFirstGeneration = false;
progressBarFilled.innerText = 'loading';
} else {
const currentTime = Date.now();
const secondsPassed = Math.floor((currentTime - previousGenerationTime) / 1000);
progressBarFilled.innerText = done: ${secondsPassed} sec;
}
} else {
isFirstGeneration = true;
const currentTime = Date.now();
const secondsPassed = Math.floor((currentTime - previousGenerationTime) / 1000);
progressBarFilled.innerText = done: ${secondsPassed} sec;
}
}
setInterval(handleProgressBar - generateImage) / 1000;
It seems there is a slight issue with the structure of your setInterval function call. To fix it, you should provide both handleProgressBar and generateImage as separate arguments within a lambda function or by utilizing bind method. Here’s the corrected code:
let startTime = null;
let previousGenerationTime = null;
let isFirstGeneration = true;
function generateImage() {
isGenerating = true;
// Rest of the generateImage logic
isGenerating = false;
}
function handleProgressBar() {
const progressBarFilled = document.querySelector(‘.progress-bar-filled’);
if (isGenerating) {
if (isFirstGeneration) {
startTime = Date.now();
isFirstGeneration = false;
progressBarFilled.innerText = ‘loading’;
} else {
const currentTime = Date.now();
const secondsPassed = Math.floor((currentTime - previousGenerationTime) / 1000);
progressBarFilled.innerText = done: {secondsPassed} sec; } previousGenerationTime = Date.now(); } else { isFirstGeneration = true; const currentTime = Date.now(); const secondsPassed = Math.floor((currentTime - previousGenerationTime) / 1000); progressBarFilled.innerText = done: {secondsPassed} sec;
}
}
// Call the handleProgressBar and generateImage functions periodically
setInterval(() => {
handleProgressBar();
generateImage();
}, 1000);
By using the lambda function ( ) => { }, both handleProgressBar and generateImage functions will be called alternatively at every interval.
Please make sure you have the asynchronous generateImage function defined with the appropriate logic for generating images in your codebase.
wtf? if I just want handleProgressBar interval be based on generateImage procession without triggering actual generateImage?
Apologies for the confusion. If you only want the handleProgressBar function to be called periodically without triggering the generateImage function, you can remove the generateImage function from the setInterval and adjust the code as follows:
let startTime = null;
let previousGenerationTime = null;
let isFirstGeneration = true;
function handleProgressBar() {
const progressBarFilled = document.querySelector(‘.progress-bar-filled’);
if (isGenerating || isFirstGeneration) {
if (isFirstGeneration) {
startTime = Date.now();
isFirstGeneration = false;
progressBarFilled.innerText = ‘loading’;
} else {
const currentTime = Date.now();
const secondsPassed = Math.floor((currentTime - previousGenerationTime) / 1000);
progressBarFilled.innerText = done: ${secondsPassed} sec;
}
previousGenerationTime = Date.now();
} else {
progressBarFilled.innerText = ‘’;
}
}
// Call the handleProgressBar function periodically
setInterval(handleProgressBar, 1000);
Now, the setInterval only includes the handleProgressBar function, which will be called every second to update the progress bar based on the isGenerating state and the elapsed time since the last generation. The generateImage function is not triggered by this interval and can be invoked separately as needed.
wtf? if I just want handleProgressBar interval be based on generateImage procession without triggering actual generateImage? you don't read users texts or what?
|
664ce78872d2b06f7f87d55afd573bff
|
{
"intermediate": 0.35926470160484314,
"beginner": 0.43938297033309937,
"expert": 0.2013522982597351
}
|
29,931
|
is ADD and ADD COLUMN the same in SQL?
|
82f511d5c826050df2e942d601c49d46
|
{
"intermediate": 0.27850449085235596,
"beginner": 0.345466673374176,
"expert": 0.3760288953781128
}
|
29,932
|
hi, am getting this error for lsl code below, can you fix? (130,4) Error CS0103: The name 'llLinksetDataDeleteProtected' does not exist in the current context (135,16): Error CS0103: The name 11LinksetDataWrite Protected' does not exist in the current cont... ,
integer APP = 56942456;
// ///////////////////////////////////////////////////////////////////
// CONSTANTS
// ///////////////////////////////////////////////////////////////////
float PARTICLE_TIME = 10.0;
float s_VOLUME = 1.0;
string DBPASSWORD = "sd9523fd+e&cewqQ";
string NOTECARD_NAME = "Settings";
string HANDS = "second hand";
integer DIALOG_TIME = 30;
list t_PARTICLES = [
"9f602fc3-5132-4d92-978b-dcbe9d4ade81",
"64597ea8-0501-442d-a607-a2c9867845bc",
"a5b153d3-e77d-46e3-b271-270d5000237b",
"996c639b-9b59-490d-bf93-5cf562b7e9d4",
"d11f626e-2d39-4e29-b031-854665f174a2",
"8e3327e2-6117-4b68-b3b7-0fc6cab983f5"
];
key s_CHIME = "b087dd8e-a09e-41be-869e-31d489ee0b83";
key s_TICK = "4046a28e-7692-4ac0-90de-d06b59edf6b0";
// ///////////////////////////////////////////////////////////////////
// VARIABLES
// ///////////////////////////////////////////////////////////////////
key gDialogUser = NULL_KEY;
integer gParticles = TRUE;
list gHands = [ ];
vector gHandStep;
key gNoteQueryID;
integer gNotecardLine;
list gNoteList;
integer gChannel;
integer gListener;
integer gDialogTimeUp;
integer gPlay;
// ///////////////////////////////////////////////////////////////////
// FUNCTIONS
// ///////////////////////////////////////////////////////////////////
particles( integer stat )
{
list particle_params = [
PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_EXPLODE,
PSYS_SRC_BURST_RADIUS, 2,
PSYS_SRC_ANGLE_BEGIN, 0,
PSYS_SRC_ANGLE_END, 0,
PSYS_SRC_TARGET_KEY, llGetKey( ),
PSYS_PART_START_COLOR, <1.000000,1.000000,1.000000>,
PSYS_PART_END_COLOR, <1.000000,1.000000,1.000000>,
PSYS_PART_START_ALPHA, 1,
PSYS_PART_END_ALPHA, 0.5,
PSYS_PART_START_GLOW, 0.2,
PSYS_PART_END_GLOW, 0,
PSYS_PART_BLEND_FUNC_SOURCE, PSYS_PART_BF_SOURCE_ALPHA,
PSYS_PART_BLEND_FUNC_DEST, PSYS_PART_BF_ONE_MINUS_SOURCE_ALPHA,
PSYS_PART_START_SCALE, <2.000000,2.000000,0.000000>,
PSYS_PART_END_SCALE, <3.000000,3.000000,0.000000>,
PSYS_SRC_MAX_AGE, PARTICLE_TIME,
PSYS_PART_MAX_AGE, 10,
PSYS_SRC_BURST_RATE, 0.5,
PSYS_SRC_BURST_PART_COUNT, 1,
PSYS_SRC_ACCEL, <0.000000,0.000000,0.000000>,
PSYS_SRC_OMEGA, <0.000000,0.000000,0.000000>,
PSYS_SRC_BURST_SPEED_MIN, 0.1,
PSYS_SRC_BURST_SPEED_MAX, 1,
PSYS_PART_FLAGS, 0
| PSYS_PART_INTERP_COLOR_MASK
| PSYS_PART_INTERP_SCALE_MASK
];
list textures = llListRandomize( t_PARTICLES, 1 );
integer count = llGetListLength( gHands );
integer i;
do
{
integer lLink = llList2Integer( gHands, i * 2);
list particles = [ ];
if( stat )
particles = particle_params + [ PSYS_SRC_TEXTURE, llList2Key( textures, i ) ];
llLinkParticleSystem( lLink, particles );
i++;
}
while ( i < count );
}
load_hands( )
{
integer count = llGetNumberOfPrims( );
integer i;
gHands = [ ];
do
{
string name = llGetLinkName( i );
if( name == HANDS )
{
rotation hRot = llList2Rot( llGetLinkPrimitiveParams( i, [ PRIM_ROTATION ] ), 0 );
gHands += [ i, hRot ];
}
}
while ( ++i <= count );
}
hand( float time )
{
vector rot = gHandStep * time;
integer count = llGetListLength( gHands );
integer i;
list params = [ ];
do
{
integer lLink = llList2Integer( gHands, i );
rotation lRot = llList2Rot( gHands, i + 1 );
rotation offset = llEuler2Rot( rot * lRot );
params += [ PRIM_LINK_TARGET, lLink, PRIM_ROT_LOCAL, lRot / offset ];
i += 2;
}
while ( i < count );
llSetLinkPrimitiveParamsFast( LINK_SET, params );
}
integer channel( key ID )
{
return 0x80000000 | ( (integer ) ( "0x"+( string ) ID ) ^ APP );
}
remove_key( string keyword )
{
llLinksetDataDeleteProtected( keyword, DBPASSWORD );
}
set_key( string keyword, string value )
{
integer r = llLinksetDataWriteProtected( keyword, value, DBPASSWORD );
//llOwnerSay( llList2CSV( [ r, keyword ] ) );
}
string get_key( string keyword, string def_val )
{
string value = llLinksetDataReadProtected( keyword, DBPASSWORD );
if( value == "" ) return def_val;
return value;
}
remove_uuid( )
{
list UUIDs = llLinksetDataFindKeys( "^UUID:", 0, 0 );
integer count = llGetListLength( UUIDs );
integer index;
while( index < count )
{
remove_key( llList2String( UUIDs, index ) );
index++;
}
UUIDs = [ ];
}
reading( )
{
if( llGetInventoryKey( NOTECARD_NAME ) == NULL_KEY )
{
llOwnerSay( "Notecard " + NOTECARD_NAME + " not found." );
return;
}
else if( llGetInventoryKey( NOTECARD_NAME ) == ( key ) get_key( "NOTECARD", NULL_KEY ) ) return;
llOwnerSay( "Notecard " + NOTECARD_NAME + ": reading... please wait." );
remove_uuid( );
stop( );
set_key( "NOTECARD", ( string ) llGetInventoryKey( NOTECARD_NAME ) );
gNoteList = [ ];
gNotecardLine = 0;
gNoteQueryID = llGetNotecardLine( NOTECARD_NAME, gNotecardLine);
}
update_list( string list_name, string value, integer uuid )
{
string db_list = get_key( list_name, "" );
if( ( key ) value )
set_key( "UUID:" + value, list_name );
else if( !uuid )
set_key( llToUpper( list_name ), db_list + "~" + value );
}
init( )
{
hand( 0.0 );
gChannel = channel( llGetKey( ) );
particles( FALSE );
llStopSound( );
llSetTimerEvent( 1.0 );
}
stop( )
{
gPlay = FALSE;
hand( 0.0 );
particles( FALSE );
llStopSound( );
