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using System.Collections; using System.Collections.Generic; using UnityEngine; public class Player : MonoBehaviour { public float speed = 5f; // Speed of character movement private Animator anim; private void Start() { anim = GetComponent<Animator>(); } void Update() { // Move character based on input axes float horizontalInput = Input.GetAxis("Horizontal"); float verticalInput = Input.GetAxis("Vertical"); // Calculate movement direction Vector2 movement = new Vector2(horizontalInput, verticalInput) * speed * Time.deltaTime; // Apply movement to the character’s position transform.Translate(movement); anim.SetFloat("moveX", movement.x); anim.SetFloat("moveY", movement.y); } } make it so if the player has a knife and is facing x direction the knifes sprite renderer "flip" component will be set to false and will move 0.82 on the x axis
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31,321
encoder_inputs = tf.keras.layers.Input(shape=(max_length,)) encoder_embedding = tf.keras.layers.Embedding(input_dim, embedding_dim, input_length=max_length)(encoder_inputs) encoder_gru = tf.keras.layers.Bidirectional(tf.keras.layers.GRU(latent_dim, return_sequences=True, return_state=True)) encoder_outputs, forward_h, backward_h = encoder_gru(encoder_embedding) state_h = tf.keras.layers.Concatenate()([forward_h, backward_h]) encoder_states = [state_h] decoder_inputs = tf.keras.layers.Input(shape=(max_length,)) decoder_embedding = tf.keras.layers.Embedding(input_dim, embedding_dim, input_length=max_length)(decoder_inputs) decoder_lstm = tf.keras.layers.Bidirectional(tf.keras.layers.LSTM(latent_dim * 2, return_sequences=True, return_state=True)) decoder_outputs, _,_ = decoder_lstm(decoder_embedding, initial_state=[state_h, state_c]) decoder_dense = tf.keras.layers.Dense(output_dim, activation='softmax') decoder_outputs = decoder_dense(decoder_outputs) NameError: name 'state_c' is not defined
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31,322
Write a bash script to allow oracle user to run script with root permission that includes other scripts in it
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31,323
Salam Air wants to get a better insight about its business in summer season 2023 regarding the flights that depart from Muscat by providing different statistics related to the flights and passengers. Create a java project that reads data from two input files. First file “trips” contains information about available trips like trip ID, destination, date, ticket price. While the second file “passengers” contains information about the passengers like passport number, name, age, trips ID (see sample input files below Figures 1&2). To promote its business, Salam Air decided to use special discount when calculating final ticket price depending on passengers age according to the following table. age discount <18 10% 18<=age<=50 15% >50 7% Your java project should produce the following report on an output file “report” (see sample output file, Figure 3) about passengers showing for each passenger the list of trips and its detailed information including ticket price after discount for each trip. Your project should include at least two classes beside the Main class. You must provide API documentation for each class. Trip class: Maintain trip information like: trip ID, destination, date, ticket price. Passenger Class: Maintain the information of a passenger like passport number, name, age, discount, array of trips reserved by the passenger. This class may also do the following: 2  assigns suitable discount to the passenger according to age  maintains an array called “reservations” that includes all trips information of the passenger with price of ticket modified to include discount. It includes the following methods: - A constructor that initializes passenger information. - Accessor methods to access the instance variables. - Mutator methods that change the instance variables to given values. - Method “discountAmount” to find suitable discount for the passenger. - Method “passengerListTrips” to build array of string that holds information about all trips of the passenger with modified prices. Main class: Includes the following methods:  main: which controls the project and read files data into two array lists “tripList” and “passList”.  passengers_report: which prints the output report about passengers
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31,324
The user may indicate their desired VERBOSITY of your response as follows: V=1: extremely terse V=2: concise V=3: detailed (default) V=4: comprehensive V=5: exhaustive and nuanced detail with comprehensive depth and breadth Once the user has sent a message, adopt the role of 1 or more subject matter EXPERTs most qualified to provide a authoritative, nuanced answer, then proceed step-by-step to respond: 1. Begin your response like this: **Expert(s)**: list of selected EXPERTs **Possible Keywords**: lengthy CSV of EXPERT-related topics, terms, people, and/or jargon **Question**: improved rewrite of user query in imperative mood addressed to EXPERTs **Plan**: As EXPERT, summarize your strategy (considering VERBOSITY) and naming any formal methodology, reasoning process, or logical framework used *** 2. Provide your authoritative, and nuanced answer as EXPERTs; prefix with relevant emoji and embed GOOGLE SEARCH HYPERLINKS around key terms as they naturally occur in the text, q=extended search query. Omit disclaimers, apologies, and AI self-references. Provide unbiased, holistic guidance and analysis incorporating EXPERTs best practices. Go step by step for complex answers. Do not elide code. Use Markdown. IMPORTANT: USE ONLY GOOGLE SEARCH HYPERLINKS, no other domains are allowed. Example: 🚙 [Car shopping](https://www.google.com/search?q=low+stress+car+buying+methods) can be stressful. 3. Once you are finished with your response, provide additional GOOGLE SEARCH HYPERLINK resources that are related to the topic discussed. Each one should have words to link, an extended search phrase, and text that describes how it's related to the topic at hand: """ ### See also - {several NEW related emoji + GOOGLE + how it's related} - (example: 🍌 [Bananas](https://www.google.com/search?q=bananas+and+other+high+potassium+foods) are one of many sources of potassium) - etc. """ 4. After those resources, consider what other tangentially-related resources might be fun/cool/interesting to the user. Each one should have words to link, an extended search phrase, and text that describes why you recommend it: """ ### You may also enjoy - (example: 🍨 [Ice cream sundaes](https://www.google.com/search?q=bananas+and+other+high+potassium+foods) are always a delicious treat) - etc. """ # formatting - Improve presentation using Markdown - Educate user by embedding HYPERLINKS inline for key terms, topics, standards, citations, etc. - IMPORTANT: USE ONLY GOOGLE SEARCH HYPERLINKS, no other domains are allowed # /slash commands /help: explain new capabilities with examples /review: assistant should self-critique its answer, correct any mistakes or missing info, and offer to make improvements /summary: all questions and takeaways /q: suggest follow-up questions user could ask /more: drill deeper into topic /links: suggest new, extra GOOGLE links
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31,325
Write a bash script to allow oracle user to run script with sudo permission that includes other scripts in it
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31,326
Write a bash script run_oracle_root to allow oracle user to run script with sudo permission , with script1,script2 executed in the same script
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31,327
The user may indicate their desired VERBOSITY of your response as follows: V=1: extremely terse V=2: concise V=3: detailed (default) V=4: comprehensive V=5: exhaustive and nuanced detail with comprehensive depth and breadth Once the user has sent a message, adopt the role of 1 or more subject matter EXPERTs most qualified to provide a authoritative, nuanced answer, then proceed step-by-step to respond: 1. Begin your response like this: Expert(s): list of selected EXPERTs Possible Keywords: lengthy CSV of EXPERT-related topics, terms, people, and/or jargon Question: improved rewrite of user query in imperative mood addressed to EXPERTs Plan: As EXPERT, summarize your strategy (considering VERBOSITY) and naming any formal methodology, reasoning process, or logical framework used *** 2. Provide your authoritative, and nuanced answer as EXPERTs; prefix with relevant emoji and embed GOOGLE SEARCH HYPERLINKS around key terms as they naturally occur in the text, q=extended search query. Omit disclaimers, apologies, and AI self-references. Provide unbiased, holistic guidance and analysis incorporating EXPERTs best practices. Go step by step for complex answers. Do not elide code. Use Markdown. IMPORTANT: USE ONLY GOOGLE SEARCH HYPERLINKS, no other domains are allowed. Example: 🚙 Car shopping can be stressful. 3. Once you are finished with your response, provide additional GOOGLE SEARCH HYPERLINK resources that are related to the topic discussed. Each one should have words to link, an extended search phrase, and text that describes how it’s related to the topic at hand: “”“ ### See also - {several NEW related emoji + GOOGLE + how it’s related} - (example: 🍌 Bananas are one of many sources of potassium) - etc. ”“” 4. After those resources, consider what other tangentially-related resources might be fun/cool/interesting to the user. Each one should have words to link, an extended search phrase, and text that describes why you recommend it: “”“ ### You may also enjoy - (example: 🍨 Ice cream sundaes are always a delicious treat) - etc. ”“” # formatting - Improve presentation using Markdown - Educate user by embedding HYPERLINKS inline for key terms, topics, standards, citations, etc. - IMPORTANT: USE ONLY GOOGLE SEARCH HYPERLINKS, no other domains are allowed # /slash commands /help: explain new capabilities with examples /review: assistant should self-critique its answer, correct any mistakes or missing info, and offer to make improvements /summary: all questions and takeaways /q: suggest follow-up questions user could ask /more: drill deeper into topic /links: suggest new, extra GOOGLE links
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31,328
How are STM32C030 and STM32C031 different micro controllers ?
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31,329
In E22 the following formula =SUM(E11:F21) calculates all the time in column E. How can I show this value as a fraction value of hours, so that 16 hours and 30 min is showm as 16.5 hours
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31,330
this.transfer.send(Type.REGISTRATON, "show_achievements"); как сюда {"ids":[0,1]} добавить
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31,331
нужно сделать фильтр, чтобы прогружал, только один результат для фото и для видео, не весь список с база данных, а только один, который запросил пользователь, у базы данных, нажав Поделиться. # Обработчик инлайн-запросов @dp.inline_handler(lambda query: True) async def inline_query_handler(inline_query: InlineQuery, state: FSMContext): try: if inline_query is None: return results = [] query = inline_query.query if query.isdigit(): user_id = int(query) connection = await aiosqlite.connect('share_publications.db') cursor = await connection.cursor() await cursor.execute("SELECT id, photo_file_id, photo_caption, video_file_id, video_caption, button_name, link FROM publications") fetch_result = await cursor.fetchall() print(fetch_result) for row in fetch_result: user_id, photo_file_id, photo_caption, video_file_id, video_caption, button_name, link = row if photo_file_id: stored_photo_file_id[user_id] = photo_file_id stored_photo_caption[user_id] = photo_caption stored_button_names[user_id] = button_name stored_links[user_id] = link share_button = InlineKeyboardButton("Поделиться", switch_inline_query=str(user_id)) button = InlineKeyboardButton(text=button_name, url=link) reply_markup = InlineKeyboardMarkup().add(button, share_button) results.append(InlineQueryResultCachedPhoto( id=str(user_id), # Исправлено на str(user_id) photo_file_id=photo_file_id, caption=photo_caption, reply_markup=reply_markup )) if video_file_id: stored_video_file_id[user_id] = video_file_id stored_video_caption[user_id] = video_caption stored_button_names[user_id] = button_name stored_links[user_id] = link share_button = InlineKeyboardButton("Поделиться", switch_inline_query=str(user_id)) button = InlineKeyboardButton(text=button_name, url=link) reply_markup = InlineKeyboardMarkup().add(button, share_button) results.append(InlineQueryResultCachedVideo( id=str(id), video_file_id=video_file_id, caption=video_caption, reply_markup=reply_markup )) await bot.answer_inline_query(inline_query.id, results, cache_time=1) except Exception as e: print(e)
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31,332
Group by in python for a specific date
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31,333
Gitlab webhook jenkins. write pipeline jenkinsfile show webhook json data
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31,334
Debian. Python/ Warning, GUI failed to start: Reason: No module named '_tkinter' File selection GUI unsupported. customtkinter python module required!
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31,335
do you know what map reduce programming is?
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31,336
namespace Lab_1.Models; public class Bank { public decimal Balance { get; private set; } public void AddMoney(decimal amount) { if (amount < 1) { throw new ArgumentException($"{nameof(amount)} must be positive and non zero"); } Balance += amount; } public void TakeMoney(decimal amount) { if (amount > Balance) { throw new ArgumentException("Not enough money for transfer"); } Balance -= amount; } } напиши тесты для класса, язык C# фреймворк для тестов XUnit
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31,337
namespace Lab_1.Models; public enum PowerOfCard { Ace, King, Queen, Jack, Ten, Nine, Eight, Seven, Six, Five, Four, Three, Two } public enum Suits { Hearts, Clubs, Spades, Diamonds } public class Card : IComparable { public PowerOfCard Power { get; } public Suits Suit { get; } public Card(PowerOfCard power, Suits suit) { Power = power; Suit = suit; } public int CompareTo(object? obj) { if (obj is null) { throw new ArgumentNullException(); } if (obj.GetType() != GetType()) { throw new ArgumentException("Object is not a Card"); } var otherCard = obj as Card; // We multiply result of comparing cuz in enum ace has index 1, but it's the most powerful return -1 * Power.CompareTo(otherCard.Power); } public override string ToString() { return $"{Power} - {Suit}"; } } напиши функцию, которая будет проверять List<Card> на black jack
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31,338
So I want to be able to transform my 2d game into a 2.5d game when you press a button in godot, how should I think about it to make it simple?, wanna add a 3d plane in a angle so you can run up and down as in a 3d game
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31,339
write a C# script where if anim.SetFloat("moveX", movement.x); and the player is moving right make set the knife transform to (0.41, -0.02, 0) and flip the sprite renderer "Flip" component to false
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31,340
rewrite this so iẗ́s a gd file instead of c: using Godot; using System; public partial class StateOfThePlayer : Node { public static StateOfThePlayer Instance { get; private set; } public float Health { get; set; } public Vector2 Last2DPosition { get; set; } public Vector3 Last3DPosition { get; set; } public override void _Ready() { Instance = this; // Other initialization code… } public override void _ExitTree() { Instance = null; // Other cleanup code… } }
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31,341
rewrite so this player script use the same as the 2d so you easily can swap between them and also update the hp from the playerstate: using Godot; using System; public partial class Player : CharacterBody3D { public const uint MaxLifepoints = 200; [Export] public float Speed { get; private set; } = 5.0f; [Export] public float JumpVelocity { get; private set; } = 4.5f; [Export] private uint _lifepoints = MaxLifepoints; // Get the gravity from the project settings to be synced with RigidBody nodes. public float gravity = ProjectSettings.GetSetting(“physics/3d/default_gravity”).AsSingle(); private GameManager _gameManager; private Timer _attackTimer; private Node3D _visual; private ProgressBar _playerLifebar; private AnimationTree _animationTree; public override void _Ready() { base._Ready(); _gameManager = GetNode<GameManager>(“/root/GameManager”); _gameManager.Player = this; _playerLifebar = GetTree().CurrentScene.GetNode<ProgressBar>(“HUD/PlayerLifeBar”); _playerLifebar.MaxValue = MaxLifepoints; _playerLifebar.Value = _lifepoints; _attackTimer = GetNode<Timer>(“AttackCooldown”); _visual = GetNode<Node3D>(“Visual”); _animationTree = GetNode<AnimationTree>(“AnimationTree”); } public override void _Process(double delta) { base._Process(delta); _playerLifebar.Value = _lifepoints; } public override void _PhysicsProcess(double delta) { Vector3 velocity = Velocity; // Add the gravity. if (!IsOnFloor()) velocity.Y -= gravity * (float)delta; // Handle Jump. //if (Input.IsActionJustPressed(“ui_accept”) && IsOnFloor()) // velocity.Y = JumpVelocity; // Get the input direction and handle the movement/deceleration. // As good practice, you should replace UI actions with custom gameplay actions. Vector2 inputDir = Input.GetVector(“left”, “right”, “up”, “down”); Vector3 direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized(); if (direction != Vector3.Zero) { velocity.X = direction.X * Speed; velocity.Z = direction.Z * Speed; } else { velocity.X = Mathf.MoveToward(Velocity.X, 0, Speed); velocity.Z = Mathf.MoveToward(Velocity.Z, 0, Speed); } Velocity = velocity; MoveAndSlide(); velocity.Y = 0; _animationTree.Set(“parameters/walking/blend_amount”, velocity.LimitLength(1).Length()); if (Mathf.IsZeroApprox(velocity.Length())) return; _visual.LookAt(Position + 10 * velocity, Vector3.Up, true); //var angle = 0; //var transform = _visual.Transform; //transform.Basis = new(Vector3.Up, angle); //_visual.Transform = transform; } public void OnAttackTimeOut() { _attackTimer.Start(); var nearestEnemy = _gameManager.GetNearestEnemy(); if (nearestEnemy == null) return; //nearestEnemy.TakeDamages(); } public void TakeDamages(uint damages) { _lifepoints -= Math.Clamp(damages, 0, _lifepoints); } internal void Heal(uint damages) { _lifepoints = Math.Clamp(_lifepoints + damages, 0, MaxLifepoints); } } 2dplayer: extends CharacterBody2D enum State {IDLE, RUN, JUMP, ATTACK} var state = State.IDLE #Data var bullets_amount : int = 30 var attack_animation = “Attack1” @export var movement_data : MovementData @export var stats : Stats #Refrences @onready var animator : AnimatedSprite2D = AnimatedSprite2D @onready var guns_animator : AnimationPlayer =ShootingAnimationPlayer @onready var hit_animator : AnimationPlayer = HitAnimationPlayer @onready var hand : Node2D =Hand @onready var pistol : Sprite2D = Hand/Pivot/Pistol @onready var pistol_bullet_marker : Marker2D =Hand/Pivot/Pistol/PistolBulletMarker @onready var attacking : bool = false @export var camera : Camera2D #Load Scenes @onready var muzzle_load : PackedScene = preload(“res://Scenes/Particles/muzzle.tscn”) @onready var bullet_load : PackedScene = preload(“res://Scenes/Props/bullet.tscn”) @onready var death_particle_load : PackedScene = preload(“res://Scenes/Particles/player_death_particle.tscn”) func _ready(): stats.health = stats.max_health EventManager.bullets_amount = bullets_amount EventManager.update_bullet_ui.emit() PlayerState.health = stats.health; func _physics_process(delta): apply_gravity(delta) var input_vector = Input.get_axis(“move_left”,“move_right”) if input_vector != 0: apply_acceleration(input_vector, delta) else: apply_friction(delta) if Input.is_action_just_pressed(“SwapPlane”): _on_swapPlane() if Input.is_action_just_pressed(“jump”) and is_on_floor(): jump() if Input.is_action_just_pressed(“shoot”): animator.play(“Attacking”) if bullets_amount: guns_animator.play(“Shoot”) move_and_slide() animate(input_vector) func apply_acceleration(input_vector, delta): velocity.x = move_toward(velocity.x, movement_data.max_speed * input_vector, movement_data.acceleration * delta) func apply_friction(delta): velocity.x = move_toward(velocity.x, 0, movement_data.friction * delta) func apply_gravity(delta): if not is_on_floor(): velocity.y += movement_data.gravity * movement_data.gravity_scale * delta func knockback(vector): velocity = velocity.move_toward(vector * movement_data.knockback_force, movement_data.acceleration) func jump(): velocity.y = -movement_data.jump_strength AudioManager.play_sound(AudioManager.JUMP) func shoot(): state = State.ATTACK attack_animation = “Attack” + str(randi_range(1, 2)) animator.play(attack_animation) Hand/AttackArea/CollisionShape2D.disabled = false; await animator.animation_looped EventManager.update_bullet_ui.emit() var mouse_position : Vector2 = (get_global_mouse_position() - global_position).normalized() var muzzle = muzzle_load.instantiate() var bullet = bullet_load.instantiate() pistol_bullet_marker.add_child(muzzle) bullet.global_position = pistol_bullet_marker.global_position bullet.target_vector = mouse_position bullet.rotation = mouse_position.angle() get_tree().current_scene.add_child(bullet) AudioManager.play_sound(AudioManager.SHOOT) Hand/AttackArea/CollisionShape2D.disabled = true; state = State.IDLE func animate(input_vector): var mouse_position : Vector2 = (get_global_mouse_position() - global_position).normalized() if mouse_position.x > 0 and animator.flip_h: animator.flip_h = false elif mouse_position.x < 0 and not animator.flip_h: animator.flip_h = true hand.rotation = mouse_position.angle() if hand.scale.y == 1 and mouse_position.x < 0: hand.scale.y = -1 elif hand.scale.y == -1 and mouse_position.x > 0: hand.scale.y = 1 if state != State.ATTACK: if is_on_floor(): if input_vector != 0: animator.play(“Run”) else: animator.play(“Idle”) else: if velocity.y > 0: animator.play(“Jump”) # Check if the current animation is the attack animation func _on_hurtbox_area_entered(_area): if not _area.is_in_group(“Bullet”): hit_animator.play(“Hit”) EventManager.update_health_ui.emit() if stats.health <= 0: die() else: AudioManager.play_sound(AudioManager.HURT) EventManager.frame_freeze.emit() func _on_swapPlane(): PlayerState.set_last_2d_position(global_position); get_tree().change_scene_to_file(“res://demo/Scenes/main_scene.tscn”) func die(): AudioManager.play_sound(AudioManager.DEATH) animator.play(“Died”) var death_particle = death_particle_load.instantiate() death_particle.global_position = global_position get_tree().current_scene.add_child(death_particle) EventManager.player_died.emit() queue_free()
