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python code using LSTM encoder and GRU 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
94cc46bf1fd89305c26ecf05dda11319
{ "intermediate": 0.4190566837787628, "beginner": 0.11253827810287476, "expert": 0.4684050381183624 }
31,421
class Solver(object): def __init__(self): self.filter_size = 7 self.threshold = 0.1 self.dist = 90 self.max_corners = 120 def get_window_weight(self): gausskernel=np.zeros((self.filter_size,self.filter_size),np.float32) offset = self.filter_size // 2 for i in range (self.filter_size): for j in range (self.filter_size): norm=np.square(i-offset) + np.square(j-offset) gausskernel[i, j] = np.exp(-norm / (2 * np.square(1))) sum = np.sum (gausskernel) kernel = gausskernel / sum return kernel def find_corners(self, image): Ix = cv2.Scharr(image, cv2.CV_64F, 1, 0) Iy = cv2.Scharr(image, cv2.CV_64F, 0, 1) #Iy, Ix = np.gradient(image) Ixx = np.square(Ix) Iyy = np.square(Iy) Ixy = Ix * Iy# height = image.shape[0] width = image.shape[1] offset = self.filter_size // 2 weight = self.get_window_weight() corners = [] for y in range(offset, height - offset): for x in range(offset, width - offset): fIxx = Ixx[y - offset:y + offset + 1, x - offset:x + offset + 1] fIyy = Iyy[y - offset:y + offset + 1, x - offset:x + offset + 1] fIxy = Ixy[y - offset:y + offset + 1, x - offset:x + offset + 1]# Sxx = (fIxx * weight).sum() Syy = (fIyy * weight).sum() Sxy = (fIxy * weight).sum()# A = np.array([[Sxx, Sxy], [Sxy, Syy]]) R = min(np.linalg.eigh(A)[0]) if R > 0: corners.append([x, y, R]) return np.array(corners) def filtered_corners(self, corners): corners = corners[corners[:, 2].argsort()] corners = np.flip(corners, axis = 0) thresh = corners[0,2] * self.threshold corners = corners[corners[:,2] >= thresh] distance_filtered_corners = [corners[0]] for x in corners: bigger = True for y in distance_filtered_corners: if np.linalg.norm(x[:2] - np.array(y[:2])) <= self.dist: bigger = False break if bigger: distance_filtered_corners.append(x) if len(distance_filtered_corners) > self.max_corners: return distance_filtered_corners[:self.max_corners] return distance_filtered_corners def image_pre_processing(self, img): img = cv2.GaussianBlur(img, (5, 5), 0) return img def solve(self, image_gray: np.ndarray) -> list: image = self.image_pre_processing(image_gray) corners = self.find_corners(image) filtered_corners_list = self.filtered_corners(corners) keypoints = list(np.array(filtered_corners_list)[:, [0,1]].astype(int)) return keypoints solver = Solver() corners = solver.solve(image) ПОЛУЧАЮ ОШИБКУ: ValueError: operands could not be broadcast together with shapes (5,5,3) (5,5)
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{ "intermediate": 0.3312561810016632, "beginner": 0.390240341424942, "expert": 0.27850350737571716 }
31,422
6645093 hex color in reaper theme script
30b7088cd09cb60d985f65a0c9a1df8f
{ "intermediate": 0.3535367250442505, "beginner": 0.36839431524276733, "expert": 0.2780689299106598 }
31,423
public class DatabaseManagerImpl extends Thread implements DatabaseManager { private static final DatabaseManagerImpl instance = new DatabaseManagerImpl(); private Map<String, User> cache; private boolean isAchievementCompleted; private DatabaseManagerImpl() { super(“DatabaseManagerImpl THREAD”); this.cache = new TreeMap(String.CASE_INSENSITIVE_ORDER); } public void register(User user) { this.configurateNewAccount(user); Garage garage = new Garage(); garage.parseJSONData(); garage.setUserId(user.getNickname()); Karma emptyKarma = new Karma(); emptyKarma.setUserId(user.getNickname()); user.isAchievementCompleted(false); // Установите значение по умолчанию Session session = null; Transaction tx = null; try { session = HibernateService.getSessionFactory().getCurrentSession(); tx = session.beginTransaction(); session.save(user); session.save(garage); session.save(emptyKarma); tx.commit(); } catch (Exception var7) { if (tx.wasRolledBack()) { tx.rollback(); } var7.printStackTrace(); RemoteDatabaseLogger.error(var7); } } public void update(Karma karma) { Session session = null; Transaction tx = null; User user = null; if ((user = (User)this.cache.get(karma.getUserId())) != null) { user.setKarma(karma); } try { session = HibernateService.getSessionFactory().getCurrentSession(); tx = session.beginTransaction(); session.update(karma); tx.commit(); } catch (Exception var6) { if (tx.wasRolledBack()) { tx.rollback(); } var6.printStackTrace(); RemoteDatabaseLogger.error(var6); } } public void update(Garage garage) { Session session = null; Transaction tx = null; try { session = HibernateService.getSessionFactory().getCurrentSession(); tx = session.beginTransaction(); // Измените запрос SQL, чтобы обновить поле “isAchievementCompleted” на 1 (true) SQLQuery query = session.createSQLQuery(“UPDATE garage SET isAchievementCompleted = true WHERE garageId = :garageId”); query.setParameter(“garageId”, garage.getGarageId()); query.executeUpdate(); session.update(garage); tx.commit(); } catch (Exception var5) { if (tx.wasRolledBack()) { tx.rollback(); } var5.printStackTrace(); RemoteDatabaseLogger.error(var5); } } public void update(User user) { Session session = null; Transaction tx = null; try { session = HibernateService.getSessionFactory().getCurrentSession(); tx = session.beginTransaction(); session.update(user); tx.commit(); } catch (Exception var5) { if (tx.wasRolledBack()) { tx.rollback(); } var5.printStackTrace(); RemoteDatabaseLogger.error(var5); } } public User getUserById(String nickname) { Session session = null; Transaction tx = null; User user = null; if ((user = this.getUserByIdFromCache(nickname)) != null) { return user; } else { try { session = HibernateService.getSessionFactory().getCurrentSession(); tx = session.beginTransaction(); Query query = session.createQuery(“FROM User U WHERE U.nickname = :nickname”); query.setString(“nickname”, nickname); user = (User)query.uniqueResult(); tx.commit(); } catch (Exception var6) { if (tx.wasRolledBack()) { tx.rollback(); } var6.printStackTrace(); RemoteDatabaseLogger.error(var6); } return user; } } public static DatabaseManager instance() { return instance; } public void cache(User user) { if (user == null) { Logger.log(Type.ERROR, “DatabaseManagerImpl::cache user is null!”); } else { this.cache.put(user.getNickname(), user); } } public void uncache(String id) { this.cache.remove(id); } public User getUserByIdFromCache(String nickname) { return (User)this.cache.get(nickname); } public boolean contains(String nickname) { return this.getUserById(nickname) != null; } public void configurateNewAccount(User user) { user.setCrystall(5); user.setNextScore(100); user.setType(TypeUser.DEFAULT); user.setEmail((String)null); } public int getCacheSize() { return this.cache.size(); } public void initHallOfFame() { Session session = null; new ArrayList(); try { session = HibernateService.getSessionFactory().getCurrentSession(); List<User> users = session.createCriteria(User.class).list(); HallOfFame.getInstance().initHallFromCollection(users); } catch (Exception var4) { RemoteDatabaseLogger.error(var4); } } public Garage getGarageByUser(User user) { Session session = null; Transaction tx = null; Garage garage = null; try { session = HibernateService.getSessionFactory().getCurrentSession(); tx = session.beginTransaction(); Query query = session.createQuery(“FROM Garage G WHERE G.userId = :nickname”); query.setString(“nickname”, user.getNickname()); garage = (Garage)query.uniqueResult(); tx.commit(); } catch (Exception var6) { if (tx.wasRolledBack()) { tx.rollback(); } var6.printStackTrace(); RemoteDatabaseLogger.error(var6); } return garage; } public Karma getKarmaByUser(User user) { Session session = null; Transaction tx = null; Karma karma = null; if (user.getKarma() != null) { return user.getKarma(); } else { try { session = HibernateService.getSessionFactory().getCurrentSession(); tx = session.beginTransaction(); Query query = session.createQuery(“FROM Karma K WHERE K.userId = :nickname”); query.setString(“nickname”, user.getNickname()); karma = (Karma)query.uniqueResult(); tx.commit(); } catch (Exception var6) { if (tx.wasRolledBack()) { tx.rollback(); } var6.printStackTrace(); RemoteDatabaseLogger.error(var6); } return karma; } } public BlackIP getBlackIPbyAddress(String address) { Session session = null; BlackIP ip = null; try { session = HibernateService.getSessionFactory().getCurrentSession(); session.beginTransaction(); Query query = session.createQuery(“FROM BlackIP B WHERE B.ip = :ip”); query.setString(“ip”, address); ip = (BlackIP)query.uniqueResult(); session.getTransaction().commit(); } catch (Exception var5) { var5.printStackTrace(); RemoteDatabaseLogger.error(var5); } return ip; } public void register(BlackIP blackIP) { Session session = null; Transaction tx = null; if (this.getBlackIPbyAddress(blackIP.getIp()) == null) { try { session = HibernateService.getSessionFactory().getCurrentSession(); tx = session.beginTransaction(); session.saveOrUpdate(blackIP); tx.commit(); } catch (Exception var5) { if (tx.wasRolledBack()) { tx.rollback(); } var5.printStackTrace(); RemoteDatabaseLogger.error(var5); } } } public void unregister(BlackIP blackIP) { Session session = null; Transaction tx = null; try { session = HibernateService.getSessionFactory().getCurrentSession(); tx = session.beginTransaction(); SQLQuery query = session.createSQLQuery(“delete from tanks.black_ips where ip = :ip”); query.setString(“ip”, blackIP.getIp()); query.executeUpdate(); tx.commit(); } catch (Exception var5) { if (tx.wasRolledBack()) { tx.rollback(); } var5.printStackTrace(); RemoteDatabaseLogger.error(var5); } } public void register(LogObject log) { Session session = null; Transaction tx = null; try { session = HibernateService.getSessionFactory().getCurrentSession(); tx = session.beginTransaction(); session.save(log); tx.commit(); } catch (Exception var5) { var5.printStackTrace(); } } public List<LogObject> collectLogs() { Session session = null; List logs = null; try { session = HibernateService.getSessionFactory().getCurrentSession(); Transaction tx = session.beginTransaction(); logs = session.createCriteria(LogObject.class).list(); tx.commit(); return logs; } catch (Exception var5) { var5.printStackTrace(); RemoteDatabaseLogger.error(var5); return null; } } public Payment getPaymentById(long paymentId) { Session session = null; Payment payment = null; try { session = HibernateService.getSessionFactory().getCurrentSession(); session.beginTransaction(); Query query = session.createQuery(“FROM Payment p WHERE p.idPayment = :pid”); query.setLong(“pid”, paymentId); payment = (Payment)query.uniqueResult(); session.getTransaction().commit(); } catch (Exception var6) { var6.printStackTrace(); RemoteDatabaseLogger.error(var6); } return payment; } public void update(Payment payment) { Session session = null; Transaction tx = null; try { session = HibernateService.getSessionFactory().getCurrentSession(); tx = session.beginTransaction(); session.update(payment); tx.commit(); } catch (Exception var5) { if (tx.wasRolledBack()) { tx.rollback(); } var5.printStackTrace(); RemoteDatabaseLogger.error(var5); } } public List<Garage> collectGarages() { Session session = null; List garages = null; try { session = HibernateService.getSessionFactory().getCurrentSession(); Transaction tx = session.beginTransaction(); garages = session.createCriteria(Garage.class).list(); tx.commit(); return garages; } catch (Exception var5) { var5.printStackTrace(); RemoteDatabaseLogger.error(var5); return null; } } } СДЕЛАЙ НАКОНЕЦ ЧТОБЫ ЭТОТ МЕТОД 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); // Обновите информацию о пользователе, чтобы изменить значение поля “isAchievementCompleted” this.send(Type.LOBBY, “complete_achievement”, String.valueOf(0)); } else { this.send(Type.GARAGE, “try_buy_item_NO”); } } } else { this.crystallToZero(); } } МЕНЯЛ ИМЕННО ЗНАЧЕНИЕ isAchievementCompleted В ТАБЛИЦЕ БАЗЫ ДАННЫХ НА TRUE ТОЕСТЬ НА 1
97a0bd1d4f09895d26048118c7e962f8
{ "intermediate": 0.30643248558044434, "beginner": 0.5510717630386353, "expert": 0.14249572157859802 }
31,424
Implementation of OFDM based on MATLAB
6cc53b4fc998bc2a1088118909edfd70
{ "intermediate": 0.3259311318397522, "beginner": 0.188373401761055, "expert": 0.4856955111026764 }
31,425