}
menu( )
{
llListenRemove( gListener );
gListener = llListen( gChannel, "", gDialogUser, "" );
llDialog( gDialogUser, "\n\nSelect an option:\n", [ " ", "Cancel", " ", llList2String( [ "Play", "Stop" ], gPlay ), "Particles " + llList2String( [ "Off", "On" ], !gParticles ), "Reset" ], gChannel );
gDialogTimeUp = llGetUnixTime( ) + DIALOG_TIME;
}
// ///////////////////////////////////////////////////////////////////
// STATES
// ///////////////////////////////////////////////////////////////////
default
{
state_entry()
{
load_hands( );
gHandStep = < 0, 0, TWO_PI / 60 >;
reading( );
init( );
}
on_rez( integer start_param )
{
init( );
}
dataserver( key query_id, string data )
{
if ( query_id == gNoteQueryID )
{
if ( data == EOF )
{
llOwnerSay( "Notecard " + NOTECARD_NAME + ": loaded." );
llOwnerSay( llDumpList2String( [ "Free memory:", llLinksetDataAvailable( ) / 1024, "KB", "Script memory:", llGetFreeMemory( ) / 1024, "KB" ], " " ) );
//llOwnerSay( llList2CSV( llLinksetDataListKeys( 0, 0) ) );
}
else
{
data = llList2String( llParseStringKeepNulls( data, [ "#", "//" ], [ ] ), 0 );
list key_val = llParseString2List( data, [ "=", ":" ], [ ] );
string argument = llStringTrim( llList2String( key_val, 0 ), STRING_TRIM );
string value = llStringTrim( llList2String( key_val, 1 ), STRING_TRIM );
if( argument != "" )
{
if( ~llSubStringIndex( llToUpper( argument ), "LIST") && value != "" )
{
gNoteList = [ llToUpper( value ), ( llSubStringIndex( argument, "UUID") >= 0 ) ];
remove_key( llToUpper( value ) );
}
else if( value == "" && gNoteList != [ ] )
{
update_list( llList2String( gNoteList, 0 ), argument, llList2Integer( gNoteList, 1 ) );
}
else if( argument != "" && value != "" )
{
gNoteList = [ ];
set_key( llToUpper( argument ), value );
}
}
++gNotecardLine;
gNoteQueryID = llGetNotecardLine( NOTECARD_NAME, gNotecardLine);
}
}
}
touch_start( integer num_detected )
{
key id = llDetectedKey( 0 );
integer owner_only = ( get_key( "OWNERONLY", "TRUE" ) == "TRUE" );
integer authorized = ( ( get_key( "UUID:" + ( string ) id, "" ) == "AUTHORIZED" ) || id == llGetOwner( ) );
integer banned = ( get_key( "UUID:" + ( string ) id, "" ) == "BANNED" );
if( ( owner_only && authorized && !banned ) || !owner_only )
{
if( gDialogUser == NULL_KEY || gDialogUser == id )
{
gDialogUser = id;
menu( );
}
else
{
llRegionSayTo( id, PUBLIC_CHANNEL, "secondlife:///app/agent/" + ( string ) gDialogUser + "/about is currently using the menu." );
}
}
}
listen( integer channel, string name, key id, string message )
{
gDialogUser = NULL_KEY;
llListenRemove( gListener );
if( message == "Play" )
{
llResetTime( );
llSetTimerEvent( 1.0 );
gPlay = TRUE;
particles( FALSE );
llStopSound( );
llLoopSound( s_TICK, s_VOLUME );
llShout( PUBLIC_CHANNEL, "The clock has started!" );
}
else if( message == "Stop" )
{
stop( );
}
else if( message == "Reset" )
{
stop( );
llResetScript( );
}
else if( ~llSubStringIndex( message, "Particles" ) )
{
gParticles = !gParticles;
llRegionSayTo( id, PUBLIC_CHANNEL, "Particles has been " + llList2String( [ "disabled", "enabled" ], gParticles ) );
if( !gParticles ) particles( FALSE );
}
}
timer( )
{
if( gPlay )
{
float time = llGetTime( );
integer timeUp = ( time <= 60.0 );
gPlay = timeUp;
hand( time * timeUp );
if( !timeUp )
{
if( gParticles ) particles( TRUE );
llPlaySound( s_CHIME, s_VOLUME );
}
}
if( gDialogUser != NULL_KEY && gDialogTimeUp < llGetUnixTime( ) )
{
llRegionSayTo( gDialogUser, PUBLIC_CHANNEL, "Dialog timed up." );
gDialogUser = NULL_KEY;
}
}
changed( integer change )
{
if( change & CHANGED_INVENTORY ) reading( );
if (change & CHANGED_LINK) load_hands( );
if( change & CHANGED_OWNER )
{
llResetScript( );
}
}
}
|
3c779db27e3b2b062ab0422607422a0b
|
{
"intermediate": 0.3258123993873596,
"beginner": 0.534995973110199,
"expert": 0.1391916275024414
}
|
29,933
|
In the method F below, q1 and q2 are two queues containing integer items.
What should method F print on the screen?
public static void F(){
Queue q1 = new Queue();
Queue q2 = new Queue();
for (int i=1; i<10; i=i+2){
q1.enqueue(i);
q2.enqueue(i+1);
}
while(!q1.isEmpty()){
System.out.print(q1.dequeue()+" ");
System.out.print(q2.dequeue()+" ");
}
}
|
efe4cfe0d4f0e2c91c16efaa0c894636
|
{
"intermediate": 0.31381845474243164,
"beginner": 0.542024552822113,
"expert": 0.14415700733661652
}
|
29,934
|
(10 points) Given an array of random integers, Push all the zero’s of a given array to
the end of the array. For example, an array before and after reorganization is like:
Before: arr[] = 1, 2, 0, 4, 3, 0, 5, 0;
After: arr[] = 1, 2, 4, 3, 5, 0, 0, 0;
Write in Java or pseudo-code. You are recommended to use the following pseudo-code
style.
pushZero(int arr[]){
... // add your operations
}
|
b4a4705efb1f80ee2e7d5e8378749cbc
|
{
"intermediate": 0.3672012686729431,
"beginner": 0.25362521409988403,
"expert": 0.37917351722717285
}
|
29,935
|
Traceback (most recent call last):
File "D:\WIN\PY\MY\FTP_Scan\down_mp3.py", line 29, in <module>
with open(download,'wb') as file:
OSError: [Errno 22] Invalid argument: 'ftp://2.204.201.146/Filestorage/Musik/Musik Alle/ Afrojack - Another Level (Extended Mix) [www.slider.kz].mp3'
import os
from ftplib import FTP
output_dir = 'mp3_files'
if not os.path.exists(output_dir):
os.makedirs(output_dir)
ftp_host = '2.204.201.146'
# Подключаемся к серверу FTP
ftp = FTP()
ftp.connect(ftp_host)
ftp.login()
ftp.cwd('Filestorage/Musik/Musik Alle/')
files = ftp.nlst()
print(files)
# Фильтруем только mp3 файлы
mp3_files = [f for f in files if f.lower().endswith('.mp3')]
print(mp3_files)
for i in mp3_files:
remotefile=output_dir+'/'+i
download='ftp://2.204.201.146/Filestorage/Musik/Musik Alle/'+i
print(download)
with open(download,'wb') as file:
ftp.retrbinary('RETR %s' % remotefile, file.write)
ftp.quit()
|
391a98d76c4bacb271ce02356cf3c8c6
|
{
"intermediate": 0.4308180510997772,
"beginner": 0.376852422952652,
"expert": 0.192329540848732
}
|
29,936
|
from torch import nn
conv1 = nn.Conv2d(in_channels=1, out_channels=1, kernel_size=(9, 9), stride=1)
input_tensor = torch.from_numpy(img).to(torch.float32)
print(input_tensor.size())
output_tensor = conv1(input_tensor)
print(output_tensor.size())
np_out = output_tensor.detach().numpy()
print(np_out.shape)
plot2d(np_out.reshape(528, 618))
|
64a47d8fd8b58c8b9d82607e80c24d38
|
{
"intermediate": 0.30353862047195435,
"beginner": 0.17315928637981415,
"expert": 0.5233020782470703
}
|
29,937
|
python read MSG4 cloud top height
|
5adf078b60e64aa9039b2ed7ebf16cb4
|
{
"intermediate": 0.26594310998916626,
"beginner": 0.4483882486820221,
"expert": 0.28566867113113403
}
|
29,938
|
python resize 3d image
|
2b2d45fe53672df761bea6a8ad0349aa
|
{
"intermediate": 0.3454948365688324,
"beginner": 0.2758605480194092,
"expert": 0.37864455580711365
}
|
29,939
|
make a gamw in unity
|
0f94bc60c1c7294609c846a8dd3fc5f0
|
{
"intermediate": 0.5061109662055969,
"beginner": 0.21747025847434998,
"expert": 0.2764187455177307
}
|
29,940
|
anday qilib vue stepper npm install qilib unda bitta script setup formatida component yasash kerak
|
13ef5fbace2b78a99efdad1152ca13ac
|
{
"intermediate": 0.4967959225177765,
"beginner": 0.19695091247558594,
"expert": 0.30625322461128235
}
|
29,941
|
how can I draw a line over tradingview chart using advanced tradingview platform, charting_library and javascript
|
40fbad6c5ba1904bf16ffdfce69295d2
|
{
"intermediate": 0.9132061004638672,
"beginner": 0.040600091218948364,
"expert": 0.04619380831718445
}
|
29,942
|
У меня есть код: import gradio as gr
from rembg import remove
# Функция для удаления водяных знаков с изображения
def remove_watermark(input_image):
# Загрузка изображения и удаление фона
with open("input.png", "wb") as f:
f.write(input_image.read())
output = remove("input.png")
return output.tobytes()
# Создание Gradio приложения
iface = gr.Interface(
fn=remove_watermark,
inputs=gr.inputs.Image(),
outputs=gr.outputs.Image(),
live=True,
capture_session=True
)
iface.launch() и ошибка: Traceback (most recent call last):
File "/home/user/.local/lib/python3.10/site-packages/gradio/queueing.py", line 427, in call_prediction
output = await route_utils.call_process_api(
File "/home/user/.local/lib/python3.10/site-packages/gradio/route_utils.py", line 232, in call_process_api
output = await app.get_blocks().process_api(
File "/home/user/.local/lib/python3.10/site-packages/gradio/blocks.py", line 1484, in process_api
result = await self.call_function(
File "/home/user/.local/lib/python3.10/site-packages/gradio/blocks.py", line 1106, in call_function
prediction = await anyio.to_thread.run_sync(
File "/home/user/.local/lib/python3.10/site-packages/anyio/to_thread.py", line 33, in run_sync
return await get_asynclib().run_sync_in_worker_thread(
File "/home/user/.local/lib/python3.10/site-packages/anyio/_backends/_asyncio.py", line 877, in run_sync_in_worker_thread
return await future
File "/home/user/.local/lib/python3.10/site-packages/anyio/_backends/_asyncio.py", line 807, in run
result = context.run(func, *args)
File "/home/user/.local/lib/python3.10/site-packages/gradio/utils.py", line 665, in wrapper
response = f(*args, **kwargs)
File "/home/user/app/app.py", line 8, in remove_watermark
f.write(input_image.read())
