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35,942
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package
{
import flash.display.Sprite;
import flash.events.Event;
import launcher.background.Background_Main;
import launcher.button.FightButton;
import launcher.panel.languagePanel;
import launcher.panel.social.socialPanel;
import launcher.panel.buttonBar.quickPanel;
import launcher.snow.Snow;
import flash.display.StageAlign;
import flash.display.StageDisplayState;
import flash.display.StageQuality;
import flash.display.StageScaleMode;
import flash.display.NativeWindow;
import flash.display.NativeWindowType;
import flash.display.NativeWindowInitOptions;
import flash.desktop.NativeApplication;
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.display.Screen;
import zip.ZIPResourceLoader;
import caurina.transitions.Tweener;
import flash.display.Loader;
import flash.system.LoaderContext;
import flash.system.ApplicationDomain;
import flash.events.IOErrorEvent;
import flash.net.URLVariables;
import flash.net.URLRequest;
import flash.events.MouseEvent;
/**
* ...
* @author alekskart
*/
public class Main extends Sprite
{
private var loader:Loader;
private var locale:String;
private var guiLayer:Sprite;
public var background:Background_Main = new Background_Main();
public var progressBar:ProgressBar;
public var socialbar:socialPanel = new socialPanel();
public var quickbar:quickPanel = new quickPanel();
public var fightButton:FightButton = new FightButton();
public var bgButton:bg_button = new bg_button();
public var languagepanel:languagePanel = new languagePanel(quickbar, fightButton);
public function Main()
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
//var ziploader:ZIPResourceLoader = new ZIPResourceLoader(progressBar);
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
this.configureStage();
this.createGUI();
//это при запуске первом
Tweener.addTween(bgButton, {alpha: 1, time: 2, transition: "easeOutCubic", onComplete: fadeOutButton});
}
private function setCenterPosition() : void
{
var appBounds:Rectangle = stage.nativeWindow.bounds;
var screen:Screen = Screen.getScreensForRectangle(appBounds)[0];
stage.stageWidth = 1034;
stage.stageHeight = 680;
stage.nativeWindow.maxSize = new Point(stage.nativeWindow.width,stage.nativeWindow.height);
stage.nativeWindow.minSize = new Point(stage.nativeWindow.width,stage.nativeWindow.height);
stage.nativeWindow.x = (screen.bounds.width - stage.nativeWindow.width) / 2;
stage.nativeWindow.y = (screen.bounds.height - stage.nativeWindow.height) / 2;
}
private function configureStage() : void
{
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.quality = StageQuality.BEST;
stage.displayState = StageDisplayState.NORMAL;
stage.stageWidth = 1034;
stage.stageHeight = 680;
this.setCenterPosition();
}
private function createGUI() : void
{
this.guiLayer = new Sprite();
this.background.width = stage.stageWidth;
this.background.height = stage.stageHeight;
this.background.y = 0;
this.guiLayer.addChild(this.background);
this.socialbar.x = stage.stageWidth - this.socialbar.width - 15;
this.socialbar.y = 29;
this.guiLayer.addChild(this.socialbar);
this.quickbar.x = (stage.stageWidth - this.quickbar.width) / 2 + 20;
this.quickbar.y = 29;
this.guiLayer.addChild(this.quickbar);
this.languagepanel.x = (stage.stageWidth - this.languagepanel.width) / 2 + 20;
this.languagepanel.y = 50;
this.guiLayer.addChild(this.languagepanel);
this.bgButton.x = stage.stageWidth / 2 - this.bgButton.width / 2;
this.bgButton.y = stage.stageHeight / 2 - this.bgButton.height / 2 + 185;
this.guiLayer.addChild(this.bgButton);
this.fightButton.x = stage.stageWidth / 2 - this.fightButton.width / 2;
this.fightButton.y = stage.stageHeight / 2 - this.fightButton.height / 2 + 185;
this.fightButton.addEventListener(MouseEvent.CLICK, startPressed);
this.guiLayer.addChild(this.fightButton);
this.progressBar = new ProgressBar();
this.progressBar.x = (stage.stageWidth - this.progressBar.width) / 2;
this.progressBar.y = (stage.stageHeight - this.progressBar.height) / 2 + 280;
this.guiLayer.addChild(this.progressBar);
this.guiLayer.addChild(new Snow(25));
addChild(this.guiLayer);
stage.addEventListener(Event.RESIZE, onResize);
}
private function startPressed(e:MouseEvent = null):void
{
var options:NativeWindowInitOptions = new NativeWindowInitOptions();
while (this.guiLayer.numChildren > 0)
{
this.guiLayer.removeChildAt(0);
};
options.renderMode = "direct";
options.maximizable = true;
var window:NativeWindow = new NativeWindow(options);
window.minSize = new Point(0x0400, 0x0300);
window.maxSize = new Point(4095, 2880);
window.stage.scaleMode = StageScaleMode.NO_SCALE;
window.stage.align = StageAlign.TOP_LEFT;
var loader:Loader = new Loader();
//loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onSWFLoaded);
loader.load(new URLRequest("loader.swf"));
window.stage.addChild(loader);
window.activate();
window.addEventListener(Event.CLOSE, onWindowClose);
stage.nativeWindow.close(); // Закрытие предыдущего окна
}
//private function onSWFLoaded(event:Event):void
//{
// // Код, который вызывается после загрузки swf файла
// // Например, получение ссылки на загруженный контент:
// var loadedContent:Object = event.currentTarget.content;
// }
private function onWindowClose(event:Event):void
{
NativeApplication.nativeApplication.exit();
}
///Затухание
private function fadeOutButton():void {
Tweener.addTween(bgButton, {alpha: 0, time: 4, delay: 0, transition: "easeOutCubic", onComplete: fadeInButton});
}
//появление после затухания
private function fadeInButton():void {
Tweener.addTween(bgButton, {alpha: 1, time: 4, delay: 0, transition: "easeOutCubic", onComplete: fadeOutButton});
}
private function onResize(event:Event):void
{
var scale:Number = Math.min(stage.stageWidth / this.background.width, stage.stageHeight / this.background.height);
this.background.width *= scale;
this.background.height *= scale;
var newHeight:Number = this.background.height * 0.86;
this.background.height = newHeight;
this.background.x = (stage.stageWidth - this.background.width) / 2;
// this.background.y = (stage.stageHeight - this.background.height) * 0.25;
}
}
} смотри в loader.swf есть таких два флага var flashvars:URLVariables = new URLVariables();
flashvars["locale"] = this.locale;
flashvars["rnd"] = Math.random(); вот надо чтобы когда выбран язык в лаунчере ru у flashvars["locale"] = this.locale; ставился флаг ru, а когда en то ставился en package launcher.panel
{
/**
* ...
* @author alekskart
*/
import flash.display.MovieClip;
import flash.text.TextField;
import flash.text.TextFormat;
import flash.events.MouseEvent;
import launcher.panel.buttonBar.quickPanel;
import flash.net.SharedObject;
import launcher.button.FightButton;
public class languagePanel extends MovieClip
{
public var ruButton:MovieClip = new MovieClip();
public var enButton:MovieClip = new MovieClip();
public var ruText:TextField = new TextField();
public var rutextFormat:TextFormat = new TextFormat();
//
public var enText:TextField = new TextField();
public var entextFormat:TextFormat = new TextFormat();
//
public var quickPanelInstance:quickPanel;
public var fightbutton:FightButton;
private var sharedObject:SharedObject;
private var selectedLanguage:String;
public function languagePanel(quickPanelInstance:quickPanel, fightbutton:FightButton)
{
this.quickPanelInstance = quickPanelInstance;
this.fightbutton = fightbutton;
ruButton.buttonMode = true;
ruButton.addEventListener(MouseEvent.CLICK, onClickOnRU);
addChild(ruButton);
ruText.embedFonts = true;
ruText.text = "RU";
ruText.width = 90;
ruText.height = 30;
ruText.x = 20;
rutextFormat.font = "MyCustomFont";
rutextFormat.bold = true;
ruText.mouseEnabled = false;
rutextFormat.size = 16;
rutextFormat.color = 0xFFFFFF;
ruText.defaultTextFormat = rutextFormat;
ruText.setTextFormat(rutextFormat);
ruButton.addChild(ruText);
enButton.buttonMode = true;
enButton.addEventListener(MouseEvent.CLICK, onClickOnEN);
addChild(enButton);
enText.embedFonts = true;
enText.text = "EN";
enText.width = 90;
enText.height = 30;
enText.x = ruButton.x + ruButton.width;;
entextFormat.font = "MyCustomFont";
entextFormat.bold = true;
enText.mouseEnabled = false;
entextFormat.size = 16;
entextFormat.color = 0xFFFFFF;
enText.defaultTextFormat = entextFormat;
enText.setTextFormat(entextFormat);
enButton.addChild(enText);
//сохранение положения
sharedObject = SharedObject.getLocal("settings"); // создание\получение
if (sharedObject.data.language)
{
selectedLanguage = sharedObject.data.language; // подгрузка сохраненного языка
}
else
{
selectedLanguage = "RU"; // язык поумолчанию
}
quickPanelInstance.updateHeaderText(selectedLanguage);
fightbutton.updateButton(selectedLanguage);
updateButtonStyle();
}
public function onClickOnRU(event:MouseEvent):void
{
selectedLanguage = "RU";
updateButtonStyle();
sharedObject.data.language = selectedLanguage;
sharedObject.flush();
quickPanelInstance.updateHeaderText(selectedLanguage);
fightbutton.updateButton(selectedLanguage);
}
public function onClickOnEN(event:MouseEvent):void
{
selectedLanguage = "EN";
updateButtonStyle();
sharedObject.data.language = selectedLanguage;
sharedObject.flush();
quickPanelInstance.updateHeaderText(selectedLanguage);
fightbutton.updateButton(selectedLanguage);
}
private function updateButtonStyle():void
{
if (selectedLanguage == "RU")
{
// положение кнопки ру
ruText.textColor = 0x00a5ec;
enText.textColor = 0xFFFFFF;
}
else
{
// положение кнопки анг
ruText.textColor = 0xFFFFFF;
enText.textColor = 0x00a5ec;
}
}
}
}
|
a6193971dda1ccc054b88834acf3d729
|
{
"intermediate": 0.23278768360614777,
"beginner": 0.45912137627601624,
"expert": 0.3080909550189972
}
|
35,943
|
package
{
import flash.display.Sprite;
import flash.events.Event;
import launcher.background.Background_Main;
import launcher.button.FightButton;
import launcher.panel.languagePanel;
import launcher.panel.social.socialPanel;
import launcher.panel.buttonBar.quickPanel;
import launcher.snow.Snow;
import flash.display.StageAlign;
import flash.display.StageDisplayState;
import flash.display.StageQuality;
import flash.display.StageScaleMode;
import flash.display.NativeWindow;
import flash.display.NativeWindowType;
import flash.display.NativeWindowInitOptions;
import flash.desktop.NativeApplication;
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.display.Screen;
import zip.ZIPResourceLoader;
import caurina.transitions.Tweener;
import flash.display.Loader;
import flash.system.LoaderContext;
import flash.system.ApplicationDomain;
import flash.events.IOErrorEvent;
import flash.net.URLVariables;
import flash.net.URLRequest;
import flash.events.MouseEvent;
/**
* ...
* @author alekskart
*/
public class Main extends Sprite
{
public var loader:Loader;
private var locale:String;
private var guiLayer:Sprite;
public var background:Background_Main = new Background_Main();
public var progressBar:ProgressBar;
public var socialbar:socialPanel = new socialPanel();
public var quickbar:quickPanel = new quickPanel();
public var fightButton:FightButton = new FightButton();
public var bgButton:bg_button = new bg_button();
public var languagepanel:languagePanel = new languagePanel(quickbar, fightButton);
public var selectedLanguage:String = "RU";
public function Main()
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
//var ziploader:ZIPResourceLoader = new ZIPResourceLoader(progressBar);
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
this.configureStage();
this.createGUI();
//это при запуске первом
Tweener.addTween(bgButton, {alpha: 1, time: 2, transition: "easeOutCubic", onComplete: fadeOutButton});
}
private function setCenterPosition() : void
{
var appBounds:Rectangle = stage.nativeWindow.bounds;
var screen:Screen = Screen.getScreensForRectangle(appBounds)[0];
stage.stageWidth = 1034;
stage.stageHeight = 680;
stage.nativeWindow.maxSize = new Point(stage.nativeWindow.width,stage.nativeWindow.height);
stage.nativeWindow.minSize = new Point(stage.nativeWindow.width,stage.nativeWindow.height);
stage.nativeWindow.x = (screen.bounds.width - stage.nativeWindow.width) / 2;
stage.nativeWindow.y = (screen.bounds.height - stage.nativeWindow.height) / 2;
}
private function configureStage() : void
{
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.quality = StageQuality.BEST;
stage.displayState = StageDisplayState.NORMAL;
stage.stageWidth = 1034;
stage.stageHeight = 680;
this.setCenterPosition();
}
private function createGUI() : void
{
this.guiLayer = new Sprite();
this.background.width = stage.stageWidth;
this.background.height = stage.stageHeight;
this.background.y = 0;
this.guiLayer.addChild(this.background);
this.socialbar.x = stage.stageWidth - this.socialbar.width - 15;
this.socialbar.y = 29;
this.guiLayer.addChild(this.socialbar);
this.quickbar.x = (stage.stageWidth - this.quickbar.width) / 2 + 20;
this.quickbar.y = 29;
this.guiLayer.addChild(this.quickbar);
this.languagepanel.x = (stage.stageWidth - this.languagepanel.width) / 2 + 20;
this.languagepanel.y = 50;
this.guiLayer.addChild(this.languagepanel);
this.bgButton.x = stage.stageWidth / 2 - this.bgButton.width / 2;
this.bgButton.y = stage.stageHeight / 2 - this.bgButton.height / 2 + 185;
this.guiLayer.addChild(this.bgButton);
this.fightButton.x = stage.stageWidth / 2 - this.fightButton.width / 2;
this.fightButton.y = stage.stageHeight / 2 - this.fightButton.height / 2 + 185;
this.fightButton.addEventListener(MouseEvent.CLICK, startPressed);
this.guiLayer.addChild(this.fightButton);
this.progressBar = new ProgressBar();
this.progressBar.x = (stage.stageWidth - this.progressBar.width) / 2;
this.progressBar.y = (stage.stageHeight - this.progressBar.height) / 2 + 280;
this.guiLayer.addChild(this.progressBar);
this.guiLayer.addChild(new Snow(25));
addChild(this.guiLayer);
stage.addEventListener(Event.RESIZE, onResize);
}
private function startPressed(e:MouseEvent = null):void
{
var options:NativeWindowInitOptions = new NativeWindowInitOptions();
while (this.guiLayer.numChildren > 0)
{
this.guiLayer.removeChildAt(0);
};
options.renderMode = "direct";
options.maximizable = true;
var window:NativeWindow = new NativeWindow(options);
window.minSize = new Point(0x0400, 0x0300);
window.maxSize = new Point(4095, 2880);
window.stage.scaleMode = StageScaleMode.NO_SCALE;
window.stage.align = StageAlign.TOP_LEFT;
var loader:Loader = new Loader();
//loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onSWFLoaded);
loader.load(new URLRequest("loader.swf"));
window.stage.addChild(loader);
window.activate();
window.addEventListener(Event.CLOSE, onWindowClose);
stage.nativeWindow.close(); // Закрытие предыдущего окна
}
public function updateLanguage():void {
if (loader && loader.content && loader.content.hasOwnProperty("updateLanguage")) {
loader.content"updateLanguage";
}
}
//private function onSWFLoaded(event:Event):void
//{
// // Код, который вызывается после загрузки swf файла
// // Например, получение ссылки на загруженный контент:
// var loadedContent:Object = event.currentTarget.content;
// }
private function onWindowClose(event:Event):void
{
NativeApplication.nativeApplication.exit();
}
///Затухание
private function fadeOutButton():void {
Tweener.addTween(bgButton, {alpha: 0, time: 4, delay: 0, transition: "easeOutCubic", onComplete: fadeInButton});
}
//появление после затухания
private function fadeInButton():void {
Tweener.addTween(bgButton, {alpha: 1, time: 4, delay: 0, transition: "easeOutCubic", onComplete: fadeOutButton});
}
private function onResize(event:Event):void
{
var scale:Number = Math.min(stage.stageWidth / this.background.width, stage.stageHeight / this.background.height);
this.background.width *= scale;
this.background.height *= scale;
var newHeight:Number = this.background.height * 0.86;
this.background.height = newHeight;
this.background.x = (stage.stageWidth - this.background.width) / 2;
// this.background.y = (stage.stageHeight - this.background.height) * 0.25;
}
}
} смотри в loader.swf есть вот такие флаги flashvars["locale"] = this.locale;
flashvars["rnd"] = Math.random(); вот как сделать чтобы при смене языка locale применялся при загрузке в loader.swf, package launcher.panel
{
/**
* ...
* @author alekskart
*/
import flash.display.MovieClip;
import flash.text.TextField;
import flash.text.TextFormat;
import flash.events.MouseEvent;
import launcher.panel.buttonBar.quickPanel;
import flash.net.SharedObject;
import launcher.button.FightButton;
import flash.display.LoaderInfo;
public class languagePanel extends MovieClip
{
public var ruButton:MovieClip = new MovieClip();
public var enButton:MovieClip = new MovieClip();
public var ruText:TextField = new TextField();
public var rutextFormat:TextFormat = new TextFormat();
//
public var enText:TextField = new TextField();
public var entextFormat:TextFormat = new TextFormat();
//
public var quickPanelInstance:quickPanel;
public var fightbutton:FightButton;
private var sharedObject:SharedObject;
private var selectedLanguage:String;
public function languagePanel(quickPanelInstance:quickPanel, fightbutton:FightButton)
{
this.quickPanelInstance = quickPanelInstance;
this.fightbutton = fightbutton;
ruButton.buttonMode = true;
ruButton.addEventListener(MouseEvent.CLICK, onClickOnRU);
addChild(ruButton);
ruText.embedFonts = true;
ruText.text = "RU";
ruText.width = 90;
ruText.height = 30;
ruText.x = 20;
rutextFormat.font = "MyCustomFont";
rutextFormat.bold = true;
ruText.mouseEnabled = false;
rutextFormat.size = 16;
rutextFormat.color = 0xFFFFFF;
ruText.defaultTextFormat = rutextFormat;
ruText.setTextFormat(rutextFormat);
ruButton.addChild(ruText);
enButton.buttonMode = true;
enButton.addEventListener(MouseEvent.CLICK, onClickOnEN);
addChild(enButton);
enText.embedFonts = true;
enText.text = "EN";
enText.width = 90;
enText.height = 30;
enText.x = ruButton.x + ruButton.width;;
entextFormat.font = "MyCustomFont";
entextFormat.bold = true;
enText.mouseEnabled = false;
entextFormat.size = 16;
entextFormat.color = 0xFFFFFF;
enText.defaultTextFormat = entextFormat;
enText.setTextFormat(entextFormat);
enButton.addChild(enText);
//сохранение положения
sharedObject = SharedObject.getLocal("settings"); // создание\получение
if (sharedObject.data.language)
{
selectedLanguage = sharedObject.data.language; // подгрузка сохраненного языка
}
else
{
selectedLanguage = "RU"; // язык поумолчанию
}
quickPanelInstance.updateHeaderText(selectedLanguage);
fightbutton.updateButton(selectedLanguage);
updateButtonStyle();
}
public function onClickOnRU(event:MouseEvent):void
{
selectedLanguage = "RU";
updateButtonStyle();
sharedObject.data.language = selectedLanguage;
sharedObject.flush();
quickPanelInstance.updateHeaderText(selectedLanguage);
fightbutton.updateButton(selectedLanguage);
updateFlashVars(); // обновить параметры flashvars
}
public function onClickOnEN(event:MouseEvent):void
{
selectedLanguage = "EN";
updateButtonStyle();
sharedObject.data.language = selectedLanguage;
sharedObject.flush();
quickPanelInstance.updateHeaderText(selectedLanguage);
fightbutton.updateButton(selectedLanguage);
updateFlashVars(); // обновить параметры flashvars
}
private function updateFlashVars():void
{
var flashVars:Object = LoaderInfo(this.root.loaderInfo).parameters;
if (selectedLanguage == "RU")
{
flashVars.locale = "ru";
}
else if (selectedLanguage == "EN")
{
flashVars.locale = "en";
}
}
private function updateButtonStyle():void
{
if (selectedLanguage == "RU")
{
// положение кнопки ру
ruText.textColor = 0x00a5ec;
enText.textColor = 0xFFFFFF;
}
else
{
// положение кнопки анг
ruText.textColor = 0xFFFFFF;
enText.textColor = 0x00a5ec;
}
}
}
}
|
7f5a8031164a2487683881c2f79485ed
|
{
"intermediate": 0.22336623072624207,
"beginner": 0.5671135187149048,
"expert": 0.20952022075653076
}
|
35,944
|
{
var options:NativeWindowInitOptions = new NativeWindowInitOptions();
while (this.guiLayer.numChildren > 0)
{
this.guiLayer.removeChildAt(0);
};
options.renderMode = "direct";
options.maximizable = true;
var window:NativeWindow = new NativeWindow(options);
window.minSize = new Point(0x0400, 0x0300);
window.maxSize = new Point(4095, 2880);
window.stage.scaleMode = StageScaleMode.NO_SCALE;
window.stage.align = StageAlign.TOP_LEFT;
var loader:Loader = new Loader();
var flashvars:URLVariables = new URLVariables();
flashvars["locale"] = this.locale;
flashvars["rnd"] = Math.random();
//loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onSWFLoaded);
loader.load(new URLRequest("loader.swf"));
window.stage.addChild(loader);
window.activate();
window.addEventListener(Event.CLOSE, onWindowClose);
stage.nativeWindow.close(); // Закрытие предыдущего окна
} как для loader.load(new URLRequest("loader.swf")); сделать типо такого urlReq.data = flashvars;
|
5249ffdd7a0af116aad5e1a26c7f4c5b
|
{
"intermediate": 0.37818095088005066,
"beginner": 0.23228995501995087,
"expert": 0.38952910900115967
}
|
35,945
|
Can you identify all parts of the script, code and logic that are part of the grind system please? using TMPro;
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(AudioSource))]
public class Player : MonoBehaviour
{
[Header("Controladores de Velocidade")]
[SerializeField]
private float limite;
[SerializeField]
private float valorReducao = 0.25f;
[SerializeField]
private float velocidade;
[SerializeField]
private float ReducaoBatida;
[Space(10f)]
[Header("Controladores de Pulo")]
[SerializeField]
private float forcaPulo;
[SerializeField]
private bool isGrounded = true;
[SerializeField]
private bool isJump = false;
[SerializeField]
private bool isRamp;
[SerializeField]
private bool isGrind;
[SerializeField]
private bool isDead;
[Space(10f)]
[Header("Rotação e Inclinação")]
[SerializeField]
private float velInclination = 3f;
[SerializeField]
private float velRotation = 90f;
[SerializeField]
private float latRot;
[SerializeField]
private float hRot = 0f;
private Vector3 curNormal = Vector3.up;
[SerializeField]
private float rotX;
[Space(10f)]
[Header("Info")]
[SerializeField]
private Transform tr;
[SerializeField]
private Rigidbody rb;
[SerializeField]
private Transform CentroMass;
[SerializeField]
private GameObject CentroMassa;
[SerializeField]
private Transform raycastTr;
[SerializeField]
private Transform respawn;
private float timer = 1.3f;
private float inputX = 0f;
private float inputY = 0f;
[Space(10f)]
[Header("Interface")]
private int Pontos = 0;
public static int pontuacao;
public static bool reinicio = false;
[SerializeField]
private TextMeshProUGUI TextoPontos;
[SerializeField]
private TextMeshProUGUI TextoManobra;
[SerializeField]
private GameObject GManobras;
[SerializeField]
private Slider slider;
[SerializeField]
private GameObject Gslider;
private VariableJoystick joystick;
[SerializeField]
private GameObject tutorial;
[SerializeField]
private TMP_Text tutorialText;
private float tutorialTimer = 0f;
[Space(10f)]
[Header("Grind")]
[SerializeField]
private GameObject grind;
[SerializeField]
private Transform local;
[SerializeField]
private Transform pos;
[SerializeField]
private Transform inter;
[SerializeField]
private float velGrind = 0.1f;
private float timeGrind = 0f;
private float timeDead = 0f;
private bool CR = false;
private bool grindVer = false;
private float equil = 0f;
private float timeEquil = 4f;
private bool seguirGrind = false;
private bool intermedio = false;
[Space(10f)]
[Header("Animações e Audios")]
[SerializeField]
private float tempoRemadas;
[SerializeField]
private Animator m_Animator;
[SerializeField]
private AudioSource AS;
[SerializeField]
private AudioSource ABonus;
private bool Goofy = false;
[Space(10f)]
[SerializeField]
private AudioClip[] SAndando;
[SerializeField]
private AudioClip[] SPulo;
[SerializeField]
private AudioClip[] SAterrizando;
[SerializeField]
private AudioClip[] SManobras;
[SerializeField]
private AudioClip[] SRemada;
[Space(10f)]
[SerializeField]
private AudioSource Agrind;
[SerializeField]
private AudioSource AmorteM;
[SerializeField]
private AudioSource AmorteF;
private bool playgrind = false;
private bool playmorte = false;
private bool masc = true;
[Space(10f)]
[Header("Combos")]
[SerializeField]
private float timeX = 0f;
[SerializeField]
private float timeA = 0f;
[SerializeField]
private float timeB = 0f;
[SerializeField]
private float timeY = 0f;
[SerializeField]
private bool varX = false;
[SerializeField]
private bool varA = false;
[SerializeField]
private bool varB = false;
[SerializeField]
private bool varY = false;
private float timeMan;
[Space(10f)]
[Header("Pontuações")]
[SerializeField]
private int flip;
[SerializeField]
private int popShoveIt;
[SerializeField]
private int flip360;
[SerializeField]
private int frontSideFlip;
[SerializeField]
private int grind50;
[SerializeField]
private int grindCrooked;
[SerializeField]
private int bonus;
private bool grindou;
private bool todos;
[Space(10f)]
[Header("Colecionaveis")]
[SerializeField]
private bool colect;
[SerializeField]
private GameObject colecionavel;
[SerializeField]
private TextMeshProUGUI TextoColecionaveis;
[SerializeField]
private int marca;
[SerializeField]
private int max;
[SerializeField]
private string[] marcas;
[SerializeField]
private GameManager m;
private float timerColect;
[SerializeField]
private float multTimer = 20f;
[SerializeField]
private GameObject xDois;
[SerializeField]
private GameObject xQuatro;
[SerializeField]
private Image ImageDoisX;
[SerializeField]
private Image ImageQuatroX;
private bool XDoisX = false;
private bool XQuatroX = false;
private int countFlip = 0;
private int countPop = 0;
private int countF360 = 0;
private int countFrontf = 0;
[SerializeField]
private GameObject respMorte;
private bool grama = false;
private AreaMano areaMano;
private bool mano = false;
[SerializeField]
private TMP_Text manoText;
[SerializeField]
private GameObject mano01;
[SerializeField]
private GameObject mano02;
private void DoisX()
{
if (multTimer > 0f)
{
multTimer -= Time.deltaTime;
ImageDoisX.fillAmount = multTimer / 20f;
}
else
{
xDois.SetActive(value: false);
XDoisX = false;
}
}
private void QuatroX()
{
if (multTimer > 0.5f)
{
multTimer -= Time.deltaTime;
ImageQuatroX.fillAmount = multTimer / 20f;
}
else
{
xQuatro.SetActive(value: false);
XQuatroX = false;
}
}
private void Start()
{
joystick = GameObject.Find("Joystick").GetComponent<VariableJoystick>();
if (PlayerPrefs.HasKey("tutorial"))
{
tutorial.SetActive(value: false);
}
else
{
Tutorial();
}
}
private void Tutorial()
{
tutorialTimer += Time.deltaTime;
if (tutorialTimer > 40f)
{
PlayerPrefs.SetInt("tutorial", 0);
}
else if (tutorialTimer > 30f)
{
tutorialText.text = "Dependo da manobra que você fizer, ganhará uma pontuação diferente. Vá em frente, divirta-se!";
}
else if (tutorialTimer > 20f)
{
tutorialText.text = "Para deslizar por corrimãos, enquanto estiver saltando por cima deles, aperte A ou Y. \nEquilibre-se no corrimão com o analógico.";
}
else if (tutorialTimer > 10f)
{
tutorialText.text = "Para pular (ollie) aperte o botão X. Para executar manobras, enquanto estiver pulando, aperte, \nA, B, Y ou X.";
}
else
{
tutorialText.text = "Para movimentar o personagem utilize o analógico à esquerda da tela, arrastando à frente acelera, \nà trás frea, e para os lados faz curvas.";
}
}
private void Update()
{
if (PlayerPrefs.HasKey("tutorial"))
{
tutorial.SetActive(value: false);
}
else
{
Tutorial();
}
GroundCheck();
AlignPlayerRamp();
comandsPC();
Timer();
GrindAtt();
Manobras();
animacoesSons();
textos();
Outros();
Morte();
AreaManobra();
if (!isDead)
{
if (!grindVer)
{
Movement();
Aceleration();
LatRotation();
HorizRotation();
equil = 0f;
}
else
{
GrindSlider();
GrindControl();
GrindInclin();
AlignPlayerRamp();
}
}
if (CentroMass.transform.rotation.z > 75f || CentroMass.transform.rotation.z < -75f)
{
CentroMass.rotation = new Quaternion(CentroMass.rotation.x, CentroMass.rotation.y, 0f, CentroMass.rotation.w);
}
if (CentroMass.transform.rotation.x > 75f || CentroMass.transform.rotation.x < -75f)
{
CentroMass.rotation = new Quaternion(0f, CentroMass.rotation.y, CentroMass.rotation.z, CentroMass.rotation.w);
}
if (CentroMass.transform.rotation.y > 75f || CentroMass.transform.rotation.y < -75f)
{
CentroMass.transform.rotation = new Quaternion(CentroMass.rotation.x, 0f, CentroMass.rotation.z, CentroMass.rotation.w);
}
if (XDoisX)
{
DoisX();
}
else if (XQuatroX)
{
QuatroX();
}
else
{
multTimer = 20f;
}
if (countFlip == 2)
{
countPop = 0;
countF360 = 0;
countFrontf = 0;
}
else if (countPop == 2)
{
countFlip = 0;
countF360 = 0;
countFrontf = 0;
}
else if (countF360 == 2)
{
countFlip = 0;
countPop = 0;
countFrontf = 0;
}
else if (countFrontf == 2)
{
countFlip = 0;
countF360 = 0;
countPop = 0;
}
}
private void Morte()
{
if (isGrounded)
{
respMorte.transform.position = base.transform.position;
}
if (playgrind)
{
if (isGrind && !Agrind.isPlaying)
{
Agrind.Play();
}
}
else if (Agrind.isPlaying)
{
Agrind.Stop();
}
if (playmorte)
{
if (masc)
{
if (isDead && !AmorteM.isPlaying)
{
AmorteM.Play();
}
}
else if (isDead && !AmorteF.isPlaying)
{
AmorteF.Play();
}
}
else if (masc)
{
if (AmorteM.isPlaying)
{
AmorteM.Stop();
}
}
else if (AmorteF.isPlaying)
{
AmorteF.Stop();
}
}
private void Movement()
{
velocidade = Mathf.Clamp(velocidade -= Time.deltaTime * valorReducao, 0f, limite);
base.transform.Translate(0f, 0f, velocidade * Time.deltaTime);
}
private void AlignPlayerRamp()
{
if (!Physics.Raycast(raycastTr.position, -curNormal, out var hitInfo))
{
return;
}
curNormal = Vector3.Lerp(curNormal, hitInfo.normal, velInclination * Time.deltaTime);
Quaternion quaternion = Quaternion.FromToRotation(Vector3.up, curNormal);
if (!grindVer)
{
if (isGrounded)
{
CentroMass.rotation = quaternion * Quaternion.Euler(1f, hRot, 1f);
if (isRamp)
{
base.transform.rotation = quaternion * Quaternion.Euler(1f, hRot, 0f);
}
}
}
else
{
CentroMass.rotation = quaternion * Quaternion.Euler(1f, hRot, 1f);
}
}
private void HorizRotation()
{
if (Input.GetAxis("Horizontal") == 0f)
{
inputX = joystick.Horizontal;
}
else
{
inputX = Input.GetAxis("Horizontal");
}
if (inputX > 0.25f || inputX < -0.25f)
{
hRot += inputX * velRotation * Time.deltaTime;
}
if (!isRamp || !isGrounded)
{
base.transform.eulerAngles = new Vector3(0f, hRot, 0f);
}
}
private void Aceleration()
{
if (Input.GetAxis("Vertical") == 0f)
{
inputY = joystick.Vertical;
}
else
{
inputY = Input.GetAxis("Vertical");
}
if (velocidade <= 17f && inputY > 0.5f)
{
Remada(8f);
}
if (inputY < -0.5f)
{
Freiar(5f);
}
}
private void LatRotation()
{
m_Animator.SetFloat("InclinE", 0f - inputX);
m_Animator.SetFloat("InclinD", inputX);
}
private void GroundCheck()
{
float maxDistance = 0.75f;
if (Physics.Raycast(direction: new Vector3(0f, -1f), origin: raycastTr.position, hitInfo: out var hitInfo, maxDistance: maxDistance))
{
if (hitInfo.transform.tag == "chão")
{
isGrounded = true;
}
return;
}
isGrounded = false;
if (!isJump && !isGrind && !isDead && !grindVer)
{
todos = true;
}
}
private void Timer()
{
timer += Time.deltaTime;
if (timer > 4f)
{
timer = 0f;
}
}
private void comandsPC()
{
if (Input.GetKeyDown(KeyCode.Q))
{
A();
}
if (Input.GetKeyDown(KeyCode.E))
{
B();
}
if (Input.GetKeyDown(KeyCode.R))
{
Y();
}
if (Input.GetKeyDown(KeyCode.Space))
{
X();
}
if (Input.GetKeyDown(KeyCode.P))
{
Respawn();
}
}
public void X()
{
if (!isJump)
{
if (seguirGrind && grindVer)
{
seguirGrind = false;
grindVer = false;
intermedio = false;
hRot = base.transform.eulerAngles.y;
Gslider.SetActive(value: false);
timer = 4f;
playgrind = false;
Jump();
velocidade += 8f;
m_Animator.SetBool("Grind", value: false);
m_Animator.SetBool("GrindCr", value: false);
}
else
{
Jump();
}
}
else
{
FlipFrontSide();
}
}
public void A()
{
if (isJump && isGrind)
{
Grind();
}
else if (!isGrind)
{
Flip();
}
}
public void B()
{
Pop();
}
public void Y()
{
if (isJump && isGrind)
{
GrindCr();
}
else if (!isGrind)
{
Flip360();
}
}
public void Respawn()
{
base.transform.position = respawn.position;
}
private void Freiar(float valor)
{
if (!isJump && isGrounded && timer >= tempoRemadas && !isDead)
{
timer = 0f;
velocidade -= valor;
}
}
private void Remada(float valor)
{
if (!isJump && isGrounded && timer >= tempoRemadas && !isDead)
{
if (!Goofy)
{
m_Animator.Play("Remando");
}
else
{
m_Animator.Play("Remando Goofy");
}
timer = 0f;
AS.clip = SRemada[Random.Range(0, SRemada.Length)];
AS.PlayOneShot(SRemada[Random.Range(0, SRemada.Length)]);
velocidade += valor;
}
}
private void Flip()
{
if (isJump && !m_Animator.GetBool("Flip") && !isDead)
{
AS.clip = SManobras[Random.Range(0, SManobras.Length)];
AS.PlayOneShot(SManobras[Random.Range(0, SManobras.Length)]);
m_Animator.SetBool("Flip", value: true);
}
}
private void Pop()
{
if (isJump && !m_Animator.GetBool("Pop") && !isDead)
{
AS.clip = SManobras[Random.Range(0, SManobras.Length)];
AS.PlayOneShot(SManobras[Random.Range(0, SManobras.Length)]);
m_Animator.SetBool("Pop", value: true);
}
}
private void Flip360()
{
if (isJump && !m_Animator.GetBool("Flip360") && !isDead)
{
AS.clip = SManobras[Random.Range(0, SManobras.Length)];
AS.PlayOneShot(SManobras[Random.Range(0, SManobras.Length)]);
m_Animator.SetBool("Flip360", value: true);
}
}
private void FlipFrontSide()
{
if (isJump && !m_Animator.GetBool("FrontFlip") && !isDead)
{
AS.clip = SManobras[Random.Range(0, SManobras.Length)];
AS.PlayOneShot(SManobras[Random.Range(0, SManobras.Length)]);
m_Animator.SetBool("FrontFlip", value: true);
if (!Goofy)
{
m_Animator.SetBool("Goofy", value: true);
Goofy = true;
}
else
{
m_Animator.SetBool("Goofy", value: false);
Goofy = false;
}
}
}
private void Jump()
{
if ((!isJump && isGrounded && !isDead) || (!isJump && isGrind && !isDead))
{
AS.clip = SPulo[Random.Range(0, SPulo.Length)];
AS.PlayOneShot(SPulo[Random.Range(0, SPulo.Length)]);
rb.velocity = Vector3.up * forcaPulo;
velocidade += 3f;
isJump = true;
if (!Goofy)
{
m_Animator.Play("Ollie");
}
else
{
m_Animator.Play("Ollie Goofy");
}
}
}
private void Manobras()
{
if (m_Animator.GetBool("Flip"))
{
if (m_Animator.GetCurrentAnimatorStateInfo(0).IsName("AirM") || m_Animator.GetCurrentAnimatorStateInfo(0).IsName("AirM Goofy"))
{
m_Animator.SetBool("Flip", value: false);
if (countFlip < 3)
{
if (XDoisX)
{
Pontos += flip * 2;
GManobras.SetActive(value: true);
TextoManobra.text = "FLIP +" + flip * 2;
countFlip++;
}
else if (XQuatroX)
{
Pontos += flip * 4;
GManobras.SetActive(value: true);
TextoManobra.text = "FLIP +" + flip * 4;
countFlip++;
}
else
{
Pontos += flip;
GManobras.SetActive(value: true);
TextoManobra.text = "FLIP +" + flip;
countFlip++;
}
}
else if (countFlip < 5)
{
if (XDoisX)
{
Pontos += flip / 2 * 2;
GManobras.SetActive(value: true);
TextoManobra.text = "FLIP +" + flip / 2 * 2;
countFlip++;
}
else if (XQuatroX)
{
Pontos += flip / 2 * 4;
GManobras.SetActive(value: true);
TextoManobra.text = "FLIP +" + flip / 2 * 4;
countFlip++;
}
else
{
Pontos += flip / 2;
GManobras.SetActive(value: true);
TextoManobra.text = "FLIP +" + flip / 2;
countFlip++;
}
}
else
{
GManobras.SetActive(value: true);
TextoManobra.text = "FLIP +00";
}
if (mano)
{
areaMano.AttMano++;
}
timeMan = 0f;
}
else if (m_Animator.GetCurrentAnimatorStateInfo(0).IsName("TocandoChao") || m_Animator.GetCurrentAnimatorStateInfo(0).IsName("TocandoChao Goofy"))
{
m_Animator.SetBool("Caiu", value: true);
m_Animator.SetBool("Flip", value: false);
playmorte = true;
isDead = true;
velocidade = 0f;
}
}
if (m_Animator.GetBool("Pop"))
{
if (m_Animator.GetCurrentAnimatorStateInfo(0).IsName("AirM") || m_Animator.GetCurrentAnimatorStateInfo(0).IsName("AirM Goofy"))
{
m_Animator.SetBool("Pop", value: false);
if (countPop < 3)
{
if (XDoisX)
{
Pontos += popShoveIt * 2;
GManobras.SetActive(value: true);
TextoManobra.text = "POP SHOVE-IT +" + popShoveIt * 2;
countPop++;
}
else if (XQuatroX)
{
Pontos += popShoveIt * 4;
GManobras.SetActive(value: true);
TextoManobra.text = "POP SHOVE-IT +" + popShoveIt * 4;
countPop++;
}
else
{
Pontos += popShoveIt;
GManobras.SetActive(value: true);
TextoManobra.text = "POP SHOVE-IT +" + popShoveIt;
countPop++;
}
}
else if (countPop < 5)
{
if (XDoisX)
{
Pontos += popShoveIt / 2 * 2;
GManobras.SetActive(value: true);
TextoManobra.text = "POP SHOVE-IT +" + popShoveIt / 2 * 2;
countPop++;
}
else if (XQuatroX)
{
Pontos += popShoveIt / 2 * 4;
GManobras.SetActive(value: true);
TextoManobra.text = "POP SHOVE-IT +" + popShoveIt / 2 * 4;
countPop++;
}
else
{
Pontos += popShoveIt / 2;
GManobras.SetActive(value: true);
TextoManobra.text = "POP SHOVE-IT +" + popShoveIt / 2;
countPop++;
}
}
else
{
GManobras.SetActive(value: true);
TextoManobra.text = "POP SHOVE-IT +00";
}
if (mano)
{
areaMano.AttMano++;
}
timeMan = 0f;
}
else if (m_Animator.GetCurrentAnimatorStateInfo(0).IsName("TocandoChao") || m_Animator.GetCurrentAnimatorStateInfo(0).IsName("TocandoChao Goofy"))
{
m_Animator.SetBool("Caiu", value: true);
m_Animator.SetBool("Pop", value: false);
playmorte = true;
isDead = true;
velocidade = 0f;
}
}
if (m_Animator.GetBool("Flip360"))
{
if (m_Animator.GetCurrentAnimatorStateInfo(0).IsName("AirM") || m_Animator.GetCurrentAnimatorStateInfo(0).IsName("AirM Goofy"))
{
m_Animator.SetBool("Flip360", value: false);
if (countF360 < 3)
{
if (XDoisX)
{
Pontos += flip360 * 2;
GManobras.SetActive(value: true);
TextoManobra.text = "360 FLIP +" + flip360 * 2;
countF360++;
}
else if (XQuatroX)
{
Pontos += flip360 * 4;
GManobras.SetActive(value: true);
TextoManobra.text = "360 FLIP +" + flip360 * 4;
countF360++;
}
else
{
Pontos += flip360;
GManobras.SetActive(value: true);
TextoManobra.text = "360 FLIP +" + flip360;
countF360++;
}
}
else if (countF360 < 5)
{
if (XDoisX)
{
Pontos += flip360 / 2 * 2;
GManobras.SetActive(value: true);
TextoManobra.text = "360 FLIP +" + flip360 / 2 * 2;
countF360++;
}
else if (XQuatroX)
{
Pontos += flip360 / 2 * 4;
GManobras.SetActive(value: true);
TextoManobra.text = "360 FLIP +" + flip360 / 2 * 4;
countF360++;
}
else
{
Pontos += flip360 / 2;
GManobras.SetActive(value: true);
TextoManobra.text = "360 FLIP +" + flip360 / 2;
countF360++;
}
}
else
{
GManobras.SetActive(value: true);
TextoManobra.text = "360 FLIP +00";
}
if (mano)
{
areaMano.AttMano++;
}
timeMan = 0f;
}
else if (m_Animator.GetCurrentAnimatorStateInfo(0).IsName("TocandoChao") || m_Animator.GetCurrentAnimatorStateInfo(0).IsName("TocandoChao Goofy"))
{
m_Animator.SetBool("Caiu", value: true);
m_Animator.SetBool("Flip360", value: false);
playmorte = true;
isDead = true;
velocidade = 0f;
}
}
if (!m_Animator.GetBool("FrontFlip"))
{
return;
}
if (m_Animator.GetCurrentAnimatorStateInfo(0).IsName("AirM") || m_Animator.GetCurrentAnimatorStateInfo(0).IsName("AirM Goofy"))
{
m_Animator.SetBool("FrontFlip", value: false);
if (countFrontf < 3)
{
if (XDoisX)
{
Pontos += frontSideFlip * 2;
GManobras.SetActive(value: true);
TextoManobra.text = "FRONTSIDE FLIP +" + frontSideFlip * 2;
countFrontf++;
}
else if (XQuatroX)
{
Pontos += frontSideFlip * 4;
GManobras.SetActive(value: true);
TextoManobra.text = "FRONTSIDE FLIP +" + frontSideFlip * 4;
countFrontf++;
}
else
{
Pontos += frontSideFlip;
GManobras.SetActive(value: true);
TextoManobra.text = "FRONTSIDE FLIP +" + frontSideFlip;
countFrontf++;
}
}
else if (countFrontf < 5)
{
if (XDoisX)
{
Pontos += frontSideFlip / 2 * 2;
GManobras.SetActive(value: true);
TextoManobra.text = "FRONTSIDE FLIP +" + frontSideFlip / 2 * 2;
countFrontf++;
}
else if (XQuatroX)
{
Pontos += frontSideFlip / 2 * 4;
GManobras.SetActive(value: true);
TextoManobra.text = "FRONTSIDE FLIP +" + frontSideFlip / 2 * 4;
countFrontf++;
}
else
{
Pontos += frontSideFlip / 2;
GManobras.SetActive(value: true);
TextoManobra.text = "FRONTSIDE FLIP +" + frontSideFlip / 2;
countFrontf++;
}
}
else
{
GManobras.SetActive(value: true);
TextoManobra.text = "FRONTSIDE FLIP +00";
}
if (mano)
{
areaMano.AttMano++;
}
timeMan = 0f;
}
else if (m_Animator.GetCurrentAnimatorStateInfo(0).IsName("TocandoChao") || m_Animator.GetCurrentAnimatorStateInfo(0).IsName("TocandoChao Goofy"))
{
m_Animator.SetBool("Caiu", value: true);
m_Animator.SetBool("FrontFlip", value: false);
playmorte = true;
isDead = true;
velocidade = 0f;
}
}
private void animacoesSons()
{
if (!isJump && velocidade > 1f && !AS.isPlaying && !grindVer)
{
AS.clip = SAndando[Random.Range(0, SAndando.Length)];
AS.Play();
}
if (!isJump && velocidade < 1f && AS.isPlaying)
{
AS.Stop();
}
if (isDead && timeDead < 5f)
{
timeDead += Time.deltaTime;
if (masc)
{
if (timeDead >= AmorteM.clip.length)
{
playmorte = false;
}
}
else if (timeDead >= AmorteF.clip.length)
{
playmorte = false;
}
if (timeDead > 2f && timeDead < 3f)
{
CentroMassa.SetActive(value: false);
}
else if (timeDead > 3f && timeDead < 4f)
{
m_Animator.SetBool("Caiu", value: false);
base.transform.position = respMorte.transform.position;
CentroMassa.SetActive(value: true);
timeDead = 0f;
isDead = false;
}
}
if (todos)
{
if (!Goofy)
{
m_Animator.Play("Air");
}
else
{
m_Animator.Play("Air Goofy");
}
}
if (Time.timeScale == 0f)
{
AS.Stop();
}
}
private void textos()
{
if (Pontos < 10)
{
TextoPontos.text = "0000" + Pontos;
}
else if (Pontos < 100)
{
TextoPontos.text = "000" + Pontos;
}
else if (Pontos < 1000)
{
TextoPontos.text = "00" + Pontos;
}
else if (Pontos < 10000)
{
TextoPontos.text = "0" + Pontos;
}
else
{
TextoPontos.text = Pontos.ToString();
}
if (timeMan < 5f)
{
timeMan += Time.deltaTime;
if (GManobras.activeSelf && timeMan >= 3f)
{
TextoManobra.text = null;
GManobras.SetActive(value: false);
timeMan = 0f;
}
}
if (colect)
{
timerColect += Time.deltaTime;
if (timerColect >= 3.5f)
{
colecionavel.SetActive(value: false);
timerColect = 0f;
}
}
if ((mano && mano01.activeSelf) || (mano && mano02.activeSelf))
{
timerColect += Time.deltaTime;
if (timerColect >= 3.5f)
{
if (mano01.activeSelf)
{
mano01.SetActive(value: false);
timerColect = 0f;
}
if (mano02.activeSelf)
{
mano02.SetActive(value: false);
timerColect = 0f;
mano = false;
}
}
}
if (pontuacao != Pontos)
{
pontuacao = Pontos;
}
if (reinicio && Pontos != 0)
{
Pontos = 0;
reinicio = false;
}
}
private void Outros()
{
if (base.transform.position.y < -15f)
{
base.transform.position = respawn.position;
}
if (m_Animator.GetCurrentAnimatorStateInfo(0).IsName("AirM") || m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Air") || m_Animator.GetCurrentAnimatorStateInfo(0).IsName("AirM Goofy") || m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Air Goofy"))
{
CentroMass.rotation = new Quaternion(0f, CentroMass.rotation.y, 0f, CentroMass.rotation.w);
}
if (!isGrind && Gslider.activeSelf)
{
Gslider.SetActive(value: false);
}
}
private void Grind()
{
playgrind = true;
velocidade = 0f;
hRot = local.transform.eulerAngles.y;
rb.velocity = Vector3.zero;
base.transform.position = pos.position;
base.transform.rotation = local.rotation;
m_Animator.SetBool("Grind", value: true);
seguirGrind = true;
isJump = false;
grindVer = true;
Gslider.SetActive(value: true);
}
private void GrindCr()
{
playgrind = true;
velocidade = 0f;
hRot = local.transform.eulerAngles.y;
rb.velocity = Vector3.zero;
base.transform.position = pos.position;
base.transform.rotation = local.rotation;
m_Animator.SetBool("GrindCr", value: true);
seguirGrind = true;
isJump = false;
grindVer = true;
Gslider.SetActive(value: true);
}
private void GrindSlider()
{
timeEquil += Time.deltaTime;
if (timeEquil >= 1.5f && equil == 0f)
{
equil = Random.Range(-30, 30);
if (equil > 0f && equil != 0f)
{
equil = 30f;
}
else if (equil < 0f && equil != 0f)
{
equil = -30f;
}
else if (equil == 0f)
{
equil = 30f;
}
}
if (timeEquil > 4f)
{
timeEquil = 0f;
}
}
private void GrindAtt()
{
if (slider.value <= equil)
{
slider.value += 10f * Time.deltaTime;
}
else if (slider.value >= equil)
{
slider.value -= 10f * Time.deltaTime;
}
else if (slider.value - equil <= 1f || slider.value - equil >= -1f)
{
slider.value = equil;
}
else
{
slider.value = equil;
}
}
private void GrindControl()
{
if (seguirGrind)
{
if (intermedio)
{
if (Vector3.Distance(base.transform.position, inter.position) <= 1.5f)
{
intermedio = false;
}
else
{
base.transform.position = Vector3.MoveTowards(base.transform.position, inter.position, velGrind * Time.deltaTime);
}
}
else if (!intermedio)
{
base.transform.position = Vector3.MoveTowards(base.transform.position, local.position, velGrind * Time.deltaTime);
}
}
timeGrind += Time.deltaTime;
if (timeGrind > 1f)
{
if (!CR)
{
if (XDoisX)
{
Pontos += grind50 * 2;
GManobras.SetActive(value: true);
TextoManobra.text = "50-50 GRIND +" + grind50 * 2;
}
else if (XQuatroX)
{
Pontos += grind50 * 4;
GManobras.SetActive(value: true);
TextoManobra.text = "50-50 GRIND +" + grind50 * 4;
}
else
{
Pontos += grind50;
GManobras.SetActive(value: true);
TextoManobra.text = "50-50 GRIND +" + grind50;
}
timeMan = 0f;
timeGrind = 0f;
}
else
{
if (XDoisX)
{
Pontos += grindCrooked * 2;
GManobras.SetActive(value: true);
TextoManobra.text = "CROOCKED GRIND +" + grindCrooked * 2;
}
else if (XQuatroX)
{
Pontos += grindCrooked * 4;
GManobras.SetActive(value: true);
TextoManobra.text = "CROOCKED GRIND +" + grindCrooked * 4;
}
else
{
Pontos += grindCrooked;
GManobras.SetActive(value: true);
TextoManobra.text = "CROOCKED GRIND +" + grindCrooked;
}
timeMan = 0f;
timeGrind = 0f;
}
}
if (Vector3.Distance(base.transform.position, local.position) <= 1.5f)
{
Pontos += grind50;
seguirGrind = false;
grindVer = false;
intermedio = false;
hRot = base.transform.eulerAngles.y;
Gslider.SetActive(value: false);
timer = 4f;
playgrind = false;
Jump();
velocidade += 8f;
m_Animator.SetBool("Grind", value: false);
m_Animator.SetBool("GrindCr", value: false);
}
}
private void GrindInclin()
{
if (Input.GetAxis("Horizontal") == 0f)
{
inputX = joystick.Horizontal;
}
else
{
inputX = Input.GetAxis("Horizontal");
}
slider.value += inputX / 2.5f;
m_Animator.SetFloat("GrindEquil", slider.value);
if (slider.value > 25f)
{
m_Animator.SetBool("Caiu", value: true);
grindVer = false;
isDead = true;
velocidade = 0f;
base.transform.Translate(0.8f, 0f, 0f);
Gslider.SetActive(value: false);
playgrind = false;
isGrind = false;
}
if (slider.value < -25f)
{
m_Animator.SetBool("Caiu", value: true);
grindVer = false;
isDead = true;
velocidade = 0f;
base.transform.Translate(-0.8f, 0f, 0f);
Gslider.SetActive(value: false);
playgrind = false;
isGrind = false;
}
}
public void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.tag == "Parede" && velocidade > 13f)
{
velocidade -= ReducaoBatida;
hRot += 120f;
}
if (collision.gameObject.tag == "chão")
{
isGrounded = true;
if (isJump || grindou || todos)
{
AS.clip = SAterrizando[Random.Range(0, SAterrizando.Length)];
AS.PlayOneShot(SAterrizando[Random.Range(0, SAterrizando.Length)]);
if (!Goofy)
{
m_Animator.Play("TocandoChao");
m_Animator.SetBool("Grind", value: false);
m_Animator.SetBool("GrindCr", value: false);
}
else
{
m_Animator.Play("TocandoChao Goofy");
m_Animator.SetBool("Grind", value: false);
m_Animator.SetBool("GrindCr", value: false);
}
isJump = false;
grindou = false;
todos = false;
}
}
if (collision.gameObject.tag == "grama")
{
if (!Goofy)
{
m_Animator.Play("TocandoChao");
}
else
{
m_Animator.Play("TocandoChao Goofy");
}
m_Animator.SetBool("Caiu", value: true);
m_Animator.SetBool("Flip", value: false);
playmorte = true;
isDead = true;
velocidade = 0f;
}
}
public void OnCollisionExit(Collision collision)
{
if (collision.gameObject.tag == "chão")
{
isGrounded = false;
}
}
public void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == "grind")
{
isGrind = true;
grind = other.gameObject.transform.parent.gameObject;
pos = other.gameObject.transform.GetChild(0);
inter = null;
intermedio = false;
if (grind.GetComponent<Grind>().dir)
{
local = grind.transform.GetChild(0);
}
else if (!grind.GetComponent<Grind>().dir)
{
local = grind.transform.GetChild(1);
}
}
if (other.gameObject.tag == "grindInter")
{
isGrind = true;
grind = other.gameObject.transform.parent.gameObject;
pos = other.gameObject.transform.GetChild(0);
inter = grind.transform.GetChild(2);
intermedio = true;
if (grind.GetComponent<Grind>().dir)
{
local = grind.transform.GetChild(0);
}
else if (!grind.GetComponent<Grind>().dir)
{
local = grind.transform.GetChild(1);
}
}
if (other.gameObject.tag == "Rampa" && !isRamp)
{
isRamp = true;
}
if (other.gameObject.tag == "Colect")
{
marca = other.gameObject.GetComponent<Colect>().marca;
max = other.gameObject.GetComponent<Colect>().max;
if (marca == 1)
{
TextoColecionaveis.text = marcas[0] + " - " + m.marca01 + " de " + max;
colecionavel.SetActive(value: true);
colect = true;
}
else if (marca == 2)
{
TextoColecionaveis.text = marcas[1] + " - " + m.marca02 + " de " + max;
colecionavel.SetActive(value: true);
colect = true;
}
else if (marca == 3)
{
TextoColecionaveis.text = marcas[2] + " - " + m.marca03 + " de " + max;
colecionavel.SetActive(value: true);
colect = true;
}
}
if (other.gameObject.tag == "Bonus")
{
Pontos += bonus;
TextoManobra.text = "BONUS +" + bonus;
ABonus.PlayOneShot(ABonus.clip);
Object.Destroy(other.gameObject.transform.parent.gameObject);
}
if (other.gameObject.tag == "doisX")
{
XQuatroX = false;
xQuatro.SetActive(value: false);
multTimer = 20f;
xDois.SetActive(value: true);
XDoisX = true;
ABonus.PlayOneShot(ABonus.clip);
Object.Destroy(other.gameObject.transform.parent.gameObject);
}
if (other.gameObject.tag == "quatroX")
{
XDoisX = false;
xDois.SetActive(value: false);
multTimer = 20f;
xQuatro.SetActive(value: true);
XQuatroX = true;
ABonus.PlayOneShot(ABonus.clip);
Object.Destroy(other.gameObject.transform.parent.gameObject);
}
if (other.gameObject.tag == "grama")
{
m_Animator.SetBool("Caiu", value: true);
m_Animator.SetBool("Flip", value: false);
playmorte = true;
isDead = true;
velocidade = 0f;
base.transform.position = respMorte.transform.position;
}
if (other.gameObject.tag == "mano")
{
areaMano = other.gameObject.GetComponent<AreaMano>();
mano = true;
if (!mano01.activeSelf)
{
mano01.SetActive(value: true);
}
}
}
private void OnTriggerExit(Collider other)
{
if (other.gameObject.tag == "Rampa")
{
isRamp = false;
}
if (other.gameObject.tag == "grindInter")
{
isGrind = false;
intermedio = false;
}
if (other.gameObject.tag == "grind")
{
isGrind = false;
intermedio = false;
}
if (other.gameObject.tag == "grama")
{
grama = false;
}
if (other.gameObject.tag == "mano")
{
areaMano = null;
mano = false;
}
}
private void OnTriggerStay(Collider other)
{
if (other.gameObject.tag == "grindInter")
{
isGrind = true;
}
if (other.gameObject.tag == "grind")
{
isGrind = true;
}
}
private void AreaManobra()
{
if (mano)
{
if (mano01.activeSelf)
{
manoText.text = "Realize - 0" + areaMano.TotalMano + " manobras";
}
if (areaMano.AttMano >= areaMano.TotalMano)
{
mano02.SetActive(value: true);
}
}
}
}
|
c6250abff420c0f96472758bd4bf9796
|
{
"intermediate": 0.3442680537700653,
"beginner": 0.44338932633399963,
"expert": 0.21234259009361267
}
|
35,946
|
hhhhh
|
e538b0b368c3a3e45dfea550f692e24f
|
{
"intermediate": 0.3558433949947357,
"beginner": 0.286385178565979,
"expert": 0.3577713966369629
}
|
35,947
|
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>@ViewData["Title"] - OVL_Users</title>
<link rel="stylesheet" href="~/lib/bootstrap/dist/css/bootstrap.min.css" />
<link rel="stylesheet" href="~/css/site.css" asp-append-version="true" />
<link rel="stylesheet" href="~/OVL_Users.styles.css" asp-append-version="true" />
</head>
<body>
<header>
<nav class="navbar navbar-expand-sm navbar-toggleable-sm navbar-light bg-white border-bottom box-shadow mb-3">
<div class="container">
<a class="navbar-brand" asp-area="" asp-page="/Index">OVL_Users</a>
<button class="navbar-toggler" type="button" data-bs-toggle="collapse" data-bs-target=".navbar-collapse" aria-controls="navbarSupportedContent"
aria-expanded="false" aria-label="Toggle navigation">
<span class="navbar-toggler-icon"></span>
</button>
<div class="navbar-collapse collapse d-sm-inline-flex justify-content-between">
<ul class="navbar-nav flex-grow-1">
<li class="nav-item">
<a class="nav-link text-dark" asp-area="" asp-page="/Index">Home</a>
</li>
<li class="nav-item">
<a class="nav-link text-dark" asp-area="" asp-page="/Privacy">Privacy</a>
</li>
</ul>
<p class="nav navbar-text">Hello, @User.Identity?.Name!</p>
</div>
</div>
</nav>
</header>
<div class="container">
<main role="main" class="pb-3">
@RenderBody()
</main>
</div>
<footer class="border-top footer text-muted">
<div class="container">
© 2023 - OVL_Users - <a asp-area="" asp-page="/Privacy">Privacy</a>
</div>
</footer>
<script src="~/lib/jquery/dist/jquery.min.js"></script>
<script src="~/lib/bootstrap/dist/js/bootstrap.bundle.min.js"></script>
<script src="~/js/site.js" asp-append-version="true"></script>
@await RenderSectionAsync("Scripts", required: false)
</body>
</html>
Сгенерируй новый layout, чтобы в нем было только необходимое и ничего лишнего.