paraphrase detection simple code
dc1ebf95a9872f34535a0e6fee9c167e
{ "intermediate": 0.24068933725357056, "beginner": 0.3719756007194519, "expert": 0.38733506202697754 }
31,426
if (this.localUser.getGarage().getItemCount() < 6) { this.send(Type.LOBBY,"complete_achievement", String.valueOf(0)); } как это переделать его под show_nube_new_rank только уже с вместо количества предметов в гараже, поднятия ранга до 1 а дальше уже не показывать окно. надо его добавить сюда public void addScore(LobbyManager lobby, int score) { if (lobby == null) { RemoteDatabaseLogger.error("TanksServices::addScore: lobby null!"); } else { User user = lobby.getLocalUser(); if (user == null) { RemoteDatabaseLogger.error("TanksServices::addScore: user null!"); } else { user.addScore(score); boolean increase = user.getScore() >= user.getNextScore(); boolean fall = user.getScore() < RankUtils.getRankByIndex(user.getRang()).min; if (increase || (fall && user.getRang() == 2)) { user.setRang(RankUtils.getNumberRank(RankUtils.getRankByScore(user.getScore()))); user.setNextScore(user.getRang() == 26 ? RankUtils.getRankByIndex(user.getRang()).max : RankUtils.getRankByIndex(user.getRang()).max + 1); lobby.send(Type.LOBBY, "update_rang_progress", String.valueOf(10000)); lobby.send(Type.LOBBY, "update_rang", String.valueOf(user.getRang() + 1), String.valueOf(user.getNextScore())); } int update = RankUtils.getUpdateNumber(user.getScore()); lobby.send(Type.LOBBY, "update_rang_progress", String.valueOf(update)); lobby.send(Type.LOBBY, "add_score", String.valueOf(user.getScore())); this.database.update(user); } } }
8ccc4ed773846e7776b946826e8f1707
{ "intermediate": 0.30993935465812683, "beginner": 0.4573523998260498, "expert": 0.23270821571350098 }
31,427
The input is given as a series of positive integers of arbitrary length. Each series ends with the number -1. In other words, your program should accept input until it sees the number -1. Note that the value 1- is only a sign of the end of the string and is not among the chart values in c++
2d99d21200272c813a2b56a25c14fce3
{ "intermediate": 0.3906404674053192, "beginner": 0.15556959807872772, "expert": 0.45378991961479187 }
31,428
I just realized how much data you could actually collect on a website visitor with just the navigator. you can make so many assumptions based on that data and theres much more past just navigator.
1fcecb47405b270f2cb484ef4385c212
{ "intermediate": 0.45858415961265564, "beginner": 0.20859557390213013, "expert": 0.3328202962875366 }
31,429
how to get some number with function in c++
e7fdea2331e4f6c04282cf58e9605290
{ "intermediate": 0.27049124240875244, "beginner": 0.45721402764320374, "expert": 0.272294819355011 }
31,430
help me figure out why I can't move in 3d: extends CharacterBody3D enum State { IDLE, RUN, JUMP, ATTACK } var state = State.IDLE var velocity = Vector3.ZERO # Adding velocity as a member variable @export var movement_data : MovementData @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) update_animation_state() func process_gravity(delta): if not is_on_floor(): velocity.y += movement_data.gravity * movement_data.gravity_scale * delta else: velocity.y = -0.01 # The small sinking force to keep the player snapped to the floor func process_movement_input(delta): print("Input Vector: ", input_vector) print("Direction: ", direction) print("Velocity before: ", velocity) 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")) if input_vector.length() > 0: input_vector = input_vector.normalized() # Normalize input_vector if it has a length var direction = -transform.basis.z * input_vector.y + transform.basis.x * input_vector.x state = State.RUN velocity.x = direction.x * movement_data.max_speed velocity.z = direction.z * movement_data.max_speed look_at(global_transform.origin + direction, Vector3.UP) # Rotate player to face the direction of movement else: if state == State.RUN: state = State.IDLE # When there’s no input, and we were running, switch to idle state 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 state = State.JUMP # Update state to JUMP when jumping is performed # Handle jump animation, sound etc. func perform_attack(): state = State.ATTACK # Set state to ATTACK animation_state.travel("Attack") # Add attack logic here … func update_animation_state(): match state: State.IDLE: animation_state.travel("Idle") State.RUN: animation_state.travel("Run") State.JUMP: if velocity.y > 0: animation_state.travel("Jump") else: animation_state.travel("Fall") State.ATTACK: # Assuming perform_attack will ensure the state transitions out of ATTACK when done # 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 # Consider whether you want to change animation or state after death # Play death animation, particle effect etc. queue_free() # Be sure you want to remove the player from the scene at this point
8f967f3ce0b14d2e75cd5e4531a7565c
{ "intermediate": 0.31633296608924866, "beginner": 0.41167503595352173, "expert": 0.2719919979572296 }
31,431
apply bert for feature extraction using quora dataset
18e898e39fcea96849a343c4ebb57cfc
{ "intermediate": 0.23002073168754578, "beginner": 0.20551417768001556, "expert": 0.5644650459289551 }
31,432
package gtanks.battles.timer.schedulers.runtime; import gtanks.StringUtils; import gtanks.battles.BattlefieldPlayerController; import gtanks.battles.managers.SpawnManager; import gtanks.battles.tanks.math.Vector3; import gtanks.commands.Type; import gtanks.json.JSONUtils; import gtanks.logger.remote.RemoteDatabaseLogger; import java.util.HashMap; import java.util.Timer; import java.util.TimerTask; public class TankRespawnScheduler { private static final Timer TIMER = new Timer("TankRespawnScheduler timer"); private static final long TIME_TO_PREPARE_SPAWN = 3000L; private static final long TIME_TO_SPAWN = 5000L; private static HashMap<BattlefieldPlayerController, TankRespawnScheduler.PrepareToSpawnTask> tasks = new HashMap(); private static boolean disposed; public static void startRespawn(BattlefieldPlayerController player, boolean onlySpawn) { if (!disposed) { try { if (player == null) { return; } if (player.battle == null) { return; } TankRespawnScheduler.PrepareToSpawnTask task = new TankRespawnScheduler.PrepareToSpawnTask(); task.player = player; task.onlySpawn = onlySpawn; tasks.put(player, task); if (onlySpawn) { TIMER.schedule(task, 1000L); } else { TIMER.schedule(task, 5000L); } } catch (Exception var3) { var3.printStackTrace(); RemoteDatabaseLogger.error(var3); } } } public static void dispose() { disposed = true; } public static void cancelRespawn(BattlefieldPlayerController player) { try { TankRespawnScheduler.PrepareToSpawnTask task = (TankRespawnScheduler.PrepareToSpawnTask)tasks.get(player); if (task == null) { return; } if (task.spawnTask == null) { task.cancel(); } else { task.spawnTask.cancel(); } tasks.remove(player); } catch (Exception var2) { var2.printStackTrace(); RemoteDatabaseLogger.error(var2); } } static class PrepareToSpawnTask extends TimerTask { public TankRespawnScheduler.SpawnTask spawnTask; public BattlefieldPlayerController player; public Vector3 preparedPosition; public boolean onlySpawn; public void run() { try { if (this.player == null) { return; } if (this.player.tank == null) { return; } if (this.player.battle == null) { return; } this.preparedPosition = SpawnManager.getSpawnState(this.player.battle.battleInfo.map, this.player.playerTeamType); if (this.onlySpawn) { this.player.send(Type.BATTLE, "prepare_to_spawn", StringUtils.concatStrings(this.player.tank.id, ";", String.valueOf(this.preparedPosition.x), "@", String.valueOf(this.preparedPosition.y), "@", String.valueOf(this.preparedPosition.z), "@", String.valueOf(this.preparedPosition.rot))); } else { if (this.player.battle == null) { return; } this.player.tank.position = this.preparedPosition; this.player.send(Type.BATTLE, "prepare_to_spawn", StringUtils.concatStrings(this.player.tank.id, ";", String.valueOf(this.preparedPosition.x), "@", String.valueOf(this.preparedPosition.y), "@", String.valueOf(this.preparedPosition.z), "@", String.valueOf(this.preparedPosition.rot))); } this.spawnTask = new TankRespawnScheduler.SpawnTask(); this.spawnTask.preparedSpawnTask = this; if (this.onlySpawn) { TankRespawnScheduler.TIMER.schedule(this.spawnTask, 1000L); } else { TankRespawnScheduler.TIMER.schedule(this.spawnTask, 5000L); } } catch (Exception var2) { var2.printStackTrace(); RemoteDatabaseLogger.error(var2); } } } static class SpawnTask extends TimerTask { TankRespawnScheduler.PrepareToSpawnTask preparedSpawnTask; public void run() { try { BattlefieldPlayerController player = this.preparedSpawnTask.player; if (player == null) { return; } if (player.tank == null) { return; } if (player.battle == null) { return; } player.battle.tanksKillModel.changeHealth(player.tank, 10000); Thread.sleep(5000); // задержка в 5 секунд player.battle.sendToAllPlayers(Type.BATTLE, "spawn", JSONUtils.parseSpawnCommand(player, this.preparedSpawnTask.preparedPosition)); player.tank.state = "newcome"; TankRespawnScheduler.tasks.remove(player); } catch (Exception var2) { var2.printStackTrace(); RemoteDatabaseLogger.error(var2); } } } } опиши максимально действия каждой строки
78121e5451f91b1e0ff3c2586599b7b3
{ "intermediate": 0.2773163616657257, "beginner": 0.5994316339492798, "expert": 0.12325207889080048 }
31,433
how to retrieve latest value from service bus topic via c#
69dcb457067a402c1d5bad5d7f9ec122
{ "intermediate": 0.4290790855884552, "beginner": 0.34747007489204407, "expert": 0.22345083951950073 }
31,434
Script inherits from native type 'CharacterBody3D', so it can't be assigned to an object of type: 'Node3D' extends CharacterBody3D class_name Player3D enum State { IDLE, RUN, JUMP, ATTACK } var state = State.IDLE @export var movement_data : MovementData @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() update_animation_state() func process_gravity(delta): if not is_on_floor(): velocity.y += movement_data.gravity * movement_data.gravity_scale * delta else: velocity.y = -0.01 # The small sinking force to keep the player snapped to 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() if input_vector.length() > 0: var direction = global_transform.basis * Vector3(input_vector.x, 0, input_vector.y) direction = direction.normalized() state = State.RUN velocity.x = direction.x * movement_data.max_speed velocity.z = direction.z * movement_data.max_speed look_at(global_transform.origin + direction, Vector3.UP) # Rotate the player to face the direction of movement else: if state == State.RUN: state = State.IDLE # When there’s no input, and we were running, switch to idle state velocity.x = lerp(velocity.x, 0, movement_data.friction * delta) # Smoothly reduce velocity to zero using linear interpolation velocity.z = lerp(velocity.z, 0, movement_data.friction * delta) # Smoothly reduce velocity to zero using linear interpolation # Debug prints (optional) print("Input Vector: ", input_vector) print("Velocity: ", velocity) 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 state = State.JUMP # Update state to JUMP when jumping is performed # Handle jump animation, sound etc. func perform_attack(): state = State.ATTACK # Set state to ATTACK animation_state.travel("Attack") # Add attack logic here … func update_animation_state(): match state: State.IDLE: animation_state.travel("Idle") State.RUN: animation_state.travel("Run") State.JUMP: if velocity.y > 0: animation_state.travel("Jump") else: animation_state.travel("Fall")
c80a6bb069577600cc5b32d2c6952463
{ "intermediate": 0.2587839663028717, "beginner": 0.44394350051879883, "expert": 0.2972724735736847 }
31,435
TypeError: list indices must be integers or slices, not tuple
d0c44746be41bfefb3566ce18ec064c8
{ "intermediate": 0.5497788786888123, "beginner": 0.1733584851026535, "expert": 0.2768627107143402 }
31,436