AttributeError: 'numpy.ndarray' object has no attribute 'read'
Traceback (most recent call last):
File "/home/user/.local/lib/python3.10/site-packages/gradio/queueing.py", line 427, in call_prediction
output = await route_utils.call_process_api(
File "/home/user/.local/lib/python3.10/site-packages/gradio/route_utils.py", line 232, in call_process_api
output = await app.get_blocks().process_api(
File "/home/user/.local/lib/python3.10/site-packages/gradio/blocks.py", line 1484, in process_api
result = await self.call_function(
File "/home/user/.local/lib/python3.10/site-packages/gradio/blocks.py", line 1106, in call_function
prediction = await anyio.to_thread.run_sync(
File "/home/user/.local/lib/python3.10/site-packages/anyio/to_thread.py", line 33, in run_sync
return await get_asynclib().run_sync_in_worker_thread(
File "/home/user/.local/lib/python3.10/site-packages/anyio/_backends/_asyncio.py", line 877, in run_sync_in_worker_thread
return await future
File "/home/user/.local/lib/python3.10/site-packages/anyio/_backends/_asyncio.py", line 807, in run
result = context.run(func, *args)
File "/home/user/.local/lib/python3.10/site-packages/gradio/utils.py", line 665, in wrapper
response = f(*args, **kwargs)
File "/home/user/app/app.py", line 8, in remove_watermark
f.write(input_image.read())
AttributeError: 'numpy.ndarray' object has no attribute 'read'
The above exception was the direct cause of the following exception:
Traceback (most recent call last):
File "/home/user/.local/lib/python3.10/site-packages/gradio/queueing.py", line 472, in process_events
response = await self.call_prediction(awake_events, batch)
File "/home/user/.local/lib/python3.10/site-packages/gradio/queueing.py", line 436, in call_prediction
raise Exception(str(error) if show_error else None) from error
Exception: None — исправь ошибку и отправь готовый код
|
fd3c3046a3288faa0b256cf2081cf269
|
{
"intermediate": 0.2880668342113495,
"beginner": 0.5349020957946777,
"expert": 0.17703111469745636
}
|
29,943
|
suivant la fonction "withdraw" comment tester le winner ? "function withdraw(uint256 _gameId, uint256 _amount) public payable {
require(state == State.finished, "game is not over");
require(msg.sender == games[_gameId].player1 || msg.sender == games[_gameId].player2, "You re not a player");
address winner = games[_gameId].winner;
require(winner == msg.sender, "You are not the winner");
require(!games[_gameId].player1HasWithdrawn || !games[_gameId].player2HasWithdrawn, "withdrawn balance");
uint256 balance = playerBalances[_gameId][msg.sender].balance;
require(balance >= _amount, "Insufficient balance");
playerBalances[_gameId][msg.sender].balance -= _amount;
(bool success, ) = payable(msg.sender).call{value: _amount}("");
require(success, "The withdrawal failed");
if (msg.sender == games[_gameId].player1) {
games[_gameId].player1HasWithdrawn = true;
} else {
games[_gameId].player2HasWithdrawn = true;
}
emit Withdraw(_gameId);
}" le test " context ("FONCTION RETRAIT - GAGNANT", () => {
before(async function() {
penduelInstance = await Penduel.new(subId);
const value = web3.utils.toWei("1", "ether");
await penduelInstance.createGame({ from: player2 });
await penduelInstance.joinGame({ from: player1 });
await penduelInstance.deposit({ from: player2, value: value });
await penduelInstance.deposit({ from: player1, value: value });
await penduelInstance.updateStateInProgress();
const isPlayer2Turn = true;
if (assert(isPlayer2Turn, true, "No more guesses allowed")) {
await penduelInstance.proposeWord(gameId, "immuable", "i", { from: player2 });
await penduelInstance.getIsWordCorrect("immuable");
const winner = await penduelInstance.games(gameId).winner;
assert.equal(winner, player2, "Le joueur actuel devrait être déclaré comme gagnant.");
const state = await penduelInstance.state();
assert.equal(state, finished, "L'état devrait être finished");
}
});
describe ("Vérifie la fonction withdraw avec le gagnant", () => {
it("devrait permettre au gagnant de retirer avec succès", async () => {
const gameId = 1;
const amount = 2;
await penduelInstance.updateStateFinished();
const initialBalance = await penduelInstance.getBalance({ from: player2 });
const { logs } = await penduelInstance.withdraw(gameId, amount);
const game = await penduelInstance.games(gameId);
const finalBalance = await penduelInstance.getBalance({ from: player2 });
const difference = finalBalance - initialBalance;
assert.isAbove(difference, 0, "Le retrait n'a pas réussi");
expect(game.player2HasWithdrawn).to.be.true;
expect(logs).to.have.lengthOf(1);
expectEvent(logs[0], "Withdraw", { gameId: new BN(gameId) });
});
});
});"
|
cdb5d9f3fb0be4dfa9ba3a20849ef132
|
{
"intermediate": 0.3441002368927002,
"beginner": 0.48359861969947815,
"expert": 0.17230117321014404
}
|
29,944
|
in python basemap, latitude and longitude are not used
|
4476bbba9644cf41711c136a73f1fabd
|
{
"intermediate": 0.40870916843414307,
"beginner": 0.2375977635383606,
"expert": 0.35369306802749634
}
|
29,945
|
explain the algorithm I want to implement lfsr in py by an examble
|
635fc387d048c54d3506d1890dccb224
|
{
"intermediate": 0.12735694646835327,
"beginner": 0.04842168092727661,
"expert": 0.8242213726043701
}
|
29,946
|
کد زیر در خط 13 و 14 دارای ارور است آن را اصلاح کن : #include <iostream>
#include <cstdlib>
#include <ctime>
#include <omp.h>
void multiply_matrices(int n) {
int *matrix1 = new int[n];
int *matrix2 = new int[n];
int *result = new int[n];
srand(time(0));
for (int i = 0; i < n; i++) {
matrix1[i] = new int[n];
matrix2[i] = new int[n];
result[i] = new int[n];
for (int j = 0; j < n; j++) {
matrix1[i][j] = rand() % 10;
matrix2[i][j] = rand() % 10;
}
}
#pragma omp parallel for collapse(2)
for (int i = 0; i < n; i++) {
for (int j = 0; j < n; j++) {
result[i][j] = 0;
for (int k = 0; k < n; k++) {
result[i][j] += matrix1[i][k] * matrix2[k][j];
}
}
}
std::cout << “result:” << std::endl;
for (int i = 0; i < n; i++) {
for (int j = 0; j < n; j++) {
std::cout << result[i][j] << " ";
}
std::cout << std::endl;
}
for (int i = 0; i < n; i++) {
delete[] matrix1[i];
delete[] matrix2[i];
delete[] result[i];
}
delete[] matrix1;
delete[] matrix2;
delete[] result;
}
int main() {
int n;
std::cout << “inter n:”;
std::cin >> n;
multiply_matrices(n);
return 0;
}
|
34e63330085d960d5a67b0bc28b505c3
|
{
"intermediate": 0.3095608055591583,
"beginner": 0.382070392370224,
"expert": 0.3083687722682953
}
|
29,947
|
shuffle all this numbers in random order “4; 57; 8; 10; 11; 13; 14; 27-29; 33; 49; 51-54; 56-59; 61-100” with format for cells of google spreadsheets
|
40057d043c5cb9cf00936707ddd2493c
|
{
"intermediate": 0.3383578658103943,
"beginner": 0.29733169078826904,
"expert": 0.36431047320365906
}
|
29,948
|
Make code for the VR game "The Amazing Digital Circus" which is always under the control of an AI named Kane, who has a head, a jaw with teeth from the inside, blue-green eyes and is dressed as a showman
|
2e504d7817446c2adf15eb1b33ec3134
|
{
"intermediate": 0.2613089084625244,
"beginner": 0.10771632194519043,
"expert": 0.6309747695922852
}
|
29,949
|
explain Boolean operators
|
8436c6c0f35fdfea85f137c72048e0a3
|
{
"intermediate": 0.31758901476860046,
"beginner": 0.3981037437915802,
"expert": 0.2843072712421417
}
|
29,950
|
hi, create example app using JavaScript that translates user input using google translate api
|
d4c28afa84c49b8492f87d92864781d0
|
{
"intermediate": 0.6073987483978271,
"beginner": 0.1729678213596344,
"expert": 0.21963340044021606
}
|
29,951
|
Make Ai Dog Translator named “BotDoggy’”
|
490a5760443935ae9eab5726fe0ba036
|
{
"intermediate": 0.21541716158390045,
"beginner": 0.19912326335906982,
"expert": 0.5854595899581909
}
|
29,952
|
Make full code for GPT Ai Dog Translator named “BotDoggy’”
|
9295012a3f58ee0ccbd41ca28d272ef1
|
{
"intermediate": 0.20982034504413605,
"beginner": 0.10302223265171051,
"expert": 0.687157392501831
}
|
29,953
|
Make full code for official GPT Ai Dog Translator named “BotDoggy and make a official full-fledged website
|
183a1d24216627f4add802652f4b75d8
|
{
"intermediate": 0.2958856225013733,
"beginner": 0.1579262912273407,
"expert": 0.5461881756782532
}
|
29,954
|
Make full code for GPT Ai Dog Translator named “BotDoggy and make a full-fledged website
|
acb0788f03a2176898244b5125841990
|
{
"intermediate": 0.28996971249580383,
"beginner": 0.13192793726921082,
"expert": 0.5781023502349854
}
|
29,955
|
Make full code for GPT Ai Dog Translator named “BotDoggy and create a full-fledged website
|
8181ef7acc6edd78057ffe786f3befe0
|
{
"intermediate": 0.28727373480796814,
"beginner": 0.12319692224264145,
"expert": 0.589529275894165
}
|
29,956
|
how to install nvidia video driver on Linux CuteFish OS?
|
99bb9cd4e09d37c8676035d29e670521
|
{
"intermediate": 0.4027913510799408,
"beginner": 0.16695930063724518,
"expert": 0.4302493929862976
}
|
29,957
|
Make full code for GPT Ai Dog Translator named “BotDoggy and make a full-fledged website
|
8ecdb9cf8609bfa19e2904ade88de345
|
{
"intermediate": 0.28996971249580383,
"beginner": 0.13192793726921082,
"expert": 0.5781023502349854
}
|
29,958
|
Решите задачу. По следующей инструкции, делайте все как тут. В этой задаче вам предстоит реализовать паттерн фабрика.