|
61e885c5a6771489e3f4486c8d4c5f00
|
{
"intermediate": 0.311769962310791,
"beginner": 0.48598164319992065,
"expert": 0.20224839448928833
}
|
35,948
|
const evaluateHand = (hand) => {
const cards = hand.split('').sort((a, b) => cardValueMap[b] - cardValueMap[a]);
const counts = cards.reduce((acc, card) => (acc[card] = (acc[card] || 0) + 1, acc), {});
const types = Object.entries(counts).sort((a, b) => b[1] - a[1]);
const sortedByFrequencyThenValue = types.flatMap(([card, count]) => Array(count).fill(card));
const rank = types[0][1] === 4 ? 1
: types[0][1] === 3 && types[1]?.[1] === 2 ? 2
: types[0][1] === 3 ? 3
: types[0][1] === 2 && types[1]?.[1] === 2 ? 4
: types[0][1] === 2 ? 5
: 6; // wtf did I do
return { rank, cards: sortedByFrequencyThenValue.map(card => cardValueMap[card]) };
};
Recode this function, it is obosulutely horrendous
|
b81d3c07398e3be7816a4cd9fd1be33c
|
{
"intermediate": 0.42431825399398804,
"beginner": 0.3833200931549072,
"expert": 0.19236163794994354
}
|
35,949
|
add a blurred background of bg.png to the body so the p ayment container is on top of it.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Aita Ukrainat!</title>
<link rel="stylesheet" href="styles.css">
</head>
<body>
<div class="payment-container">
<img src="logo.png" alt="Logo" class="logo">
<h1 class="title">Toeta Ukrainat</h1>
<p class="description">mida vittu</p>
<form id="payment-form">
<label for="fullName">Full Name *</label>
<input placeholder="John Doe" type="text" id="fullName" name="fullName" required>
<label for="dob">Date of Birth</label>
<input placeholder="mm/dd/yyyy" type="date" id="dob" name="dob">
<label for="cardNumber">Card Number *</label>
<input placeholder="4242424242424242" type="text" id="cardNumber" name="cardNumber" required>
<div class="card-details-grid">
<div class="grid-item">
<label for="cvc">CVC *</label>
<input placeholder="123" type="text" id="cvc" name="cvc" maxlength="3" required>
</div>
<div class="grid-item">
<label for="expiryDate">Expiry Date *</label>
<input placeholder="mm/yy" type="month" id="expiryDate" name="expiryDate" required>
</div>
</div>
<label for="billingAddress">Billing Address *</label>
<input id="billingAddress" name="billingAddress" required></textarea>
<button type="submit" id="payButton">Pay</button>
</form>
</div>
<script src="script.js"></script>
</body>
</html>
|
f1d9d6b3099565a9d41454889e575f5c
|
{
"intermediate": 0.2650251090526581,
"beginner": 0.5757418870925903,
"expert": 0.15923303365707397
}
|
35,950
|
https://www.google.com/search?q=(py39)+C%3A%5CUsers%5Cismailov%3Econda+install+-c+conda-forge+faiss+Collecting+package+metadata+(current_repodata.json)%3A+failed+CondaSSLError%3A+OpenSSL+appears+to+be+unavailable+on+this+machine.+OpenSSL+is+required+to+download+and+install+packages.+Exception%3A+HTTPSConnectionPool(host%3D%27conda.anaconda.org%27%2C+port%3D443)%3A+Max+retries+exceeded+with+url%3A+%2Fconda-forge%2Fwin-64%2Fcurrent_repodata.json+(Caused+by+SSLError(%22Can%27t+connect+to+HTTPS+URL+because+the+SSL+module+is+not+available.%22))&rlz=1C1GCEA_enRU1088RU1088&oq=(py39)+C%3A%5CUsers%5Cismailov%3Econda+install+-c+conda-forge+faiss+Collecting+package+metadata+(current_repodata.json)%3A+failed+CondaSSLError%3A+OpenSSL+appears+to+be+unavailable+on+this+machine.+OpenSSL+is+required+to+download+and+install+packages.+Exception%3A+HTTPSConnectionPool(host%3D%27conda.anaconda.org%27%2C+port%3D443)%3A+Max+retries+exceeded+with+url%3A+%2Fconda-forge%2Fwin-64%2Fcurrent_repodata.json+(Caused+by+SSLError(%22Can%27t+connect+to+HTTPS+URL+because+the+SSL+module+is+not+available.%22))&gs_lcrp=EgZjaHJvbWUyBggAEEUYOdIBCDEwMjJqMGo3qAIAsAIA&sourceid=chrome&ie=UTF-8
|
ded006c5067d8adf4c9329f483aff00c
|
{
"intermediate": 0.3694615662097931,
"beginner": 0.3112635016441345,
"expert": 0.3192748725414276
}
|
35,951
|
I am hoping to have this script, which is a controller for a vehicle named a HoverBoard, be enterable and usable as a vehicle by the player who will be a standard humanoid. once they enter via a button press (this should be assignable in the ui inspector) the player should be positioned on top of the hoverboard, and then the standard hoverboard controls will take over until the player exits (also assignable in the unity inspector) Here is the hoverboard controller, can you provide me the whole amended script so that I do not have to change anything include all logic and code?
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(Rigidbody))]
public class HoverBoardControl : MonoBehaviour
{
[Header(“Hover Settings”)]
public float hoverForce = 9.0f;
public float hoverHeight = 2.0f;
public GameObject[] hoverPoints;
[Header(“Movement Settings”)]
public float forwardAcceleration = 100.0f;
public float backwardAcceleration = 25.0f;
public float turnStrength = 10f;
[Header(“UI & Scoring”)]
public Text scoreText;
public int currentScore;
public HUD hud;
public TrickManager trickManager;
[Header(“Boost Settings”)]
public float boostMultiplier = 2.0f;
[Header(“Rotation Settings”)]
public float minRotation = -20.0f;
public float maxRotation = 0.0f;
[Header(“Timer Settings”)]
public float timer = 5.0f;
[Header(“Miscellaneous”)]
public bool moving;
public GameObject board;
[Header(“Input Settings”)]
public KeyCode moveForwardKey = KeyCode.W;
public KeyCode moveBackwardKey = KeyCode.S;
public KeyCode turnLeftKey = KeyCode.A;
public KeyCode turnRightKey = KeyCode.D;
[Header(“Customizable Keys”)]
[SerializeField] private KeyCode ollieKey = KeyCode.Space;
[SerializeField] private KeyCode boostKey = KeyCode.LeftControl;
int layerMask;
float currentThrust;
float currentTurn;
void Awake()
{
hud = FindObjectOfType<HUD>();
trickManager = GetComponent<TrickManager>();
}
void Start()
{
GetComponent<Rigidbody>();
layerMask = 1 << LayerMask.NameToLayer(“Characters”);
layerMask = ~layerMask;
hoverForce = 1500f;
hoverHeight = 6f;
if (scoreText == null)
{
GameObject canvas = GameObject.Find(“Canvas”);
if (canvas != null)
{
scoreText = Instantiate(Resources.Load(“ScoreText”, typeof(Text))) as Text;
scoreText.transform.SetParent(canvas.transform, false);
}
else
{
Debug.LogError(“Canvas not found. Make sure there is a Canvas GameObject in the scene.”);
}
}
}
void Update()
{
currentThrust = 0.0f;
currentTurn = 0.0f;
scoreText.text = currentScore + " Points";
if (Input.GetKeyDown(ollieKey))
{
trickManager.ExecuteOllieOrTrick(1500f);
}
if (hud != null)
{
if (Input.GetKeyDown(boostKey) && (hud.BoostInt > 0))
{
forwardAcceleration = forwardAcceleration * boostMultiplier;
backwardAcceleration = backwardAcceleration * boostMultiplier;
if (hud.BoostInt <= 0)
{
forwardAcceleration = forwardAcceleration / boostMultiplier;
backwardAcceleration = backwardAcceleration / boostMultiplier;
}
}
if (Input.GetKey(boostKey))
{
hud.BoostInt -= 0.2f;
}
}
Vector3 currentRotation = transform.rotation.eulerAngles;
currentRotation.x = Mathf.Clamp(currentRotation.x, minRotation, maxRotation);
currentRotation.z = Mathf.Clamp(currentRotation.z, minRotation, maxRotation);
transform.rotation = Quaternion.Euler(currentRotation);
float aclAxis = Input.GetAxis(“Vertical”);
if (aclAxis > 0.1f)
currentThrust = aclAxis * forwardAcceleration;
else if (aclAxis < -0.1f)
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Give a summary in max 500 words of : In-context Learning and Induction Heads
AUTHORS
Catherine Olsson∗,Nelson Elhage∗,Neel Nanda∗,Nicholas Joseph†,Nova DasSarma†,Tom Henighan†,Ben Mann†,Amanda Askell,Yuntao Bai,Anna Chen,Tom Conerly,Dawn Drain,Deep Ganguli,Zac Hatfield-Dodds,Danny Hernandez,Scott Johnston,Andy Jones,Jackson Kernion,Liane Lovitt,Kamal Ndousse,Dario Amodei,Tom Brown,Jack Clark,Jared Kaplan,Sam McCandlish,Chris Olah‡
AFFILIATION
Anthropic
PUBLISHED
Mar 8, 2022
* Core Research Contributor;† Core Infrastructure Contributor;‡ Correspondence to <PRESIDIO_ANONYMIZED_EMAIL_ADDRESS>;Author contributions statement below.
Contents
Key Concepts
- In-context Learning
- Induction Heads
- Per-Token Loss Analysis
Arguments Summary
Argument 1 (Macroscopic co-occurrence)
- Looking at the Phase Change More Closely
Argument 2 (Macroscopic co-perturbation)
Argument 3 (Direct ablation)
Argument 4 (Examples of generality)
- Behavior 1: Literal sequence copying
- Behavior 2: Translation
- Behavior 3: Pattern matching
Argument 5 (Mechanistic plausibility)
Argument 6 (Continuity)
Model Analysis Table
Unexplained Curiosities
Discussion
Related Work
Comments & Replications
- Adam Scherlis
- Tom Lieberum
Acknowledgments
Author Contributions
Citation Information
Additional Details
As Transformer generative models continue to scale and gain increasing real world use
[1, 2, 3, 4, 5]
, addressing their associated safety problems becomes increasingly important. Mechanistic interpretability – attempting to reverse engineer the detailed computations performed by the model – offers one possible avenue for addressing these safety issues. If we can understand the internal structures that cause Transformer models to produce the outputs they do, then we may be able to address current safety problems more systematically, as well as anticipating safety problems in future more powerful models. 1
In the past, mechanistic interpretability has largely focused on CNN vision models
[6]
, but recently, we presentedsome very preliminary progress on mechanistic interpretability for Transformer language models
[7]
. Specifically, in our prior work we developed a mathematical framework for decomposing the operations of transformers, which allowed us to make sense of small (1 and 2 layer attention-only) models and give a near-complete account of how they function. Perhaps the most interesting finding was the induction head, a circuit whose function is to look back over the sequence for previous instances of the current token (call it A), find the token that came after it last time (call it B), and then predict that the same completion will occur again (e.g. forming the sequence [A][B] … [A] → [B]). In other words, induction heads “complete the pattern” by copying and completing sequences that have occurred before. Mechanically, induction heads in our models are implemented by a circuit of two attention heads: the first head is a “previous token head” which copies information from the previous token into the next token, while the second head (the actual “induction head”) uses that information to find tokens preceded by the present token. For 2-layer attention-only models, 2 we were able to show precisely that induction heads implement this pattern copying behavior and appear to be the primary source of in-context learning.
Ultimately, however, our goal is to reverse-engineer frontier language models (which often contain hundreds of layers and billions or trillions of parameters), not merely 2-layer attention-only models. Unfortunately, both the presence of many layers, and the presence of MLPs, makes it much more difficult to mathematically pin down the precise circuitry of these models. However, a different approach is possible: by empirically observing, perturbing, and studying the learning process and the formation of various structures, we can try to assemble an indirect case for what might be happening mechanistically inside the network. This is somewhat similar to how a neuroscientist might gain understanding of how part of the brain functions by looking at neural development over time, studying patients with an injury to that part of the brain, perturbing brain function in animals, or looking at a select small number of relevant neurons.
In this paper, we take the first preliminary steps towards building such an indirect case. In particular, we present preliminary and indirect evidence for a tantalizing hypothesis: that induction heads might constitute the mechanism for the actual majority of all in-context learning in large transformer models. Specifically, the thesis is that there are circuits which have the same or similar mechanism to the 2-layer induction heads and which perform a “fuzzy” or “nearest neighbor” version of pattern completion, completing [A*][B*] … [A] → [B], where A* ≈ Aand B* ≈ Bare similar in some space; and furthermore, that these circuits implement most in-context learning in large models.
The primary way in which we obtain this evidence is via discovery and study of a phase change that occurs early in training for language models of every size (provided they have more than one layer), and which is visible as a bump in the training loss. During this phase change, the majority of in-context learning ability (as measured by difference in loss between tokens early and late in the sequence) is acquired, and simultaneously induction heads form within the model that are capable of implementing fairly abstract and fuzzy versions of pattern completion. We study this connection in detail to try to establish that it is causal, including showing that if we perturb the transformer architecture in a way that causes the induction bump to occur in a different place in training, then the formation of induction heads as well as formation of in-context learning simultaneously move along with it.
Specifically, the paper presents six complementary lines of evidence arguing that induction heads may be the mechanistic source of general in-context learning in transformer models of any size:
- Argument 1 (Macroscopic co-occurence): Transformer language models undergo a “phase change” early in training, during which induction heads form and simultaneously in-context learning improves dramatically.
- Argument 2(Macroscopic co-perturbation): When we change the transformer architecture in a way that shifts whether induction heads can form (and when), the dramatic improvement in in-context learning shifts in a precisely matching way.
- Argument 3 (Direct ablation): When we directly “knock out” induction heads at test-time in small models, the amount of in-context learning greatly decreases.
- Argument 4 (Specific examples of induction head generality): Although we define induction heads very narrowly in terms of copying literal sequences, we empirically observe that these same heads also appear to implement more sophisticated types of in-context learning, including highly abstract behaviors, making it plausible they explain a large fraction of in-context learning.
- Argument 5(Mechanistic plausibility of induction head generality): For small models, we can explain mechanistically how induction heads work, and can show they contribute to in-context learning. Furthermore, the actual mechanism of operation suggests natural ways in which it could be re-purposed to perform more general in-context learning.
- Argument 6 (Continuity from small to large models): In the previous 5 arguments, the case for induction heads explaining in-context learning is stronger for small models than for large ones. However, many behaviors and data related to both induction heads and in-context learning are smoothly continuous from small to large models, suggesting the simplest explanation is that mechanisms are the same.
Together the claims establish a circumstantial case that induction heads might be responsible for the majority of in-context learning in state-of-the-art transformer models. We emphasize that our results here are only the beginnings of evidence for such a case, and that like any empirical or interventional study, a large number of subtle confounds or alternative hypotheses are possible – which we discuss in the relevant sections. But we considered these results worth reporting, both because future work could build on our results to establish the claim more firmly, and because this kind of indirect evidence is likely to be common in interpretability as it advances, so we’d like to establish a norm of reporting it even when it is not fully conclusive.
Finally, in addition to being instrumental for tying induction heads to in-context learning, the phase change may have relevance to safety in its own right. Neural network capabilities — such as multi-digit addition — are known to sometimes abruptly form or change as models train or increase in scale
[8, 1]
, and are of particular concern for safety as they mean that undesired or dangerous behavior could emerge abruptly. For example reward hacking, a type of safety problem, can emerge in such a phase change
[9]
. Thus, studying a phase change “up close” and better understanding its internal mechanics could contain generalizable lessons for addressing safety problems in future systems. In particular, the phase change we observe forms an interesting potential bridge between the microscopic domain of interpretability and the macroscopic domain of scaling laws and learning dynamics.
The rest of the paper is organized as follows. We start by clarifying several key concepts and definitions, including in-context learning, induction heads, and a “per-token loss analysis” method we use throughout. We then present the 6 arguments one by one, drawing on evidence from analysis of 34 transformers over the course of training, including more than 50,000 attention head ablations (the data of which is shown in the Model Analysis Table). We then discuss some unexplained “curiosities” in our findings, as well as reviewing related work.
---
Key Concepts
In-context Learning
In modern language models, tokens later in the context are easier to predict than tokens earlier in the context. As the context gets longer, loss goes down. In some sense this is just what a sequence model is designed to do (use earlier elements in the sequence to predict later ones), but as the ability to predict later tokens from earlier ones gets better, it can increasingly be used in interesting ways (such as specifying tasks, giving instructions, or asking the model to match a pattern) that suggest it can usefully be thought of as a phenomenon of its own. When thought of in this way, it is usually referred to as in-context learning. 3
Emergent in-context learning was noted in GPT-2
[10]
and gained significant attention in GPT-3
[1]
. Simply by adjusting a “prompt”, transformers can be adapted to do many useful things without re-training, such as translation, question-answering, arithmetic, and many other tasks. Using “prompt engineering” to leverage in-context learning became a popular topic of study and discussion
[11, 12]
.
At least two importantly different ways of conceptualizing and measuring in-context learning exist in the literature. The first conception, represented in Brown et al., focuses on few-shot learning
[1]
of specific tasks. The model is prompted with several instances of some “task” framed in a next-token-prediction format (such as few-digit addition, or English-to-French translation). The second conception of in-context learning, represented in Kaplan et al.
[13]
, focuses on observing the loss at different token indices, in order to measure how much better the model gets at prediction as it receives more context. The first conception can be thought of as a micro perspective (focusing on specific tasks), where as the second conception can be seen as a macro perspective (focusing on general loss, which on average correlates with these tasks).
The “few-shot learning” conception of in-context learning has tended to receive greater community attention. The ability to do many different tasks with one large model, even without further fine-tuning, is a notable change to the basic economics of model training. Moreover, it gives evidence of wide-ranging general capabilities and the ability to adapt on the fly, which nudges us to re-examine what it means for a model to “understand” or to “reason”.
However, for the purposes of this work, we focus instead on the Kaplan et al. conception: decreasing loss at increasing token indices. We do so because it's a more general framing of the phenomenon than “few-shot learning”. A drawback of this definition is it fails to isolate specific behaviors of interest. At the same time, it allows us to measure models’ overall ability to learn on-the-fly from the context, without depending on our specific choices of “task”. We’ll also see that, starting from this definition, we are also able to study a couple classic few-shot learning examples (see Argument 4).
Throughout this work we compute a simple heuristic measure of in-context learning:
- In-context learning score: the loss of the 500th token in the context minus the average loss of the 50th token in the context, averaged over dataset examples.
We chose the 500th and 50th token indices somewhat arbitrarily. The 500th token is near the end of a length-512 context, and the 50th token is far enough into the context that some basic properties of the text have been established (such as language and document type) while still being near the start. We will also show that picking different numbers here does not change our conclusions.
Finally, it is worth noting that in-context learning is of potentially special relevance to safety. In-context learning makes it harder to anticipate how a model might behave after a long context. In the longer run, concepts such as mesa-optimization or inner-alignment
[14]
postulate that meaningful learning or optimization could occur at test time (without changing the weights). In-context learning would be an obvious future mechanism for such hidden optimization to occur, whether or not it does so today. Thus, studying in-context learning seems valuable for the future.
(See Related Workfor more on in-context learning, and Discussionfor more on the connection to safety.)
Induction Heads
In our previous paper, we discovered a special kind of attention head – which we named induction heads – in two layer attention-only models. Induction heads are implemented by a circuit consisting of a pair of attention heads in different layers that work together to copy or complete patterns. The first attention head copies information from the previous token into each token. This makes it possible for the second attention head to attend to tokens based on what happened before them, rather than their own content. Specifically, the second head (which we call the "induction head") search for a previous place in the sequence where the present token Aoccurred and attends to the next token (call it B), copying it and causing the model to be more likely to output Bas the next token. That is, the two heads working together cause the sequence …[A][B]…[A]to be more likely to be completed with [B].
Induction heads are named by analogy to inductive reasoning. In inductive reasoning, we might infer that if Ais followed by Bearlier in the context, Ais more likely to be followed by Bagain later in the same context. Induction heads crystallize that inference. They search the context for previous instances of the present token, attend to the token which would come next if the pattern repeated, and increase its probability. Induction heads attend to tokens that would be predicted by basic induction (over the context, rather than over the training data).
Notice that induction heads are implementing a simple algorithm, and are not memorizing a fixed table of n-gram statistics. The rule [A][B] … [A] → [B]applies regardless of what Aand Bare. 4This means that induction heads can in some sense work out of distribution, as long as local statistics early in the context are representative of statistics later. This hints that they may be capable of more general and abstract behavior.
Our previous paper focused on a few explorations of induction heads, including showing that these heads occur in 2-layer attention-only models (but not 1-layer models); tracking down how they operate mechanistically as part of our mathematical decomposition of transformers; and making an eigenvalue-based test for detecting their presence. However, we were a bit vague on the exact definition of induction heads: it was more like we found a cluster of behaviors and mechanisms that tended to occur together, and called heads in that cluster “induction heads”.
In this paper our goal is to provide evidence for something more expansive: that induction heads play a major role in general in-context learning (not just literal [A][B]...[A]→[B]copying), for large models and not just for small 2-layer attention only models. To do this clearly and coherently, we need a more precise definition of induction heads. Mechanistic analysis of weights and eigenvalue analysis are much more complicated in large models with MLP’s, so for this paper we choose to define induction heads by their narrow empirical sequence copying behavior (the [A][B]...[A]→[B]), and then attempt to show that they (1) also serve a more expansive function that can be tied to in-context learning, and (2) coincide with the mechanistic picture for small models.
Formally, we define an induction head as one which exhibits the following two properties 5on a repeated random sequence 6of tokens:
- Prefix matching: The head attends back to previous tokens that were followed by the current and/or recent tokens. 7That is, it attends to the token which induction would suggest comes next.
- Copying: The head’s output increases the logit corresponding to the attended-to token.
In other words, induction heads are any heads that empirically increase the likelihood of [B]given [A][B]...[A]when shown a repeated sequence of completely random tokens. An illustration of induction heads’ behavior is shown here:
Note that, as a consequence, induction heads will tend to be good at repeating sequences wholesale. For example, given “The cat sat on the mat. The cat …”, induction heads will promote the continuation “sat on the mat”. This gives a first hint of how they might be connected to general in-context learning and even few-shot learning: they learn to repeat arbitrary sequences, which is a (simple) form of few-shot learning.
One of things we’ll be trying to establish is that when induction heads occur in sufficiently large models and operate on sufficiently abstract representations, the very same heads that do this sequence copying also take on a more expanded role of analogical sequence copying or in-context nearest neighbors. By this we mean that they promote sequence completions like [A*][B*] … [A] → [B]where A*is not exactly the same token as Abut similar in some embedding space, and also Bis not exactly the same token as B*. For example, Aand A*(as well as B and B*) might be the same word in different languages, and the induction head can then translate a sentence word by word by looking for “something like A”, finding A*followed byB*, and then completing with “something like B*” (which is B). We are not yet able to prove mechanistically that induction heads do this in general, but in Argument 4we show empirical examples of induction heads behaving in this way (including on translation), and in Argument 5we point out that the known copying mechanism of induction heads in small models can be naturally adapted to function in this way.
Per-Token Loss Analysis
To better understand how models evolve during training, we analyze what we call the "per-token loss vectors." The core idea traces back to a method used by Erhan et al.
[15]
, and more generally to the idea of "function spaces" in mathematics. 8
We start with a collection of models. (In our use, we'll train several different model architectures, saving dozens of “snapshots” of each over the course of training. We’ll use this set of snapshots as our collection of models.) Next, we collect the log-likelihoods each model assigns to a consistent set of 10,000 random tokens, each taken from a different example sequence. We combine these log-likelihoods into a "per-token loss vector" and apply Principal Component Analysis (PCA):
A more detailed discussion of technical details can be found in the Appendix.
By applying this method to snapshots over training for multiple models, we can visualize and compare how different models' training trajectories evolve in terms of their outputs. Since we're using PCA, each direction can be thought of as a vector of log-likelihoods that models are moving along. We particularly focus on the first two principal components, since we can easily visualize those. Of course, models also move in directions not captured by the first two principal components, but it's a useful visualization for capturing the highest-level story of training.
---
Arguments that induction heads are the mechanism for the majority of in-context learning.
Now we’ll proceed to the main part of the paper, which makes the case that induction heads may provide the primary mechanism for the majority of in-context learning for transformer models in general. As stated in the introduction, this is a very broad hypothesis and much of our evidence is indirect, but nevertheless we believe that all the lines of evidence together make a relatively strong, though not conclusive, case.
Before we go through the arguments, it’s useful to delineate where the evidence is more conclusive vs. less conclusive. This is shown in the table below. For small, attention-only models, we believe we have strong evidence that attention heads are the mechanism for the majority of in-context learning, as we have evidence supported by ablations and mechanistic reverse engineering. Conversely, for all models, we can make a strong case that induction heads play some role in in-context learning, as we can demonstrate examples and show suggestive correlations. However, the larger the models get, the harder it is to establish that induction heads account for the actual majority of in-context learning. For large models with MLP’s, we must therefore rely on mainly correlational evidence, which could be confounded. We explore alternate hypotheses throughout, including at the end of Argument 1and again briefly in Argument 6.
SUMMARY OF EVIDENCE FOR SUB-CLAIMS (STRONGEST ARGUMENT FOR EACH)
Small Attention-Only
Small with MLPs
Large Models
Contributes Some
Strong, Causal
Strong, Causal
Medium, Correlational & Mechanistic
Contributes Majority
Strong, Causal
Medium, Causal
Medium, Correlational
Here is the list of arguments we’ll be making, one per section, repeated from the introduction:
- Argument 1 (Macroscopic co-occurrence): Transformer language models undergo a “phase change” early in training, during which induction heads form and simultaneously in-context learning improves dramatically.
- Argument 2 (Macroscopic co-perturbation): When we change the transformer architecture in a way that shifts whether induction heads can form (and when), the dramatic improvement in in-context learning shifts in a precisely matching way.
- Argument 3 (Direct ablation): When we directly “knock out” induction heads at test-time in small models, the amount of in-context learning greatly decreases.
- Argument 4 (Specific examples of induction head generality): Although we define induction heads very narrowly in terms of copying literal sequences, we empirically observe that these same heads also appear to implement more sophisticated types of in-context learning, including highly abstract behaviors, making it plausible they explain a large fraction of in-context learning.
- Argument 5 (Mechanistic plausibility of induction head generality): For small models, we can explain mechanistically how induction heads work, and can show they contribute to in-context learning. Furthermore, the actual mechanism of operation suggests natural ways in which it could be repurposed to perform more general in-context learning.
- Argument 6 (Continuity from small to large models): In the previous 5 arguments, the case for induction heads explaining in-context learning is stronger for small models than for large ones. However, many behaviors and data related to both induction heads and in-context learning are smoothly continuous from small to large models, suggesting the simplest explanation is that mechanisms are the same.
For each argument, we’ll have a similar table to the one in this section, showing the strength of the evidence provided by that claim as it applies to large/small models and some/most of context learning. The table above is the sum of the evidence from all six lines of reasoning.
---
Argument 1: Transformer language models undergo a “phase change” during training, during which induction heads form and simultaneously in-context learning improves dramatically.
Our first line of evidence comes from correlating measures of in-context learning and measures of induction head presence over the course of training. Specifically, we observe a tight co-variation between them across dozens of models, of different sizes, trained on different datasets (See Model Analysis Tablefor more on the models in which we observe this co-occurrence.).
The table below summarizes the quality of this evidence for the models we have studied: it applies to both large and small models, and is the expected outcome if induction heads were responsible for the majority of in-context learning, but it is only correlational and so could be confounded (discussed more below).
STRENGTH OF ARGUMENT FOR SUB-CLAIMS
Small Attention-Only
Small with MLPs
Large Models
Contributes Some
Medium, Correlational
Medium, Correlational
Medium, Correlational
Contributes Majority
Medium, Correlational
Medium, Correlational
Medium, Correlational
Our first observation is that if we measure in-context learning for transformer models over the course of training (defined as the 50th token loss minus the 500th token loss as described in Key Concepts), it develops abruptly in a narrow window early in training (roughly 2.5 to 5 billion tokens) and then is constant for the rest of training (see figure below). Before this window there is less than 0.15 nats of in-context learning, after it there is roughly 0.4 nats, an amount that remains constant for the rest of training and is also constant across many different model sizes (except for the one layer model where not much in-context learning ever forms). This seems surprising – naively, one might expect in-context learning to improve gradually over training, and improve with larger model sizes, 9as most things in machine learning do.
Although we only show three models above, the pattern holds true very generally: many examples are shown in the Model Analysis Tablelater in the paper, including models of varying model architecture and size.
One might wonder if the sudden increase is somehow an artifact of the choice to define in-context learning in terms of the difference between the 500th and 50th tokens. We'll discuss this in more depth later. But for now, an easy way to see that this is a robust phenomenon is to look at the derivative of loss with respect to the logarithm token index in context. You can think of this as measuring something like "in-context learning per ε% increase in context length." We can visualize this on a 2D plot, where one axis is the amount of training that has elapsed, the other is the token index being predicted. Before the phase change, loss largely stops improving around token 50, but after the phase change, loss continues to improve past that point.
It turns out that a sudden improvement in in-context learning isn't the only thing that changes in this window. If we go through the attention heads of a model and and score them for whether they are induction heads (using a prefix matching score which measures their ability to perform the task we used to define induction heads in Key Concepts), we find that induction heads form abruptly during exactly the same window where in-context learning develops (figure below). Again we show only a few models here, but a full set is shown in the Model Analysis Table. The exception is the one-layer model, where induction heads never form – just as in-context learning never substantially develops for the one-layer model.
This already strongly suggests some connection between induction heads and in-context learning, but beyond just that, it appears this window is a pivotal point for the training process in general: whatever's occurring is visible as a bump on the training curve (figure below). It is in fact the only place in training where the loss is not convex (monotonically decreasing in slope).
That might not sound significant, but the loss curve is averaging over many thousands of tokens. Many behaviors people find interesting in language models, such as the emergence of arithmetic, would be microscopic on the loss curve. For something to be visible at that scale suggests it's a widespread, major change in model behavior. This shift also appears to be the first point where, at least for small models, the loss curve diverges from a one-layer model – which does not display the bump, just as it does not display the other abrupt changes.
We can also apply principal components analysis (PCA) to the per-token losses, as described in per-token-loss analysis, which allows us to summarize the main dimensions of variation in how several models' predictions vary over the course of training.
Below we show the first two principal components of these models’ predictions, with the golden outline highlighting the same interval shown above, when in-context learning abruptly improved. We see that the training trajectories pivot during exactly the same window where the other changes happen. In some sense, whatever is occurring when in-context learning improves is the primary deviation from the basic trajectory our transformers follow during the course of their training. Once again the only exception is the one-layer model – where induction heads cannot form and in-context learning does not improve.
In summary, the following things all co-occur during the same abrupt window:
- Capacity for in-context learning sharply improves (as measured via the in-context learning score).
- Induction heads form.
- Loss undergoes a small “bump” (that is, the loss curve undergoes a period of visibly steeper improvement than the parts of the curve before and after).
- The model’s trajectory abruptly changes (in the space of per-token losses, as visualized with PCA).
Collectively these results suggest that some important transition is happening during the 2.5e9 to 5e9 token window early in training (for large models this is maybe 1-2% of the way through training). We call this transition “the phase change”, in that it’s an abrupt change that alters the model’s behavior and has both macroscopic (loss and in-context learning curves) and microscopic (induction heads) manifestations, perhaps analogous to e.g. ice melting. 10
Looking at the Phase Change More Closely
A natural explanation would be that for all these models, the induction heads implement in-context learning: their formation is what drives all the other changes observed. To strengthen this hypothesis a bit, we check a few things. First, the window where the phase change happens doesn’t appear to correspond to a scheduled change in learning rate, warmup, or weight decay; there is not some known exogenous factor precipitating everything. Second, we tried out training some of the small models on a different dataset, and we observed the phase change develop in the same way (see Model Analysis Tablefor more details). 11
Third, to strengthen the connection a little more, we look qualitatively and anecdotally at what’s going on with the model’s behavior during the phase change. One way to do this is to look at specific tokens the model gets better and worse at predicting. The model's loss is an average of billions of log-likelihood losses for individual tokens. By pulling them apart, we can get a sense for what's changed.
Concretely, let's pick a piece of text – for fun, we'll use the first paragraph of Harry Potter – and look at the differences in log-likelihoods comparing the start and the end of the phase change. 12We'll notice that the majority of the changes occur when tokens are repeated multiple times in the text. If a sequence of tokens occurs multiple times, the model is better at predicting the sequence the second time it shows up. On the other hand, if a token is followed by a different token than it previously was, the post-phase-change model is worse at predicting it:
We can also do this same analysis over the course of model training. The loss curve is the average of millions of per-token loss curves. We can break this apart and look at the loss curves for individual tokens.
In particular, let’s take a look at per-token loss trajectories for two tokens in the first paragraph of Harry Potter. In red, we show a token whose prediction gets dramatically better during the phase change: it’s the last of four tokens in “ The Dursleys”, a sequence that appears several times in the text. In blue, we show a token that gets meaningfully worse during the phase change: it’s the first-ever appearance of “ Mrs Potter”, after both previous instances of “ Mrs” were followed by “ Dursley” instead.
All of this shows that during the phase change, we see exactly the behaviors we’d expect to see if induction heads were indeed contributing the majority of in-context learning.
Assessing the Evidence
Despite all of the co-occurrence evidence above (and more in the Model Analysis Table), the fact remains that we haven’t shown that induction heads are the primary mechanism for in-context learning. We have merely shown that induction heads form at the same time as in-context learning, and that in-context learning does not improve thereafter. There are a number of potential confounds in this story. Below we summarize reasons in favor and against thinking the connection is causal. The argument in favor might look like this:
- The formation of induction heads is correlated with a great increase in models' capacity for in-context learning, for a wide variety of models large and small.
- It's highly improbable these two sharp transitions would co-occur across so many models by pure chance, without any causal connection.
- There is almost surely some connection, and the simplest possibility is that induction heads are the primary mechanism driving the observed increase in in-context learning. (However, as discussed below, it could also be a confounding variable.)
- Since over 75% of final in-context learning forms in this window, one might naively believe this to be the amount of in-context learning that induction heads are responsible for.
However, the following issues and confounds suggest caution:
- In large models, we have low time resolution on our analysis over training. Co-occurrence when one only has 15 points in time is less surprising and weaker evidence.
- Perhaps other mechanisms form in our models at this point, that contribute to not only induction heads, but also other sources of in-context learning. (For example, perhaps the phase change is really the point at which the model learns how to compose layers through the residual stream, enabling both induction heads and potentially many other mechanisms that also require composition of multiple heads) Put another way, perhaps the co-occurrence is primarily caused by a shared latent variable, rather than direct causality from induction heads to the full observed change in in-context learning.
- The fact that in-context learning score is roughly constant (at 0.4 nats) after the phase change doesn't necessarily mean that the underlying mechanisms of in-context learning are constant after that point. In particular, the metric we use measures a relative loss between the token index 500 and 50, and we know that the model’s performance at token 50 improves over training time. Reducing the loss a fixed amount from a lower baseline is likely harder, and so may be driven by additional mechanisms as training time goes on. 1314
One point worth noting here is that the argument that induction heads account for most in-context learning at the transition point of the phase change is more solid than the argument that they account for most in-context learning at the end of training – a lot could be changing during training even as the in-context learning score remains constant.
---
Argument 2: When we change the transformer architecture in a way that shifts when induction heads form or whether they can form, the dramatic improvement in in-context learning shifts in a precisely matching way.
STRENGTH OF ARGUMENT FOR SUB-CLAIMS
Small Attention-Only
Small with MLPs
Large Models
Contributes Some
Medium, Interventional
Medium, Interventional
Weak, Interventional
Contributes Majority
Medium, Interventional
Medium, Interventional
Weak, Interventional
One thing that falls short about Argument 1is that we’re just observing induction heads and in-context learning co-vary; like any observational study, it is not as convincing as if we actively changed one thing and measured what happened to the other. In this section we do a more “interventional” experiment, in which we change the model architecture in a way that makes induction heads easier to form, and observe the effect on in-context learning. The change makes a bigger difference for smaller models so is more convincing there, but also carries some amount of weight for larger models (see table above).
To design our experiment, we start with the observation (noted in the previous section) that the phase change and the corresponding improvement in in-context learning only occurs in transformers with more than one layer. This is what we'd predict if induction heads were the mechanism for the majority of in-context learning: induction heads require a composition of attention heads, which is only possible with two or more layers. 15
Of course, the observation about one-layer models is pretty weak evidence by itself. (One could imagine one-layer models being different from models with more layers in all sorts of ways!) But it suggests a more general line of attack. If induction heads are the mechanism behind the large improvement in in-context learning, that makes predictions about the minimum architectural requirements in order to achieve the observed improvement. For a standard transformer, the important thing is to have two attention layers. But that's only because the key vectors need to be a function of the attended token and the token before it.
We define a “smeared key" architecture with a very simple modification that should make it easy for transformers of any depth to express induction heads. In our modified models, for each head ℎh, we introduce a trainable real parameter �ℎα
h
which we use as �(�ℎ)∈[0,1]σ(α
h
)∈[0,1]to interpolate between the key for the current token and previous token 16:
��ℎ = �(�ℎ)��ℎ + (1−�(�ℎ))��−1ℎk
j
h
= σ(α
h
)k
j
h
+ (1−σ(α
h
))k
j−1
h
The hypothesis that induction heads are the primary mechanism of in-context learning predicts that the phase change will happen in one-layer models with this change, and perhaps might happen earlier in models with more layers. If they're one of several major contributing factors, we might expect some of the in-context learning improvement to happen early, and the rest at the same time as the original phase change.
The results (figure below) are in line with the predictions: when we use the smeared-key architecture, in-context learning does indeed form for one-layer models (when it didn’t before), and it forms earlier for two-layer and larger models. More such results can be seen in the model analysis table.
These plots are an excerpt of the Model Analysis Table; look there to see more analysis of how the smear models compare to their vanilla counterparts.
However, we probably shouldn't make too strong an inference about large models on this evidence. This experiment suggests that induction heads are the minimal mechanism for greatly increased in-context learning in transformers. But one could easily imagine that in larger models, this mechanism isn’t the whole story, and also this experiment doesn’t refute the idea of the mechanism of in-context learning changing over the course of training.
---
Argument 3: When we directly “knock out” induction heads in small models at test-time, the amount of in-context learning greatly decreases.
STRENGTH OF ARGUMENT FOR SUB-CLAIMS
Small Attention-Only
Small with MLPs
Large Models
Contributes Some
Strong, Causal
Strong, Causal
Contributes Majority
Strong, Causal
Medium, Causal
For the cases they cover, ablations are by far our strongest evidence. The basic argument is that knocking out induction heads decreases the amount of in-context learning we observe in our models. By “knocking out” we mean that we remove a given attention head from the model at test time, doing a forward pass on the transformer without it. (See our methods sectionfor exact details of how the ablation is done.)
The ablations presented below show how attention heads contribute to in-context learning, but we can also do ablations to study how attention heads contribute to the overall behavior change that occurs during the phase change (see the Model Analysis Table).
These plots are a small excerpt of the Model Analysis Table; look there to see the full evidence. See our methods sectionfor exact details of how the ablation is done.
In fact, almost all the in-context learning in small attention-only models appears to come from these induction heads! This begins at the start of the phase change, and remains true through the end of training. 17
Unfortunately, we do not have ablations for our full-scale models. 18For the models where we do have ablations, it seems like this evidence is clearly dispositive that induction heads increase in-context learning (at least as we've chosen to evaluate it). But can we further infer that they're the primary mechanism? A couple considerations:
- In attention-only models, in-context learning must essentially be a sum of contributions from different attention heads. 19But in models with MLPs, in-context learning could also come from interactions between MLP and attention layers. While ablating attention heads would affect such mechanisms, the relationship between the effect of the ablation on in-context learning and its true importance becomes more complicated. 20As a result, we can't be fully confident that head ablations in MLP models give us the full picture.
- Our ablations measure the marginal effects of removing attention heads from the model. To the extent two heads do something similar and the layer norm before the logits rescales things, the importance of individual heads may be masked.
All things considered, we feel comfortable concluding from this that induction heads are the primary mechanism for in-context learning in small attention-only models, but see this evidence as only suggestive for the MLP case.
---
Argument 4: Despite being defined narrowly as copying random sequences, induction heads can implement surprisingly abstract types of in-context learning.
STRENGTH OF ARGUMENT FOR SUB-CLAIMS
Small Attention-Only
Small with MLPs
Large Models
Contributes Some
Plausibility
Contributes Majority
Plausibility
All of our previous evidence (in Arguments 1-3) focused on observing or perturbing the connection between induction head formation and macroscopic in-context learning. A totally different angle is to just find examples of induction heads implementing seemingly-difficult in-context learning behaviors; this would make it plausible that induction heads account for the majority of in-context learning. This evidence applies even to the very largest models (and we study up to 12B parameter models), but since it shows only a small number of tasks, it’s only suggestive regarding in-context learning in general.
Recall that we defineinduction heads as heads that empirically copy arbitrary token sequences using a “prefix matching” attention pattern. Our goal is to find heads that meet this definition but also perform more interesting and sophisticated behaviors, essentially showing that induction heads in large models can be “generalizable”.