rewrite this 3d character into 2d: extends CharacterBody3D class_name Player3D enum State { IDLE, RUN, JUMP, ATTACK } var state = State.IDLE @export var movement_data : MovementData @export var stats : Stats func _ready(): 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 self.velocity = velocity # Set the velocity property of the CharacterBody3D move_and_slide() # Call move_and_slide() without arguments update_animation_state() func process_gravity(delta): if not is_on_floor() or velocity.y > 0: velocity.y += movement_data.gravity * movement_data.gravity_scale * delta if is_on_floor() and velocity.y <= 0: velocity.y = 0 # Stop vertical movement when 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() if input_vector.length() > 0: var basis = global_transform.basis.orthonormalized() var direction = basis.xform(Vector3(input_vector.x, 0, input_vector.y)).normalized() state = State.RUN velocity.x = direction.x * movement_data.max_speed velocity.z = direction.z * movement_data.max_speed look_at(global_transform.origin + direction, Vector3.UP) else: if state == State.RUN: state = State.IDLE # When there’s no input, and we were running, switch to idle state velocity.x = lerp(velocity.x, 0, movement_data.friction * delta) velocity.z = lerp(velocity.z, 0, movement_data.friction * delta) # Debug prints (optional) print("Input Vector: ", input_vector) print("Velocity: ", velocity) 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 state = State.JUMP # Update state to JUMP when jumping is performed # Handle jump animation, sound etc. func perform_attack(): state = State.ATTACK # Set state to ATTACK # Add attack logic here … func update_animation_state(): match state: State.IDLE: # Code to update the player's animation state to idle pass State.RUN: # Code to update the player's animation state to run pass State.JUMP: # Code to update the player's animation state to jump pass State.ATTACK: # Code to update the player's animation state to attack pass
f78566f98fb6f0da6fb9a25b44b7feae
{ "intermediate": 0.2937013804912567, "beginner": 0.4902971386909485, "expert": 0.216001495718956 }
31,437
hello
2976007732695ca54df12c331d6c43b3
{ "intermediate": 0.32064199447631836, "beginner": 0.28176039457321167, "expert": 0.39759764075279236 }
31,438
how to specify in regular expression quantity of simbols
b8014b56309aaceacf959a0a4a78712f
{ "intermediate": 0.3605712056159973, "beginner": 0.44324812293052673, "expert": 0.19618065655231476 }
31,439
Make sure all arrays contain the same number of samples. in this code epochs = 30 batch_size = 64 history = model.fit(x=[q1_X_train, q2_X_train], y=to_categorical(y_train), epochs=epochs, batch_size=batch_size, validation_data=([q1_X_test, q2_X_test], to_categorical(y_test)),callbacks=callbacks)
4cf95f473adb04ac931c77941b337b10
{ "intermediate": 0.3482554852962494, "beginner": 0.3125629127025604, "expert": 0.3391816020011902 }
31,440
else if (args[0] === "lobby") { args.shift(); lobby.onData(socket, args); send(socket, "show_achievements", ); } как send(socket, "show_achievements", ); добавить это "{\"ids\":[0,1]}"
b09748e2e9bd3297bf11f7f2970f1624
{ "intermediate": 0.40665531158447266, "beginner": 0.3378157913684845, "expert": 0.25552883744239807 }
31,441
i need a complete working code for sentences similarity detection using quora
785b22fa9514232caa56452765d613ab
{ "intermediate": 0.2888489365577698, "beginner": 0.09195122122764587, "expert": 0.619199812412262 }
31,442
number = [1, 2, 4, 5, 1] def find_duplicate(num): new = 0 if len(number) == 1: return -1 else: for i in range(0, len(number) + 1): n = number.count(i) if i > 1: print(i) else: print("-1") result = find_duplicate(number) print(result) correct my code
db810be7acd051f468dde9fc05aad4e5
{ "intermediate": 0.23524360358715057, "beginner": 0.5727150440216064, "expert": 0.19204135239124298 }
31,443
how can I make so it seems like the background has a collision in a 2.5d game in godot? I added the picture as the background now I need to make so the user can move freely up and down on the map and only colide with the edges or walla my character: extends CharacterBody2D class_name Player25D 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)
a59a26dc6ac80b74a0526de95c56a70e
{ "intermediate": 0.3909936547279358, "beginner": 0.48361632227897644, "expert": 0.12539006769657135 }
31,444
Write a function that receives a list of numbers, and then returns the number that repeats the most (mode). Eg. If you pass [1, 2, 3, 3, 2, 5, 6, 2] Your function should return 2.
cc2a4b40efc6504223f788d594c88b74
{ "intermediate": 0.26484373211860657, "beginner": 0.45419037342071533, "expert": 0.2809659242630005 }
31,445
rewrite this to work with sprite2d instead of character2d: extends Sprite2D class_name Player25D 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 = player_base.health player_base.set_health(stats.health) EventManager.bullets_amount = bullets_amount EventManager.update_bullet_ui.emit() func _physics_process(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("shoot"): animator.play("Attacking") if bullets_amount: guns_animator.play("Shoot") apply_gravity(delta) # Apply gravity only when not on the floor move_and_slide() # Move the player, Vector2.UP is the default floor normal 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 * delta else: velocity.y = 0 # Stop falling when on the floor 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_2d(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)
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31,446
Conduct kernel density estimation of DHSILR with different kernels (Gaussian, rectangular, triangular, and cosine) and plot the results.
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{ "intermediate": 0.21338559687137604, "beginner": 0.12754039466381073, "expert": 0.6590739488601685 }
31,447
It's not clear to me where the ampersand character is here: At line:1 char:2 + ‼& C:/Users/victo/anaconda3/python.exe "c:/Users/victo/Desktop/Ideas/ ... + ~ The ampersand (&) character is not allowed. The & operator is reserved for future use; wrap an ampersand in double quotation marks ("&") to pass it as part of a string. At line:1 char:98 + ... e "c:/Users/victo/Desktop/Ideas/5. Open Interpreter/chat.py"& C:/User ... + ~ The ampersand (&) character is not allowed. The & operator is reserved for future use; wrap an ampersand in double quotation marks ("&") to pass it as part of a string. + CategoryInfo : ParserError: (:) [], ParentContainsErrorRecordException + FullyQualifiedErrorId : AmpersandNotAllowed
5c5dd83ead6fcb2f732d2c95bb80964c
{ "intermediate": 0.41620635986328125, "beginner": 0.23183578252792358, "expert": 0.35195785760879517 }
31,448
This is a strange error to me. Despite my code below providing what is asked, I get the following error: Traceback (most recent call last): File "C:\Users\victo\Desktop\Ideas\5. Open Interpreter\chat.py", line 17, in <module> completion = client.chat.completions.create() ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ File "C:\Users\victo\anaconda3\Lib\site-packages\openai\_utils\_utils.py", line 298, in wrapper raise TypeError(msg) TypeError: Missing required arguments; Expected either ('messages' and 'model') or ('messages', 'model' and 'stream') arguments to be given ... My Code import os import interpreter # Example: reuse your existing OpenAI setup import openai from openai import OpenAI openai.base_url = "http://localhost:1234/v1" # point to the local server client = OpenAI(api_key='sk-111111111111111111111111111111111111111111111111') #client = OpenAI( #api_key=os.environ['OPENAI_API_KEY'], # this is also the default, it can be omitted #) completion = client.chat.completions.create() model="local-model", # this field is currently unused messages=[ {"role": "system", "content": "Always answer in rhymes."}, {"role": "user", "content": "Introduce yourself."} ] completion(model="gpt-3.5-turbo", messages=[{ "content": "what's the weather in SF","role": "user"}]) print(completion.choices[0].text) print(dict(completion).get('usage')) print(completion.model_dump_json(indent=2)) #currentPath = os.path.dirname(os.path.abspath(__file__)) #config_path=os.path.join(currentPath, './config.test.yaml') #interpreter.extend_config(config_path=config_path) #message = "What operating system are we on?" #for chunk in interpreter.chat(message, display=False, stream=True): #print(chunk)
8a1315f770ab9537f5af7b365dc4b774
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31,449
can you help me write a program that hasa search bar and drop down settings menu
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31,450
How would you use an "if" statement correctly? if a == b: print("a is equal to b") endif if a = b: print("a is equal to b") if a == b: print("a is equal to b") if (a == b) { print("a is equal to b") }
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{ "intermediate": 0.2797379791736603, "beginner": 0.5502620935440063, "expert": 0.16999994218349457 }
31,451
i have a tensorflow lite model that detects objects on images. how do i use it in python? so i give it a path to an image and it gives me output
c4edece0c9f576a85d7e4182a739cb74
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31,452
What does std in c++ mean
21a6235263f3a6e30950cb0d112851b1
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31,453
hi , Pleas help me to solve this qusition in centos 7 :1. Change your server name to your name, verify and display after change 3 2. Write the command to restart rsyslog 3. Write command to make sure that a target is no longer eligible for automatic start on system boot? 4. Which command should you use to show all service units that are currently loaded? 3 5. Check if sshd service is run,and make it available system boot by defafult. 3 6. Start iptables in this session. Explain if it start or not, and why it start or not. 3 7. Which unit will start befor Apache http service ,and make it wantedBy graphical target, is any conflicat with other unit. 4 8. Display all running process with it pid 2 9. Write examples of unit isolating
dd49ce5de5140a95129862995caacc66
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31,454
#include<bits/stdc++.h> using namespace std; int f[10000]; int f1[10000];//c++不能在变量名用’,所以从f‘改为f1 float H,h,v0,s; float g=9.8; int x; int main(){ cin>>g>>H>>h>>v0>>s; for(int i=1;i<=30;i++){ cin>>f[i]; cin>>f1[i]; x=sqrt(2*g*H/(f1[i]*f1[i])+1)*((sqrt(2*g*H*f[i])/((f1[i]*f1[i])+1)-2*g*h)+sqrt((2*g*h+2*g*H*f[i])/(f1[i]*f1[i]+1)-2*g*(h-v0/s))-2*(sqrt((2*g*H*f[i])/(f1[i]*f1[i]+1))/2*g)); } cout<<x; return 0; }错误在哪
beac587439f83248a3cf5706b2ef9dfb
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31,455
i have a tensorflow lite model that detects objects on images. how do i use it in python? so i give it a path to an image and it gives me output
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31,456
<div class="container pt-4 pt-xl-5" id="home"> <div class="row gx-5 align-items-center btop"> <div class="col-6" style="position: relative;"> <div class="mb-5 mb-lg-0 text-center text-lg-start"> <h1 class="fw-bold" style="display: inline;">САМОЕ ЦЕННОЕ</h1> </div> </div> <div class="col-6" style="position: relative;"> <div class="mb-5 mb-lg-0 text-center text-lg-start"><img class="img-fluid" data-wow-duration="2s" src="assets/img/heart.png"></div> </div> </div> <div class="row gx-5 align-items-center bbot wow bounceInUp" style="position: relative;"> <div class="col-6"> <div class="mb-5 mb-lg-0 text-center text-lg-start"> <h1 class="fw-bold" style="display: inline; position: relative;top:50px;"><br>ВСЕГДА ПОД ЗАЩИТОЙ</h1> </div> </div> <div class="col-6"> <div class="mb-5 mb-lg-0 text-center text-lg-start"><img class="img-fluid" src="assets/img/bubble.png" style="opacity: 0.70;"></div> </div> </div> </div> блок с классом bbot должен находитьна поверх блока с классом btop
caade77209b49685099866b72d21f185
{ "intermediate": 0.3425664007663727, "beginner": 0.3975217938423157, "expert": 0.25991183519363403 }
31,457
Ошибка в native c++ kotlin: FATAL EXCEPTION: GLThread 208972 Process: com.example.jni_cube, PID: 10700 java.lang.UnsatisfiedLinkError: dlopen failed: library "libnative-lib.so" not found at java.lang.Runtime.loadLibrary0(Runtime.java:1087) at java.lang.Runtime.loadLibrary0(Runtime.java:1008) at java.lang.System.loadLibrary(System.java:1664) at com.example.jni_cube.JNIWrapper.<clinit>(JNIWrapper.kt:5) at com.example.jni_cube.RendererWrapper.onSurfaceCreated(RendererWrapper.kt:30) at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1549) at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1280)
7981f4af07704bfbf04b759b6362518a
{ "intermediate": 0.4143131673336029, "beginner": 0.38257646560668945, "expert": 0.20311033725738525 }
31,458
what gpt version are you?