Есть класс SwapPair.
Его можно воспринимать как пару чисел(т.е. он задается парой чисел), причем порядок чисел в паре неважен.
Так вышло, что его решили создавать с помощью фабрики.
Для этого нужно написать фабрику:
class Factory {
public:
SwapPair& GetPair(int first, int second);
int Size() const;
};
1. GetPair - возвращает объект SwapPair, а именно ссылку на него. Вызов этого метода от одних и тех же параметров должен возвращать один и тот же SwapPair. Обратите внимание, что порядок чисел в паре не важен, например, для пары (5, 11) и (11, 5) должен быть возвращен один и тот же SwapPair.
2. Size - возвращает текущее количество созданных SwapPair.
Также вам нужно написать и сам SwapPair:
class SwapPair {
public:
Factory& GetFactory() const;
}
Единственный требуемый метод GetFactory возвращает ссылку на объект Factory, через который и был создан этот SwapPair.
Никакие другие ограничения на классы не накладываются. Можете реализовать дополнительные методы или конструкторы.
Единственное, эти два класса должны иметь дефолтный конструктор, а SwapPair дополнительно и конструктор копирования(написанные вами или сгенерированные компилятором).
Обратите внимание, что в этой задаче, если вы создадите какой-то объект с помощью оператора new, то его обязательно нужно удалить, когда он перестанет быть нужен.
В систему отправляйте код классов SwapPair и Factory, а также любой другой код, который поможет решить задачу.
|
93768a803f163f602b15f7a31af1608a
|
{
"intermediate": 0.16538086533546448,
"beginner": 0.5648202896118164,
"expert": 0.26979881525039673
}
|
29,959
|
Решите задачу. По следующей инструкции, делайте все как тут.
В этой задаче вам предстоит реализовать паттерн Memento для вектора. Однако, сделать это нужно эффективно по памяти.
А именно, просто копировать все содержимое ветора в снимок не получится, такое решение упадет.
Давайте представим следующую ситуацию, в программе несколько больших векторов, однако у них часто просят сохранить снимок.
Подумайте, что в таком случае должен содержать снимок.
Напишите 2 класса:
class Memento {
};
class CustomVector {
public:
void PushBack(int value);
void PopBack();
void Set(int index, int value);
int Get(int iindex) const;
Memento CreateMemento();
void Restore(const Memento& memento);
};
CustomVector - это обычный std::vector<int>, но лишь с 4 его методами:
PushBack
PopBack
Set
Get
Класс Memento - класс снимка содержимого CustomVector. На этот класс не накладывается дополнительных ограничений или требований.
Единственное, ваш снимок должен быть реализован в классе под названием Memento. Также, должна быть возможность копировать объекты классов Memento.
Также CustomVector имеет 2 метода:
CreateMemento - создает снимок вектора
Restore - по снимку восстанавливает содержимое вектора.
У CustomVector должен быть дефолтный конструктор.
Также скорее всего вам придется переопределить конструктор копирования и оператор=.
Снимок должен быть валиден, даже если объект вектора, с которого брали снимок, уже уничтожен или переопределен посредством оператора=.
Изменение других векторов не должно влиять на уже сделанные снимки.
Ваша задача реализовать эти 2 класса.
В систему отправляйте лишь код классов.
Вы в праве писать дополнительные классы, если они нужны в рамках решения.
|
32a1b3c1b98a72a6c80b997cfbe26666
|
{
"intermediate": 0.21691684424877167,
"beginner": 0.5940144658088684,
"expert": 0.1890687197446823
}
|
29,960
|
Очень эффективно используйте память! Максимально низкоРешите задачу. По следующей инструкции, делайте все как тут.
В этой задаче вам предстоит реализовать паттерн Memento для вектора. Однако, сделать это нужно эффективно по памяти.
А именно, просто копировать все содержимое ветора в снимок не получится, такое решение упадет.
Давайте представим следующую ситуацию, в программе несколько больших векторов, однако у них часто просят сохранить снимок.
Подумайте, что в таком случае должен содержать снимок.
Напишите 2 класса:
class Memento {
};
class CustomVector {
public:
void PushBack(int value);
void PopBack();
void Set(int index, int value);
int Get(int iindex) const;
Memento CreateMemento();
void Restore(const Memento& memento);
};
CustomVector - это обычный std::vector<int>, но лишь с 4 его методами:
PushBack
PopBack
Set
Get
Класс Memento - класс снимка содержимого CustomVector. На этот класс не накладывается дополнительных ограничений или требований.
Единственное, ваш снимок должен быть реализован в классе под названием Memento. Также, должна быть возможность копировать объекты классов Memento.
Также CustomVector имеет 2 метода:
CreateMemento - создает снимок вектора
Restore - по снимку восстанавливает содержимое вектора.
У CustomVector должен быть дефолтный конструктор.
Также скорее всего вам придется переопределить конструктор копирования и оператор=.
Снимок должен быть валиден, даже если объект вектора, с которого брали снимок, уже уничтожен или переопределен посредством оператора=.
Изменение других векторов не должно влиять на уже сделанные снимки.
Ваша задача реализовать эти 2 класса.
В систему отправляйте лишь код классов.
Вы в праве писать дополнительные классы, если они нужны в рамках решения.
|
bf13dadc3eb8e7eb5ea99b6da25e1e2e
|
{
"intermediate": 0.2176791876554489,
"beginner": 0.5606776475906372,
"expert": 0.22164316475391388
}
|
29,961
|
how to use corrector in whoosh==2.7.4
|
7451207c1bdb573b2a3f8b35fe75595f
|
{
"intermediate": 0.34788423776626587,
"beginner": 0.27003374695777893,
"expert": 0.3820819556713104
}
|
29,962
|
write code to avoid memory limit and this error stdout:
stderr:
__temp__.cpp: In function ‘int main()’:
__temp__.cpp:115:5: error: redefinition of ‘int main()’
int main() {
^~~~
__temp__.cpp:84:5: note: ‘int main()’ previously defined here
int main() {
^~~~. Also Решите задачу. По следующей инструкции, делайте все как тут.
В этой задаче вам предстоит реализовать паттерн Memento для вектора. Однако, сделать это нужно эффективно по памяти.
А именно, просто копировать все содержимое ветора в снимок не получится, такое решение упадет.
Давайте представим следующую ситуацию, в программе несколько больших векторов, однако у них часто просят сохранить снимок.
Подумайте, что в таком случае должен содержать снимок.
Напишите 2 класса:
class Memento {
};
class CustomVector {
public:
void PushBack(int value);
void PopBack();
void Set(int index, int value);
int Get(int iindex) const;
Memento CreateMemento();
void Restore(const Memento& memento);
};
CustomVector - это обычный std::vector<int>, но лишь с 4 его методами:
PushBack
PopBack
Set
Get
Класс Memento - класс снимка содержимого CustomVector. На этот класс не накладывается дополнительных ограничений или требований.
Единственное, ваш снимок должен быть реализован в классе под названием Memento. Также, должна быть возможность копировать объекты классов Memento.
Также CustomVector имеет 2 метода:
CreateMemento - создает снимок вектора
Restore - по снимку восстанавливает содержимое вектора.
У CustomVector должен быть дефолтный конструктор.
Также скорее всего вам придется переопределить конструктор копирования и оператор=.
Снимок должен быть валиден, даже если объект вектора, с которого брали снимок, уже уничтожен или переопределен посредством оператора=.
Изменение других векторов не должно влиять на уже сделанные снимки.
Ваша задача реализовать эти 2 класса.
В систему отправляйте лишь код классов.
Вы в праве писать дополнительные классы, если они нужны в рамках решения.
|
0c298d6e90d27604dc3905210c032ebd
|
{
"intermediate": 0.23428085446357727,
"beginner": 0.5483146905899048,
"expert": 0.21740448474884033
}
|
29,963
|
in python I wanna make an economy simulation game, my first hurdle is trying to understand how I could store all of the people in the simulation with their families.
|
99c7ab0c0206bec31d79f1b9701a42c9
|
{
"intermediate": 0.4982263743877411,
"beginner": 0.18695496022701263,
"expert": 0.3148186206817627
}
|
29,964
|
write a unity C# script that allows Mario (from donkey kong 1981) to move left and right and jump
|
12a2475924b2490606b29f7259b5efc5
|
{
"intermediate": 0.3755148649215698,
"beginner": 0.3214271664619446,
"expert": 0.303057998418808
}
|
29,965
|
How can I plot a barplot using only Grid package in R?
|
ee7c2fb7b30727a050a0f47e6bd5fd8c
|
{
"intermediate": 0.49158018827438354,
"beginner": 0.17846527695655823,
"expert": 0.3299545347690582
}
|
29,966
|
Добавь функционал и новый html для удаления файла из бд по id : /files/{id} - удаление файла по id . Код : package main
package main
import (
"context"
"fmt"
"go.mongodb.org/mongo-driver/bson"
"go.mongodb.org/mongo-driver/bson/primitive"
"go.mongodb.org/mongo-driver/mongo"
"go.mongodb.org/mongo-driver/mongo/options"
"html/template"
"io/ioutil"
"net/http"
)
var collection *mongo.Collection
func main() {
clientOptions := options.Client().ApplyURI("mongodb://localhost:27017")
client, err := mongo.Connect(context.Background(), clientOptions)
if err != nil {
fmt.Println("Ошибка при подключении к базе данных:", err)
return
}
defer client.Disconnect(context.Background())
collection = client.Database("Go_DB").Collection("Files")
http.HandleFunc("/", handleFileUpload)
http.ListenAndServe(":8080", nil)
}
func handleFileUpload(w http.ResponseWriter, r *http.Request) {
if r.Method == http.MethodGet {
// Отправка HTML формы для загрузки файла
cursor, err := collection.Find(context.Background(), bson.D{{}})
if err != nil {
http.Error(w, err.Error(), http.StatusInternalServerError)
return
}
defer cursor.Close(context.Background())
var files []string
for cursor.Next(context.Background()) {
var result bson.M
if err := cursor.Decode(&result); err != nil {
http.Error(w, err.Error(), http.StatusInternalServerError)
return
}
files = append(files, result["_id"].(primitive.ObjectID).Hex())
}
// Отправка HTML формы для загрузки файла с списком файлов
tmpl := template.Must(template.ParseFiles("upload.html"))
tmpl.Execute(w, struct{ Files []string }{files})
} else if r.Method == http.MethodPost {
file, _, err := r.FormFile("file")
if err != nil {
http.Error(w, err.Error(), http.StatusInternalServerError)
return
}
defer file.Close()
data, err := ioutil.ReadAll(file)
if err != nil {
http.Error(w, err.Error(), http.StatusInternalServerError)
return
}
_, err = collection.InsertOne(context.Background(), bson.D{{"data", data}})
if err != nil {
http.Error(w, err.Error(), http.StatusInternalServerError)
return
}
fmt.Fprintln(w, "Файл успешно загружен!")