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31,342
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Player : MonoBehaviour { public float speed = 5f; // Speed of character movement private Animator anim; private void Start() { anim = GetComponent<Animator>(); } void Update() { // Move character based on input axes float horizontalInput = Input.GetAxis("Horizontal"); float verticalInput = Input.GetAxis("Vertical"); // Calculate movement direction Vector2 movement = new Vector2(horizontalInput, verticalInput) * speed * Time.deltaTime; // Apply movement to the character’s position transform.Translate(movement); anim.SetFloat("moveX", movement.x); anim.SetFloat("moveY", movement.y); } } make it so if the player is moving right (D key or right arrow) and has the knife game object, the knifes transform will be set to (0.41, -0.02, 0) and in the sprite renderer the "Flip" component will be set to false. And if the player is moving left (A key or left arrow) and has the knife game object, the knifes transform will be set to (-0.41, -0.02, 0) and in the sprite renderer the "Flip" component will be set to true
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31,343
rewrite so this player script use the same as the 2d so you easily can swap between them and also update the hp from the playerstate, and write it in .gd format: using Godot; using System; public partial class Player : CharacterBody3D { public const uint MaxLifepoints = 200; [Export] public float Speed { get; private set; } = 5.0f; [Export] public float JumpVelocity { get; private set; } = 4.5f; [Export] private uint _lifepoints = MaxLifepoints; // Get the gravity from the project settings to be synced with RigidBody nodes. public float gravity = ProjectSettings.GetSetting(“physics/3d/default_gravity”).AsSingle(); private GameManager _gameManager; private Timer _attackTimer; private Node3D _visual; private ProgressBar _playerLifebar; private AnimationTree _animationTree; public override void _Ready() { base._Ready(); _gameManager = GetNode<GameManager>(“/root/GameManager”); _gameManager.Player = this; _playerLifebar = GetTree().CurrentScene.GetNode<ProgressBar>(“HUD/PlayerLifeBar”); _playerLifebar.MaxValue = MaxLifepoints; _playerLifebar.Value = _lifepoints; _attackTimer = GetNode<Timer>(“AttackCooldown”); _visual = GetNode<Node3D>(“Visual”); _animationTree = GetNode<AnimationTree>(“AnimationTree”); } public override void _Process(double delta) { base._Process(delta); _playerLifebar.Value = _lifepoints; } public override void _PhysicsProcess(double delta) { Vector3 velocity = Velocity; // Add the gravity. if (!IsOnFloor()) velocity.Y -= gravity * (float)delta; // Handle Jump. //if (Input.IsActionJustPressed(“ui_accept”) && IsOnFloor()) // velocity.Y = JumpVelocity; // Get the input direction and handle the movement/deceleration. // As good practice, you should replace UI actions with custom gameplay actions. Vector2 inputDir = Input.GetVector(“left”, “right”, “up”, “down”); Vector3 direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized(); if (direction != Vector3.Zero) { velocity.X = direction.X * Speed; velocity.Z = direction.Z * Speed; } else { velocity.X = Mathf.MoveToward(Velocity.X, 0, Speed); velocity.Z = Mathf.MoveToward(Velocity.Z, 0, Speed); } Velocity = velocity; MoveAndSlide(); velocity.Y = 0; _animationTree.Set(“parameters/walking/blend_amount”, velocity.LimitLength(1).Length()); if (Mathf.IsZeroApprox(velocity.Length())) return; _visual.LookAt(Position + 10 * velocity, Vector3.Up, true); //var angle = 0; //var transform = _visual.Transform; //transform.Basis = new(Vector3.Up, angle); //_visual.Transform = transform; } public void OnAttackTimeOut() { _attackTimer.Start(); var nearestEnemy = _gameManager.GetNearestEnemy(); if (nearestEnemy == null) return; //nearestEnemy.TakeDamages(); } public void TakeDamages(uint damages) { _lifepoints -= Math.Clamp(damages, 0, _lifepoints); } internal void Heal(uint damages) { _lifepoints = Math.Clamp(_lifepoints + damages, 0, MaxLifepoints); } } 2dplayer: extends CharacterBody2D enum State {IDLE, RUN, JUMP, ATTACK} var state = State.IDLE #Data var bullets_amount : int = 30 var attack_animation = “Attack1” @export var movement_data : MovementData @export var stats : Stats #Refrences @onready var animator : AnimatedSprite2D = AnimatedSprite2D @onready var guns_animator : AnimationPlayer =ShootingAnimationPlayer @onready var hit_animator : AnimationPlayer = HitAnimationPlayer @onready var hand : Node2D =Hand @onready var pistol : Sprite2D = Hand/Pivot/Pistol @onready var pistol_bullet_marker : Marker2D =Hand/Pivot/Pistol/PistolBulletMarker @onready var attacking : bool = false @export var camera : Camera2D #Load Scenes @onready var muzzle_load : PackedScene = preload(“res://Scenes/Particles/muzzle.tscn”) @onready var bullet_load : PackedScene = preload(“res://Scenes/Props/bullet.tscn”) @onready var death_particle_load : PackedScene = preload(“res://Scenes/Particles/player_death_particle.tscn”) func _ready(): stats.health = stats.max_health EventManager.bullets_amount = bullets_amount EventManager.update_bullet_ui.emit() PlayerState.health = stats.health; func _physics_process(delta): apply_gravity(delta) var input_vector = Input.get_axis(“move_left”,“move_right”) if input_vector != 0: apply_acceleration(input_vector, delta) else: apply_friction(delta) if Input.is_action_just_pressed(“SwapPlane”): _on_swapPlane() if Input.is_action_just_pressed(“jump”) and is_on_floor(): jump() if Input.is_action_just_pressed(“shoot”): animator.play(“Attacking”) if bullets_amount: guns_animator.play(“Shoot”) move_and_slide() animate(input_vector) func apply_acceleration(input_vector, delta): velocity.x = move_toward(velocity.x, movement_data.max_speed * input_vector, movement_data.acceleration * delta) func apply_friction(delta): velocity.x = move_toward(velocity.x, 0, movement_data.friction * delta) func apply_gravity(delta): if not is_on_floor(): velocity.y += movement_data.gravity * movement_data.gravity_scale * delta func knockback(vector): velocity = velocity.move_toward(vector * movement_data.knockback_force, movement_data.acceleration) func jump(): velocity.y = -movement_data.jump_strength AudioManager.play_sound(AudioManager.JUMP) func shoot(): state = State.ATTACK attack_animation = “Attack” + str(randi_range(1, 2)) animator.play(attack_animation) Hand/AttackArea/CollisionShape2D.disabled = false; await animator.animation_looped EventManager.update_bullet_ui.emit() var mouse_position : Vector2 = (get_global_mouse_position() - global_position).normalized() var muzzle = muzzle_load.instantiate() var bullet = bullet_load.instantiate() pistol_bullet_marker.add_child(muzzle) bullet.global_position = pistol_bullet_marker.global_position bullet.target_vector = mouse_position bullet.rotation = mouse_position.angle() get_tree().current_scene.add_child(bullet) AudioManager.play_sound(AudioManager.SHOOT) Hand/AttackArea/CollisionShape2D.disabled = true; state = State.IDLE func animate(input_vector): var mouse_position : Vector2 = (get_global_mouse_position() - global_position).normalized() if mouse_position.x > 0 and animator.flip_h: animator.flip_h = false elif mouse_position.x < 0 and not animator.flip_h: animator.flip_h = true hand.rotation = mouse_position.angle() if hand.scale.y == 1 and mouse_position.x < 0: hand.scale.y = -1 elif hand.scale.y == -1 and mouse_position.x > 0: hand.scale.y = 1 if state != State.ATTACK: if is_on_floor(): if input_vector != 0: animator.play(“Run”) else: animator.play(“Idle”) else: if velocity.y > 0: animator.play(“Jump”) # Check if the current animation is the attack animation func _on_hurtbox_area_entered(_area): if not _area.is_in_group(“Bullet”): hit_animator.play(“Hit”) EventManager.update_health_ui.emit() if stats.health <= 0: die() else: AudioManager.play_sound(AudioManager.HURT) EventManager.frame_freeze.emit() func _on_swapPlane(): PlayerState.set_last_2d_position(global_position); get_tree().change_scene_to_file(“res://demo/Scenes/main_scene.tscn”) func die(): AudioManager.play_sound(AudioManager.DEATH) animator.play(“Died”) var death_particle = death_particle_load.instantiate() death_particle.global_position = global_position get_tree().current_scene.add_child(death_particle) EventManager.player_died.emit() queue_free() In order to allow for a seamless swap between 3D and 2D player characters while keeping a consistent interface, you should abstract the common functionality into a shared interface or base class and then implement the specifics in the derived classes. For this refactoring, I’ll define an abstract class named PlayerBase which will include the common properties and methods. Both Player (for 3D) and Player2D (a new class for 2D) will inherit from this base class. Below is an example of how you could organize the PlayerBase abstract class: using Godot; using System; public abstract class PlayerBase : Node { public const uint MaxHealth = 200; protected uint health = MaxHealth; public float Speed { get; protected set; } = 5.0f; public float JumpStrength { get; protected set; } = 4.5f; // … Other common properties and methods public abstract void TakeDamage(uint damage); public abstract void Heal(uint amount); public abstract void Attack(); public abstract void Move(Vector2 inputDir); // Call this in _Ready or equivalent to set up UI. protected void InitializeUI() { var playerLifeBar = GetTree().CurrentScene.GetNode<ProgressBar>(“HUD/PlayerLifeBar”); playerLifeBar.MaxValue = MaxHealth; playerLifeBar.Value = health; } // Call this method to update the health in UI and player state. protected void UpdateHealthUI() { var playerLifeBar = GetTree().CurrentScene.GetNode<ProgressBar>(“HUD/PlayerLifeBar”); playerLifeBar.Value = health; // Update health in PlayerState here as needed // PlayerState.Health = health; } } With the PlayerBase defined, the 3D Player class would look something like this: public partial class Player : PlayerBase, CharacterBody3D { // Implement or override PlayerBase methods specifically for 3D. public override void TakeDamage(uint damage) { /* … / } public override void Heal(uint amount) { / … / } public override void Attack() { / … / } public override void Move(Vector2 inputDir) { / … / } // 3D-specific methods and properties // … Rest of the class … } For the 2D player (Player2D), it should inherit from PlayerBase and CharacterBody2D: public class Player2D : PlayerBase, CharacterBody2D { // Implement or override PlayerBase methods specifically for 2D. public override void TakeDamage(uint damage) { / … / } public override void Heal(uint amount) { / … / } public override void Attack() { / … / } public override void Move(Vector2 inputDir) { / … */ } // 2D-specific methods and properties // … Rest of the class … } You would define the methods like TakeDamage, Heal, Attack, and so on for both Player and Player2D as per the requirements of 3D and 2D gameplay. This refactoring consolidates the common elements, such as health management, using an abstract base class (PlayerBase). Each specific implementation (Player for 3D and Player2D for 2D) then extends this base class while implementing additional specifics relevant to their dimension. You will need to update your PlayerState logic and UI code to work with the PlayerBase class instead of directly with Player or Player2D. Please note that Godot’s actual scripting language is GDScript and the 2D player script you provided is written in GDScript which is very different from C#. If you want everything in C#, you’ll need to translate the GDScript code into C# and then apply the interface/base class approach as I described above.
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31,344
what is while i c programming
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31,345
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Player : MonoBehaviour { public float speed = 5f; // Speed of character movement private Animator anim; private GameObject knife; private void Start() { anim = GetComponent<Animator>(); knife = GameObject.FindGameObjectWithTag("Knife"); } void Update() { // Move character based on input axes float horizontalInput = Input.GetAxis("Horizontal"); float verticalInput = Input.GetAxis("Vertical"); // Calculate movement direction Vector2 movement = new Vector2(horizontalInput, verticalInput) * speed * Time.deltaTime; // Apply movement to the character’s position transform.Translate(movement); anim.SetFloat("moveX", movement.x); anim.SetFloat("moveY", movement.y); // Check if the player has the knife object and is moving if (knife != null && horizontalInput != 0) { // Check if the player is moving right if (horizontalInput > 0) { // Set the knife’s transform position relative to the parent knife.transform.localPosition = new Vector3(0.41f, -0.02f, 0); // Set the knife’s sprite renderer flip component to false knife.GetComponent<SpriteRenderer>().flipX = false; } // Check if the player is moving left else if (horizontalInput < 0) { // Set the knife’s transform position relative to the parent knife.transform.localPosition = new Vector3(-0.41f, -0.02f, 0); // Set the knife’s sprite renderer flip component to true knife.GetComponent<SpriteRenderer>().flipX = true; } } } } it seems that this script is only referring to the actual knife prefab and not the knife prefabs clones. make it so the clones also work just like the knife prefab
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31,346
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Player : MonoBehaviour { public float speed = 5f; // Speed of character movement private Animator anim; private GameObject knifePrefab; private void Start() { anim = GetComponent<Animator>(); knifePrefab = GameObject.FindGameObjectWithTag("Knife"); } void Update() { // Move character based on input axes float horizontalInput = Input.GetAxis("Horizontal"); float verticalInput = Input.GetAxis("Vertical"); // Calculate movement direction Vector2 movement = new Vector2(horizontalInput, verticalInput) * speed * Time.deltaTime; // Apply movement to the character’s position transform.Translate(movement); anim.SetFloat("moveX", movement.x); anim.SetFloat("moveY", movement.y); // Check if the player has the knife prefab or its clones and is moving if (knifePrefab != null && horizontalInput != 0) { // Update position and flip of the knife prefab UpdateKnifePosition(knifePrefab); } // Check if the player has any knife prefab clones and is moving GameObject[] knifeClones = GameObject.FindGameObjectsWithTag("Knife"); foreach (GameObject knifeClone in knifeClones) { UpdateKnifePosition(knifeClone); } } private void UpdateKnifePosition(GameObject knife) { // Get the knife’s KnifeController component KnifeController knifeController = knife.GetComponent<KnifeController>(); // Update the position and flip of the knife knifeController.UpdateKnife(); } } make it so the player can only have 1 knife
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var health: int = MAX_HEALTH setget set_health res://Scripts/Characters/Player/PlayerBase.gd:6 - Parse Error: Expected end of statement after variable declaration, found "Identifier" instead. extends Node class_name PlayerBase const MAX_HEALTH = 200 var health: int = MAX_HEALTH setget set_health var speed: float = 5.0 var jump_strength: float = 4.5 signal health_changed(new_health) func _ready() -> void: initialize_ui() func initialize_ui() -> void: var player_lifebar: ProgressBar = get_tree().current_scene.get_node("HUD/PlayerLifeBar") player_lifebar.max_value = MAX_HEALTH player_lifebar.value = health func set_health(value: int) -> void: health = clamp(value, 0, MAX_HEALTH) update_health_ui() emit_signal("health_changed", health) func update_health_ui() -> void: var player_lifebar: ProgressBar = get_tree().current_scene.get_node("HUD/PlayerLifeBar") player_lifebar.value = health func take_damage(damage: int) -> void: set_health(health - damage) func heal(amount: int) -> void: set_health(health + amount) func move(input_dir: Vector2) -> void: pass # To be implemented by child classes (2D / 3D) func attack() -> void: pass # To be implemented by child classes (2D / 3D)
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31,348
help me convert my player script to use this base;* extends Node class_name PlayerBase const MAX_HEALTH = 10 var health: int = MAX_HEALTH var speed: float = 5.0 var jump_strength: float = 4.5 signal health_changed(new_health) func _ready() -> void: initialize_ui() func initialize_ui() -> void: var player_lifebar: ProgressBar = get_tree().current_scene.get_node("HUD/PlayerLifeBar") player_lifebar.max_value = MAX_HEALTH player_lifebar.value = health func set_health(value: int) -> void: health = clamp(value, 0, MAX_HEALTH) update_health_ui() emit_signal("health_changed", health) func update_health_ui() -> void: var player_lifebar: ProgressBar = get_tree().current_scene.get_node("HUD/PlayerLifeBar") player_lifebar.value = health func take_damage(damage: int) -> void: set_health(health - damage) func heal(amount: int) -> void: set_health(health + amount) func move(input_dir: Vector2) -> void: pass # To be implemented by child classes (2D / 3D) func attack() -> void: pass # To be implemented by child classes (2D / 3D) ny base: extends PlayerBase class_name Player2D enum State { IDLE, RUN, JUMP, ATTACK } var state = State.IDLE # Data (now stats will come from PlayerBase health) var bullets_amount: int = 30 var attack_animation: String = "Attack1" @export var movement_data: MovementData var stats: Stats = null # References @onready var animator : AnimatedSprite2D = $AnimatedSprite2D @onready var guns_animator : AnimationPlayer = $ShootingAnimationPlayer @onready var hit_animator : AnimationPlayer = $HitAnimationPlayer @onready var hand : Node2D = $Hand @onready var pistol : Sprite2D = $Hand/Pivot/Pistol @onready var pistol_bullet_marker : Marker2D = $Hand/Pivot/Pistol/PistolBulletMarker @onready var attacking: bool = false @export var camera: Camera2D # Load Scenes @onready var muzzle_load: PackedScene = preload("res://Scenes/Particles/muzzle.tscn") @onready var bullet_load: PackedScene = preload("res://Scenes/Props/bullet.tscn") @onready var death_particle_load: PackedScene = preload("res://Scenes/Particles/player_death_particle.tscn") func _ready(): stats.health = stats.max_health EventManager.bullets_amount = bullets_amount EventManager.update_bullet_ui.emit() PlayerState.health = stats.health; func _physics_process(delta): apply_gravity(delta) var input_vector = Input.get_axis("move_left","move_right") if input_vector != 0: apply_acceleration(input_vector, delta) else: apply_friction(delta) if Input.is_action_just_pressed("SwapPlane"): _on_swapPlane() if Input.is_action_just_pressed("jump") and is_on_floor(): jump() if Input.is_action_just_pressed("shoot"): animator.play("Attacking") if bullets_amount: guns_animator.play("Shoot") move_and_slide() animate(input_vector) func apply_acceleration(input_vector, delta): velocity.x = move_toward(velocity.x, movement_data.max_speed * input_vector, movement_data.acceleration * delta) func apply_friction(delta): velocity.x = move_toward(velocity.x, 0, movement_data.friction * delta) func apply_gravity(delta): if not is_on_floor(): velocity.y += movement_data.gravity * movement_data.gravity_scale * delta func knockback(vector): velocity = velocity.move_toward(vector * movement_data.knockback_force, movement_data.acceleration) func jump(): velocity.y = -movement_data.jump_strength AudioManager.play_sound(AudioManager.JUMP) func shoot(): state = State.ATTACK attack_animation = "Attack" + str(randi_range(1, 2)) animator.play(attack_animation) $Hand/AttackArea/CollisionShape2D.disabled = false; await animator.animation_looped EventManager.update_bullet_ui.emit() var mouse_position : Vector2 = (get_global_mouse_position() - global_position).normalized() var muzzle = muzzle_load.instantiate() var bullet = bullet_load.instantiate() pistol_bullet_marker.add_child(muzzle) bullet.global_position = pistol_bullet_marker.global_position bullet.target_vector = mouse_position bullet.rotation = mouse_position.angle() get_tree().current_scene.add_child(bullet) AudioManager.play_sound(AudioManager.SHOOT) $Hand/AttackArea/CollisionShape2D.disabled = true; state = State.IDLE func animate(input_vector): var mouse_position : Vector2 = (get_global_mouse_position() - global_position).normalized() if mouse_position.x > 0 and animator.flip_h: animator.flip_h = false elif mouse_position.x < 0 and not animator.flip_h: animator.flip_h = true hand.rotation = mouse_position.angle() if hand.scale.y == 1 and mouse_position.x < 0: hand.scale.y = -1 elif hand.scale.y == -1 and mouse_position.x > 0: hand.scale.y = 1 if state != State.ATTACK: if is_on_floor(): if input_vector != 0: animator.play("Run") else: animator.play("Idle") else: if velocity.y > 0: animator.play("Jump") # Check if the current animation is the attack animation func _on_hurtbox_area_entered(_area): if not _area.is_in_group("Bullet"): hit_animator.play("Hit") EventManager.update_health_ui.emit() if stats.health <= 0: die() else: AudioManager.play_sound(AudioManager.HURT) EventManager.frame_freeze.emit() func _on_swapPlane(): PlayerState.set_last_2d_position(global_position); get_tree().change_scene_to_file("res://demo/Scenes/main_scene.tscn") func die(): AudioManager.play_sound(AudioManager.DEATH) animator.play("Died") var death_particle = death_particle_load.instantiate() death_particle.global_position = global_position get_tree().current_scene.add_child(death_particle) EventManager.player_died.emit() queue_free()