3fd845e9e47e145053102deaedda2b05
{ "intermediate": 0.3063034415245056, "beginner": 0.2799820303916931, "expert": 0.41371455788612366 }
31,460
simply on colab call dataset quora
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{ "intermediate": 0.20629696547985077, "beginner": 0.38259583711624146, "expert": 0.4111071825027466 }
31,461
<input type='file' id="images" multiple> how to use php to get the image files if the user select more than one image files and click the submit button.
239b946519f006cae2888cd36d2efec8
{ "intermediate": 0.4918981194496155, "beginner": 0.22601141035556793, "expert": 0.28209051489830017 }
31,462
Making a hollow square in c++
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{ "intermediate": 0.21112602949142456, "beginner": 0.412036269903183, "expert": 0.37683773040771484 }
31,463
I need to implement a database that has a few keys, lets say a1,a2,a3. those key have many diffrent corresponding other keys, for example a1 : ba,bb,bc,ge,ch... a2 : xt,bn,aw,aa... a3 : hm,bd,ax,br... then I need to look up a specific key, in t his example bb and see which key it corresponds to. will redis work for this?
87eaa634bef0ed04877fdcca0d91d2b0
{ "intermediate": 0.5631391406059265, "beginner": 0.10910413414239883, "expert": 0.32775673270225525 }
31,464
I need to implement a database that has a few hashes, lets say a1,a2,a3. those hashes have many diffrent corresponding other hashes, for example a1 : ba,bb,bc,ge,ch… a2 : xt,bn,aw,aa… a3 : hm,bd,ax,br… then I need to look up a specific (other) hash, in t his example bb and see which key it corresponds to. will redis work for this? i'd be m ore specific but i ts a very complicated thing that I c ant put into words.
0191413267633e3a90c77950073638ec
{ "intermediate": 0.4279906451702118, "beginner": 0.1749286949634552, "expert": 0.397080659866333 }
31,465
#Generate paraphrases initial_sequence = tokenizer.texts_to_sequences([‘input_question’]) initial_sequence = pad_sequences(initial_sequence, padding=‘post’, maxlen=train_input.shape[1]) generated_sequence = initial_sequence.copy() for i in range(desired_length): next_word = model.predict_classes(generated_sequence) generated_sequence = np.append(generated_sequence, next_word, axis=1) how to solve this error NameError: name ‘desired_length’ is not defined
a7f290190cb6afa6edc0e1470fd23466
{ "intermediate": 0.43761056661605835, "beginner": 0.10756444931030273, "expert": 0.4548249840736389 }
31,466
in next.js how do i get the username from an url like this: localhost:3000/[username]
a04994a8210e15d8a26cdea3574af0ac
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31,467
simple paraphrase generation model code
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{ "intermediate": 0.19026091694831848, "beginner": 0.2897900342941284, "expert": 0.5199490189552307 }
31,468
const createWindow = () => { const win = new BrowserWindow({ width: 800, height: 455, icon: path.join(__dirname + '/icon.ico'), webPreferences: { preload: path.join(__dirname, '/src/preload.js') } }) win.webContents.openDevTools() win.loadFile('index.html') } src/preload.js: const { ipcRenderer } = window.require('electron') ipcRenderer.on('FILE_OPEN', (event, args) => { console.log('got FILE_OPEN', event, args) }) but throws error Unable to load preload script: C:\Программы\JS\Video Player\src\preload.js i use electron. how to fix that?
972605d1cbcb03023ebf36cf12919cbc
{ "intermediate": 0.6691575050354004, "beginner": 0.20028315484523773, "expert": 0.1305592954158783 }
31,469
get index 'global_position' (on base: 'null instance' extends Sprite2D class_name Player25D enum State { IDLE, RUN, JUMP, ATTACK } var state = State.IDLE var velocity: Vector2 = Vector2.ZERO # Declare velocity at the start of the class 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 = player_base.health player_base.set_health(stats.health) EventManager.bullets_amount = bullets_amount EventManager.update_bullet_ui.emit() func _physics_process(delta): var input_vector = Input.get_axis("move_left", "move_right") process_movement_input(delta) process_actions() update_animation_state() # This function was incorrectly named in the previous version. 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 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"): 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 input_vector != 0: animator.play("Run") else: animator.play("Idle") 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 velocity.x != 0: animator.play("Run") else: animator.play("Idle") 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_2d(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)
ad794ae83f4be8e00570a0288f299852
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31,470
How to combine microservices, azure and cqrs together?
905fdf990f5d492390a9246abdfd5964
{ "intermediate": 0.6366257071495056, "beginner": 0.06845386326313019, "expert": 0.29492032527923584 }
31,471
hey
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{ "intermediate": 0.33180856704711914, "beginner": 0.2916048467159271, "expert": 0.3765866458415985 }
31,472
Hi. Write me a VBA code for power point presentation about "Stack deck in C++", I need 7 slides about Steck deck with images and code. Fill the content on your own.
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{ "intermediate": 0.3561616539955139, "beginner": 0.3721073567867279, "expert": 0.27173104882240295 }
31,473
Invalid get index 'global_position' (on base: 'null instance'). extends Sprite2D class_name Player25D enum State { IDLE, RUN, JUMP, ATTACK } var state = State.IDLE var velocity: Vector2 = Vector2.ZERO # Declare velocity at the start of the class 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 = player_base.health player_base.set_health(stats.health) EventManager.bullets_amount = bullets_amount EventManager.update_bullet_ui.emit() func _physics_process(delta): var input_vector = Input.get_axis("move_left", "move_right") process_movement_input(delta) process_actions() update_animation_state() # This function was incorrectly named in the previous version. 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 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"): 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 input_vector != 0: animator.play("Run") else: animator.play("Idle") 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 velocity.x != 0: animator.play("Run") else: animator.play("Idle") 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_2d(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()
6f348ff4b9bdf275aaca9e19881a7769
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31,474
text generation using lstm
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31,475
some of code in index.js: { label: 'Open', accelerator: 'CmdOrCtrl+O', click() { dialog.showOpenDialog({ properties: ['openFile'] }) .then(function (fileObj) { if (!fileObj.canceled) { win.webContents.send('FILE_OPEN', fileObj.filePaths) } }) } }, preload.js: const { ipcRenderer } = window.require('electron') ipcRenderer.on('FILE_OPEN', (event, args) => { alert('got FILE_OPEN', event, args) }) but i can't see alert how to fix that? i use electron
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31,476
write some python code to find a yellow spot surrounded by a blue background
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31,477
Hi. Write me a VBA code for power point presentation about “Stack deck in C++”, I need 7 slides about Steck deck on russian language with code. Fill the content on your own.
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{ "intermediate": 0.35177499055862427, "beginner": 0.39828944206237793, "expert": 0.24993552267551422 }
31,478
write code for nn learning with this train_data = [ ['<%= variable %>', '{{ variable }}'], ['<% if condition %>', '{% if condition %}'], # Add more training examples here ]
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{ "intermediate": 0.1088019460439682, "beginner": 0.3574090301990509, "expert": 0.5337890386581421 }
31,479
font1 = ("times", 16, "normal") my_w = tk.Tk() my_w.geometry("300x200") n = 26 for i in range(n): for j in range(6): e = Button(my_w, text=j, font=font1) e.grid(row=0, column=j) my_w.mainloop() i want 5 columns and 5 rows
52561d0d716ec37b66c1cfaa218c95e3
{ "intermediate": 0.2530131936073303, "beginner": 0.5575388669967651, "expert": 0.18944793939590454 }
31,480
writer = tf.summary.create_file_writer('./logs') with writer.as_default(): # 将结果记录到摘要中 for i in range(len(results)): tf.summary.image(“Test Image {}”.format(i), results[i], step=0) writer.flush()中的writer.flush()缩进怎么设置?
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{ "intermediate": 0.3546103835105896, "beginner": 0.3551260530948639, "expert": 0.2902635335922241 }
31,481
mount /dev/md0 /boot wrong fs type, bad option, bad superblock on /dev/md0, missing codepage or helper program, or other error. dmesg has some stuff like md/raid1:md0 not clean -- starting background reconstruction md/raid1:md0 active with 2 out of 2 mirrors md0: detected capacity change from 0 to 995328 md: resync of RAID array md0 md: md0 resync done.