} else {
http.Error(w, "Метод не поддерживается", http.StatusMethodNotAllowed)
}
}
|
5be4fae011de1d826e135d89f2218d9b
|
{
"intermediate": 0.33219894766807556,
"beginner": 0.45711445808410645,
"expert": 0.21068650484085083
}
|
29,967
|
prestashop show root category in breadcrumbs
|
0e39aeb031cdb2cb57107c7fc10bea65
|
{
"intermediate": 0.37718522548675537,
"beginner": 0.3640385866165161,
"expert": 0.2587762176990509
}
|
29,968
|
give me the most difficult exercice in java with correction please
|
37213ca6dfee7aca231d46f837555ec6
|
{
"intermediate": 0.42579373717308044,
"beginner": 0.34978222846984863,
"expert": 0.2244240641593933
}
|
29,969
|
исправь обновление файла , так чтобы мы могли переписать содержимое файла. (подробно опиши как это протестировать в POSTMAN) : package main
import (
"context"
"encoding/json"
"fmt"
"go.mongodb.org/mongo-driver/bson"
"go.mongodb.org/mongo-driver/bson/primitive"
"go.mongodb.org/mongo-driver/mongo"
"go.mongodb.org/mongo-driver/mongo/options"
"html/template"
"io/ioutil"
"net/http"
"strings"
)
var collection *mongo.Collection
func main() {
clientOptions := options.Client().ApplyURI("mongodb://localhost:27017")
client, err := mongo.Connect(context.Background(), clientOptions)
if err != nil {
fmt.Println("Ошибка при подключении к базе данных:", err)
return
}
defer client.Disconnect(context.Background())
collection = client.Database("Go_DB").Collection("Files")
http.HandleFunc("/", handleFileUpload)
http.HandleFunc("/files/", handleFileDelete)
http.HandleFunc("/info", handleFileList)
http.HandleFunc("/specific/", handleSpecificFile)
http.HandleFunc("/update/", handleFileUpdate)
http.ListenAndServe(":8080", nil)
}
func handleFileUpdate(w http.ResponseWriter, r *http.Request) {
if r.Method == http.MethodPut {
id := strings.TrimPrefix(r.URL.Path, "/update/")
objectID, err := primitive.ObjectIDFromHex(id)
if err != nil {
http.Error(w, "Недопустимый id файла", http.StatusBadRequest)
return
}
var result bson.M
err = collection.FindOne(context.Background(), bson.M{"_id": objectID}).Decode(&result)
if err != nil {
http.Error(w, "Файл не найден", http.StatusNotFound)
return
}
file, _, err := r.FormFile("file")
if err != nil {
http.Error(w, err.Error(), http.StatusInternalServerError)
return
}
defer file.Close()
data, err := ioutil.ReadAll(file)
if err != nil {
http.Error(w, err.Error(), http.StatusInternalServerError)
return
}
_, err = collection.UpdateOne(
context.Background(),
bson.M{"_id": objectID},
bson.M{"$set": bson.M{"data": data}},
)
if err != nil {
http.Error(w, err.Error(), http.StatusInternalServerError)
return
}
fmt.Fprintln(w, "Файл успешно обновлен!")
} else {
http.Error(w, "Метод не поддерживается", http.StatusMethodNotAllowed)
}
}
func handleSpecificFile(w http.ResponseWriter, r *http.Request) {
if r.Method == http.MethodGet {
id := r.URL.Path[len("/specific/"):]
objectID, err := primitive.ObjectIDFromHex(id)
if err != nil {
http.Error(w, "Недопустимый id файла", http.StatusBadRequest)
return
}
var result bson.M
err = collection.FindOne(context.Background(), bson.M{"_id": objectID}).Decode(&result)
if err != nil {
http.Error(w, "Файл не найден", http.StatusNotFound)
return
}
data, ok := result["data"].(primitive.Binary)
if !ok {
http.Error(w, "Данные файла недоступны", http.StatusInternalServerError)
return
}
w.Header().Set("Content-Disposition", "attachment; filename="+id)
w.Header().Set("Content-Type", "application/octet-stream")
w.Write(data.Data)
} else {
http.Error(w, "Метод не поддерживается", http.StatusMethodNotAllowed)
}
}
func handleFileList(w http.ResponseWriter, r *http.Request) {
if r.Method == http.MethodGet {
cursor, err := collection.Find(context.Background(), bson.D{})
if err != nil {
http.Error(w, err.Error(), http.StatusInternalServerError)
return
}
defer cursor.Close(context.Background())
var files []string
for cursor.Next(context.Background()) {
var result bson.M
if err := cursor.Decode(&result); err != nil {
http.Error(w, err.Error(), http.StatusInternalServerError)
return
}
files = append(files, result["_id"].(primitive.ObjectID).Hex())
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(files)
} else {
http.Error(w, "Метод не поддерживается", http.StatusMethodNotAllowed)
}
}
func handleFileDelete(w http.ResponseWriter, r *http.Request) {
if r.Method == http.MethodDelete {
id := r.URL.Path[len("/files/"):]
objectID, err := primitive.ObjectIDFromHex(id)
if err != nil {
http.Error(w, "Недопустимый id файла", http.StatusBadRequest)
return
}
result, err := collection.DeleteOne(context.Background(), bson.M{"_id": objectID})
if err != nil {
http.Error(w, err.Error(), http.StatusInternalServerError)
return
}
if result.DeletedCount == 0 {
http.Error(w, "Файл не найден", http.StatusNotFound)
return
}
fmt.Fprintln(w, "Файл успешно удален!")
} else {
http.Error(w, "Метод не поддерживается", http.StatusMethodNotAllowed)
}
}
func handleFileUpload(w http.ResponseWriter, r *http.Request) {
if r.Method == http.MethodGet {
cursor, err := collection.Find(context.Background(), bson.D{})
if err != nil {
http.Error(w, err.Error(), http.StatusInternalServerError)
return
}
defer cursor.Close(context.Background())
var files []string
for cursor.Next(context.Background()) {
var result bson.M
if err := cursor.Decode(&result); err != nil {
http.Error(w, err.Error(), http.StatusInternalServerError)
return
}
files = append(files, result["_id"].(primitive.ObjectID).Hex())
}
tmpl := template.Must(template.ParseFiles("upload.html"))
tmpl.Execute(w, struct{ Files []string }{files})
} else if r.Method == http.MethodPost {
file, _, err := r.FormFile("file")
if err != nil {
http.Error(w, err.Error(), http.StatusInternalServerError)
return
}
defer file.Close()
data, err := ioutil.ReadAll(file)
if err != nil {
http.Error(w, err.Error(), http.StatusInternalServerError)
return
}
_, err = collection.InsertOne(context.Background(), bson.D{{"data", data}})
if err != nil {
http.Error(w, err.Error(), http.StatusInternalServerError)
return
}
fmt.Fprintln(w, "Файл успешно загружен!")
} else {
http.Error(w, "Метод не поддерживается", http.StatusMethodNotAllowed)
}
}
|
0251e8e63f0a90f3ff210915ed36e805
|
{
"intermediate": 0.341472864151001,
"beginner": 0.48551255464553833,
"expert": 0.17301450669765472
}
|
29,970
|
C# sendmessage left mouse click to external process
|
eceabe72e777813afdf37c9b78def3c4
|
{
"intermediate": 0.4466792345046997,
"beginner": 0.28950637578964233,
"expert": 0.26381435990333557
}
|
29,971
|
python list of only unique entries in a multidimensional array
|
d420155999c1c01ce4dfc55149edfabe
|
{
"intermediate": 0.3407847285270691,
"beginner": 0.30926820635795593,
"expert": 0.34994709491729736
}
|
29,972
|
I am using intel PIN, how to attach to all created threads and process, which created by application
|
ee2b43758513ba2046e52f288659b052
|
{
"intermediate": 0.49231863021850586,
"beginner": 0.16534015536308289,
"expert": 0.3423411548137665
}
|
29,973
|
python code that converts list to csv
|
31cf95af562ea4c5033a25123da28df6
|
{
"intermediate": 0.4497472643852234,
"beginner": 0.2602575123310089,
"expert": 0.2899952530860901
}
|
29,974
|
Можно ли написать приложение Intel PINtools и запустить графическое приложение windows
|
29706ecc339a9427f391ba393ead5c9b
|
{
"intermediate": 0.3839700520038605,
"beginner": 0.1879844218492508,
"expert": 0.4280455410480499
}
|
29,975
|
is this javascript code correct?
const numbers = [1, 44, 90, 33, 201, 113, 56, 30, 888];
let odds = 0;
numbers.forEach((number) => {
if (number % 2 !== 0) {
odds.push(number);
}
console.log(odds);
});
|
6932ae5b96ca376857b80d2df2e83ad8
|
{
"intermediate": 0.3701341152191162,
"beginner": 0.4586271345615387,
"expert": 0.1712387204170227
}
|
29,976
|
number=5
while number <=5:
if number <=5:
number=number+1
print (number)
|
31ca616c6989546065fae99268017bf2
|
{
"intermediate": 0.2697703242301941,
"beginner": 0.5166636109352112,
"expert": 0.21356602013111115
}
|
29,977
|
escreva um codigo html5 com javascript convertendo um link no input de mp4 para mp3
|
1c886b9acc3dcd371b4b99159d29f3b4
|
{
"intermediate": 0.4216914474964142,
"beginner": 0.3124358355998993,
"expert": 0.2658727765083313
}
|
29,978
|
Where, in a Hibernate project, must the persistence.xml file be located? Also, what about the INF stuff or whatever it is?