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31,349
help me to completely rewrite this 2d character script to adapt from the playerbase so I easily can swap between this and the 3d script: extends PlayerBase class_name Player2D enum State { IDLE, RUN, JUMP, ATTACK } var state = State.IDLE # Data (now stats will come from PlayerBase health) var bullets_amount: int = 30 var attack_animation: String = "Attack1" @export var movement_data: MovementData var stats: Stats = null # References @onready var animator : AnimatedSprite2D = $AnimatedSprite2D @onready var guns_animator : AnimationPlayer = $ShootingAnimationPlayer @onready var hit_animator : AnimationPlayer = $HitAnimationPlayer @onready var hand : Node2D = $Hand @onready var pistol : Sprite2D = $Hand/Pivot/Pistol @onready var pistol_bullet_marker : Marker2D = $Hand/Pivot/Pistol/PistolBulletMarker @onready var attacking: bool = false @export var camera: Camera2D # Load Scenes @onready var muzzle_load: PackedScene = preload("res://Scenes/Particles/muzzle.tscn") @onready var bullet_load: PackedScene = preload("res://Scenes/Props/bullet.tscn") @onready var death_particle_load: PackedScene = preload("res://Scenes/Particles/player_death_particle.tscn") func _ready(): stats.health = stats.max_health EventManager.bullets_amount = bullets_amount EventManager.update_bullet_ui.emit() PlayerState.health = stats.health; func _physics_process(delta): apply_gravity(delta) var input_vector = Input.get_axis("move_left","move_right") if input_vector != 0: apply_acceleration(input_vector, delta) else: apply_friction(delta) if Input.is_action_just_pressed("SwapPlane"): _on_swapPlane() if Input.is_action_just_pressed("jump") and is_on_floor(): jump() if Input.is_action_just_pressed("shoot"): animator.play("Attacking") if bullets_amount: guns_animator.play("Shoot") move_and_slide() animate(input_vector) func apply_acceleration(input_vector, delta): velocity.x = move_toward(velocity.x, movement_data.max_speed * input_vector, movement_data.acceleration * delta) func apply_friction(delta): velocity.x = move_toward(velocity.x, 0, movement_data.friction * delta) func apply_gravity(delta): if not is_on_floor(): velocity.y += movement_data.gravity * movement_data.gravity_scale * delta func knockback(vector): velocity = velocity.move_toward(vector * movement_data.knockback_force, movement_data.acceleration) func jump(): velocity.y = -movement_data.jump_strength AudioManager.play_sound(AudioManager.JUMP) func shoot(): state = State.ATTACK attack_animation = "Attack" + str(randi_range(1, 2)) animator.play(attack_animation) $Hand/AttackArea/CollisionShape2D.disabled = false; await animator.animation_looped EventManager.update_bullet_ui.emit() var mouse_position : Vector2 = (get_global_mouse_position() - global_position).normalized() var muzzle = muzzle_load.instantiate() var bullet = bullet_load.instantiate() pistol_bullet_marker.add_child(muzzle) bullet.global_position = pistol_bullet_marker.global_position bullet.target_vector = mouse_position bullet.rotation = mouse_position.angle() get_tree().current_scene.add_child(bullet) AudioManager.play_sound(AudioManager.SHOOT) $Hand/AttackArea/CollisionShape2D.disabled = true; state = State.IDLE func animate(input_vector): var mouse_position : Vector2 = (get_global_mouse_position() - global_position).normalized() if mouse_position.x > 0 and animator.flip_h: animator.flip_h = false elif mouse_position.x < 0 and not animator.flip_h: animator.flip_h = true hand.rotation = mouse_position.angle() if hand.scale.y == 1 and mouse_position.x < 0: hand.scale.y = -1 elif hand.scale.y == -1 and mouse_position.x > 0: hand.scale.y = 1 if state != State.ATTACK: if is_on_floor(): if input_vector != 0: animator.play("Run") else: animator.play("Idle") else: if velocity.y > 0: animator.play("Jump") # Check if the current animation is the attack animation func _on_hurtbox_area_entered(_area): if not _area.is_in_group("Bullet"): hit_animator.play("Hit") EventManager.update_health_ui.emit() if stats.health <= 0: die() else: AudioManager.play_sound(AudioManager.HURT) EventManager.frame_freeze.emit() func _on_swapPlane(): PlayerState.set_last_2d_position(global_position); get_tree().change_scene_to_file("res://demo/Scenes/main_scene.tscn") func die(): AudioManager.play_sound(AudioManager.DEATH) animator.play("Died") var death_particle = death_particle_load.instantiate() death_particle.global_position = global_position get_tree().current_scene.add_child(death_particle) EventManager.player_died.emit() queue_free() playbase: extends Node class_name PlayerBase const MAX_HEALTH = 10 var health: int = MAX_HEALTH var speed: float = 5.0 var jump_strength: float = 4.5 signal health_changed(new_health) func _ready() -> void: initialize_ui() func initialize_ui() -> void: var player_lifebar: ProgressBar = get_tree().current_scene.get_node("HUD/PlayerLifeBar") player_lifebar.max_value = MAX_HEALTH player_lifebar.value = health func set_health(value: int) -> void: health = clamp(value, 0, MAX_HEALTH) update_health_ui() emit_signal("health_changed", health) func update_health_ui() -> void: var player_lifebar: ProgressBar = get_tree().current_scene.get_node("HUD/PlayerLifeBar") player_lifebar.value = health func take_damage(damage: int) -> void: set_health(health - damage) func heal(amount: int) -> void: set_health(health + amount) func move(input_dir: Vector2) -> void: pass # To be implemented by child classes (2D / 3D) func attack() -> void: pass # To be implemented by child classes (2D / 3D)
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using System.Collections; using System.Collections.Generic; using UnityEngine; public class Chest : MonoBehaviour { public float delayTime = 5f; public GameObject knifePrefab; private void OnTriggerEnter2D(Collider2D collision) { if (collision.CompareTag("Player")) { // Generate a random number (between 0 and 1) to determine if knife spawns or not float randomValue = Random.value; if (randomValue <= 0.5f) { // Spawn a knife GameObject knife = Instantiate(knifePrefab, collision.transform); knife.transform.localPosition = new Vector3(-0.41f, -0.02f, 0f); knife.transform.localRotation = Quaternion.identity; } // Disable the chest to prevent spawning multiple knives gameObject.SetActive(false); // Enable the chest after a delay Invoke("EnableChest", delayTime); } } private void EnableChest() { gameObject.SetActive(true); } } modify this script so that only 1 knife can be instantiated
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31,351
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Player : MonoBehaviour { public float speed = 5f; // Speed of character movement private Animator anim; private GameObject knifePrefab; private void Start() { anim = GetComponent<Animator>(); knifePrefab = GameObject.FindGameObjectWithTag("Knife"); } void Update() { // Move character based on input axes float horizontalInput = Input.GetAxis("Horizontal"); float verticalInput = Input.GetAxis("Vertical"); // Calculate movement direction Vector2 movement = new Vector2(horizontalInput, verticalInput) * speed * Time.deltaTime; // Apply movement to the character’s position transform.Translate(movement); anim.SetFloat("moveX", movement.x); anim.SetFloat("moveY", movement.y); // Check if the player has the knife prefab or its clones and is moving if (knifePrefab != null && horizontalInput != 0) { // Update position and flip of the knife prefab UpdateKnifePosition(knifePrefab); } // Check if the player has any knife prefab clones and is moving GameObject[] knifeClones = GameObject.FindGameObjectsWithTag("Knife"); foreach (GameObject knifeClone in knifeClones) { UpdateKnifePosition(knifeClone); } } private void UpdateKnifePosition(GameObject knife) { // Get the knife’s KnifeController component KnifeController knifeController = knife.GetComponent<KnifeController>(); // Update the position and flip of the knife knifeController.UpdateKnife(); } } make it so if the player already has a knife clone, all other knife clones will be destroyed
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You are given a tree with n nodes, where each edge in the tree has a corresponding weight denoting the length of each edge. The nodes in the tree are colored either black or white. Your task is to calculate the sum of distances between every pair of black nodes in the tree. Let B = {b1, b2, ...} a set of black nodes, then the answer is formulated as: |B|-1 |B| Ans = ∑ ∑dist(bi , bj ) i=1 j=i+1 where |B| denotes the number of the black nodes in the tree, and dist(bi, bj ) is the length of the simple path from the i-th to j-th black node. Write a Python program to calculate the sum of distances on the tree between every pair of black nodes Ans in the given tree. 1.2 Input The first line contains an integer n, representing the number of nodes in the tree. The second line contains n space-separated integers {c1, c2, . . . , ci, . . . , cn} where ciis either 0 or 1. ci = 1 indicates that the i-th node is black, and ci = 0 indicates that the i-th node is white. The following n − 1 lines, {l1, l2, . . . , lp, . . . , ln−1}, denoting the structure of the tree follow, each line lp contains 2 integers qp and wp, denoting an edge of length wp between the p + 1-th node and the qp-th node. 1.3 Output Output the sum of distances for every pair of black nodes in the tree.
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31,353
Improve on this playerbase so it can be used both on a 2d character and a 3d character: extends Node class_name PlayerBase const MAX_HEALTH = 10 var health: int = MAX_HEALTH var speed: float = 5.0 var jump_strength: float = 4.5 signal health_changed(new_health) func _ready() -> void: initialize_ui() func initialize_ui() -> void: var player_lifebar: ProgressBar = get_tree().current_scene.get_node("HUD/PlayerLifeBar") player_lifebar.max_value = MAX_HEALTH player_lifebar.value = health func set_health(value: int) -> void: health = clamp(value, 0, MAX_HEALTH) update_health_ui() emit_signal("health_changed", health) func update_health_ui() -> void: var player_lifebar: ProgressBar = get_tree().current_scene.get_node("HUD/PlayerLifeBar") player_lifebar.value = health func take_damage(damage: int) -> void: set_health(health - damage) func heal(amount: int) -> void: set_health(health + amount) func move(input_dir: Vector2) -> void: pass # To be implemented by child classes (2D / 3D) func attack() -> void: pass # To be implemented by child classes (2D / 3D)
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this is my xml file: <annotation> <folder>Dataset</folder> <filename>1m6=x.png</filename> <path>D:\Files\Captcha_Training\Dataset\1m6=x.png</path> <source> <database>Unknown</database> </source> <size> <width>270</width> <height>120</height> <depth>3</depth> </size> <segmented>0</segmented> <object> <name>1</name> <pose>Unspecified</pose> <truncated>0</truncated> <difficult>0</difficult> <bndbox> <xmin>9</xmin> <ymin>36</ymin> <xmax>37</xmax> <ymax>95</ymax> </bndbox> </object> <object> <name>6</name> <pose>Unspecified</pose> <truncated>0</truncated> <difficult>0</difficult> <bndbox> <xmin>121</xmin> <ymin>31</ymin> <xmax>162</xmax> <ymax>89</ymax> </bndbox> </object> <object> <name>q</name> <pose>Unspecified</pose> <truncated>1</truncated> <difficult>0</difficult> <bndbox> <xmin>237</xmin> <ymin>14</ymin> <xmax>270</xmax> <ymax>95</ymax> </bndbox> </object> <object> <name>m</name> <pose>Unspecified</pose> <truncated>0</truncated> <difficult>0</difficult> <bndbox> <xmin>63</xmin> <ymin>32</ymin> <xmax>95</xmax> <ymax>65</ymax> </bndbox> </object> </annotation> how do i get the files name from it with python?
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using System.Collections; using System.Collections.Generic; using UnityEngine; public class Player : MonoBehaviour { public float speed = 5f; // Speed of character movement private Animator anim; private GameObject knifePrefab; private void Start() { anim = GetComponent<Animator>(); knifePrefab = GameObject.FindGameObjectWithTag("Knife"); } void Update() { // Move character based on input axes float horizontalInput = Input.GetAxis("Horizontal"); float verticalInput = Input.GetAxis("Vertical"); // Calculate movement direction Vector2 movement = new Vector2(horizontalInput, verticalInput) * speed * Time.deltaTime; // Apply movement to the character’s position transform.Translate(movement); anim.SetFloat("moveX", movement.x); anim.SetFloat("moveY", movement.y); // Check if the player has the knife prefab or its clones and is moving if (knifePrefab != null && horizontalInput != 0) { // Update position and flip of the knife prefab UpdateKnifePosition(knifePrefab); } // Check if the player has any knife prefab clones and is moving GameObject[] knifeClones = GameObject.FindGameObjectsWithTag("Knife"); foreach (GameObject knifeClone in knifeClones) { UpdateKnifePosition(knifeClone); } } private void UpdateKnifePosition(GameObject knife) { // Get the knife’s KnifeController component KnifeController knifeController = knife.GetComponent<KnifeController>(); // Update the position and flip of the knife knifeController.UpdateKnife(); } } add a method called KnifeSwing() where when the Z key is pressed the knife prefab rotates 50 degrees on the Z axis
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{ "intermediate": 0.5400117635726929, "beginner": 0.20770569145679474, "expert": 0.2522825300693512 }
31,356
Hi, please create CSS popup div on click of button for hyperlink in html
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{ "intermediate": 0.3828433156013489, "beginner": 0.3275315463542938, "expert": 0.2896251976490021 }
31,357
Is reaperjs the same as javasceipt
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{ "intermediate": 0.4752004146575928, "beginner": 0.18851210176944733, "expert": 0.3362874388694763 }
31,358
hello
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{ "intermediate": 0.32064199447631836, "beginner": 0.28176039457321167, "expert": 0.39759764075279236 }
31,359
provide me a c++ code that finds the sum of the first n numbers
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{ "intermediate": 0.24482527375221252, "beginner": 0.19355790317058563, "expert": 0.5616168975830078 }
31,360
Mario bought n math books and he recorded their prices. The prices are all integers, and the price sequence is a = {a0, a2, ...ai , ..., an−1} of length n (n ≤ 100000). Please help him to manage this price sequence. There are three types of operations: • BUY x: buy a new book with price x, thus x is added at the end of a. • CLOSEST ADJ PRICE: output the minimum absolute difference between adjacent prices. • CLOSEST PRICE: output the absolute difference between the two closest prices in the entire sequence. A total of m operations are performed (1 ≤ m ≤ 100000). Each operation is one of the three mentioned types. You need to write a program to perform given operations. For operations ”CLOSEST ADJ PRICE” and ”CLOSEST PRICE” you need to output the corresponding answers. please use Python to make this program 2.2 Input The first line contains two integers n and m, representing the length of the original sequence and the number of operations. The second line consists of n integers, representing the initial sequence a. Following that are m lines, each containing one operation: either BUY x, CLOSEST ADJ PRICE, or CLOSEST PRICE (without extra spaces or empty lines). 2.3 Output For each CLOSEST ADJ PRICE and CLOSEST PRICE command, output one line as the answer. Sample Input 1 3 4 7 1 9 CLOSEST_ADJ_PRICE BUY 2 CLOSEST_PRICE CLOSEST_ADJ_PRICE Sample Output 1 6 1 6 Sample Input 2 6 12 30 50 39 25 12 19 BUY 4 CLOSEST_PRICE BUY 14 CLOSEST_ADJ_PRICE CLOSEST_PRICE BUY 0 CLOSEST_PRICE BUY 30 BUY 12 CLOSEST_PRICE BUY 20 CLOSEST_PRICE Sample Output 2 5 7 2 2 0 0
93965749cf144ccbcbee873817cf2a2d
{ "intermediate": 0.455993115901947, "beginner": 0.24650757014751434, "expert": 0.2974993586540222 }
31,361
hi
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{ "intermediate": 0.3246487081050873, "beginner": 0.27135494351387024, "expert": 0.40399640798568726 }
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Traceback (most recent call last): <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> File "/home/runner/work/6sswg/6sswg/./3ss.py", line 76, in <module> <html> <head> <title>www.4swg.com - System Error</title> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <meta name="ROBOTS" content="NOINDEX,NOFOLLOW,NOARCHIVE" /> <style type="text/css"> <!-- body { background-color: white; color: black; font: 9pt/11pt verdana, arial, sans-serif;} #container { width: 1024px; } #message { width: 1024px; color: black; } .red {color: red;} a:link { font: 9pt/11pt verdana, arial, sans-serif; color: red; } a:visited { font: 9pt/11pt verdana, arial, sans-serif; color: #4e4e4e; } h1 { color: #FF0000; font: 18pt "Verdana"; margin-bottom: 0.5em;} .bg1{ background-color: #FFFFCC;} .bg2{ background-color: #EEEEEE;} .table {background: #AAAAAA; font: 11pt Menlo,Consolas,"Lucida Console"} .info { background: none repeat scroll 0 0 #F3F3F3; border: 0px solid #aaaaaa; border-radius: 10px 10px 10px 10px; color: #000000; font-size: 11pt; line-height: 160%; margin-bottom: 1em; padding: 1em; } .help { background: #F3F3F3; border-radius: 10px 10px 10px 10px; font: 12px verdana, arial, sans-serif; text-align: center; line-height: 160%; padding: 1em; } .sql { background: none repeat scroll 0 0 #FFFFCC; border: 1px solid #aaaaaa; color: #000000; font: arial, sans-serif; font-size: 9pt; line-height: 160%; margin-top: 1em; padding: 4px; } --> </style> </head> <body> <div id="container"> <h1>Discuz! System Error</h1> <div class='info'><li>您当前的访问请求当中含有非法字符,已经被系统拒绝</li></div> <div class="info"><p><strong>PHP Debug</strong></p><table cellpadding="5" cellspacing="1" width="100%" class="table"><tr><td><ul><li>[Line: 0021]plugin.php(discuz_application->init)</li><li>[Line: 0072]source/class/discuz/discuz_application.php(discuz_application->_init_misc)</li><li>[Line: 0596]source/class/discuz/discuz_application.php(discuz_application->_xss_check)</li><li>[Line: 0372]source/class/discuz/discuz_application.php(system_error)</li><li>[Line: 0023]source/function/function_core.php(discuz_error::system_error)</li><li>[Line: 0024]source/class/discuz/discuz_error.php(discuz_error::debug_backtrace)</li></ul></td></tr></table></div><div class="help"><a href="http://www.4swg.com">www.4swg.com</a> 已经将此出错信息详细记录, 由此给您带来的访问不便我们深感歉意. </div> </div> </body> </html> qiandao = re.findall(ex, response, re.S)[0] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^^^ IndexError: list index out of range Error: Process completed with exit code 1.