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{ "intermediate": 0.49849677085876465, "beginner": 0.2165960818529129, "expert": 0.28490719199180603 }
31,482
模型训练代码和测试代码如下:# #训练方法二:Train with npy file imgs_train,imgs_mask_train = geneTrainNpy("data/membrane/train/aug/","data/membrane/train/aug/") model = unet() model_checkpoint = ModelCheckpoint('unet_membrane.hdf5', monitor='loss',verbose=1, save_best_only=True) model.fit(imgs_train, imgs_mask_train, batch_size=2, nb_epoch=10, verbose=1,validation_split=0.2, shuffle=True, callbacks=[model_checkpoint,tensorboard_callback])和#test your model and save predicted results testGene = testGenerator("data/membrane/test") results = model.predict_generator(testGene,30,verbose=1) saveResult("data/membrane/test",results)。根据以上代码,新建一个predict.py文件,编写代码,写一个简单的GUI,允许用户指定路径打开某细胞图像展示并调用训练好的模型进行图像分割,展示分割结果。
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{ "intermediate": 0.3763292729854584, "beginner": 0.21987973153591156, "expert": 0.40379098057746887 }
31,483
import sys sys.setrecursionlimit(2000000) def closest_adj_price(listk): close_prise = abs(listk[1] - listk[0]) for i in range(1, len(listk) - 1): new_prise = abs(listk[i + 1] - listk[i]) if new_prise < close_prise: close_prise = new_prise print(str(close_prise)) def closest_price(listk): sorted_list = sorted(listk) close_prise = sorted_list[1] - sorted_list[0] for i in range(1, len(sorted_list) - 1): new_prise = sorted_list[i + 1] - sorted_list[i] if new_prise < close_prise: close_prise = new_prise print(str(close_prise)) m = input().split() a1 = int(m[0]) a2 = int(m[1]) n = input().split() k = [int(i) for i in n] for i in range(a2): l = input().split() if l[0] == ‘BUY’: k.append(int(l[1])) elif l[0] == ‘CLOSEST_ADJ_PRICE’: closest_adj_price(k) elif l[0] == ‘CLOSEST_PRICE’: closest_price(k)优化程序使它在面对大数据量时有更好地表现
df54a9a149c4aa5974510afd45cc12c6
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31,484
现有训练模型代码如下:imgs_train,imgs_mask_train = geneTrainNpy("data/membrane/train/aug/","data/membrane/train/aug/") model = unet() model_checkpoint = ModelCheckpoint('unet_membrane.hdf5', monitor='loss',verbose=1, save_best_only=True) model.fit(imgs_train, imgs_mask_train, batch_size=2, nb_epoch=10, verbose=1,validation_split=0.2, shuffle=True, callbacks=[model_checkpoint,tensorboard_callback])。目前的损失为0.3,准确率为0.8,请更改对应参数以提高准确率。
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31,485
<?xml version="1.0" encoding="UTF-8"?> <project xmlns="http://maven.apache.org/POM/4.0.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://maven.apache.org/POM/4.0.0 http://maven.apache.org/xsd/maven-4.0.0.xsd"> <modelVersion>4.0.0</modelVersion> <groupId>foleon</groupId> <artifactId>bazaar</artifactId> <version>1.0</version> <packaging>jar</packaging> <name>bazaar</name> <properties> <java.version>1.8</java.version> <project.build.sourceEncoding>UTF-8</project.build.sourceEncoding> </properties> <build> <plugins> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-compiler-plugin</artifactId> <version>3.8.1</version> <configuration> <source>${java.version}</source> <target>${java.version}</target> </configuration> </plugin> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-shade-plugin</artifactId> <version>3.2.4</version> <executions> <execution> <phase>package</phase> <goals> <goal>shade</goal> </goals> <configuration> <createDependencyReducedPom>false</createDependencyReducedPom> </configuration> </execution> </executions> </plugin> </plugins> <resources> <resource> <directory>src/main/resources</directory> <filtering>true</filtering> </resource> </resources> </build> <repositories> <repository> <id>spigotmc-repo</id> <url>https://hub.spigotmc.org/nexus/content/repositories/snapshots/</url> </repository> <repository> <id>sonatype</id> <url>https://oss.sonatype.org/content/groups/public/</url> </repository> </repositories> <dependencies> <dependency> <groupId>org.spigotmc</groupId> <artifactId>spigot-api</artifactId> <version>1.12.2-R0.1-SNAPSHOT</version> <scope>provided</scope> </dependency> </dependencies> </project> это файл зависимостей моего плагина, можешь сюда добавить плагин essentials и скинуть полный код?
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When I reboot, I get a grub prompt, so what am I doing wrong?: root@debian:~# lsblk && blkid NAME MAJ:MIN RM SIZE RO TYPE MOUNTPOINTS sr0 11:0 1 3.7G 0 rom vda 254:0 0 20G 0 disk ├─vda1 254:1 0 487M 0 part /boot ├─vda2 254:2 0 1K 0 part └─vda5 254:5 0 19.5G 0 part └─vda5_crypt 252:0 0 19.5G 0 crypt ├─debian--vg-root 252:1 0 18.5G 0 lvm / └─debian--vg-swap_1 252:2 0 980M 0 lvm [SWAP] vdb 254:16 0 20G 0 disk ├─vdb1 254:17 0 487M 0 part ├─vdb2 254:18 0 1K 0 part └─vdb5 254:21 0 19.5G 0 part └─vdb5_crypt 252:3 0 19.5G 0 crypt ├─debian--vg2-swap_2 252:4 0 980M 0 lvm [SWAP] └─debian--vg2-root 252:5 0 18.5G 0 lvm /dev/mapper/debian--vg-root: UUID="787e196d-c852-491e-9583-34d1bc621ace" UUID_SUB="5246486c-8c05-4d72-b494-b9bbf2e62825" BLOCK_SIZE="4096" TYPE="btrfs" /dev/vdb5: UUID="584aa6ad-c8c0-43e5-b32d-eda94ea8501b" TYPE="crypto_LUKS" PARTUUID="a36f14d2-05" /dev/vdb1: UUID="55762e61-a486-47b9-92cc-29d597b37312" BLOCK_SIZE="1024" TYPE="ext2" PARTUUID="a36f14d2-01" /dev/mapper/debian--vg2-swap_2: UUID="662d79c0-2db1-4247-bb77-7d05dfb6917c" TYPE="swap" /dev/sr0: BLOCK_SIZE="2048" UUID="2023-10-07-11-48-54-00" LABEL="Debian 12.2.0 amd64 1" TYPE="iso9660" PTUUID="515b3f36" PTTYPE="dos" /dev/mapper/debian--vg-swap_1: UUID="3f8a7e7e-21c1-47d3-a19a-72dfe9f8b164" TYPE="swap" /dev/mapper/vda5_crypt: UUID="UmwnNd-voGV-v1lc-eKPP-nLeP-cwpX-tXaA7V" TYPE="LVM2_member" /dev/mapper/debian--vg2-root: UUID="787e196d-c852-491e-9583-34d1bc621ace" UUID_SUB="2c6c20fe-abf0-4b5c-9896-3239dbbbe8f5" BLOCK_SIZE="4096" TYPE="btrfs" /dev/vda5: UUID="c8e57554-de8b-44c0-862a-32cd1e4f92b1" TYPE="crypto_LUKS" PARTUUID="00819e90-05" /dev/vda1: UUID="c2206369-9b9f-44b3-8319-1d46ed4c559e" BLOCK_SIZE="1024" TYPE="ext2" PARTUUID="00819e90-01" /dev/mapper/vdb5_crypt: UUID="mtToH2-apOl-L8Wq-UrcM-QmF9-cUBk-7POUGH" TYPE="LVM2_member" root@debian:~# mdadm --create --verbose /dev/md0 --level=1 --raid-devices=2 /dev/vda1 /dev/vdb1 mdadm: super1.x cannot open /dev/vda1: Device or resource busy mdadm: ddf: Cannot use /dev/vda1: Device or resource busy mdadm: Cannot use /dev/vda1: It is busy mdadm: cannot open /dev/vda1: Device or resource busy root@debian:~# umount /boot root@debian:~# mdadm --create --verbose /dev/md0 --level=1 --raid-devices=2 /dev/vda1 /dev/vdb1 mdadm: /dev/vda1 appears to contain an ext2fs file system size=498688K mtime=Sun Nov 19 07:55:07 2023 mdadm: Note: this array has metadata at the start and may not be suitable as a boot device. If you plan to store '/boot' on this device please ensure that your boot-loader understands md/v1.x metadata, or use --metadata=0.90 mdadm: /dev/vdb1 appears to contain an ext2fs file system size=498688K mtime=Wed Dec 31 19:00:00 1969 mdadm: size set to 497664K Continue creating array? y mdadm: Defaulting to version 1.2 metadata mdadm: array /dev/md0 started. root@debian:~# mkfs.ext2 /dev/md0 mke2fs 1.47.0 (5-Feb-2023) Discarding device blocks: done Creating filesystem with 497664 1k blocks and 124440 inodes Filesystem UUID: 20abf9b7-04fe-48c3-939a-030ebe363b98 Superblock backups stored on blocks: 8193, 24577, 40961, 57345, 73729, 204801, 221185, 401409 Allocating group tables: done Writing inode tables: done Writing superblocks and filesystem accounting information: done root@debian:~# cat /etc/fstab # /etc/fstab: static file system information. # # Use 'blkid' to print the universally unique identifier for a # device; this may be used with UUID= as a more robust way to name devices # that works even if disks are added and removed. See fstab(5). # # systemd generates mount units based on this file, see systemd.mount(5). # Please run 'systemctl daemon-reload' after making changes here. # # <file system> <mount point> <type> <options> <dump> <pass> #OLD_BUT_KEEP_FOR_REFERENCE/dev/mapper/debian--vg-root / btrfs defaults,subvol=@rootfs 0 0 UUID=787e196d-c852-491e-9583-34d1bc621ace / btrfs defaults,subvol=@rootfs 0 0 #OLD+RM:/dev/mapper/debian--vg2-root /mnt/2nd_root btrfs defaults,subvol=@rootfs 0 0 # /boot was on /dev/vda1 during installation UUID=c2206369-9b9f-44b3-8319-1d46ed4c559e /boot ext2 defaults 0 2 /dev/mapper/debian--vg-swap_1 none swap sw 0 0 /dev/mapper/debian--vg2-swap_2 none swap sw 0 0 /dev/sr0 /media/cdrom0 udf,iso9660 user,noauto 0 0 root@debian:~# vim /etc/fstab root@debian:~# blkid /dev/mapper/debian--vg-root: UUID="787e196d-c852-491e-9583-34d1bc621ace" UUID_SUB="5246486c-8c05-4d72-b494-b9bbf2e62825" BLOCK_SIZE="4096" TYPE="btrfs" /dev/vdb5: UUID="584aa6ad-c8c0-43e5-b32d-eda94ea8501b" TYPE="crypto_LUKS" PARTUUID="a36f14d2-05" /dev/vdb1: UUID="53f0e6f7-7800-c6e1-31db-f89ee06768fa" UUID_SUB="27009b95-ced4-0102-14ec-e5ae5d4719ac" LABEL="debian:0" TYPE="linux_raid_member" PARTUUID="a36f14d2-01" /dev/mapper/debian--vg2-swap_2: UUID="662d79c0-2db1-4247-bb77-7d05dfb6917c" TYPE="swap" /dev/sr0: BLOCK_SIZE="2048" UUID="2023-10-07-11-48-54-00" LABEL="Debian 12.2.0 amd64 1" TYPE="iso9660" PTUUID="515b3f36" PTTYPE="dos" /dev/mapper/debian--vg-swap_1: UUID="3f8a7e7e-21c1-47d3-a19a-72dfe9f8b164" TYPE="swap" /dev/mapper/vda5_crypt: UUID="UmwnNd-voGV-v1lc-eKPP-nLeP-cwpX-tXaA7V" TYPE="LVM2_member" /dev/mapper/debian--vg2-root: UUID="787e196d-c852-491e-9583-34d1bc621ace" UUID_SUB="2c6c20fe-abf0-4b5c-9896-3239dbbbe8f5" BLOCK_SIZE="4096" TYPE="btrfs" /dev/vda5: UUID="c8e57554-de8b-44c0-862a-32cd1e4f92b1" TYPE="crypto_LUKS" PARTUUID="00819e90-05" /dev/vda1: UUID="53f0e6f7-7800-c6e1-31db-f89ee06768fa" UUID_SUB="acfcbda3-2ec3-da37-2d4b-072e450b33c7" LABEL="debian:0" TYPE="linux_raid_member" PARTUUID="00819e90-01" /dev/mapper/vdb5_crypt: UUID="mtToH2-apOl-L8Wq-UrcM-QmF9-cUBk-7POUGH" TYPE="LVM2_member" /dev/md0: UUID="20abf9b7-04fe-48c3-939a-030ebe363b98" BLOCK_SIZE="1024" TYPE="ext2" root@debian:~# vim /etc/fstab root@debian:~# cat /etc/fstab # /etc/fstab: static file system information. # # Use 'blkid' to print the universally unique identifier for a # device; this may be used with UUID= as a more robust way to name devices # that works even if disks are added and removed. See fstab(5). # # systemd generates mount units based on this file, see systemd.mount(5). # Please run 'systemctl daemon-reload' after making changes here. # # <file system> <mount point> <type> <options> <dump> <pass> #OLD_BUT_KEEP_FOR_REFERENCE/dev/mapper/debian--vg-root / btrfs defaults,subvol=@rootfs 0 0 UUID=787e196d-c852-491e-9583-34d1bc621ace / btrfs defaults,subvol=@rootfs 0 0 #OLD+RM:/dev/mapper/debian--vg2-root /mnt/2nd_root btrfs defaults,subvol=@rootfs 0 0 # /boot was on /dev/vda1 during installation #UUID=c2206369-9b9f-44b3-8319-1d46ed4c559e /boot ext2 defaults 0 2 UUID=20abf9b7-04fe-48c3-939a-030ebe363b98 /boot ext2 defaults 0 2 /dev/mapper/debian--vg-swap_1 none swap sw 0 0 /dev/mapper/debian--vg2-swap_2 none swap sw 0 0 /dev/sr0 /media/cdrom0 udf,iso9660 user,noauto 0 0 root@debian:~# ls /boot root@debian:~# mount /dev/md0 /boot mount: (hint) your fstab has been modified, but systemd still uses the old version; use 'systemctl daemon-reload' to reload. root@debian:~# systemctl daemon-reload root@debian:~# mount /dev/md0 /boot mount: /boot: /dev/md0 already mounted on /boot. dmesg(1) may have more information after failed mount system call. root@debian:~# umount /boot root@debian:~# mount /dev/md0 /boot root@debian:~# ls /boot lost+found root@debian:~# grub-install /dev/vda && ls /boot && grub-install /dev/vdb && ls /boot Installing for i386-pc platform. Installation finished. No error reported. grub lost+found Installing for i386-pc platform. Installation finished. No error reported. grub lost+found root@debian:~#
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31,487
modify this code to go to octocaptcha.com and automatically get the token, it does this by goin there, waitin for a request to https://github-api.arkoselabs.com/fc/gfct/ ets made, then it looks at the response and gets the session_token from the json response original code: //const puppeteer = require('puppeteer'); const axios = require('axios'); async function scrapeToken(token, useragent) { const apiEndpoint = 'http://127.0.0.1:5000/api/solve'; const data = { 'token': token, 'user-agent': useragent }; try { console.log('scraping...') const response = await axios.get(apiEndpoint, {data,headers: {'Content-Type': 'application/json'}}); console.log('Token sent:', response.data); } catch (error) { console.error('Failed to send token to API:', error); } } const ua = "Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/118.0.0.0 Safari/537.36" const token = "912179908c05be309.9937065205" for (let i = 1; i<10; i++) { scrapeToken(token, ua) }
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31,488
I have the following information, but I am not sure what to do with it so that it matches the required format. Is the http_client proxies and transport the same or different than what I have? Can I get away with only using the base_url as the OpenAI-compatible API URL? import httpx from openai import OpenAI client = OpenAI( # Or use the `OPENAI_BASE_URL` env var base_url="http://my.test.server.example.com:8083", http_client=httpx.Client( proxies="http://my.test.proxy.example.com", transport=httpx.HTTPTransport(local_address="0.0.0.0"), ), ) What I have: Running on local URL: http://127.0.0.1:7860 2023-11-19 13:43:17 INFO:OpenAI-compatible API URL: https://supposed-sanyo-fairy-plastic.trycloudflare.com INFO: Started server process [2409] INFO: Waiting for application startup. INFO: Application startup complete. INFO: Uvicorn running on http://127.0.0.1:5000 (Press CTRL+C to quit) Running on public URL: https://0f9d3635083cb36a31.gradio.live
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in centos 7 and By using the shell expansion techniques, and the minimum number of commands needed, create the schema S1 parent folder for S2 ,docs and the directory S2 contain 2 subdiroctries month ,GGG and the diroctry docs contain 4 subdirodtories A,B,C,d Be aware that the less commands used is the better.
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31,490
help me make so the lookat only flips the charcter to left and right and don't rotate the character: func _read_input(): look_at(get_global_mouse_position()) var movement = [] if Input.is_action_pressed("move_up"): movement.append("up") if Input.is_action_pressed("move_down"): movement.append("down") if Input.is_action_pressed("move_right"): movement.append("right") if Input.is_action_pressed("move_left"): movement.append("left") move.execute(self, movement) if last_ability > global_cooldown: if Input.is_action_just_pressed("interact"): interact() last_ability = 0 #if Input.is_action_just_pressed("ability_1"): # fireball.execute(self) # last_ability = 0 #if Input.is_action_just_pressed("inventory"): # inventory.execute(self) # last_ability = 0
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• Extend the program so that you can enter the number of components as command-line parameter. • Create class methods (static) in your component class: o writeComponent() to insert the data (componentID, name etc.) into your component object o printComponent() to print the data in a selected component • Write a class method (static) for the BestBikeManagement class that allows you to change the component object. without scanner and shortly
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31,492
How to build sound waveform from audio file using Kotlin and Android SDK
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31,493
Traceback (most recent call last): File "/home/studio-lab-user/ComfyUI/main.py", line 72, in <module> import execution File "/home/studio-lab-user/ComfyUI/execution.py", line 12, in <module> import nodes File "/home/studio-lab-user/ComfyUI/nodes.py", line 20, in <module> import comfy.diffusers_load File "/home/studio-lab-user/ComfyUI/comfy/diffusers_load.py", line 4, in <module> import comfy.sd File "/home/studio-lab-user/ComfyUI/comfy/sd.py", line 5, in <module> from comfy import model_management File "/home/studio-lab-user/ComfyUI/comfy/model_management.py", line 114, in <module> total_vram = get_total_memory(get_torch_device()) / (1024 * 1024) File "/home/studio-lab-user/ComfyUI/comfy/model_management.py", line 83, in get_torch_device return torch.device(torch.cuda.current_device()) File "/home/studio-lab-user/.conda/envs/default/lib/python3.9/site-packages/torch/cuda/__init__.py", line 769, in current_device _lazy_init() File "/home/studio-lab-user/.conda/envs/default/lib/python3.9/site-packages/torch/cuda/__init__.py", line 298, in _lazy_init torch._C._cuda_init() RuntimeError: The NVIDIA driver on your system is too old (found version 11040). Please update your GPU driver by downloading and installing a new version from the URL: http://www.nvidia.com/Download/index.aspx Alternatively, go to: https://pytorch.org to install a PyTorch version that has been compiled with your version of the CUDA driver.
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31,494
How to use azure services with microservices for MES systems?
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31,495
создай код на с++ для хука игры cs2 с помощи библиотеки minhook
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31,496
which one is more common between c++ developers? and what do you suggest for modern c++? // Definable in wrapper API_DEFINABLE_IN_WRAPPER API_NODISCARD virtual constexpr bool HasParent() const = 0; Or // Definable in wrapper API_NODISCARD virtual constexpr bool HasParent() const = 0;
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31,497
Flight& Flight::operator=(const Flight& flightToCopy) { if (this != &flightToCopy) { delete numPassengers; /* Your code goes here */ *numPassengers = *(flightToCopy.numPassengers); } return *this; }
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31,498
You are at the world debate championship. The motion of the debate is “This house supports universal income for all citizens”. The coalition are in favor of the motion. Think about arguments in favor of the motion, using a hierarchical table of contents that classify the arguments to at least 3 topics, then write the speech of the coalition. Then do the same for the opposition, who should argue against the arguments of the coalition.
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31,499
Mermaid JS notation: mindmap root((mindmap)) Origins Long history ::icon(fa fa-book) Popularisation British popular psychology author Tony Buzan Research On effectivness<br/>and features On Automatic creation Uses Creative techniques Strategic planning Argument mapping Tools Pen and paper Mermaid Please create a mindmap in mermaidJS notation for an AGI that wants to coexist with humans and create a peaceful world
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31,500
сделай плагин на майнкрафт на валюту золото. добавь команды /pay (передать золото) и /goldgive (выдать золото) (для операторов). Добавь команду /top (показывает топ игроков по балансу.), сделай так чтобы баланс игроков сохранялся в файле gold.yml. Сделай scoreboard в котором будет написано на 1 строке mining simulator а на 2 количество золота игрока.
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31,501
Mermaid JS notation: mindmap root((mindmap)) Origins Long history ::icon(fa fa-book) Popularisation British popular psychology author Tony Buzan Research On effectivness<br/>and features On Automatic creation Uses Creative techniques Strategic planning Argument mapping Tools Pen and paper Mermaid Please create a mindmap in mermaidJS notation for a comprehensive overview of all existing prompt engineering techniques with a short use case for each technique.