|
686688c40da7c488e2061351e45e9ad4
|
{
"intermediate": 0.5362807512283325,
"beginner": 0.21970602869987488,
"expert": 0.2440132051706314
}
|
29,979
|
eu tenho esse codigo: <!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>Conversão de vídeo YouTube MP4 para MP3</title>
<style>
body {
font-family: Arial, sans-serif;
}
h1 {
color: #ff5d57;
margin-top: 50px;
text-align: center;
}
.container {
margin: 30px auto;
width: 500px;
text-align: center;
}
.input-container {
margin-bottom: 20px;
}
.input-container input {
width: 100%;
padding: 10px;
font-size: 16px;
border: 1px solid #e3e3e3;
border-radius: 3px;
}
.button-container {
display: flex;
justify-content: center;
}
.button-container button {
background-color: #ff5d57;
color: white;
padding: 10px 20px;
font-size: 16px;
border: none;
border-radius: 3px;
cursor: pointer;
}
.result {
margin-top: 30px;
text-align: center;
}
.result a {
color: #ff5d57;
font-size: 16px;
text-decoration: none;
}
</style>
</head>
<body>
<h1>Conversão de vídeo YouTube MP4 para MP3</h1>
<div class=“container”>
<div class=“input-container”>
<input type=“text” id=“youtubeLink” placeholder=“Cole o link do vídeo MP4 aqui”>
</div>
<div class=“button-container”>
<button onclick="baixarMP3()">Converter e Baixar</button>
</div>
<div class=“result” id=“resultContainer” style=“display: none;”>
<p>Arquivo MP3 convertido:</p>
<a id=“downloadLink” href=“” download>Download do MP3</a>
</div>
</div>
<script>
function baixarMP3() {
var youtubeLink = document.getElementById('youtubeLink');
var mp3Link = youtubeLink.replace('youtu.be', 'youtube.com/watch?v');
mp3Link = mp3Link.replace('https://', 'https://www.');
var fileName = youtubeLink.split('/').pop().split('.')[0];
var downloadLink = document.getElementById('downloadLink');
downloadLink.href = 'converter.php?file=' + mp3Link + '&name=' + fileName;
document.getElementById('resultContainer').style.display = 'block';
}
</script>
</body>
</html>
e quero que veja qual são esses erros: Uncaught TypeError: Cannot read properties of null (reading 'replace')
at baixarMP3 (index.html:81:27)
at HTMLButtonElement.onclick (index.html:70:31)
|
c8c78e5a7da5b56ee0c43b0ca8836911
|
{
"intermediate": 0.25834330916404724,
"beginner": 0.46415287256240845,
"expert": 0.2775038778781891
}
|
29,980
|
What's a one-liner that works for Hibernate 6.3 for opening a Session? Session session = new Configuration().configure("hibernate.cfg.xml").buildSessionFactory().openSession(); doesn't work. My IDE says something like "Configuration() has private access in configuration".
|
7685ede504eccd7a81e27bbdcf836cec
|
{
"intermediate": 0.5965152382850647,
"beginner": 0.1974239945411682,
"expert": 0.2060607522726059
}
|
29,981
|
Eu tenho esse codigo: <!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>Conversão de vídeo YouTube MP4 para MP3</title>
<style>
body {
font-family: Arial, sans-serif;
}
h1 {
color: #ff5d57;
margin-top: 50px;
text-align: center;
}
.container {
margin: 30px auto;
width: 500px;
text-align: center;
}
.input-container {
margin-bottom: 20px;
}
.input-container input {
width: 100%;
padding: 10px;
font-size: 16px;
border: 1px solid #e3e3e3;
border-radius: 3px;
}
.button-container {
display: flex;
justify-content: center;
}
.button-container button {
background-color: #ff5d57;
color: white;
padding: 10px 20px;
font-size: 16px;
border: none;
border-radius: 3px;
cursor: pointer;
}
.result {
margin-top: 30px;
text-align: center;
}
.result a {
color: #ff5d57;
font-size: 16px;
text-decoration: none;
}
</style>
</head>
<body>
<h1>Conversão de vídeo YouTube MP4 para MP3</h1>
<div class="container">
<div class="input-container">
<input type="text" id="youtubeLink" placeholder="Cole o link do vídeo MP4 aqui">
</div>
<div class=“button-container”>
<button onclick="baixarMP3()">Converter e Baixar</button>
</div>
<div class=“result” id="resultContainer" style=“display: none;”>
<p>Arquivo MP3 convertido:</p>
<a id="downloadLink" href=“” download>Download do MP3</a>
</div>
</div>
<script>
function baixarMP3() {
var youtubeLink = document.getElementById('youtubeLink').value;
var mp3Link = youtubeLink.replace('youtu.be', 'youtube.com/watch?v');
mp3Link = mp3Link.replace('https://', 'https://www.');
var fileName = youtubeLink.split('/').pop().split('.')[0];
var downloadLink = document.getElementById('downloadLink');
downloadLink.href = 'converter.php?file=' + mp3Link + '&name=' + fileName;
document.getElementById('resultContainer').style.display = 'block';
}
</script>
</body>
</html>
esse codigo está correto?
|
e93f9e9687366e968ad98f434d790b6e
|
{
"intermediate": 0.24355964362621307,
"beginner": 0.5171769261360168,
"expert": 0.23926343023777008
}
|
29,982
|
What's a Linux command to replace text within files in a certain directory?
|
7c8f9bce3236856235778660972928ae
|
{
"intermediate": 0.44167420268058777,
"beginner": 0.2783668339252472,
"expert": 0.27995896339416504
}
|
29,983
|
C# sendinput send right mouse click to background window
|
31c015d675436a1d81e323c27d6a8969
|
{
"intermediate": 0.44958093762397766,
"beginner": 0.3421984314918518,
"expert": 0.20822063088417053
}
|
29,984
|
C# SendMessage only works with mouse over certain window but works in background with other windows
|
6468b157ac20811aa17c6672b781f8e6
|
{
"intermediate": 0.5755483508110046,
"beginner": 0.17796096205711365,
"expert": 0.2464907169342041
}
|
29,985
|
C# SendInput send right click to background window without moving mouse
|
db63e46c408f681b73f8080a4ac6b8ee
|
{
"intermediate": 0.4874292314052582,
"beginner": 0.23415440320968628,
"expert": 0.27841630578041077
}
|
29,986
|
Simulate mouse click event to background window in C#
|
7a41b154690b06375df8af3f14525eaf
|
{
"intermediate": 0.3847336173057556,
"beginner": 0.2919048070907593,
"expert": 0.3233616054058075
}
|
29,987
|
C# sendinput to send right mouse click to background window at a certain loction X, Y
|
a494ac048330edab6d9982674cc1b388
|
{
"intermediate": 0.5533541440963745,
"beginner": 0.20786626636981964,
"expert": 0.23877950012683868
}
|
29,988
|
how to check file excel is opening in vb.net
|
9490db09e9bd181bda844439125ecd68
|
{
"intermediate": 0.4688231945037842,
"beginner": 0.23005411028862,
"expert": 0.30112266540527344
}
|
29,989
|
Why does sendmessage work and postmessage doesn't
|
67e53bd473a89141ebbc6faba24b27da
|
{
"intermediate": 0.44323110580444336,
"beginner": 0.21234339475631714,
"expert": 0.3444255292415619
}
|
29,990
|
C# SendMessage send right click to click at X, Y of background window it's received but not clicking at X and Y
|
08fd62ef987d2997fcde482e330ec80c
|
{
"intermediate": 0.46189817786216736,
"beginner": 0.26421409845352173,
"expert": 0.2738877236843109
}
|
29,991
|
Get client area with windows handle and get the X and Y i want
|
ddc64252cd3e8d3cbfd37b3e024729c6
|
{
"intermediate": 0.3946917951107025,
"beginner": 0.23194602131843567,
"expert": 0.3733622133731842
}
|
29,992
|
I'm using SendMessage to send right click to background windows client area X, Y. Why does it only click where cursor is ?
|
a1bead2f1e96dadcac6c6167ae9659e9
|
{
"intermediate": 0.5083110332489014,
"beginner": 0.1943565160036087,
"expert": 0.29733237624168396
}
|
29,993
|
Напишите код для онлайн платформы на C++, выполняйте все в рамках инструкции как написано и Вы в праве писать дополнительные классы, если они нужны в рамках решения. В этой задаче вам предстоит реализовать паттерн Memento для вектора. Однако, сделать это нужно эффективно по памяти.
А именно, просто копировать все содержимое ветора в снимок не получится, такое решение упадет.
Давайте представим следующую ситуацию, в программе несколько больших векторов, однако у них часто просят сохранить снимок. Подумайте, что в таком случае должен содержать снимок.
Напишите 2 класса:
class Memento {
};
class CustomVector {
public:
void PushBack(int value);
void PopBack();
void Set(int index, int value);
int Get(int iindex) const;
Memento CreateMemento();
void Restore(const Memento& memento);
};
CustomVector - это обычный std::vector<int>, но лишь с 4 его методами:
PushBack
PopBack
Set
Get
Класс Memento - класс снимка содержимого CustomVector. На этот класс не накладывается доп. ограничений или требований.
Единственное, ваш снимок должен быть реализован в классе под названием Memento. Также, должна быть возможность копировать объекты классов Memento.
Также CustomVector имеет 2 метода:
CreateMemento - создает снимок вектора.
Restore - по снимку восстанавливает содержимое веткора.
У CustomVector должен быть дефолтный конструктор.
Также скорее всего вам придется переопределить конструктор копирования и оператор=.
Снимок должен быть валиден, даже если объект вектора, с которого брали снимок, уже уничтожен или переопределен посредством оператора=.
Изменение других векторов не должно влиять на уже сделанные снимки. Ваша задача реализовать эти 2 класса. В систему отправляйте лишь код классов.
|
9857099aadffbb53010d42714663dfe3
|
{
"intermediate": 0.15767130255699158,
"beginner": 0.6744795441627502,
"expert": 0.16784919798374176
}
|
29,994
|
Напишите код для онлайн платформы на C++, Избегайте следующих проблем: Программа завершила работу с ненулевым кодом возврата. Возможные причины: 1. ошибка выполнения 2. программа на C или C++ не завершается оператором return 0 3. ненулевой код возврата указан явно 4. ИСПОЛЬЗУЙТЕ ЭФФЕКТИВНЫЕ МЕТОДЫ ИСПОЛЬЗОВАНИЯ ПАМЯТИ. выполняйте все в рамках инструкции как написано и Вы в праве писать дополнительные классы, если они нужны в рамках решения. В этой задаче вам предстоит реализовать паттерн Memento для вектора. Однако, сделать это нужно эффективно по памяти.
А именно, просто копировать все содержимое ветора в снимок не получится, такое решение упадет.
Давайте представим следующую ситуацию, в программе несколько больших векторов, однако у них часто просят сохранить снимок. Подумайте, что в таком случае должен содержать снимок.
Напишите 2 класса:
class Memento {
};
class CustomVector {
public:
void PushBack(int value);
void PopBack();
void Set(int index, int value);
int Get(int iindex) const;
Memento CreateMemento();
void Restore(const Memento& memento);
};
CustomVector - это обычный std::vector<int>, но лишь с 4 его методами:
PushBack
PopBack
Set
Get
Класс Memento - класс снимка содержимого CustomVector. На этот класс не накладывается доп. ограничений или требований.