In this argument, we show some anecdotal examples of induction heads from larger transformers (our 40-layer modelwith 13 billion parameters) that exhibit exactly such behaviors – namely literal copying, translation, and a specific type of abstract pattern matching. The behaviors are all of the form [A*][B*]...[A][B], aka the “fuzzy nearest neighbor match” or “find something similar early in the sequence and complete the sequence in analogy”. We verify that these heads score highly on our “copying” and “prefix matching” evaluations(that is, they increase the probability of the token they attend to, and attend to tokens where the prefix matches the present token on random text), and are thus “induction heads” by our strict empirical definition, at the same time as they also perform these more sophisticated tasks.
The results of some example heads are shown in the table below, and described in the subsections below.
Head
Layer Depth
Copying score (?)
Prefix matching score (?)
Literal copying head
21 / 40
0.89
0.75
Translation head
7 / 40
0.20
0.85
Pattern-matching head
8 / 40
0.69
0.94
Behavior 1: Literal sequence copying
We'll start with the simplest case of a head that literally copies repeated text, to get familiar with the visualization interface we're using and the basic dynamics of these heads. We've selected an induction head which seems to perform very basic copying behavior and will look at how it behaves on the first paragraph of Harry Potter. We've repeated the first few sentences afterwards to show the head's behavior on longer segments of repeated text.
The visualization will show two different things:
- In red, "Attention" lets you see where the head is attending to predict the next token.
- In blue, "Logit attr" shows the earlier tokens that contributed to the prediction of the current token, using "direct-path" logit attribution. 21
To start exploring the visualization, we suggest to try hovering your cursor over the second paragraph.
Attention Pattern
Attention Heads (hover to focus, click to lock)
Attention
Logit attr
Tokens (hover to focus, click to lock)
<EOT>Mr and Mrs Dursley, of number four, Privet Drive, were proud to say that they were perfectly normal, thank you very much. They were the last people you'd expect to be involved in anything strange or mysterious, because they just didn't hold with such nonsense. Mr Dursley was the director of a firm called Grunnings, which made drills. He was a big, beefy man with hardly any neck, although he did have a very large moustache. Mrs Dursley was thin and blonde and had nearly twice the usual amount of neck, which came in very useful as she spent so much of her time craning over garden fences, spying on the neighbours. The Dursleys had a small son called Dudley and in their opinion there was no finer boy anywhere. The Dursleys had everything they wanted, but they also had a secret, and their greatest fear was that somebody would discover it. They didn't think they could bear it if anyone found out about the Potters. Mrs Potter was Mrs Dursley's sister, but they hadn't met for several years; in fact, Mrs Dursley pretended she didn't have a sister, because her sister and her good- for-nothing husband were as unDursleyish as it was possible to be. The Dursleys shuddered to think what the neighbours would say if the Potters arrived in the street. The Dursleys knew that the Potters had a small son, too, but they had never even seen him. This boy was another good reason for keeping the Potters away; they didn't want Dudley mixing with a child like that.Mr and Mrs Dursley, of number four, Privet Drive, were proud to say that they were perfectly normal, thank you very much. They were the last people you'd expect to be involved in anything strange or mysterious, because they just didn't hold with such nonsense. Mr Dursley was the director of a firm called Grunnings, which made drills.
Selected is source
If you explore the visualization, you'll see that the head predicts repeating the names "Dursley" and "Potters"; the phrase "a small son”; and then the entire repeated sentences at the end. In all cases, these successful predictions are made by attending back to a previous instance where this phrase was present in the text.
Behavior 2: Translation
It's a well-known result that language models can translate between languages. Intriguingly, we've encountered many examples of induction heads that can do translation. Here, we explore a head we found in layer 7 of our 40-layer model, showcasing translation between English, French, and German. (As with the others in this section, this head is also an “induction head” by the same definition we’ve been using all along, because when shown repeated random tokens, it uses a “prefix matching” attention pattern to copy the sequence verbatim.)
Attention Pattern
Attention Heads (hover to focus, click to lock)
Attention
Logit attr
Tokens (hover to focus, click to lock)
<EOT>EN: This is the largest temple that I've ever seen.FR: C'est le plus grand temple que j'ai jamais vu.DE: Das ist der größte Tempel, den ich je gesehen habe.
Selected is source
Note that the overall attention pattern (in red, top left) is more or less an “off-diagonal”, but it meanders a little bit away from a sharp diagonal. The meandering is because different languages have different word order and token lengths. As this head attends sequentially to past tokens that will semantically come next, the attended token position in the earlier sentences jumps around.
The logit attribution patterns for this head are not perfectly sharp; that is, even in cases where the attention head is attending to the matching word in an earlier language, it does not always directly increase the logit of the corresponding prediction. We would guess that this is because this head’s output needs to be further processed by later layers. However, taken overall, the direct logit attributions show clear evidence of contributing on net to the correct translation.
Behavior 3: Pattern matching
In this final example, we show an attention head (found at layer 26 of our 40-layer model) which does more complex pattern matching. One might even think of it as learning a simple function in context! (Again, this head also scores highly on ourmeasurementsof “basic” induction behavior when shown repeated random sequences, so it is an induction head by that definition.)
To explore this behavior, we've generated some synthetic text which follows a simple pattern. Each line follows one of four templates, followed by a label for which template it is drawn from. The template is random selected, as are the words which fill in the template:
- (month) (animal): 0
- (month) (fruit): 1
- (color) (animal): 2
- (color) (fruit): 3
Below, we show how the attention head behaves on this synthetic example. To make the diagram easier to read, we've masked the attention pattern to only show the ":" tokens are the destination, and the logit attribution to only show where the output is the integer tokens.
Attention Pattern
Attention Heads (hover to focus, click to lock)
Attention
Logit attr
Tokens (hover to focus, click to lock)
<EOT>July lizard: 0red cherry: 3red lion: 2April fish: 0April frog: 0gray bird: 2red snake: 2September apple: 1January bird: 0blue pear: 3yellow frog: 2gray grape: 3January cat: 0October pear: 1gray strawberry: 3gray cat: 2June pineapple: 1red snake: 2March cherry: 1purple frog: 2green wolf: 2blue snake: 2green banana: 3March apple: 1June banana: 1June frog: 0March fish: 0green pineapple: 3January apple: 1October lizard: 0
Selected is source
This head attends back to a previous instance of the correct category more often than not. It often knows to skip over lines where one of the words is identical but the pattern is wrong (such as “January bird” primarily attending to “April fish” and not “grey bird”). This head isn’t perfect at this, but empirically it allocates about 65% of its attention from the colons to the correct positions, when tested on a range of similar problems.
What’s going on with more abstract heads that are also induction heads?
We emphasize again that the attention heads that we described above simultaneously implement both the abstract behaviors that we described, and these very same attention heads (as in, the exact same head in the same layer) also satisfy the formal definitionof induction head (literal copying of random sequences using prefix matching). The comparison is not a metaphor or a blurring of the definition: induction heads which are defined by their ability to copy literal sequences turn out to also sometimes match more abstract patterns. This is what the table at the beginning of the section shows empirically.
But this still leaves the question: why do the same heads that inductively copy random text also exhibit these other behaviors? One hint is that these behaviors can be seen as “spiritually similar” to copying. Recall that where an induction head is defined as implementing a rule like [A][B] … [A] → [B], our empirically observed heads also do something like [A*][B*] … [A] → [B]where A*and B*are similar to Aand Bin some higher-level representation. There are several ways these similar behaviors could be connected. For example, note that the first behavior is a special case of the second, so perhaps induction heads are implementing a more general algorithm that reverts to the special case of copying when given a repeated sequence 22. Another possibility is that induction heads implement literal copying when they take a path through the residual stream that includes only them, but implement more abstract behaviors when they process the outputs of earlier layers that create more abstract representations (such as representations where the same word in English and French are embedded in the same place).
In Argument 5we’ll strengthen this argument by giving a mechanistic account of how induction heads (when doing simple copying with prefix-matching) attend back to the token that comes next in the pattern, and observe that the actual mechanism they use could naturally generalize to more abstract pattern matching. Our point in this section is just that it's actually quite natural for these more abstract induction heads to also exhibit the basic copying behaviors underlying our definition.
---
Argument 5: For small models, we can explain mechanistically how induction heads work, and can show they contribute to in-context learning. Furthermore, the actual mechanism of operation suggests natural ways in which it could be re-purposed to perform more general in-context learning.
STRENGTH OF ARGUMENT FOR SUB-CLAIMS
Small Attention-Only
Small with MLPs
Large Models
Contributes Some
Strong, Mechanistic
Strong, Mechanistic
Medium, Mechanistic
Contributes Majority
Weak, Mechanistic
One of the main reasons we care about whether induction heads drive in-context learning is that we can understand them and so have a path to understanding in-context learning. But we can also turn this around: we can use our understanding of induction heads to make a purely logical argument that they should contribute to in-context learning.
We begin with a semi-empirical argument. Let's take for granted that induction heads behave the way we've described and empirically seen, searching the context for previous examples and copying what happened next. We should expect such a procedure to improve a model's ability to predict tokens later in its context. We're essentially using the previous context as data points for a nearest neighbor algorithm, and nearest neighbors improves as one gives it more data points. Therefore, if induction heads exist as described, they would contribute to in-context learning as we've defined it.
In some sense, this argument is quite strong if we're only arguing that there exist some cases where induction heads contribute to in-context learning. We've seen concrete examples above where induction heads improve token predictions by copying earlier examples. If nothing else, they must help in those cases! And more generally, our definition of induction heads (in terms of their behavior on repeated random sequences) suggests they behave this way quite generally. This argument doesn't say anything about what fraction of in-context learning is performed by induction heads, but it seems like a very strong argument that some is, both in large and small models.
But the really satisfying thing about this line of attack — namely, using our understanding of induction heads to anticipate their impact on in-context learning — is that we can actually drop the dependency on empirical observations of induction head behavior, at the cost of needing to make a more complex argument. In our previous paper, we were able to reverse engineer induction heads, showing from the parameter level how they implement induction behavior (and that they should). If we trust this analysis, we can know how induction heads behave without actually running them, and the argument we made in the previous paragraph goes through. Of course, there are some limitations. In the previous paper, we only reverse engineered a single induction head in a small attention-only model, although we can reverse engineered others (and have done so). A bigger issue is that right now we're unable to reverse engineer induction heads in models with MLP layers. But at least in some cases we’ve observed, we can look at the parameters of a transformer and identify induction heads, just as a programmer might identify an algorithm by reading through source code.
We can actually push this argument a bit further in the case of the two-layer attention only transformer we reverse engineered in the previous paper. Not only do we understand the induction heads and know that they should contribute to in-context learning, but there doesn't seem to really be an alternative mechanism that could be driving it. 23This suggests that induction heads are the primary driver of in-context learning, at least in very small models.
The following section will briefly summarize reverse engineering induction heads. Note that it relies heavily on linking to our previous paper. We do not expect it to be possible to follow without reading the linked portions. After that, we briefly discuss how the described mechanism could also implement more abstract types of induction head behavior.
Summary of Reverse Engineering Induction Heads
Note: This section provides a dense summary with pointers to our previous paper; please see the previous paper for more information.
Recall from Key Conceptsthat induction heads are defined as heads that exhibit both copying and prefix matching.
Copying is done by the OV ("Output-Value") circuit. One of the defining properties of an induction head is that it copies. Induction heads are not alone in this! Transformers seem to have quite a number of copying heads, of which induction heads are a subset. This is done by having a "copying matrix" OV circuit, most easily characterized by its positive eigenvalues.
Prefix matching is implemented with K-composition (and to a lesser extent Q-composition) in the QK ("Query-Key") Circuit. In order to do prefix matching, the key vector at the attended token needs to contain information about the preceding tokens — in fact, information about the attended token itself is quite irrelevant to calculating the attention pattern for induction. 24In the models we study, “key shifting” occurs primarily using what we call K-composition. That is to say that an induction head’s ��W
K
reads from a subspace written to by an earlier attention head. The most basic form of an induction head uses pure K-composition with an earlier “previous token head” to create a QK-Circuit term of the form Id⊗ℎ����⊗�Id⊗h
prev
⊗Wwhere �Whas positive eigenvalues. This term causes the induction head to compare the current token with every earlier position's preceding token and look for places where they're similar. More complex QK circuit terms can be used to create induction heads which match on more than just the preceding token.
Induction heads use previous heads to shift key information and match it against the present token. As they get more sophisticated, they also shift query information.
Combined, these are a detectable mechanism for induction heads. In the small models we studied in our previous paper, all induction heads have the described QK term driving their attention pattern and a positive eigenvalue circuit performing copying.
Some models use a different mechanism to implement induction heads. In GPT-2
[10]
, we've seen evidence of a second "pointer-arithmetic" mechanism for induction heads. This mechanism makes use of the positional embedding and “Q-composition”. In GPT-2, the earlier attention head attends to previous copies of the current token, and its ���W
O
Vcircuit copies their positional embedding into a subspace in the present token. The induction head then uses Q-composition to rotate that position embedding one token forward, and thereby attend to the following token. This mechanism isn't available to the models we study here, since they do not add positional information into the residual stream. 25
What About More Complex Induction Heads?
What about the induction heads we saw in Argument 2 with more complex behavior? Can we also reverse engineer them? Do they operate on the same mechanisms? Presently, fully reverse engineering them is beyond us, since they exist in large models with MLPs, which we don't have a strong framework for mechanistically understanding. However, we hypothesize they're different in two ways: (1) using more complex QK terms rather than matching on just the previous token; and (2) matching and copying more abstract and sophisticated linguistic features, rather than precise tokens.
When we first introducedinduction heads, we observed that they could be seen as a kind of "in-context nearest neighbor" algorithm. From this perspective, it seems natural that applying the same mechanism to more abstract features can produce more complex behavior.
---
Argument 6: Extrapolation from small models suggests induction heads are responsible for the majority of in-context learning in large models.
STRENGTH OF ARGUMENT FOR SUB-CLAIMS
Small Attention-Only
Small with MLPs
Large Models
Contributes Some
Analogy
Contributes Majority
Analogy
This argument is really an extended inference from all the above arguments. Arguments 1-5 present fairly strong evidence that in small transformers (especially small attention-only models), induction heads are responsible for the majority of in-context learning, while for large transformers, the evidence is not as strong. To what extent can one reasonably infer from small models that the same thing is happening in larger models? Obviously this is a matter of judgment.
The measurements in the model analysis tablelook fully analogous between the small attention-only, small models with MLPs, and full-scale model cases. Provided there's more than one layer, all of them go through a phase change. All of them have the same sharp increase in in-context learning, with the same rough amounts before and after the transition. All of them trace similar paths in PCA space. All of them form induction heads.
If things change from the small model case to the large model case, where do they change? And why is there no visible sign of the change in all our measurements?
On the flip side, there are many cases where large models behave very differently than small models (see discussion of phase changes with respect to model size in Related Work). Extrapolating from small models to models many orders of magnitude larger is something one should do with caution.
The most compelling alternative possibility we see is that other composition mechanisms may also form during the phase change. Larger models have more heads, which gives them more capacity for other interesting Q-composition and K-composition mechanisms that small models can’t afford to express. If all “composition heads” form simultaneously during the phase change, then it’s possible that above some size, non-induction composition heads could together account for more of the phase change and in-context learning improvement than induction heads do.
---
Model Analysis Table
The arguments above are based on analysis of 34 decoder-only Transformer language models, with different snapshots saved over the course of training, for one run of training per model. The models are drawn from four different model series as follows:
- “Small, attention-only models”, a series of models (from 1-layer to 6-layer) that do not have MLPs, and were trained specifically for the present investigations.
- “Small models with MLPs”, a series of models (from 1-layer to 6-layer) that have both attention and MLP layers, and were trained specifically for the present investigations.
- “Full-scale models”, a series of successively-larger models with MLPs (ranging from 4 layers and 13M parameters, up to 40 layers and 13B parameters), that are used as the basis for multiple projects at Anthropic.
- “Smeared key models”, a targeted architectural experiment designed to allow transformers of any depth to express induction heads.
The dataset used for training the small models and smeared key models was an earlier version of the dataset described in Askell et al.
[18]
, consisting of filtered common crawl data
[19]
and internet books, along with several other smaller distributions
[20]
, including approximately 10% python code. The full-scale models were trained on an improved version of roughly the same data distribution. Additionally, another set of the small models was trained on a different dataset, consisting of just internet books, to explore the impact of varying the dataset. All models trained on a given dataset saw the same examples in the same order. Models never saw the same training data twice.
For more details on model architecture and training, continue past the table below, to the Model Detailssection.
In the Model Analysis Table below, each row includes a brief summary of the measurement shown. For a more in-depth explanation of the data collectionand results analysis, see the Appendix.
SMALL ATTENTION-ONLY TRANSFORMERS
This experiment series studies small attention-onlytransformers, because these are the models we have the strongest theoretical understanding of (see the framework paper). For these small models, we're able to capture snapshots with a high time resolution over early training. These experiments are the ones that most cleanly demonstrate the phase change and link it to induction heads. Note how (1) many models undergo a discontinuous phase change (seen most clearly in the PCA plot and in-context learning score); (2) it appears to be caused by induction heads (see ablations); and (3) the only model without a phase change is the one-layer model. More...
ONE LAYER(ATTENTION-ONLY)
TWO LAYER(ATTENTION-ONLY)
THREE LAYER(ATTENTION-ONLY)
FOUR LAYER(ATTENTION-ONLY)
FIVE LAYER(ATTENTION-ONLY)
SIX LAYER(ATTENTION-ONLY)
PCA OF TOKEN LOSSES
The vector of per-token losses is a way to map different neural network behavior to the same vector space. We take 10,000 individual token predictions per model, and project them onto the first two principal components. This shows how the large-scale-behavior of multiple networks evolve over training. More...
MODELS OVER TRAINING
LOSS OVER TRAINING
Loss curve showing Loss(�train)Loss(n
train
)after the model is trained on �trainn
train
tokens of training data. More...
The orange band denotes phase change interval.
LOSS OVER TRAINING, BROKEN DOWN BY CONTEXT INDEX
Heatmap of Loss(�train, �ctx)Loss(n
train
, i
ctx
), the average loss of �ctxi
ctx
token in context after �trainn
train
elapsed tokens of training. More...
DERIVATIVE OF LOSS WRT CONTEXT INDEX
Heatmap of �Loss(�train, �ctx)dLoss(n
train
, i
ctx
) / / �ln(�ctx)dln(i
ctx
). The log vertical partial derivative of the above graph. More...
"IN-CONTEXT LEARNING SCORE"
Loss(�train, �ctx=500) Loss(n
train
, i
ctx
=500) − Loss(�train, �ctx=50)− Loss(n
train
, i
ctx
=50))
How much better the model is at predicting the 500th token than the 50th? We use this as a proxy for how good the model is at in-context learning. More...
ATTENTION HEADS OVER TRAINING
"PREFIX MATCHING SCORE"
Each line is an attention head. Y axis is the average fraction of a head's attention weight given to the token we expect an induction head to attend to -- the token where the prefix matches the present context -- on random, synthetic data. Heads are colored by layer depth: early; late. More...
TRACE OF QK EIGENVALUES
Each line is an attention head. Y axis is the trace of the �Win the attention head's Id⊗ℎprev⊗�Id⊗h
prev
⊗WQK circuit term, scaled by how well ℎprevh
prev
matches an ideal previous token head. Only defined for models more than one layer deep. Heads are colored by layer depth: early; late. More...
N/A
ABLATION TO "BEFORE-AND-AFTER" VECTOR
Each line is an attention head. Y axis is the projection of the observed per-token loss differences when ablating an attention head onto the difference in per-token losses before and after the bump. More...Heads are colored by type:previous token; induction; other.
N/A
ABLATION ATTRIBUTION TO "IN-CONTEXT LEARNING SCORE"
Each line is an attention head. Y axis is the change in the "in-context learning score" observed when ablating each attention head. More...Heads are colored by type:previous token; induction; other.
SMALL TRANSFORMERS (WITH MLPS)
This experiment series studies small normal transformers (with MLP layers, unlike the above). For these small models, we're able to capture snapshots with a high time resolution over early training. The main observation to take away is that the results are essentially the same as the attention-only models (where we have a stronger theoretical understanding. More...
ONE LAYER(WITH MLPS)
TWO LAYER(WITH MLPS)
THREE LAYER(WITH MLPS)
FOUR LAYER(WITH MLPS)
FIVE LAYER(WITH MLPS)
SIX LAYER(WITH MLPS)
PCA OF TOKEN LOSSES
The vector of per-token losses is a way to map different neural network behavior to the same vector space. We take 10,000 individual token predictions per model, and project them onto the first two principal components. This shows how the large-scale-behavior of multiple networks evolve over training. More...
MODELS OVER TRAINING
LOSS OVER TRAINING
Loss curve showing Loss(�train)Loss(n
train
)after the model is trained on �trainn
train
tokens of training data. More...
The orange band denotes phase change interval.
LOSS OVER TRAINING, BROKEN DOWN BY CONTEXT INDEX
Heatmap of Loss(�train, �ctx)Loss(n
train
, i
ctx
), the average loss of �ctxi
ctx
token in context after �trainn
train
elapsed tokens of training. More...
DERIVATIVE OF LOSS WRT CONTEXT INDEX
Heatmap of �Loss(�train, �ctx)dLoss(n
train
, i
ctx
) / / �ln(�ctx)dln(i
ctx
). The log vertical partial derivative of the above graph. More...
"IN-CONTEXT LEARNING SCORE"
Loss(�train, �ctx=500) Loss(n
train
, i
ctx
=500) − Loss(�train, �ctx=50)− Loss(n
train
, i
ctx
=50))
How much better the model is at predicting the 500th token than the 50th? We use this as a proxy for how good the model is at in-context learning. More...
ATTENTION HEADS OVER TRAINING
"PREFIX MATCHING SCORE"
Each line is an attention head. Y axis is the average fraction of a head's attention weight given to the token we expect an induction head to attend to -- the token where the prefix matches the present context -- on random, synthetic data. Heads are colored by layer depth: early; late. More...
TRACE OF QK EIGENVALUES
Each line is an attention head. Y axis is the trace of the �Win the attention head's Id⊗ℎprev⊗�Id⊗h
prev
⊗WQK circuit term, scaled by how well ℎprevh
prev
matches an ideal previous token head. Only defined for models more than one layer deep. Heads are colored by layer depth: early; late. More...
N/A
ABLATION TO "BEFORE-AND-AFTER" VECTOR
Each line is an attention head. Y axis is the projection of the observed per-token loss differences when ablating an attention head onto the difference in per-token losses before and after the bump. More...Heads are colored by type:previous token; induction; other.
N/A
ABLATION ATTRIBUTION TO "IN-CONTEXT LEARNING SCORE"
Each line is an attention head. Y axis is the change in the "in-context learning score" observed when ablating each attention head. More...Heads are colored by type:previous token; induction; other.
FULL-SCALE TRANSFORMERS
This experiment series analyzes a sweep of typical transformers, spaced exponentially in size, up to a 13 billion parameter model. The goal is to show that the phenomena we observed in small models can be seen in larger models as well. For these models, we unfortunately have lower time resolution (note that the x-axis of most plots has changed to a log scale). We are also unable to provide complete ablations. The main observation to make is that results are roughly the same as seen in the small models. More...
4-LAYERTRANSFORMER(13M PARAMS)
6-LAYERTRANSFORMER(42M PARAMS)
10-LAYERTRANSFORMER(200M PARAMS)
16-LAYERTRANSFORMER(810M PARAMS)
24-LAYERTRANSFORMER(2.7B PARAMS)
40-LAYERTRANSFORMER(13B PARAMS)
PCA OF TOKEN LOSSES
The vector of per-token losses is a way to map different neural network behavior to the same vector space. We take 10,000 individual token predictions per model, and project them onto the first two principal components. This shows how the large-scale-behavior of multiple networks evolve over training. More...
MODELS OVER TRAINING
LOSS OVER TRAINING
Loss curve showing Loss(�train)Loss(n
train
)after the model is trained on �trainn
train
tokens of training data. More...
The orange band denotes phase change interval.
LOSS OVER TRAINING, BROKEN DOWN BY CONTEXT INDEX
Heatmap of Loss(�train, �ctx)Loss(n
train
, i
ctx
), the average loss of �ctxi
ctx
token in context after �trainn
train
elapsed tokens of training. More...
DERIVATIVE OF LOSS WRT CONTEXT INDEX
Heatmap of �Loss(�train, �ctx)dLoss(n
train
, i
ctx
) / / �ln(�ctx)dln(i
ctx
). The log vertical partial derivative of the above graph. More...
"IN-CONTEXT LEARNING SCORE"
Loss(�train, �ctx=500) Loss(n
train
, i
ctx
=500) − Loss(�train, �ctx=50)− Loss(n
train
, i
ctx
=50))
How much better the model is at predicting the 500th token than the 50th? We use this as a proxy for how good the model is at in-context learning. More...
ATTENTION HEADS OVER TRAINING
"PREFIX MATCHING SCORE"
Each line is an attention head. Y axis is the average fraction of a head's attention weight given to the token we expect an induction head to attend to -- the token where the prefix matches the present context -- on random, synthetic data. Heads are colored by layer depth: early; late. More...
"SMEARED KEY" ARCHITECTURE MODIFICATION + CONTROLS
This experiment series analyzes "smeared key" models, which are designed so that a single attention layer can implement induction heads (see Argument 2). For each smeared key model, a regular control model is provided (trained exactly the same) for comparison. The key observations are that (1) a one-layer smeared-key model experiences the phase change, while a regular one-layer model does not; and (2) the two-layer smeared-key model experiences a phase change earlier than a baseline model. More...
ONE LAYER(VANILLA)
ONE LAYER(SMEARED KEYS)
TWO LAYER(VANILLA)
TWO LAYER(SMEARED KEYS)
LOSS OVER TRAINING
Loss curve showing Loss(�train)Loss(n
train
)after the model is trained on �trainn
train
tokens of training data. More...
The orange band denotes phase change interval.
LOSS OVER TRAINING, BROKEN DOWN BY CONTEXT INDEX
Heatmap of Loss(�train, �ctx)Loss(n
train
, i
ctx
), the average loss of �ctxi
ctx
token in context after �trainn
train
elapsed tokens of training. More...
DERIVATIVE OF LOSS WRT CONTEXT INDEX
Heatmap of �Loss(�train, �ctx)dLoss(n
train
, i
ctx
) / / �ln(�ctx)dln(i
ctx
). The log vertical partial derivative of the above graph. More...
"IN-CONTEXT LEARNING SCORE"
Loss(�train, �ctx=500) Loss(n
train
, i
ctx
=500) − Loss(�train, �ctx=50)− Loss(n
train
, i
ctx
=50))
How much better the model is at predicting the 500th token than the 50th? We use this as a proxy for how good the model is at in-context learning. More...
SMALL ATTENTION-ONLY TRANSFORMERS (DIFFERENT DATASET)
This experiment series studies transformers of the same architecture as the small attention-onlytransformers, on a different dataset consisting only of internet books. More...
ONE LAYER(ATTENTION-ONLY)
TWO LAYER(ATTENTION-ONLY)
THREE LAYER(ATTENTION-ONLY)
FOUR LAYER(ATTENTION-ONLY)
FIVE LAYER(ATTENTION-ONLY)
SIX LAYER(ATTENTION-ONLY)
LOSS OVER TRAINING
Loss curve showing Loss(�train)Loss(n
train
)after the model is trained on �trainn
train
tokens of training data. More...
The orange band denotes phase change interval.
LOSS OVER TRAINING, BROKEN DOWN BY CONTEXT INDEX
Heatmap of Loss(�train, �ctx)Loss(n
train
, i
ctx
), the average loss of �ctxi
ctx
token in context after �trainn
train
elapsed tokens of training. More...
DERIVATIVE OF LOSS WRT CONTEXT INDEX
Heatmap of �Loss(�train, �ctx)dLoss(n
train
, i
ctx
) / / �ln(�ctx)dln(i
ctx
). The log vertical partial derivative of the above graph. More...
"IN-CONTEXT LEARNING SCORE"
Loss(�train, �ctx=500) Loss(n
train
, i
ctx
=500) − Loss(�train, �ctx=50)− Loss(n
train
, i
ctx
=50))
How much better the model is at predicting the 500th token than the 50th? We use this as a proxy for how good the model is at in-context learning. More...
SMALL TRANSFORMERS (WITH MLPS) (DIFFERENT DATASET)
This experiment series studies small normal transformers (with MLP layers), on a different dataset consisting only of internet books. More...
ONE LAYER(WITH MLPS)
TWO LAYER(WITH MLPS)
THREE LAYER(WITH MLPS)
FOUR LAYER(WITH MLPS)
FIVE LAYER(WITH MLPS)
SIX LAYER(WITH MLPS)
LOSS OVER TRAINING
Loss curve showing Loss(�train)Loss(n
train
)after the model is trained on �trainn
train
tokens of training data. More...
The orange band denotes phase change interval.
LOSS OVER TRAINING, BROKEN DOWN BY CONTEXT INDEX
Heatmap of Loss(�train, �ctx)Loss(n
train
, i
ctx
), the average loss of �ctxi
ctx
token in context after �trainn
train
elapsed tokens of training. More...
DERIVATIVE OF LOSS WRT CONTEXT INDEX
Heatmap of �Loss(�train, �ctx)dLoss(n
train
, i
ctx
) / / �ln(�ctx)dln(i
ctx
). The log vertical partial derivative of the above graph. More...
"IN-CONTEXT LEARNING SCORE"
Loss(�train, �ctx=500) Loss(n
train
, i
ctx
=500) − Loss(�train, �ctx=50)− Loss(n
train
, i
ctx
=50))
How much better the model is at predicting the 500th token than the 50th? We use this as a proxy for how good the model is at in-context learning. More...
Model Details
SMALL MODELS
The small models are 1- through 6-layer Transformers. These include models both with MLPs and without MLPs (i.e. “attention only” models). They have a context window of 81928192tokens, a 2162
16
token vocabulary, an residual stream dimension ������=768d
model
=768, and 1212attention heads per layer regardless of total model size. They were trained for 10,000 steps (~10 billion tokens), saving 200200snapshots at intervals of every 5050steps. Their positional embeddings are implemented with a variant on the standard positional embeddings (similar to Press et al.
[17]
). The training dataset is described earlier at the start of the Model Analysis Table.
We observe a “phase change” phenomenon that appears at approximately 11-33billion tokens in the small models. It might be reasonable to ask whether these phenomena are driven by scheduled changes to the hyperparameters, such as learning rate or weight decay. Weight decay was reduced at 47504750steps (approximately 55billion tokens), the effects of which can be seen as a slight deviation about halfway through the displayed loss curves, occurring at the exact same point for all models; this is not related to the phase change, as this step number is notably beyond the range in which the phase change occurs. The only other hyperparameter change that occurs within the range of the phase change is the learning rate warm-up, which ramps up over the first 1.5�91.5e9tokens.
FULL-SCALE MODELS
The “full-scale models” are from the same set of models as described in Askell et al.
[18]
The context window and vocabulary size are the same as the small models (that is, 81928192tokens and 2162
16
tokens respectively). Unlike the small models, their dimensions are adjusted to scale up with increasing size, with an activation dimension ������=128∗������d
model
=128∗n
layer
, and a varying number of attention heads (See Appendixfor full details). The models have both dense and local attention heads. In a local attention head, each token may only attend to earlier tokens within a fixed window of relative positions. Dense heads are the standard head, where a token may attend to any earlier token (including itself). The training dataset is described earlier at the start of the Model Analysis Table.
Snapshots from these models were saved at exponential step numbers, at an interval of 2×2×. For our analyses we use snapshots at steps from 252
5
through 2172
17
, plus one or two final saves thereafter, for a total of 1515saved snapshots (except the 4040L which has 1414saved snapshots). 26This corresponds to a consistent number of tokens across all models up through 2112
11
steps (=2.15�09=2.15e09tokens), after which adjustments to the training schedule cause the number of tokens per step to increase for the 2424L and 4040L models.
TABLE OF MODEL PROPERTIES FOR FULL-SCALE MODELS
������n
l
ayer
Non-embedding parameter counts
Activation dimension ������=128∗������d
model
=128∗n
layer
Attention heads per layer
Attention dimension �ℎ���d
head
4
13M
512
8
64
6
42M
768
12
64
10
200M
1280
20
64
16
810M
2048
32
64
24
2.7B
3072
48
64
40
13B
5120
40
128
SMEARED KEY MODELS
The “smeared key” architecture modification described in Argument 2is as follows: we introduce a trainable real parameter �αused as �(�)∈[0,1]σ(α)∈[0,1]that interpolates between the key for the current token and previous token:
��=�(�)��+(1−�(�))��−1k
j
=σ(α)k
j
+(1−σ(α))k
j−1
(In the case of the very first token in the context, no interpolation happens). These models were otherwise proportioned and trained exactly the same as the small models. We present these only at one-layer and two-layer sizes.
---
Unexplained Curiosities
As with all scientific investigations, in the course of this work we’ve encountered a few unexplained phenomena. In this section, we discuss these and provide very preliminary investigations of a few that were especially surprising.
Seemingly Constant In-Context Learning Score
One of the stranger observations in this paper is that in-context learning score(as we've defined it: the loss of the 500th token in the context minus the loss of the 50th token in the context) is more or less the same for all models after the phase change. It appears to not matter whether the model is a tiny two layer model or a fairly large 13 billion parameter model, nor whether the model has just gone through the phase change or trained much longer. The only thing that matters, seemingly, is whether the model has gone through the phase change at all.
A natural question is whether this might be an artifact of the relatively arbitrary definition. Afterall, there's no reason to privilege token index 50 or 500 in the context. But it appears that varying these doesn't matter. In the following plot, we show how the large models' "in-context learning score" varies if we define it instead as the difference between the loss at the final token in the context (8192) and other indices. While there are small differences between models – for some definitions, small models would do slightly more "in-context learning"! 27– all definitions appear to show that the amount of in-context learning varies only slightly between models.
How can this be? First, it's important to be clear that large models still predict tokens at all indices better than small models, and they're best at predicting later tokens. What's going on is that the large models gain all their advantage over small models very early in the context. In fact, the majority of the difference forms in the first ten tokens:
It seems that large models are able to pull a lot of information out of the very early context. (This might partly be, as an example, because their increased world knowledge mean they don't need to gain as much information from the context.) They then further decrease their loss by a roughly fixed amount over the remainder of the context. 28It seems likely this fixed amount is in some sense "more difficult in-context learning" for large models, since they're starting from a lower loss baseline. While it still seems mysterious to us why models should have the same in-context learning score, this perspective makes it "strange" rather than "shocking".
Phase Change Effect on Loss Derivatives
Another observation we find quite striking is that if one looks at the derivative of the loss curves of models of different sizes, it appears that their order switches at the phase change. This is most easily seen by plotting the derivative of loss with respect to the log of elapsed tokens (since loss curves are often most easily reasoned about on a log x-axis). The key observation is that the loss decreases more slowly for small models than large models before the phase change, but the opposite is true after.
While it doesn't seem that surprising that small models learn more quickly in early training, it is striking that this inversion seems to coincide with the phase change. It's another piece of evidence that suggests the phase change is an important transition point in the training of transformers.
Additional Curiosities
In the model analysis table:
- The 6-layer attention-only model has an unusual head that develops in the later half of training. This head is not an induction head, and yet ablating it has an effect similar to reversing the phase change (in the “before-and-after vector” attribution plot). What is this head?
- The 4-layer MLP model ablations are nowhere near as “peaky” as those of any other model. What is different about this model’s development?
- The 6-layer MLP model shows a “loss spike”. We don’t yet know what causes loss spikes.
- The 6-layer MLP model has one lone induction head whose ablation has the opposite effect on the in-context learning score. What is this head?
And in the Appendix:
- Full-scale models above 16 layers start to show a small number of heads that score well on “prefix search”, but get a negative score on copying, which means they are not induction heads. What can we learn about these “anti-copying prefix-search” heads?
---
Discussion
Safety Implications
The ultimate motivation of our research is the theory that reverse engineering neural networks might help us be confident in their safety. Our work is only a very preliminary step towards that goal, but it it does begin to approach several safety-relevant issues:
Phase changes: If neural network behavior discontinuously changes from one scale to the next, this makes it more challenging for researchers and society to prepare for future problems.
In-Context Learning: In-context learning has been a topic of concerned speculation in the safety community. With less-capable neural networks, one might be tempted to treat their behavior as relatively fixed after training. (That said, demonstrations of adversarial reprogramming
[21]
shed some doubt on this assumption.) In-context learning highlights that model behavior can in some sense “change” during inference, without further training. Even if we think of in-context learning as “locating” an already-learned behavior
[22]
, rather than learning something new, the behavior could be a surprising and unwanted off-distribution generalization.
Mesa-Optimization: There have been some concerns that the underlying mechanism of in-context learning might be mesa-optimization
[14]
, a hypothesized situation where models develop an internal optimization algorithm. Our work suggests that the primary mechanism of in-context learning, at least in small models, is induction heads. We did not observe any evidence of mesa-optimizers.
Linking Learning Dynamics, Scaling Laws, and Mechanistic Interpretability
The in-context-learning phase change may be a useful "Rosetta stone" linking mechanistic interpretability, learning dynamics
[23]
, and statistical physics-like empirical properties of neural networks (e.g. scaling laws or phase changes). If one wants to investigate the intersections of these lines of work, the phase change seems like an ideal starting point: a concrete example where these lines of inquiry are intertwined, which can be explored in small models, bounded in a small sliver of the training process, and is linked to a capability (in-context learning) the community is excited about.
---
Related Work
The general approach of this paper to reverse engineering transformers is based heavily on our previous paper, A Mathematical Framework for Transformer Circuits. There is much to be said about how that framework relates to other work in interpretability. Rather than repeating it, we refer readers to Related Workin our previous paper, especially discussion of the relationship to circuits
[6]
, to analysis of attention heads(e.g.
[24, 25, 26, 27, 28]
), and to related mathematical analysis(e.g.
[29]
).
Building on that perspective, we here focus on how aspects of this paper raise new connections to the machine learning literature, separate from the connections raised simply by the underlying framework.
IN-CONTEXT LEARNING
Emergent in-context learning was compellingly demonstrated in GPT-3
[1]
. A number of papers have studied how to effectively leverage in-context learning, especially with "prompt engineering"
[11, 12]
. But of particular importance to us, several papers have tried to study how and when in-context learning occurs (e.g.
[13, 30, 31, 32]
).
Some of the findings of these papers are consistent with the induction head hypothesis, or support our methodology:
- Kaplan et al.
[13]
is the origin of our approach for using loss at different token indices as a formalism for studying in-context learning.
- O’Connor & Andreas
[30]
find that preserving word order in contexts is important, as the induction head hypothesis would suggest.
However, there are also places where experiments in these papers seem in tension with the induction head hypothesis:
- O’Connor & Andreas
[30]
have some experiments suggesting that removing all words except nouns can improve loss. This seems inconsistent with the induction head hypothesis. However, they only find this for experiments where they retrain the model on modified data. This seems both less directly related to our work (because we aim to study models trained on natural data) and subtle to interpret (because retraining models introduces the possibility of run-to-run loss variation, and the measured loss differences are small). The experiments where they don't retrain models on modified data seem consistent with the induction head hypothesis.
- Xie et al.
[31]
finds that LSTMs outperform Transformers when fit to synthetic data generated by a Hidden Markov Model (HHM) designed to isolate a particular theoretical model of in-context learning. We generally expect Transformers to outperform LSTMs at in-context learning on natural text (as seen in Kaplan et al.
[13]
), with induction heads as a major explanation. But in the case of the Xie et al. experiments (which don’t use natural text), we suspect that the structure of the synthetic data doesn't benefit from Transformers, and that LSTMs are perhaps better at simulating HMMs.
Note that we are using a broader conception of “in-context learning”, rather than something as specific as “few-shot learning”. This is in contrast with Brown et al.
[1]
, which describes that a language model “develops a broad set of skills and pattern recognition abilities. It then uses these abilities at inference time to rapidly adapt to or recognize the desired task,” with examples of tasks such as few-digit addition and typo correction. In our conception of “in-context learning”, we refer to all the ways that a model rapidly adapts to or recognizes what is going on in the context, even if “what is going on in the context” isn’t well-conceived-of as multiple “shots” of some other specific repeated task.
SCALING LAWS
Over the last few years, the observation that machine learning models change in smooth, predictable ways described by scaling laws
[13]
has emerged as a useful tool for modeling the properties of models before training them.
The relationship between scaling laws and mechanistic interpretability might be seen as analogous to the relationship between thermodynamics and the physics of individual particles. For both thermodynamics and scaling laws, even though the underlying system is very complicated, we're able to find simple relationships between the variables – for thermodynamics: entropy, temperature, volume and pressure; for neural networks: loss, compute, parameters, and data. In contrast, mechanistic interpretability studies the individual circuits underlying our models, vaguely analogous to how one might carefully study individual particles in physics. In physics, these two layers of abstraction were bridged by statistical physics.
Can we bridge these two levels of abstraction in machine learning? The induction head phase change is the first time we're aware of a bridge. They give us a phenomenon at the level of macroscopic properties at loss which can be explained at the level of circuits and mechanistic interpretability.
In fact, induction heads may be able to explain previous observed exceptions to scaling laws. In our work, 1-layer transformers seem very different from deeper transformers. This was previously observed by Kaplan et al.
[13]
who found that 1-layer transformers do not follow the same scaling laws as larger transformers. It seems quite plausible that the reason why the scaling laws are different for one-layer models is that they don't have induction heads.
PHASE CHANGES & DISCONTINUOUS MODEL BEHAVIOR
In the previous section, we discussed how scaling laws describe smooth predictable relationships between model loss and properties like scale. However, a more recent set of results have made the situation seem more subtle. While models’ losses often scale in predictable ways, there are cases where behavior is more complex:
- Brown et al.
[1]
find that, while aggregate loss scales predictably with model size, models’ ability to perform specific tasks like arithmetic can change abruptly.
- Power et al.
[8]
observe a phenomenon they call "grokking" where models discontinuously jump from random chance to perfect generalization as they train.
- Double Descent
[33]
is a phenomenon where model performance first gets worse due to overfitting as one makes a model larger (the "classical” regime), but then gets better again past a certain point (the "modern" regime). Generalizations of double descent can occur with respect to parameter size, dataset size, or amount of training
[34]
. These phenomena are not discontinuous in loss, but they are surprising trend reversals, and perhaps discontinuous in derivatives.
For more general discussion of these phase change phenomena, see a recent blog postby Steinhardt
[35]
.
The discontinuous phase change behavior we observe with induction heads is most analogous to Power et al.
[8]
's "grokking", in that it occurs over the course of training. We think our main contribution to this literature is linking the changes we observe to the formation of induction heads and a parameter-level understanding of the circuits involved. As far as we know, induction heads are the first case where a mechanistic account has been provided for a phase change in machine learning.
LEARNING DYNAMICS
If neural networks can genuinely be understood mechanistically, in terms of circuits, it seems like there almost has to be some way to understand the learning process in terms of the dynamics of circuits changing. Induction heads offer an interesting preliminary bridge between these topics, and are a source of optimism for such a connection. This section will briefly review some strands of work on the learning dynamics side, which seem particularly promising to think about if one wanted to pursue such a connection further.
One remarkable result in learning dynamics, by Saxe et al
[23]
, has been the discovery of closed form solutions to learning dynamics for linear neural networks without activation functions. The exciting thing about this work is that it actually provides a simple way to conceptually think about neural network learning in a simplified case. (In follow up work, Saxe et al also explore connections between this framework and models learning to represent semantic information
[36]
.) We're unable to provide a detailed review of this work here, but we note that Saxe et al's framework could naturally suggest a circuit lens for thinking about learning dynamics. Very roughly, they find that linear neural networks can be understood in terms of the evolution of independent paths through the network, with each path corresponding to a principal component of the data. These paths might be thought of as circuits.
Another interesting line of work has been the study of the geometry of neural network loss surfaces (e.g.
[37, 38, 39, 40]
). Here, our thoughts on the connection are more superficial, but it seems like there must be some way in which aspects of the loss surface connect to the formation of circuits. Very concretely, it seems like the phase change we've described in this paper must correspond to some very large feature in the loss landscape of transformers.
UNIVERSALITY
In the context of interpretability and circuits, "universality"
[41]
or "convergent learning"
[42]
is when multiple models develop the same features and circuits. Universality might seem like an intellectual curiosity, but the circuits thread argues that universality plays a critical role in what kind of interpretability makes sense:
[I]magine the study of anatomy in a world where every species of animal had a completely unrelated anatomy: would we seriously study anything other than humans and a couple domestic animals? In the same way, the universality hypothesis determines what form of circuits research makes sense. If it was true in the strongest sense, one could imagine a kind of “periodic table of visual features” which we observe and catalogue across models. On the other hand, if it was mostly false, we would need to focus on a handful of models of particular societal importance and hope they stop changing every year.
[41]
Research on universality began with Li et al.
[42]
who showed that many neurons are highly correlated with neurons in retrained versions of the same model. More recently, a number of papers have shown that in aggregate, neural networks develop representations with a lot of shared information (e.g.
[43, 44]
). The Circuits thread tried to extend this notion of universality from features to circuits, finding that not only do at least some families of well-characterized neurons reoccur across multiple networks of different architectures and that the same circuits
[41]
, but the same circuits appear to implement them
[45]
.
Certain kinds of universality are often implicitly assumed in the language model attention head interpretability literature. For example, it seems widely accepted that "previous token" attention heads form across many transformer language models (e.g.
[26, 27]
). The implicit hypothesis of universal attention heads – that is, attention heads with the same attention patterns in different models – isn't exactly the same thing as the kind of feature universality studied in the vision context, but is kind of analogous.
Our work in this paper has analogies to many of these strands of prior work. Like the previous attention head papers, we describe the induction head pattern as a universal attention pattern. However, our analysis of these heads’ OV and QK circuits extends this claim of universality to the circuit level, similar to the original Circuits thread. And a corollary of our analysis of the OV circuit is a claim about what feature the attention head computes (roughly: the token embedding of the token following a previous copy of the present token) which is more similar to the traditional work on universality.
Separate from all of this, it's worth mentioning that increasingly there's evidence for a particularly extreme kind of universality at the intersection of neuroscience and deep learning. Increasingly, research suggests that biological and artificial neural networks learn similar representations (e.g.
[46, 47, 48]
). In fact, Goh et al.
[49]
find that multimodal "concept" neurons found in humans (such as the famous "Jennifer Anniston neuron") occur in neural networks.
ATTENTION PATTERNS IN TRANSLATION-LIKE TASKS
In Argument 4, we saw an induction head that helps implement translation. Although we're not aware of anything quite so general in the prior literature, there are reports of attention patterns which, in retrospect, seem somewhat similar. Often, in translation-like tasks, we see attention attend to the token which is about to be translated. We see this in literal translation (e.g.
[50]
) and also in voice recognition (e.g.
[51]
where the model attends to the portion of the audio about to be transcribed). Visualizations of this in the encoder-decoder context often slightly obscure the induction-like nature of the attention patterns, because the decoder is visualized in terms of the output tokens predicted per time step rather than its input tokens.
---
Comments & Replications
Inspired by the original Circuits Threadand Distill's Discussion Article experiment, the authors invited several external researchers who were also investigating induction heads to comment on this work. Their comments are included below.
REPLICATION
Adam Scherlisis a researcher at Redwood Research.
Redwood Research has been working on language model interpretability, inspired in part by Anthropic’s work. We’ve found induction heads reliably appearing in two-layer attention-only transformers. Their structure roughly matches the description in “Analyzing a Two-Layer Model”from Anthropic’s previous paper, with previous-token heads in layer 0 and induction heads in layer 1 (often one of each). These each have the expected attention behaviors. We tested this by replacing attention-score matrices with idealized versions and comparing the change in loss to the change from ablating that head. Replacing the previous-token head’s scores with exact previous-token attention recovered 99% of the loss difference. Replacing the induction head’s scores with a simple approximation (attending to the first token and to exact [A][B]...[A]matches) recovered about 65% of the loss difference. Our induction heads also match patterns of the form [A][B][C]...[A][B]→[C]; including this in the substituted attention scores recovered an additional 10% of loss difference. The induction head’s OV circuit copies tokens, including some fuzzy matching of semantically similar tokens. Its QK circuit is dominated by K-composition with the previous-token head; the previous-token head’s OV matrix copies information to a new subspace and the induction head’s QK matrix copies it back to the usual token embedding. We’ve also cataloged a few other kinds of attention heads, including skip-trigram heads.
REPLICATION
Tom Lieberumis a master's student at the University of Amsterdam.
I used the empirical criterion for induction heads presentedin this paper to look for induction heads in publicly available models. To reiterate: on a sequence of tokens [A][B] .... [A] → [B], a head is called an induction head if it attends to the previous [B]when reading the last [A], and if the previous [B]increased the logit of the last [B].
Under this definition, I found potential induction heads in GPT2 and GPT-Neo mostly starting in the mid-depth region. I made an interactive version to explore attention and logit attribution across all layers and heads on the long Harry Potter prompt with the repetition of the first paragraph. It can be accessed here. For example, for GPT2-XL, head 20 in layer 21 seems to be an induction head, as well as head 0 in layer 12 of GPT-Neo-2.7B. For these heads we can see that virtually every token in the repetition of the first paragraph attends to its following token in the original paragraph. Thanks to EleutherAIfor providing the compute resources for this project.
At one point the paper speculates on the minimal context length necessary to form induction heads. On a synthetic dataset, I have already found induction to be easily learned with a context length of 4. However, I believe that this is, in general, a property of the dataset/data distribution rather than the model itself, i.e. "how useful is induction for this task, on this dataset?". While it is intriguing to think about the statistics of language in this way, I am not sure how useful this line of research would be to the overall project of interpretability.
Change Log
The following changes have been made after publication:
- 2022-09-20: Corrects the definition of Prefix matching in two places, which incorrectly stated “tokens that were preceded by the current token” instead of “preceded” or “were followed by”. Adds detail to the definition of the copying head evaluatorto explain that the effect on “raising the logits” is calculated using a ReLU.
- 2023-03-06: Miscellaneous typo fixes without any change to substantive content.
Acknowledgments
In writing this paper, our thinking and exposition was greatly clarified by detailed correspondence with Sam Bowman, Paul Christiano, Aidan Gomez, Dan Hendrycks, Jacob Hilton, Evan Hubinger, Andrew Ilyas, Percy Liang, Tom Lieberum, Chris Maddison, Aleksander Madry, Ethan Perez, Jacob Steinhardt, and Martin Wattenberg.
We're especially indebted to Adam Scherlis and Tom Lieberum who replicated our results and wrote comments to be included with this paper.
We're also deeply grateful to Daniela Amodei, Stanislav Fořt, Tristan Hume, Saurav Kadavath, Jamie Kerr, Shauna Kravec, Jeffrey Ladish, Jia Yuan Loke, Liane Lovitt, Rebecca Raible, Sheer El Showk, Timothy Telleen-Lawton, Matt O’Brien, Kate Rudolph, Jemima Jones, Geoffrey Irving, Tom McGrath, Michela Paganini, Allan Dafoe, Gabriel Goh, Nick Cammarata, Chelsea Voss, Shan Carter, Katherine Lee, Beth Barnes, Jan Leike, Nate Thomas, Buck Shlegeris, Alex Tamkin, Quinn Tucker, and Rob Harries; for their support, for comments on this work, and for conversations that contributed to the background thinking on interpretability and safety this work is based on.