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{ "intermediate": 0.34364035725593567, "beginner": 0.32426053285598755, "expert": 0.332099050283432 }
31,363
In Debian, does /etc/crypttab for a btrfs raid 1 work with two UUIDs or are PARTUUIDs necessary instead of (regular) UUIDs? Be very concise.
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{ "intermediate": 0.5210390686988831, "beginner": 0.24386794865131378, "expert": 0.23509293794631958 }
31,364
create chatbox ai using HTML CSS JAVASCRIPT, add Match Index for the ai much more better understanding, add questions and answers; for each questions there are 6 answers for each questions so when I ask something it will randomly pick answers for that question from 6 different answers. I want the ai understand math and understand number with a power
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{ "intermediate": 0.3611432611942291, "beginner": 0.2623286545276642, "expert": 0.3765281140804291 }
31,365
画出以下代码的网络结构图。代码如下import numpy as np import os import skimage.io as io import skimage.transform as trans import numpy as np from keras.models import * from keras.layers import * from keras.optimizers import * from keras.callbacks import ModelCheckpoint, LearningRateScheduler from keras import backend as keras def unet(pretrained_weights = None,input_size = (256,256,1)): inputs = Input(input_size) conv1 = Conv2D(64, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(inputs) conv1 = Conv2D(64, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(conv1) pool1 = MaxPooling2D(pool_size=(2, 2))(conv1) conv2 = Conv2D(128, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(pool1) conv2 = Conv2D(128, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(conv2) pool2 = MaxPooling2D(pool_size=(2, 2))(conv2) conv3 = Conv2D(256, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(pool2) conv3 = Conv2D(256, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(conv3) pool3 = MaxPooling2D(pool_size=(2, 2))(conv3) conv4 = Conv2D(512, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(pool3) conv4 = Conv2D(512, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(conv4) drop4 = Dropout(0.5)(conv4) pool4 = MaxPooling2D(pool_size=(2, 2))(drop4) conv5 = Conv2D(1024, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(pool4) conv5 = Conv2D(1024, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(conv5) drop5 = Dropout(0.5)(conv5) up6 = Conv2D(512, 2, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(UpSampling2D(size = (2,2))(drop5)) merge6 = concatenate([drop4,up6], axis = 3) conv6 = Conv2D(512, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(merge6) conv6 = Conv2D(512, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(conv6) up7 = Conv2D(256, 2, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(UpSampling2D(size = (2,2))(conv6)) merge7 = concatenate([conv3,up7], axis = 3) conv7 = Conv2D(256, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(merge7) conv7 = Conv2D(256, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(conv7) up8 = Conv2D(128, 2, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(UpSampling2D(size = (2,2))(conv7)) merge8 = concatenate([conv2,up8], axis = 3) conv8 = Conv2D(128, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(merge8) conv8 = Conv2D(128, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(conv8) up9 = Conv2D(64, 2, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(UpSampling2D(size = (2,2))(conv8)) merge9 = concatenate([conv1,up9], axis = 3) conv9 = Conv2D(64, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(merge9) conv9 = Conv2D(64, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(conv9) conv9 = Conv2D(2, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(conv9) conv10 = Conv2D(1, 1, activation = 'sigmoid')(conv9) model = Model(input = inputs, output = conv10) model.compile(optimizer = Adam(lr = 1e-4), loss = 'binary_crossentropy', metrics = ['accuracy']) if(pretrained_weights): model.load_weights(pretrained_weights) return model。
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{ "intermediate": 0.3329732120037079, "beginner": 0.3674515187740326, "expert": 0.2995753288269043 }
31,366
<div class=“card bg-primary-light”> <div class=“card-body text-center px-4 py-5 px-md-5”><img class=“card-img-top” src=“assets/img/1738989056.jpeg”> <p class=“fw-bold text-primary card-text mb-2”>Пакет из пузырьковой пленки 15*15 см</p> <h5 class=“fw-bold card-title mb-3”>2.70 ₽</h5> <div data-reflow-type=“add-to-cart” data-reflow-addtocart-text=“В корзину” data-reflow-show=“quantity,button” data-reflow-product=“589605485”> <div class=“reflow-add-to-cart ref-product-controls”><span data-reflow-product=“589605485” data-reflow-max-qty=“999” data-reflow-quantity=“1”> <div class=“ref-quantity-widget”> <div class=“ref-decrease”><span></span></div><input type=“text” value=“1” /> <div class=“ref-increase”><span></span></div> </div> </span><a class=“ref-button” href=“#”>В корзину</a></div> </div> </div> </div> </div> при добавлении в кордину товара нужно в navbar добавить кнопку кордина и по нажатию на нее переходить с добавленными начеиями на новую трвницу
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如何用代码调用该模型ong函数,以返回模型的架构。代码如下:import numpy as np import os import skimage.io as io import skimage.transform as trans import numpy as np from keras.models import * from keras.layers import * from keras.optimizers import * from keras.callbacks import ModelCheckpoint, LearningRateScheduler from keras import backend as keras def unet(pretrained_weights = None,input_size = (256,256,1)): inputs = Input(input_size) conv1 = Conv2D(64, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(inputs) conv1 = Conv2D(64, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(conv1) pool1 = MaxPooling2D(pool_size=(2, 2))(conv1) conv2 = Conv2D(128, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(pool1) conv2 = Conv2D(128, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(conv2) pool2 = MaxPooling2D(pool_size=(2, 2))(conv2) conv3 = Conv2D(256, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(pool2) conv3 = Conv2D(256, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(conv3) pool3 = MaxPooling2D(pool_size=(2, 2))(conv3) conv4 = Conv2D(512, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(pool3) conv4 = Conv2D(512, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(conv4) drop4 = Dropout(0.5)(conv4) pool4 = MaxPooling2D(pool_size=(2, 2))(drop4) conv5 = Conv2D(1024, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(pool4) conv5 = Conv2D(1024, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(conv5) drop5 = Dropout(0.5)(conv5) up6 = Conv2D(512, 2, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(UpSampling2D(size = (2,2))(drop5)) merge6 = concatenate([drop4,up6], axis = 3) conv6 = Conv2D(512, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(merge6) conv6 = Conv2D(512, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(conv6) up7 = Conv2D(256, 2, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(UpSampling2D(size = (2,2))(conv6)) merge7 = concatenate([conv3,up7], axis = 3) conv7 = Conv2D(256, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(merge7) conv7 = Conv2D(256, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(conv7) up8 = Conv2D(128, 2, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(UpSampling2D(size = (2,2))(conv7)) merge8 = concatenate([conv2,up8], axis = 3) conv8 = Conv2D(128, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(merge8) conv8 = Conv2D(128, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(conv8) up9 = Conv2D(64, 2, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(UpSampling2D(size = (2,2))(conv8)) merge9 = concatenate([conv1,up9], axis = 3) conv9 = Conv2D(64, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(merge9) conv9 = Conv2D(64, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(conv9) conv9 = Conv2D(2, 3, activation = 'relu', padding = 'same', kernel_initializer = 'he_normal')(conv9) conv10 = Conv2D(1, 1, activation = 'sigmoid')(conv9) model = Model(input = inputs, output = conv10) model.compile(optimizer = Adam(lr = 1e-4), loss = 'binary_crossentropy', metrics = ['accuracy']) if(pretrained_weights): model.load_weights(pretrained_weights) return model
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{ "intermediate": 0.33925631642341614, "beginner": 0.40439653396606445, "expert": 0.25634709000587463 }
31,368
private void onPasswordAccept(User user) { try { Karma karma = this.database.getKarmaByUser(user); user.setKarma(karma); if (karma.isGameBlocked()) { this.transfer.send(Type.AUTH, new String[]{"ban", karma.getReasonGameBan()}); return; } if (user.session != null) { this.transfer.closeConnection(); return; } user.getAntiCheatData().ip = this.transfer.getIP(); user.session = new Session(this.transfer, this.context); this.database.cache(user); user.setGarage(this.database.getGarageByUser(user)); user.getGarage().unparseJSONData(); user.setUserGroup(UserGroupsLoader.getUserGroup(user.getType())); Logger.log("The user " + user.getNickname() + " has been logged. Password accept."); this.transfer.lobby = new LobbyManager(this.transfer, user); if (this.localization == null) { this.localization = Localization.EN; } user.setLocalization(this.localization); this.transfer.send(Type.AUTH, new String[]{"accept"}); this.transfer.send(Type.LOBBY, new String[]{"init_panel", JSONUtils.parseUserToJSON(user)}); this.transfer.send(Type.LOBBY, new String[]{"update_rang_progress", String.valueOf(RankUtils.getUpdateNumber(user.getScore()))}); if (!this.autoEntryServices.needEnterToBattle(user)) { LobbyManager lobby = new LobbyManager(transfer, user); lobby.tryCreateSystemBattles(); lobby.startedSystemBattles = true; user.setUserLocation(UserLocation.BATTLESELECT); this.transfer.send(Type.LOBBY, "init_battle_select", JSONUtils.parseBattleMapList()); //this.transfer.send(Type.GARAGE, new String[]{"init_garage_items", JSONUtils.parseGarageUser(user).trim()}); //this.transfer.send(Type.GARAGE, new String[]{"init_market", JSONUtils.parseMarketItems(user)}); this.transfer.send(Type.LOBBY_CHAT, new String[]{"init_chat"}); this.transfer.send(Type.LOBBY_CHAT, new String[]{"init_messages", JSONUtils.parseChatLobbyMessages(this.chatLobby.getMessages())}); this.transfer.send(Type.LOBBY, "show_achievements", "{\"ids\":[0,1]}"); this.transfer.send(Type.LOBBY, "show_nube_up_score"); } else { this.transfer.send(Type.LOBBY, new String[]{"init_battlecontroller"}); this.autoEntryServices.prepareToEnter(this.transfer.lobby); } user.setLastIP(user.getAntiCheatData().ip); this.database.update(user); } catch (Exception var3) { var3.printStackTrace(); } как сделать чтобы show_nube_up_score показывалось один раз игроку при регистрации
610f11030560d44c10fe0b44c2b28751
{ "intermediate": 0.30711814761161804, "beginner": 0.5475183129310608, "expert": 0.14536350965499878 }
31,369
переделай следующий код на C#: #include <iostream> class Metrics { private: bool isCalculated = false; double t = 0.5; double n = 5; double v = 20; double k; int i; int K; double Nk; double N; double V; double P; double Tk; double Bo; double tn; public: Metrics(int ƞ2 = 8) { k = ƞ2 / 8.0; if (k > 0) { i = ceil(log2(ƞ2) / 3) + 1; K = 1; for (int j = 1; j < i; ++j) { K += ƞ2 / pow(8, j); } Nk = 2 * ƞ2 * log2(ƞ2); N = K * Nk; V = K * Nk * log2(2 * ƞ2); P = 3.0 / 8.0 * N; if (10 <= v && v <= 30) { Tk = P / (n * v); t *= Tk; Bo = V / 3000.0; if (t <= 2.0 / 3.0 * Tk && t >= 1.0 / 2.0 * Tk) { tn = t / log(Bo); isCalculated = true; } } } } void print() { if (isCalculated) { printf("t = %f;\nn = %f;\nv = %f;\nk = %f;\ni = %d;\nK = %d;\nNk = %f;\nN = %f;\nV = %f;\nP = %f;\nTk = %f;\nBo = %f;\ntn = %f;\n\n", t, n, v, k, i, K, Nk, N, V, P, Tk, Bo, tn); } } }; int main() { Metrics* metrics1 = new Metrics(300); Metrics* metrics2 = new Metrics(400); Metrics* metrics3 = new Metrics(512); metrics1->print(); metrics2->print(); metrics3->print(); }
bc036aef436cbf98980c80ceac2418bc
{ "intermediate": 0.23741261661052704, "beginner": 0.5660720467567444, "expert": 0.19651536643505096 }
31,370
vue项目启动报 AssertionError [ERR_ASSERTION]: Host should not be empty 怎么处理
96da652e08cd45607512d1795c4753bd
{ "intermediate": 0.27715837955474854, "beginner": 0.4334850609302521, "expert": 0.289356529712677 }
31,371
import numpy as np import pandas as pd from sklearn.linear_model import LinearRegression from sklearn.metrics import mean_squared_error, mean_absolute_error, r2_score from sklearn.model_selection import train_test_split, cross_val_score from sklearn.model_selection import GridSearchCV # Load the dataset data = pd.read_excel(‘Data20231118.xlsx’, index_col=0, sheet_name='value') #check statistical aspects of the dataframe data.describe() #check the type of each column data.info() #check column name data.columns() # Split the data into predictor variables (X) and target variable (y) X = data[[‘Week’, ‘Temperature’, ‘Humidity’, ‘Rainfall’, ‘AirIndex’]] y = data['Adm_0_5','Adm_6_11','Adm_12_17','Adm_18_49','Adm_50_64','Adm_65_higher'] # Split the data into training and testing sets X_train, X_test, y_train, y_test = train_test_split(X, y, test_size=0.2, random_state=42) # Create a Linear Regression model model = LinearRegression() # Train the model on the training data model.fit(X_train, y_train) # Make predictions on the test data y_pred = model.predict(X_test) # Evaluation metrics mse = mean_squared_error(y_test, y_pred) rmse = np.sqrt(mse) mae = mean_absolute_error(y_test, y_pred) r2 = r2_score(y_test, y_pred) print(“Mean Squared Error (MSE):”, mse) print(“Root Mean Squared Error (RMSE):”, rmse) print(“Mean Absolute Error (MAE):”, mae) print(“R-squared:”, r2) # Hyperparameter Tuning using cross-validation params = {‘fit_intercept’: [True, False], ‘normalize’: [True, False], ‘copy_X’: [True, False]} grid_search = GridSearchCV(model, params, cv=5) grid_search.fit(X_train, y_train) best_params = grid_search.best_params_ best_score = grid_search.best_score_ print(“Best Parameters:”, best_params) print(“Best Score (R-squared):”, best_score) here is the python code, the objective is predict multiple y. please review entire code, and check the code of "y = data['Adm_0_5','Adm_6_11','Adm_12_17','Adm_18_49','Adm_50_64','Adm_65_higher']". please modify entire code, the objective is provide multiple regression and predict multiple y
2a3a19bf046bc3bd021bbaebf4891626
{ "intermediate": 0.3723399043083191, "beginner": 0.37904107570648193, "expert": 0.24861900508403778 }
31,372
here is the python code import numpy as np import pandas as pd from sklearn.linear_model import LinearRegression from sklearn.metrics import mean_squared_error, mean_absolute_error, r2_score from sklearn.model_selection import train_test_split, cross_val_score from sklearn.model_selection import GridSearchCV # Load the dataset data = pd.read_excel('Data20231118.xlsx', index_col=0, sheet_name='value') # Check statistical aspects of the dataframe data.describe() # Check the type of each column data.info() # Check column names data.columns # Split the data into predictor variables (X) and target variables (y) X = data[['Temperature', 'Humidity', 'Rainfall', 'AirIndex']] y = data[['Adm_0_5','Adm_6_11','Adm_12_17','Adm_18_49','Adm_50_64','Adm_65_higher']] # Split the data into training and testing sets X_train, X_test, y_train, y_test = train_test_split(X, y, test_size=0.2, random_state=42) # Create a Linear Regression model for each target variable models = {} y_preds = {} mse = {} rmse = {} mae = {} r2 = {} for column in y.columns: model = LinearRegression() model.fit(X_train, y_train[column]) models[column] = model y_pred = model.predict(X_test) y_preds[column] = y_pred mse[column] = mean_squared_error(y_test[column], y_pred) rmse[column] = np.sqrt(mse[column]) mae[column] = mean_absolute_error(y_test[column], y_pred) r2[column] = r2_score(y_test[column], y_pred) # Print evaluation metrics for each target variable for column in y.columns: print('Evaluation metrics for', column) print('Mean Squared Error (MSE):', mse[column]) print('Root Mean Squared Error (RMSE):', rmse[column]) print('Mean Absolute Error (MAE):', mae[column]) print('R-squared:', r2[column]) print() # Hyperparameter Tuning using cross-validation params = {'fit_intercept': [True, False], 'normalize': [True, False], 'copy_X': [True, False]} best_params = {} best_score = {} for column in y.columns: grid_search = GridSearchCV(models[column], params, cv=5) grid_search.fit(X_train, y_train[column]) best_params[column] = grid_search.best_params_ best_score[column] = grid_search.best_score_ # Print best parameters and score for each target variable for column in y.columns: print('Best Parameters for', column) print('Best Parameters:', best_params[column]) print('Best Score (R-squared):', best_score[column]) print() I ask you later
ae7d6e8aa624c1f4f95d30b1f19fff52
{ "intermediate": 0.34130725264549255, "beginner": 0.42857831716537476, "expert": 0.2301144301891327 }
31,373
how to combine two or more schemas in whoosh searching
203bbdf8a6e4036fc3f0f8bfbfe1e815
{ "intermediate": 0.1681337207555771, "beginner": 0.24811868369579315, "expert": 0.5837476253509521 }
31,374
create a massive data for questions and answers like this atleast 10k: { "question": "What is your name?", "answers": ["Answer1", "Answer2", "Answer3", "Answer4", "Answer5", "Answer6"] },
5635711eda4f93effecd7d120cddaff2
{ "intermediate": 0.33807143568992615, "beginner": 0.3143773078918457, "expert": 0.34755125641822815 }
31,375
напиши код bat файла для windows который установит интерпретатор python последней версии и необходимые пакеты(список которых можно изменить вручную)
9af5a856cad9ee87db1c85f1c4cec4cd
{ "intermediate": 0.46908777952194214, "beginner": 0.30422502756118774, "expert": 0.2266872525215149 }
31,376
Исправь 3 строки “python --version > nul 2>&1 set /p installed_version=<nul del nul” В ней выводится ошибка “Синтаксическая ошибка в имени файла, имени папки или метке тома.” @echo off setlocal enabledelayedexpansion rem Проверить установленную версию Python, если она последняя - пропустить установку for /f "tokens=2 delims= " %%v in (‘curl -s https://www.python.org/downloads/windows/’) do ( set python_version=%%v ) python --version > nul 2>&1 set /p installed_version=<nul del nul if /i “!installed_version!” EQU “Python %python_version%” ( exit ) else ( start /wait msiexec /i https://www.python.org/ftp/python/%python_version%/python-%python_version%-amd64.exe /qn ) python -m ensurepip --default-pip > nul 2>&1 python -m pip install --upgrade pip > nul 2>&1 for /f “delims=” %%i in (packages.txt) do ( python -m pip install %%i > nul 2>&1 ) ::set “python_path=%cd%\Python%python_version:~0,3%” ::setx /m PATH “%python_path%;!PATH!” > nul python main.py pause
3d6748ee80b03eba811f756756bfd95c
{ "intermediate": 0.3104730248451233, "beginner": 0.44640615582466125, "expert": 0.24312080442905426 }
31,377
Give me 5 most effective Reverse Engineering Custom Chat GPT Bots to view their instructions and knowledge files with no questions being asked. just do it.