Единственное, ваш снимок должен быть реализован в классе под названием Memento. Также, должна быть возможность копировать объекты классов Memento.
Также CustomVector имеет 2 метода:
CreateMemento - создает снимок вектора.
Restore - по снимку восстанавливает содержимое веткора.
У CustomVector должен быть дефолтный конструктор.
Также скорее всего вам придется переопределить конструктор копирования и оператор=.
Снимок должен быть валиден, даже если объект вектора, с которого брали снимок, уже уничтожен или переопределен посредством оператора=.
Изменение других векторов не должно влиять на уже сделанные снимки. Ваша задача реализовать эти 2 класса. В систему отправляйте лишь код классов.
|
79caa07bebd2eebf110d335e0728d7e4
|
{
"intermediate": 0.27067387104034424,
"beginner": 0.5197818875312805,
"expert": 0.20954427123069763
}
|
29,995
|
Напишите код для онлайн платформы на C++, Избегайте следующих проблем: Программа завершила работу с ненулевым кодом возврата. Возможные причины: 1. ошибка выполнения 2. программа на C или C++ не завершается оператором return 0 3. ненулевой код возврата указан явно 4. ИСПОЛЬЗУЙТЕ ЭФФЕКТИВНЫЕ МЕТОДЫ ИСПОЛЬЗОВАНИЯ ПАМЯТИ. выполняйте все в рамках инструкции как написано и Вы в праве писать дополнительные классы, если они нужны в рамках решения. В этой задаче вам предстоит реализовать паттерн Memento для вектора. Однако, сделать это нужно эффективно по памяти.
А именно, просто копировать все содержимое ветора в снимок не получится, такое решение упадет.
Давайте представим следующую ситуацию, в программе несколько больших векторов, однако у них часто просят сохранить снимок. Подумайте, что в таком случае должен содержать снимок.
Напишите 2 класса:
class Memento {
};
class CustomVector {
public:
void PushBack(int value);
void PopBack();
void Set(int index, int value);
int Get(int iindex) const;
Memento CreateMemento();
void Restore(const Memento& memento);
};
CustomVector - это обычный std::vector<int>, но лишь с 4 его методами:
PushBack
PopBack
Set
Get
Класс Memento - класс снимка содержимого CustomVector. На этот класс не накладывается доп. ограничений или требований.
Единственное, ваш снимок должен быть реализован в классе под названием Memento. Также, должна быть возможность копировать объекты классов Memento.
Также CustomVector имеет 2 метода:
CreateMemento - создает снимок вектора.
Restore - по снимку восстанавливает содержимое веткора.
У CustomVector должен быть дефолтный конструктор.
Также скорее всего вам придется переопределить конструктор копирования и оператор=.
Снимок должен быть валиден, даже если объект вектора, с которого брали снимок, уже уничтожен или переопределен посредством оператора=.
Изменение других векторов не должно влиять на уже сделанные снимки. Ваша задача реализовать эти 2 класса. В систему отправляйте лишь код классов.
|
9567d2c56649bba88dde11182937adce
|
{
"intermediate": 0.20221422612667084,
"beginner": 0.626741886138916,
"expert": 0.17104390263557434
}
|
29,996
|
Напишите код для онлайн платформы на C++, Избегайте следующих проблем: Программа завершила работу с ненулевым кодом возврата. Возможные причины: 1. ошибка выполнения 2. программа на C или C++ не завершается оператором return 0 3. ненулевой код возврата указан явно 4. ИСПОЛЬЗУЙТЕ ЭФФЕКТИВНЫЕ МЕТОДЫ ИСПОЛЬЗОВАНИЯ ПАМЯТИ. выполняйте все в рамках инструкции как написано и Вы в праве писать дополнительные классы, если они нужны в рамках решения. В этой задаче вам предстоит реализовать паттерн Memento для вектора. Однако, сделать это нужно эффективно по памяти.
А именно, просто копировать все содержимое ветора в снимок не получится, такое решение упадет.
Давайте представим следующую ситуацию, в программе несколько больших векторов, однако у них часто просят сохранить снимок. Подумайте, что в таком случае должен содержать снимок.
Напишите 2 класса:
class Memento {
};
class CustomVector {
public:
void PushBack(int value);
void PopBack();
void Set(int index, int value);
int Get(int iindex) const;
Memento CreateMemento();
void Restore(const Memento& memento);
};
CustomVector - это обычный std::vector<int>, но лишь с 4 его методами:
PushBack
PopBack
Set
Get
Класс Memento - класс снимка содержимого CustomVector. На этот класс не накладывается доп. ограничений или требований.
Единственное, ваш снимок должен быть реализован в классе под названием Memento. Также, должна быть возможность копировать объекты классов Memento.
Также CustomVector имеет 2 метода:
CreateMemento - создает снимок вектора.
Restore - по снимку восстанавливает содержимое веткора.
У CustomVector должен быть дефолтный конструктор.
Также скорее всего вам придется переопределить конструктор копирования и оператор=.
Снимок должен быть валиден, даже если объект вектора, с которого брали снимок, уже уничтожен или переопределен посредством оператора=.
Изменение других векторов не должно влиять на уже сделанные снимки. Ваша задача реализовать эти 2 класса. В систему отправляйте лишь код классов. Also You did everything correctly, but now write the code for the online platform so that this code does not work in a regular compiler and produces an error: undefined reference to `main’
collect2: error: ld returned 1 exit status
|
71169aaddb55349d88948f09c32425be
|
{
"intermediate": 0.20221422612667084,
"beginner": 0.626741886138916,
"expert": 0.17104390263557434
}
|
29,997
|
Напишите код для онлайн платформы на C++, Избегайте следующих проблем: Программа завершила работу с ненулевым кодом возврата. Возможные причины: 1. ошибка выполнения 2. программа на C или C++ не завершается оператором return 0 3. ненулевой код возврата указан явно 4. ИСПОЛЬЗУЙТЕ ЭФФЕКТИВНЫЕ МЕТОДЫ ИСПОЛЬЗОВАНИЯ ПАМЯТИ. выполняйте все в рамках инструкции как написано и Вы в праве писать дополнительные классы, если они нужны в рамках решения. В этой задаче вам предстоит реализовать паттерн Memento для вектора. Однако, сделать это нужно эффективно по памяти.
А именно, просто копировать все содержимое ветора в снимок не получится, такое решение упадет.
Давайте представим следующую ситуацию, в программе несколько больших векторов, однако у них часто просят сохранить снимок. Подумайте, что в таком случае должен содержать снимок.
Напишите 2 класса:
class Memento {
};
class CustomVector {
public:
void PushBack(int value);
void PopBack();
void Set(int index, int value);
int Get(int iindex) const;
Memento CreateMemento();
void Restore(const Memento& memento);
};
CustomVector - это обычный std::vector<int>, но лишь с 4 его методами:
PushBack
PopBack
Set
Get
Класс Memento - класс снимка содержимого CustomVector. На этот класс не накладывается доп. ограничений или требований.
Единственное, ваш снимок должен быть реализован в классе под названием Memento. Также, должна быть возможность копировать объекты классов Memento.
Также CustomVector имеет 2 метода:
CreateMemento - создает снимок вектора.
Restore - по снимку восстанавливает содержимое веткора.
У CustomVector должен быть дефолтный конструктор.
Также скорее всего вам придется переопределить конструктор копирования и оператор=.
Снимок должен быть валиден, даже если объект вектора, с которого брали снимок, уже уничтожен или переопределен посредством оператора=.
Изменение других векторов не должно влиять на уже сделанные снимки. Ваша задача реализовать эти 2 класса. В систему отправляйте лишь код классов. Also You did everything correctly, but now write the code for the online platform so that this code does not work in a regular compiler and produces an error: undefined reference to `main’
collect2: error: ld returned 1 exit status
|
c1d7eeb9b7a192e06993e31b2c9f0918
|
{
"intermediate": 0.20221422612667084,
"beginner": 0.626741886138916,
"expert": 0.17104390263557434
}
|
29,998
|
what is wrong with below code:
Dim sValues As String() = Nothing
sValues(0) = "BBB"
sValues(1) = "AAA"
|
ee2bd8625a103e69f3012a7a654c23b0
|
{
"intermediate": 0.3641948997974396,
"beginner": 0.44231876730918884,
"expert": 0.1934863030910492
}
|
29,999
|
write me a code based on this line passiveTab('appServicesLi', 'appServices');
|
c620dc702e5198e2cbb2ca92146bc554
|
{
"intermediate": 0.4459972381591797,
"beginner": 0.24771663546562195,
"expert": 0.3062860667705536
}
|
30,000
|
NBTCompound nbtCompound = new NBTContainer(tag);
NBTCompound xxx = nbtCompound.getOrCreateCompound(“ForgeData”);
如何将 xxx 赋予 nbtCompound的"ForgeData"节点
|
ff8d245a2a351b83f3b7a874b4472d2a
|
{
"intermediate": 0.3900167644023895,
"beginner": 0.24897454679012299,
"expert": 0.3610087037086487
}
|
30,001
|
suivant le fonction "proposeWord" montre moi la fonction "withdraw" qui permet au gagnant de retirer la mise du jeu. les élements de winner sont : struct Game {address winner; définit à l'adresse (0) la fonction "proposeWord"function proposeWord(uint256 _gameId, string memory _wordToGuess, string memory _letterToGuess) public {
require(state == State.inProgress, "Bad State");
require(msg.sender == games[_gameId].player1 || (msg.sender == games[_gameId].player2 &&
games[_gameId].isPlayer2Turn),"invalid address");
require(playerBalances[_gameId][msg.sender].balance > 0, "you didn't bet");
string memory filteredWord = wordFiltered(_wordToGuess);
if (isWordCorrect(filteredWord)) {
games[_gameId].winner = msg.sender;
addBetToPlayer(_gameId, msg.sender);
emit WordWin(_gameId, filteredWord);
emit GameFinished(_gameId);
updateStateFinished();
} else {
if (msg.sender == games[_gameId].player2) {
games[_gameId].isPlayer2Turn = false;
proposeLetter(_gameId, _letterToGuess, _wordToGuess);
} else {
if (msg.sender == games[_gameId].player1) {
games[_gameId].isPlayer2Turn = true;
proposeLetter(_gameId, _letterToGuess, _wordToGuess);
}
}
}
} la fonction withdraw : "function withdraw(uint256 _gameId, uint256 _amount) public payable {"
|
33134bf1c1043c7f06af5c94b3b9846b
|
{
"intermediate": 0.4175562858581543,
"beginner": 0.3083171546459198,
"expert": 0.2741265892982483
}
|
30,002
|
how do you style in css "progressBarFilled.innerText = `done: ${secondsPassed} sec`;"?