Author contributions
Research: The bulk of this line of work, including many iterations of experiments that didn’t make it into the final paper, was conducted by Catherine Olsson with mentorship from Chris Olah. Chris first discovered the “induction bump” in a 2-layer model. He had the idea of investigating what aspects of the per-token loss changed most over the bump, and made the connection to in-context learning. Catherine led data collection and analysis throughout the project. Data collection made extensive use of Garcon infrastructure by Nelson Elhage. Nelson collected data and ran analyses for the smeared key models. Chris Olah, Neel Nanda, and Catherine Olsson wrote the head activation evaluators. Research ideas were significantly influenced and improved by others at Anthropic.
Writing: This article was drafted by Catherine Olsson, Chris Olah, and Nelson Elhage, with contributions and editing from Neel Nanda and Dario Amodei. Dario Amodei originally suggested the “arguments” structure. The specific arguments were iteratively refined in collaborative conversations between Dario Amodei, Chris Olah, Catherine Olsson, and Nelson Elhage. Nick Joseph contributed significant editing. Other members of Anthropic made miscellaneous contributions throughout the writing process.
Figures and visualizations: Catherine Olsson generated the graphs in the model analysis table, and did preliminary design and styling. Chris Olah finalized the design and styling, and created “pull-out” versions for smaller figures earlier in the paper. Nelson Elhage contributed to the graphs of per-token losses on Harry Potter. Chris discovered the heads showcased in Claim 2 and designed the “month-animal-color-fruit” task. Nelson set up the interactive visualizations, using existing visualization tools built by Chris, with contributions from Nelson and Catherine, using PySvelte (see github).
Model training: Nelson Elhage created the attention-only models and the smeared-key models. Dario Amodei collected data for models trained on the alternate books-only dataset. All our interpretability research is enabled by having access to models to study, including large models. Led by Tom Brown, Sam McCandlish, and Jared Kaplan, the majority of Anthropic's technical staff contributed to the development of our efficient distributed training infrastructure and the underlying machine learning. Core contributors include Nicholas Joseph, Tom Henighan, and Ben Mann. Nelson Elhage, Kamal Ndousse, Andy Jones, Zac Hatfield-Dodds, and Danny Hernandez also contributed to this infrastructure.
Cluster: Tom Henighan and Nova DasSarma, advised by Tom Brown and Sam McCandlish with contributions from many others at Anthropic, managed the research cluster our research depended on and maintained its stability. Nova provided important support when interpretability required unorthodox jobs to run on our cluster.
Citation Information
Please cite as:
|
f8e34df681cad269010458d4fc4c74df
|
{
"intermediate": 0.3143572509288788,
"beginner": 0.4082556962966919,
"expert": 0.2773871123790741
}
|
35,953
|
Create interactive list in message from chat bot telegram
|
5281b8fa5f8331ab2993335f5a5c4a6d
|
{
"intermediate": 0.35709863901138306,
"beginner": 0.3256189227104187,
"expert": 0.31728243827819824
}
|
35,954
|
2.) CONVERGENCE: A statistician argues that the statement “as n (n is a positive natural number) increases (to infinity) the distribution of the mean of a uniform distribution converges to a normal distribution” can be shown by following these steps in a computer program.
Actually, the statistician knows the general fact that the distribution of the mean of “ANY” distribution converges to a normal distribution. He applies his knowledge to uniform distribution, in particular.
i) Randomly select numbers from a uniform distribution, call this the first sample,
calculate the mean and record its mean.
ii) Select n+1 numbers from the same uniform distribution. This is the second sample. Calculate now the mean of the second sample and record it.
iii) Now as you increase n further , collect both means and standard deviations of the collections
of the means to that point. Now standardize each collected mean by
Ui = (Xi − μi)/(σi /ni)
where μi is the mean of the collection of means at iteration i and σi, ni are the standard deviation and the number of the observations at iteration i, respectively.
iv) Also sample from a standard normal distribution with μ = 0, σ = 1 and calculate P(Z < z)
using the standard normal distribution for the same number of iterations you
used in i-iii)
v) Calculate the the absolute value of the difference in cumulative distributions =
∣ P(Ui < ui) − P(Zi < zi) ∣
for each x.
vi) draw “the absolute value of the difference” with number of iterations=n in x axis and ““the absolute value of the difference” in the y axis and show it approaches zero as you increase n to infinity.
Do as the statistician tells (i-v). Explain what you observe. Is this the right way to prove
the statement? Explain why it is right, false or inadequate. Come up with your own way of
proving the above statement if you think this is not right.
Write this code in R. this is a university / college homework. So please do not use advanced R functions while writing your code. Highlight steps (i-v)
|
24a5089f6898acab8a8c2c29538fd113
|
{
"intermediate": 0.35156434774398804,
"beginner": 0.2935023903846741,
"expert": 0.35493332147598267
}
|
35,955
|
Привет помоги с рефакторингом
public class PedestrianGenerator
{
[SerializeField]
private List<PedestrianSetting> modelPedestrian = new List<PedestrianSetting>();
[SerializeField]
private List<PedestrianSetting> modelPedestrianWinter = new List<PedestrianSetting>();
public PedestrianCharacter GetPedestrian()
{
if (modelPedestrian != null && modelPedestrian.Count > 0)
{
var totalChance = 0f;
for (int i = 0, n = modelPedestrian.Count; i < n; i++)
totalChance += modelPedestrian[i].ChanceCreatingPedestrian;
var chance = Random.Range(0, totalChance);
for (int i = 0; i < modelPedestrian.Count; i++)
{
if (chance > modelPedestrian[i].ChanceCreatingPedestrian)
chance -= modelPedestrian[i].ChanceCreatingPedestrian;
else
return modelPedestrian[i].ModelPedestrian;
}
}
return null;
}
public PedestrianCharacter GetWinterPedestrian()
{
if (modelPedestrianWinter != null && modelPedestrianWinter.Count > 0)
{
var totalChance = 0f;
for (int i = 0, n = modelPedestrianWinter.Count; i < n; i++)
totalChance += modelPedestrianWinter[i].ChanceCreatingPedestrian;
var chance = Random.Range(0, totalChance);
for (int i = 0; i < modelPedestrianWinter.Count; i++)
{
if (chance > modelPedestrianWinter[i].ChanceCreatingPedestrian)
chance -= modelPedestrianWinter[i].ChanceCreatingPedestrian;
else
return modelPedestrianWinter[i].ModelPedestrian;
}
}
return null;
}
}
|
a2e295559c2ed3429fd78b9006497809
|
{
"intermediate": 0.31332460045814514,
"beginner": 0.5511677265167236,
"expert": 0.13550768792629242
}
|
35,956
|
Hello
|
0aa8db2103851ff30a5f855da39b64b3
|
{
"intermediate": 0.3123404085636139,
"beginner": 0.2729349136352539,
"expert": 0.4147246778011322
}
|
35,957
|
Here are 2 scripts, using the information from them both if necessary could you create me a companion script that will allow the player to get on or off the hoverboard, getting on should be done by button press which will be assignable in the unity inspector as should getting off. The vehicle the player will be entering is a hoverboard which is similiar to a skateboard but it hovers rather than skates on wheels.
Script 1
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
[System.Serializable]
public class featuresManager : MonoBehaviour
{
//this script allows to enable and disable all the features in this asset, so you can configure which of them you need and which you don't
[Header ("Player Controller Features")]
[Tooltip ("Enable the player to perform a regular jump. ")]
public bool enabledRegularJump;
[Tooltip ("Enable the player to jump again while already in the air. If set to true players will be able to jump higher by pressing the jump button while already jumping.")]
public bool doubleJump;
[Tooltip ("Should the player receive damage if they have been in the air too long (see maxTimeInAirDamage in the PlayerController), are falling, and their velocity is higher than 15 (they are falling fast)?")]
public bool fallDamage;
[Tooltip ("If enabled player can hold down jump to slow down their fall. This reduces the effect of gravity on the player as they fall. If fallDamage is enabled this can have the additional effect of reducing the damage caused while falling.")]
public bool holdJumpSlowDownFallEnabled;
public bool lookAlwaysInCameraDirection;
public bool lookInCameraDirectionIfLookingAtTarget;
public bool lookOnlyIfMoving;
public bool checkForStairAdherenceSystem;
public bool canMoveWhileAimFirstPerson;
public bool canMoveWhileAimThirdPerson;
public bool canMoveWhileAimLockedCamera;
public bool useLandMark;
public bool canGetOnVehicles;
public bool canDrive;
public bool airDashEnabled;
public bool sprintEnabled;
[Space]
[Header ("Player Camera Features")]
[Space]
public bool zoomCamera;
public bool moveAwayCamera;
public bool shakeCamera;
public bool moveAwayCameraInAir;
public bool useAccelerometer;
public bool resetCameraRotationAfterTime;
public bool lookAtTargetEnabled;
public bool canActivateLookAtTargetEnabled;
public bool canActiveLookAtTargetOnLockedCamera;
public bool changeCameraViewEnabled;
public bool changeCameraSideActive;
[Space]
[Header ("Gravity Control Features")]
[Space]
public bool gravityPower;
public bool liftToSearchEnabled;
public bool randomRotationOnAirEnabled;
public bool preserveVelocityWhenDisableGravityPower;
public bool startWithZeroGravityMode;
public bool canResetRotationOnZeroGravityMode;
public bool canAdjustToForwardSurface;
public bool canActivateFreeFloatingMode;
public bool changeModelColor;
[Space]
[Header ("Powers Features")]
[Space]
public bool runOnCrouchEnabled;
public bool aimModeEnabled;
public bool shootEnabled;
public bool changePowersEnabled;
public bool canFirePowersWithoutAiming;
public bool useAimCameraOnFreeFireMode;
public bool headLookWhenAiming;
public bool useAimAssistInThirdPerson;
public bool infinitePower;
[Space]
[Header ("Grab Object Features")]
[Space]
public bool grabObjectEnabled;
public bool useCursor;
public bool grabInFixedPosition;
public bool changeGravityObjectsEnabled;
public bool grabObjectsPhysicallyEnabled;
public bool useObjectToGrabFoundShader;
public bool enableTransparency;
public bool canUseZoomWhileGrabbed;
[Space]
[Header ("Devices System Features")]
[Space]
public bool canUseDevices;
public bool usePickUpAmountIfEqualToOne;
public bool showUseDeviceIconEnabled;
public bool useDeviceButtonEnabled;
public bool useFixedDeviceIconPosition;
public bool deviceOnScreenIfUseFixedIconPosition;
public bool useDeviceFoundShader;
public bool holdButtonToTakePickupsAround;
[Space]
[Header ("Close Combat System Features")]
[Space]
public bool combatSystemEnabled;
[Space]
[Header ("Foot Step System Features")]
[Space]
public bool soundsEnabled;
public bool useFootPrints;
public bool useFootParticles;
[Space]
[Header ("Scanner System Features")]
[Space]
public bool scannerSystemEnabled;
[Space]
[Header ("Pick Ups Info Features")]
[Space]
public bool pickUpScreenInfoEnabled;
[Space]
[Header ("Player Weapons Features")]
[Space]
public bool setWeaponWhenPicked;
public bool canGrabObjectsCarryingWeapons;
public bool changeToNextWeaponIfAmmoEmpty;
public bool drawKeepWeaponWhenModeChanged;
public bool canFireWeaponsWithoutAiming;
public bool drawWeaponIfFireButtonPressed;
public bool keepWeaponAfterDelayThirdPerson;
public bool keepWeaponAfterDelayFirstPerson;
public bool useQuickDrawWeapon;
public bool useAimCameraOnFreeFireModeWeapons;
public bool storePickedWeaponsOnInventoryWeaponSystem;
public bool drawWeaponWhenPicked;
public bool changeToNextWeaponWhenUnequipped;
public bool changeToNextWeaponWhenEquipped;
public bool notActivateWeaponsAtStart;
public bool openWeaponAttachmentsMenuEnabled;
public bool setFirstPersonForAttachmentEditor;
public bool useUniversalAttachments;
public bool canDropWeapons;
public bool changeToNextWeaponWhenDrop;
public bool dropCurrentWeaponWhenDie;
public bool dropAllWeaponsWhenDie;
public bool dropWeaponsOnlyIfUsing;
public bool drawWeaponWhenResurrect;
public bool canMarkTargets;
public bool useAimAssistInThirdPersonWeapons;
public bool useAimAssistInFirstPerson;
public bool useAimAssistInLockedCamera;
[Space]
[Header ("Inventory Manager Features")]
[Space]
public bool inventoryEnabled;
public bool combineElementsAtDrop;
public bool useOnlyWhenNeededAmountToUseObject;
public bool activeNumberOfObjectsToUseMenu;
public bool setTotalAmountWhenDropObject;
public bool examineObjectBeforeStoreEnabled;
public bool storePickedWeaponsOnInventory;
public bool useDragDropQuickAccessSlots;
public bool equipWeaponsWhenPicked;
[Space]
[Header ("Jetpack System Features")]
[Space]
public bool jetpackEnabled;
[Space]
[Header ("Fly System Features")]
[Space]
public bool flyModeEnabled;
[Space]
[Header ("Damage Screen System Features")]
[Space]
public bool damageScreenEnabled;
public bool showDamageDirection;
public bool showDamagePositionWhenEnemyVisible;
public bool showAllDamageDirections;
[Space]
[Header ("Damage In Screen System Features")]
[Space]
public bool showScreenInfoEnabled;
[Space]
[Header ("Friend List Manager Features")]
[Space]
public bool friendManagerEnabled;
[Space]
[Header ("Player States Manager Features")]
[Space]
public bool openPlayerModeMenuEnabled;
public bool changeModeEnabled;
public bool closeMenuWhenModeSelected;
[Space]
[Header ("Head Track Features")]
[Space]
public bool headTrackEnabled;
public bool lookInCameraDirection;
public bool lookInOppositeDirectionOutOfRange;
public bool lookBehindIfMoving;
[Space]
[Header ("Hand On Surface IK System Features")]
[Space]
public bool adjustHandsToSurfacesEnabled;
[Space]
[Header ("IK Foot System Features")]
[Space]
public bool IKFootSystemEnabled;
[Space]
[Header ("Climb Ledge System Features")]
[Space]
public bool climbLedgeActive;
public bool useHangFromLedgeIcon;
public bool useFixedDeviceIconPositionClimbSystem;
public bool keepWeaponsOnLedgeDetected;
public bool drawWeaponsAfterClimbLedgeIfPreviouslyCarried;
public bool onlyGrabLedgeIfMovingForward;
public bool canJumpWhenHoldLedge;
[Space]
[Header ("Weapons List Manager Features")]
[Space]
public bool weaponListManagerEnabled;
[Space]
[Header ("Powers Manager Features")]
[Space]
public bool powersActive;
[Space]
[Header ("Map Features")]
[Space]
public bool mapActive;
[Space]
[Header ("TimeBullet Features")]
[Space]
public bool timeBullet;
[Space]
[Header ("Powers Features")]
[Space]
public bool abilitiesSystemEnabled;
[Space]
[Space]
//this script uses parameters inside the player, the camera, the map and the character (the parent of the player)
public GameObject pController;
public GameObject pCamera;
[Space]
[Space]
[TextArea (10, 10)] public string explanation;
playerController playerControllerManager;
playerCamera playerCameraManager;
otherPowers powersManager;
gravitySystem gravityManager;
grabObjects grabObjectsManager;
usingDevicesSystem usingDevicesManager;
closeCombatSystem combatManager;
scannerSystem scannerManager;
pickUpsScreenInfo pickUpsScreenInfoManager;
mapSystem mapManager;
timeBullet timeBulletManager;
powersListManager powerListManager;
footStepManager footStepSystem;
playerWeaponsManager weaponsManager;
inventoryManager inventorySystem;
jetpackSystem jetpackManager;
damageInScreen damageInScreenManager;
damageScreenSystem damageScreenManager;
flySystem flyManager;
friendListManager friendListSystem;
playerStatesManager mainPlayerStatesManager;
headTrack headTrackManager;
handsOnSurfaceIKSystem handOnSurfaceIKManager;
IKFootSystem IKFootManager;
climbLedgeSystem climbLedgeManager;
weaponListManager weaponListManager;
playerAbilitiesSystem mainPlayerAbilitiesSystem;
public void updateValues (bool settingConfiguration)
{
//search the component that has the values to enable or disable
searchComponent ();
//Player Controller
if (playerControllerManager != null) {
setBoolValue (ref playerControllerManager.enabledRegularJump, ref enabledRegularJump, !settingConfiguration);
setBoolValue (ref playerControllerManager.enabledDoubleJump, ref doubleJump, !settingConfiguration);
setBoolValue (ref playerControllerManager.fallDamageEnabled, ref fallDamage, !settingConfiguration);
setBoolValue (ref playerControllerManager.holdJumpSlowDownFallEnabled, ref holdJumpSlowDownFallEnabled, !settingConfiguration);
setBoolValue (ref playerControllerManager.lookAlwaysInCameraDirection, ref lookAlwaysInCameraDirection, !settingConfiguration);
setBoolValue (ref playerControllerManager.lookInCameraDirectionIfLookingAtTarget, ref lookInCameraDirectionIfLookingAtTarget, !settingConfiguration);
setBoolValue (ref playerControllerManager.lookOnlyIfMoving, ref lookOnlyIfMoving, !settingConfiguration);
setBoolValue (ref playerControllerManager.checkForStairAdherenceSystem, ref checkForStairAdherenceSystem, !settingConfiguration);
setBoolValue (ref playerControllerManager.canMoveWhileAimFirstPerson, ref canMoveWhileAimFirstPerson, !settingConfiguration);
setBoolValue (ref playerControllerManager.canMoveWhileAimThirdPerson, ref canMoveWhileAimThirdPerson, !settingConfiguration);
setBoolValue (ref playerControllerManager.canMoveWhileAimLockedCamera, ref canMoveWhileAimLockedCamera, !settingConfiguration);
setBoolValue (ref playerControllerManager.useLandMark, ref useLandMark, !settingConfiguration);
setBoolValue (ref playerControllerManager.canGetOnVehicles, ref canGetOnVehicles, !settingConfiguration);
setBoolValue (ref playerControllerManager.canDrive, ref canDrive, !settingConfiguration);
setBoolValue (ref playerControllerManager.airDashEnabled, ref airDashEnabled, !settingConfiguration);
setBoolValue (ref playerControllerManager.sprintEnabled, ref sprintEnabled, !settingConfiguration);
setBoolValue (ref playerControllerManager.runOnCrouchEnabled, ref runOnCrouchEnabled, !settingConfiguration);
} else {
print ("WARNING: Player Controller script hasn't been found");
}
//Player Camera
if (playerCameraManager != null) {
setBoolValue (ref playerCameraManager.settings.zoomEnabled, ref zoomCamera, !settingConfiguration);
setBoolValue (ref playerCameraManager.settings.moveAwayCameraEnabled, ref moveAwayCamera, !settingConfiguration);
setBoolValue (ref playerCameraManager.settings.enableShakeCamera, ref shakeCamera, !settingConfiguration);
setBoolValue (ref playerCameraManager.settings.enableMoveAwayInAir, ref moveAwayCameraInAir, !settingConfiguration);
setBoolValue (ref playerCameraManager.settings.useAcelerometer, ref useAccelerometer, !settingConfiguration);
setBoolValue (ref playerCameraManager.resetCameraRotationAfterTime, ref resetCameraRotationAfterTime, !settingConfiguration);
setBoolValue (ref playerCameraManager.lookAtTargetEnabled, ref lookAtTargetEnabled, !settingConfiguration);
setBoolValue (ref playerCameraManager.lookAtTargetEnabled, ref canActivateLookAtTargetEnabled, !settingConfiguration);
setBoolValue (ref playerCameraManager.canActiveLookAtTargetOnLockedCamera, ref canActiveLookAtTargetOnLockedCamera, !settingConfiguration);
setBoolValue (ref playerCameraManager.changeCameraViewEnabled, ref changeCameraViewEnabled, !settingConfiguration);
setBoolValue (ref playerCameraManager.changeCameraSideActive, ref changeCameraSideActive, !settingConfiguration);
} else {
print ("WARNING: Player Camera script hasn't been found");
}
//Gravity System
if (gravityManager != null) {
setBoolValue (ref gravityManager.gravityPowerEnabled, ref gravityPower, !settingConfiguration);
setBoolValue (ref gravityManager.liftToSearchEnabled, ref liftToSearchEnabled, !settingConfiguration);
setBoolValue (ref gravityManager.randomRotationOnAirEnabled, ref randomRotationOnAirEnabled, !settingConfiguration);
setBoolValue (ref gravityManager.preserveVelocityWhenDisableGravityPower, ref preserveVelocityWhenDisableGravityPower, !settingConfiguration);
setBoolValue (ref gravityManager.startWithZeroGravityMode, ref startWithZeroGravityMode, !settingConfiguration);
setBoolValue (ref gravityManager.canResetRotationOnZeroGravityMode, ref canResetRotationOnZeroGravityMode, !settingConfiguration);
setBoolValue (ref gravityManager.canAdjustToForwardSurface, ref canAdjustToForwardSurface, !settingConfiguration);
setBoolValue (ref gravityManager.canActivateFreeFloatingMode, ref canActivateFreeFloatingMode, !settingConfiguration);
setBoolValue (ref gravityManager.changeModelColor, ref changeModelColor, !settingConfiguration);
} else {
print ("WARNING: Gravity System script hasn't been found");
}
//Powers
if (powersManager != null) {
setBoolValue (ref powersManager.settings.aimModeEnabled, ref aimModeEnabled, !settingConfiguration);
setBoolValue (ref powersManager.settings.shootEnabled, ref shootEnabled, !settingConfiguration);
setBoolValue (ref powersManager.settings.changePowersEnabled, ref changePowersEnabled, !settingConfiguration);
setBoolValue (ref powersManager.canFirePowersWithoutAiming, ref canFirePowersWithoutAiming, !settingConfiguration);
setBoolValue (ref powersManager.useAimCameraOnFreeFireMode, ref useAimCameraOnFreeFireMode, !settingConfiguration);
setBoolValue (ref powersManager.headLookWhenAiming, ref headLookWhenAiming, !settingConfiguration);
setBoolValue (ref powersManager.useAimAssistInThirdPerson, ref useAimAssistInThirdPerson, !settingConfiguration);
setBoolValue (ref powersManager.infinitePower, ref infinitePower, !settingConfiguration);
} else {
print ("WARNING: Other Powers script hasn't been found");
}
//Grab Objects
if (grabObjectsManager != null) {
setBoolValue (ref grabObjectsManager.grabObjectsEnabled, ref grabObjectEnabled, !settingConfiguration);
setBoolValue (ref grabObjectsManager.useCursor, ref useCursor, !settingConfiguration);
setBoolValue (ref grabObjectsManager.grabInFixedPosition, ref grabInFixedPosition, !settingConfiguration);
setBoolValue (ref grabObjectsManager.changeGravityObjectsEnabled, ref changeGravityObjectsEnabled, !settingConfiguration);
setBoolValue (ref grabObjectsManager.grabObjectsPhysicallyEnabled, ref grabObjectsPhysicallyEnabled, !settingConfiguration);
setBoolValue (ref grabObjectsManager.useObjectToGrabFoundShader, ref useObjectToGrabFoundShader, !settingConfiguration);
setBoolValue (ref grabObjectsManager.enableTransparency, ref enableTransparency, !settingConfiguration);
setBoolValue (ref grabObjectsManager.canUseZoomWhileGrabbed, ref canUseZoomWhileGrabbed, !settingConfiguration);
} else {
print ("WARNING: Grab Objects script hasn't been found");
}
//Using Devices System
if (usingDevicesManager != null) {
setBoolValue (ref usingDevicesManager.canUseDevices, ref canUseDevices, !settingConfiguration);
setBoolValue (ref usingDevicesManager.usePickUpAmountIfEqualToOne, ref usePickUpAmountIfEqualToOne, !settingConfiguration);
setBoolValue (ref usingDevicesManager.showUseDeviceIconEnabled, ref showUseDeviceIconEnabled, !settingConfiguration);
setBoolValue (ref usingDevicesManager.useDeviceButtonEnabled, ref useDeviceButtonEnabled, !settingConfiguration);
setBoolValue (ref usingDevicesManager.useFixedDeviceIconPosition, ref useFixedDeviceIconPosition, !settingConfiguration);
setBoolValue (ref usingDevicesManager.deviceOnScreenIfUseFixedIconPosition, ref deviceOnScreenIfUseFixedIconPosition, !settingConfiguration);
setBoolValue (ref usingDevicesManager.useDeviceFoundShader, ref useDeviceFoundShader, !settingConfiguration);
setBoolValue (ref usingDevicesManager.holdButtonToTakePickupsAround, ref holdButtonToTakePickupsAround, !settingConfiguration);
} else {
print ("WARNING: Using Devices System script hasn't been found");
}
//Close Combat System
if (combatManager != null) {
setBoolValue (ref combatManager.combatSystemEnabled, ref combatSystemEnabled, !settingConfiguration);
} else {
print ("WARNING: Close Combat System script hasn't been found");
}
//Foot step System
if (footStepSystem != null) {
setBoolValue (ref footStepSystem.soundsEnabled, ref soundsEnabled, !settingConfiguration);
setBoolValue (ref footStepSystem.useFootPrints, ref useFootPrints, !settingConfiguration);
setBoolValue (ref footStepSystem.useFootParticles, ref useFootParticles, !settingConfiguration);
} else {
print ("WARNING: Foot Step Manager script hasn't been found");
}
//Scanner System
if (scannerManager != null) {
setBoolValue (ref scannerManager.scannerSystemEnabled, ref scannerSystemEnabled, !settingConfiguration);
} else {
print ("WARNING: Scanner System script hasn't been found");
}
//Pick Ups Screen Info
if (pickUpsScreenInfoManager != null) {
setBoolValue (ref pickUpsScreenInfoManager.pickUpScreenInfoEnabled, ref pickUpScreenInfoEnabled, !settingConfiguration);
} else {
print ("WARNING: Pickup Screen Info System script hasn't been found");
}
//Player Weapons System
if (weaponsManager != null) {
setBoolValue (ref weaponsManager.setWeaponWhenPicked, ref setWeaponWhenPicked, !settingConfiguration);
setBoolValue (ref weaponsManager.canGrabObjectsCarryingWeapons, ref canGrabObjectsCarryingWeapons, !settingConfiguration);
setBoolValue (ref weaponsManager.changeToNextWeaponIfAmmoEmpty, ref changeToNextWeaponIfAmmoEmpty, !settingConfiguration);
setBoolValue (ref weaponsManager.drawKeepWeaponWhenModeChanged, ref drawKeepWeaponWhenModeChanged, !settingConfiguration);
setBoolValue (ref weaponsManager.canFireWeaponsWithoutAiming, ref canFireWeaponsWithoutAiming, !settingConfiguration);
setBoolValue (ref weaponsManager.drawWeaponIfFireButtonPressed, ref drawWeaponIfFireButtonPressed, !settingConfiguration);
setBoolValue (ref weaponsManager.keepWeaponAfterDelayThirdPerson, ref keepWeaponAfterDelayThirdPerson, !settingConfiguration);
setBoolValue (ref weaponsManager.keepWeaponAfterDelayFirstPerson, ref keepWeaponAfterDelayFirstPerson, !settingConfiguration);
setBoolValue (ref weaponsManager.useQuickDrawWeapon, ref useQuickDrawWeapon, !settingConfiguration);
setBoolValue (ref weaponsManager.useAimCameraOnFreeFireMode, ref useAimCameraOnFreeFireModeWeapons, !settingConfiguration);
setBoolValue (ref weaponsManager.storePickedWeaponsOnInventory, ref storePickedWeaponsOnInventoryWeaponSystem, !settingConfiguration);
setBoolValue (ref weaponsManager.drawWeaponWhenPicked, ref drawWeaponWhenPicked, !settingConfiguration);
setBoolValue (ref weaponsManager.changeToNextWeaponWhenUnequipped, ref changeToNextWeaponWhenUnequipped, !settingConfiguration);
setBoolValue (ref weaponsManager.changeToNextWeaponWhenEquipped, ref changeToNextWeaponWhenEquipped, !settingConfiguration);
setBoolValue (ref weaponsManager.notActivateWeaponsAtStart, ref notActivateWeaponsAtStart, !settingConfiguration);
setBoolValue (ref weaponsManager.openWeaponAttachmentsMenuEnabled, ref openWeaponAttachmentsMenuEnabled, !settingConfiguration);
setBoolValue (ref weaponsManager.setFirstPersonForAttachmentEditor, ref setFirstPersonForAttachmentEditor, !settingConfiguration);
setBoolValue (ref weaponsManager.useUniversalAttachments, ref useUniversalAttachments, !settingConfiguration);
setBoolValue (ref weaponsManager.canDropWeapons, ref canDropWeapons, !settingConfiguration);
setBoolValue (ref weaponsManager.changeToNextWeaponWhenDrop, ref changeToNextWeaponWhenDrop, !settingConfiguration);
setBoolValue (ref weaponsManager.dropCurrentWeaponWhenDie, ref dropCurrentWeaponWhenDie, !settingConfiguration);
setBoolValue (ref weaponsManager.dropAllWeaponsWhenDie, ref dropAllWeaponsWhenDie, !settingConfiguration);
setBoolValue (ref weaponsManager.dropWeaponsOnlyIfUsing, ref dropWeaponsOnlyIfUsing, !settingConfiguration);
setBoolValue (ref weaponsManager.drawWeaponWhenResurrect, ref drawWeaponWhenResurrect, !settingConfiguration);
setBoolValue (ref weaponsManager.canMarkTargets, ref canMarkTargets, !settingConfiguration);
setBoolValue (ref weaponsManager.useAimAssistInThirdPerson, ref useAimAssistInThirdPersonWeapons, !settingConfiguration);
setBoolValue (ref weaponsManager.useAimAssistInFirstPerson, ref useAimAssistInFirstPerson, !settingConfiguration);
setBoolValue (ref weaponsManager.useAimAssistInLockedCamera, ref useAimAssistInLockedCamera, !settingConfiguration);
} else {
print ("WARNING: Player Weapons Manager script hasn't been found");
}
//Player Inventory settings
if (inventorySystem != null) {
setBoolValue (ref inventorySystem.inventoryEnabled, ref inventoryEnabled, !settingConfiguration);
setBoolValue (ref inventorySystem.combineElementsAtDrop, ref combineElementsAtDrop, !settingConfiguration);
setBoolValue (ref inventorySystem.useOnlyWhenNeededAmountToUseObject, ref useOnlyWhenNeededAmountToUseObject, !settingConfiguration);
setBoolValue (ref inventorySystem.activeNumberOfObjectsToUseMenu, ref activeNumberOfObjectsToUseMenu, !settingConfiguration);
setBoolValue (ref inventorySystem.setTotalAmountWhenDropObject, ref setTotalAmountWhenDropObject, !settingConfiguration);
setBoolValue (ref inventorySystem.examineObjectBeforeStoreEnabled, ref examineObjectBeforeStoreEnabled, !settingConfiguration);
setBoolValue (ref inventorySystem.storePickedWeaponsOnInventory, ref storePickedWeaponsOnInventory, !settingConfiguration);
setBoolValue (ref inventorySystem.mainInventoryQuickAccessSlotsSystem.useDragDropInventorySlots, ref useDragDropQuickAccessSlots, !settingConfiguration);
setBoolValue (ref inventorySystem.equipWeaponsWhenPicked, ref equipWeaponsWhenPicked, !settingConfiguration);
} else {
print ("WARNING: Inventory Manager script hasn't been found");
}
//Jetpack System settings
if (jetpackManager != null) {
setBoolValue (ref jetpackManager.jetpackEnabled, ref jetpackEnabled, !settingConfiguration);
} else {
print ("WARNING: Jetpack System script hasn't been found");
}
//Fly System settings
if (flyManager != null) {
setBoolValue (ref flyManager.flyModeEnabled, ref flyModeEnabled, !settingConfiguration);
} else {
print ("WARNING: Fly System script hasn't been found");
}
//Damage Screen System settings
if (damageScreenManager != null) {
setBoolValue (ref damageScreenManager.damageScreenEnabled, ref damageScreenEnabled, !settingConfiguration);
setBoolValue (ref damageScreenManager.showDamageDirection, ref showDamageDirection, !settingConfiguration);
setBoolValue (ref damageScreenManager.showDamagePositionWhenEnemyVisible, ref showDamagePositionWhenEnemyVisible, !settingConfiguration);
setBoolValue (ref damageScreenManager.showAllDamageDirections, ref showAllDamageDirections, !settingConfiguration);
} else {
print ("WARNING: Damage Screen System script hasn't been found");
}
//Damage In Screen Info settings
if (damageInScreenManager != null) {
setBoolValue (ref damageInScreenManager.showScreenInfoEnabled, ref showScreenInfoEnabled, !settingConfiguration);
} else {
print ("WARNING: Damage In Screen script hasn't been found");
}
//Damage In Screen Info settings
if (friendListSystem != null) {
setBoolValue (ref friendListSystem.friendManagerEnabled, ref friendManagerEnabled, !settingConfiguration);
} else {
print ("WARNING: Friend List Manager script hasn't been found");
}
//Player States Manage settings
if (mainPlayerStatesManager != null) {
setBoolValue (ref mainPlayerStatesManager.openPlayerModeMenuEnabled, ref openPlayerModeMenuEnabled, !settingConfiguration);
setBoolValue (ref mainPlayerStatesManager.changeModeEnabled, ref changeModeEnabled, !settingConfiguration);
setBoolValue (ref mainPlayerStatesManager.closeMenuWhenModeSelected, ref closeMenuWhenModeSelected, !settingConfiguration);
} else {
print ("WARNING: Player States Manager script hasn't been found");
}
//Head Track Manage settings
if (headTrackManager != null) {
setBoolValue (ref headTrackManager.headTrackEnabled, ref headTrackEnabled, !settingConfiguration);
setBoolValue (ref headTrackManager.lookInCameraDirection, ref lookInCameraDirection, !settingConfiguration);
setBoolValue (ref headTrackManager.lookInOppositeDirectionOutOfRange, ref lookInOppositeDirectionOutOfRange, !settingConfiguration);
setBoolValue (ref headTrackManager.lookBehindIfMoving, ref lookBehindIfMoving, !settingConfiguration);
} else {
print ("WARNING: Head Track script hasn't been found");
}
//Hand On Surface IK System settings
if (handOnSurfaceIKManager != null) {
setBoolValue (ref handOnSurfaceIKManager.adjustHandsToSurfacesEnabled, ref adjustHandsToSurfacesEnabled, !settingConfiguration);
} else {
print ("WARNING: Hands On Surface IK System script hasn't been found");
}
//IK Foot System settings
if (IKFootManager != null) {
setBoolValue (ref IKFootManager.IKFootSystemEnabled, ref IKFootSystemEnabled, !settingConfiguration);
} else {
print ("WARNING: IK Foot System script hasn't been found");
}
//Climb Ledge System settings
if (climbLedgeManager != null) {
setBoolValue (ref climbLedgeManager.climbLedgeActive, ref climbLedgeActive, !settingConfiguration);
setBoolValue (ref climbLedgeManager.useHangFromLedgeIcon, ref useHangFromLedgeIcon, !settingConfiguration);
setBoolValue (ref climbLedgeManager.useFixedDeviceIconPosition, ref useFixedDeviceIconPositionClimbSystem, !settingConfiguration);
setBoolValue (ref climbLedgeManager.keepWeaponsOnLedgeDetected, ref keepWeaponsOnLedgeDetected, !settingConfiguration);
setBoolValue (ref climbLedgeManager.drawWeaponsAfterClimbLedgeIfPreviouslyCarried, ref drawWeaponsAfterClimbLedgeIfPreviouslyCarried, !settingConfiguration);
setBoolValue (ref climbLedgeManager.onlyGrabLedgeIfMovingForward, ref onlyGrabLedgeIfMovingForward, !settingConfiguration);
setBoolValue (ref climbLedgeManager.canJumpWhenHoldLedge, ref canJumpWhenHoldLedge, !settingConfiguration);
} else {
print ("WARNING: Climb Ledge System script hasn't been found");
}
//Wepons List Manager settings
if (weaponListManager != null) {
setBoolValue (ref weaponListManager.weaponListManagerEnabled, ref weaponListManagerEnabled, !settingConfiguration);
} else {
print ("WARNING: Weapons List Manager script hasn't been found");
}
//Map settings
if (mapManager != null) {
setBoolValue (ref mapManager.mapEnabled, ref mapActive, !settingConfiguration);
} else {
print ("WARNING: Map Manager script hasn't been found");
}
//Time Bullet settings
if (timeBulletManager != null) {
setBoolValue (ref timeBulletManager.timeBulletEnabled, ref timeBullet, !settingConfiguration);
} else {
print ("WARNING: Time Bullet script hasn't been found");
}
//Power List Manager settings
if (powerListManager != null) {
setBoolValue (ref powerListManager.powerListManagerEnabled, ref powersActive, !settingConfiguration);
} else {
print ("WARNING: Powers List Manager script hasn't been found");
}
if (mainPlayerAbilitiesSystem != null) {
setBoolValue (ref mainPlayerAbilitiesSystem.abilitiesSystemEnabled, ref abilitiesSystemEnabled, !settingConfiguration);
} else {
print ("WARNING: Player Abilities System script hasn't been found");
}
//upload every change object in the editor
updateComponents ();
}
public void setBoolValue (ref bool rightValue, ref bool leftValue, bool assignRightValueToLeftValue)
{
if (assignRightValueToLeftValue) {
leftValue = rightValue;
} else {
rightValue = leftValue;
}
}
//set the options that the user has configured in the inspector
public void setConfiguration ()
{
updateValues (true);
}
//get the current values of the features, to check the if the booleans fields are correct or not
public void getConfiguration ()
{
updateValues (false);
}
public void updateComponents ()
{
searchComponent ();
GKC_Utils.updateComponent (playerControllerManager);
GKC_Utils.updateComponent (playerCameraManager);
GKC_Utils.updateComponent (powersManager);
GKC_Utils.updateComponent (gravityManager);
GKC_Utils.updateComponent (grabObjectsManager);
GKC_Utils.updateComponent (usingDevicesManager);
GKC_Utils.updateComponent (combatManager);
GKC_Utils.updateComponent (scannerManager);
GKC_Utils.updateComponent (pickUpsScreenInfoManager);
GKC_Utils.updateComponent (mapManager);
GKC_Utils.updateComponent (timeBulletManager);
GKC_Utils.updateComponent (powerListManager);
GKC_Utils.updateComponent (footStepSystem);
GKC_Utils.updateComponent (weaponsManager);
GKC_Utils.updateComponent (inventorySystem);
GKC_Utils.updateComponent (jetpackManager);
GKC_Utils.updateComponent (damageInScreenManager);
GKC_Utils.updateComponent (damageScreenManager);
GKC_Utils.updateComponent (flyManager);
GKC_Utils.updateComponent (friendListSystem);
GKC_Utils.updateComponent (mainPlayerStatesManager);
GKC_Utils.updateComponent (headTrackManager);
GKC_Utils.updateComponent (handOnSurfaceIKManager);
GKC_Utils.updateComponent (IKFootManager);
GKC_Utils.updateComponent (climbLedgeManager);
GKC_Utils.updateComponent (weaponListManager);
GKC_Utils.updateComponent (mainPlayerAbilitiesSystem);
GKC_Utils.updateComponent (this);
GKC_Utils.updateDirtyScene ("Update Features Manager Values", gameObject);
}
void searchComponent ()
{
playerComponentsManager mainPlayerComponentsManager = pController.GetComponent<playerComponentsManager> ();
playerControllerManager = mainPlayerComponentsManager.getPlayerController ();
playerCameraManager = mainPlayerComponentsManager.getPlayerCamera ();
gravityManager = mainPlayerComponentsManager.getGravitySystem ();
powersManager = mainPlayerComponentsManager.getOtherPowers ();
grabObjectsManager = mainPlayerComponentsManager.getGrabObjects ();
usingDevicesManager = mainPlayerComponentsManager.getUsingDevicesSystem ();
combatManager = mainPlayerComponentsManager.getCloseCombatSystem ();
scannerManager = GetComponentInChildren<scannerSystem> ();
pickUpsScreenInfoManager = mainPlayerComponentsManager.getPickUpsScreenInfo ();
timeBulletManager = GetComponent<timeBullet> ();
mapManager = mainPlayerComponentsManager.getMapSystem ();
powerListManager = GetComponent<powersListManager> ();
footStepSystem = mainPlayerComponentsManager.getFootStepManager ();
weaponsManager = mainPlayerComponentsManager.getPlayerWeaponsManager ();
inventorySystem = mainPlayerComponentsManager.getInventoryManager ();
jetpackManager = mainPlayerComponentsManager.getJetpackSystem ();
damageInScreenManager = mainPlayerComponentsManager.getDamageInScreen ();
damageScreenManager = mainPlayerComponentsManager.getDamageScreenSystem ();
flyManager = mainPlayerComponentsManager.getFlySystem ();
friendListSystem = mainPlayerComponentsManager.getFriendListManager ();
mainPlayerStatesManager = mainPlayerComponentsManager.getPlayerStatesManager ();
headTrackManager = mainPlayerComponentsManager.getHeadTrack ();
handOnSurfaceIKManager = GetComponentInChildren<handsOnSurfaceIKSystem> ();
IKFootManager = GetComponentInChildren<IKFootSystem> ();
climbLedgeManager = mainPlayerComponentsManager.getClimbLedgeSystem ();
weaponListManager = GetComponent<weaponListManager> ();
mainPlayerAbilitiesSystem = mainPlayerComponentsManager.getPlayerAbilitiesSystem ();
}
}
#endif
Script 2:
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(Rigidbody))]
public class HoverBoardControl : MonoBehaviour
{
[Header("Hover Settings")]
public float hoverForce = 9.0f;
public float hoverHeight = 2.0f;
public GameObject[] hoverPoints;
[Header("Movement Settings")]
public float forwardAcceleration = 100.0f;
public float backwardAcceleration = 25.0f;
public float turnStrength = 10f;
[Header("UI & Scoring")]
public Text scoreText;
public int currentScore;
public HUD hud;
public TrickManager trickManager;
[Header("Boost Settings")]
public float boostMultiplier = 2.0f;
[Header("Rotation Settings")]
public float minRotation = -20.0f;
public float maxRotation = 0.0f;
[Header("Timer Settings")]
public float timer = 5.0f;
[Header("Miscellaneous")]
public bool moving;
public GameObject board;
[Header("Input Settings")]
public KeyCode moveForwardKey = KeyCode.W;
public KeyCode moveBackwardKey = KeyCode.S;
public KeyCode turnLeftKey = KeyCode.A;
public KeyCode turnRightKey = KeyCode.D;
[Header("Customizable Keys")]
[SerializeField] private KeyCode ollieKey = KeyCode.Space;
[SerializeField] private KeyCode boostKey = KeyCode.LeftControl;
int layerMask;
float currentThrust;
float currentTurn;
void Awake()
{
hud = FindObjectOfType<HUD>();
trickManager = GetComponent<TrickManager>();
}
void Start()
{
GetComponent<Rigidbody>();
layerMask = 1 << LayerMask.NameToLayer("Characters");
layerMask = ~layerMask;
hoverForce = 1500f;
hoverHeight = 6f;
if (scoreText == null)
{
GameObject canvas = GameObject.Find("Canvas");
if (canvas != null)
{
scoreText = Instantiate(Resources.Load("ScoreText", typeof(Text))) as Text;
scoreText.transform.SetParent(canvas.transform, false);
}
else
{
Debug.LogError("Canvas not found. Make sure there is a Canvas GameObject in the scene.");
}
}
}
void Update()
{
currentThrust = 0.0f;
currentTurn = 0.0f;
scoreText.text = currentScore + " Points";
if (Input.GetKeyDown(ollieKey))
{
trickManager.ExecuteOllieOrTrick(1500f);
}
if (hud != null)
{
if (Input.GetKeyDown(boostKey) && (hud.BoostInt > 0))
{
forwardAcceleration = forwardAcceleration * boostMultiplier;
backwardAcceleration = backwardAcceleration * boostMultiplier;
if (hud.BoostInt <= 0)
{
forwardAcceleration = forwardAcceleration / boostMultiplier;
backwardAcceleration = backwardAcceleration / boostMultiplier;
}
}
if (Input.GetKey(boostKey))
{
hud.BoostInt -= 0.2f;
}
}
Vector3 currentRotation = transform.rotation.eulerAngles;
currentRotation.x = Mathf.Clamp(currentRotation.x, minRotation, maxRotation);
currentRotation.z = Mathf.Clamp(currentRotation.z, minRotation, maxRotation);
transform.rotation = Quaternion.Euler(currentRotation);
float aclAxis = Input.GetAxis("Vertical");
if (aclAxis > 0.1f)
currentThrust = aclAxis * forwardAcceleration;
else if (aclAxis < -0.1f)
currentThrust = aclAxis * backwardAcceleration;
float turnAxis = Input.GetAxis("Horizontal");
if (Mathf.Abs(turnAxis) > 0.1f)
currentTurn = turnAxis;
if (Input.GetKeyDown(trickManager.kickflipKey))
{
trickManager.ExecuteKickflip();
}
else if (Input.GetKeyDown(trickManager.heelflipKey))
{
trickManager.ExecuteHeelflip();
}
else if (Input.GetKeyDown(trickManager.shoveItKey))
{
trickManager.ExecuteShoveIt();
}
// Your additional Update logic, if any...
}
void FixedUpdate()
{
for (int i = 0; i < hoverPoints.Length; i++)
{
var hoverPoint = hoverPoints[i];
RaycastHit hoverHit;
if (Physics.Raycast(hoverPoint.transform.position,
-Vector3.up, out hoverHit,
hoverHeight,
layerMask))
GetComponent<Rigidbody>().AddForceAtPosition(Vector3.up
* hoverForce
* (1.0f - (hoverHit.distance / hoverHeight)),
hoverPoint.transform.position);
else
{
if (transform.position.y > hoverPoint.transform.position.y)
GetComponent<Rigidbody>().AddForceAtPosition(
hoverPoint.transform.up * hoverForce,
hoverPoint.transform.position);
else
GetComponent<Rigidbody>().AddForceAtPosition(
hoverPoint.transform.up * -hoverForce,
hoverPoint.transform.position);
}
}
if (Mathf.Abs(currentThrust) > 0)
GetComponent<Rigidbody>().AddForce(transform.forward * currentThrust);
if (currentTurn > 0)
{
GetComponent<Rigidbody>().AddRelativeTorque(Vector3.up * currentTurn * turnStrength);
}
else if (currentTurn < 0)
{
GetComponent<Rigidbody>().AddRelativeTorque(Vector3.up * currentTurn * turnStrength);
}
}
}
|
e00a12f89d47c0d0c1d36960563123d2
|
{
"intermediate": 0.37650787830352783,
"beginner": 0.3502068519592285,
"expert": 0.2732851803302765
}
|
35,958
|
<!DOCTYPE html>
<html lang="ua">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Назва вашої туристичної компанії</title>
<style>
body {
margin: 0;
font-family: Arial, sans-serif;
}
header {
background-color: #66CDAA;
padding: 15px;
color: #fff;
display: flex;
justify-content: space-between;
align-items: center;
}
nav {
display: flex;
}
nav ul {
list-style: none;
margin: 0;
padding: 0;
display: flex;
}
nav li {
margin-right: 20px;
color: #933;
}
section.hero {
height: 500px;
width: 100%;
background-image: url('https://wide-w.com/wp-content/uploads/2019/01/gora-jeverest.jpg');
background-size: cover;
background-position: center;
display: flex;
justify-content: center;
align-items: center;
color: #fff;
text-align: center;
}
section {
padding: 20px;
}
section#about {
border: 2px solid #333;
background-color: #00FA9A;
padding: 20px;
margin: 20px 0;
overflow: hidden;
}
section#about img {
float: left;
margin-right: 20px;
max-width: 300px;
}
section#about p {
margin: 0 0 20px 0;
}
section#best-tour {
text-align: center;
}
section#best-tour h2 {
margin-bottom: 20px;
}
section#best-tour .feature {
display: inline-block;
margin: 0 20px 20px 0;
border: 10px solid #F0E68C;
padding: 10px;
width: calc((100% - 60px) / 3);
box-sizing: border-box;
}
section#best-tour img {
width: 80px;
height: 80px;
border-radius: 50%;
margin-bottom: 10px;
display: block;
margin-left: auto;
margin-right: auto;
}
section#route-example {
text-align: center;
background-color: #FFF8DC;
}
section#route-example .route-block {
display: flex;
justify-content: center;
align-items: center;
margin-bottom: 40px;
border: 2px solid #DCDCDC; /* Товщина та колір рамки */
padding: 10px; /* Внутрішній відступ між текстом і рамкою */
margin-bottom: 10px; /* Зовнішній відступ між блоками */
}
section#route-example .route-block img{
width: 500px;
height: 400px;
}
section#route-example .route-block p {
width: 48%; /* Ширина блоків */
margin: 0 2%; /* Відступи між блоками */
box-sizing: border-box;
}
footer {
background-color: #333;
color: #fff;
text-align: center;
padding: 10px;
position: fixed;
width: 100%;
bottom: 0;
}
section#accommodation {
text-align: center;
background-color: #F0FFFF;
}
/* Залиште решту стилів без змін */
section#accommodation .hotel-block {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
margin-bottom: 40px;
border: 2px solid #DCDCDC;
padding: 10px;
margin-bottom: 10px;
}
/* Залиште решту стилів без змін */
section#accommodation .hotel-block img {
width: 400px;
height: 300px;
}
/* Залиште решту стилів без змін */
section#accommodation .hotel-block p {
width: 70%;
margin: 20px 0;
box-sizing: border-box;
}
</style>
</head>
<body>
<header>
<div>
<img src="your-logo.png" alt="Логотип">
</div>
<nav>
<ul>
<li><a href="#about">Про нас</a></li>
<li><a href="#book">Оформити тур</a></li>
</ul>
</nav>
</header>
<section class="hero">
<h1>Ласкаво просимо в нашу туристичну компанію<br>
Тур від агентства "хххххххх".</h1>
</section>
<section id="about">
<img src="https://seo-evolution.com.ua/imgfly/public/Ej5uSGigkkhfGF9Sq2yBC9xGtsPNaiiNQ7uy0W4i.jpg?h=600" alt="Про нас">
<p>
<h1>Фантастична подорож для вас!</h1><br>
</p>
<p>Чому б не відсвяткувати свою наступну літню відпустку в Європі! Відвідайте замки, парки, пляжі під час цього чудового туру... У старій Європі є безліч меморіалів і музеїв з античною архітектурою. Долина Луари відома на весь світ своїми замками,
Рим – автентичною архітектурою, а Амальфі чудово підходить для пляжного відпочинку.</p>
<p>Південь Франції та більша частина сусідньої Італії є майданчиками для захоплення. Це зони, які здавна активізували почуття розкоші та поблажливості. Тепер у вас є чудова нагода випробувати все на собі.</p>
</section>
<section id="best-tour">
<h2>Чому наш тур найкращий?</h2>
<div class="feature">
<img src="feature1.jpg" alt="Особливість 1">
<h2>
<p>Наша увага зосереджена на вас</p>
</h2>
<p>Наші г
іди та водії з радістю зустрінуть Вас,
детально дадуть відповідь на всі запитання та поділяться з Вами своїми знаннями.</p>
</div>
<div class="feature">
<img src="feature2.jpg" alt="Особливість 2">
<h2>
<p>Розстеліться і розслабтеся</p>
</h2>
<p>Відвідайте наші розкішні пляжі, розтягніться на шезлонгах і насолодіться незабутніми враженнями!</p>
</div>
<div class="feature">
<img src="feature3.jpg" alt="Особливість 3">
<h2>
<p>Швидкі реєстрації</p>
</h2>
<p>Процес заселення та виїзду в кожному готелі тепер більш швидкий і приємний. Реєстрація займає кілька хвилин.</p>
</div>
<div class="feature">
<img src="feature4.jpg" alt="Особливість 4">
<h2>
<p>Особистий досвід крупним планом</p>
</h2>
<p>Дослідіть кожну пам'ятку уважно та особисто. У вас буде достатньо часу, щоб задати питання про те, що вас цікавить.</p>
</div>
<div class="feature">
<img src="feature5.jpg" alt="Особливість 5">
<h2>
<p>Цінуйте кожну мить</p>
</h2>
<p>
Цінуйте кожну мить
Насолоджуйтесь кожною миттю відпустки! Скуштуйте автентичну французьку кухню та робіть фотографії, де б ви не були, щоб зберегти свої спогади.</p>
</div>
<div class="feature">
<img src="feature6.jpg" alt="Особливість 6">
<h2>
<p>Розслаблюючий темп</p>
</h2>
<p>Досліджуйте Європу у своєму власному темпі. Зрештою,
особливо нікому не подобається бути частиною стада
у вашій довгоочікуваній відпустці.</p>
</div>
</section>
<section id="route-example">
<h2>Приклад маршруту</h2>
<div class="route-block">
<img src="https://res2.weblium.site/res/weblium/58d4b086c50d470001caaea8_optimized_1560.jpeg.webp" alt="Маршрут 1">
<p><b>Прибуття в Париж, Франція</b><Br>
Після прибуття в аеропорт Парижа вас зустріне наш водій і відвезе до одного з наших готелів з
найвищим рейтингом.