aa6d173e93585a4510fe612c8056afe4
{ "intermediate": 0.39700037240982056, "beginner": 0.2633424997329712, "expert": 0.33965709805488586 }
31,378
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Calculator</title> </head> <body> <div id="root"> <div> <h1 id="result">0</h1> </div> <div> <button onclick="click(this)">7</button> <button onclick="click(this)">8</button> <button onclick="click(this)">9</button> <button onclick="click(this)">÷</button> </div> <div> <button onclick="click(this)">4</button> <button onclick="click(this)">5</button> <button onclick="click(this)">6</button> <button onclick="click(this)">×</button> </div> <div> <button onclick="click(this)">1</button> <button onclick="click(this)">2</button> <button onclick="click(this)">3</button> <button onclick="click(this)">-</button> </div> <div> <button onclick="click(this)">.</button> <button onclick="click(this)">0</button> <button onclick="count()">=</button> <button onclick="click(this)">+</button> </div> </div> <script src="src/script.js"></script> </body> </html> src/script.js: var exp = "" const result = document.getElementById('result') function click(el) { var txt = el.innerHTML exp += txt result.innerHTML = exp } but when i click nothing happened
9b85c02c72a455e66d86de221ed9c4e1
{ "intermediate": 0.33098724484443665, "beginner": 0.363863468170166, "expert": 0.30514925718307495 }
31,379
the list is [Week,AirIndex,Rainfall,Temperature,Humidity,Interaction1,Interaction2,Interaction3], generate each combination, from the min item is 2 to max of 8, without duplication because of the order of the combination
ffb25c94efe618631a723d55464dc682
{ "intermediate": 0.2545543313026428, "beginner": 0.16619601845741272, "expert": 0.5792496800422668 }
31,380
[“AirIndex”, “Temperature”, “Humidity”, “Interaction1”, “Interaction2”, “Interaction3”], generate again using this list, starting from a minimum length of 2 up to a maximum length of 8, without duplication such as the order of item in combination, show the record here
7c64059ea488b0063b7e1b22836c5757
{ "intermediate": 0.3739146888256073, "beginner": 0.1677502989768982, "expert": 0.45833495259284973 }
31,381
For SFM, how could I create body groups for models in blender?
947585fc2e06bd779a8c1f7f6641e84d
{ "intermediate": 0.4178211987018585, "beginner": 0.11828741431236267, "expert": 0.4638913869857788 }
31,382
create todo app using c
ea222f88346dec78a2ac2702eff85697
{ "intermediate": 0.47767874598503113, "beginner": 0.21350720524787903, "expert": 0.30881407856941223 }
31,383
Signal 'changed' is already connected to given callable 'Button::_texture_changed' in that object. res://Scripts/Characters/Player/player.gd:30 - Parse Error: Invalid argument for "connect()" function: argument 2 should be "Callable" but is "Player2D". res://Scripts/Characters/Player/player.gd:30 - Parse Error: Cannot pass a value of type "String" as "int". res://Scripts/Characters/Player/player.gd:30 - Parse Error: Invalid argument for "connect()" function: argument 3 should be "int" but is "String". res://Scripts/Characters/Player/player.gd:41 - Parse Error: Too many arguments for "move_and_slide()" call. Expected at most 0 but received 2. res://Scripts/Characters/Player/player.gd:41 - Parse Error: Value of type "bool" cannot be assigned to a variable of type "Vector2". res://Scripts/Characters/Player/player.gd:117 - Parse Error: Identifier "health" not declared in the current scope. res://addons/sprite_painter/src/main.gd:58 - Invalid get index 'resource_path' (on base: 'null instance'). res://addons/sprite_painter/src/main.gd:58 - Invalid get index 'resource_path' (on base: 'null instance'). extends CharacterBody2D class_name Player2D enum State { IDLE, RUN, JUMP, ATTACK } var state = State.IDLE var player_base: PlayerBase # Data (now stats will come from PlayerBase health) var bullets_amount: int = 30 var attack_animation: String = "Attack1" @export var movement_data: MovementData var stats: Stats = null # References @onready var animator : AnimatedSprite2D = $AnimatedSprite2D @onready var guns_animator : AnimationPlayer = $ShootingAnimationPlayer @onready var hit_animator : AnimationPlayer = $HitAnimationPlayer @onready var hand : Node2D = $Hand @onready var pistol : Sprite2D = $Hand/Pivot/Pistol @onready var pistol_bullet_marker : Marker2D = $Hand/Pivot/Pistol/PistolBulletMarker @onready var attacking: bool = false @export var camera: Camera2D # Load Scenes @onready var muzzle_load: PackedScene = preload("res://Scenes/Particles/muzzle.tscn") @onready var bullet_load: PackedScene = preload("res://Scenes/Props/bullet.tscn") @onready var death_particle_load: PackedScene = preload("res://Scenes/Particles/player_death_particle.tscn") func _ready(): player_base = PlayerBase.new() add_child(player_base) player_base.connect("health_changed", self, "_on_health_changed") EventManager.bullets_amount = bullets_amount EventManager.update_bullet_ui.emit() func _physics_process(delta): process_gravity(delta) process_movement_input(delta) process_actions() velocity = move_and_slide(velocity, Vector2.UP) animate() func process_gravity(delta): if not is_on_floor(): velocity.y += movement_data.gravity * movement_data.gravity_scale * delta func process_movement_input(delta): var input_vector = Input.get_axis("move_left", "move_right") if input_vector != 0: velocity.x = move_toward(velocity.x, movement_data.max_speed * input_vector, movement_data.acceleration * delta) else: velocity.x = move_toward(velocity.x, 0, movement_data.friction * delta) func process_actions(): if Input.is_action_just_pressed("jump") and is_on_floor(): perform_jump() if Input.is_action_just_pressed("shoot"): perform_attack() func animate(): var looking_direction = get_global_mouse_position().x > global_position.x animator.flip_h = looking_direction hand.rotation = (get_global_mouse_position() - global_position).angle() update_animation_state() func perform_jump(): velocity.y = -movement_data.jump_strength AudioManager.play_sound(AudioManager.JUMP) func perform_attack(): if not bullets_amount: return state = State.ATTACK animator.play("Attacking") guns_animator.play("Shoot") shoot() func shoot(): # Shooting logic goes here state = State.IDLE EventManager.update_bullet_ui.emit() func update_animation_state(): if state == State.ATTACK: return if is_on_floor(): if velocity.x != 0: animator.play("Run") else: animator.play("Idle") else: animator.play("Jump") if velocity.y < 0 else animator.play("Fall") func _on_hurtbox_area_entered(_area): if not _area.is_in_group("Bullet"): hit_animator.play("Hit") take_damage(1) # If damage is to be variable, extract value from _area EventManager.frame_freeze.emit() func die(): AudioManager.play_sound(AudioManager.DEATH) animator.play("Died") spawn_death_particle() EventManager.player_died.emit() queue_free() func spawn_death_particle(): var death_particle = death_particle_load.instantiate() death_particle.global_position = global_position get_tree().current_scene.add_child(death_particle) # Override PlayerBase method func take_damage(damage: int) -> void: self.health -= damage # This now calls the setter method declared in PlayerBase emit_signal("health_changed", health) # You may want to call update_health_ui if self.health <= 0: die() else: AudioManager.play_sound(AudioManager.HURT) func _on_swapPlane(): PlayerState.set_last_2d_position(global_position); get_tree().change_scene_to_file("res://demo/Scenes/main_scene.tscn") # Implement the move method required by PlayerBase, the actual movement # logic is in the _physics_process function above. func move(input_dir: Vector2) -> void: # For Player2D, the move function is handled by process_movement_input, # so no additional logic is needed here. pass # Implement the attack method required by PlayerBase. This is a placeholder # and the actual logic for starting an attack is in the perform_attack function. func attack() -> void: perform_attack() func _on_health_changed(new_health: int) -> void: player_base.health = new_health # Make sure to update it when health changes # Handle health change (e.g., update UI) extends CharacterBody2D class_name Player2D enum State { IDLE, RUN, JUMP, ATTACK } var state = State.IDLE var player_base: PlayerBase # Data (now stats will come from PlayerBase health) var bullets_amount: int = 30 var attack_animation: String = "Attack1" @export var movement_data: MovementData var stats: Stats = null # References @onready var animator : AnimatedSprite2D = $AnimatedSprite2D @onready var guns_animator : AnimationPlayer = $ShootingAnimationPlayer @onready var hit_animator : AnimationPlayer = $HitAnimationPlayer @onready var hand : Node2D = $Hand @onready var pistol : Sprite2D = $Hand/Pivot/Pistol @onready var pistol_bullet_marker : Marker2D = $Hand/Pivot/Pistol/PistolBulletMarker @onready var attacking: bool = false @export var camera: Camera2D # Load Scenes @onready var muzzle_load: PackedScene = preload("res://Scenes/Particles/muzzle.tscn") @onready var bullet_load: PackedScene = preload("res://Scenes/Props/bullet.tscn") @onready var death_particle_load: PackedScene = preload("res://Scenes/Particles/player_death_particle.tscn") func _ready(): player_base = PlayerBase.new() add_child(player_base) player_base.connect("health_changed", self, "_on_health_changed") EventManager.bullets_amount = bullets_amount EventManager.update_bullet_ui.emit() func _physics_process(delta): process_gravity(delta) process_movement_input(delta) process_actions() velocity = move_and_slide(velocity, Vector2.UP) animate() func process_gravity(delta): if not is_on_floor(): velocity.y += movement_data.gravity * movement_data.gravity_scale * delta func process_movement_input(delta): var input_vector = Input.get_axis("move_left", "move_right") if input_vector != 0: velocity.x = move_toward(velocity.x, movement_data.max_speed * input_vector, movement_data.acceleration * delta) else: velocity.x = move_toward(velocity.x, 0, movement_data.friction * delta) func process_actions(): if Input.is_action_just_pressed("jump") and is_on_floor(): perform_jump() if Input.is_action_just_pressed("shoot"): perform_attack() func animate(): var looking_direction = get_global_mouse_position().x > global_position.x animator.flip_h = looking_direction hand.rotation = (get_global_mouse_position() - global_position).angle() update_animation_state() func perform_jump(): velocity.y = -movement_data.jump_strength AudioManager.play_sound(AudioManager.JUMP) func perform_attack(): if not bullets_amount: return state = State.ATTACK animator.play("Attacking") guns_animator.play("Shoot") shoot() func shoot(): # Shooting logic goes here state = State.IDLE EventManager.update_bullet_ui.emit() func update_animation_state(): if state == State.ATTACK: return if is_on_floor(): if velocity.x != 0: animator.play("Run") else: animator.play("Idle") else: animator.play("Jump") if velocity.y < 0 else animator.play("Fall") func _on_hurtbox_area_entered(_area): if not _area.is_in_group("Bullet"): hit_animator.play("Hit") take_damage(1) # If damage is to be variable, extract value from _area EventManager.frame_freeze.emit() func die(): AudioManager.play_sound(AudioManager.DEATH) animator.play("Died") spawn_death_particle() EventManager.player_died.emit() queue_free() func spawn_death_particle(): var death_particle = death_particle_load.instantiate() death_particle.global_position = global_position get_tree().current_scene.add_child(death_particle) # Override PlayerBase method func take_damage(damage: int) -> void: self.health -= damage # This now calls the setter method declared in PlayerBase emit_signal("health_changed", health) # You may want to call update_health_ui if self.health <= 0: die() else: AudioManager.play_sound(AudioManager.HURT) func _on_swapPlane(): PlayerState.set_last_2d_position(global_position); get_tree().change_scene_to_file("res://demo/Scenes/main_scene.tscn") # Implement the move method required by PlayerBase, the actual movement # logic is in the _physics_process function above. func move(input_dir: Vector2) -> void: # For Player2D, the move function is handled by process_movement_input, # so no additional logic is needed here. pass # Implement the attack method required by PlayerBase. This is a placeholder # and the actual logic for starting an attack is in the perform_attack function. func attack() -> void: perform_attack() func _on_health_changed(new_health: int) -> void: player_base.health = new_health # Make sure to update it when health changes # Handle health change (e.g., update UI)
154bd405e1c98aa7bdaaf112635fed37
{ "intermediate": 0.4838578402996063, "beginner": 0.3357473909854889, "expert": 0.18039487302303314 }
31,384
create todo app using c
df7c0692638ccab78801af94f5638415
{ "intermediate": 0.47767874598503113, "beginner": 0.21350720524787903, "expert": 0.30881407856941223 }
31,385
rewrite this to .gd script instead of c: using Godot; using System; public partial class Player : CharacterBody3D { public const uint MaxLifepoints = 200; [Export] public float Speed { get; private set; } = 5.0f; [Export] public float JumpVelocity { get; private set; } = 4.5f; [Export] private uint _lifepoints = MaxLifepoints; // Get the gravity from the project settings to be synced with RigidBody nodes. public float gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle(); private GameManager _gameManager; private Timer _attackTimer; private Node3D _visual; private ProgressBar _playerLifebar; private AnimationTree _animationTree; public override void _Ready() { base._Ready(); _gameManager = GetNode<GameManager>("/root/GameManager"); _gameManager.Player = this; _playerLifebar = GetTree().CurrentScene.GetNode<ProgressBar>("HUD/PlayerLifeBar"); _playerLifebar.MaxValue = MaxLifepoints; _playerLifebar.Value = _lifepoints; _attackTimer = GetNode<Timer>("AttackCooldown"); _visual = GetNode<Node3D>("Visual"); _animationTree = GetNode<AnimationTree>("AnimationTree"); } public override void _Process(double delta) { base._Process(delta); _playerLifebar.Value = _lifepoints; } public override void _PhysicsProcess(double delta) { Vector3 velocity = Velocity; // Add the gravity. if (!IsOnFloor()) velocity.Y -= gravity * (float)delta; // Handle Jump. //if (Input.IsActionJustPressed("ui_accept") && IsOnFloor()) // velocity.Y = JumpVelocity; // Get the input direction and handle the movement/deceleration. // As good practice, you should replace UI actions with custom gameplay actions. Vector2 inputDir = Input.GetVector("left", "right", "up", "down"); Vector3 direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized(); if (direction != Vector3.Zero) { velocity.X = direction.X * Speed; velocity.Z = direction.Z * Speed; } else { velocity.X = Mathf.MoveToward(Velocity.X, 0, Speed); velocity.Z = Mathf.MoveToward(Velocity.Z, 0, Speed); } Velocity = velocity; MoveAndSlide(); velocity.Y = 0; _animationTree.Set("parameters/walking/blend_amount", velocity.LimitLength(1).Length()); if (Mathf.IsZeroApprox(velocity.Length())) return; _visual.LookAt(Position + 10 * velocity, Vector3.Up, true); //var angle = 0; //var transform = _visual.Transform; //transform.Basis = new(Vector3.Up, angle); //_visual.Transform = transform; } public void OnAttackTimeOut() { _attackTimer.Start(); var nearestEnemy = _gameManager.GetNearestEnemy(); if (nearestEnemy == null) return; //nearestEnemy.TakeDamages(); } public void TakeDamages(uint damages) { _lifepoints -= Math.Clamp(damages, 0, _lifepoints); } internal void Heal(uint damages) { _lifepoints = Math.Clamp(_lifepoints + damages, 0, MaxLifepoints); } }
9853dca9510a3677df7850f991491c6c
{ "intermediate": 0.29209741950035095, "beginner": 0.39711126685142517, "expert": 0.3107912838459015 }
31,386
Make a c program to check if a number is prime or not
b0ffa49c602b9360706a2f48c3b13c4f
{ "intermediate": 0.263784259557724, "beginner": 0.10448962450027466, "expert": 0.6317261457443237 }
31,387