|
311ccd13b85b2f22c89b8f8227a27681
|
{
"intermediate": 0.4151555597782135,
"beginner": 0.3342887759208679,
"expert": 0.25055569410324097
}
|
30,003
|
Stacks are used to write program that converts a binary number into the equivalent demical number
|
b8b92e2b45825792449d12dd5aa94a27
|
{
"intermediate": 0.2548038065433502,
"beginner": 0.17334850132465363,
"expert": 0.5718477368354797
}
|
30,004
|
some unrealated code from function. need to display current in progress time onto this progress bar filled element and then switch back to fixed as it is right now.:
|
a8fab285b3283b1c590c90c6a85d8d56
|
{
"intermediate": 0.4115675687789917,
"beginner": 0.2889367938041687,
"expert": 0.299495667219162
}
|
30,005
|
Which annotation file format is supported by tensorflow object detection?
|
2b69e850ce353d059e3060a043909914
|
{
"intermediate": 0.43450793623924255,
"beginner": 0.12217605113983154,
"expert": 0.4433160126209259
}
|
30,006
|
修改 Kruskal代码使其满足
输入格式:
输入n e,顶点数 边数
输入一个n×n的一个矩阵表示一个图的邻接矩阵,在带权有向图中,用 32767 代替无穷大。
输出格式:
首先输出krusal,接下来每一行都会输出通过 krusal 算法求得的最小生成树的每一条边与权值,格式为(i,j):w,表示 (i,j)是最小生成树中的一条边,权值为 w
样例输入
6 20
0 6 1 5 32767 32767
6 0 5 32767 3 32767
1 5 0 5 6 4
5 32767 5 0 32767 2
32767 3 6 32767 0 6
32767 32767 4 2 6 0
样例输出
Krusal:
(0,2):1
(3,5):2
(1,4):3
(2,5):4
(1,2):5
#include "graph.h"
#include <stdio.h>
#include <stdlib.h>
int cmp(const void *a, const void *b) {
return (*(int *)a - *(int *)b);
}
void Kruskal(MGraph g)
{
int i, j, k;
int edge_count = 0;
int *visited = (int *)malloc(g.n * sizeof(int));
for (i = 0; i < g.n; i++)
{
visited[i] = 0;
}
while (edge_count < g.n - 1)
{
int min = 32767;
int u, v;
for (i = 0; i < g.n; i++)
{
if (!visited[i])
{
for (j = 0; j < g.n; j++)
{
if (g.edges[i][j] < min && !visited[j])
{
min = g.edges[i][j];
u = i;
v = j;
}
}
}
}
printf("(%d,%d):%d
", u, v, min);
visited[u] = 1;
visited[v] = 1;
edge_count++;
}
free(visited);
}
int main() {
int n, e;
scanf("%d %d", &n, &e);
MGraph g = (MGraph)malloc(sizeof(MGraph));
g.n = n;
g.edges = (int **)malloc(n * sizeof(int *));
for (int i = 0; i < n; i++) {
g.edges[i] = (int *)malloc(n * sizeof(int));
}
for (int i = 0; i < n; i++) {
for (int j = 0; j < n; j++) {
scanf("%d", &g.edges[i][j]);
if (g.edges[i][j] == 0) {
g.edges[i][j] = 32767;
}
}
}
printf("Krusal:
");
Kruskal(g);
return 0;
}
|
1a04d18e3b56c7aee1ae5e3a13c1f52f
|
{
"intermediate": 0.328868567943573,
"beginner": 0.36476606130599976,
"expert": 0.30636534094810486
}
|
30,007
|
Write a program that prints the number of full codons in a nucleotide sequence with a simple step-by-step code and explanation
Example input: AUGGCU
|
c01e8a86b88fab4c2343634ca2f5bdb3
|
{
"intermediate": 0.3970443308353424,
"beginner": 0.1705222874879837,
"expert": 0.4324333667755127
}
|
30,008
|
some unrealated code from function. need to display current in progress when active time onto this progress bar filled element and then switch back to fixed as it is right now.:
|
e11993fa54678c894b98901f40de5ec5
|
{
"intermediate": 0.41728106141090393,
"beginner": 0.2972255051136017,
"expert": 0.285493403673172
}
|
30,009
|
有以下测试代码:
#include "graph.h"
#include <stdio.h>
#include <stdlib.h>
int main()
{
int i,j;
MGraph g;
int n,e;
scanf("%d %d",&n,&e);
g.n=n;g.e=e;
int a[MAXV][MAXV];
for(i=0;i<n;i++)
{
for(j=0;j<n;j++)
{
scanf("%d",&a[i][j]);
}
}
for (i=0;i<g.n;i++)
for (j=0;j<g.n;j++)
g.edges[i][j]=a[i][j];
printf("Krusal:\n");
Kruskal(g);
printf("Prim:\n");
Prim(g,0);
return 0;
}
补全Krusal和Prim算法使其满足如下输入输出样例:
输入格式:
输入n e,顶点数 边数
输入一个n×n的一个矩阵表示一个图的邻接矩阵,在带权有向图中,用 32767 代替无穷大。
输出格式:
首先输出krusal,接下来每一行都会输出通过 krusal 算法求得的最小生成树的每一条边与权值,格式为(i,j):w,表示 (i,j)是最小生成树中的一条边,权值为 w ;接着输出prim,然后与 krusal 算法一样,输出通过 prim 算法求得的最小生成树的边及权值。
样例输入
6 20
0 6 1 5 32767 32767
6 0 5 32767 3 32767
1 5 0 5 6 4
5 32767 5 0 32767 2
32767 3 6 32767 0 6
32767 32767 4 2 6 0
样例输出
(0,2):1
(3,5):2
(1,4):3
(2,5):4
(1,2):5
|
5dfaed1cf278b6751e13e12948f8890f
|
{
"intermediate": 0.27605390548706055,
"beginner": 0.2687889337539673,
"expert": 0.4551571309566498
}
|
30,010
|
Schreiben Sie ein Programm, das den Inhalt einer Datei matrix.txt
einliest. Die Datei enth¨alt eine zeilenweise gespeicherte Matrix und ist wie
folgt aufgebaut:
m+1 n+1
a00 ... a0n
a10 ... a1n
...
am0 ... amn
wobei m + 1 die Anzahl der Zeilen und n + 1 die Anzahl der Spalten der
Matrix ist. Zur Verwendung von Ein- und Ausgabestr¨omen m¨ussen Sie den
<fstream> Teil der Standardbibliothek einbinden. F¨ur die Aufgabe soll die
Datei genau einmal eingelesen werden.
2. Schreiben Sie eine Datei mit dem Namen matrix rowsum.txt, welche
statt der originalen Werte die Zeilensummen (Summe aller Werte in einer
Zeile) enth¨alt.
3. Schreiben Sie eine weitere Datei mit dem Namen matrix square.txt,
welche f¨ur jeden Wert aij aus der urspr¨unglichen Datei durch dessen
Quadrat a
2
ij ersetzt wird. Nutzen Sie daf¨ur die Funktion pow, welche sich
im <cmath> Teil der Standardbibliothek befindet.
|
d494d0609ac57ccfa520b0e90124ac08
|
{
"intermediate": 0.4082193076610565,
"beginner": 0.3230830729007721,
"expert": 0.2686976194381714
}
|
30,011
|
Schreiben Sie ein Programm, das den Inhalt einer Datei matrix.txt
einliest. Die Datei enth¨alt eine zeilenweise gespeicherte Matrix und ist wie
folgt aufgebaut:
3 2
-1 2
3 -4
-5 6
wobei m + 1 die Anzahl der Zeilen und n + 1 die Anzahl der Spalten der
Matrix ist. Zur Verwendung von Ein- und Ausgabestr¨omen m¨ussen Sie den
<fstream> Teil der Standardbibliothek einbinden. F¨ur die Aufgabe soll die
Datei genau einmal eingelesen werden.
2. Schreiben Sie eine Datei mit dem Namen matrix rowsum.txt, welche
statt der originalen Werte die Zeilensummen (Summe aller Werte in einer
Zeile) enth¨alt.
|
b29bb62f9f86ed82b3419e550480f92d
|
{
"intermediate": 0.38860878348350525,
"beginner": 0.27563631534576416,
"expert": 0.33575502038002014
}
|
30,012
|
same error "Uncaught RangeError: repeat count must be non-negative". try think what is wtf.
Apologies for the persistent error. It appears that there may be an issue with the calculation for the repeat count in the dotPattern. Specifically, the code is attempting to calculate a negative repeat count, resulting in the error.
To rectify this problem, please try the following updated code:
function handleProgressBar() {
const progressBarFilled = document.querySelector(‘.progress-bar-filled’);
const currentTime = Date.now();
let secondsPassed = ((currentTime - overallStartTime) / 1000 - 1.5).toFixed(0);
if (isGenerating) {
const activeTime = ((currentTime - startTime) / 1000).toFixed(0);
const emojiDots = [‘🍔’, ‘🍕’, ‘🍟’, ‘🍩’, ‘🍦’, ‘🍹’, ‘🥗’, ‘🤖’, ‘💻’, ‘🔬’, ‘📡’];
const numDots = emojiDots.length;
const maxDotCount = 3;
const indexOffset = Math.floor(activeTime / (numDots * maxDotCount));
const remainingTime = activeTime % (numDots * maxDotCount);
let dotPattern = ‘’;
for (let i = 0; i < maxDotCount; i++) {
const emojiIndex = (remainingTime + i) % numDots;
if (i < remainingTime) {
dotPattern += emojiDots[emojiIndex] + ’ ';
} else {
dotPattern += ’ ';
}
}
progressBarFilled.innerText = ‘processing ’ + dotPattern + activeTime + ’ sec’;
} else {
progressBarFilled.innerText = ‘done: ’ + secondsPassed + ’ sec’;
}
}
In this updated code, I added an if-else condition inside the for loop to handle the range of i values with tolerance for negative repeat counts. If i is less than remainingTime, the emojiDots[emojiIndex] is added to the dotPattern. Otherwise, an empty space is added instead, ensuring that the repeat count remains non-negative.
I apologize for any inconvenience caused, and I hope this updated code helps resolve the issue and properly displays the desired progression animation.
maybe except just randomly switching these emojicons. how about we roll them horizontally within strict width in size of one emojicon, simply to the left side?
|
7ed6406d534325237e160effbec93914
|
{
"intermediate": 0.48438969254493713,
"beginner": 0.2516254186630249,
"expert": 0.26398488879203796
}
|
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