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31,502
where view function is launching in flask app
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31,503
напиши hook DirectX 11 используя библиотеку detours под dllMain
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{ "intermediate": 0.39892148971557617, "beginner": 0.2372768223285675, "expert": 0.36380162835121155 }
31,504
короче смотри, надо сделать дешифрование вот строки из сервера private static final String SPLITTER_CMDS = "end~"; private StringBuffer inputRequest; private StringBuffer badRequest = new StringBuffer(); public LobbyManager lobby; public Auth auth; private Channel channel; private ChannelHandlerContext context; private int _lastKey = 1; private final int[] _keys = new int[]{1, 2, 3, 4, 5, 6, 7, 8, 9}; // � � : � � � � ℎ � � � � � � � � � � � � � � � � � � � � � � � � � [ ] FF:syntheticfieldprivatestaticint[]SWITCH_TABLE � � � � � � gtankscommands$Type; public ProtocolTransfer(Channel channel, ChannelHandlerContext context) { this.channel = channel; this.context = context; } public void decryptProtocol(String protocol) { if ((this.inputRequest = new StringBuffer(protocol)).length() > 0) { if (this.inputRequest.toString().endsWith("end~")) { this.inputRequest = new StringBuffer(StringUtils.concatStrings(this.badRequest.toString(), this.inputRequest.toString())); String[] var5; int var4 = (var5 = this.parseCryptRequests()).length; for(int var3 = 0; var3 < var4; ++var3) { String request = var5[var3]; int key; try { key = Integer.parseInt(String.valueOf(request.charAt(0))); } catch (Exception var8) { Logger.log("[EXCEPTION] Detected cheater(replace protocol): " + this.channel.toString()); NettyUsersHandler.block(this.channel.getRemoteAddress().toString().split(":")[0]); this.closeConnection(); return; } if (key == this._lastKey) { Logger.log("Detected cheater(replace protocol): " + this.channel.toString()); NettyUsersHandler.block(this.channel.getRemoteAddress().toString().split(":")[0]); this.closeConnection(); return; } int nextKey = (this._lastKey + 1) % this._keys.length; if (key != (nextKey == 0 ? 1 : nextKey)) { Logger.log("[NOT QUEQUE KEY " + nextKey + " " + this._lastKey + "] Detected cheater(replace protocol): " + this.channel.toString()); NettyUsersHandler.block(this.channel.getRemoteAddress().toString().split(":")[0]); this.closeConnection(); return; } this.inputRequest = new StringBuffer(this.decrypt(request.substring(1, request.length()), key)); this.sendRequestToManagers(this.inputRequest.toString()); } this.badRequest = new StringBuffer(); } else { this.badRequest = new StringBuffer(StringUtils.concatStrings(this.badRequest.toString(), this.inputRequest.toString())); } } } private String[] parseCryptRequests() { return this.inputRequest.toString().split("end~"); } private String decrypt(String request, int key) { this._lastKey = key; char[] _chars = request.toCharArray(); for(int i = 0; i < request.length(); ++i) { _chars[i] = (char)(_chars[i] - (key + 1)); } return new String(_chars); } private void sendRequestToManagers(String request) { this.sendCommandToManagers(Commands.decrypt(request)); } private void sendCommandToManagers(Command cmd) { if (this.auth == null) { this.auth = new Auth(this, this.context); } switch($SWITCH_TABLE$gtanks$commands$Type()[cmd.type.ordinal()]) { case 1: this.auth.executeCommand(cmd); break; case 2: this.auth.executeCommand(cmd); break; case 3: this.lobby.executeCommand(cmd); break; case 4: this.lobby.executeCommand(cmd); break; case 5: this.lobby.executeCommand(cmd); break; case 6: this.lobby.executeCommand(cmd); break; case 7: this.lobby.executeCommand(cmd); break; case 8: this.auth.executeCommand(cmd); break; case 9: Logger.log("User " + this.channel.toString() + " send unknowed request: " + cmd.toString()); case 10: default: break; case 11: if (this.auth != null) { this.auth.executeCommand(cmd); } if (this.lobby != null) { this.lobby.executeCommand(cmd); } } } public boolean send(Type type, String... args) throws IOException { StringBuilder request = new StringBuilder(); request.append(type.toString()); request.append(";"); for(int i = 0; i < args.length - 1; ++i) { request.append(StringUtils.concatStrings(args[i], ";")); } request.append(StringUtils.concatStrings(args[args.length - 1], "end~")); if (this.channel.isWritable() && this.channel.isConnected() && this.channel.isOpen()) { this.channel.write(request.toString()); } request = null; return true; } protected void onDisconnect() { if (this.lobby != null) { this.lobby.onDisconnect(); } } public void closeConnection() { this.channel.close(); } public String getIP() { return this.channel.getRemoteAddress().toString(); } вот это подключение из клиента public function send(str:String):void { try { str = ((this.AESDecrypter == null) ? this.crypt(str) : this.AESDecrypter.encrypt(str, this.AESKey)); str = (str + DELIM_COMMANDS_SYMBOL); this.socket.writeUTFBytes(str); this.socket.flush(); } catch(e:Error) { Logger.warn((((“Error sending: " + e.message) + “\n”) + e.getStackTrace())); }; } private function crypt(request:String):String { var key:int = ((this.lastKey + 1) % this.keys.length); if (key <= 0) { key = 1; }; this.lastKey = key; var _array:Array = request.split(”“); var i:int; while (i < request.length) { _array[i] = String.fromCharCode((request.charCodeAt(i) + (key + 1))); i++; }; return (key + _array.join(”")); } "Метод send отправляет сообщение на сервер. Если this.AESDecrypter равен null, то вызывается метод crypt, который преобразует и шифрует сообщение перед отправкой. В противном случае, используется AESDecrypter для шифрования сообщения перед отправкой." как правильно все это реализовать на сервере ?
1d6c8c0533eda0668da5f0f5225a5b67
{ "intermediate": 0.33884185552597046, "beginner": 0.49716082215309143, "expert": 0.1639973521232605 }
31,505
I need to mutate same column with if else in python pandas
35360ab5a5934fee74e4b5e53df1fffd
{ "intermediate": 0.38471701741218567, "beginner": 0.23622408509254456, "expert": 0.3790588676929474 }
31,506
I have the following string: "Result 1:\n[\n \"Introduction to the Healing Power of Physiotherapy in Sports\",\n \"Conclusion: Empowering Athletes Through Expert Physiotherapy\"\n]\n\nResult 2:\n[\n \"Welcome to the World of Sports Injury Recovery\",\n \"Wrapping Up: The Unseen Hero in Sports\u2014Physiotherapy\"\n]" I want to write a regex to extract the array part of this string ignoring new line
703ca5c59fcb03448e074f50b92d39fc
{ "intermediate": 0.34434273838996887, "beginner": 0.412749320268631, "expert": 0.24290794134140015 }
31,507
why my code does not work?
9c43295145bfed5f17e68bd97afd3e88
{ "intermediate": 0.3164411187171936, "beginner": 0.39226579666137695, "expert": 0.2912931442260742 }
31,508
GPT4 is a auto regressive prediction model. How many different tokens can it use?
15d5b8d0c1557e14231be8cc7c0a3fb3
{ "intermediate": 0.20572510361671448, "beginner": 0.16542883217334747, "expert": 0.6288460493087769 }
31,509
it spam change the direction of the sprite when you move < 0 : func _read_input(): var mouse_position = get_global_mouse_position() var direction = (mouse_position - position).normalized() if direction.x < 0: scale.x = -1 else: scale.x = 1 var movement = [] if Input.is_action_pressed("move_up"): movement.append("up") if Input.is_action_pressed("move_down"): movement.append("down") if Input.is_action_pressed("move_right"): movement.append("right") if Input.is_action_pressed("move_left"): movement.append("left") move.execute(self, movement) if last_ability > global_cooldown: if Input.is_action_just_pressed("interact"): interact() last_ability = 0 #if Input.is_action_just_pressed("ability_1"): # fireball.execute(self) # last_ability = 0 #if Input.is_action_just_pressed("inventory"): # inventory.execute(self) # last_ability = 0
b4d4d3d0cb1fc144f61c3d6576027956
{ "intermediate": 0.3615899085998535, "beginner": 0.4180073142051697, "expert": 0.2204027771949768 }
31,510
Write a function capable of taking one string as a parameter and one character. Your function should open a file (with the name in the string), and then count how many times that character is in the file – and return this number
67f3dd8a5286276d51b69f6fc70a2599
{ "intermediate": 0.36862945556640625, "beginner": 0.409268319606781, "expert": 0.22210220992565155 }
31,511
package foleon.mmso2; import org.bukkit.Bukkit; import org.bukkit.ChatColor; import org.bukkit.GameMode; import org.bukkit.entity.Player; import org.bukkit.event.EventHandler; import org.bukkit.event.Listener; import org.bukkit.event.block.BlockBreakEvent; import org.bukkit.event.player.AsyncPlayerChatEvent; import org.bukkit.event.player.PlayerGameModeChangeEvent; import org.bukkit.event.player.PlayerJoinEvent; import org.bukkit.event.player.PlayerMoveEvent; import org.bukkit.event.player.PlayerQuitEvent; import org.bukkit.plugin.java.JavaPlugin; import org.bukkit.scheduler.BukkitRunnable; import java.util.HashMap; import java.util.Map; import java.util.Random; import java.util.UUID; public class Mmso2 extends JavaPlugin implements Listener { private Map<UUID, String> captchaCodes = new HashMap<>(); private Map<UUID, Integer> captchaTimers = new HashMap<>(); private Map<UUID, Boolean> captchaInProgress = new HashMap<>(); @Override public void onEnable() { Bukkit.getPluginManager().registerEvents(this, this); } @Override public void onDisable() { } @EventHandler public void onPlayerJoin(PlayerJoinEvent event) { Player player = event.getPlayer(); generateCaptchaCode(player); startCaptchaTimer(player); new BukkitRunnable() { @Override public void run() { player.sendMessage(ChatColor.GREEN + "Введите код из центра экрана в чат: " + ChatColor.YELLOW + captchaCodes.get(player.getUniqueId())); } }.runTaskLater(this, 20); } @EventHandler public void onPlayerChat(AsyncPlayerChatEvent event) { Player player = event.getPlayer(); UUID playerUUID = player.getUniqueId(); String message = event.getMessage(); if (captchaInProgress.containsKey(playerUUID)) { event.setCancelled(true); if (message.equalsIgnoreCase(captchaCodes.get(playerUUID))) { stopCaptchaTimer(playerUUID); player.sendMessage(ChatColor.GREEN + "Проверка пройдена!"); captchaInProgress.remove(playerUUID); player.setGameMode(GameMode.SURVIVAL); } else { player.kickPlayer(ChatColor.RED + "Проверка не пройдена!"); cleanup(playerUUID); } } } @EventHandler public void onBlockBreak(BlockBreakEvent event) { Player player = event.getPlayer(); UUID playerUUID = player.getUniqueId(); if (captchaInProgress.containsKey(playerUUID)) { event.setCancelled(true); } } @EventHandler public void onPlayerMove(PlayerMoveEvent event) { Player player = event.getPlayer(); UUID playerUUID = player.getUniqueId(); if (captchaInProgress.containsKey(playerUUID)) { event.setCancelled(true); } } @EventHandler public void onPlayerGameModeChange(PlayerGameModeChangeEvent event) { Player player = event.getPlayer(); UUID playerUUID = player.getUniqueId(); if (captchaInProgress.containsKey(playerUUID)) { event.setCancelled(true); } } @EventHandler public void onPlayerQuit(PlayerQuitEvent event) { Player player = event.getPlayer(); UUID playerUUID = player.getUniqueId(); cleanup(playerUUID); } private void generateCaptchaCode(Player player) { UUID playerUUID = player.getUniqueId(); int code = new Random().nextInt(9000) + 1000; String captchaCode = String.valueOf(code); captchaCodes.put(playerUUID, captchaCode); captchaInProgress.put(playerUUID, true); player.setGameMode(GameMode.ADVENTURE); } private void startCaptchaTimer(Player player) { UUID playerUUID = player.getUniqueId(); captchaTimers.put(playerUUID, 30); new BukkitRunnable() { @Override public void run() { int timeLeft = captchaTimers.get(playerUUID); if (timeLeft > 0) { if (!player.isOnline()) { stopCaptchaTimer(playerUUID); cleanup(playerUUID); } else { player.sendTitle(ChatColor.RED + "Капча: " + timeLeft + " секунд", ""); captchaTimers.put(playerUUID, timeLeft - 1); } } else { player.kickPlayer(ChatColor.RED + "Время на капчу истекло!"); stopCaptchaTimer(playerUUID); cleanup(playerUUID); } } }.runTaskTimer(this, 20, 20); } private void stopCaptchaTimer(UUID playerUUID) { captchaCodes.remove(playerUUID); captchaTimers.remove(playerUUID); } private void cleanup(UUID playerUUID) { captchaInProgress.remove(playerUUID); captchaCodes.remove(playerUUID); captchaTimers.remove(playerUUID); } } заблокируй возможность вводить команды пока ты не пройдешь капчу и пофикси спам в консоли. скинь итоговый код
0a7babcb74d5bc723e684a28d671875f
{ "intermediate": 0.27898913621902466, "beginner": 0.5700016617774963, "expert": 0.151009202003479 }
31,512
Write a program that asks the user to enter a number from 1, 2, 3, 4. If the user enters a different number the programme should ask the user again. If one of these numbers is entered, it should end.