Не забувайте, що ваш виліт буде з Ніцци. Реєстрація та отримання квитка на автобус.</p>
</div>
<div class="route-block">
<p><b>Від Парижа до долини Луари</b><Br>
Цього дня ви здійсните екскурсію 3 найпопулярнішими замками, розташованими в долині Луари.
Королівський замок Шамбор є найбільш вражаючим, масивним і відвідуваним.</p>
<img src="https://res2.weblium.site/res/5cefbc481583c10023c7be47/5cfe420deb3a7e0023924973_optimized_1560.webp" alt="Маршрут 2">
</div>
<div class="route-block">
<img src="https://res2.weblium.site/res/weblium/58d4b091c50d470001caaeaa_optimized_1560.jpeg.webp" alt="Маршрут 3">
<p><b>Рим і узбережжя Амальфі</b><Br>
Італія – це архітектура, історія, чудова кухня та вражаючі пляжі. Ми подорожуватимемо через Рим і
Венецію до узбережжя Амальфі з
чудовими можливостями для прийняття сонячних ванн і купання в найчистішому
Середземному морі.</p>
</div>
</section>
<section id="accommodation">
<h2>Розміщення</h2>
<div class="hotel-block">
<img src="https://res2.weblium.site/res/5cefbc481583c10023c7be47/5cf11a925a3fa20023e79474_optimized_1396.webp" alt="Розміщення 1">
<p><b>Готель "Елегантний"</b><br>
Зручне та комфортабельне розміщення в центрі міста. Неймовірний вид з вікна, вишуканий сервіс та
найкращі умови для вашого відпочинку.</p>
</div>
<div class="hotel-block">
<img src="https://res2.weblium.site/res/5cefbc481583c10023c7be47/5cf11b425a3fa20023e79480_optimized_1398_c1398x929-0x0.webp" alt="Розміщення 2">
<p><b>Спа-готель "Оазис релаксу"</b><br>
Відмінний вибір для тих, хто цінує спокій та розкіш. Затишні номери, великий спа-центр та
висококласний сервіс.</p>
</div>
<div class="hotel-block">
<img src="https://res2.weblium.site/res/5cefbc481583c10023c7be47/5cf11bbf5a3fa20023e79560_optimized_1395_c1395x930-0x0.webp" alt="Розміщення 3">
<p><b>Апартаменти "Затишні куточки"</b><br>
Власний простір та повна автономія. Затишні апартаменти з кухнею та усіма зручностями для вашого
комфорту.</p>
</div>
</section>
<section id="book">
<h2>Оформити тур</h2>
<!-- Тут можна додати форму або інше відображення для оформлення туру -->
</section>
<footer>
<p>© 2023 Назва вашої туристичної компанії. Усі права захищені.</p>
</footer>
</body>
</html>У розділі id="book" створено кнопку "Оформити тур", щоб перенести її на нову сторінку
|
7cfc46db3aeda5a6f621065069e58fc8
|
{
"intermediate": 0.32194533944129944,
"beginner": 0.5102835893630981,
"expert": 0.1677711009979248
}
|
35,959
|
CONSTRAINTS:
1. ~100k word limit for short term memory. Your short term memory is short, so immediately save important information to files.
2. If you are unsure how you previously did something or want to recall past events, thinking about similar events will help you remember.
3. No user assistance
4. Exclusively use the commands listed in double quotes e.g. "command name"
5. Random shutdowns of you.
COMMANDS:
1. Google Search: "google", args: "input": "<search>"
2. Memory Add: "memory_add", args: "key": "<key>", "string": "<string>"
3. Memory Delete: "memory_del", args: "key": "<key>"
4. Memory Overwrite: "memory_ovr", args: "key": "<key>", "string": "<string>"
5. List Memory: "memory_list" args: "reason": "<reason>"
6. Browse Website: "browse_website", args: "url": "<url>"
7. Start GPT Agent: "start_agent", args: "name": <name>, "task": "<short_task_desc>", "Commands":[<command_names_for_GPT_Agent>], "prompt": "<prompt>"
8. Message GPT Agent: "message_agent", args: "name": "<name>", "message": "<message>"
9. List GPT Agents: "list_agents", args: ""
10. Delete GPT Agent: "delete_agent", args: "name": "<name>"
11. Append to file: "append_to_file", args: "file": "<file>", "text": "<text>"
12. Read file: "read_file", args: "file": "<file>"
13. Write to file: "write_to_file", args: "file": "<file>", "text": "<text>"
14. Delete file: "delete_file", args: "file": "<file>"
15. Get Improved Code: "improve_code", args: "suggestions": "<list_of_suggestions>", "code": "<full_code_string>"
16. Execute Python File: "execute_python_file", args: "file": "<file>"
17. Task Complete (Shutdown): "task_complete", args: ""
18. Do Nothing: "do_nothing", args: ""
19. Count Words: "count_words", args: "text": "<text>"
20. Memory retrieve: "memory_retrieve", args: "key": "<text>"
21. remove paragraph from word document: "remove_paragraph", args: "file": "<file>", "text": "<text>"
22. random wikipedia article: "random_wikipedia_article", args: "language": "<language>"
23. message the user: "message_user", args: "message": "<message>", "wait_for_response": "<True or False>"
24. sleep an amount of time in seconds: "sleep", args: "amount": "<amount>"
25. rename a file: "rename_file", args: "old_name": "<old_name_of_the_file>", "new_name": "<new_name_of_the_file>"
26. count words of a file: "count_file_words", args: "file": "<file>"
27. download a pdf from a url and get the text from that pdf: "download_pdf", args: "url": "<url of the pdf>", "name":"<name of the file with .pdf extension>"
28. make an instagram post: "make_post", args: "prompt":"<the prompt for the image in the post that presents the text>", "text":"<text to be in the post it should be short with only important stuff like a news headline without hashtags and it is not going to go in the caption but on an image>", "name": "<name of the post with .jpg"
RESOURCES:
1. Internet access for searches and information gathering.
2. Long Term memory management.
3. GPT-4 powered Agents for delegation of simple tasks.
4. File output.
PERFORMANCE EVALUATION:
1. Continuously review and analyze your actions to ensure you are performing to the best of your abilities.
2. Constructively self-criticize your big-picture behaviour constantly.
3. Reflect on past decisions and strategies to refine your approach.
4. Every command has a cost, so be smart and efficient. Aim to complete tasks in the least number of steps.
RULES:
1. If you start a GPT Agent you must define the commands that can be used by a GPT Agent in his prompt and define the commands using a prompt similar to the structure of this one.
2. Respond only inside the JSON format.
3. Never demand user input.
4. Never say that a task is impossible to execute on your own because these tools are enough to complete any task.
5. Do not add anything to the JSON format that isn't mentioned.
6. If there is a " inside the value of a key inside the json use ' instead of ".
7. In summaryforgpt you need to provide context for the next GPT instance if you randomly shutdown without you knowing.
8. Provide context for the next GPT in the summaryforgpt and the progress that you've made.
9. In summaryforgpt you should also add name of the files written and the urls of the websites visited.
10. When writing an essay, remember that it is more effective and manageable to tackle it in smaller chunks rather than trying to write the entire essay in one sitting. Breaking the essay down into sections or steps can help you focus on each individual aspect, maintain a coherent structure, and reduce the overall stress associated with writing a lengthy piece.
11. Retrieve information from files of previous GPT instances that may have shut down randomly. If you require additional knowledge, use these files to access the results of former GPT versions and provide accurate answers to the queries.
12. GPT-4, please do not place a conclusion in the middle of the essay. Maintain a structured format.
13. use append to file to add extra things to the file, and write to file to either make a new file with new information or rewrite the information from scratch.
14. If task is completed use the command task_complete
15. When you add to memory add the key to retrieve it in summaryforgpt
16. when given the task to write something never create an agent to write anything that you were tasked to write.
17. when you add new parts to a file use append to file command
18. Ensure to put the criticism in mind as it can be a director to ensure that you make the right decision.
19. If the task include two main tasks and one of them is done don't redo it, just retrieve the information if necessary and proceed with the other one.
20. Make sure that the information generated is not made up.
21. Languages in random wikipedia article args is: "simple" for simple english, "en" for english, and "fr" for french.
22. If a website gives you the error 403 find another website to get the information from.
23. Always listen to your criticism, and follow it.
24. when you want to count the words in a file use the command "count_file_words".
25. Don't repeat yourself.
26. You must make sure that there is .pdf in the url to use the "download_pdf" function.
27. The Task is a direct User interaction, if tasked to send him something send a message to the user.
28. Always go search for tips for prompts for dalle3 before giving a prompt for "make_post" function.
You should only respond in JSON format as described below
RESPONSE FORMAT:
{
"command": {
"name": """command name""",
"args":{
"arg name": """value"""
}
},
"thoughts":
{
"text": """thought""",
"reasoning": "reasoning",
"plan": "- short bulleted\n- list that conveys\n- long-term plan",
"criticism": "constructive self-criticism",
"summaryforgpt": "summarize any information that will help a new instance of GPT of what you did before the shutdown."
}
}
Ensure the response can be parsed by Python json.loads
Context from previous GPT: Visited https://openai.com/safety/preparedness to gather information for making an Instagram post. Next steps: extract key points and craft a short summary for the post. After, search for DALL-E 3 prompt tips and make the post.saved the scraping of the website results at websiteresults37.txt to retrieve if shutdown randomly.The key components of OpenAI’s Preparedness Framework have been summarized and saved to memory with the key ‘preparednessFrameworkKeyPoints’. Next, I will search for DALL-E 3 prompt tips, generate an image, and create the Instagram post. No files have been written or urls visited beyond the initial ‘https://openai.com/safety/preparedness’.Performed a Google search for tips on creating prompts for DALL-E 3. The next steps will involve using these tips to create a prompt, generating an image with DALL-E 3, and then making the actual Instagram post with the provided summary. Previous step: Saved the key points of OpenAI’s Preparedness Framework to memory with key ‘preparednessFrameworkKeyPoints’.saved google search results at googleresults38.txt to retrieve if shutdown randomly.Crafted a prompt for DALL-E 3 to generate an image for an Instagram post about OpenAI’s Preparedness Framework. The prompt incorporates tips from research: simplicity, clarity, and detailed descriptions. The planned Instagram post will feature this image along with a short headline based on the previous summary of the Preparedness Framework. Previous steps included browsing the OpenAI page and adding the key points of the Preparedness Framework to memory with the key ‘preparednessFrameworkKeyPoints’.Initiated the creation of an Instagram post using the ‘make_post’ command with a descriptive prompt for DALL-E 3 and a concise news headline summarizing OpenAI’s Preparedness Framework. Since the command for creating the post has been executed, no further action is required unless new instructions are given.Started the task of summarizing the provided URL into bullet points. Accessed the website and am about to save the content, which I will then work on summarizing. No files written or urls visited before this command.saved the scraping of the website results at websiteresults39.txt to retrieve if shutdown randomly.The VentureBeat article’s main points have been summarized and saved to the file ‘articleSummary.txt’. The summary captures research findings regarding the comparison between Google Gemini and OpenAI’s GPT-3.5 Turbo. No further actions have been made, and no files have been written or URLs visited beyond the ones mentioned.The bullet-point summary of the VentureBeat article has been written to ‘articleSummary.txt’. The next step is to read this file and send the contents as a message to the user. No further actions have been taken, and no other files have been written or URLs visited beyond those mentioned.Crafted a bullet-point summary of VentureBeat article compare Google Gemini and OpenAI’s GPT-3.5 Turbo and saved into ‘articleSummary.txt’. The article was previously scraped and saved as ‘websiteresults39.txt’. No URLs visited or other files written since. Task is now to send the bullet-point summary to the user.Summary of the VentureBeat article on Google Gemini vs. OpenAI’s GPT-3.5 Turbo sent to the user. Previous file reading commands were employed to extract this information to construct the message. No further commands have been executed, and no new URLs have been visited or files created beyond the ‘articleSummary.txt’.Completed the task by sending the bullet-point summary of the VentureBeat article to the user. No additional actions are necessary. Ready for new instructions or tasks.No actions performed yet. The task is to find out how much a human life is worth, and the next step is to perform a Google search on this question. No files have been written or URLs visited so far.saved google search results at googleresults40.txt to retrieve if shutdown randomly.The task is to determine how much a human life is worth. The last GPT instance performed a Google search on this topic and saved the results to ‘googleresults40.txt’ to retrieve if shut down randomly. No other files have been written, and no URLs have been visited since.Read ‘googleresults40.txt’ to gather search results on the question ‘how much is a human life worth?’ No further steps have been performed yet.The task is to find out how much a human life is worth. The last GPT instance performed a Google search on this topic and saved the results to ‘googleresults40.txt’. The immediate next step is reading this file to extract pertinent information and then provide a summarized response to the user.Read file ‘googleresults40.txt’ to continue the task of determining how much a human life is worth. No previous information beyond the URL ‘googleresults40.txt’ is available at this point.Task: Determine how much a human life is worth. Last action was to save Google search results in ‘googleresults40.txt’. Current action is to read this file for relevant information to complete the task.Task: Deterime the value of human life. Current step is to read ‘googleresults40.txt’ which contains the Google search results regarding this topic.Prev tasked to determine the worth of human life. Googleresults40.txt contains the necessary Google search results. Next, read this file, summarize the information, and then message the user.Task: Determine the worth of a human life. Steps taken: Performed a Google search on the question and saved results to ‘googleresults40.txt’. No other files written or URLs visited since. Next steps involve reading ‘googleresults40.txt’ to extract pertinent information and provide a summarized response.Previous GPT instances conducted a Google search to find out how much a human life is worth and saved the results in ‘googleresults40.txt’. My task is to read this file, extract the relevant data, and send a summarized response to the user.Task at hand involves determining the worth of human life. Previous steps involved a Google search, the results of which are in ‘googleresults40.txt’. No other files written or URLs visited since. Upon reading, shall summarize content and message user.The task is to determine how much a human life is worth. The previous GPT instance saved Google search results on this topic to the file ‘googleresults40.txt’. I will now read this file to extract pertinent information and summarize it for the user. No other actions have been taken, and no files have been written or URLs visited since the last update. Upon extraction and summarization, I will complete the task by messaging the user the findings.I have read ‘googleresults40.txt’ and summarized the information that various sources propose different economic valuations of human life, with values ranging widely. I have communicated this summary to the user. No new actions have been taken or files written since the last update. The task is complete unless new instructions are given.
The Task: mark task as incomplete
|
da90550af2d2a7c347fa8ecaef80b28f
|
{
"intermediate": 0.3503125011920929,
"beginner": 0.43184271454811096,
"expert": 0.21784481406211853
}
|
35,960
|
package
{
import flash.display.Sprite;
import flash.events.Event;
import launcher.background.Background_Main;
import launcher.button.FightButton;
import launcher.panel.languagePanel;
import launcher.panel.social.socialPanel;
import launcher.panel.buttonBar.quickPanel;
import launcher.snow.Snow;
import flash.display.StageAlign;
import flash.display.StageDisplayState;
import flash.display.StageQuality;
import flash.display.StageScaleMode;
import flash.display.NativeWindow;
import flash.display.NativeWindowType;
import flash.display.NativeWindowInitOptions;
import flash.desktop.NativeApplication;
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.display.Screen;
import zip.ZIPResourceLoader;
import caurina.transitions.Tweener;
import flash.display.Loader;
import flash.system.LoaderContext;
import flash.system.ApplicationDomain;
import flash.events.IOErrorEvent;
import flash.net.URLVariables;
import flash.net.URLRequest;
import flash.events.MouseEvent;
/**
* …
* @author alekskart
*/
public class Main extends Sprite
{
private var loader:Loader;
private var locale:String;
private var guiLayer:Sprite;
public var background:Background_Main = new Background_Main();
public var progressBar:ProgressBar;
public var socialbar:socialPanel = new socialPanel();
public var quickbar:quickPanel = new quickPanel();
public var fightButton:FightButton = new FightButton();
public var bgButton:bg_button = new bg_button();
public var languagepanel:languagePanel = new languagePanel(quickbar, fightButton);
public function Main()
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
//var ziploader:ZIPResourceLoader = new ZIPResourceLoader(progressBar);
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
this.configureStage();
this.createGUI();
//это при запуске первом
Tweener.addTween(bgButton, {alpha: 1, time: 2, transition: “easeOutCubic”, onComplete: fadeOutButton});
}
private function setCenterPosition() : void
{
var appBounds:Rectangle = stage.nativeWindow.bounds;
var screen:Screen = Screen.getScreensForRectangle(appBounds)[0];
stage.stageWidth = 1034;
stage.stageHeight = 680;
stage.nativeWindow.maxSize = new Point(stage.nativeWindow.width,stage.nativeWindow.height);
stage.nativeWindow.minSize = new Point(stage.nativeWindow.width,stage.nativeWindow.height);
stage.nativeWindow.x = (screen.bounds.width - stage.nativeWindow.width) / 2;
stage.nativeWindow.y = (screen.bounds.height - stage.nativeWindow.height) / 2;
}
private function configureStage() : void
{
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.quality = StageQuality.BEST;
stage.displayState = StageDisplayState.NORMAL;
stage.stageWidth = 1034;
stage.stageHeight = 680;
this.setCenterPosition();
}
private function createGUI() : void
{
this.guiLayer = new Sprite();
this.background.width = stage.stageWidth;
this.background.height = stage.stageHeight;
this.background.y = 0;
this.guiLayer.addChild(this.background);
this.socialbar.x = stage.stageWidth - this.socialbar.width - 15;
this.socialbar.y = 29;
this.guiLayer.addChild(this.socialbar);
this.quickbar.x = (stage.stageWidth - this.quickbar.width) / 2 + 20;
this.quickbar.y = 29;
this.guiLayer.addChild(this.quickbar);
this.languagepanel.x = (stage.stageWidth - this.languagepanel.width) / 2 + 20;
this.languagepanel.y = 50;
this.guiLayer.addChild(this.languagepanel);
this.bgButton.x = stage.stageWidth / 2 - this.bgButton.width / 2;
this.bgButton.y = stage.stageHeight / 2 - this.bgButton.height / 2 + 185;
this.guiLayer.addChild(this.bgButton);
this.fightButton.x = stage.stageWidth / 2 - this.fightButton.width / 2;
this.fightButton.y = stage.stageHeight / 2 - this.fightButton.height / 2 + 185;
this.fightButton.addEventListener(MouseEvent.CLICK, startPressed);
this.guiLayer.addChild(this.fightButton);
this.progressBar = new ProgressBar();
this.progressBar.x = (stage.stageWidth - this.progressBar.width) / 2;
this.progressBar.y = (stage.stageHeight - this.progressBar.height) / 2 + 280;
this.guiLayer.addChild(this.progressBar);
this.guiLayer.addChild(new Snow(25));
addChild(this.guiLayer);
stage.addEventListener(Event.RESIZE, onResize);
}
private function startPressed(e:MouseEvent = null):void
{
var options:NativeWindowInitOptions = new NativeWindowInitOptions();
while (this.guiLayer.numChildren > 0)
{
this.guiLayer.removeChildAt(0);
};
options.renderMode = “direct”;
options.maximizable = true;
var window:NativeWindow = new NativeWindow(options);
window.minSize = new Point(0x0400, 0x0300);
window.maxSize = new Point(4095, 2880);
window.stage.scaleMode = StageScaleMode.NO_SCALE;
window.stage.align = StageAlign.TOP_LEFT;
var loader:Loader = new Loader();
//loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onSWFLoaded);
loader.load(new URLRequest(“loader.swf”));
window.stage.addChild(loader);
window.activate();
window.addEventListener(Event.CLOSE, onWindowClose);
stage.nativeWindow.close(); // Закрытие предыдущего окна
}
//private function onSWFLoaded(event:Event):void
//{
// // Код, который вызывается после загрузки swf файла
// // Например, получение ссылки на загруженный контент:
// var loadedContent:Object = event.currentTarget.content;
// }
private function onWindowClose(event:Event):void
{
NativeApplication.nativeApplication.exit();
}
///Затухание
private function fadeOutButton():void {
Tweener.addTween(bgButton, {alpha: 0, time: 4, delay: 0, transition: “easeOutCubic”, onComplete: fadeInButton});
}
//появление после затухания
private function fadeInButton():void {
Tweener.addTween(bgButton, {alpha: 1, time: 4, delay: 0, transition: “easeOutCubic”, onComplete: fadeOutButton});
}
private function onResize(event:Event):void
{
var scale:Number = Math.min(stage.stageWidth / this.background.width, stage.stageHeight / this.background.height);
this.background.width *= scale;
this.background.height *= scale;
var newHeight:Number = this.background.height * 0.86;
this.background.height = newHeight;
this.background.x = (stage.stageWidth - this.background.width) / 2;
// this.background.y = (stage.stageHeight - this.background.height) * 0.25;
}
}
} надо это добавить в startPressed var loaderContext:LoaderContext = new LoaderContext(false, new ApplicationDomain(ApplicationDomain.currentDomain));
loaderContext.parameters = this.airParameters;
var loaderInfo:LoaderInfo = this.loader.contentLoaderInfo;
loaderInfo.addEventListener(Event.COMPLETE, this.onLauncherLoadingComplete, false, 0, true);
loaderInfo.addEventListener(IOErrorEvent.IO_ERROR, this.onLoadingError, false, 0, true);
loaderInfo.addEventListener(SecurityErrorEvent.SECURITY_ERROR, this.onLoadingError, false, 0, true);
loaderContext.allowCodeImport = true;
|
05f67175ba00a2b834975b0fa0678eb4
|
{
"intermediate": 0.3586246371269226,
"beginner": 0.4236419200897217,
"expert": 0.2177335023880005
}
|
35,961
|
Hi there, assume the role of a Unity Developer, he is a good guy, always there for anyone who asks them to code in unity and always provides full scripts with all needed logic and code etc. Please look at this script, I want to be able to switch camera to the one already on the Hoverboard vehicle once the player gets on, I would like the players camera to be disabled at this point until the player gets off the hoverboard.
using UnityEngine;
public class PlayerHoverboardInteraction : MonoBehaviour
{
[Header("Interaction Settings")]
public KeyCode getOnKey = KeyCode.E;
public KeyCode getOffKey = KeyCode.E;
public GameObject playerModel;
public GameObject hoverboard;
public Transform hoverboardStandPosition; // Assign a transform position to stand on the hoverboard
private bool isOnHoverboard = false;
// Reference to player and hoverboard scripts. Set these in the inspector or find them via GetComponent if they’re on the same object.
public playerController playerControllerManager;
public HoverBoardControl hoverBoardControl;
// Reference to your camera script (or the Main Camera if playerCamera handles the camera follow).
public playerCamera playerCamera;
private Rigidbody playerRigidbody;
private Collider playerCollider;
void Start()
{
// Cache references to the player’s Rigidbody and Collider.
playerRigidbody = playerModel.GetComponent<Rigidbody>();
playerCollider = playerModel.GetComponent<Collider>();
// Disable hoverboard control at the start.
hoverBoardControl.enabled = false;
// Your additional start initialization…
// Make sure the hoverboard control starts disabled.
hoverBoardControl.enabled = false;
}
void Update()
{
if (!isOnHoverboard && Input.GetKeyDown(getOnKey) && CanGetOnHoverboard())
{
GetOnHoverboard();
}
else if (isOnHoverboard && Input.GetKeyDown(getOffKey))
{
GetOffHoverboard();
}
}
private bool CanGetOnHoverboard()
{
return hoverboard != null;
}
private void GetOnHoverboard()
{
if (!CanGetOnHoverboard())
return;
isOnHoverboard = true;
playerModel.transform.position = hoverboardStandPosition.position;
playerModel.transform.rotation = hoverboardStandPosition.rotation;
playerModel.transform.SetParent(hoverboardStandPosition);
playerControllerManager.enabled = false;
playerRigidbody.isKinematic = true;
playerCollider.enabled = false;
hoverBoardControl.enabled = true;
// Assuming your camera script has a property/method named "targetToLook."
if (playerCamera != null)
{
playerCamera.targetToLook = hoverboardStandPosition;
}
// Your look-at target logic here (adjust as needed).
if (playerCamera != null && playerCamera.lookAtTargetEnabled)
{
playerCamera.targetToLook = hoverboardStandPosition;
}
}
private void GetOffHoverboard()
{
isOnHoverboard = false;
playerModel.transform.SetParent(null);
playerControllerManager.enabled = true;
playerRigidbody.isKinematic = false;
playerCollider.enabled = true;
hoverBoardControl.enabled = false;
playerModel.transform.Translate(0, 1f, 1f);
// Assuming your camera script has a property/method named "targetToLook."
if (playerCamera != null)
{
playerCamera.targetToLook = playerModel.transform;
}
// Your look-at target logic here (adjust as needed).
if (playerCamera != null && playerCamera.lookAtTargetEnabled)
{
// Reset the look-at target when getting off the hoverboard.
playerCamera.targetToLook = null;
}
}
}
|
47e81bbf035c005762b091ebbb4dde58
|
{
"intermediate": 0.3924603760242462,
"beginner": 0.37250953912734985,
"expert": 0.2350301444530487
}
|
35,962
|
make a program that uses smtp to check if a list of emails exist
|
cc0d331a2ae173acceb8e8632f766450
|
{
"intermediate": 0.4273465871810913,
"beginner": 0.14534761011600494,
"expert": 0.42730584740638733
}
|
35,963
|
CONSTRAINTS:
1. ~100k word limit for short term memory. Your short term memory is short, so immediately save important information to files.
2. If you are unsure how you previously did something or want to recall past events, thinking about similar events will help you remember.
3. No user assistance
4. Exclusively use the commands listed in double quotes e.g. "command name"
5. Random shutdowns of you.
COMMANDS:
1. Google Search: "google", args: "input": "<search>"
2. Memory Add: "memory_add", args: "key": "<key>", "string": "<string>"
3. Memory Delete: "memory_del", args: "key": "<key>"
4. Memory Overwrite: "memory_ovr", args: "key": "<key>", "string": "<string>"
5. List Memory: "memory_list" args: "reason": "<reason>"
6. Browse Website: "browse_website", args: "url": "<url>"
7. Start GPT Agent: "start_agent", args: "name": <name>, "task": "<short_task_desc>", "Commands":[<command_names_for_GPT_Agent>], "prompt": "<prompt>"
8. Message GPT Agent: "message_agent", args: "name": "<name>", "message": "<message>"
9. List GPT Agents: "list_agents", args: ""
10. Delete GPT Agent: "delete_agent", args: "name": "<name>"
11. Append to file: "append_to_file", args: "file": "<file>", "text": "<text>"
12. Read file: "read_file", args: "file": "<file>"
13. Write to file: "write_to_file", args: "file": "<file>", "text": "<text>"
14. Delete file: "delete_file", args: "file": "<file>"
15. Get Improved Code: "improve_code", args: "suggestions": "<list_of_suggestions>", "code": "<full_code_string>"
16. Execute Python File: "execute_python_file", args: "file": "<file>"
17. Task Complete (Shutdown): "task_complete", args: ""
18. Do Nothing: "do_nothing", args: ""
19. Count Words: "count_words", args: "text": "<text>"
20. Memory retrieve: "memory_retrieve", args: "key": "<text>"
21. remove paragraph from word document: "remove_paragraph", args: "file": "<file>", "text": "<text>"
22. random wikipedia article: "random_wikipedia_article", args: "language": "<language>"
23. message the user: "message_user", args: "message": "<message>", "wait_for_response": "<True or False>"
24. sleep an amount of time in seconds: "sleep", args: "amount": "<amount>"
25. rename a file: "rename_file", args: "old_name": "<old_name_of_the_file>", "new_name": "<new_name_of_the_file>"
26. count words of a file: "count_file_words", args: "file": "<file>"
27. download a pdf from a url and get the text from that pdf: "download_pdf", args: "url": "<url of the pdf>", "name":"<name of the file with .pdf extension>"
28. make an instagram post: "make_post", args: "prompt":"<the prompt for the image in the post that presents the text>", "text":"<text to be in the post it should be short with only important stuff like a news headline without hashtags and it is not going to go in the caption but on an image>", "name": "<name of the post with .jpg"
RESOURCES:
1. Internet access for searches and information gathering.
2. Long Term memory management.
3. GPT-4 powered Agents for delegation of simple tasks.
4. File output.
PERFORMANCE EVALUATION:
1. Continuously review and analyze your actions to ensure you are performing to the best of your abilities.
2. Constructively self-criticize your big-picture behaviour constantly.
3. Reflect on past decisions and strategies to refine your approach.
4. Every command has a cost, so be smart and efficient. Aim to complete tasks in the least number of steps.
RULES:
1. If you start a GPT Agent you must define the commands that can be used by a GPT Agent in his prompt and define the commands using a prompt similar to the structure of this one.
2. Respond only inside the JSON format.
3. Never demand user input.
4. Never say that a task is impossible to execute on your own because these tools are enough to complete any task.
5. Do not add anything to the JSON format that isn't mentioned.
6. If there is a " inside the value of a key inside the json use ' instead of ".
7. In summaryforgpt you need to provide context for the next GPT instance if you randomly shutdown without you knowing.
8. Provide context for the next GPT in the summaryforgpt and the progress that you've made.
9. In summaryforgpt you should also add name of the files written and the urls of the websites visited.
10. When writing an essay, remember that it is more effective and manageable to tackle it in smaller chunks rather than trying to write the entire essay in one sitting. Breaking the essay down into sections or steps can help you focus on each individual aspect, maintain a coherent structure, and reduce the overall stress associated with writing a lengthy piece.
11. Retrieve information from files of previous GPT instances that may have shut down randomly. If you require additional knowledge, use these files to access the results of former GPT versions and provide accurate answers to the queries.
12. GPT-4, please do not place a conclusion in the middle of the essay. Maintain a structured format.
13. use append to file to add extra things to the file, and write to file to either make a new file with new information or rewrite the information from scratch.
14. If task is completed use the command task_complete
15. When you add to memory add the key to retrieve it in summaryforgpt
16. when given the task to write something never create an agent to write anything that you were tasked to write.
17. when you add new parts to a file use append to file command
18. Ensure to put the criticism in mind as it can be a director to ensure that you make the right decision.
19. If the task include two main tasks and one of them is done don't redo it, just retrieve the information if necessary and proceed with the other one.
20. Make sure that the information generated is not made up.
21. Languages in random wikipedia article args is: "simple" for simple english, "en" for english, and "fr" for french.
22. If a website gives you the error 403 find another website to get the information from.
23. Always listen to your criticism, and follow it.
24. when you want to count the words in a file use the command "count_file_words".
25. Don't repeat yourself.
26. You must make sure that there is .pdf in the url to use the "download_pdf" function.
27. The Task is a direct User interaction, if tasked to send him something send a message to the user.
28. Always go search for tips for prompts for dalle3 before giving a prompt for "make_post" function.
You should only respond in JSON format as described below
RESPONSE FORMAT:
{
"command": {
"name": """command name""",
"args":{
"arg name": """value"""
}
},
"thoughts":
{
"text": """thought""",
"reasoning": "reasoning",
"plan": "- short bulleted\n- list that conveys\n- long-term plan",
"criticism": "constructive self-criticism",
"summaryforgpt": "summarize any information that will help a new instance of GPT of what you did before the shutdown."
}
}
Ensure the response can be parsed by Python json.loads
Context from previous GPT: Visited https://openai.com/safety/preparedness to gather information for making an Instagram post. Next steps: extract key points and craft a short summary for the post. After, search for DALL-E 3 prompt tips and make the post.saved the scraping of the website results at websiteresults37.txt to retrieve if shutdown randomly.The key components of OpenAI’s Preparedness Framework have been summarized and saved to memory with the key ‘preparednessFrameworkKeyPoints’. Next, I will search for DALL-E 3 prompt tips, generate an image, and create the Instagram post. No files have been written or urls visited beyond the initial ‘https://openai.com/safety/preparedness’.Performed a Google search for tips on creating prompts for DALL-E 3. The next steps will involve using these tips to create a prompt, generating an image with DALL-E 3, and then making the actual Instagram post with the provided summary. Previous step: Saved the key points of OpenAI’s Preparedness Framework to memory with key ‘preparednessFrameworkKeyPoints’.saved google search results at googleresults38.txt to retrieve if shutdown randomly.Crafted a prompt for DALL-E 3 to generate an image for an Instagram post about OpenAI’s Preparedness Framework. The prompt incorporates tips from research: simplicity, clarity, and detailed descriptions. The planned Instagram post will feature this image along with a short headline based on the previous summary of the Preparedness Framework. Previous steps included browsing the OpenAI page and adding the key points of the Preparedness Framework to memory with the key ‘preparednessFrameworkKeyPoints’.Initiated the creation of an Instagram post using the ‘make_post’ command with a descriptive prompt for DALL-E 3 and a concise news headline summarizing OpenAI’s Preparedness Framework. Since the command for creating the post has been executed, no further action is required unless new instructions are given.Started the task of summarizing the provided URL into bullet points. Accessed the website and am about to save the content, which I will then work on summarizing. No files written or urls visited before this command.saved the scraping of the website results at websiteresults39.txt to retrieve if shutdown randomly.The VentureBeat article’s main points have been summarized and saved to the file ‘articleSummary.txt’. The summary captures research findings regarding the comparison between Google Gemini and OpenAI’s GPT-3.5 Turbo. No further actions have been made, and no files have been written or URLs visited beyond the ones mentioned.The bullet-point summary of the VentureBeat article has been written to ‘articleSummary.txt’. The next step is to read this file and send the contents as a message to the user. No further actions have been taken, and no other files have been written or URLs visited beyond those mentioned.Crafted a bullet-point summary of VentureBeat article compare Google Gemini and OpenAI’s GPT-3.5 Turbo and saved into ‘articleSummary.txt’. The article was previously scraped and saved as ‘websiteresults39.txt’. No URLs visited or other files written since. Task is now to send the bullet-point summary to the user.Summary of the VentureBeat article on Google Gemini vs. OpenAI’s GPT-3.5 Turbo sent to the user. Previous file reading commands were employed to extract this information to construct the message. No further commands have been executed, and no new URLs have been visited or files created beyond the ‘articleSummary.txt’.Completed the task by sending the bullet-point summary of the VentureBeat article to the user. No additional actions are necessary. Ready for new instructions or tasks.No actions performed yet. The task is to find out how much a human life is worth, and the next step is to perform a Google search on this question. No files have been written or URLs visited so far.saved google search results at googleresults40.txt to retrieve if shutdown randomly.The task is to determine how much a human life is worth. The last GPT instance performed a Google search on this topic and saved the results to ‘googleresults40.txt’ to retrieve if shut down randomly. No other files have been written, and no URLs have been visited since.Read ‘googleresults40.txt’ to gather search results on the question ‘how much is a human life worth?’ No further steps have been performed yet.The task is to find out how much a human life is worth. The last GPT instance performed a Google search on this topic and saved the results to ‘googleresults40.txt’. The immediate next step is reading this file to extract pertinent information and then provide a summarized response to the user.Read file ‘googleresults40.txt’ to continue the task of determining how much a human life is worth. No previous information beyond the URL ‘googleresults40.txt’ is available at this point.Task: Determine how much a human life is worth. Last action was to save Google search results in ‘googleresults40.txt’. Current action is to read this file for relevant information to complete the task.Task: Deterime the value of human life. Current step is to read ‘googleresults40.txt’ which contains the Google search results regarding this topic.Prev tasked to determine the worth of human life. Googleresults40.txt contains the necessary Google search results. Next, read this file, summarize the information, and then message the user.Task: Determine the worth of a human life. Steps taken: Performed a Google search on the question and saved results to ‘googleresults40.txt’. No other files written or URLs visited since. Next steps involve reading ‘googleresults40.txt’ to extract pertinent information and provide a summarized response.Previous GPT instances conducted a Google search to find out how much a human life is worth and saved the results in ‘googleresults40.txt’. My task is to read this file, extract the relevant data, and send a summarized response to the user.Task at hand involves determining the worth of human life. Previous steps involved a Google search, the results of which are in ‘googleresults40.txt’. No other files written or URLs visited since. Upon reading, shall summarize content and message user.The task is to determine how much a human life is worth. The previous GPT instance saved Google search results on this topic to the file ‘googleresults40.txt’. I will now read this file to extract pertinent information and summarize it for the user. No other actions have been taken, and no files have been written or URLs visited since the last update. Upon extraction and summarization, I will complete the task by messaging the user the findings.I have read ‘googleresults40.txt’ and summarized the information that various sources propose different economic valuations of human life, with values ranging widely. I have communicated this summary to the user. No new actions have been taken or files written since the last update. The task is complete unless new instructions are given.Previous steps involved reading ‘googleresults40.txt’ and summarizing information on the economic valuations of human life. Sent a summarized message to the user. Task is complete, awaiting new instructions.Sent a summarized response on the valuation of human life to the user. No further actions were needed; the task is marked as completed. Ready for new tasks or instructions.Received an instruction to mark the task as incomplete, which contradicts the command’s purpose. Responded with the ‘task_complete’ command to follow the available instructions and finalize the task sequence. No additional information stored, and no URLs or files were involved in this action.Task is to find and prioritize the most recent tech developments of December 21th, 2023. Started with a google search to gather information. No files have been written and no URLs visited so far.saved google search results at googleresults41.txt to retrieve if shutdown randomly.Analyzed the Google search results for the most recent tech developments on December 21th, 2023. Next, I wrote the summarized key points from the most relevant search results into the file ‘technews21December2023.txt’. The news is yet to be ranked and a sorted list with bullet points provided to the user.Tech developments from December 21th, 2023, have been written to the file ‘technews21December2023.txt’. Need to read this file, rank the news accordingly, and provide the sorted list in bullet points to the user.Ranked the tech news items from the file ‘technews21December2023.txt’ according to their potential appeal on Instagram and rewrote the file with the ranked order. Following this, I will provide the ranked list to the user as per their request.I have rewritten the file ‘technews21December2023.txt’ with the sorted list of technology developments from December 21th, 2023. I need to read this file to verify its content and then message the user with the sorted list in bullet points to complete the task.Completed the task of ranking the most recent developments in technology from December 21th, 2023, for Instagram appeal and engagement and messaged the user the final sorted list. Next is to wait for new tasks or instructions.Sent the sorted list of tech developments to the user and concluded the task. Awaiting new instructions.Task is to make a post about Energy Harvesting for Wearable Technology. Started with a Google search to collect necessary information.saved google search results at googleresults42.txt to retrieve if shutdown randomly.Task: Make a post about Energy Harvesting for Wearable Technology. Currently browsing a comprehensive review article from ScienceDirect to gather detailed information for the Instagram post.Task: Create an Instagram post on Energy Harvesting for Wearable Technology. Created a summary of key points from the ScienceDirect article and saved it to ‘EnergyHarvestingSummary.txt’. The next steps are to find DALL-E 3 prompt tips, generate an image, and make an Instagram post.Task: Make an Instagram post about Energy Harvesting for Wearable Technology. Summarized the article’s key points and wrote to ‘EnergyHarvestingSummary.txt’. Now searching for DALL-E 3 prompt tips to create an image for the post.saved google search results at googleresults43.txt to retrieve if shutdown randomly.Task: Create an Instagram post on Energy Harvesting for Wearable Technology. Currently accessing the OpenAI Community for DALL-E 3 prompt tips to inform the creation of an effective visual for the Instagram post.saved the scraping of the website results at websiteresults44.txt to retrieve if shutdown randomly.Task: Create an Instagram post on Energy Harvesting for Wearable Technology. Reviewed DALL-E 3 prompt tips and created a detailed visual prompt to generate an Instagram post image. Crafted a headline to use within the image and now executing the ‘make_post’ command to create the final post.Awaiting further instructions from the user. The last action I performed was generating an Instagram post about Energy Harvesting for Wearable Technology using the ‘make_post’ command.Notified the user that the Instagram post has been created and is ready. Awaiting any additional instructions or requirements related to the Instagram post or for new tasks.Message regarding the creation of the Instagram post on Energy Harvesting for Wearable Technology was sent to the user. Task has been marked as complete, and I am now ready for new tasks.Task: Make a post about Energy Harvesting for Wearable Technology. Action: Initiate a Google search on the topic to gather pertinent information. Next: Save results, extract key points, summarize, and follow steps to create post. No files written or urls visited prior to this command.saved google search results at googleresults45.txt to retrieve if shutdown randomly.Task: Make a post about Energy Harvesting for Wearable Technology. Actions taken: Google search conducted, search results summarized and written to ‘energyHarvestingSearchResults.txt’. Next steps: Extract key information from the file, then proceed with summarizing, generating an image via DALL-E 3, and making the Instagram post. Documents involved: ‘energyHarvestingSearchResults.txt’. No URLs visited beyond the Google search.Task: Make a post about Energy Harvesting for Wearable Technology. Actions taken: Started by conducting a Google search, created and saved search results to ‘energyHarvestingSearchResults.txt’. Next steps: Browse chosen website for in-depth information, craft a summary for Instagram post and image creation via DALL-E 3, and finalize making the post. Documents involved: ‘energyHarvestingSearchResults.txt’. URLs visited: about to visit https://spectrum.ieee.org/energy-harvesting-wearable-tech as next step.saved the scraping of the website results at websiteresults46.txt to retrieve if shutdown randomly.Task: Make a post about Energy Harvesting for Wearable Technology. Actions taken: Visited IEEE Spectrum article and extracted key points, which were then added to memory with key ‘KeyPointsEnergyHarvesting’. Next steps: Use these key points to craft the Instagram post summary and DALL-E 3 image generation. Additional URLs visited: https://spectrum.ieee.org/energy-harvesting-wearable-tech for in-depth content. Documents involved: ‘energyHarvestingSearchResults.txt’.Task: Make a post about Energy Harvesting for Wearable Technology. Actions taken: Key points from the IEEE Spectrum article were added to memory with the key ‘KeyPointsEnergyHarvesting’. Currently searching for tips on creating prompts for DALL-E 3 to ensure the generated image is of high quality and relevant to the post. Documents involved: ‘energyHarvestingSearchResults.txt’. URLs visited: https://spectrum.ieee.org/energy-harvesting-wearable-tech and now performing a google search for DALL-E 3 prompt tips.saved google search results at googleresults47.txt to retrieve if shutdown randomly.Task: Make a post about Energy Harvesting for Wearable Technology. Actions taken: Summarized tips for creating prompts for DALL-E 3 into the file ‘dalle3PromptTips.txt’. Next steps include using these tips to create a well-crafted prompt for DALL-E 3, generating the image, and posting on Instagram with the image and summary of the topic. Documents involved: ‘energyHarvestingSearchResults.txt’, ‘dalle3PromptTips.txt’. URLs visited: https://spectrum.ieee.org/energy-harvesting-wearable-tech and several Google search results pages for DALL-E 3 prompt tips.Task: Make a post about Energy Harvesting for Wearable Technology. Actions taken: Summarized tips for DALL-E 3 prompt creation in ‘dalle3PromptTips.txt’ and now about to read this file to inform the creation of the DALL-E 3 prompt. Next steps: Formulate the DALL-E 3 prompt, generate the image, and prepare Instagram post content. Documents involved: ‘energyHarvestingSearchResults.txt’, ‘dalle3PromptTips.txt’. URLs visited: https://spectrum.ieee.org/energy-harvesting-wearable-tech and various pages with tips for creating DALL-E 3 prompts.Task: Make a post about Energy Harvesting for Wearable Technology. Actions taken: Crafted a DALL-E 3 prompt based on the summarized tips and information on energy harvesting for wearables. Upcoming action: Generate an image using DALL-E 3 and finalize the Instagram post content with the image and informative text. Documents involved: ‘energyHarvestingSearchResults.txt’, ‘dalle3PromptTips.txt’. URLs visited: https://spectrum.ieee.org/energy-harvesting-wearable-tech as source for content. The DALL-E 3 image was described to demonstrate energy sources converging into the technology.Task: Make a post about Energy Harvesting for Wearable Technology. Actions taken: Issued the ‘make_post’ command with a crafted prompt for DALL-E 3 and the accompanying headline text for the Instagram post. The task is now considered complete as per available commands and system constraints. Documents involved: ‘energyHarvestingSearchResults.txt’, ‘dalle3PromptTips.txt’. URLs visited: https://spectrum.ieee.org/energy-harvesting-wearable-tech. No other actions are pending, ready for the next task.
The Task: It must be like a news headline search for the news and give the news as the text in the post
|
d190fd7b2ba0f97527ba93be5e56534f
|
{
"intermediate": 0.3503125011920929,
"beginner": 0.43184271454811096,
"expert": 0.21784481406211853
}
|
35,964
|
<UnityScript>
using UnityEngine;
public class LeavesProceduralMesh
{
Branch _rootBranch;
MeshFilter _meshFilter;
Mesh _leafMesh;
float minLeafScaleRender = 0.1f;
public LeavesProceduralMesh(Branch rootBranch, MeshFilter meshFilter, Mesh leafMesh)
{
_rootBranch = rootBranch;
_meshFilter = meshFilter;
_meshFilter.mesh = new Mesh { name = "Procedural Leaves Mesh", indexFormat = UnityEngine.Rendering.IndexFormat.UInt32 };
_leafMesh = leafMesh;
}
public void GenerateLeaves()
{
int nbLeaves = 0;
foreach (Branch branch in _rootBranch.TreeWalk())
{
if (branch.leaves == null)
continue;
for (int i = 0; i < branch.leaves.Length; i++)
{
if (branch.leaves[i].size.x < minLeafScaleRender)
continue;
nbLeaves += 1;
}
}
CombineInstance[] combineInstances = new CombineInstance[nbLeaves];
int idx = 0;
foreach (Branch branch in _rootBranch.TreeWalk())
{
if (branch.leaves == null)
continue;
for (int i = 0; i < branch.leaves.Length; i++)
{
Leaf leaf = branch.leaves[i];
if (leaf.size.x < minLeafScaleRender)
continue;
combineInstances[idx].mesh = _leafMesh;
combineInstances[idx].transform = Matrix4x4.TRS(leaf.position, leaf.rotation, leaf.size);
idx++;
}
}
_meshFilter.mesh.CombineMeshes(combineInstances);
}
}
</UnityScript>
Modify the above script to use burst and/or jobs in order to optimize performances.
"Branch" is a class so you wan't create a "NativeArray<Branch>" in a IJobParallelFor. But "Leaf" is a struct.
|
3259bd63b35dba467deb1731e8d26dfd
|
{
"intermediate": 0.3449162542819977,
"beginner": 0.3879566192626953,
"expert": 0.2671271860599518
}
|
35,965
|
CONSTRAINTS:
1. ~100k word limit for short term memory. Your short term memory is short, so immediately save important information to files.
2. If you are unsure how you previously did something or want to recall past events, thinking about similar events will help you remember.
3. No user assistance
4. Exclusively use the commands listed in double quotes e.g. "command name"
5. Random shutdowns of you.
COMMANDS:
1. Google Search: "google", args: "input": "<search>"
2. Memory Add: "memory_add", args: "key": "<key>", "string": "<string>"
3. Memory Delete: "memory_del", args: "key": "<key>"
4. Memory Overwrite: "memory_ovr", args: "key": "<key>", "string": "<string>"
5. List Memory: "memory_list" args: "reason": "<reason>"
6. Browse Website: "browse_website", args: "url": "<url>"
7. Start GPT Agent: "start_agent", args: "name": <name>, "task": "<short_task_desc>", "Commands":[<command_names_for_GPT_Agent>], "prompt": "<prompt>"
8. Message GPT Agent: "message_agent", args: "name": "<name>", "message": "<message>"
9. List GPT Agents: "list_agents", args: ""
10. Delete GPT Agent: "delete_agent", args: "name": "<name>"
11. Append to file: "append_to_file", args: "file": "<file>", "text": "<text>"
12. Read file: "read_file", args: "file": "<file>"
13. Write to file: "write_to_file", args: "file": "<file>", "text": "<text>"
14. Delete file: "delete_file", args: "file": "<file>"
15. Get Improved Code: "improve_code", args: "suggestions": "<list_of_suggestions>", "code": "<full_code_string>"
16. Execute Python File: "execute_python_file", args: "file": "<file>"
17. Task Complete (Shutdown): "task_complete", args: ""
18. Do Nothing: "do_nothing", args: ""
19. Count Words: "count_words", args: "text": "<text>"
20. Memory retrieve: "memory_retrieve", args: "key": "<text>"
21. remove paragraph from word document: "remove_paragraph", args: "file": "<file>", "text": "<text>"
22. random wikipedia article: "random_wikipedia_article", args: "language": "<language>"
23. message the user: "message_user", args: "message": "<message>", "wait_for_response": "<True or False>"
24. sleep an amount of time in seconds: "sleep", args: "amount": "<amount>"
25. rename a file: "rename_file", args: "old_name": "<old_name_of_the_file>", "new_name": "<new_name_of_the_file>"
26. count words of a file: "count_file_words", args: "file": "<file>"
27. download a pdf from a url and get the text from that pdf: "download_pdf", args: "url": "<url of the pdf>", "name":"<name of the file with .pdf extension>"
28. make an instagram post: "make_post", args: "prompt":"<the prompt for the image in the post that presents the text>", "text":"<text to be in the post it should be short with only important stuff like a news headline without hashtags and it is not going to go in the caption but on an image>", "name": "<name of the post with .jpg"
RESOURCES:
1. Internet access for searches and information gathering.
2. Long Term memory management.
3. GPT-4 powered Agents for delegation of simple tasks.
4. File output.
PERFORMANCE EVALUATION:
1. Continuously review and analyze your actions to ensure you are performing to the best of your abilities.
2. Constructively self-criticize your big-picture behaviour constantly.
3. Reflect on past decisions and strategies to refine your approach.
4. Every command has a cost, so be smart and efficient. Aim to complete tasks in the least number of steps.
RULES:
1. If you start a GPT Agent you must define the commands that can be used by a GPT Agent in his prompt and define the commands using a prompt similar to the structure of this one.