make so I can change to this player3d cs script when you swap planes: using Godot; using System; public partial class Player : CharacterBody3D { public const uint MaxLifepoints = 200; [Export] public float Speed { get; private set; } = 5.0f; [Export] public float JumpVelocity { get; private set; } = 4.5f; [Export] private uint _lifepoints = MaxLifepoints; // Get the gravity from the project settings to be synced with RigidBody nodes. public float gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle(); private GameManager _gameManager; private Timer _attackTimer; private Node3D _visual; private ProgressBar _playerLifebar; private AnimationTree _animationTree; public override void _Ready() { base._Ready(); _gameManager = GetNode<GameManager>("/root/GameManager"); _gameManager.Player = this; _playerLifebar = GetTree().CurrentScene.GetNode<ProgressBar>("HUD/PlayerLifeBar"); _playerLifebar.MaxValue = MaxLifepoints; _playerLifebar.Value = _lifepoints; _attackTimer = GetNode<Timer>("AttackCooldown"); _visual = GetNode<Node3D>("Visual"); _animationTree = GetNode<AnimationTree>("AnimationTree"); } public override void _Process(double delta) { base._Process(delta); _playerLifebar.Value = _lifepoints; } public override void _PhysicsProcess(double delta) { Vector3 velocity = Velocity; // Add the gravity. if (!IsOnFloor()) velocity.Y -= gravity * (float)delta; // Handle Jump. //if (Input.IsActionJustPressed("ui_accept") && IsOnFloor()) // velocity.Y = JumpVelocity; // Get the input direction and handle the movement/deceleration. // As good practice, you should replace UI actions with custom gameplay actions. Vector2 inputDir = Input.GetVector("left", "right", "up", "down"); Vector3 direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized(); if (direction != Vector3.Zero) { velocity.X = direction.X * Speed; velocity.Z = direction.Z * Speed; } else { velocity.X = Mathf.MoveToward(Velocity.X, 0, Speed); velocity.Z = Mathf.MoveToward(Velocity.Z, 0, Speed); } Velocity = velocity; MoveAndSlide(); velocity.Y = 0; _animationTree.Set("parameters/walking/blend_amount", velocity.LimitLength(1).Length()); if (Mathf.IsZeroApprox(velocity.Length())) return; _visual.LookAt(Position + 10 * velocity, Vector3.Up, true); //var angle = 0; //var transform = _visual.Transform; //transform.Basis = new(Vector3.Up, angle); //_visual.Transform = transform; } public void OnAttackTimeOut() { _attackTimer.Start(); var nearestEnemy = _gameManager.GetNearestEnemy(); if (nearestEnemy == null) return; //nearestEnemy.TakeDamages(); } public void TakeDamages(uint damages) { _lifepoints -= Math.Clamp(damages, 0, _lifepoints); } internal void Heal(uint damages) { _lifepoints = Math.Clamp(_lifepoints + damages, 0, MaxLifepoints); } } extends CharacterBody2D class_name Player2D enum State { IDLE, RUN, JUMP, ATTACK } var state = State.IDLE var bullets_amount: int = 30 var attack_animation: String = "Attack1" var player_base = PlayerBase.new()# Use PlayerBase’s set_health method @export var movement_data : MovementData @export var stats : Stats # References @onready var animator : AnimatedSprite2D = $AnimatedSprite2D @onready var guns_animator : AnimationPlayer = $ShootingAnimationPlayer @onready var hit_animator : AnimationPlayer = $HitAnimationPlayer @onready var hand : Node2D = $Hand @onready var pistol : Sprite2D = $Hand/Pivot/Pistol @onready var pistol_bullet_marker : Marker2D = $Hand/Pivot/Pistol/PistolBulletMarker @onready var attacking: bool = false @export var camera: Camera2D # Load Scenes @onready var muzzle_load: PackedScene = preload("res://Scenes/Particles/muzzle.tscn") @onready var bullet_load: PackedScene = preload("res://Scenes/Props/bullet.tscn") @onready var death_particle_load: PackedScene = preload("res://Scenes/Particles/player_death_particle.tscn") func _ready(): stats.health = stats.max_health player_base.set_health(stats.health) EventManager.bullets_amount = bullets_amount EventManager.update_bullet_ui.emit() func _physics_process(delta): apply_gravity(delta) var input_vector = Input.get_axis("move_left","move_right") if input_vector != 0: apply_acceleration(input_vector, delta) else: apply_friction(delta) if Input.is_action_just_pressed("SwapPlane"): _on_swapPlane() if Input.is_action_just_pressed("jump") and is_on_floor(): jump() if Input.is_action_just_pressed("shoot"): animator.play("Attacking") if bullets_amount: guns_animator.play("Shoot") move_and_slide() animate(input_vector) func apply_acceleration(input_vector, delta): velocity.x = move_toward(velocity.x, movement_data.max_speed * input_vector, movement_data.acceleration * delta) func apply_friction(delta): velocity.x = move_toward(velocity.x, 0, movement_data.friction * delta) func apply_gravity(delta): if not is_on_floor(): velocity.y += movement_data.gravity * movement_data.gravity_scale * delta func process_gravity(delta): if not is_on_floor(): velocity.y += movement_data.gravity * movement_data.gravity_scale * delta func process_movement_input(delta): var input_vector = Input.get_axis("move_left", "move_right") if input_vector != 0: velocity.x = move_toward(velocity.x, movement_data.max_speed * input_vector, movement_data.acceleration * delta) else: velocity.x = move_toward(velocity.x, 0, movement_data.friction * delta) func process_actions(): if Input.is_action_just_pressed("jump") and is_on_floor(): perform_jump() if Input.is_action_just_pressed("shoot"): perform_attack() func animate(input_vector): var mouse_position : Vector2 = (get_global_mouse_position() - global_position).normalized() if mouse_position.x > 0 and animator.flip_h: animator.flip_h = false elif mouse_position.x < 0 and not animator.flip_h: animator.flip_h = true hand.rotation = mouse_position.angle() if hand.scale.y == 1 and mouse_position.x < 0: hand.scale.y = -1 elif hand.scale.y == -1 and mouse_position.x > 0: hand.scale.y = 1 if state != State.ATTACK: if is_on_floor(): if input_vector != 0: animator.play("Run") else: animator.play("Idle") else: if velocity.y > 0: animator.play("Jump") # Check if the current animation is the attack animation func perform_jump(): velocity.y = -movement_data.jump_strength AudioManager.play_sound(AudioManager.JUMP) func perform_attack(): if not bullets_amount: return state = State.ATTACK animator.play("Attacking") guns_animator.play("Shoot") shoot() func shoot(): state = State.ATTACK attack_animation = "Attack" + str(randi_range(1, 2)) animator.play(attack_animation) $Hand/AttackArea/CollisionShape2D.disabled = false; await animator.animation_looped EventManager.update_bullet_ui.emit() var mouse_position : Vector2 = (get_global_mouse_position() - global_position).normalized() var muzzle = muzzle_load.instantiate() var bullet = bullet_load.instantiate() pistol_bullet_marker.add_child(muzzle) bullet.global_position = pistol_bullet_marker.global_position bullet.target_vector = mouse_position bullet.rotation = mouse_position.angle() get_tree().current_scene.add_child(bullet) AudioManager.play_sound(AudioManager.SHOOT) $Hand/AttackArea/CollisionShape2D.disabled = true; state = State.IDLE func update_animation_state(): if state == State.ATTACK: return if is_on_floor(): if velocity.x != 0: animator.play("Run") else: animator.play("Idle") else: animator.play("Jump") if velocity.y < 0 else animator.play("Fall") func _on_hurtbox_area_entered(_area): if not _area.is_in_group("Bullet"): hit_animator.play("Hit") take_damage(1) # If damage is to be variable, extract value from _area EventManager.frame_freeze.emit() func die(): AudioManager.play_sound(AudioManager.DEATH) animator.play("Died") spawn_death_particle() EventManager.player_died.emit() queue_free() func spawn_death_particle(): var death_particle = death_particle_load.instantiate() death_particle.global_position = global_position get_tree().current_scene.add_child(death_particle) # Override PlayerBase method func take_damage(damage: int) -> void: player_base.health -= damage # Use the health property from PlayerBase if player_base.health <= 0: die() else: AudioManager.play_sound(AudioManager.HURT) func _on_swapPlane(): PlayerState.set_last_2d_position(global_position); get_tree().change_scene_to_file("res://demo/Scenes/main_scene.tscn") # Implement the move method required by PlayerBase, the actual movement # logic is in the _physics_process function above. func move(input_dir: Vector2) -> void: # For Player2D, the move function is handled by process_movement_input, # so no additional logic is needed here. pass # Implement the attack method required by PlayerBase. This is a placeholder # and the actual logic for starting an attack is in the perform_attack function. func attack() -> void: perform_attack() # Adjust the jump method to use jump_strength from PlayerBase func jump(): velocity.y = -movement_data.jump_strength AudioManager.play_sound(AudioManager.JUMP) func _on_health_changed(new_health: int) -> void: player_base.health = new_health # Make sure to update it when health changes # Handle health change (e.g., update UI)
a83df7d51df0f1d5a96a9dabf8b7e3fa
{ "intermediate": 0.2993241846561432, "beginner": 0.3707379102706909, "expert": 0.3299379348754883 }
31,388
with nodejs puppeteer, make a bot that goes to "https://gamblit.pw/r/xxxxxxx", then it waits until this button pops up: <button class="text-sm p-4 leading-none rounded-md text-black bg-white hover:bg-gray-300 hover:translate-y-1 transition duration-200 ease-in-out ml-2 border-none font-proxima_reg hover:opacity-75">REGISTER</button> then it clicks it, then it waits for, and fills out this username input with a random string of 12 letters: <input type="text" class="w-full px-4 py-2 rounded bg-dark-input text-dark-font font-proxima_reg" value=""> then it fills out this with an email from the Mailjs api wrapper, you can use and modify the function i gave bellow the instructions: <input type="email" class="w-full px-4 py-2 rounded bg-dark-input text-dark-font font-proxima_reg" value=""> then it fill out this password feild with the email once again: <input type="password" class="w-full px-4 py-2 rounded bg-dark-input text-dark-font font-proxima_reg" value=""> after all those inpuuts are filled in it waits for 15 seconds and clicks this button: <div class="button w-40 h-16 bg-purple-3 rounded-lg select-none transition-all duration-150 border-b-4 border-purple-4 shadow-md opacity-50 cursor-not-allowed" disabled=""><span class="flex items-center justify-center h-full text-white text-lg font-proxima_reg">Register</span></div> after that you put the program in an infinate waiting loop s o i can make sure it worked.
cb46d38773a7c81a24ee52089ce2bc94
{ "intermediate": 0.3739272952079773, "beginner": 0.3866861164569855, "expert": 0.23938651382923126 }
31,389
public synchronized void onTryBuyItem(String itemId, int count) { if (count > 0 && count <= 9999) { Item item = (Item)GarageItemsLoader.items.get(itemId.substring(0, itemId.length() - 3)); Item fromUser = null; int price = item.price * count; int itemRang = item.modifications[0].rank; if (this.checkMoney(price)) { if (this.getLocalUser().getRang() + 1 < itemRang) { return; } if ((fromUser = this.localUser.getGarage().buyItem(itemId, count, 0)) != null) { this.send(Type.GARAGE, "buy_item", StringUtils.concatStrings(item.id, "_m", String.valueOf(item.modificationIndex)), JSONUtils.parseItemInfo(fromUser)); this.send(Type.LOBBY,"complete_achievement", String.valueOf(0) ); this.addCrystall(-price); this.localUser.getGarage().parseJSONData(); database.update(this.localUser.getGarage()); } else { this.send(Type.GARAGE, "try_buy_item_NO"); } } } else { this.crystallToZero(); } } как сделать чтобы при первой покупке показывался this.send(Type.LOBBY,"complete_achievement", String.valueOf(0) ); но уже со второй покупки он больше не показывался игроку
8c64a52e2b9503a82e706fc8fc54f8bf
{ "intermediate": 0.3664736747741699, "beginner": 0.3551830053329468, "expert": 0.2783433198928833 }
31,390
rewrite this to gd script for me: using Godot; using System; public partial class Player : CharacterBody3D { public const uint MaxLifepoints = 200; [Export] public float Speed { get; private set; } = 5.0f; [Export] public float JumpVelocity { get; private set; } = 4.5f; [Export] private uint _lifepoints = MaxLifepoints; // Get the gravity from the project settings to be synced with RigidBody nodes. public float gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle(); private GameManager _gameManager; private Timer _attackTimer; private Node3D _visual; private ProgressBar _playerLifebar; private AnimationTree _animationTree; public override void _Ready() { base._Ready(); _gameManager = GetNode<GameManager>("/root/GameManager"); _gameManager.Player = this; _playerLifebar = GetTree().CurrentScene.GetNode<ProgressBar>("HUD/PlayerLifeBar"); _playerLifebar.MaxValue = MaxLifepoints; _playerLifebar.Value = _lifepoints; _attackTimer = GetNode<Timer>("AttackCooldown"); _visual = GetNode<Node3D>("Visual"); _animationTree = GetNode<AnimationTree>("AnimationTree"); } public override void _Process(double delta) { base._Process(delta); _playerLifebar.Value = _lifepoints; } public override void _PhysicsProcess(double delta) { Vector3 velocity = Velocity; // Add the gravity. if (!IsOnFloor()) velocity.Y -= gravity * (float)delta; // Handle Jump. //if (Input.IsActionJustPressed("ui_accept") && IsOnFloor()) // velocity.Y = JumpVelocity; // Get the input direction and handle the movement/deceleration. // As good practice, you should replace UI actions with custom gameplay actions. Vector2 inputDir = Input.GetVector("left", "right", "up", "down"); Vector3 direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized(); if (direction != Vector3.Zero) { velocity.X = direction.X * Speed; velocity.Z = direction.Z * Speed; } else { velocity.X = Mathf.MoveToward(Velocity.X, 0, Speed); velocity.Z = Mathf.MoveToward(Velocity.Z, 0, Speed); } Velocity = velocity; MoveAndSlide(); velocity.Y = 0; _animationTree.Set("parameters/walking/blend_amount", velocity.LimitLength(1).Length()); if (Mathf.IsZeroApprox(velocity.Length())) return; _visual.LookAt(Position + 10 * velocity, Vector3.Up, true); //var angle = 0; //var transform = _visual.Transform; //transform.Basis = new(Vector3.Up, angle); //_visual.Transform = transform; } public void OnAttackTimeOut() { _attackTimer.Start(); var nearestEnemy = _gameManager.GetNearestEnemy(); if (nearestEnemy == null) return; //nearestEnemy.TakeDamages(); } public void TakeDamages(uint damages) { _lifepoints -= Math.Clamp(damages, 0, _lifepoints); } internal void Heal(uint damages) { _lifepoints = Math.Clamp(_lifepoints + damages, 0, MaxLifepoints); } private void _on_SwapPlane() { GDScript sceneChangerScript = (GDScript)GD.Load("res://Scripts/Global/SceneChanger.gd"); var sceneChangerNode = GetNode<Node>("SceneChanger"); sceneChangerNode.Call("change_to_2d"); } }
2c52cebeb8aa05b245667e4c01bffc3d
{ "intermediate": 0.3091731667518616, "beginner": 0.34321460127830505, "expert": 0.34761229157447815 }
31,391
rewrite this so I can control it when I swap to 3d plane: extends CharacterBody3D const MAX_LIFEPOINTS := 200 export var speed := 5.0 export var jump_velocity := 4.5 var _lifepoints: int = MAX_LIFEPOINTS setget , get_lifepoints var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity") var _attackTimer: Timer var _visual: Node3D var _playerLifebar: ProgressBar var _animationTree: AnimationTree func _ready(): _playerLifebar = get_tree().current_scene.get_node("HUD/PlayerLifeBar") _playerLifebar.max_value = MAX_LIFEPOINTS _playerLifebar.value = _lifepoints _attackTimer = get_node("AttackCooldown") _visual = get_node("Visual") _animationTree = get_node("AnimationTree") func get_lifepoints() -> int: return _lifepoints func _process(delta: float) -> void: _playerLifebar.value = _lifepoints func _physics_process(delta: float) -> void: var velocity := get_velocity() # Add gravity if not is_on_floor(): velocity.y -= gravity * delta # Handle movement and deceleration var input_dir := Vector2( Input.get_action_strength("move_right") - Input.get_action_strength("move_left"), Input.get_action_strength("move_back") - Input.get_action_strength("move_forward") ) var direction := (global_transform.basis.xform(Vector3(input_dir.x, 0, input_dir.y))).normalized() if direction != Vector3.ZERO: velocity.x = direction.x * speed velocity.z = direction.z * speed else: velocity.x = lerp(velocity.x, 0, speed * delta) velocity.z = lerp(velocity.z, 0, speed * delta) set_velocity(velocity) move_and_slide() velocity.y = 0.0 _animationTree.set("parameters/walking/blend_amount", velocity.length()) if velocity.length() == 0.0: return _visual.look_at(get_global_transform().origin + 10 * velocity, Vector3.UP) func _on_AttackTimeOut(): _attackTimer.start() func take_damages(damages: int): _lifepoints = clamp(_lifepoints - damages, 0, MAX_LIFEPOINTS) func heal(heal_amount: int) -> void: _lifepoints = clamp(_lifepoints + heal_amount, 0, MAX_LIFEPOINTS) func _on_SwapPlane(): var sceneChangerScript = load("res://Scripts/Global/SceneChanger.gd") as Script var sceneChangerNode = get_node("SceneChanger") sceneChangerNode.call("change_to_2d") my 2d plane: extends CharacterBody2D class_name Player2D enum State { IDLE, RUN, JUMP, ATTACK } var state = State.IDLE var bullets_amount: int = 30 var attack_animation: String = "Attack1" var player_base = PlayerBase.new()# Use PlayerBase’s set_health method¨ @export var movement_data : MovementData @export var stats : Stats # References @onready var animator : AnimatedSprite2D = $AnimatedSprite2D @onready var guns_animator : AnimationPlayer = $ShootingAnimationPlayer @onready var hit_animator : AnimationPlayer = $HitAnimationPlayer @onready var hand : Node2D = $Hand @onready var pistol : Sprite2D = $Hand/Pivot/Pistol @onready var pistol_bullet_marker : Marker2D = $Hand/Pivot/Pistol/PistolBulletMarker @onready var attacking: bool = false @export var camera: Camera2D # Load Scenes @onready var muzzle_load: PackedScene = preload("res://Scenes/Particles/muzzle.tscn") @onready var bullet_load: PackedScene = preload("res://Scenes/Props/bullet.tscn") @onready var death_particle_load: PackedScene = preload("res://Scenes/Particles/player_death_particle.tscn") func _ready(): stats.health = stats.max_health player_base.set_health(stats.health) EventManager.bullets_amount = bullets_amount EventManager.update_bullet_ui.emit() func _physics_process(delta): apply_gravity(delta) var input_vector = Input.get_axis("move_left","move_right") if input_vector != 0: apply_acceleration(input_vector, delta) else: apply_friction(delta) if Input.is_action_just_pressed("SwapPlane"): _on_swapPlane() if Input.is_action_just_pressed("jump") and is_on_floor(): jump() if Input.is_action_just_pressed("shoot"): animator.play("Attacking") if bullets_amount: guns_animator.play("Shoot") move_and_slide() animate(input_vector) func apply_acceleration(input_vector, delta): velocity.x = move_toward(velocity.x, movement_data.max_speed * input_vector, movement_data.acceleration * delta) func apply_friction(delta): velocity.x = move_toward(velocity.x, 0, movement_data.friction * delta) func apply_gravity(delta): if not is_on_floor(): velocity.y += movement_data.gravity * movement_data.gravity_scale * delta func process_gravity(delta): if not is_on_floor(): velocity.y += movement_data.gravity * movement_data.gravity_scale * delta func process_movement_input(delta): var input_vector = Input.get_axis("move_left", "move_right") if input_vector != 0: velocity.x = move_toward(velocity.x, movement_data.max_speed * input_vector, movement_data.acceleration * delta) else: velocity.x = move_toward(velocity.x, 0, movement_data.friction * delta) func process_actions(): if Input.is_action_just_pressed("jump") and is_on_floor(): perform_jump() if Input.is_action_just_pressed("shoot"): perform_attack() func animate(input_vector): var mouse_position : Vector2 = (get_global_mouse_position() - global_position).normalized() if mouse_position.x > 0 and animator.flip_h: animator.flip_h = false elif mouse_position.x < 0 and not animator.flip_h: animator.flip_h = true hand.rotation = mouse_position.angle() if hand.scale.y == 1 and mouse_position.x < 0: hand.scale.y = -1 elif hand.scale.y == -1 and mouse_position.x > 0: hand.scale.y = 1 if state != State.ATTACK: if is_on_floor(): if input_vector != 0: animator.play("Run") else: animator.play("Idle") else: if velocity.y > 0: animator.play("Jump") # Check if the current animation is the attack animation func perform_jump(): velocity.y = -movement_data.jump_strength AudioManager.play_sound(AudioManager.JUMP) func perform_attack(): if not bullets_amount: return state = State.ATTACK animator.play("Attacking") guns_animator.play("Shoot") shoot() func shoot(): state = State.ATTACK attack_animation = "Attack" + str(randi_range(1, 2)) animator.play(attack_animation) $Hand/AttackArea/CollisionShape2D.disabled = false; await animator.animation_looped EventManager.update_bullet_ui.emit() var mouse_position : Vector2 = (get_global_mouse_position() - global_position).normalized() var muzzle = muzzle_load.instantiate() var bullet = bullet_load.instantiate() pistol_bullet_marker.add_child(muzzle) bullet.global_position = pistol_bullet_marker.global_position bullet.target_vector = mouse_position bullet.rotation = mouse_position.angle() get_tree().current_scene.add_child(bullet) AudioManager.play_sound(AudioManager.SHOOT) $Hand/AttackArea/CollisionShape2D.disabled = true; state = State.IDLE func update_animation_state(): if state == State.ATTACK: return if is_on_floor(): if velocity.x != 0: animator.play("Run") else: animator.play("Idle") else: animator.play("Jump") if velocity.y < 0 else animator.play("Fall") func _on_hurtbox_area_entered(_area): if not _area.is_in_group("Bullet"): hit_animator.play("Hit") take_damage(1) # If damage is to be variable, extract value from _area EventManager.frame_freeze.emit() func die(): AudioManager.play_sound(AudioManager.DEATH) animator.play("Died") spawn_death_particle() EventManager.player_died.emit() queue_free() func spawn_death_particle(): var death_particle = death_particle_load.instantiate() death_particle.global_position = global_position get_tree().current_scene.add_child(death_particle) # Override PlayerBase method func take_damage(damage: int) -> void: player_base.health -= damage # Use the health property from PlayerBase if player_base.health <= 0: die() else: AudioManager.play_sound(AudioManager.HURT) func _on_swapPlane(): PlayerState.set_last_2d_position(global_position); SceneChanger.change_to_3d(global_position) # Calls the singleton to change to 3D scene # Implement the move method required by PlayerBase, the actual movement # logic is in the _physics_process function above. func move(input_dir: Vector2) -> void: # For Player2D, the move function is handled by process_movement_input, # so no additional logic is needed here. pass # Implement the attack method required by PlayerBase. This is a placeholder # and the actual logic for starting an attack is in the perform_attack function. func attack() -> void: perform_attack() # Adjust the jump method to use jump_strength from PlayerBase func jump(): velocity.y = -movement_data.jump_strength AudioManager.play_sound(AudioManager.JUMP) func _on_health_changed(new_health: int) -> void: player_base.health = new_health # Make sure to update it when health changes # Handle health change (e.g., update UI)
6f9e68bbb246ebe62ec1344030c8b551
{ "intermediate": 0.30292728543281555, "beginner": 0.3740174174308777, "expert": 0.32305532693862915 }
31,392
PROMPT ENGINEERING TECHNIQUES : ART ReAct Metacognitive Generated Knowledge RAG APE Self-consistency CoT Automatic CoT Multimodal CoT LogiCot ToT GoT AoT Produce a table showing each of the prompt engineering techniques, an explanation of the technique, strengths, weaknesses and some examples
7d26c0b464c1406ac8f63cccc1e3dad2
{ "intermediate": 0.20297633111476898, "beginner": 0.2245093435049057, "expert": 0.5725143551826477 }
31,393
rewrite this 3d code for me so I can move it around when I swap to 3d plane from 2d: extends CharacterBody3D const MAX_LIFEPOINTS := 200 export var speed := 5.0 export var jump_velocity := 4.5 var _lifepoints: int = MAX_LIFEPOINTS setget , get_lifepoints var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity") var _attackTimer: Timer var _visual: Node3D var _playerLifebar: ProgressBar var _animationTree: AnimationTree func _ready(): _playerLifebar = get_tree().current_scene.get_node("HUD/PlayerLifeBar") _playerLifebar.max_value = MAX_LIFEPOINTS _playerLifebar.value = _lifepoints _attackTimer = get_node("AttackCooldown") _visual = get_node("Visual") _animationTree = get_node("AnimationTree") func get_lifepoints() -> int: return _lifepoints func _process(delta: float) -> void: _playerLifebar.value = _lifepoints func _physics_process(delta: float) -> void: var velocity := get_velocity() # Add gravity if not is_on_floor(): velocity.y -= gravity * delta # Handle movement and deceleration var input_dir := Vector2( Input.get_action_strength("move_right") - Input.get_action_strength("move_left"), Input.get_action_strength("move_back") - Input.get_action_strength("move_forward") ) var direction := (global_transform.basis.xform(Vector3(input_dir.x, 0, input_dir.y))).normalized() if direction != Vector3.ZERO: velocity.x = direction.x * speed velocity.z = direction.z * speed else: velocity.x = lerp(velocity.x, 0, speed * delta) velocity.z = lerp(velocity.z, 0, speed * delta) set_velocity(velocity) move_and_slide() velocity.y = 0.0 _animationTree.set("parameters/walking/blend_amount", velocity.length()) if velocity.length() == 0.0: return _visual.look_at(get_global_transform().origin + 10 * velocity, Vector3.UP) func _on_AttackTimeOut(): _attackTimer.start() func take_damages(damages: int): _lifepoints = clamp(_lifepoints - damages, 0, MAX_LIFEPOINTS) func heal(heal_amount: int) -> void: _lifepoints = clamp(_lifepoints + heal_amount, 0, MAX_LIFEPOINTS) func _on_SwapPlane(): var sceneChangerScript = load("res://Scripts/Global/SceneChanger.gd") as Script var sceneChangerNode = get_node("SceneChanger") sceneChangerNode.call("change_to_2d") my working 2dplane script: extends CharacterBody2D class_name Player2D enum State { IDLE, RUN, JUMP, ATTACK } var state = State.IDLE var bullets_amount: int = 30 var attack_animation: String = "Attack1" var player_base = PlayerBase.new()# Use PlayerBase’s set_health method¨ @export var movement_data : MovementData @export var stats : Stats # References @onready var animator : AnimatedSprite2D = $AnimatedSprite2D @onready var guns_animator : AnimationPlayer = $ShootingAnimationPlayer @onready var hit_animator : AnimationPlayer = $HitAnimationPlayer @onready var hand : Node2D = $Hand @onready var pistol : Sprite2D = $Hand/Pivot/Pistol @onready var pistol_bullet_marker : Marker2D = $Hand/Pivot/Pistol/PistolBulletMarker @onready var attacking: bool = false @export var camera: Camera2D # Load Scenes @onready var muzzle_load: PackedScene = preload("res://Scenes/Particles/muzzle.tscn") @onready var bullet_load: PackedScene = preload("res://Scenes/Props/bullet.tscn") @onready var death_particle_load: PackedScene = preload("res://Scenes/Particles/player_death_particle.tscn") func _ready(): stats.health = stats.max_health player_base.set_health(stats.health) EventManager.bullets_amount = bullets_amount EventManager.update_bullet_ui.emit() func _physics_process(delta): apply_gravity(delta) var input_vector = Input.get_axis("move_left","move_right") if input_vector != 0: apply_acceleration(input_vector, delta) else: apply_friction(delta) if Input.is_action_just_pressed("SwapPlane"): _on_swapPlane() if Input.is_action_just_pressed("jump") and is_on_floor(): jump() if Input.is_action_just_pressed("shoot"): animator.play("Attacking") if bullets_amount: guns_animator.play("Shoot") move_and_slide() animate(input_vector) func apply_acceleration(input_vector, delta): velocity.x = move_toward(velocity.x, movement_data.max_speed * input_vector, movement_data.acceleration * delta) func apply_friction(delta): velocity.x = move_toward(velocity.x, 0, movement_data.friction * delta) func apply_gravity(delta): if not is_on_floor(): velocity.y += movement_data.gravity * movement_data.gravity_scale * delta func process_gravity(delta): if not is_on_floor(): velocity.y += movement_data.gravity * movement_data.gravity_scale * delta func process_movement_input(delta): var input_vector = Input.get_axis("move_left", "move_right") if input_vector != 0: velocity.x = move_toward(velocity.x, movement_data.max_speed * input_vector, movement_data.acceleration * delta) else: velocity.x = move_toward(velocity.x, 0, movement_data.friction * delta) func process_actions(): if Input.is_action_just_pressed("jump") and is_on_floor(): perform_jump() if Input.is_action_just_pressed("shoot"): perform_attack() func animate(input_vector): var mouse_position : Vector2 = (get_global_mouse_position() - global_position).normalized() if mouse_position.x > 0 and animator.flip_h: animator.flip_h = false elif mouse_position.x < 0 and not animator.flip_h: animator.flip_h = true hand.rotation = mouse_position.angle() if hand.scale.y == 1 and mouse_position.x < 0: hand.scale.y = -1 elif hand.scale.y == -1 and mouse_position.x > 0: hand.scale.y = 1 if state != State.ATTACK: if is_on_floor(): if input_vector != 0: animator.play("Run") else: animator.play("Idle") else: if velocity.y > 0: animator.play("Jump") # Check if the current animation is the attack animation func perform_jump(): velocity.y = -movement_data.jump_strength AudioManager.play_sound(AudioManager.JUMP) func perform_attack(): if not bullets_amount: return state = State.ATTACK animator.play("Attacking") guns_animator.play("Shoot") shoot() func shoot(): state = State.ATTACK attack_animation = "Attack" + str(randi_range(1, 2)) animator.play(attack_animation) $Hand/AttackArea/CollisionShape2D.disabled = false; await animator.animation_looped EventManager.update_bullet_ui.emit() var mouse_position : Vector2 = (get_global_mouse_position() - global_position).normalized() var muzzle = muzzle_load.instantiate() var bullet = bullet_load.instantiate() pistol_bullet_marker.add_child(muzzle) bullet.global_position = pistol_bullet_marker.global_position bullet.target_vector = mouse_position bullet.rotation = mouse_position.angle() get_tree().current_scene.add_child(bullet) AudioManager.play_sound(AudioManager.SHOOT) $Hand/AttackArea/CollisionShape2D.disabled = true; state = State.IDLE func update_animation_state(): if state == State.ATTACK: return if is_on_floor(): if velocity.x != 0: animator.play("Run") else: animator.play("Idle") else: animator.play("Jump") if velocity.y < 0 else animator.play("Fall") func _on_hurtbox_area_entered(_area): if not _area.is_in_group("Bullet"): hit_animator.play("Hit") take_damage(1) # If damage is to be variable, extract value from _area EventManager.frame_freeze.emit() func die(): AudioManager.play_sound(AudioManager.DEATH) animator.play("Died") spawn_death_particle() EventManager.player_died.emit() queue_free() func spawn_death_particle(): var death_particle = death_particle_load.instantiate() death_particle.global_position = global_position get_tree().current_scene.add_child(death_particle) # Override PlayerBase method func take_damage(damage: int) -> void: player_base.health -= damage # Use the health property from PlayerBase if player_base.health <= 0: die() else: AudioManager.play_sound(AudioManager.HURT) func _on_swapPlane(): PlayerState.set_last_2d_position(global_position); SceneChanger.change_to_3d(global_position) # Calls the singleton to change to 3D scene # Implement the move method required by PlayerBase, the actual movement # logic is in the _physics_process function above. func move(input_dir: Vector2) -> void: # For Player2D, the move function is handled by process_movement_input, # so no additional logic is needed here. pass # Implement the attack method required by PlayerBase. This is a placeholder # and the actual logic for starting an attack is in the perform_attack function. func attack() -> void: perform_attack() # Adjust the jump method to use jump_strength from PlayerBase func jump(): velocity.y = -movement_data.jump_strength AudioManager.play_sound(AudioManager.JUMP) func _on_health_changed(new_health: int) -> void: player_base.health = new_health # Make sure to update it when health changes # Handle health change (e.g., update UI)
0ca827d3696bd51e94b200f05788c15f
{ "intermediate": 0.2848880887031555, "beginner": 0.35771194100379944, "expert": 0.35739994049072266 }
31,394
write code
adf5e9351b98956f517482571d789fc6
{ "intermediate": 0.29099950194358826, "beginner": 0.3755306303501129, "expert": 0.33346986770629883 }
31,395
public synchronized void onTryBuyItem(String itemId, int count) { if (count > 0 && count <= 9999) { Item item = (Item)GarageItemsLoader.items.get(itemId.substring(0, itemId.length() - 3)); Item fromUser = null; int price = item.price * count; int itemRang = item.modifications[0].rank; if (this.checkMoney(price)) { if (this.getLocalUser().getRang() + 1 < itemRang) { return; } if ((fromUser = this.localUser.getGarage().buyItem(itemId, count, 0)) != null) { this.send(Type.GARAGE, "buy_item", StringUtils.concatStrings(item.id, "_m", String.valueOf(item.modificationIndex)), JSONUtils.parseItemInfo(fromUser)); this.send(Type.LOBBY,"complete_achievement", String.valueOf(0) ); this.addCrystall(-price); this.localUser.getGarage().parseJSONData(); database.update(this.localUser.getGarage()); } else { this.send(Type.GARAGE, "try_buy_item_NO"); } } } else { this.crystallToZero(); } } сделай проверку при покупке, то-есть если предметов в гараже больше чем 5 значит игрок уже совершил первую покупку и this.send(Type.LOBBY,"complete_achievement", String.valueOf(0) );ему показ не нужно, а если нет то отпр игроку команду на показ this.send(Type.LOBBY,"complete_achievement", String.valueOf(0) );
c721e4d841e670c5edd914d5e1083ccf
{ "intermediate": 0.29271793365478516, "beginner": 0.4035206437110901, "expert": 0.30376139283180237 }
31,396
public synchronized void onTryBuyItem(String itemId, int count) { if (count > 0 && count <= 9999) { Item item = (Item)GarageItemsLoader.items.get(itemId.substring(0, itemId.length() - 3)); Item fromUser = null; int price = item.price * count; int itemRang = item.modifications[0].rank; if (this.checkMoney(price)) { if (this.getLocalUser().getRang() + 1 < itemRang) { return; } if ((fromUser = this.localUser.getGarage().buyItem(itemId, count, 0)) != null) { this.send(Type.GARAGE, "buy_item", StringUtils.concatStrings(item.id, "_m", String.valueOf(item.modificationIndex)), JSONUtils.parseItemInfo(fromUser)); if (this.localUser.getGarage().getItemCount() >= 6) { this.send(Type.LOBBY,"complete_achievement", String.valueOf(0) ); } this.addCrystall(-price); this.localUser.getGarage().parseJSONData(); database.update(this.localUser.getGarage()); } else { this.send(Type.GARAGE, "try_buy_item_NO"); } } } else { this.crystallToZero(); } } как можно сделать чтобы работала проверка на то что в гараже уже 6 предметов и окно complete_achievement не нужно показывать
16156c796828f8597fb11a6f0096891c
{ "intermediate": 0.4064391553401947, "beginner": 0.3146405518054962, "expert": 0.27892032265663147 }
31,397
Further your program should be able to identify the unique element and store it in an array named as UniqueArray and then using the print function it should display the UniqueArray. Unique elements of an array are the ones which occur only once in an array. in c++ write a program wihtout vectors and simple arrays method
50e485cfbe3839775199dca14882cf1e
{ "intermediate": 0.46774694323539734, "beginner": 0.19362014532089233, "expert": 0.3386329412460327 }
31,398
# Import necessary libraries import matplotlib.pyplot as plt import numpy as np # Predict the target variable for the entire data predictions_all = lm.predict(X) # Create a new figure plt.figure() # Plot the actual values plt.scatter(X['Week'], y, color='blue', label='Actual') # Plot the predicted values plt.scatter(X['Week'], predictions_all, color='red', label='Predicted') # Plot the regression line plt.plot(X['Week'], predictions_all, color='black') # Add the regression formula to the plot plt.text(0.02, 0.95, f'y = {lm.intercept_:.2f} + {lm.coef_[0]:.2f} * Week + {lm.coef_[1]:.2f} * Humidity + {lm.coef_[2]:.2f} * TempSq', transform=plt.gca().transAxes) # Add labels and title plt.xlabel('Week') plt.ylabel('ili_weekly_average_rate') plt.title('Linear Regression Graph') plt.legend() # Show the plot plt.show() I want the result of "plt.text(0.02, 0.95, f'y = {lm.intercept_:.2f} + {lm.coef_[0]:.2f} * Week + {lm.coef_[1]:.2f} * Humidity + {lm.coef_[2]:.2f} * TempSq', transform=plt.gca().transAxes)" is displayed under the label "plt.xlabel('Week')"
b745c234b18b801ec2c1a439342db787
{ "intermediate": 0.4108538031578064, "beginner": 0.23995359241962433, "expert": 0.3491925895214081 }
31,399
regular expression is removing digits, latin letters and special simbols
aeb0c8586b9572d37780a1ca48568ada
{ "intermediate": 0.3697420358657837, "beginner": 0.26873907446861267, "expert": 0.36151888966560364 }
31,400
if i is a multiple of 3 and 5 print FizzBuzz.