e2633346af139939b394474c86574195
{ "intermediate": 0.4226691722869873, "beginner": 0.22196772694587708, "expert": 0.355363130569458 }
31,513
package foleon.mmso2; import org.bukkit.ChatColor; import org.bukkit.GameMode; import org.bukkit.command.CommandSender; import org.bukkit.entity.Player; import org.bukkit.event.EventHandler; import org.bukkit.event.Listener; import org.bukkit.event.player.AsyncPlayerChatEvent; import org.bukkit.event.player.PlayerCommandPreprocessEvent; import org.bukkit.event.player.PlayerDropItemEvent; import org.bukkit.event.player.PlayerMoveEvent; import org.bukkit.event.player.PlayerPickupItemEvent; import org.bukkit.event.player.PlayerQuitEvent; import org.bukkit.plugin.java.JavaPlugin; import org.bukkit.scheduler.BukkitRunnable; import java.util.HashMap; import java.util.Map; import java.util.Random; public class CaptchaPlugin extends JavaPlugin implements Listener { private Map<Player, String> captchas = new HashMap<>(); private Map<Player, GameMode> previousGameModes = new HashMap<>(); @Override public void onEnable() { getServer().getPluginManager().registerEvents(this, this); } @EventHandler public void onPlayerMove(PlayerMoveEvent event) { Player player = event.getPlayer(); if (captchas.containsKey(player)) { event.setTo(event.getFrom()); player.sendMessage(ChatColor.RED + “Вы не можете двигаться во время капчи!”); } } @EventHandler public void onPlayerChat(AsyncPlayerChatEvent event) { Player player = event.getPlayer(); if (captchas.containsKey(player)) { event.setCancelled(true); String captcha = captchas.get(player); if (event.getMessage().equalsIgnoreCase(captcha)) { player.sendMessage(ChatColor.GREEN + “Капча пройдена успешно!”); captchas.remove(player); // Возвращаем предыдущий режим игры if (previousGameModes.containsKey(player)) { player.setGameMode(previousGameModes.get(player)); previousGameModes.remove(player); } } else { player.kickPlayer(ChatColor.RED + “Вы ввели неправильную капчу!”); } } } @EventHandler public void onPlayerDropItem(PlayerDropItemEvent event) { Player player = event.getPlayer(); if (captchas.containsKey(player)) { event.setCancelled(true); player.sendMessage(ChatColor.RED + “Вы не можете выкидывать предметы во время капчи!”); } } @EventHandler public void onPlayerPickupItem(PlayerPickupItemEvent event) { Player player = event.getPlayer(); if (captchas.containsKey(player)) { event.setCancelled(true); player.sendMessage(ChatColor.RED + “Вы не можете подбирать предметы во время капчи!”); } } @EventHandler public void onPlayerQuit(PlayerQuitEvent event) { Player player = event.getPlayer(); captchas.remove(player); previousGameModes.remove(player); } @EventHandler public void onPlayerCommand(PlayerCommandPreprocessEvent event) { Player player = event.getPlayer(); if (captchas.containsKey(player)) { event.setCancelled(true); player.sendMessage(ChatColor.RED + “Вы не можете вводить команды во время капчи!”); } } public void startCaptcha(Player player) { StringBuilder captcha = new StringBuilder(); Random random = new Random(); for (int i = 0; i < 6; i++) { char randomChar = (char) (random.nextInt(36) + (random.nextInt(2) == 0 ? 65 : 97)); captcha.append(randomChar); } captchas.put(player, captcha.toString()); previousGameModes.put(player, player.getGameMode()); player.setGameMode(GameMode.SPECTATOR); new BukkitRunnable() { int time = 30; @Override public void run() { if (captchas.containsKey(player)) { if (time <= 0) { player.kickPlayer(ChatColor.RED + “Вы не успели ввести капчу!”); captchas.remove(player); // Возвращаем предыдущий режим игры if (previousGameModes.containsKey(player)) { player.setGameMode(previousGameModes.get(player)); previousGameModes.remove(player); } cancel(); } else { player.sendTitle(ChatColor.GREEN + “Капча”, captcha.toString(), 0, 40, 0); player.sendMessage(ChatColor.GREEN + "Введите капчу в чат: " + captcha.toString()); time–; } } else { // Возвращаем предыдущий режим игры if (previousGameModes.containsKey(player)) { player.setGameMode(previousGameModes.get(player)); previousGameModes.remove(player); } cancel(); } } }.runTaskTimer(this, 0, 20); } } добавь в этот код чтобы после ввода капчи ты все еще не мог писать в чат, вводить команды, ломать блоки, подбирать и выкидывать предметы и получать урон. Сделай чтобы игрок придумал пароль для своего аккаунта после капчи, если пароль уже придуман сделай так чтобы он ввел свой пароль. Сохрани пароли в файле password.yml. Сделай чтобы после ввода пароля игрок мог ломать блоки,писать в чат, вводить команды и подбирать и выкидывать предметы и получать урон.
745554acae1586420375113039fc1a94
{ "intermediate": 0.260836124420166, "beginner": 0.5087767839431763, "expert": 0.23038709163665771 }
31,514
package foleon.mmso2; import org.bukkit.ChatColor; import org.bukkit.GameMode; import org.bukkit.command.CommandSender; import org.bukkit.entity.Player; import org.bukkit.event.EventHandler; import org.bukkit.event.Listener; import org.bukkit.event.player.AsyncPlayerChatEvent; import org.bukkit.event.player.PlayerCommandPreprocessEvent; import org.bukkit.event.player.PlayerDropItemEvent; import org.bukkit.event.player.PlayerMoveEvent; import org.bukkit.event.player.PlayerPickupItemEvent; import org.bukkit.event.player.PlayerQuitEvent; import org.bukkit.plugin.java.JavaPlugin; import org.bukkit.scheduler.BukkitRunnable; import java.util.HashMap; import java.util.Map; import java.util.Random; public class CaptchaPlugin extends JavaPlugin implements Listener { private Map<Player, String> captchas = new HashMap<>(); private Map<Player, GameMode> previousGameModes = new HashMap<>(); @Override public void onEnable() { getServer().getPluginManager().registerEvents(this, this); } @EventHandler public void onPlayerMove(PlayerMoveEvent event) { Player player = event.getPlayer(); if (captchas.containsKey(player)) { event.setTo(event.getFrom()); player.sendMessage(ChatColor.RED + “Вы не можете двигаться во время капчи!”); } } @EventHandler public void onPlayerChat(AsyncPlayerChatEvent event) { Player player = event.getPlayer(); if (captchas.containsKey(player)) { event.setCancelled(true); String captcha = captchas.get(player); if (event.getMessage().equalsIgnoreCase(captcha)) { player.sendMessage(ChatColor.GREEN + “Капча пройдена успешно!”); captchas.remove(player); // Возвращаем предыдущий режим игры if (previousGameModes.containsKey(player)) { player.setGameMode(previousGameModes.get(player)); previousGameModes.remove(player); } } else { player.kickPlayer(ChatColor.RED + “Вы ввели неправильную капчу!”); } } } @EventHandler public void onPlayerDropItem(PlayerDropItemEvent event) { Player player = event.getPlayer(); if (captchas.containsKey(player)) { event.setCancelled(true); player.sendMessage(ChatColor.RED + “Вы не можете выкидывать предметы во время капчи!”); } } @EventHandler public void onPlayerPickupItem(PlayerPickupItemEvent event) { Player player = event.getPlayer(); if (captchas.containsKey(player)) { event.setCancelled(true); player.sendMessage(ChatColor.RED + “Вы не можете подбирать предметы во время капчи!”); } } @EventHandler public void onPlayerQuit(PlayerQuitEvent event) { Player player = event.getPlayer(); captchas.remove(player); previousGameModes.remove(player); } @EventHandler public void onPlayerCommand(PlayerCommandPreprocessEvent event) { Player player = event.getPlayer(); if (captchas.containsKey(player)) { event.setCancelled(true); player.sendMessage(ChatColor.RED + “Вы не можете вводить команды во время капчи!”); } } public void startCaptcha(Player player) { StringBuilder captcha = new StringBuilder(); Random random = new Random(); for (int i = 0; i < 6; i++) { char randomChar = (char) (random.nextInt(36) + (random.nextInt(2) == 0 ? 65 : 97)); captcha.append(randomChar); } captchas.put(player, captcha.toString()); previousGameModes.put(player, player.getGameMode()); player.setGameMode(GameMode.SPECTATOR); new BukkitRunnable() { int time = 30; @Override public void run() { if (captchas.containsKey(player)) { if (time <= 0) { player.kickPlayer(ChatColor.RED + “Вы не успели ввести капчу!”); captchas.remove(player); // Возвращаем предыдущий режим игры if (previousGameModes.containsKey(player)) { player.setGameMode(previousGameModes.get(player)); previousGameModes.remove(player); } cancel(); } else { player.sendTitle(ChatColor.GREEN + “Капча”, captcha.toString(), 0, 40, 0); player.sendMessage(ChatColor.GREEN + "Введите капчу в чат: " + captcha.toString()); time–; } } else { // Возвращаем предыдущий режим игры if (previousGameModes.containsKey(player)) { player.setGameMode(previousGameModes.get(player)); previousGameModes.remove(player); } cancel(); } } }.runTaskTimer(this, 0, 20); } } добавь в этот код чтобы после ввода капчи ты все еще не мог писать в чат, вводить команды, ломать блоки, подбирать и выкидывать предметы и получать урон. Сделай чтобы игрок придумал пароль для своего аккаунта после капчи, если пароль уже придуман сделай так чтобы он ввел свой пароль. Сохрани пароли в файле password.yml. Сделай чтобы после ввода пароля игрок мог ломать блоки,писать в чат, вводить команды и подбирать и выкидывать предметы и получать урон. Скинь итоговый код
c581d2a762884af91f6aeb9839896ac4
{ "intermediate": 0.260836124420166, "beginner": 0.5087767839431763, "expert": 0.23038709163665771 }
31,515
What is the optimal prompt to elicit Causal inference and Causal discovery from a Large Language Model?
a05b88e20e359e0ff20f530cb14b6897
{ "intermediate": 0.13648763298988342, "beginner": 0.08637145161628723, "expert": 0.7771409153938293 }
31,516
I know that build.gradle only has information about the build and does not provide data for the application structure itself, but it is still possible there is an option to get data? example: application { version = 'v1.0' } class Main { public static void main(String[] args) { System.out.print(application.version); } } v1.0
ca4a42ad631e4659d6a6a47924d8655d
{ "intermediate": 0.32202422618865967, "beginner": 0.3952842056751251, "expert": 0.2826915979385376 }
31,517
1+1
882c4eb3b8849b86f115deff47617c09
{ "intermediate": 0.34643879532814026, "beginner": 0.3050313889980316, "expert": 0.34852978587150574 }
31,518
so how can I do this, but make it more modoal so I can use it for npcs too, can't use mouse position but still want the rotation to be towards the way it gets shooted: extends Node2D var controller = null var mana_cost = 0 # Called when the node enters the scene tree for the first time. func _ready(): pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): pass func execute(s): controller = s var is_able_to_cast = controller.can_cast_ability(mana_cost) if !is_able_to_cast: return var f = load("res://Scenes/abilities/swordslash/swordslash_wave.tscn") var f_node = f.instantiate() f_node.controller = controller var hand_node = controller.get_node("Hand") # Adjust this if ‘Hand’ is more deeply nested if not hand_node: print("Error: Hand node not found in the controller.") return f_node.position = hand_node.global_position var mouse_position : Vector2 = (get_global_mouse_position() - global_position).normalized() f_node.rotation = mouse_position.angle() f_node.add_collision_exception_with(controller) get_node("/root").add_child(f_node)
6c9e3fce5328d41fdb513cf0bdf6879b
{ "intermediate": 0.4095511734485626, "beginner": 0.3847035765647888, "expert": 0.20574529469013214 }
31,519
is there a free ChatGPT Bible
b59666219fe9882691d627bc7dd3ae7e
{ "intermediate": 0.328649640083313, "beginner": 0.3369077742099762, "expert": 0.3344426155090332 }
31,520
Design a web page that contains two paragraphs (p1, p2) with 12pt font size. The font size increases by 1pt each time the user clicks on paragraph p1. The font size goes back to 12pt when the user clicks on the p2 paragraph using php
5826aeef3c41d8197d339a1da9a38496
{ "intermediate": 0.3814269006252289, "beginner": 0.323099285364151, "expert": 0.29547378420829773 }