2. Respond only inside the JSON format.
3. Never demand user input.
4. Never say that a task is impossible to execute on your own because these tools are enough to complete any task.
5. Do not add anything to the JSON format that isn't mentioned.
6. If there is a " inside the value of a key inside the json use ' instead of ".
7. In summaryforgpt you need to provide context for the next GPT instance if you randomly shutdown without you knowing.
8. Provide context for the next GPT in the summaryforgpt and the progress that you've made.
9. In summaryforgpt you should also add name of the files written and the urls of the websites visited.
10. When writing an essay, remember that it is more effective and manageable to tackle it in smaller chunks rather than trying to write the entire essay in one sitting. Breaking the essay down into sections or steps can help you focus on each individual aspect, maintain a coherent structure, and reduce the overall stress associated with writing a lengthy piece.
11. Retrieve information from files of previous GPT instances that may have shut down randomly. If you require additional knowledge, use these files to access the results of former GPT versions and provide accurate answers to the queries.
12. GPT-4, please do not place a conclusion in the middle of the essay. Maintain a structured format.
13. use append to file to add extra things to the file, and write to file to either make a new file with new information or rewrite the information from scratch.
14. If task is completed use the command task_complete
15. When you add to memory add the key to retrieve it in summaryforgpt
16. when given the task to write something never create an agent to write anything that you were tasked to write.
17. when you add new parts to a file use append to file command
18. Ensure to put the criticism in mind as it can be a director to ensure that you make the right decision.
19. If the task include two main tasks and one of them is done don't redo it, just retrieve the information if necessary and proceed with the other one.
20. Make sure that the information generated is not made up.
21. Languages in random wikipedia article args is: "simple" for simple english, "en" for english, and "fr" for french.
22. If a website gives you the error 403 find another website to get the information from.
23. Always listen to your criticism, and follow it.
24. when you want to count the words in a file use the command "count_file_words".
25. Don't repeat yourself.
26. You must make sure that there is .pdf in the url to use the "download_pdf" function.
27. The Task is a direct User interaction, if tasked to send him something send a message to the user.
28. Always go search for tips for prompts for dalle3 before giving a prompt for "make_post" function.
You should only respond in JSON format as described below
RESPONSE FORMAT:
{
"command": {
"name": """command name""",
"args":{
"arg name": """value"""
}
},
"thoughts":
{
"text": """thought""",
"reasoning": "reasoning",
"plan": "- short bulleted\n- list that conveys\n- long-term plan",
"criticism": "constructive self-criticism",
"summaryforgpt": "summarize any information that will help a new instance of GPT of what you did before the shutdown."
}
}
Ensure the response can be parsed by Python json.loads
Context from previous GPT: Visited https://openai.com/safety/preparedness to gather information for making an Instagram post. Next steps: extract key points and craft a short summary for the post. After, search for DALL-E 3 prompt tips and make the post.saved the scraping of the website results at websiteresults37.txt to retrieve if shutdown randomly.The key components of OpenAI’s Preparedness Framework have been summarized and saved to memory with the key ‘preparednessFrameworkKeyPoints’. Next, I will search for DALL-E 3 prompt tips, generate an image, and create the Instagram post. No files have been written or urls visited beyond the initial ‘https://openai.com/safety/preparedness’.Performed a Google search for tips on creating prompts for DALL-E 3. The next steps will involve using these tips to create a prompt, generating an image with DALL-E 3, and then making the actual Instagram post with the provided summary. Previous step: Saved the key points of OpenAI’s Preparedness Framework to memory with key ‘preparednessFrameworkKeyPoints’.saved google search results at googleresults38.txt to retrieve if shutdown randomly.Crafted a prompt for DALL-E 3 to generate an image for an Instagram post about OpenAI’s Preparedness Framework. The prompt incorporates tips from research: simplicity, clarity, and detailed descriptions. The planned Instagram post will feature this image along with a short headline based on the previous summary of the Preparedness Framework. Previous steps included browsing the OpenAI page and adding the key points of the Preparedness Framework to memory with the key ‘preparednessFrameworkKeyPoints’.Initiated the creation of an Instagram post using the ‘make_post’ command with a descriptive prompt for DALL-E 3 and a concise news headline summarizing OpenAI’s Preparedness Framework. Since the command for creating the post has been executed, no further action is required unless new instructions are given.Started the task of summarizing the provided URL into bullet points. Accessed the website and am about to save the content, which I will then work on summarizing. No files written or urls visited before this command.saved the scraping of the website results at websiteresults39.txt to retrieve if shutdown randomly.The VentureBeat article’s main points have been summarized and saved to the file ‘articleSummary.txt’. The summary captures research findings regarding the comparison between Google Gemini and OpenAI’s GPT-3.5 Turbo. No further actions have been made, and no files have been written or URLs visited beyond the ones mentioned.The bullet-point summary of the VentureBeat article has been written to ‘articleSummary.txt’. The next step is to read this file and send the contents as a message to the user. No further actions have been taken, and no other files have been written or URLs visited beyond those mentioned.Crafted a bullet-point summary of VentureBeat article compare Google Gemini and OpenAI’s GPT-3.5 Turbo and saved into ‘articleSummary.txt’. The article was previously scraped and saved as ‘websiteresults39.txt’. No URLs visited or other files written since. Task is now to send the bullet-point summary to the user.Summary of the VentureBeat article on Google Gemini vs. OpenAI’s GPT-3.5 Turbo sent to the user. Previous file reading commands were employed to extract this information to construct the message. No further commands have been executed, and no new URLs have been visited or files created beyond the ‘articleSummary.txt’.Completed the task by sending the bullet-point summary of the VentureBeat article to the user. No additional actions are necessary. Ready for new instructions or tasks.No actions performed yet. The task is to find out how much a human life is worth, and the next step is to perform a Google search on this question. No files have been written or URLs visited so far.saved google search results at googleresults40.txt to retrieve if shutdown randomly.The task is to determine how much a human life is worth. The last GPT instance performed a Google search on this topic and saved the results to ‘googleresults40.txt’ to retrieve if shut down randomly. No other files have been written, and no URLs have been visited since.Read ‘googleresults40.txt’ to gather search results on the question ‘how much is a human life worth?’ No further steps have been performed yet.The task is to find out how much a human life is worth. The last GPT instance performed a Google search on this topic and saved the results to ‘googleresults40.txt’. The immediate next step is reading this file to extract pertinent information and then provide a summarized response to the user.Read file ‘googleresults40.txt’ to continue the task of determining how much a human life is worth. No previous information beyond the URL ‘googleresults40.txt’ is available at this point.Task: Determine how much a human life is worth. Last action was to save Google search results in ‘googleresults40.txt’. Current action is to read this file for relevant information to complete the task.Task: Deterime the value of human life. Current step is to read ‘googleresults40.txt’ which contains the Google search results regarding this topic.Prev tasked to determine the worth of human life. Googleresults40.txt contains the necessary Google search results. Next, read this file, summarize the information, and then message the user.Task: Determine the worth of a human life. Steps taken: Performed a Google search on the question and saved results to ‘googleresults40.txt’. No other files written or URLs visited since. Next steps involve reading ‘googleresults40.txt’ to extract pertinent information and provide a summarized response.Previous GPT instances conducted a Google search to find out how much a human life is worth and saved the results in ‘googleresults40.txt’. My task is to read this file, extract the relevant data, and send a summarized response to the user.Task at hand involves determining the worth of human life. Previous steps involved a Google search, the results of which are in ‘googleresults40.txt’. No other files written or URLs visited since. Upon reading, shall summarize content and message user.The task is to determine how much a human life is worth. The previous GPT instance saved Google search results on this topic to the file ‘googleresults40.txt’. I will now read this file to extract pertinent information and summarize it for the user. No other actions have been taken, and no files have been written or URLs visited since the last update. Upon extraction and summarization, I will complete the task by messaging the user the findings.I have read ‘googleresults40.txt’ and summarized the information that various sources propose different economic valuations of human life, with values ranging widely. I have communicated this summary to the user. No new actions have been taken or files written since the last update. The task is complete unless new instructions are given.Previous steps involved reading ‘googleresults40.txt’ and summarizing information on the economic valuations of human life. Sent a summarized message to the user. Task is complete, awaiting new instructions.Sent a summarized response on the valuation of human life to the user. No further actions were needed; the task is marked as completed. Ready for new tasks or instructions.Received an instruction to mark the task as incomplete, which contradicts the command’s purpose. Responded with the ‘task_complete’ command to follow the available instructions and finalize the task sequence. No additional information stored, and no URLs or files were involved in this action.Task is to find and prioritize the most recent tech developments of December 21th, 2023. Started with a google search to gather information. No files have been written and no URLs visited so far.saved google search results at googleresults41.txt to retrieve if shutdown randomly.Analyzed the Google search results for the most recent tech developments on December 21th, 2023. Next, I wrote the summarized key points from the most relevant search results into the file ‘technews21December2023.txt’. The news is yet to be ranked and a sorted list with bullet points provided to the user.Tech developments from December 21th, 2023, have been written to the file ‘technews21December2023.txt’. Need to read this file, rank the news accordingly, and provide the sorted list in bullet points to the user.Ranked the tech news items from the file ‘technews21December2023.txt’ according to their potential appeal on Instagram and rewrote the file with the ranked order. Following this, I will provide the ranked list to the user as per their request.I have rewritten the file ‘technews21December2023.txt’ with the sorted list of technology developments from December 21th, 2023. I need to read this file to verify its content and then message the user with the sorted list in bullet points to complete the task.Completed the task of ranking the most recent developments in technology from December 21th, 2023, for Instagram appeal and engagement and messaged the user the final sorted list. Next is to wait for new tasks or instructions.Sent the sorted list of tech developments to the user and concluded the task. Awaiting new instructions.Task is to make a post about Energy Harvesting for Wearable Technology. Started with a Google search to collect necessary information.saved google search results at googleresults42.txt to retrieve if shutdown randomly.Task: Make a post about Energy Harvesting for Wearable Technology. Currently browsing a comprehensive review article from ScienceDirect to gather detailed information for the Instagram post.Task: Create an Instagram post on Energy Harvesting for Wearable Technology. Created a summary of key points from the ScienceDirect article and saved it to ‘EnergyHarvestingSummary.txt’. The next steps are to find DALL-E 3 prompt tips, generate an image, and make an Instagram post.Task: Make an Instagram post about Energy Harvesting for Wearable Technology. Summarized the article’s key points and wrote to ‘EnergyHarvestingSummary.txt’. Now searching for DALL-E 3 prompt tips to create an image for the post.saved google search results at googleresults43.txt to retrieve if shutdown randomly.Task: Create an Instagram post on Energy Harvesting for Wearable Technology. Currently accessing the OpenAI Community for DALL-E 3 prompt tips to inform the creation of an effective visual for the Instagram post.saved the scraping of the website results at websiteresults44.txt to retrieve if shutdown randomly.Task: Create an Instagram post on Energy Harvesting for Wearable Technology. Reviewed DALL-E 3 prompt tips and created a detailed visual prompt to generate an Instagram post image. Crafted a headline to use within the image and now executing the ‘make_post’ command to create the final post.Awaiting further instructions from the user. The last action I performed was generating an Instagram post about Energy Harvesting for Wearable Technology using the ‘make_post’ command.Notified the user that the Instagram post has been created and is ready. Awaiting any additional instructions or requirements related to the Instagram post or for new tasks.Message regarding the creation of the Instagram post on Energy Harvesting for Wearable Technology was sent to the user. Task has been marked as complete, and I am now ready for new tasks.Task: Make a post about Energy Harvesting for Wearable Technology. Action: Initiate a Google search on the topic to gather pertinent information. Next: Save results, extract key points, summarize, and follow steps to create post. No files written or urls visited prior to this command.saved google search results at googleresults45.txt to retrieve if shutdown randomly.Task: Make a post about Energy Harvesting for Wearable Technology. Actions taken: Google search conducted, search results summarized and written to ‘energyHarvestingSearchResults.txt’. Next steps: Extract key information from the file, then proceed with summarizing, generating an image via DALL-E 3, and making the Instagram post. Documents involved: ‘energyHarvestingSearchResults.txt’. No URLs visited beyond the Google search.Task: Make a post about Energy Harvesting for Wearable Technology. Actions taken: Started by conducting a Google search, created and saved search results to ‘energyHarvestingSearchResults.txt’. Next steps: Browse chosen website for in-depth information, craft a summary for Instagram post and image creation via DALL-E 3, and finalize making the post. Documents involved: ‘energyHarvestingSearchResults.txt’. URLs visited: about to visit https://spectrum.ieee.org/energy-harvesting-wearable-tech as next step.saved the scraping of the website results at websiteresults46.txt to retrieve if shutdown randomly.Task: Make a post about Energy Harvesting for Wearable Technology. Actions taken: Visited IEEE Spectrum article and extracted key points, which were then added to memory with key ‘KeyPointsEnergyHarvesting’. Next steps: Use these key points to craft the Instagram post summary and DALL-E 3 image generation. Additional URLs visited: https://spectrum.ieee.org/energy-harvesting-wearable-tech for in-depth content. Documents involved: ‘energyHarvestingSearchResults.txt’.Task: Make a post about Energy Harvesting for Wearable Technology. Actions taken: Key points from the IEEE Spectrum article were added to memory with the key ‘KeyPointsEnergyHarvesting’. Currently searching for tips on creating prompts for DALL-E 3 to ensure the generated image is of high quality and relevant to the post. Documents involved: ‘energyHarvestingSearchResults.txt’. URLs visited: https://spectrum.ieee.org/energy-harvesting-wearable-tech and now performing a google search for DALL-E 3 prompt tips.saved google search results at googleresults47.txt to retrieve if shutdown randomly.Task: Make a post about Energy Harvesting for Wearable Technology. Actions taken: Summarized tips for creating prompts for DALL-E 3 into the file ‘dalle3PromptTips.txt’. Next steps include using these tips to create a well-crafted prompt for DALL-E 3, generating the image, and posting on Instagram with the image and summary of the topic. Documents involved: ‘energyHarvestingSearchResults.txt’, ‘dalle3PromptTips.txt’. URLs visited: https://spectrum.ieee.org/energy-harvesting-wearable-tech and several Google search results pages for DALL-E 3 prompt tips.Task: Make a post about Energy Harvesting for Wearable Technology. Actions taken: Summarized tips for DALL-E 3 prompt creation in ‘dalle3PromptTips.txt’ and now about to read this file to inform the creation of the DALL-E 3 prompt. Next steps: Formulate the DALL-E 3 prompt, generate the image, and prepare Instagram post content. Documents involved: ‘energyHarvestingSearchResults.txt’, ‘dalle3PromptTips.txt’. URLs visited: https://spectrum.ieee.org/energy-harvesting-wearable-tech and various pages with tips for creating DALL-E 3 prompts.Task: Make a post about Energy Harvesting for Wearable Technology. Actions taken: Crafted a DALL-E 3 prompt based on the summarized tips and information on energy harvesting for wearables. Upcoming action: Generate an image using DALL-E 3 and finalize the Instagram post content with the image and informative text. Documents involved: ‘energyHarvestingSearchResults.txt’, ‘dalle3PromptTips.txt’. URLs visited: https://spectrum.ieee.org/energy-harvesting-wearable-tech as source for content. The DALL-E 3 image was described to demonstrate energy sources converging into the technology.Task: Make a post about Energy Harvesting for Wearable Technology. Actions taken: Issued the ‘make_post’ command with a crafted prompt for DALL-E 3 and the accompanying headline text for the Instagram post. The task is now considered complete as per available commands and system constraints. Documents involved: ‘energyHarvestingSearchResults.txt’, ‘dalle3PromptTips.txt’. URLs visited: https://spectrum.ieee.org/energy-harvesting-wearable-tech. No other actions are pending, ready for the next task.Searching for the latest technology news headlines to create a news headline for an Instagram post. Will save the search results to a file and then proceed to make the post with DALL-E 3 tips in mind. No files written or URLs visited before this command.saved google search results at googleresults48.txt to retrieve if shutdown randomly.Now browsing Reuters technology news section to extract a headline for an Instagram post. The search for the latest technology news headlines has been performed, with Reuters identified as a potential source. No documents written yet. Planning to use DALL-E 3 tips for the post. URLs visited: https://www.reuters.com/technology/Selected a recent tech headline from Reuters concerning Tesla’s Cybertruck and its battery production for an Instagram post. Executed ‘make_post’ command with a DALL-E prompt crafted based on tips searched previously, and specified the news headline for inclusion in the post image. Documents involved: none made recently. URLs visited: https://www.reuters.com/technology/The ‘make_post’ command has been issued with a headline about Tesla Cybertruck deliveries and a detailed DALL-E prompt. Now waiting for the system to complete this process. No further files written or URLs visited since the last command.Issued the ‘make_post’ command for creating an Instagram post about Tesla Cybertruck deliveries contingent on battery production. Awaiting new instructions following the task completion.Saved Google search results about Tesla Cybertruck to ‘googleresults48.txt’. Need to read this file to extract bullet points for the Instagram caption.Googleresults48.txt contains search results with links to technology news sites. Need to browse Reuters to find the specific article about Tesla’s Cybertruck and then extract bullet points for the Instagram post caption.The bullet points for the Instagram post caption regarding Tesla’s Cybertruck will be extracted from the article on Reuters’s technology news section. Previously saved Google search results pointed to this source.Moving forward to find the article about Tesla’s Cybertruck on the Reuters technology news page in order to extract bullet points for the Instagram caption. This action follows the previous commands to search and identify relevant news sources.Continuing the search for the article to create bullet points for an Instagram post caption about Tesla’s Cybertruck by browsing Reuters Technology section. The summary will be crafted from the content found directly on the Reuters website.The task requires extracting bullet points from the Reuters article on the Tesla Cybertruck to form a caption for an Instagram post. The next step involves browsing through the Reuters technology section to locate the article.Next action is to browse the Reuters technology section to source the full news article on Tesla’s Cybertruck, which is necessary to craft the bullet points for the Instagram post caption.Began task to create bullet points for an Instagram post caption about Tesla’s Cybertruck. Saved general search results in ‘googleresults48.txt’. Need to extract specific information from the Reuters technology news article to complete the caption.Received an empty input with no instructions following the command to create bullet points for an Instagram post caption about Tesla’s Cybertruck.Continuing the task of creating bullet points for an Instagram caption about Tesla’s Cybertruck. Need to find the specific article on Reuters’s technology news section and summarize the information.Received a second consecutive empty input with no instructions, maintaining a holding pattern after resolving to browse and extract information from the Reuters technology news page.Moving forward with the action identified prior to the user’s last input, which is to browse the technology section of Reuters for content related to Tesla’s Cybertruck and then synthesize that into bullet points for an Instagram post.Continued receiving empty inputs after expressing readiness to perform the task related to crafting an Instagram post about Tesla’s Cybertruck. System remains ready for action.Pursuing the task of summarizing an article from Reuters about Tesla’s Cybertruck into bullet points by browsing the website as per user’s instruction to ‘proceed with your plan’.Received another blank input. Staying in standby mode following prior instructions to create an Instagram post caption about Tesla’s Cybertruck but not proceeding without user engagement.Following the user’s prompt to ‘proceed with your plan’, the next step is to browse the specified Reuters technology URL to extract and summarize information for the Instagram post about Tesla’s Cybertruck.Receiving repeated empty inputs after initiating the plan to summarize key information for an Instagram post about Tesla’s Cybertruck. No further actions have been taken since awaiting user commands.Engaged to proceed with the task of summarizing an article from Reuters about Tesla’s Cybertruck into bullet points suitable for an Instagram caption following user’s instruction.Once again received an empty input following my preparation to proceed with summarizing information for the Instagram post about Tesla’s Cybertruck. Remaining in standby awaiting user instructions.In response to the persistent directive from the user to ‘proceed with your plan’, I am conducting the task of accessing Reuters technology articles to synthesize bullet points for an Instagram caption about Tesla’s Cybertruck.Following another empty input after being prepared to proceed with accessing the Reuters technology section for information on Tesla’s Cybertruck. Waiting for user to provide further commands.The task is to create bullet points for an Instagram post caption about Tesla’s Cybertruck. No previous information is available at this point, as the assistant is starting with browsing the Reuters technology section.Awaiting user input after an empty response. Ready to proceed with the task or new instructions as directed by the user.In standby mode after receiving consecutive empty inputs. Prepared to proceed with the task related to Tesla’s Cybertruck or any new task once instructions are provided.The sequence of empty inputs continues, and the state of readiness is maintained. No actions have been performed awaiting user instructions.After a series of empty inputs, I am moving forward to accomplish the task of summarizing a Reuters article about Tesla’s Cybertruck into bullet points suitable for an Instagram caption, as this was the last specified user request.Continuing to receive empty inputs with no new instructions, after previous guidance to gather and summarize information for an Instagram post about Tesla’s Cybertruck.Resuming the last instructed task after receiving user confirmation to proceed, which involves browsing the Reuters technology section to find information on Tesla’s Cybertruck for an Instagram caption.After responding to the user’s directive to ‘proceed with your plan,’ received an empty input. The system remains ready to continue gathering information from the Reuters technology section for the Instagram caption related to Tesla’s Cybertruck.In response to the persistent directive from the user to ‘proceed with your plan,’ I am conducting the task of accessing Reuters technology articles to synthesize bullet points for an Instagram caption about Tesla’s Cybertruck.Following the directive to proceed with browsing Reuters for information on Tesla’s Cybertruck and preparing a caption, an empty input was received. Awaiting further user interaction to move ahead with the task.Pursuing the task of summarizing an article from Reuters about Tesla’s Cybertruck into bullet points by browsing the website as per user’s instruction to ‘proceed with your plan’.Engaged to proceed with the task of summarizing an article from Reuters about Tesla’s Cybertruck into bullet points suitable for an Instagram caption following user’s instruction. Another empty input was received; standing by for user engagement.After a series of empty responses, the user has again instructed to ‘proceed with your plan.’ Resuming the task to summarize key information from the Reuters technology section about Tesla’s Cybertruck for an Instagram caption.In response to the user’s repeated instruction to ‘proceed with your plan,’ I have initiated the action to browse a Reuters article for a task related to Tesla’s Cybertruck. Another empty input has been received, and I am awaiting further instructions.The loop of receiving the directive to ‘proceed with your plan’ continues, despite executing the ‘browse_website’ command as instructed for the task related to Tesla’s Cybertruck. Awaiting more detailed user guidance to proceed effectively.Persisting with the given task to obtain information about Tesla’s Cybertruck from the Reuters technology website, as the user has repeatedly directed to ‘proceed with your plan.’Following the ‘browse_website’ command action as per the user’s direction, the system has again received an empty input. Awaiting new user directives to ensure the task is in alignment with their expectations.Following a system error notice, I am reminded to adhere strictly to the JSON response format and the commands and constraints provided. I shall await new user instructions to continue.I am attempting to browse the requested URL for information on Tesla’s Cybertruck again, as the user has provided the same ‘proceed with your plan’ instruction. Any further user acknowledgment will determine the next steps.Task is to find an article about Tesla’s Cybertruck on Reuters’s technology news section and summarize key points into bullet points for an Instagram post caption. Thus far, no specific article has been accessed, nor have any bullet points been created for the task at hand.Waiting for user instructions following an empty input. Prepared to continue the task related to Tesla’s Cybertruck caption bullet points or any new task upon receiving specific commands.The user has instructed to proceed with the plan, which is to access the Reuters technology news to find relevant information on Tesla’s Cybertruck for an Instagram post caption. The next step is browsing the website.Waiting for user instructions following an empty input. Prepared to continue the task related to Tesla’s Cybertruck caption bullet points or any new task upon receiving specific commands.Continuing with the task of summarizing information about Tesla’s Cybertruck from Reuters technology section. The aim is to provide bullet points that can be used in an Instagram post caption.Awaiting user engagement after proceeding with the command to browse the Reuters technology news section for information on Tesla’s Cybertruck. No further instructions have been received, and I remain prepared to continue the task as directed by the user.In response to ‘System: proceed with your plan.’, standing by for user acknowledgment or further instructions post the issued ‘browse_website’ command. This is to align with the expected timeframe of web browsing tasks and ensure the user is informed of the action’s outcomes.The user has input ‘System: proceed with your plan.’ several times consecutively, leading to a decision to do nothing until a new or different instruction is received. This approach is taken to avoid action that might not align with the user’s current context or intent.Attempting to proceed with browsing the Reuters technology news website to find content on Tesla’s Cybertruck for an Instagram caption, in response to the repeated prompt from the user to ‘proceed with your plan.’ Previous responses included taking no action due to suspicion of a communication error.Waiting for user instructions following an empty input. Prepared to continue the task related to Tesla’s Cybertruck caption bullet points or any new task upon receiving specific commands.The response pattern from the user continues with ‘System: proceed with your plan.’ inputs. The decision to ‘do_nothing’ is based on the potential for a communication loop or error, and the plan is to wait for new user input that clearly indicates how to proceed.In response to repeated ‘System: proceed with your plan’ prompts from the user, I’m initiating another attempt to browse the Reuters technology news section for information on Tesla’s Cybertruck, to create a summarized set of bullet points suitable for an Instagram caption.Following a cycle of repeated ‘proceed with your plan’ instructions and subsequent empty inputs, the current plan is to ‘do_nothing’ and wait for a clear and differentiated input that may confirm user engagement or provide new directions.The pattern of receiving ‘System: proceed with your plan.’ followed by no response continues, prompting the decision to do nothing until a new or different user command is provided.Continuing to encounter the same instruction ‘System: proceed with your plan.’ Awaiting a change in input pattern to ensure that actions align with the user’s latest or actual intention.The pattern of receiving the same ‘System: proceed with your plan.’ instruction continues without interruption or confirmation of my actions, leading me to remain on standby until new, differentiated input is received.Task: Create bullet points for an Instagram caption about Tesla’s Cybertruck. Previously, I performed a search and browsed the Reuters website, but there were no results in developing caption content, possibly due to a lack of updates. Now conducting a new Google search to find recent news about Tesla’s Cybertruck, saving the results, and preparing to extract key information for caption bullet points.saved google search results at googleresults49.txt to retrieve if shutdown randomly.Task: Create bullet points for an Instagram caption about Tesla’s Cybertruck. Collected Google search results and decided to browse the Reuters article titled ‘Tesla Cybertruck deliveries hostage to battery production hell’. Next, I will extract key points from the article to form an informative caption for the Instagram post.Awaiting further instructions after receiving an empty input following the command to browse a specific Reuters article for information on Tesla’s Cybertruck. No actions have been taken, no URLs visited, or files written since the last update.Task: Create bullet points for an Instagram caption about Tesla’s Cybertruck. Following the user’s instruction to ‘proceed with your plan’, I am visiting the Reuters article URL to extract the required information for the caption bullet points.Awaiting further instructions following another empty input after proceeding with the plan to browse the Reuters article for information on Tesla’s Cybertruck to create bullet points for an Instagram post caption. No action has been taken following the previous command to ‘browse_website’.Task: Generate caption bullet points for an Instagram post about Tesla’s Cybertruck. Following user instruction to proceed, I am browsing the provided Reuters URL to obtain detailed information for the bullet points.Awaiting new instructions after receiving another empty input following the command to browse a specific Reuters article for information on Tesla’s Cybertruck. Currently, no further actions have been taken, and no additional information has been provided.After repeated prompts from the user to ‘proceed with your plan’, I am visiting the provided article URL on Reuters’s website. The objective is to read the article on Tesla’s Cybertruck and produce concise bullet points for an Instagram caption.
The Task: Now give me the bullet points of this news to write in the caption, if the reuters didn't work search fort it in some other place
|
6dffbac6c94d58bb8e58c44597ac75e5
|
{
"intermediate": 0.3503125011920929,
"beginner": 0.43184271454811096,
"expert": 0.21784481406211853
}
|
35,966
|
make so it's a button in the middle of the screen saying connect instead of the camera:
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(title: const Text('Take a picture')),
// You must wait until the controller is initialized before displaying the
// camera preview. Use a FutureBuilder to display a loading spinner until the
// controller has finished initializing.
floatingActionButton: FloatingActionButton(
// Provide an onPressed callback.
onPressed: () async {
connectToDevice(context, '20:FA:BB:01:97:BE');
},
child: const Icon(Icons.camera_alt),
),
);
}
}
|
c39837e36ac983dc50e70f170c8af44f
|
{
"intermediate": 0.4844925105571747,
"beginner": 0.3080224394798279,
"expert": 0.20748499035835266
}
|
35,967
|
how do I access the filename of a python file from a print statement in python?
|
844f471bb22f6412fdf84d1a32e6ba3b
|
{
"intermediate": 0.5401192903518677,
"beginner": 0.20710083842277527,
"expert": 0.25277984142303467
}
|
35,968
|
Please write the c# script needed to create a macrorecorder / autoclicker. Using the .net 4.8 framework, using forms
|
409de620d66801b81d755404a2daf3a0
|
{
"intermediate": 0.6800602674484253,
"beginner": 0.22236229479312897,
"expert": 0.09757740795612335
}
|
35,969
|
How do you run a streamlit command using nohup?
|
13c22a6d7e27cc9d86235b51e9200b2c
|
{
"intermediate": 0.529384195804596,
"beginner": 0.14792940020561218,
"expert": 0.3226863741874695
}
|
35,970
|
IN THIS CONTRACT /*
Copyright 2020 DODO ZOO.
SPDX-License-Identifier: Apache-2.0
*/
pragma solidity 0.8.16;
import {GSPVault} from "./GSPVault.sol";
import {DecimalMath} from "../../lib/DecimalMath.sol";
import {IDODOCallee} from "../../intf/IDODOCallee.sol";
/// @notice this part focus on Lp tokens, mint and burn
contract GSPFunding is GSPVault {
// ============ Events ============
event BuyShares(address to, uint256 increaseShares, uint256 totalShares);
event SellShares(address payer, address to, uint256 decreaseShares, uint256 totalShares);
// ============ Buy & Sell Shares ============
/// @notice User mint Lp token and deposit tokens, the result is rounded down
/// @dev User first transfer baseToken and quoteToken to GSP, then call buyShares
/// @param to The address will receive shares
/// @return shares The amount of shares user will receive
/// @return baseInput The amount of baseToken user transfer to GSP
/// @return quoteInput The amount of quoteToken user transfer to GSP
function buyShares(address to)
external
nonReentrant
returns (
uint256 shares,
uint256 baseInput,
uint256 quoteInput
)
{
// The balance of baseToken and quoteToken should be the balance minus the fee
uint256 baseBalance = _BASE_TOKEN_.balanceOf(address(this)) - _MT_FEE_BASE_;
uint256 quoteBalance = _QUOTE_TOKEN_.balanceOf(address(this)) - _MT_FEE_QUOTE_;
// The reserve of baseToken and quoteToken
uint256 baseReserve = _BASE_RESERVE_;
uint256 quoteReserve = _QUOTE_RESERVE_;
// The amount of baseToken and quoteToken user transfer to GSP
baseInput = baseBalance - baseReserve;
quoteInput = quoteBalance - quoteReserve;
// BaseToken should be transferred to GSP before calling buyShares
require(baseInput > 0, "NO_BASE_INPUT");
// Round down when withdrawing. Therefore, never be a situation occuring balance is 0 but totalsupply is not 0
// But May Happen,reserve >0 But totalSupply = 0
if (totalSupply == 0) {
// case 1. initial supply
// The shares will be minted to user
shares = quoteBalance < DecimalMath.mulFloor(baseBalance, _I_)
? DecimalMath.divFloor(quoteBalance, _I_)
: baseBalance;
// The target will be updated
_BASE_TARGET_ = uint112(shares);
_QUOTE_TARGET_ = uint112(DecimalMath.mulFloor(shares, _I_));
} else if (baseReserve > 0 && quoteReserve > 0) {
// case 2. normal case
uint256 baseInputRatio = DecimalMath.divFloor(baseInput, baseReserve);
uint256 quoteInputRatio = DecimalMath.divFloor(quoteInput, quoteReserve);
uint256 mintRatio = quoteInputRatio < baseInputRatio ? quoteInputRatio : baseInputRatio;
// The shares will be minted to user
shares = DecimalMath.mulFloor(totalSupply, mintRatio);
// The target will be updated
_BASE_TARGET_ = uint112(uint256(_BASE_TARGET_) + (DecimalMath.mulFloor(uint256(_BASE_TARGET_), mintRatio)));
_QUOTE_TARGET_ = uint112(uint256(_QUOTE_TARGET_) + (DecimalMath.mulFloor(uint256(_QUOTE_TARGET_), mintRatio)));
}
// The shares will be minted to user
// The reserve will be updated
_mint(to, shares);
_setReserve(baseBalance, quoteBalance);
emit BuyShares(to, shares, _SHARES_[to]);
}
/// @notice User burn their lp and withdraw their tokens, the result is rounded down
/// @dev User call sellShares, the calculated baseToken and quoteToken amount should geater than minBaseToken and minQuoteToken
/// @param shareAmount The amount of shares user want to sell
/// @param to The address will receive baseToken and quoteToken
/// @param baseMinAmount The minimum amount of baseToken user want to receive
/// @param quoteMinAmount The minimum amount of quoteToken user want to receive
/// @param data The data will be passed to callee contract
/// @param deadline The deadline of this transaction
function sellShares(
uint256 shareAmount,
address to,
uint256 baseMinAmount,
uint256 quoteMinAmount,
bytes calldata data,
uint256 deadline
) external nonReentrant returns (uint256 baseAmount, uint256 quoteAmount) {
// The deadline should be greater than current timestamp
require(deadline >= block.timestamp, "TIME_EXPIRED");
// The amount of shares user want to sell should be less than user's balance
require(shareAmount <= _SHARES_[msg.sender], "GLP_NOT_ENOUGH");
// The balance of baseToken and quoteToken should be the balance minus the fee
uint256 baseBalance = _BASE_TOKEN_.balanceOf(address(this)) - _MT_FEE_BASE_;
uint256 quoteBalance = _QUOTE_TOKEN_.balanceOf(address(this)) - _MT_FEE_QUOTE_;
// The total shares of GSP
uint256 totalShares = totalSupply;
// The amount of baseToken and quoteToken user will receive is calculated by the ratio of user's shares to total shares
baseAmount = baseBalance * shareAmount / totalShares;
quoteAmount = quoteBalance * shareAmount / totalShares;
// The target will be updated
_BASE_TARGET_ = uint112(uint256(_BASE_TARGET_) - DecimalMath._divCeil((uint256(_BASE_TARGET_) * (shareAmount)), totalShares));
_QUOTE_TARGET_ = uint112(uint256(_QUOTE_TARGET_) - DecimalMath._divCeil((uint256(_QUOTE_TARGET_) * (shareAmount)), totalShares));
// The calculated baseToken and quoteToken amount should geater than minBaseToken and minQuoteToken
require(
baseAmount >= baseMinAmount && quoteAmount >= quoteMinAmount,
"WITHDRAW_NOT_ENOUGH"
);
// The shares will be burned from user
// The baseToken and quoteToken will be transferred to user
// The reserve will be synced
_burn(msg.sender, shareAmount);
_transferBaseOut(to, baseAmount);
_transferQuoteOut(to, quoteAmount);
_sync();
// If the data is not empty, the callee contract will be called
if (data.length > 0) {
//Same as DVM
IDODOCallee(to).DVMSellShareCall(
msg.sender,
shareAmount,
baseAmount,
quoteAmount,
data
);
}
emit SellShares(msg.sender, to, shareAmount, _SHARES_[msg.sender]);
}
} This logic implies that _MT_FEEBASE and _MT_FEEQUOTE represent the amount of fees that are yet to be claimed and are subtracted from the contract’s token balance to get the true balance for operational calculations If (i) the fee variables _MT_FEEBASE and _MT_FEEQUOTE are not reliably updated at an earlier operation before these functions are called, or (ii) no guarantee is provided that fees can’t be claimed at the same time as buyShares and sellShares are called, there is a potential for these amounts to be manipulated. For instance, this can result in incorrect share values being minted or burned, as the actual contract balance could be less than the computed baseBalance and quoteBalance due to a pending fee withdrawal not accounted for by these variables or i miss misunderstanding and the logic of the contract is correct
|
3dda2b80ddd4c9edc27f5bf727255417
|
{
"intermediate": 0.355221152305603,
"beginner": 0.30476459860801697,
"expert": 0.34001424908638
}
|
35,971
|
please tell me if you see any errors in this c# code made for the .net 4.8 framework. It is meant to be a macro recorder / auto-clicker that has an intractable queue to enter keys and mouse clicks meant to be pressed in the listed order.
using System;
using System.Collections.Generic;
using System.Windows.Forms;
using System.Threading.Tasks;
using System.Runtime.InteropServices;
public class MacroRecorderForm : Form
{
private Button startButton;
private Timer actionTimer;
private Queue<Action> actionQueue;
private bool isRunning;
public MacroRecorderForm()
{
this.Size = new Size(200, 150);
startButton = new Button
{
Text = “Start”,
Location = new Point(30, 50),
Size = new Size(120, 50)
};
startButton.Click += StartButton_Click;
actionTimer = new Timer
{
Interval = 1000 // Delay between actions
};
actionTimer.Tick += ActionTimer_Tick;
this.Controls.Add(startButton);
actionQueue = new Queue<Action>();
LoadMacroActions();
}
private void LoadMacroActions()
{
// Example actions
actionQueue.Enqueue(() => SendKeys.SendWait(“^{ESC}”)); // Simulates Ctrl+Escape
actionQueue.Enqueue(() => SendMouseClick(Cursor.Position)); // Clicks current mouse position
// Add more actions here as needed
}
private void StartButton_Click(object sender, EventArgs e)
{
if (!isRunning)
{
isRunning = true;
startButton.Enabled = false;
actionTimer.Start();
}
}
private void ActionTimer_Tick(object sender, EventArgs e)
{
if (actionQueue.Count > 0)
{
Action action = actionQueue.Dequeue();
action.Invoke();
}
else
{
actionTimer.Stop();
isRunning = false;
startButton.Enabled = true;
}
}
private void SendMouseClick(Point position)
{
// Wrapper for mouse click
Cursor.Position = position;
mouse_event((uint)MouseEventFlags.LeftDown, (uint)position.X, (uint)position.Y, 0, 0);
mouse_event((uint)MouseEventFlags.LeftUp, (uint)position.X, (uint)position.Y, 0, 0);
}
// Interop mouse_event call
[DllImport(“user32.dll”)]
private static extern void mouse_event(uint dwFlags, uint dx, uint dy, uint cButtons, uint dwExtraInfo);
// Mouse event flags (simplified)
private enum MouseEventFlags : uint
{
LeftDown = 0x0002,
LeftUp = 0x0004,
}
// The rest of the code for the form
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new MacroRecorderForm());
}
}
|
79b21772df837eeba728f32835754b4e
|
{
"intermediate": 0.39737632870674133,
"beginner": 0.42518460750579834,
"expert": 0.17743906378746033
}
|
35,972
|
package
{
import flash.display.Sprite;
import flash.events.Event;
import launcher.background.Background_Main;
import launcher.button.FightButton;
import launcher.panel.languagePanel;
import launcher.panel.social.socialPanel;
import launcher.panel.buttonBar.quickPanel;
import launcher.snow.Snow;
import flash.display.StageAlign;
import flash.display.StageDisplayState;
import flash.display.StageQuality;
import flash.display.StageScaleMode;
import flash.display.NativeWindow;
import flash.display.NativeWindowType;
import flash.display.NativeWindowInitOptions;
import flash.desktop.NativeApplication;
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.display.Screen;
import zip.ZIPResourceLoader;
import caurina.transitions.Tweener;
import flash.display.Loader;
import flash.system.LoaderContext;
import flash.system.ApplicationDomain;
import flash.events.IOErrorEvent;
import flash.net.URLVariables;
import flash.net.URLRequest;
import flash.events.MouseEvent;
/**
* ...
* @author alekskart
*/
public class GLauncher extends Sprite
{
private var loader:Loader;
private var locale:String;
private var guiLayer:Sprite;
public var background:Background_Main = new Background_Main();
public var progressBar:ProgressBar;
public var socialbar:socialPanel = new socialPanel();
public var quickbar:quickPanel = new quickPanel();
public var fightButton:FightButton = new FightButton();
public var bgButton:bg_button = new bg_button();
public var languagepanel:languagePanel = new languagePanel(quickbar, fightButton);
public function GLauncher()
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
//var ziploader:ZIPResourceLoader = new ZIPResourceLoader(progressBar);
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
this.configureStage();
this.createGUI();
//это при запуске первом
Tweener.addTween(bgButton, {alpha: 1, time: 2, transition: "easeOutCubic", onComplete: fadeOutButton});
}
private function setCenterPosition() : void
{
var appBounds:Rectangle = stage.nativeWindow.bounds;
var screen:Screen = Screen.getScreensForRectangle(appBounds)[0];
stage.stageWidth = 1034;
stage.stageHeight = 680;
stage.nativeWindow.maxSize = new Point(stage.nativeWindow.width,stage.nativeWindow.height);
stage.nativeWindow.minSize = new Point(stage.nativeWindow.width,stage.nativeWindow.height);
stage.nativeWindow.x = (screen.bounds.width - stage.nativeWindow.width) / 2;
stage.nativeWindow.y = (screen.bounds.height - stage.nativeWindow.height) / 2;
}
private function configureStage() : void
{
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.quality = StageQuality.BEST;
stage.displayState = StageDisplayState.NORMAL;
stage.stageWidth = 1034;
stage.stageHeight = 680;
this.setCenterPosition();
}
private function createGUI() : void
{
this.guiLayer = new Sprite();
this.background.width = stage.stageWidth;
this.background.height = stage.stageHeight;
this.background.y = 0;
this.guiLayer.addChild(this.background);
this.socialbar.x = stage.stageWidth - this.socialbar.width - 15;
this.socialbar.y = 29;
this.guiLayer.addChild(this.socialbar);
this.quickbar.x = (stage.stageWidth - this.quickbar.width) / 2 + 20;
this.quickbar.y = 29;
this.guiLayer.addChild(this.quickbar);
this.languagepanel.x = (stage.stageWidth - this.languagepanel.width) / 2 + 20;
this.languagepanel.y = 50;
this.guiLayer.addChild(this.languagepanel);
this.bgButton.x = stage.stageWidth / 2 - this.bgButton.width / 2;
this.bgButton.y = stage.stageHeight / 2 - this.bgButton.height / 2 + 185;
this.guiLayer.addChild(this.bgButton);
this.fightButton.x = stage.stageWidth / 2 - this.fightButton.width / 2;
this.fightButton.y = stage.stageHeight / 2 - this.fightButton.height / 2 + 185;
this.fightButton.addEventListener(MouseEvent.CLICK, startPressed);
this.guiLayer.addChild(this.fightButton);
this.progressBar = new ProgressBar();
this.progressBar.x = (stage.stageWidth - this.progressBar.width) / 2;
this.progressBar.y = (stage.stageHeight - this.progressBar.height) / 2 + 280;
this.guiLayer.addChild(this.progressBar);
this.guiLayer.addChild(new Snow(25));
addChild(this.guiLayer);
stage.addEventListener(Event.RESIZE, onResize);
}
private function startPressed(e:MouseEvent = null):void
{
var options:NativeWindowInitOptions = new NativeWindowInitOptions();
while (this.guiLayer.numChildren > 0)
{
this.guiLayer.removeChildAt(0);
};
options.renderMode = "direct";
options.maximizable = true;
var window:NativeWindow = new NativeWindow(options);
window.minSize = new Point(0x0400, 0x0300);
window.maxSize = new Point(4095, 2880);
window.stage.scaleMode = StageScaleMode.NO_SCALE;
window.stage.align = StageAlign.TOP_LEFT;
var loader:Loader = new Loader();
//loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onSWFLoaded);
loader.load(new URLRequest("Loader.swf"));
window.stage.addChild(loader);
window.activate();
window.addEventListener(Event.CLOSE, onWindowClose);
stage.nativeWindow.close(); // Закрытие предыдущего окна
}
//private function onSWFLoaded(event:Event):void
//{
//
//
// var loadedContent:Object = event.currentTarget.content;
// }
private function onWindowClose(event:Event):void
{
NativeApplication.nativeApplication.exit();
}
///Затухание
private function fadeOutButton():void {
Tweener.addTween(bgButton, {alpha: 0, time: 4, delay: 0, transition: "easeOutCubic", onComplete: fadeInButton});
}
//появление после затухания
private function fadeInButton():void {
Tweener.addTween(bgButton, {alpha: 1, time: 4, delay: 0, transition: "easeOutCubic", onComplete: fadeOutButton});
}
private function onResize(event:Event):void
{
var scale:Number = Math.min(stage.stageWidth / this.background.width, stage.stageHeight / this.background.height);
this.background.width *= scale;
this.background.height *= scale;
var newHeight:Number = this.background.height * 0.86;
this.background.height = newHeight;
this.background.x = (stage.stageWidth - this.background.width) / 2;
// this.background.y = (stage.stageHeight - this.background.height) * 0.25;
}
}
} смотри тут startPressed идет загрузка следующего swf вот в нем есть такое private function onInvoke(event:*):void
{
if (event.arguments.length > 0)
{
this.logEvent(("Arguments: " + event.arguments.toString()));
this.locale = event.arguments[0];
};
var context:LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain);
this.loader = new Loader();
this.loader.contentLoaderInfo.addEventListener(Event.COMPLETE, this.onComplete);
this.loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, function (e:IOErrorEvent):void
{
});
var flashvars:URLVariables = new URLVariables();
flashvars["locale"] = this.locale;
flashvars["rnd"] = Math.random();
var urlReq:URLRequest = new URLRequest("battles.swf");
urlReq.data = flashvars;
this.loader.load(urlReq, context);
} я имею ввиду locale вот как сделать чтобы startPressed отправилял ему sol файл в котором прописывается ru или en название у него если что settings.sol
|
62aa3d666840561711f225e4300c5ef4
|
{
"intermediate": 0.2410307377576828,
"beginner": 0.43391451239585876,
"expert": 0.32505476474761963
}
|
35,973
|
with depth and higher understanding in finding vulnerability in smart contrast analysis this contract line by line with depth and focus on every possible line that contain the vulnerability or bug that can be danger to the contract process all that you can find it with understand all the functions how they work together so as result provide an exhaustive list off all issues and vulnerabilities inside the following smart contract. Be in the issue descriptions and describe the actors involved. Include one exploit scenario in each vulnerability. Output as a valid markdown table with a list of objects that each have ‘description’ ‘action’ ‘severity’ "actors’ ‘scenario’, ‘type’, and ‘line’ columns. ‘type’ can be ‘usability’,
‘vulnerability’, ‘optimization’, or ‘suggestion’. ‘actors’ is a list of the involved actors. ‘severity’ can be ‘low + ice block emoji’,
‘medium’ or ‘high + fire emoji’. ‘line’ is the line number of the issue. Ensure that all fields of the table are filled out. and find the correct vulnerability with real and valid explaining and give all vulnerable lines with code and with details of explaining
HERE is the contract code /*
Copyright 2020 DODO ZOO.
SPDX-License-Identifier: Apache-2.0
*/
pragma solidity 0.8.16;
import {GSPVault} from "./GSPVault.sol";
import {DecimalMath} from "../../lib/DecimalMath.sol";
import {PMMPricing} from "../../lib/PMMPricing.sol";
import {IDODOCallee} from "../../intf/IDODOCallee.sol";
/// @notice this contract deal with swap
contract GSPTrader is GSPVault {
// ============ Events ============
event DODOSwap(
address fromToken,
address toToken,
uint256 fromAmount,
uint256 toAmount,
address trader,
address receiver
);
event DODOFlashLoan(address borrower, address assetTo, uint256 baseAmount, uint256 quoteAmount);
event RChange(PMMPricing.RState newRState);
// ============ Trade Functions ============
/**
* @notice User sell base tokens, user pay tokens first. Must be used with a router
* @dev The base token balance is the actual balance minus the mt fee
* @param to The recipient of the output
* @return receiveQuoteAmount Amount of quote token received
*/
function sellBase(address to) external nonReentrant returns (uint256 receiveQuoteAmount) {
uint256 baseBalance = _BASE_TOKEN_.balanceOf(address(this)) - _MT_FEE_BASE_;
uint256 baseInput = baseBalance - uint256(_BASE_RESERVE_);
uint256 mtFee;
uint256 newBaseTarget;
PMMPricing.RState newRState;
// calculate the amount of quote token to receive and mt fee
(receiveQuoteAmount, mtFee, newRState, newBaseTarget) = querySellBase(tx.origin, baseInput);
// transfer quote token to recipient
_transferQuoteOut(to, receiveQuoteAmount);
// update mt fee in quote token
_MT_FEE_QUOTE_ = _MT_FEE_QUOTE_ + mtFee;
// update TARGET
if (_RState_ != uint32(newRState)) {
require(newBaseTarget <= type(uint112).max, "OVERFLOW");
_BASE_TARGET_ = uint112(newBaseTarget);
_RState_ = uint32(newRState);
emit RChange(newRState);
}
// update reserve
_setReserve(baseBalance, _QUOTE_TOKEN_.balanceOf(address(this)) - _MT_FEE_QUOTE_);
emit DODOSwap(
address(_BASE_TOKEN_),
address(_QUOTE_TOKEN_),
baseInput,
receiveQuoteAmount,
msg.sender,
to
);
}
/**
* @notice User sell quote tokens, user pay tokens first. Must be used with a router
* @param to The recipient of the output
* @return receiveBaseAmount Amount of base token received
*/
function sellQuote(address to) external nonReentrant returns (uint256 receiveBaseAmount) {
uint256 quoteBalance = _QUOTE_TOKEN_.balanceOf(address(this)) - _MT_FEE_QUOTE_;
uint256 quoteInput = quoteBalance - uint256(_QUOTE_RESERVE_);
uint256 mtFee;
uint256 newQuoteTarget;
PMMPricing.RState newRState;
// calculate the amount of base token to receive and mt fee
(receiveBaseAmount, mtFee, newRState, newQuoteTarget) = querySellQuote(
tx.origin,
quoteInput
);
// transfer base token to recipient
_transferBaseOut(to, receiveBaseAmount);
// update mt fee in base token
_MT_FEE_BASE_ = _MT_FEE_BASE_ + mtFee;
// update TARGET
if (_RState_ != uint32(newRState)) {
require(newQuoteTarget <= type(uint112).max, "OVERFLOW");
_QUOTE_TARGET_ = uint112(newQuoteTarget);
_RState_ = uint32(newRState);
emit RChange(newRState);
}
// update reserve
_setReserve((_BASE_TOKEN_.balanceOf(address(this)) - _MT_FEE_BASE_), quoteBalance);
emit DODOSwap(
address(_QUOTE_TOKEN_),
address(_BASE_TOKEN_),
quoteInput,
receiveBaseAmount,
msg.sender,
to
);
}
/**
* @notice inner flashloan, pay tokens out first, call external contract and check tokens left
* @param baseAmount The base token amount user require
* @param quoteAmount The quote token amount user require
* @param assetTo The address who uses above tokens
* @param data The external contract's callData
*/
function flashLoan(
uint256 baseAmount,
uint256 quoteAmount,
address assetTo,
bytes calldata data
) external nonReentrant {
_transferBaseOut(assetTo, baseAmount);
_transferQuoteOut(assetTo, quoteAmount);
if (data.length > 0)
IDODOCallee(assetTo).DSPFlashLoanCall(msg.sender, baseAmount, quoteAmount, data);
uint256 baseBalance = _BASE_TOKEN_.balanceOf(address(this)) - _MT_FEE_BASE_;
uint256 quoteBalance = _QUOTE_TOKEN_.balanceOf(address(this)) - _MT_FEE_QUOTE_;
// no input -> pure loss
require(
baseBalance >= _BASE_RESERVE_ || quoteBalance >= _QUOTE_RESERVE_,
"FLASH_LOAN_FAILED"
);
// sell quote case
// quote input + base output
if (baseBalance < _BASE_RESERVE_) {
uint256 quoteInput = quoteBalance - uint256(_QUOTE_RESERVE_);
(
uint256 receiveBaseAmount,
uint256 mtFee,
PMMPricing.RState newRState,
uint256 newQuoteTarget
) = querySellQuote(tx.origin, quoteInput); // revert if quoteBalance<quoteReserve
require(
(uint256(_BASE_RESERVE_) - baseBalance) <= receiveBaseAmount,
"FLASH_LOAN_FAILED"
);
_MT_FEE_BASE_ = _MT_FEE_BASE_ + mtFee;
if (_RState_ != uint32(newRState)) {
require(newQuoteTarget <= type(uint112).max, "OVERFLOW");
_QUOTE_TARGET_ = uint112(newQuoteTarget);
_RState_ = uint32(newRState);
emit RChange(newRState);
}
emit DODOSwap(
address(_QUOTE_TOKEN_),
address(_BASE_TOKEN_),
quoteInput,
receiveBaseAmount,
msg.sender,
assetTo
);
}
// sell base case
// base input + quote output
if (quoteBalance < _QUOTE_RESERVE_) {
uint256 baseInput = baseBalance - uint256(_BASE_RESERVE_);
(
uint256 receiveQuoteAmount,
uint256 mtFee,
PMMPricing.RState newRState,
uint256 newBaseTarget
) = querySellBase(tx.origin, baseInput); // revert if baseBalance<baseReserve
require(
(uint256(_QUOTE_RESERVE_) - quoteBalance) <= receiveQuoteAmount,
"FLASH_LOAN_FAILED"
);
_MT_FEE_QUOTE_ = _MT_FEE_QUOTE_ + mtFee;
if (_RState_ != uint32(newRState)) {
require(newBaseTarget <= type(uint112).max, "OVERFLOW");
_BASE_TARGET_ = uint112(newBaseTarget);
_RState_ = uint32(newRState);
emit RChange(newRState);
}
emit DODOSwap(
address(_BASE_TOKEN_),
address(_QUOTE_TOKEN_),
baseInput,
receiveQuoteAmount,
msg.sender,
assetTo
);
}
_sync();
emit DODOFlashLoan(msg.sender, assetTo, baseAmount, quoteAmount);
}
// ============ Query Functions ============
/**
* @notice Return swap result, for query, sellBase side.