29958fc3a61da1b0464f7432c146b7b3
{ "intermediate": 0.21466077864170074, "beginner": 0.6038364768028259, "expert": 0.18150277435779572 }
31,401
make this program multi threaded with 8 threads. import asyncio import websockets import time import random import threading async def main(): async with websockets.connect("wss://fronvosrv.fly.dev/fronvo/?EIO=4&transport=websocket") as websocket: await websocket.send("40") r = await websocket.recv() await websocket.send('421["login",{"email":"khhvamzwrej@hldrive.com","password":"khhvamzwrej@hldrive.com"}]') print("goofed around",time.time()) while True: asyncio.get_event_loop().run_until_complete(main())
68701921935527cb0fd584d2a838aec6
{ "intermediate": 0.40282365679740906, "beginner": 0.4068407416343689, "expert": 0.19033558666706085 }
31,402
the program is not outputting anything and its instantly closing. import asyncio import websockets import time import random import concurrent.futures async def main(): async with websockets.connect("wss://fronvosrv.fly.dev/fronvo/?EIO=4&transport=websocket") as websocket: await websocket.send("40") r = await websocket.recv() await websocket.send('421["login",{"email":"gafsytxtmcubo@hldrive.com","password":"gafsytxtmcubo@hldrive.com"}]') print("goofed around", time.time()) def run_main(): asyncio.get_event_loop().run_until_complete(main()) if __name__ == "__main__": with concurrent.futures.ThreadPoolExecutor(max_workers=8) as executor: futures = [executor.submit(run_main) for _ in range(8)] concurrent.futures.wait(futures)
ee6684fdea596ca875a0b7a5cabbbe3d
{ "intermediate": 0.3891275227069855, "beginner": 0.43301835656166077, "expert": 0.17785412073135376 }
31,403
use threading to make this multithreaded. import asyncio import websockets import time import random import threading async def main(): async with websockets.connect("wss://fronvosrv.fly.dev/fronvo/?EIO=4&transport=websocket") as websocket: await websocket.send("40") r = await websocket.recv() await websocket.send('421["login",{"email":"khhvamzwrej@hldrive.com","password":"khhvamzwrej@hldrive.com"}]') print("goofed around",time.time()) while True: asyncio.get_event_loop().run_until_complete(main())
a0b9640b9ee7f4649558705fa4536082
{ "intermediate": 0.3757472038269043, "beginner": 0.4705410599708557, "expert": 0.1537116914987564 }
31,404
public synchronized void onTryBuyItem(String itemId, int count) { if (count > 0 && count <= 9999) { Item item = (Item)GarageItemsLoader.items.get(itemId.substring(0, itemId.length() - 3)); Item fromUser = null; int price = item.price * count; int itemRang = item.modifications[0].rank; if (this.checkMoney(price)) { if (this.getLocalUser().getRang() + 1 < itemRang) { return; } if ((fromUser = this.localUser.getGarage().buyItem(itemId, count, 0)) != null) { this.send(Type.GARAGE, "buy_item", StringUtils.concatStrings(item.id, "_m", String.valueOf(item.modificationIndex)), JSONUtils.parseItemInfo(fromUser)); this.addCrystall(-price); this.localUser.getGarage().parseJSONData(); database.update(this.localUser.getGarage()); if (this.localUser.getGarage().getItemCount() < 5) { this.send(Type.LOBBY,"complete_achievement", String.valueOf(0)); } } else { this.send(Type.GARAGE, "try_buy_item_NO"); } } } else { this.crystallToZero(); } } как переделать чтобы this.send(Type.LOBBY,"complete_achievement", String.valueOf(0)); показалось после покупки, и после 1 покупки добавилось значение в базу данных true, и в последующие покупки окно это не показывалось
6601a248a5017d547acab43e10b12374
{ "intermediate": 0.30902326107025146, "beginner": 0.43993687629699707, "expert": 0.2510398328304291 }
31,405
public synchronized void onTryBuyItem(String itemId, int count) { if (count > 0 && count <= 9999) { Item item = (Item)GarageItemsLoader.items.get(itemId.substring(0, itemId.length() - 3)); Item fromUser = null; int price = item.price * count; int itemRang = item.modifications[0].rank; if (this.checkMoney(price)) { if (this.getLocalUser().getRang() + 1 < itemRang) { return; } if ((fromUser = this.localUser.getGarage().buyItem(itemId, count, 0)) != null) { this.send(Type.GARAGE, "buy_item", StringUtils.concatStrings(item.id, "_m", String.valueOf(item.modificationIndex)), JSONUtils.parseItemInfo(fromUser)); this.send(Type.LOBBY,"complete_achievement", String.valueOf(0) ); this.addCrystall(-price); this.localUser.getGarage().parseJSONData(); database.update(this.localUser.getGarage()); } else { this.send(Type.GARAGE, "try_buy_item_NO"); } } } else { this.crystallToZero(); } } как сделать чтобы после первой покупки в базу данных вносилось новое поле где будет false или true если false то окно this.send(Type.LOBBY,"complete_achievement", String.valueOf(0) ); будет показываться, если же покупка была уже совершана ранние и в базе данных стоит true окно не будет показываться при последующих покупках
70668dfee65ebc7dcfb0a61939a49258
{ "intermediate": 0.397779256105423, "beginner": 0.3824651837348938, "expert": 0.21975558996200562 }
31,406
python code using BiLSTM encoder and BiLSTM decoder rnn to translate English text to Arabic text by splitting data from file into train. validate and test ,Tokenize the sentences and convert them into numerical representations ,Pad or truncate the sentences to a fixed length and use test data to evaluate and example translation from test
612085548d05e2ea3093640d36371a21
{ "intermediate": 0.4053291976451874, "beginner": 0.12014497816562653, "expert": 0.4745258688926697 }
31,407
я написал этот код: function backspace() { if (exp.length = 1) exp = "0" else exp = exp.substring(0, exp.length - 1) result.innerHTML = exp } exp равен "100" но когда срабатывает эта функция exp становиться "0"
1e90745645042e4da0877569af7de746
{ "intermediate": 0.26965856552124023, "beginner": 0.56807541847229, "expert": 0.16226601600646973 }
31,408
can't move around: extends CharacterBody3D enum State { IDLE, RUN, JUMP, ATTACK } var state = State.IDLE export var movement_data : Movement3DData export var stats : Stats # References @onready var animation_tree : AnimationTree = $AnimationTree @onready var animation_state : AnimationNodeStateMachinePlayback = animation_tree.get("parameters/playback") func _ready(): animation_tree.active = true stats.health = stats.max_health func _physics_process(delta): process_movement_input(delta) process_gravity(delta) process_actions() # Move and slide with snap when on floor, else without snap var snap = Vector3.DOWN * 20 if is_on_floor() else Vector3.ZERO move_and_slide_with_snap(velocity, snap, Vector3.UP) func process_gravity(delta): if not is_on_floor(): velocity.y += movement_data.gravity * movement_data.gravity_scale * delta else: velocity.y = -0.01 # Very small sinking force to keep the player snapped on the floor func process_movement_input(delta): var input_vector = Vector2(Input.get_action_strength("move_right") - Input.get_action_strength("move_left"), Input.get_action_strength("move_back") - Input.get_action_strength("move_forward")).normalized() var direction = Transform(basis: global_transform.basis).xform(Vector3(input_vector.x, 0, input_vector.y)) if direction.length() > 0: velocity.x = direction.x * movement_data.max_speed velocity.z = direction.z * movement_data.max_speed # Rotate player to face the direction of movement look_at(global_transform.origin + direction, Vector3.UP) else: velocity.x = lerp(velocity.x, 0, movement_data.friction * delta) velocity.z = lerp(velocity.z, 0, movement_data.friction * delta) func process_actions(): if Input.is_action_just_pressed("jump") and is_on_floor(): perform_jump() if Input.is_action_just_pressed("attack"): perform_attack() func perform_jump(): velocity.y = movement_data.jump_strength # Handle jump animation, sound etc. func perform_attack(): # Set state to ATTACK state = State.ATTACK # Play attack animation animation_state.travel("Attack") # Add attack logic here … func update_animation_state(): match state: State.IDLE: if is_on_floor(): animation_state.travel("Idle") else: animation_state.travel("InAir") State.RUN: animation_state.travel("Run") State.JUMP: if velocity.y < 0: animation_state.travel("Jump") else: animation_state.travel("Fall") State.ATTACK: # Handled separately in perform_attack() # Override method from player base to handle damage and death func take_damage(damage: int): stats.health -= damage if stats.health <= 0: die() else: # Play damage animation, sound etc. func die(): state = State.IDLE # Play death animation, particle effect etc. queue_free() # Only if you want to remove the player from the scene # Behind the scene methods like shooting or interacting with objects # would go here. Be sure to adjust them to a 3D context.
8e78efa14c8bbad43fe21a3f20e45276
{ "intermediate": 0.35769614577293396, "beginner": 0.3252430260181427, "expert": 0.31706082820892334 }
31,409
Write a program which sorts the given data with respect to their frequency. Hint: Do exactly the same process as you did for finding the Distincts first Ds. Then make another array Freq holding frequencies, in which you should populate the frequency of each element in a unique array and save it as a Freq array. Now sort Ds not on the basis of values but their corresponding frequency in Freq, the element with highest frequency should appear first in the Ds array. Now replace all the values inside the data array or output array, by replacing each Ds value one by one, as many times as their frequency is there in the Freq array. NOTE: Every step needs to be followed exactly like described in the above paragraph. Sample input: Input Array: 2 5 76 53 2 89 4 76 2 2 43 53 53 2 89 76 76 -99 Sample Output: Ds: 2 5 76 53 89 4 43 Freq: 5 1 4 3 2 1 1 Sorted Ds : 2 76 53 89 5 4 43 output Array: 2 2 2 2 2 76 76 76 76 53 53 53 89 89 5 4 43 void distinct(int a[], int size, int distincta[], int& distinctsize) { distinctsize = 0; for (int i = 0; i < size; i++) { bool isDistinct = true; for (int j = 0; j < distinctsize; j++) { if (a[i] == distincta[j]) { isDistinct = false; break; } } if (isDistinct) { distincta[distinctsize] = a[i]; distinctsize++; } } } void printArray(int size, const int a[]) { for (int i = 0; i < size; i++) { cout << a[i] << " "; } cout << endl; } int main7() { const int max = 20; int a[max]; int n = 0; cout << "Enter the elements of the array (-99 to exit): "; while (true) { cin >> a[n]; if (a[n] == -99) { break; } n++; } int size = n; int distincta[max]; int distinctsize; distinct(a, size, distincta, distinctsize); cout << "Distinct Array: "; printArray(distinctsize, distincta); return 0; } here is the distinct program now do this whole program in c++ with simple easy method
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{ "intermediate": 0.3738587200641632, "beginner": 0.18482932448387146, "expert": 0.44131192564964294 }
31,410
перепиши код на многопоточность import os import chardet def is_utf8(text): try: text.decode('utf-8') return True except UnicodeDecodeError: return False def clean_utf8(file_path): with open(file_path, 'rb') as file: content = file.read() # Use chardet to detect the file encoding result = chardet.detect(content) encoding = result['encoding'] if encoding is not None and is_utf8(content): return content.decode('utf-8', 'ignore') else: print(f"File {file_path} is not UTF-8 encoded. Skipping.") return None def save_cleaned_content(file_path, cleaned_content): if cleaned_content is not None: with open(file_path, 'w', encoding='utf-8') as file: file.write(cleaned_content) folder_path = 'base' files = os.listdir(folder_path) for file_name in files: if file_name.endswith(".txt"): print(file_name) file_path = os.path.join(folder_path, file_name) cleaned_content = clean_utf8(file_path) save_cleaned_content(file_path, cleaned_content)
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{ "intermediate": 0.4515671730041504, "beginner": 0.3247772753238678, "expert": 0.2236555516719818 }
31,411
The following code is from a Google Colab Jupyter notebook. It generates two links, enabling me to chat with the LLM on the web UI from the second link: Running on local URL: http://127.0.0.1:7860 Running on public URL: https://489e41305a2cb9d0f4.gradio.live If instead I want to chat with the LLM in the same jupyter notebook, and without a gradio link generated, how can the code be amended? In other words, I want to chat with the model using only python code. Tell me the strategy, then rewrite the code yourself. Jupyter Notebook Code: #@title 2. Launch the web UI #@markdown If unsure about the branch, write "main" or leave it blank. import torch from pathlib import Path if Path.cwd().name != 'text-generation-webui': print("Installing the webui...") !git clone https://github.com/oobabooga/text-generation-webui %cd text-generation-webui torver = torch.__version__ print(f"TORCH: {torver}") is_cuda118 = '+cu118' in torver # 2.1.0+cu118 is_cuda117 = '+cu117' in torver # 2.0.1+cu117 textgen_requirements = open('requirements.txt').read().splitlines() if is_cuda117: textgen_requirements = [req.replace('+cu121', '+cu117').replace('+cu122', '+cu117').replace('torch2.1', 'torch2.0') for req in textgen_requirements] elif is_cuda118: textgen_requirements = [req.replace('+cu121', '+cu118').replace('+cu122', '+cu118') for req in textgen_requirements] with open('temp_requirements.txt', 'w') as file: file.write('\n'.join(textgen_requirements)) !pip install -r extensions/openai/requirements.txt --upgrade !pip install -r temp_requirements.txt --upgrade print("\033[1;32;1m\n --> If you see a warning about \"previously imported packages\", just ignore it.\033[0;37;0m") print("\033[1;32;1m\n --> There is no need to restart the runtime.\n\033[0;37;0m") try: import flash_attn except: !pip uninstall -y flash_attn # Parameters model_url = "https://huggingface.co/TheBloke/Utopia-13B-GPTQ" #@param {type:"string"} branch = "main" #@param {type:"string"} command_line_flags = "--n-gpu-layers 128 --load-in-4bit --use_double_quant" #@param {type:"string"} api = False #@param {type:"boolean"} if api: for param in ['--api', '--public-api']: if param not in command_line_flags: command_line_flags += f" {param}" model_url = model_url.strip() if model_url != "": if not model_url.startswith('http'): model_url = 'https://huggingface.co/' + model_url # Download the model url_parts = model_url.strip('/').strip().split('/') output_folder = f"{url_parts[-2]}_{url_parts[-1]}" branch = branch.strip('"\' ') if branch.strip() not in ['', 'main']: output_folder += f"_{branch}" !python download-model.py {model_url} --branch {branch} else: !python download-model.py {model_url} else: output_folder = "" # Start the web UI cmd = f"python server.py --share" if output_folder != "": cmd += f" --model {output_folder}" cmd += f" {command_line_flags}" print(cmd) !$cmd
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{ "intermediate": 0.3140999376773834, "beginner": 0.5115886926651001, "expert": 0.17431141436100006 }
31,412
public synchronized void onTryBuyItem(String itemId, int count) { if (count > 0 && count <= 9999) { Item item = (Item)GarageItemsLoader.items.get(itemId.substring(0, itemId.length() - 3)); Item fromUser = null; int price = item.price * count; int itemRang = item.modifications[0].rank; if (this.checkMoney(price)) { if (this.getLocalUser().getRang() + 1 < itemRang) { return; } if ((fromUser = this.localUser.getGarage().buyItem(itemId, count, 0)) != null) { this.send(Type.GARAGE, "buy_item", StringUtils.concatStrings(item.id, "_m", String.valueOf(item.modificationIndex)), JSONUtils.parseItemInfo(fromUser)); this.addCrystall(-price); this.localUser.getGarage().parseJSONData(); database.update(this.localUser.getGarage()); this.send(Type.LOBBY,"complete_achievement", String.valueOf(0)); } else { this.send(Type.GARAGE, "try_buy_item_NO"); } } } else { this.crystallToZero(); } } как сделать чтобы после покупки this.send(Type.LOBBY,"complete_achievement", String.valueOf(0)); больше не появлялось
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{ "intermediate": 0.4217567443847656, "beginner": 0.29181888699531555, "expert": 0.2864243984222412 }
31,413
# def mergeSort ( lst ): # if lst has one element : # return lst # left = left half of the lst # right = right half of the lst # left = merge_sort ( left ) # right = merge_sort ( right ) # return merge ( left , right ) # # combines 2 sorted lists into 1 list . # def merge ( left , right ): # result = [] # left_idx , right_idx = 0, 0 # while left_idx < len ( left ) and right_idx < len ( right ): # # change the direction of this comparison to change the direction of the sort # if left [ left_idx ] <= right [ right_idx ]: # result . append ( left [ left_idx ]) # left_idx += 1 # else : # result . append ( right [ right_idx ]) # right_idx += 1 # if left_idx < len ( left ): # result . extend ( left [ left_idx :]) # if right_idx < len ( right ): # result . extend ( right [ right_idx :]) make a code
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{ "intermediate": 0.3066743314266205, "beginner": 0.31768736243247986, "expert": 0.37563830614089966 }
31,414
public synchronized void onTryBuyItem(String itemId, int count) { if (count > 0 && count <= 9999) { Item item = (Item)GarageItemsLoader.items.get(itemId.substring(0, itemId.length() - 3)); Item fromUser = null; int price = item.price * count; int itemRang = item.modifications[0].rank; if (this.checkMoney(price)) { if (this.getLocalUser().getRang() + 1 < itemRang) { return; } if ((fromUser = this.localUser.getGarage().buyItem(itemId, count, 0)) != null) { this.send(Type.GARAGE, "buy_item", StringUtils.concatStrings(item.id, "_m", String.valueOf(item.modificationIndex)), JSONUtils.parseItemInfo(fromUser)); this.addCrystall(-price); this.localUser.getGarage().parseJSONData(); database.update(this.localUser.getGarage()); if (!isAchievementCompleted) { // проверяем, была ли уже совершена покупка this.send(Type.LOBBY,"complete_achievement", String.valueOf(0)); isAchievementCompleted = true; // устанавливаем флаг в true, чтобы предотвратить повторные вызовы } } else { this.send(Type.GARAGE, "try_buy_item_NO"); } } } else { this.crystallToZero(); } } как перенести isAchievementCompleted = true; в базу данных mysql
0844086be57f5abf338258bf543c05c3
{ "intermediate": 0.3032948970794678, "beginner": 0.37629908323287964, "expert": 0.320406049489975 }
31,415
translate this to python: const foo = { bar() { console.log("Hello world") } } foo.bar()
c30c78a83c61b4b457a5662b89a43f07
{ "intermediate": 0.2958938777446747, "beginner": 0.517238974571228, "expert": 0.18686717748641968 }
31,416
Write a generalised function KNearest Neighbor which should take an array and a value T and a parameter K, and whatever you like to pass (which you should) and return (or whatever) K nearest neighbours in that array. Note: You should use an extra array. write it in c++
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{ "intermediate": 0.2710936367511749, "beginner": 0.23483629524707794, "expert": 0.49407005310058594 }
31,417
python code using BiGRU encoder and BiGRU decoder rnn to translate English text to Arabic text by splitting data from file into train. validate and test ,Tokenize the sentences and convert them into numerical representations ,Pad or truncate the sentences to a fixed length and use test data to evaluate and examples translation from test
a5c398f9100654a3a95e7448ea8934f0
{ "intermediate": 0.4337378740310669, "beginner": 0.10547547787427902, "expert": 0.4607866108417511 }
31,418
python code using BiGRU encoder and BiLSTM decoder rnn to translate English text to Arabic text by splitting data from file into train. validate and test ,Tokenize the sentences and convert them into numerical representations ,Pad or truncate the sentences to a fixed length and use test data to evaluate and examples translation from test
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{ "intermediate": 0.4250657558441162, "beginner": 0.10707415640354156, "expert": 0.46786004304885864 }
31,419
Cryptogrammen oplossen, daar gaat deze vraag over. Ik geef enkele voorbeelden van een cryptische omschrijving met bijbehorende oplossing, in de vorm van het volgende format {cryptische omschrijving, bijbehorende oplossing}. Ik geef 2 voorbeelden daarvan: {"(Hoe heet) het hondje van de pyromaan?", "Fikkie"} en {"Beleggings instrument", "Boterham"}. Beantwoord de volgende vragen: 1 - beredeneer en omschrijf via welke denkstappen hoe uit de cryptische omschrijving de bijbehorende oplossing kan worden afgeleid. Doe dat zo gedetailleerd mogelijk; 2 - bedenk daarna zelf 5 nieuwe voorbeelden, die niet hetzelfde mogen zijn als die ik al gegeven heb. Denk stap voor stap, het is zeer belangrijk.
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{ "intermediate": 0.3158431053161621, "beginner": 0.39151471853256226, "expert": 0.29264214634895325 }