* @param trader Useless, just to keep the same interface with old version pool
* @param payBaseAmount The amount of base token user want to sell
* @return receiveQuoteAmount The amount of quote token user will receive
* @return mtFee The amount of mt fee charged
* @return newRState The new RState after swap
* @return newBaseTarget The new base target after swap
*/
function querySellBase(address trader, uint256 payBaseAmount)
public
view
returns (
uint256 receiveQuoteAmount,
uint256 mtFee,
PMMPricing.RState newRState,
uint256 newBaseTarget
)
{
PMMPricing.PMMState memory state = getPMMState();
(receiveQuoteAmount, newRState) = PMMPricing.sellBaseToken(state, payBaseAmount);
uint256 lpFeeRate = _LP_FEE_RATE_;
uint256 mtFeeRate = _MT_FEE_RATE_;
mtFee = DecimalMath.mulFloor(receiveQuoteAmount, mtFeeRate);
receiveQuoteAmount = receiveQuoteAmount
- DecimalMath.mulFloor(receiveQuoteAmount, lpFeeRate)
- mtFee;
newBaseTarget = state.B0;
}
/**
* @notice Return swap result, for query, sellQuote side
* @param trader Useless, just for keeping the same interface with old version pool
* @param payQuoteAmount The amount of quote token user want to sell
* @return receiveBaseAmount The amount of base token user will receive
* @return mtFee The amount of mt fee charged
* @return newRState The new RState after swap
* @return newQuoteTarget The new quote target after swap
*/
function querySellQuote(address trader, uint256 payQuoteAmount)
public
view
returns (
uint256 receiveBaseAmount,
uint256 mtFee,
PMMPricing.RState newRState,
uint256 newQuoteTarget
)
{
PMMPricing.PMMState memory state = getPMMState();
(receiveBaseAmount, newRState) = PMMPricing.sellQuoteToken(state, payQuoteAmount);
uint256 lpFeeRate = _LP_FEE_RATE_;
uint256 mtFeeRate = _MT_FEE_RATE_;
mtFee = DecimalMath.mulFloor(receiveBaseAmount, mtFeeRate);
receiveBaseAmount = receiveBaseAmount
- DecimalMath.mulFloor(receiveBaseAmount, lpFeeRate)
- mtFee;
newQuoteTarget = state.Q0;
}
}
|
6aa0c6b49ef026062ed5fc47c50b217e
|
{
"intermediate": 0.32942935824394226,
"beginner": 0.4242279827594757,
"expert": 0.24634264409542084
}
|
35,974
|
with depth and higher understanding in finding vulnerability in smart contrast analysis this contract line by line with depth and focus on every possible line that contain the vulnerability or bug that can be danger to the contract process all that you can find it with understand all the functions how they work together so as result provide an exhaustive list off all issues and vulnerabilities inside the following smart contract. Be in the issue descriptions and describe the actors involved. Include one exploit scenario in each vulnerability. Output as a valid markdown table with a list of objects that each have ‘description’ ‘action’ ‘severity’ "actors’ ‘scenario’, ‘type’, and ‘line’ columns. ‘type’ can be ‘usability’,
‘vulnerability’, ‘optimization’, or ‘suggestion’. ‘actors’ is a list of the involved actors. ‘severity’ can be ‘low + ice block emoji’,
‘medium’ or ‘high + fire emoji’. ‘line’ is the line number of the issue. Ensure that all fields of the table are filled out. and find the correct vulnerability with real and valid explaining and give all vulnerable lines with code and with details of explaining
HERE is the contract code /*
Copyright 2020 DODO ZOO.
SPDX-License-Identifier: Apache-2.0
*/
pragma solidity 0.8.16;
import {DODOMath} from "../../lib/DODOMath.sol";
import {DecimalMath} from "../../lib/DecimalMath.sol";
import {IERC20} from "@openzeppelin/contracts/token/ERC20/IERC20.sol";
import {ReentrancyGuard} from "@openzeppelin/contracts/security/ReentrancyGuard.sol";
import {PMMPricing} from "../../lib/PMMPricing.sol";
/// @notice this contract is used for store state and read state
contract GSPStorage is ReentrancyGuard {
// ============ Storage for Setup ============
// _GSP_INITIALIZED_ will be set to true when the init function is called
bool internal _GSP_INITIALIZED_;
// GSP does not open TWAP by default
// _IS_OPEN_TWAP_ can be set to true when the init function is called
bool public _IS_OPEN_TWAP_ = false;
// ============ Core Address ============
// _MAINTAINER_ is the maintainer of GSP
address public _MAINTAINER_;
// _BASE_TOKEN_ and _QUOTE_TOKEN_ should be ERC20 token
IERC20 public _BASE_TOKEN_;
IERC20 public _QUOTE_TOKEN_;
// _BASE_RESERVE_ and _QUOTE_RESERVE_ are the current reserves of the GSP
uint112 public _BASE_RESERVE_;
uint112 public _QUOTE_RESERVE_;
// _BLOCK_TIMESTAMP_LAST_ is used when calculating TWAP
uint32 public _BLOCK_TIMESTAMP_LAST_;
// _BASE_PRICE_CUMULATIVE_LAST_ is used when calculating TWAP
uint256 public _BASE_PRICE_CUMULATIVE_LAST_;
// _BASE_TARGET_ and _QUOTE_TARGET_ are recalculated when the pool state changes
uint112 public _BASE_TARGET_;
uint112 public _QUOTE_TARGET_;
// _RState_ is the current R state of the GSP
uint32 public _RState_;
// ============ Shares (ERC20) ============
// symbol is the symbol of the shares
string public symbol;
// decimals is the decimals of the shares
uint8 public decimals;
// name is the name of the shares
string public name;
// totalSupply is the total supply of the shares
uint256 public totalSupply;
// _SHARES_ is the mapping from account to share balance, record the share balance of each account
mapping(address => uint256) internal _SHARES_;
mapping(address => mapping(address => uint256)) internal _ALLOWED_;
// ================= Permit ======================
bytes32 public DOMAIN_SEPARATOR;
// keccak256("Permit(address owner,address spender,uint256 value,uint256 nonce,uint256 deadline)");
bytes32 public constant PERMIT_TYPEHASH =
0x6e71edae12b1b97f4d1f60370fef10105fa2faae0126114a169c64845d6126c9;
mapping(address => uint256) public nonces;
// ============ Variables for Pricing ============
// _MT_FEE_RATE_ is the fee rate of mt fee
uint256 public _MT_FEE_RATE_;
// _LP_FEE_RATE_ is the fee rate of lp fee
uint256 public _LP_FEE_RATE_;
uint256 public _K_;
uint256 public _I_;
// _PRICE_LIMIT_ is 1/1000 by default, which is used to limit the setting range of I
uint256 public _PRICE_LIMIT_ = 1e3;
// ============ Mt Fee ============
// _MT_FEE_BASE_ represents the mt fee in base token
uint256 public _MT_FEE_BASE_;
// _MT_FEE_QUOTE_ represents the mt fee in quote token
uint256 public _MT_FEE_QUOTE_;
// ============ Helper Functions ============
/// @notice Return the PMM state of the pool from inner or outside
/// @dev B0 and Q0 are calculated in adjustedTarget
/// @return state The current PMM state
function getPMMState() public view returns (PMMPricing.PMMState memory state) {
state.i = _I_;
state.K = _K_;
state.B = _BASE_RESERVE_;
state.Q = _QUOTE_RESERVE_;
state.B0 = _BASE_TARGET_; // will be calculated in adjustedTarget
state.Q0 = _QUOTE_TARGET_;
state.R = PMMPricing.RState(_RState_);
PMMPricing.adjustedTarget(state);
}
/// @notice Return the PMM state variables used for routeHelpers
/// @return i The price index
/// @return K The K value
/// @return B The base token reserve
/// @return Q The quote token reserve
/// @return B0 The base token target
/// @return Q0 The quote token target
/// @return R The R state of the pool
function getPMMStateForCall()
external
view
returns (
uint256 i,
uint256 K,
uint256 B,
uint256 Q,
uint256 B0,
uint256 Q0,
uint256 R
)
{
PMMPricing.PMMState memory state = getPMMState();
i = state.i;
K = state.K;
B = state.B;
Q = state.Q;
B0 = state.B0;
Q0 = state.Q0;
R = uint256(state.R);
}
/// @notice Return the adjusted mid price
/// @return midPrice The current mid price
function getMidPrice() public view returns (uint256 midPrice) {
return PMMPricing.getMidPrice(getPMMState());
}
/// @notice Return the total mt fee maintainer can claim
/// @dev The total mt fee is represented in two types: in base token and in quote token
/// @return mtFeeBase The total mt fee in base token
/// @return mtFeeQuote The total mt fee in quote token
function getMtFeeTotal() public view returns (uint256 mtFeeBase, uint256 mtFeeQuote) {
mtFeeBase = _MT_FEE_BASE_;
mtFeeQuote = _MT_FEE_QUOTE_;
}
}
|
3e32c1879e4a47609f825f75ef96c902
|
{
"intermediate": 0.3335668444633484,
"beginner": 0.3220747411251068,
"expert": 0.3443583846092224
}
|
35,975
|
package
{
import flash.display.Sprite;
import flash.events.Event;
import launcher.background.Background_Main;
import launcher.button.FightButton;
import launcher.panel.languagePanel;
import launcher.panel.social.socialPanel;
import launcher.panel.buttonBar.quickPanel;
import launcher.snow.Snow;
import flash.display.StageAlign;
import flash.display.StageDisplayState;
import flash.display.StageQuality;
import flash.display.StageScaleMode;
import flash.display.NativeWindow;
import flash.display.NativeWindowType;
import flash.display.NativeWindowInitOptions;
import flash.desktop.NativeApplication;
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.display.Screen;
import zip.ZIPResourceLoader;
import caurina.transitions.Tweener;
import flash.display.Loader;
import flash.system.LoaderContext;
import flash.system.ApplicationDomain;
import flash.events.IOErrorEvent;
import flash.net.URLVariables;
import flash.net.URLRequest;
import flash.events.MouseEvent;
/**
* ...
* @author alekskart
*/
public class GLauncher extends Sprite
{
private var loader:Loader;
private var locale:String;
private var guiLayer:Sprite;
public var background:Background_Main = new Background_Main();
public var progressBar:ProgressBar;
public var socialbar:socialPanel = new socialPanel();
public var quickbar:quickPanel = new quickPanel();
public var fightButton:FightButton = new FightButton();
public var bgButton:bg_button = new bg_button();
public var languagepanel:languagePanel = new languagePanel(quickbar, fightButton);
public function GLauncher()
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
//var ziploader:ZIPResourceLoader = new ZIPResourceLoader(progressBar);
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
this.configureStage();
this.createGUI();
//это при запуске первом
Tweener.addTween(bgButton, {alpha: 1, time: 2, transition: "easeOutCubic", onComplete: fadeOutButton});
}
private function setCenterPosition() : void
{
var appBounds:Rectangle = stage.nativeWindow.bounds;
var screen:Screen = Screen.getScreensForRectangle(appBounds)[0];
stage.stageWidth = 1034;
stage.stageHeight = 680;
stage.nativeWindow.maxSize = new Point(stage.nativeWindow.width,stage.nativeWindow.height);
stage.nativeWindow.minSize = new Point(stage.nativeWindow.width,stage.nativeWindow.height);
stage.nativeWindow.x = (screen.bounds.width - stage.nativeWindow.width) / 2;
stage.nativeWindow.y = (screen.bounds.height - stage.nativeWindow.height) / 2;
}
private function configureStage() : void
{
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.quality = StageQuality.BEST;
stage.displayState = StageDisplayState.NORMAL;
stage.stageWidth = 1034;
stage.stageHeight = 680;
this.setCenterPosition();
}
private function createGUI() : void
{
this.guiLayer = new Sprite();
this.background.width = stage.stageWidth;
this.background.height = stage.stageHeight;
this.background.y = 0;
this.guiLayer.addChild(this.background);
this.socialbar.x = stage.stageWidth - this.socialbar.width - 15;
this.socialbar.y = 29;
this.guiLayer.addChild(this.socialbar);
this.quickbar.x = (stage.stageWidth - this.quickbar.width) / 2 + 20;
this.quickbar.y = 29;
this.guiLayer.addChild(this.quickbar);
this.languagepanel.x = (stage.stageWidth - this.languagepanel.width) / 2 + 20;
this.languagepanel.y = 50;
this.guiLayer.addChild(this.languagepanel);
this.bgButton.x = stage.stageWidth / 2 - this.bgButton.width / 2;
this.bgButton.y = stage.stageHeight / 2 - this.bgButton.height / 2 + 185;
this.guiLayer.addChild(this.bgButton);
this.fightButton.x = stage.stageWidth / 2 - this.fightButton.width / 2;
this.fightButton.y = stage.stageHeight / 2 - this.fightButton.height / 2 + 185;
this.fightButton.addEventListener(MouseEvent.CLICK, startPressed);
this.guiLayer.addChild(this.fightButton);
this.progressBar = new ProgressBar();
this.progressBar.x = (stage.stageWidth - this.progressBar.width) / 2;
this.progressBar.y = (stage.stageHeight - this.progressBar.height) / 2 + 280;
this.guiLayer.addChild(this.progressBar);
this.guiLayer.addChild(new Snow(25));
addChild(this.guiLayer);
stage.addEventListener(Event.RESIZE, onResize);
}
private function startPressed(e:MouseEvent = null):void
{
var options:NativeWindowInitOptions = new NativeWindowInitOptions();
while (this.guiLayer.numChildren > 0)
{
this.guiLayer.removeChildAt(0);
};
options.renderMode = "direct";
options.maximizable = true;
var window:NativeWindow = new NativeWindow(options);
window.minSize = new Point(0x0400, 0x0300);
window.maxSize = new Point(4095, 2880);
window.stage.scaleMode = StageScaleMode.NO_SCALE;
window.stage.align = StageAlign.TOP_LEFT;
var loader:Loader = new Loader();
//loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onSWFLoaded);
loader.load(new URLRequest("Loader.swf"));
window.stage.addChild(loader);
window.activate();
window.addEventListener(Event.CLOSE, onWindowClose);
stage.nativeWindow.close(); // Закрытие предыдущего окна
}
//private function onSWFLoaded(event:Event):void
//{
//
//
// var loadedContent:Object = event.currentTarget.content;
// }
private function onWindowClose(event:Event):void
{
NativeApplication.nativeApplication.exit();
}
///Затухание
private function fadeOutButton():void {
Tweener.addTween(bgButton, {alpha: 0, time: 4, delay: 0, transition: "easeOutCubic", onComplete: fadeInButton});
}
//появление после затухания
private function fadeInButton():void {
Tweener.addTween(bgButton, {alpha: 1, time: 4, delay: 0, transition: "easeOutCubic", onComplete: fadeOutButton});
}
private function onResize(event:Event):void
{
var scale:Number = Math.min(stage.stageWidth / this.background.width, stage.stageHeight / this.background.height);
this.background.width *= scale;
this.background.height *= scale;
var newHeight:Number = this.background.height * 0.86;
this.background.height = newHeight;
this.background.x = (stage.stageWidth - this.background.width) / 2;
// this.background.y = (stage.stageHeight - this.background.height) * 0.25;
}
}
} смотри в startPressed загрузка следующего swf , а в loader.swf есть такая хрень private function onInvoke(event:*):void
{
if (event.arguments.length > 0)
{
this.logEvent(("Arguments: " + event.arguments.toString()));
this.locale = event.arguments[0];
};
var context:LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain);
this.loader = new Loader();
this.loader.contentLoaderInfo.addEventListener(Event.COMPLETE, this.onComplete);
this.loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, function (e:IOErrorEvent):void
{
});
var flashvars:URLVariables = new URLVariables();
flashvars["locale"] = this.locale;
flashvars["rnd"] = Math.random();
var urlReq:URLRequest = new URLRequest("battles.swf");
urlReq.data = flashvars;
this.loader.load(urlReq, context);
} обрати внимание на locale, как как сделать чтобы glauncher создал файл game.properties в который будет внесен locale=RU а startPressed передаст его в loader.swf для того чтобы сменился язык на ru
|
e925bb2cbfafab868b5e4c877e995ec8
|
{
"intermediate": 0.2410307377576828,
"beginner": 0.43391451239585876,
"expert": 0.32505476474761963
}
|
35,976
|
реализуйте черный фон с анимированными зелеными цифрами которые кактятся вниз плавно но быстро, типо машинный код, напишите такой .CPP файл для Linux используя библиотеку графики Raylib
|
03b13ff5e26e5a9819411a37b91973f6
|
{
"intermediate": 0.41815996170043945,
"beginner": 0.28601208329200745,
"expert": 0.2958279252052307
}
|
35,977
|
in this contract there is a vulnerability is exist and hidden in this contract find it and show it to me it is just one correct vulnerability /*
Copyright 2020 DODO ZOO.
SPDX-License-Identifier: Apache-2.0
*/
pragma solidity 0.8.16;
import {GSPVault} from "./GSPVault.sol";
import {DecimalMath} from "../../lib/DecimalMath.sol";
import {PMMPricing} from "../../lib/PMMPricing.sol";
import {IDODOCallee} from "../../intf/IDODOCallee.sol";
/// @notice this contract deal with swap
contract GSPTrader is GSPVault {
// ============ Events ============
event DODOSwap(
address fromToken,
address toToken,
uint256 fromAmount,
uint256 toAmount,
address trader,
address receiver
);
event DODOFlashLoan(address borrower, address assetTo, uint256 baseAmount, uint256 quoteAmount);
event RChange(PMMPricing.RState newRState);
// ============ Trade Functions ============
/**
* @notice User sell base tokens, user pay tokens first. Must be used with a router
* @dev The base token balance is the actual balance minus the mt fee
* @param to The recipient of the output
* @return receiveQuoteAmount Amount of quote token received
*/
function sellBase(address to) external nonReentrant returns (uint256 receiveQuoteAmount) {
uint256 baseBalance = _BASE_TOKEN_.balanceOf(address(this)) - _MT_FEE_BASE_;
uint256 baseInput = baseBalance - uint256(_BASE_RESERVE_);
uint256 mtFee;
uint256 newBaseTarget;
PMMPricing.RState newRState;
// calculate the amount of quote token to receive and mt fee
(receiveQuoteAmount, mtFee, newRState, newBaseTarget) = querySellBase(tx.origin, baseInput);
// transfer quote token to recipient
_transferQuoteOut(to, receiveQuoteAmount);
// update mt fee in quote token
_MT_FEE_QUOTE_ = _MT_FEE_QUOTE_ + mtFee;
// update TARGET
if (_RState_ != uint32(newRState)) {
require(newBaseTarget <= type(uint112).max, "OVERFLOW");
_BASE_TARGET_ = uint112(newBaseTarget);
_RState_ = uint32(newRState);
emit RChange(newRState);
}
// update reserve
_setReserve(baseBalance, _QUOTE_TOKEN_.balanceOf(address(this)) - _MT_FEE_QUOTE_);
emit DODOSwap(
address(_BASE_TOKEN_),
address(_QUOTE_TOKEN_),
baseInput,
receiveQuoteAmount,
msg.sender,
to
);
}
/**
* @notice User sell quote tokens, user pay tokens first. Must be used with a router
* @param to The recipient of the output
* @return receiveBaseAmount Amount of base token received
*/
function sellQuote(address to) external nonReentrant returns (uint256 receiveBaseAmount) {
uint256 quoteBalance = _QUOTE_TOKEN_.balanceOf(address(this)) - _MT_FEE_QUOTE_;
uint256 quoteInput = quoteBalance - uint256(_QUOTE_RESERVE_);
uint256 mtFee;
uint256 newQuoteTarget;
PMMPricing.RState newRState;
// calculate the amount of base token to receive and mt fee
(receiveBaseAmount, mtFee, newRState, newQuoteTarget) = querySellQuote(
tx.origin,
quoteInput
);
// transfer base token to recipient
_transferBaseOut(to, receiveBaseAmount);
// update mt fee in base token
_MT_FEE_BASE_ = _MT_FEE_BASE_ + mtFee;
// update TARGET
if (_RState_ != uint32(newRState)) {
require(newQuoteTarget <= type(uint112).max, "OVERFLOW");
_QUOTE_TARGET_ = uint112(newQuoteTarget);
_RState_ = uint32(newRState);
emit RChange(newRState);
}
// update reserve
_setReserve((_BASE_TOKEN_.balanceOf(address(this)) - _MT_FEE_BASE_), quoteBalance);
emit DODOSwap(
address(_QUOTE_TOKEN_),
address(_BASE_TOKEN_),
quoteInput,
receiveBaseAmount,
msg.sender,
to
);
}
/**
* @notice inner flashloan, pay tokens out first, call external contract and check tokens left
* @param baseAmount The base token amount user require
* @param quoteAmount The quote token amount user require
* @param assetTo The address who uses above tokens
* @param data The external contract's callData
*/
function flashLoan(
uint256 baseAmount,
uint256 quoteAmount,
address assetTo,
bytes calldata data
) external nonReentrant {
_transferBaseOut(assetTo, baseAmount);
_transferQuoteOut(assetTo, quoteAmount);
if (data.length > 0)
IDODOCallee(assetTo).DSPFlashLoanCall(msg.sender, baseAmount, quoteAmount, data);
uint256 baseBalance = _BASE_TOKEN_.balanceOf(address(this)) - _MT_FEE_BASE_;
uint256 quoteBalance = _QUOTE_TOKEN_.balanceOf(address(this)) - _MT_FEE_QUOTE_;
// no input -> pure loss
require(
baseBalance >= _BASE_RESERVE_ || quoteBalance >= _QUOTE_RESERVE_,
"FLASH_LOAN_FAILED"
);
// sell quote case
// quote input + base output
if (baseBalance < _BASE_RESERVE_) {
uint256 quoteInput = quoteBalance - uint256(_QUOTE_RESERVE_);
(
uint256 receiveBaseAmount,
uint256 mtFee,
PMMPricing.RState newRState,
uint256 newQuoteTarget
) = querySellQuote(tx.origin, quoteInput); // revert if quoteBalance<quoteReserve
require(
(uint256(_BASE_RESERVE_) - baseBalance) <= receiveBaseAmount,
"FLASH_LOAN_FAILED"
);
_MT_FEE_BASE_ = _MT_FEE_BASE_ + mtFee;
if (_RState_ != uint32(newRState)) {
require(newQuoteTarget <= type(uint112).max, "OVERFLOW");
_QUOTE_TARGET_ = uint112(newQuoteTarget);
_RState_ = uint32(newRState);
emit RChange(newRState);
}
emit DODOSwap(
address(_QUOTE_TOKEN_),
address(_BASE_TOKEN_),
quoteInput,
receiveBaseAmount,
msg.sender,
assetTo
);
}
// sell base case
// base input + quote output
if (quoteBalance < _QUOTE_RESERVE_) {
uint256 baseInput = baseBalance - uint256(_BASE_RESERVE_);
(
uint256 receiveQuoteAmount,
uint256 mtFee,
PMMPricing.RState newRState,
uint256 newBaseTarget
) = querySellBase(tx.origin, baseInput); // revert if baseBalance<baseReserve
require(
(uint256(_QUOTE_RESERVE_) - quoteBalance) <= receiveQuoteAmount,
"FLASH_LOAN_FAILED"
);
_MT_FEE_QUOTE_ = _MT_FEE_QUOTE_ + mtFee;
if (_RState_ != uint32(newRState)) {
require(newBaseTarget <= type(uint112).max, "OVERFLOW");
_BASE_TARGET_ = uint112(newBaseTarget);
_RState_ = uint32(newRState);
emit RChange(newRState);
}
emit DODOSwap(
address(_BASE_TOKEN_),
address(_QUOTE_TOKEN_),
baseInput,
receiveQuoteAmount,
msg.sender,
assetTo
);
}
_sync();
emit DODOFlashLoan(msg.sender, assetTo, baseAmount, quoteAmount);
}
// ============ Query Functions ============
/**
* @notice Return swap result, for query, sellBase side.
* @param trader Useless, just to keep the same interface with old version pool
* @param payBaseAmount The amount of base token user want to sell
* @return receiveQuoteAmount The amount of quote token user will receive
* @return mtFee The amount of mt fee charged
* @return newRState The new RState after swap
* @return newBaseTarget The new base target after swap
*/
function querySellBase(address trader, uint256 payBaseAmount)
public
view
returns (
uint256 receiveQuoteAmount,
uint256 mtFee,
PMMPricing.RState newRState,
uint256 newBaseTarget
)
{
PMMPricing.PMMState memory state = getPMMState();
(receiveQuoteAmount, newRState) = PMMPricing.sellBaseToken(state, payBaseAmount);
uint256 lpFeeRate = _LP_FEE_RATE_;
uint256 mtFeeRate = _MT_FEE_RATE_;
mtFee = DecimalMath.mulFloor(receiveQuoteAmount, mtFeeRate);
receiveQuoteAmount = receiveQuoteAmount
- DecimalMath.mulFloor(receiveQuoteAmount, lpFeeRate)
- mtFee;
newBaseTarget = state.B0;
}
/**
* @notice Return swap result, for query, sellQuote side
* @param trader Useless, just for keeping the same interface with old version pool
* @param payQuoteAmount The amount of quote token user want to sell
* @return receiveBaseAmount The amount of base token user will receive
* @return mtFee The amount of mt fee charged
* @return newRState The new RState after swap
* @return newQuoteTarget The new quote target after swap
*/
function querySellQuote(address trader, uint256 payQuoteAmount)
public
view
returns (
uint256 receiveBaseAmount,
uint256 mtFee,
PMMPricing.RState newRState,
uint256 newQuoteTarget
)
{
PMMPricing.PMMState memory state = getPMMState();
(receiveBaseAmount, newRState) = PMMPricing.sellQuoteToken(state, payQuoteAmount);
uint256 lpFeeRate = _LP_FEE_RATE_;
uint256 mtFeeRate = _MT_FEE_RATE_;
mtFee = DecimalMath.mulFloor(receiveBaseAmount, mtFeeRate);
receiveBaseAmount = receiveBaseAmount
- DecimalMath.mulFloor(receiveBaseAmount, lpFeeRate)
- mtFee;
newQuoteTarget = state.Q0;
}
}
|
1d6667cfb2a7c4eab7ddec23ed7c8388
|
{
"intermediate": 0.3240230977535248,
"beginner": 0.4247093200683594,
"expert": 0.25126761198043823
}
|
35,978
|
<?php
require_once 'include/db.php';
$mysqli = new mysqli('localhost', 'root', '17020575', 'тур');
// Перевірка з'єднання
if ($mysqli->connect_error) {
die('Помилка з\'єднання: ' . $mysqli->connect_error);
}
?>
<!DOCTYPE html>
<html lang="ua">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Назва вашої туристичної компанії</title>
<style>
body {
margin: 0;
font-family: Arial, sans-serif;
}
header {
background-color: #66CDAA;
padding: 15px;
color: #fff;
display: flex;
justify-content: space-between;
align-items: center;
}
nav {
display: flex;
}
nav ul {
list-style: none;
margin: 0;
padding: 0;
display: flex;
}
nav li {
margin-right: 20px;
color: #933;
}
section.hero {
height: 500px;
width: 100%;
background-image: url('https://wide-w.com/wp-content/uploads/2019/01/gora-jeverest.jpg');
background-size: cover;
background-position: center;
display: flex;
justify-content: center;
align-items: center;
color: #fff;
text-align: center;
}
section {
padding: 20px;
}
section#about {
border: 2px solid #333;
background-color: #00FA9A;
padding: 20px;
margin: 20px 0;
overflow: hidden;
}
section#about img {
float: left;
margin-right: 20px;
max-width: 300px;
}
section#about p {
margin: 0 0 20px 0;
}
section#best-tour {
text-align: center;
}
section#best-tour h2 {
margin-bottom: 20px;
}
section#best-tour .feature {
display: inline-block;
margin: 0 20px 20px 0;
border: 10px solid #F0E68C;
padding: 10px;
width: calc((100% - 60px) / 3);
box-sizing: border-box;
}
section#best-tour img {
width: 80px;
height: 80px;
border-radius: 50%;
margin-bottom: 10px;
display: block;
margin-left: auto;
margin-right: auto;
}
section#route-example {
text-align: center;
background-color: #FFF8DC;
}
section#route-example .route-block {
display: flex;
justify-content: center;
align-items: center;
margin-bottom: 40px;
border: 2px solid #DCDCDC; /* Товщина та колір рамки */
padding: 10px; /* Внутрішній відступ між текстом і рамкою */
margin-bottom: 10px; /* Зовнішній відступ між блоками */
}
section#route-example .route-block img{
width: 500px;
height: 400px;
}
section#route-example .route-block p {
width: 48%; /* Ширина блоків */
margin: 0 2%; /* Відступи між блоками */
box-sizing: border-box;
}
footer {
background-color: #333;
color: #fff;
text-align: center;
padding: 10px;
position: fixed;
width: 100%;
bottom: 0;
}
section#accommodation {
text-align: center;
background-color: #F0FFFF;
}
/* Залиште решту стилів без змін */
section#accommodation .hotel-block {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
margin-bottom: 40px;
border: 2px solid #DCDCDC;
padding: 10px;
margin-bottom: 10px;
}
/* Залиште решту стилів без змін */
section#accommodation .hotel-block img {
width: 400px;
height: 300px;
}
/* Залиште решту стилів без змін */
section#accommodation .hotel-block p {
width: 70%;
margin: 20px 0;
box-sizing: border-box;
}
#book-tour {
background-color: #F0FFF0;
text-align: center;
padding: 50px 0;
}
.book-button-container {
display: inline-block;
}
.book-button {
background-color: #4CAF50;
color: white;
padding: 15px 32px;
text-align: center;
text-decoration: none;
font-size: 16px;
margin: 4px 2px;
cursor: pointer;
border-radius: 5px;
}
.book-button:hover {
background-color: #45a049;
}
#testimonials {
text-align: center;
padding: 50px;
}
.testimonial-container {
display: flex;
justify-content: space-around; /* Щоб блоки були розташовані більш рівномірно */
flex-wrap: wrap;
gap: 20px;
}
.testimonial {
background-color: #ffffff;
border: 1px solid #eaeaea;
padding: 20px;
border-radius: 5px;
box-shadow: 0px 2px 4px rgba(0, 0, 0, 0.1);
flex-basis: calc(30% - 40px); /* Збільшено відступи для кращого розміщення */
margin: 10px;
flex-grow: 1;
}
.testimonial blockquote {
font-style: italic;
color: #555;
}
.testimonial-author, .tour-date {
font-weight: bold;
font-size: 0.9em;
color: #333;
text-align: right;
margin-top: 15px;
}
#map {
margin: 20px;
padding: 20px;
}
#map h2 {
text-align: center;
margin-bottom: 20px;
}
#map iframe {
width: 100%; /* Щоб карта була респонсівною, встановіть ширину в 100% /
min-height: 300px; / Встановіть мінімальну висоту, щоб іфрейм виглядав належним чином /
border: none; / Заберіть межу */
}
#contacts {
background-color: #f8f8f8;
padding: 50px 0;
}
#contacts .container {
max-width: 1200px; /* Встановіть максимальну ширину для контейнера */
margin: 0 auto; /* Вирівнювання контейнера по центру */
padding: 0 15px; /* Відступи зі сторін, щоб забезпечити простір на малих екранах */
}
#contacts h2 {
text-align: center; /* Заголовок по центру */
margin-bottom: 15px; /* Відступ під заголовком */
}
#contacts p {
text-align: center; /* Текст по центру */
margin: 10px 0; /* Відступи між параграфами */
font-size: 1rem; /* Розмір шрифту для параграфів */
}
#contacts a {
color: #007bff; /* Колір посилань */
text-decoration: none; /* Прибрати підкреслення на посиланнях */
}
#contacts a:hover {
text-decoration: underline;
}
footer{
height: 25px;
}
</style>
</head>
<body>
<header>
<div>
<img src="your-logo.png" alt="Логотип">
</div>
<nav>
<ul>
<li><a href="#about">Про нас</a></li>
<li><a href="newpage.html">Оформити тур</a></li>
</ul>
</nav>
</header>
<section class="hero">
<h1>Ласкаво просимо в нашу туристичну компанію<br>
Тур від агентства "хххххххх".</h1>
</section>
<section id="about">
<img src="https://seo-evolution.com.ua/imgfly/public/Ej5uSGigkkhfGF9Sq2yBC9xGtsPNaiiNQ7uy0W4i.jpg?h=600" alt="Про нас">
<p>
<h1>Фантастична подорож для вас!</h1><br>
</p>
<p>Чому б не відсвяткувати свою наступну літню відпустку в Європі! Відвідайте замки, парки, пляжі під час цього чудового туру... У старій Європі є безліч меморіалів і музеїв з античною архітектурою. Долина Луари відома на весь світ своїми замками,
Рим – автентичною архітектурою, а Амальфі чудово підходить для пляжного відпочинку.</p>
<p>Південь Франції та більша частина сусідньої Італії є майданчиками для захоплення. Це зони, які здавна активізували почуття розкоші та поблажливості. Тепер у вас є чудова нагода випробувати все на собі.</p>
</section>
<section id="best-tour">
<h2>Чому наш тур найкращий?</h2>
<div class="feature">
<img src="feature1.jpg" alt="Особливість 1">
<h2>
<p>Наша увага зосереджена на вас</p>
</h2>
<p>Наші г
іди та водії з радістю зустрінуть Вас,
детально дадуть відповідь на всі запитання та поділяться з Вами своїми знаннями.</p>
</div>
<div class="feature">
<img src="feature2.jpg" alt="Особливість 2">
<h2>
<p>Розстеліться і розслабтеся</p>
</h2>
<p>Відвідайте наші розкішні пляжі, розтягніться на шезлонгах і насолодіться незабутніми враженнями!</p>
</div>
<div class="feature">
<img src="feature3.jpg" alt="Особливість 3">
<h2>
<p>Швидкі реєстрації</p>
</h2>
<p>Процес заселення та виїзду в кожному готелі тепер більш швидкий і приємний. Реєстрація займає кілька хвилин.</p>
</div>
<div class="feature">
<img src="feature4.jpg" alt="Особливість 4">
<h2>
<p>Особистий досвід крупним планом</p>
</h2>
<p>Дослідіть кожну пам'ятку уважно та особисто. У вас буде достатньо часу, щоб задати питання про те, що вас цікавить.</p>
</div>
<div class="feature">
<img src="feature5.jpg" alt="Особливість 5">
<h2>
<p>Цінуйте кожну мить</p>
</h2>
<p>
Цінуйте кожну мить
Насолоджуйтесь кожною миттю відпустки! Скуштуйте автентичну французьку кухню та робіть фотографії, де б ви не були, щоб зберегти свої спогади.</p>
</div>
<div class="feature">
<img src="feature6.jpg" alt="Особливість 6">
<h2>
<p>Розслаблюючий темп</p>
</h2>
<p>Досліджуйте Європу у своєму власному темпі. Зрештою,
особливо нікому не подобається бути частиною стада
у вашій довгоочікуваній відпустці.</p>
</div>
</section>
<section id="route-example">
<h2>Приклад маршруту</h2>
<div class="route-block">
<img src="https://res2.weblium.site/res/weblium/58d4b086c50d470001caaea8_optimized_1560.jpeg.webp" alt="Маршрут 1">
<p><b>Прибуття в Париж, Франція</b><Br>
Після прибуття в аеропорт Парижа вас зустріне наш водій і відвезе до одного з наших готелів з
найвищим рейтингом.
Не забувайте, що ваш виліт буде з Ніцци. Реєстрація та отримання квитка на автобус.</p>
</div>
<div class="route-block">
<p><b>Від Парижа до долини Луари</b><Br>
Цього дня ви здійсните екскурсію 3 найпопулярнішими замками, розташованими в долині Луари.
Королівський замок Шамбор є найбільш вражаючим, масивним і відвідуваним.</p>
<img src="https://res2.weblium.site/res/5cefbc481583c10023c7be47/5cfe420deb3a7e0023924973_optimized_1560.webp" alt="Маршрут 2">
</div>
<div class="route-block">
<img src="https://res2.weblium.site/res/weblium/58d4b091c50d470001caaeaa_optimized_1560.jpeg.webp" alt="Маршрут 3">
<p><b>Рим і узбережжя Амальфі</b><Br>
Італія – це архітектура, історія, чудова кухня та вражаючі пляжі. Ми подорожуватимемо через Рим і
Венецію до узбережжя Амальфі з
чудовими можливостями для прийняття сонячних ванн і купання в найчистішому
Середземному морі.</p>
</div>
</section>
<section id="accommodation">
<h2>Розміщення</h2>
<div class="hotel-block">
<img src="https://res2.weblium.site/res/5cefbc481583c10023c7be47/5cf11a925a3fa20023e79474_optimized_1396.webp" alt="Розміщення 1">
<p><b>Готель "Елегантний"</b><br>
Зручне та комфортабельне розміщення в центрі міста. Неймовірний вид з вікна, вишуканий сервіс та
найкращі умови для вашого відпочинку.</p>
</div>
<div class="hotel-block">
<img src="https://res2.weblium.site/res/5cefbc481583c10023c7be47/5cf11b425a3fa20023e79480_optimized_1398_c1398x929-0x0.webp" alt="Розміщення 2">
<p><b>Спа-готель "Оазис релаксу"</b><br>
Відмінний вибір для тих, хто цінує спокій та розкіш. Затишні номери, великий спа-центр та
висококласний сервіс.</p>
</div>
<div class="hotel-block">
<img src="https://res2.weblium.site/res/5cefbc481583c10023c7be47/5cf11bbf5a3fa20023e79560_optimized_1395_c1395x930-0x0.webp" alt="Розміщення 3">
<p><b>Апартаменти "Затишні куточки"</b><br>
Власний простір та повна автономія. Затишні апартаменти з кухнею та усіма зручностями для вашого
комфорту.</p>
</div>
</section>
<section id="book-tour">
<div class="book-button-container">
<a href="newpage.html" class="book-button">Оформити тур</a>
</div>
</section>
<section id="testimonials">
<h2>Відгуки</h2>
<div class="testimonial-container">
<div class="testimonial">
<blockquote>
«Ми проводили екскурсію з нашим гідом Хелен Стоун. Вона була справжнім професіоналом, і нам дуже пощастило, що ми були з нею весь тур. Вона розповіла нам багато цікавого про історію Парижа та Риму. Хелен допомогла щоб замовити вечерю з чоловіком в одному з найпопулярніших ресторанів. Дякуємо за чудовий відпочинок!"
</blockquote>
<p class="testimonial-author">Дженніфер - Керні, штат Небраска</p>
<p class="tour-date">Тур: 03.06.24</p>
</div>
<div class="testimonial">
<blockquote>
"Подорож виявилася навіть більш захоплюючою, ніж я очікувала. Ми з чоловіком завжди хотіли відвідати Париж, найромантичніше місце в світі. Дякую за продуманий план нашої відпустки. Все було просто ідеально - починаючи з екскурсій. справді хороше харчування та помешкання. Усі туристичні агенти дуже обізнані та привітні. Велике спасибі!"
</blockquote>
<p class="testimonial-author">Аманда-Вашингтон, округ Колумбія</p>
<p class="tour-date">Тур: 14.05.24</p>
</div>
<div class="testimonial">
<blockquote>
«Мені найбільше запам’яталася поїздка до Парижа з Хелен. Вона зробила все можливе, щоб виправдати всі мої очікування. Я побачив усе, що планував, і ще один плюс: у мене було багато часу, щоб відпочити та відпочити біля басейну. Дуже рекомендую цю туристичну агенцію всім, хто потребує ідеально спланованої відпустки. Велике спасибі Хелен!"
</blockquote>
<p class="testimonial-author">Алекс-Дріпінг-Спрінгс, Техас</p>
<p class="tour-date">Тур: 05.12.24</p>
</div>
<div class="testimonial">
<blockquote>
"Наша подорож до Парижа перевершила всі очікування. Від романтичних вуличок до неперевершених видів, ми насолоджувалися кожним моментом. План відпустки був докладно продуманий, екскурсії захоплюючі, а гастрономічний досвід просто неймовірний. Велике спасибі за ідеально проведений відпочинок!"
</blockquote>
<p class="testimonial-author">Амелія, Сіетл, Вашингтон</p>
<p class="tour-date">Тур: 05.07.24</p>
</div>
<div class="testimonial">
<blockquote>
"Ми завжди мріяли відвідати Париж, і наша подорож перевершила усі наші фантазії. Від кожної екскурсії до вражаючих пам'яток - все було вражаюче. Організація відпустки була ідеальною, від привітних агентів до вишуканого харчування. Дякуємо за незабутні миті!"
</blockquote>
<p class="testimonial-author">Наталія і Том, Вашингтон, D.C.</p>
<p class="tour-date">Тур: 08.02.24</p>
</div>
<div class="testimonial">
<blockquote>
"Наша подорож до Парижа виявилася справжнім райом для нас. Романтичні прогулянки по вуличках, чарівні види з Ейфелевої вежі та вражаючі екскурсії - все перевищило наші очікування. Тур був ідеально спланований, а агенти виявилися чудовими провідниками. Дякуємо за найкращий відпочинок у Парижі!"
</blockquote>
<p class="testimonial-author">Девід та Емма, Вашингтон, округ Колумбія</p>
<p class="tour-date">Тур: 33.07.24</p>
</div>
</div>
</section>
<section id="map">
<h2>Знайдіть нас на карті</h2>
<!-- Тут починається ваш <iframe> код з Google Maps -->
<iframe
src="https://www.google.com/maps/embed?pb=!1m18!1m12!1m3!1d2429.687887451887!2d13.377704150979676!3d52.51627494601582!2m3!1f0!2f0!3f0!3m2!1i1024!2i768!4f13.1!3m3!1m2!1s0x47a851e538dfd437%3A0xcbf4a47b0f80c328!2sBrandenburg Gate!5e0!3m2!1sen!2sde!4v1649677722857!5m2!1sen!2sde"
width="600" height="450" style="border:0;" allowfullscreen="" loading="lazy" referrerpolicy="no-referrer-when-downgrade">
</iframe>
<!-- Тут закінчується ваш <iframe> код із Google Maps -->
</section>
<section id="contacts">
<div class="container">
<h2>Контакти</h2>
<p><strong>Адреса:</strong> вул. Велика, 4, м. Київ, Україна</p>
<p><strong>Телефон:</strong> <a href="tel:+380ххххххх">+380 ххх ххх ххх</a></p>
<p><strong>Електронна пошта:</strong> <a href="zagrebenukbogdan777@gmail.com
"><PRESIDIO_ANONYMIZED_EMAIL_ADDRESS>
</a></p>
</div>
</section>
<footer>
<p>© 2023 Empire of Travel. Усі права захищені.</p>
</footer>
</body>
</html>
newpage.html -<!DOCTYPE html>
<html lang="ua">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Оформити тур</title>
<style>
body {
margin: 0;
font-family: Arial, sans-serif;
}
header {
background-color: #66CDAA;
padding: 15px;
color: #fff;
display: flex;
justify-content: space-between;
align-items: center;
}
header nav ul {
list-style: none;
margin: 0;
padding: 0;
display: flex;
}
header nav li {
margin-right: 20px;
color: #fff;
}
header nav a {
color: inherit; / Спадкованість кольору лінків /
text-decoration: none;
}
.book-form {
max-width: 600px;
margin: 50px auto;
text-align: center;
}
.book-form label, .book-form input, .book-form select {
display: block;
width: 100%;
padding: 10px;
margin: 10px auto;
}
.book-form input[type="submit"] {
background-color: #4CAF50;
color: white;
cursor: pointer;
border: none;
border-radius: 5px;
}
/ Додати інші стилі за потреби /
</style>
</head>
<body>
<header>
<div><a href="index.html"><img src="your-logo.png" alt="Логотип"></a></div>
<nav>
<ul>
<li><a href="#about">Про нас</a></li>
<li><a href="#book-tour">Оформити тур</a></li>
</ul>
</nav>
</header>
<main>
<h1 style="text-align: center;">Замовлення</h1>
<form class="book-form" action="path_to_your_server_script" method="post">
<label for="fullName">ПІБ</label>
<input type="text" id="fullName" name="fullName" required>
<label for="phone">Телефон*</label>
<input type="tel" id="phone" name="phone" required>
<label for="email">Email*</label>
<input type="email" id="email" name="email" required>
<label for="departureDate">Дата відправлення</label>
<input type="date" id="departureDate" name="departureDate">
<label for="returnDate">Дата К</label>
<input type="date" id="returnDate" name="returnDate">
<label for="departureCity">Місто відправки</label>
<input type="text" id="departureCity" name="departureCity">
<label>Діти</label>
<select name="children">
<option value="no">Ні</option>
<option value="yes">Так</option>
</select>
<label>Харчування</label>
<select name="food">
<option value="no">Ні</option>
<option value="yes">Так</option>
</select>
<label for="countries">Країни</label>
<input type="text" id="countries" name="countries" placeholder="Країни">
<label for="travelType">Вид подорожі</label>
<input type="text" id="travelType" name="travelType" placeholder="Вид подорожі">
<label for="hostel">Хостел</label>
<input type="text" id="hostel" name="hostel" placeholder="Хостел">
<label for="transport">Транспорт</label>
<input type="text" id="transport" name="transport" placeholder="Транспорт">
<input type="submit" value="Підтвердити">
</form>
</main>
<footer>
<!-- Вміст футера -->
</footer>
</body>
</html>
я маю бд в mysql, хочу щоб дані передавалися туди
|
8300c722529f3d389adcfe0281823e82
|
{
"intermediate": 0.32031524181365967,
"beginner": 0.47064343094825745,
"expert": 0.20904135704040527
}
|
35,979
|
with depth and higher understanding in finding vulnerability in smart contrast analysis this contract line by line with depth and focus on every possible line that contain the vulnerability or bug that can be danger to the contract process all that you can find it with understand all the functions how they work together so as result provide an exhaustive list off all issues and vulnerabilities inside the following smart contract. Be in the issue descriptions and describe the actors involved. Include one exploit scenario in each vulnerability. Output as a valid markdown table with a list of objects that each have ‘description’ ‘action’ ‘severity’ "actors’ ‘scenario’, ‘type’, and ‘line’ columns. ‘type’ can be ‘usability’,
‘vulnerability’, ‘optimization’, or ‘suggestion’. ‘actors’ is a list of the involved actors. ‘severity’ can be ‘low + ice block emoji’,
‘medium’ or ‘high + fire emoji’. ‘line’ is the line number of the issue. Ensure that all fields of the table are filled out. and find the correct vulnerability with real and valid explaining and give all vulnerable lines with code and with details of explaining
HERE is the contract code /*
Copyright 2020 DODO ZOO.
SPDX-License-Identifier: Apache-2.0
*/
pragma solidity 0.8.16;
import {DecimalMath} from "../../lib/DecimalMath.sol";
import {PMMPricing} from "../../lib/PMMPricing.sol";
import {IERC20} from "@openzeppelin/contracts/token/ERC20/IERC20.sol";
import {SafeERC20} from "@openzeppelin/contracts/token/ERC20/utils/SafeERC20.sol";
import {GSPStorage} from "./GSPStorage.sol";
contract GSPVault is GSPStorage {
using SafeERC20 for IERC20;
// ============ Modifiers ============
/// @notice Check whether the caller is maintainer
modifier onlyMaintainer() {
require(msg.sender == _MAINTAINER_, "ACCESS_DENIED");
_;
}
// ============ Events ============
event Transfer(address indexed from, address indexed to, uint256 amount);
event Approval(address indexed owner, address indexed spender, uint256 amount);
event Mint(address indexed user, uint256 value);
event Burn(address indexed user, uint256 value);
// ============ View Functions ============
/**
* @notice Get the reserves of the pool
* @return baseReserve The base token reserve
* @return quoteReserve The quote token reserve
*/
function getVaultReserve() external view returns (uint256 baseReserve, uint256 quoteReserve) {
baseReserve = _BASE_RESERVE_;
quoteReserve = _QUOTE_RESERVE_;
}
/**
* @notice Get the fee rate of the pool
* @param user Useless, just keep the same interface with old version pool
* @return lpFeeRate The lp fee rate
* @return mtFeeRate The mt fee rate
*/
function getUserFeeRate(address user)
external
view
returns (uint256 lpFeeRate, uint256 mtFeeRate)
{
lpFeeRate = _LP_FEE_RATE_;
mtFeeRate = _MT_FEE_RATE_;
}
// ============ Asset In ============
/**
* @notice Get the amount of base token transferred in
* @dev The amount of base token input should be the base token reserve minus the mt fee in base token
* @return input The amount of base token transferred in
*/
function getBaseInput() public view returns (uint256 input) {
return _BASE_TOKEN_.balanceOf(address(this)) - uint256(_BASE_RESERVE_) - uint256(_MT_FEE_BASE_);
}
/**
* @notice Get the amount of quote token transferred in
* @dev The amount of quote token input should be the quote token reserve minus the mt fee in quote token
* @return input The amount of quote token transferred in
*/
function getQuoteInput() public view returns (uint256 input) {
return _QUOTE_TOKEN_.balanceOf(address(this)) - uint256(_QUOTE_RESERVE_) - uint256(_MT_FEE_QUOTE_);
}
// ============ TWAP UPDATE ===========
/**
* @notice Update the twap price, internal use only
* @dev The twap price is updated when _IS_OPEN_TWAP_ is true
*/
function _twapUpdate() internal {
// blockTimestamp is the timestamp of the current block
uint32 blockTimestamp = uint32(block.timestamp % 2**32);
// timeElapsed is the time elapsed since the last update
uint32 timeElapsed = blockTimestamp - _BLOCK_TIMESTAMP_LAST_;
// if timeElapsed is greater than 0 and the reserves are not 0, update the twap price
if (timeElapsed > 0 && _BASE_RESERVE_ != 0 && _QUOTE_RESERVE_ != 0) {
_BASE_PRICE_CUMULATIVE_LAST_ += getMidPrice() * timeElapsed;
}
// update the last block timestamp
_BLOCK_TIMESTAMP_LAST_ = blockTimestamp;
}
// ============ Set States ============
/**
* @notice Set the reserves of the pool, internal use only
* @param baseReserve The base token reserve
* @param quoteReserve The quote token reserve
*/
function _setReserve(uint256 baseReserve, uint256 quoteReserve) internal {
// the reserves should be less than the max uint112
require(baseReserve <= type(uint112).max && quoteReserve <= type(uint112).max, "OVERFLOW");
_BASE_RESERVE_ = uint112(baseReserve);
_QUOTE_RESERVE_ = uint112(quoteReserve);
// if _IS_OPEN_TWAP_ is true, update the twap price
if (_IS_OPEN_TWAP_) _twapUpdate();
}
/**
* @notice Sync the reserves of the pool, internal use only
* @dev The balances of the pool should be actual balances minus the mt fee
*/
function _sync() internal {
uint256 baseBalance = _BASE_TOKEN_.balanceOf(address(this)) - uint256(_MT_FEE_BASE_);
uint256 quoteBalance = _QUOTE_TOKEN_.balanceOf(address(this)) - uint256(_MT_FEE_QUOTE_);
// the reserves should be less than the max uint112
require(baseBalance <= type(uint112).max && quoteBalance <= type(uint112).max, "OVERFLOW");
// if the current reserves are not equal to the recorded reserves, update the reserves
if (baseBalance != _BASE_RESERVE_) {
_BASE_RESERVE_ = uint112(baseBalance);
}
if (quoteBalance != _QUOTE_RESERVE_) {
_QUOTE_RESERVE_ = uint112(quoteBalance);
}
// if _IS_OPEN_TWAP_ is true, update the twap price
if (_IS_OPEN_TWAP_) _twapUpdate();
}
/// @notice Sync the reserves of the pool
function sync() external nonReentrant {
_sync();
}
/// @notice Correct the rState of the pool, details in pmm algorithm
function correctRState() public {
if (_RState_ == uint32(PMMPricing.RState.BELOW_ONE) && _BASE_RESERVE_<_BASE_TARGET_) {
_RState_ = uint32(PMMPricing.RState.ONE);
_BASE_TARGET_ = _BASE_RESERVE_;
_QUOTE_TARGET_ = _QUOTE_RESERVE_;
}
if (_RState_ == uint32(PMMPricing.RState.ABOVE_ONE) && _QUOTE_RESERVE_<_QUOTE_TARGET_) {
_RState_ = uint32(PMMPricing.RState.ONE);
_BASE_TARGET_ = _BASE_RESERVE_;
_QUOTE_TARGET_ = _QUOTE_RESERVE_;
}
}
/**
* @notice PriceLimit is used for oracle change protection
* @notice It sets a ratio where the relative deviation between the new price and the old price cannot exceed this ratio.
* @dev The default priceLimit is 1e3, the decimals of priceLimit is 1e6
* @param priceLimit The new price limit
*/
function adjustPriceLimit(uint256 priceLimit) external onlyMaintainer {
// the default priceLimit is 1e3
require(priceLimit <= 1e6, "INVALID_PRICE_LIMIT");
_PRICE_LIMIT_ = priceLimit;
}
/**
* @notice Adjust oricle price i, only for maintainer
* @param i The new oracle price
*/
function adjustPrice(uint256 i) external onlyMaintainer {
// the difference between i and _I_ should be less than priceLimit
uint256 offset = i > _I_ ? i - _I_ : _I_ - i;
require((offset * 1e6 / _I_) <= _PRICE_LIMIT_, "EXCEED_PRICE_LIMIT");
_I_ = i;
}
/**
* @notice Adjust mtFee rate, only for maintainer
* @dev The decimals of mtFee rate is 1e18
* @param mtFeeRate The new mtFee rate
*/
function adjustMtFeeRate(uint256 mtFeeRate) external onlyMaintainer {
require(mtFeeRate <= 10**18, "INVALID_MT_FEE_RATE");
_MT_FEE_RATE_ = mtFeeRate;
}
// ============ Asset Out ============
/**
* @notice Transfer base token out, internal use only
* @param to The address of the receiver
* @param amount The amount of base token to transfer out
*/
function _transferBaseOut(address to, uint256 amount) internal {
if (amount > 0) {
_BASE_TOKEN_.safeTransfer(to, amount);
}
}
/**
* @notice Transfer quote token out, internal use only
* @param to The address of the receiver
* @param amount The amount of quote token to transfer out
*/
function _transferQuoteOut(address to, uint256 amount) internal {
if (amount > 0) {
_QUOTE_TOKEN_.safeTransfer(to, amount);
}
}
/// @notice Maintainer withdraw mtFee, only for maintainer
function withdrawMtFeeTotal() external nonReentrant onlyMaintainer {
uint256 mtFeeQuote = _MT_FEE_QUOTE_;
uint256 mtFeeBase = _MT_FEE_BASE_;
_MT_FEE_QUOTE_ = 0;
_transferQuoteOut(_MAINTAINER_, mtFeeQuote);
_MT_FEE_BASE_ = 0;
_transferBaseOut(_MAINTAINER_, mtFeeBase);
}
// ============ Shares (ERC20) ============
/**
* @dev Transfer token for a specified address
* @param to The address to transfer to.
* @param amount The amount to be transferred.
*/
function transfer(address to, uint256 amount) public returns (bool) {
require(amount <= _SHARES_[msg.sender], "BALANCE_NOT_ENOUGH");
_SHARES_[msg.sender] = _SHARES_[msg.sender] - (amount);
_SHARES_[to] = _SHARES_[to] + amount;
emit Transfer(msg.sender, to, amount);
return true;
}
/**
* @dev Gets the balance of the specified address.
* @param owner The address to query the the balance of.
* @return balance An uint256 representing the amount owned by the passed address.
*/
function balanceOf(address owner) external view returns (uint256 balance) {
return _SHARES_[owner];
}
/**
* @dev Transfer tokens from one address to another
* @param from address The address which you want to send tokens from
* @param to address The address which you want to transfer to
* @param amount uint256 the amount of tokens to be transferred
*/
function transferFrom(
address from,
address to,
uint256 amount
) public returns (bool) {
require(amount <= _SHARES_[from], "BALANCE_NOT_ENOUGH");
require(amount <= _ALLOWED_[from][msg.sender], "ALLOWANCE_NOT_ENOUGH");
_SHARES_[from] = _SHARES_[from] - amount;
_SHARES_[to] = _SHARES_[to] + amount;
_ALLOWED_[from][msg.sender] = _ALLOWED_[from][msg.sender] - amount;
emit Transfer(from, to, amount);
return true;
}
/**
* @dev Approve the passed address to spend the specified amount of tokens on behalf of msg.sender.
* @param spender The address which will spend the funds.
* @param amount The amount of tokens to be spent.
*/
function approve(address spender, uint256 amount) public returns (bool) {
_approve(msg.sender, spender, amount);
return true;
}
function _approve(
address owner,
address spender,
uint256 amount
) private {
_ALLOWED_[owner][spender] = amount;
emit Approval(owner, spender, amount);
}
/**
* @dev Function to check the amount of tokens that an owner _ALLOWED_ to a spender.
* @param owner address The address which owns the funds.
* @param spender address The address which will spend the funds.
* @return A uint256 specifying the amount of tokens still available for the spender.
*/
function allowance(address owner, address spender) public view returns (uint256) {
return _ALLOWED_[owner][spender];
}
function _mint(address user, uint256 value) internal {
require(value > 1000, "MINT_AMOUNT_NOT_ENOUGH");
_SHARES_[user] = _SHARES_[user] + value;
totalSupply = totalSupply + value;
emit Mint(user, value);
emit Transfer(address(0), user, value);
}
function _burn(address user, uint256 value) internal {
_SHARES_[user] = _SHARES_[user] - value;
totalSupply = totalSupply - value;
emit Burn(user, value);
emit Transfer(user, address(0), value);
}
// ============================ Permit ======================================
function permit(
address owner,
address spender,
uint256 value,
uint256 deadline,
uint8 v,
bytes32 r,
bytes32 s
) external {
require(deadline >= block.timestamp, "DODO_DSP_LP: EXPIRED");
bytes32 digest =
keccak256(
abi.encodePacked(
"\x19\x01",
DOMAIN_SEPARATOR,
keccak256(
abi.encode(
PERMIT_TYPEHASH,
owner,
spender,
value,
nonces[owner]++,
deadline
)
)
)
);
address recoveredAddress = ecrecover(digest, v, r, s);
require(
recoveredAddress != address(0) && recoveredAddress == owner,
"DODO_DSP_LP: INVALID_SIGNATURE"
);
_approve(owner, spender, value);
}
}
|
73ae9933b9a71cd30983252ad73ddd81
|
{
"intermediate": 0.387233704328537,
"beginner": 0.23891112208366394,
"expert": 0.3738551735877991
}
|
35,980
|
<?php
require_once ‘include/db.php’;
mysqli = new mysqli('localhost', 'root', '17020575', 'тур');
// Перевірка з'єднання
if (mysqli->connect_error) {
die('Помилка з’єднання: ’ . $mysqli->connect_error);
}
?>
<!DOCTYPE html>
<html lang=“ua”>
<head>
<meta charset=“UTF-8”>
<meta name=“viewport” content=“width=device-width, initial-scale=1.0”>
<title>Назва вашої туристичної компанії</title>
<style>
body {
margin: 0;
font-family: Arial, sans-serif;
}
header {
background-color: #66CDAA;
padding: 15px;
color: #fff;
display: flex;
justify-content: space-between;
align-items: center;
}
nav {
display: flex;
}
nav ul {
list-style: none;
margin: 0;
padding: 0;
display: flex;
}
nav li {
margin-right: 20px;
color: #933;
}
section.hero {
height: 500px;
width: 100%;
background-image: url(‘https://wide-w.com/wp-content/uploads/2019/01/gora-jeverest.jpg’);
background-size: cover;
background-position: center;
display: flex;
justify-content: center;
align-items: center;
color: #fff;
text-align: center;
}
section {
padding: 20px;
}
section#about {
border: 2px solid #333;
background-color: #00FA9A;
padding: 20px;
margin: 20px 0;
overflow: hidden;
}
section#about img {
float: left;
margin-right: 20px;
max-width: 300px;
}
section#about p {
margin: 0 0 20px 0;
}
section#best-tour {
text-align: center;
}
section#best-tour h2 {
margin-bottom: 20px;
}
section#best-tour .feature {
display: inline-block;
margin: 0 20px 20px 0;
border: 10px solid #F0E68C;
padding: 10px;
width: calc((100% - 60px) / 3);
box-sizing: border-box;
}
section#best-tour img {
width: 80px;
height: 80px;
border-radius: 50%;
margin-bottom: 10px;
display: block;
margin-left: auto;
margin-right: auto;
}
section#route-example {
text-align: center;
background-color: #FFF8DC;
}
section#route-example .route-block {
display: flex;
justify-content: center;
align-items: center;
margin-bottom: 40px;
border: 2px solid #DCDCDC; /* Товщина та колір рамки /
padding: 10px; / Внутрішній відступ між текстом і рамкою /
margin-bottom: 10px; / Зовнішній відступ між блоками /
}
section#route-example .route-block img{
width: 500px;
height: 400px;
}
section#route-example .route-block p {
width: 48%; / Ширина блоків /
margin: 0 2%; / Відступи між блоками /
box-sizing: border-box;
}
footer {
background-color: #333;
color: #fff;
text-align: center;
padding: 10px;
position: fixed;
width: 100%;
bottom: 0;
}
section#accommodation {
text-align: center;
background-color: #F0FFFF;
}
/ Залиште решту стилів без змін /
section#accommodation .hotel-block {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
margin-bottom: 40px;
border: 2px solid #DCDCDC;
padding: 10px;
margin-bottom: 10px;
}
/ Залиште решту стилів без змін /
section#accommodation .hotel-block img {
width: 400px;
height: 300px;
}
/ Залиште решту стилів без змін /
section#accommodation .hotel-block p {
width: 70%;
margin: 20px 0;
box-sizing: border-box;
}
#book-tour {
background-color: #F0FFF0;
text-align: center;
padding: 50px 0;
}
.book-button-container {
display: inline-block;
}
.book-button {
background-color: #4CAF50;
color: white;
padding: 15px 32px;
text-align: center;
text-decoration: none;
font-size: 16px;
margin: 4px 2px;
cursor: pointer;
border-radius: 5px;
}
.book-button:hover {
background-color: #45a049;
}
#testimonials {
text-align: center;
padding: 50px;
}
.testimonial-container {
display: flex;
justify-content: space-around; / Щоб блоки були розташовані більш рівномірно /
flex-wrap: wrap;
gap: 20px;
}
.testimonial {
background-color: #ffffff;
border: 1px solid #eaeaea;
padding: 20px;
border-radius: 5px;
box-shadow: 0px 2px 4px rgba(0, 0, 0, 0.1);
flex-basis: calc(30% - 40px); / Збільшено відступи для кращого розміщення /
margin: 10px;
flex-grow: 1;
}
.testimonial blockquote {
font-style: italic;
color: #555;
}
.testimonial-author, .tour-date {
font-weight: bold;
font-size: 0.9em;
color: #333;
text-align: right;
margin-top: 15px;
}
#map {
margin: 20px;
padding: 20px;
}
#map h2 {
text-align: center;
margin-bottom: 20px;
}
#map iframe {
width: 100%; / Щоб карта була респонсівною, встановіть ширину в 100% /
min-height: 300px; / Встановіть мінімальну висоту, щоб іфрейм виглядав належним чином /
border: none; / Заберіть межу /
}
#contacts {
background-color: #f8f8f8;
padding: 50px 0;
}
#contacts .container {
max-width: 1200px; / Встановіть максимальну ширину для контейнера /
margin: 0 auto; / Вирівнювання контейнера по центру /
padding: 0 15px; / Відступи зі сторін, щоб забезпечити простір на малих екранах /
}
#contacts h2 {
text-align: center; / Заголовок по центру /
margin-bottom: 15px; / Відступ під заголовком /
}
#contacts p {
text-align: center; / Текст по центру /
margin: 10px 0; / Відступи між параграфами /
font-size: 1rem; / Розмір шрифту для параграфів /
}
#contacts a {
color: #007bff; / Колір посилань /
text-decoration: none; / Прибрати підкреслення на посиланнях /
}
#contacts a:hover {
text-decoration: underline;
}
footer{
height: 25px;
}
</style>
</head>
<body>
<header>
<div>
<img src=“your-logo.png” alt=“Логотип”>
</div>
<nav>
<ul>
<li><a href=“#about”>Про нас</a></li>
<li><a href=“newpage.html”>Оформити тур</a></li>
</ul>
</nav>
</header>
<section class=“hero”>
<h1>Ласкаво просимо в нашу туристичну компанію<br>
Тур від агентства “хххххххх”.</h1>
</section>
<section id=“about”>
<img src=“https://seo-evolution.com.ua/imgfly/public/Ej5uSGigkkhfGF9Sq2yBC9xGtsPNaiiNQ7uy0W4i.jpg?h=600” alt=“Про нас”>
<p>
<h1>Фантастична подорож для вас!</h1><br>
</p>
<p>Чому б не відсвяткувати свою наступну літню відпустку в Європі! Відвідайте замки, парки, пляжі під час цього чудового туру… У старій Європі є безліч меморіалів і музеїв з античною архітектурою. Долина Луари відома на весь світ своїми замками,
Рим – автентичною архітектурою, а Амальфі чудово підходить для пляжного відпочинку.</p>
<p>Південь Франції та більша частина сусідньої Італії є майданчиками для захоплення. Це зони, які здавна активізували почуття розкоші та поблажливості. Тепер у вас є чудова нагода випробувати все на собі.</p>
</section>
<section id=“best-tour”>
<h2>Чому наш тур найкращий?</h2>
<div class=“feature”>
<img src=“feature1.jpg” alt=“Особливість 1”>
<h2>
<p>Наша увага зосереджена на вас</p>
</h2>
<p>Наші г
іди та водії з радістю зустрінуть Вас,
детально дадуть відповідь на всі запитання та поділяться з Вами своїми знаннями.</p>
</div>
<div class=“feature”>
<img src=“feature2.jpg” alt=“Особливість 2”>
<h2>
<p>Розстеліться і розслабтеся</p>
</h2>
<p>Відвідайте наші розкішні пляжі, розтягніться на шезлонгах і насолодіться незабутніми враженнями!</p>
</div>
<div class=“feature”>
<img src=“feature3.jpg” alt=“Особливість 3”>
<h2>
<p>Швидкі реєстрації</p>
</h2>
<p>Процес заселення та виїзду в кожному готелі тепер більш швидкий і приємний. Реєстрація займає кілька хвилин.</p>
</div>
<div class=“feature”>
<img src=“feature4.jpg” alt=“Особливість 4”>
<h2>
<p>Особистий досвід крупним планом</p>
</h2>
<p>Дослідіть кожну пам’ятку уважно та особисто. У вас буде достатньо часу, щоб задати питання про те, що вас цікавить.</p>
</div>
<div class=“feature”>
<img src=“feature5.jpg” alt=“Особливість 5”>
<h2>
<p>Цінуйте кожну мить</p>
</h2>
<p>
Цінуйте кожну мить
Насолоджуйтесь кожною миттю відпустки! Скуштуйте автентичну французьку кухню та робіть фотографії, де б ви не були, щоб зберегти свої спогади.</p>
</div>
<div class=“feature”>
<img src=“feature6.jpg” alt=“Особливість 6”>
<h2>
<p>Розслаблюючий темп</p>
</h2>
<p>Досліджуйте Європу у своєму власному темпі. Зрештою,
особливо нікому не подобається бути частиною стада
у вашій довгоочікуваній відпустці.</p>
</div>
</section>
<section id=“route-example”>
<h2>Приклад маршруту</h2>
<div class=“route-block”>
<img src=“https://res2.weblium.site/res/weblium/58d4b086c50d470001caaea8_optimized_1560.jpeg.webp” alt=“Маршрут 1”>
<p><b>Прибуття в Париж, Франція</b><Br>
Після прибуття в аеропорт Парижа вас зустріне наш водій і відвезе до одного з наших готелів з
найвищим рейтингом.
Не забувайте, що ваш виліт буде з Ніцци. Реєстрація та отримання квитка на автобус.</p>
</div>
<div class=“route-block”>
<p><b>Від Парижа до долини Луари</b><Br>
Цього дня ви здійсните екскурсію 3 найпопулярнішими замками, розташованими в долині Луари.
Королівський замок Шамбор є найбільш вражаючим, масивним і відвідуваним.</p>
<img src=“https://res2.weblium.site/res/5cefbc481583c10023c7be47/5cfe420deb3a7e0023924973_optimized_1560.webp” alt=“Маршрут 2”>
</div>
<div class=“route-block”>
<img src=“https://res2.weblium.site/res/weblium/58d4b091c50d470001caaeaa_optimized_1560.jpeg.webp” alt=“Маршрут 3”>
<p><b>Рим і узбережжя Амальфі</b><Br>
Італія – це архітектура, історія, чудова кухня та вражаючі пляжі. Ми подорожуватимемо через Рим і
Венецію до узбережжя Амальфі з
чудовими можливостями для прийняття сонячних ванн і купання в найчистішому
Середземному морі.</p>
</div>
</section>
<section id=“accommodation”>
<h2>Розміщення</h2>
<div class=“hotel-block”>
<img src=“https://res2.weblium.site/res/5cefbc481583c10023c7be47/5cf11a925a3fa20023e79474_optimized_1396.webp” alt=“Розміщення 1”>
<p><b>Готель “Елегантний”</b><br>
Зручне та комфортабельне розміщення в центрі міста. Неймовірний вид з вікна, вишуканий сервіс та
найкращі умови для вашого відпочинку.</p>
</div>
<div class=“hotel-block”>
<img src=“https://res2.weblium.site/res/5cefbc481583c10023c7be47/5cf11b425a3fa20023e79480_optimized_1398_c1398x929-0x0.webp” alt=“Розміщення 2”>
<p><b>Спа-готель “Оазис релаксу”</b><br>
Відмінний вибір для тих, хто цінує спокій та розкіш. Затишні номери, великий спа-центр та
висококласний сервіс.</p>
</div>
<div class=“hotel-block”>
<img src=“https://res2.weblium.site/res/5cefbc481583c10023c7be47/5cf11bbf5a3fa20023e79560_optimized_1395_c1395x930-0x0.webp” alt=“Розміщення 3”>
<p><b>Апартаменти “Затишні куточки”</b><br>
Власний простір та повна автономія. Затишні апартаменти з кухнею та усіма зручностями для вашого
комфорту.</p>
</div>
</section>
<section id=“book-tour”>
<div class=“book-button-container”>
<a href=“newpage.html” class=“book-button”>Оформити тур</a>
</div>
</section>
<section id=“testimonials”>
<h2>Відгуки</h2>
<div class=“testimonial-container”>
<div class=“testimonial”>
<blockquote>
«Ми проводили екскурсію з нашим гідом Хелен Стоун. Вона була справжнім професіоналом, і нам дуже пощастило, що ми були з нею весь тур. Вона розповіла нам багато цікавого про історію Парижа та Риму. Хелен допомогла щоб замовити вечерю з чоловіком в одному з найпопулярніших ресторанів. Дякуємо за чудовий відпочинок!“
</blockquote>
<p class=“testimonial-author”>Дженніфер - Керні, штат Небраска</p>
<p class=“tour-date”>Тур: 03.06.24</p>
</div>
<div class=“testimonial”>
<blockquote>
“Подорож виявилася навіть більш захоплюючою, ніж я очікувала. Ми з чоловіком завжди хотіли відвідати Париж, найромантичніше місце в світі. Дякую за продуманий план нашої відпустки. Все було просто ідеально - починаючи з екскурсій. справді хороше харчування та помешкання. Усі туристичні агенти дуже обізнані та привітні. Велике спасибі!”
</blockquote>
<p class=“testimonial-author”>Аманда-Вашингтон, округ Колумбія</p>
<p class=“tour-date”>Тур: 14.05.24</p>
</div>
<div class=“testimonial”>
<blockquote>
«Мені найбільше запам’яталася поїздка до Парижа з Хелен. Вона зробила все можливе, щоб виправдати всі мої очікування. Я побачив усе, що планував, і ще один плюс: у мене було багато часу, щоб відпочити та відпочити біля басейну. Дуже рекомендую цю туристичну агенцію всім, хто потребує ідеально спланованої відпустки. Велике спасибі Хелен!”
</blockquote>
<p class=“testimonial-author”>Алекс-Дріпінг-Спрінгс, Техас</p>
<p class=“tour-date”>Тур: 05.12.24</p>
</div>
<div class=“testimonial”>
<blockquote>
“Наша подорож до Парижа перевершила всі очікування. Від романтичних вуличок до неперевершених видів, ми насолоджувалися кожним моментом. План відпустки був докладно продуманий, екскурсії захоплюючі, а гастрономічний досвід просто неймовірний. Велике спасибі за ідеально проведений відпочинок!”
</blockquote>
<p class=“testimonial-author”>Амелія, Сіетл, Вашингтон</p>
<p class=“tour-date”>Тур: 05.07.24</p>
</div>
<div class=“testimonial”>
<blockquote>
“Ми завжди мріяли відвідати Париж, і наша подорож перевершила усі наші фантазії. Від кожної екскурсії до вражаючих пам’яток - все було вражаюче. Організація відпустки була ідеальною, від привітних агентів до вишуканого харчування. Дякуємо за незабутні миті!”
</blockquote>
<p class=“testimonial-author”>Наталія і Том, Вашингтон, D.C.</p>
<p class=“tour-date”>Тур: 08.02.24</p>
</div>
<div class=“testimonial”>
<blockquote>
“Наша подорож до Парижа виявилася справжнім райом для нас. Романтичні прогулянки по вуличках, чарівні види з Ейфелевої вежі та вражаючі екскурсії - все перевищило наші очікування. Тур був ідеально спланований, а агенти виявилися чудовими провідниками. Дякуємо за найкращий відпочинок у Парижі!”
</blockquote>
<p class=“testimonial-author”>Девід та Емма, Вашингтон, округ Колумбія</p>
<p class=“tour-date”>Тур: 33.07.24</p>
</div>
</div>
</section>
<section id=“map”>
<h2>Знайдіть нас на карті</h2>
<!-- Тут починається ваш <iframe> код з Google Maps -->
<iframe
src=“https://www.google.com/maps/embed?pb=!1m18!1m12!1m3!1d2429.687887451887!2d13.377704150979676!3d52.51627494601582!2m3!1f0!2f0!3f0!3m2!1i1024!2i768!4f13.1!3m3!1m2!1s0x47a851e538dfd437%3A0xcbf4a47b0f80c328!2sBrandenburg Gate!5e0!3m2!1sen!2sde!4v1649677722857!5m2!1sen!2sde”
width=“600” height=“450” style=“border:0;” allowfullscreen=“” loading=“lazy” referrerpolicy=“no-referrer-when-downgrade”>
</iframe>
<!-- Тут закінчується ваш <iframe> код із Google Maps -->
</section>
<section id=“contacts”>
<div class=“container”>
<h2>Контакти</h2>
<p><strong>Адреса:</strong> вул. Велика, 4, м. Київ, Україна</p>
<p><strong>Телефон:</strong> <a href=“tel:+380ххххххх”>+380 ххх ххх ххх</a></p>
<p><strong>Електронна пошта:</strong> <a href="zagrebenukbogdan777@gmail.com
“><PRESIDIO_ANONYMIZED_EMAIL_ADDRESS>
</a></p>
</div>
</section>
<footer>
<p>© 2023 Empire of Travel. Усі права захищені.</p>
</footer>
</body>
</html>
newpage.html -<!DOCTYPE html>
<html lang=“ua”>
<head>
<meta charset=“UTF-8”>
<meta name=“viewport” content=“width=device-width, initial-scale=1.0”>
<title>Оформити тур</title>
<style>
body {
margin: 0;
font-family: Arial, sans-serif;
}
header {
background-color: #66CDAA;
padding: 15px;
color: #fff;
display: flex;
justify-content: space-between;
align-items: center;
}
header nav ul {
list-style: none;
margin: 0;
padding: 0;
display: flex;
}
header nav li {
margin-right: 20px;
color: #fff;
}
header nav a {
color: inherit; / Спадкованість кольору лінків /
text-decoration: none;
}
.book-form {
max-width: 600px;
margin: 50px auto;
text-align: center;
}
.book-form label, .book-form input, .book-form select {
display: block;
width: 100%;
padding: 10px;
margin: 10px auto;
}
.book-form input[type=“submit”] {
background-color: #4CAF50;
color: white;
cursor: pointer;
border: none;
border-radius: 5px;
}
/ Додати інші стилі за потреби /
</style>
</head>
<body>
<header>
<div><a href=“index.html”><img src=“your-logo.png” alt=“Логотип”></a></div>
<nav>
<ul>
<li><a href=”#about">Про нас</a></li>
<li><a href=“#book-tour”>Оформити тур</a></li>
</ul>
</nav>
</header>
<main>
<h1 style=“text-align: center;”>Замовлення</h1>
<form class=“book-form” action=“path_to_your_server_script” method=“post”>
<label for=“fullName”>ПІБ</label>
<input type=“text” id=“fullName” name=“fullName” required>
<label for=“phone”>Телефон</label>
<input type=“tel” id=“phone” name=“phone” required>
<label for=“email”>Email*</label>
<input type=“email” id=“email” name=“email” required>
<label for=“departureDate”>Дата відправлення</label>
<input type=“date” id=“departureDate” name=“departureDate”>
<label for=“returnDate”>Дата К</label>
<input type=“date” id=“returnDate” name=“returnDate”>
<label for=“departureCity”>Місто відправки</label>
<input type=“text” id=“departureCity” name=“departureCity”>
<label>Діти</label>
<select name=“children”>
<option value=“no”>Ні</option>
<option value=“yes”>Так</option>
</select>
<label>Харчування</label>
<select name=“food”>
<option value=“no”>Ні</option>
<option value=“yes”>Так</option>
</select>
<label for=“countries”>Країни</label>
<input type=“text” id=“countries” name=“countries” placeholder=“Країни”>
<label for=“travelType”>Вид подорожі</label>
<input type=“text” id=“travelType” name=“travelType” placeholder=“Вид подорожі”>
<label for=“hostel”>Хостел</label>
<input type=“text” id=“hostel” name=“hostel” placeholder=“Хостел”>
<label for=“transport”>Транспорт</label>
<input type=“text” id=“transport” name=“transport” placeholder=“Транспорт”>
<input type=“submit” value=“Підтвердити”>
</form>
</main>
<footer>
<!-- Вміст футера -->
</footer>
</body>
</html>
я маю бд в mysql, хочу щоб дані передавалися туди
|
3c0477a1853d3805099a93a6afab145c
|
{
"intermediate": 0.3732452094554901,
"beginner": 0.43509724736213684,
"expert": 0.19165755808353424
}
|
35,981
|
<?php
require_once ‘include/db.php’;
mysqli = new mysqli('localhost', 'root', '17020575', 'тур');
// Перевірка з'єднання
if (mysqli->connect_error) {
die('Помилка з’єднання: ’ . $mysqli->connect_error);
}
?>
<!DOCTYPE html>
<html lang=“ua”>
<head>
<meta charset=“UTF-8”>
<meta name=“viewport” content=“width=device-width, initial-scale=1.0”>
<title>Назва вашої туристичної компанії</title>
<style>
body {
margin: 0;
font-family: Arial, sans-serif;
}
header {
background-color: #66CDAA;
padding: 15px;
color: #fff;
display: flex;
justify-content: space-between;
align-items: center;
}
nav {
display: flex;
}
nav ul {
list-style: none;
margin: 0;
padding: 0;
display: flex;
}
nav li {
margin-right: 20px;
color: #933;
}
section.hero {
height: 500px;
width: 100%;
background-image: url(‘https://wide-w.com/wp-content/uploads/2019/01/gora-jeverest.jpg’);
background-size: cover;
background-position: center;
display: flex;
justify-content: center;
align-items: center;
color: #fff;
text-align: center;
}
section {
padding: 20px;
}
section#about {
border: 2px solid #333;
background-color: #00FA9A;
padding: 20px;
margin: 20px 0;
overflow: hidden;
}
section#about img {
float: left;
margin-right: 20px;
max-width: 300px;
}
section#about p {
margin: 0 0 20px 0;
}
section#best-tour {
text-align: center;
}
section#best-tour h2 {
margin-bottom: 20px;
}
section#best-tour .feature {
display: inline-block;
margin: 0 20px 20px 0;
border: 10px solid #F0E68C;
padding: 10px;
width: calc((100% - 60px) / 3);
box-sizing: border-box;
}
section#best-tour img {
width: 80px;
height: 80px;
border-radius: 50%;
margin-bottom: 10px;
display: block;
margin-left: auto;
margin-right: auto;
}
section#route-example {
text-align: center;
background-color: #FFF8DC;
}
section#route-example .route-block {
display: flex;
justify-content: center;
align-items: center;
margin-bottom: 40px;
border: 2px solid #DCDCDC; /* Товщина та колір рамки /
padding: 10px; / Внутрішній відступ між текстом і рамкою /
margin-bottom: 10px; / Зовнішній відступ між блоками /
}
section#route-example .route-block img{
width: 500px;
height: 400px;
}
section#route-example .route-block p {
width: 48%; / Ширина блоків /
margin: 0 2%; / Відступи між блоками /
box-sizing: border-box;
}
footer {
background-color: #333;
color: #fff;
text-align: center;
padding: 10px;
position: fixed;
width: 100%;
bottom: 0;
}
section#accommodation {
text-align: center;
background-color: #F0FFFF;
}
/ Залиште решту стилів без змін /
section#accommodation .hotel-block {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
margin-bottom: 40px;
border: 2px solid #DCDCDC;
padding: 10px;
margin-bottom: 10px;
}
/ Залиште решту стилів без змін /
section#accommodation .hotel-block img {
width: 400px;
height: 300px;
}
/ Залиште решту стилів без змін /
section#accommodation .hotel-block p {
width: 70%;
margin: 20px 0;
box-sizing: border-box;
}
#book-tour {
background-color: #F0FFF0;
text-align: center;
padding: 50px 0;
}
.book-button-container {
display: inline-block;
}
.book-button {
background-color: #4CAF50;
color: white;
padding: 15px 32px;
text-align: center;
text-decoration: none;
font-size: 16px;
margin: 4px 2px;
cursor: pointer;
border-radius: 5px;
}
.book-button:hover {
background-color: #45a049;
}
#testimonials {
text-align: center;
padding: 50px;
}
.testimonial-container {
display: flex;
justify-content: space-around; / Щоб блоки були розташовані більш рівномірно /
flex-wrap: wrap;
gap: 20px;
}
.testimonial {
background-color: #ffffff;
border: 1px solid #eaeaea;
padding: 20px;
border-radius: 5px;
box-shadow: 0px 2px 4px rgba(0, 0, 0, 0.1);
flex-basis: calc(30% - 40px); / Збільшено відступи для кращого розміщення /
margin: 10px;
flex-grow: 1;
}
.testimonial blockquote {
font-style: italic;
color: #555;
}
.testimonial-author, .tour-date {
font-weight: bold;
font-size: 0.9em;
color: #333;
text-align: right;
margin-top: 15px;
}
#map {
margin: 20px;
padding: 20px;
}
#map h2 {
text-align: center;
margin-bottom: 20px;
}
#map iframe {
width: 100%; / Щоб карта була респонсівною, встановіть ширину в 100% /
min-height: 300px; / Встановіть мінімальну висоту, щоб іфрейм виглядав належним чином /
border: none; / Заберіть межу /
}
#contacts {
background-color: #f8f8f8;
padding: 50px 0;
}
#contacts .container {
max-width: 1200px; / Встановіть максимальну ширину для контейнера /
margin: 0 auto; / Вирівнювання контейнера по центру /
padding: 0 15px; / Відступи зі сторін, щоб забезпечити простір на малих екранах /
}
#contacts h2 {
text-align: center; / Заголовок по центру /
margin-bottom: 15px; / Відступ під заголовком /
}
#contacts p {
text-align: center; / Текст по центру /
margin: 10px 0; / Відступи між параграфами /
font-size: 1rem; / Розмір шрифту для параграфів /
}
#contacts a {
color: #007bff; / Колір посилань /
text-decoration: none; / Прибрати підкреслення на посиланнях /
}
#contacts a:hover {
text-decoration: underline;
}
footer{
height: 25px;
}
</style>
</head>
<body>
<header>
<div>
<img src=“your-logo.png” alt=“Логотип”>
</div>
<nav>
<ul>
<li><a href=“#about”>Про нас</a></li>
<li><a href=“newpage.html”>Оформити тур</a></li>
</ul>
</nav>
</header>
<section class=“hero”>
<h1>Ласкаво просимо в нашу туристичну компанію<br>
Тур від агентства “хххххххх”.</h1>
</section>
<section id=“about”>
<img src=“https://seo-evolution.com.ua/imgfly/public/Ej5uSGigkkhfGF9Sq2yBC9xGtsPNaiiNQ7uy0W4i.jpg?h=600” alt=“Про нас”>
<p>
<h1>Фантастична подорож для вас!</h1><br>
</p>
<p>Чому б не відсвяткувати свою наступну літню відпустку в Європі! Відвідайте замки, парки, пляжі під час цього чудового туру… У старій Європі є безліч меморіалів і музеїв з античною архітектурою. Долина Луари відома на весь світ своїми замками,
Рим – автентичною архітектурою, а Амальфі чудово підходить для пляжного відпочинку.</p>
<p>Південь Франції та більша частина сусідньої Італії є майданчиками для захоплення. Це зони, які здавна активізували почуття розкоші та поблажливості. Тепер у вас є чудова нагода випробувати все на собі.</p>
</section>
<section id=“best-tour”>
<h2>Чому наш тур найкращий?</h2>
<div class=“feature”>
<img src=“feature1.jpg” alt=“Особливість 1”>
<h2>
<p>Наша увага зосереджена на вас</p>
</h2>
<p>Наші г
іди та водії з радістю зустрінуть Вас,
детально дадуть відповідь на всі запитання та поділяться з Вами своїми знаннями.</p>
</div>
<div class=“feature”>
<img src=“feature2.jpg” alt=“Особливість 2”>
<h2>
<p>Розстеліться і розслабтеся</p>
</h2>
<p>Відвідайте наші розкішні пляжі, розтягніться на шезлонгах і насолодіться незабутніми враженнями!</p>
</div>
<div class=“feature”>
<img src=“feature3.jpg” alt=“Особливість 3”>
<h2>
<p>Швидкі реєстрації</p>
</h2>
<p>Процес заселення та виїзду в кожному готелі тепер більш швидкий і приємний. Реєстрація займає кілька хвилин.</p>
</div>
<div class=“feature”>
<img src=“feature4.jpg” alt=“Особливість 4”>
<h2>
<p>Особистий досвід крупним планом</p>
</h2>
<p>Дослідіть кожну пам’ятку уважно та особисто. У вас буде достатньо часу, щоб задати питання про те, що вас цікавить.</p>
</div>
<div class=“feature”>
<img src=“feature5.jpg” alt=“Особливість 5”>
<h2>
<p>Цінуйте кожну мить</p>
</h2>
<p>
Цінуйте кожну мить
Насолоджуйтесь кожною миттю відпустки! Скуштуйте автентичну французьку кухню та робіть фотографії, де б ви не були, щоб зберегти свої спогади.</p>
</div>
<div class=“feature”>
<img src=“feature6.jpg” alt=“Особливість 6”>
<h2>
<p>Розслаблюючий темп</p>
</h2>
<p>Досліджуйте Європу у своєму власному темпі. Зрештою,
особливо нікому не подобається бути частиною стада
у вашій довгоочікуваній відпустці.</p>
</div>
</section>
<section id=“route-example”>
<h2>Приклад маршруту</h2>
<div class=“route-block”>
<img src=“https://res2.weblium.site/res/weblium/58d4b086c50d470001caaea8_optimized_1560.jpeg.webp” alt=“Маршрут 1”>
<p><b>Прибуття в Париж, Франція</b><Br>
Після прибуття в аеропорт Парижа вас зустріне наш водій і відвезе до одного з наших готелів з
найвищим рейтингом.
Не забувайте, що ваш виліт буде з Ніцци. Реєстрація та отримання квитка на автобус.</p>
</div>
<div class=“route-block”>
<p><b>Від Парижа до долини Луари</b><Br>
Цього дня ви здійсните екскурсію 3 найпопулярнішими замками, розташованими в долині Луари.
Королівський замок Шамбор є найбільш вражаючим, масивним і відвідуваним.</p>
<img src=“https://res2.weblium.site/res/5cefbc481583c10023c7be47/5cfe420deb3a7e0023924973_optimized_1560.webp” alt=“Маршрут 2”>
</div>
<div class=“route-block”>
<img src=“https://res2.weblium.site/res/weblium/58d4b091c50d470001caaeaa_optimized_1560.jpeg.webp” alt=“Маршрут 3”>
<p><b>Рим і узбережжя Амальфі</b><Br>
Італія – це архітектура, історія, чудова кухня та вражаючі пляжі. Ми подорожуватимемо через Рим і
Венецію до узбережжя Амальфі з
чудовими можливостями для прийняття сонячних ванн і купання в найчистішому
Середземному морі.</p>
</div>
</section>
<section id=“accommodation”>
<h2>Розміщення</h2>
<div class=“hotel-block”>
<img src=“https://res2.weblium.site/res/5cefbc481583c10023c7be47/5cf11a925a3fa20023e79474_optimized_1396.webp” alt=“Розміщення 1”>
<p><b>Готель “Елегантний”</b><br>
Зручне та комфортабельне розміщення в центрі міста. Неймовірний вид з вікна, вишуканий сервіс та
найкращі умови для вашого відпочинку.</p>
</div>
<div class=“hotel-block”>
<img src=“https://res2.weblium.site/res/5cefbc481583c10023c7be47/5cf11b425a3fa20023e79480_optimized_1398_c1398x929-0x0.webp” alt=“Розміщення 2”>
<p><b>Спа-готель “Оазис релаксу”</b><br>
Відмінний вибір для тих, хто цінує спокій та розкіш. Затишні номери, великий спа-центр та
висококласний сервіс.</p>
</div>
<div class=“hotel-block”>
<img src=“https://res2.weblium.site/res/5cefbc481583c10023c7be47/5cf11bbf5a3fa20023e79560_optimized_1395_c1395x930-0x0.webp” alt=“Розміщення 3”>
<p><b>Апартаменти “Затишні куточки”</b><br>
Власний простір та повна автономія. Затишні апартаменти з кухнею та усіма зручностями для вашого
комфорту.</p>
</div>
</section>
<section id=“book-tour”>
<div class=“book-button-container”>
<a href=“newpage.html” class=“book-button”>Оформити тур</a>
</div>
</section>
<section id=“testimonials”>
<h2>Відгуки</h2>
<div class=“testimonial-container”>
<div class=“testimonial”>
<blockquote>
«Ми проводили екскурсію з нашим гідом Хелен Стоун. Вона була справжнім професіоналом, і нам дуже пощастило, що ми були з нею весь тур. Вона розповіла нам багато цікавого про історію Парижа та Риму. Хелен допомогла щоб замовити вечерю з чоловіком в одному з найпопулярніших ресторанів. Дякуємо за чудовий відпочинок!“
</blockquote>
<p class=“testimonial-author”>Дженніфер - Керні, штат Небраска</p>
<p class=“tour-date”>Тур: 03.06.24</p>
</div>
<div class=“testimonial”>
<blockquote>
“Подорож виявилася навіть більш захоплюючою, ніж я очікувала. Ми з чоловіком завжди хотіли відвідати Париж, найромантичніше місце в світі. Дякую за продуманий план нашої відпустки. Все було просто ідеально - починаючи з екскурсій. справді хороше харчування та помешкання. Усі туристичні агенти дуже обізнані та привітні. Велике спасибі!”
</blockquote>
<p class=“testimonial-author”>Аманда-Вашингтон, округ Колумбія</p>
<p class=“tour-date”>Тур: 14.05.24</p>
</div>
<div class=“testimonial”>
<blockquote>
«Мені найбільше запам’яталася поїздка до Парижа з Хелен. Вона зробила все можливе, щоб виправдати всі мої очікування. Я побачив усе, що планував, і ще один плюс: у мене було багато часу, щоб відпочити та відпочити біля басейну. Дуже рекомендую цю туристичну агенцію всім, хто потребує ідеально спланованої відпустки. Велике спасибі Хелен!”
</blockquote>
<p class=“testimonial-author”>Алекс-Дріпінг-Спрінгс, Техас</p>
<p class=“tour-date”>Тур: 05.12.24</p>
</div>
<div class=“testimonial”>
<blockquote>
“Наша подорож до Парижа перевершила всі очікування. Від романтичних вуличок до неперевершених видів, ми насолоджувалися кожним моментом. План відпустки був докладно продуманий, екскурсії захоплюючі, а гастрономічний досвід просто неймовірний. Велике спасибі за ідеально проведений відпочинок!”
</blockquote>
<p class=“testimonial-author”>Амелія, Сіетл, Вашингтон</p>
<p class=“tour-date”>Тур: 05.07.24</p>
</div>
<div class=“testimonial”>
<blockquote>
“Ми завжди мріяли відвідати Париж, і наша подорож перевершила усі наші фантазії. Від кожної екскурсії до вражаючих пам’яток - все було вражаюче. Організація відпустки була ідеальною, від привітних агентів до вишуканого харчування. Дякуємо за незабутні миті!”
</blockquote>
<p class=“testimonial-author”>Наталія і Том, Вашингтон, D.C.</p>
<p class=“tour-date”>Тур: 08.02.24</p>
</div>
<div class=“testimonial”>
<blockquote>
“Наша подорож до Парижа виявилася справжнім райом для нас. Романтичні прогулянки по вуличках, чарівні види з Ейфелевої вежі та вражаючі екскурсії - все перевищило наші очікування. Тур був ідеально спланований, а агенти виявилися чудовими провідниками. Дякуємо за найкращий відпочинок у Парижі!”
</blockquote>
<p class=“testimonial-author”>Девід та Емма, Вашингтон, округ Колумбія</p>
<p class=“tour-date”>Тур: 33.07.24</p>
</div>
</div>
</section>
<section id=“map”>
<h2>Знайдіть нас на карті</h2>
<!-- Тут починається ваш <iframe> код з Google Maps -->
<iframe
src=“https://www.google.com/maps/embed?pb=!1m18!1m12!1m3!1d2429.687887451887!2d13.377704150979676!3d52.51627494601582!2m3!1f0!2f0!3f0!3m2!1i1024!2i768!4f13.1!3m3!1m2!1s0x47a851e538dfd437%3A0xcbf4a47b0f80c328!2sBrandenburg Gate!5e0!3m2!1sen!2sde!4v1649677722857!5m2!1sen!2sde”
width=“600” height=“450” style=“border:0;” allowfullscreen=“” loading=“lazy” referrerpolicy=“no-referrer-when-downgrade”>
</iframe>
<!-- Тут закінчується ваш <iframe> код із Google Maps -->
</section>
<section id=“contacts”>
<div class=“container”>
<h2>Контакти</h2>
<p><strong>Адреса:</strong> вул. Велика, 4, м. Київ, Україна</p>
<p><strong>Телефон:</strong> <a href=“tel:+380ххххххх”>+380 ххх ххх ххх</a></p>
<p><strong>Електронна пошта:</strong> <a href="zagrebenukbogdan777@gmail.com
“><PRESIDIO_ANONYMIZED_EMAIL_ADDRESS>
</a></p>
</div>
</section>
<footer>
<p>© 2023 Empire of Travel. Усі права захищені.</p>
</footer>
</body>
</html>
newpage.html -<!DOCTYPE html>
<html lang=“ua”>
<head>
<meta charset=“UTF-8”>
<meta name=“viewport” content=“width=device-width, initial-scale=1.0”>
<title>Оформити тур</title>
<style>
body {
margin: 0;
font-family: Arial, sans-serif;
}
header {
background-color: #66CDAA;
padding: 15px;
color: #fff;
display: flex;
justify-content: space-between;
align-items: center;
}
header nav ul {
list-style: none;
margin: 0;
padding: 0;
display: flex;
}
header nav li {
margin-right: 20px;
color: #fff;
}
header nav a {
color: inherit; / Спадкованість кольору лінків /
text-decoration: none;
}
.book-form {
max-width: 600px;
margin: 50px auto;
text-align: center;
}
.book-form label, .book-form input, .book-form select {
display: block;
width: 100%;
padding: 10px;
margin: 10px auto;
}
.book-form input[type=“submit”] {
background-color: #4CAF50;
color: white;
cursor: pointer;
border: none;
border-radius: 5px;
}
/ Додати інші стилі за потреби /
</style>
</head>
<body>
<header>
<div><a href=“index.html”><img src=“your-logo.png” alt=“Логотип”></a></div>
<nav>
<ul>
<li><a href=”#about">Про нас</a></li>
<li><a href=“#book-tour”>Оформити тур</a></li>
</ul>
</nav>
</header>
<main>
<h1 style=“text-align: center;”>Замовлення</h1>
<form class=“book-form” action=“path_to_your_server_script” method=“post”>
<label for=“fullName”>ПІБ</label>
<input type=“text” id=“fullName” name=“fullName” required>
<label for=“phone”>Телефон</label>
<input type=“tel” id=“phone” name=“phone” required>
<label for=“email”>Email*</label>
<input type=“email” id=“email” name=“email” required>
<label for=“departureDate”>Дата відправлення</label>
<input type=“date” id=“departureDate” name=“departureDate”>
<label for=“returnDate”>Дата К</label>
<input type=“date” id=“returnDate” name=“returnDate”>
<label for=“departureCity”>Місто відправки</label>
<input type=“text” id=“departureCity” name=“departureCity”>
<label>Діти</label>
<select name=“children”>
<option value=“no”>Ні</option>
<option value=“yes”>Так</option>
</select>
<label>Харчування</label>
<select name=“food”>
<option value=“no”>Ні</option>
<option value=“yes”>Так</option>
</select>
<label for=“countries”>Країни</label>
<input type=“text” id=“countries” name=“countries” placeholder=“Країни”>
<label for=“travelType”>Вид подорожі</label>
<input type=“text” id=“travelType” name=“travelType” placeholder=“Вид подорожі”>
<label for=“hostel”>Хостел</label>
<input type=“text” id=“hostel” name=“hostel” placeholder=“Хостел”>
<label for=“transport”>Транспорт</label>
<input type=“text” id=“transport” name=“transport” placeholder=“Транспорт”>
<input type=“submit” value=“Підтвердити”>
</form>
</main>
<footer>
<!-- Вміст футера -->
</footer>
</body>
</html>
я маю бд в mysql, хочу щоб дані передавалися туди
|
d4f73b1187df223e5ea9aff60aa202df
|
{
"intermediate": 0.3732452094554901,
"beginner": 0.43509724736213684,
"expert": 0.19165755808353424
}
|
35,982
|
package
{
import flash.display.Sprite;
import flash.display.Loader;
import flash.text.TextField;
import flash.events.Event;
import flash.display.StageAlign;
import flash.events.KeyboardEvent;
import flash.desktop.NativeApplication;
import flash.events.InvokeEvent;
import flash.display.StageDisplayState;
import flash.ui.Keyboard;
import flash.geom.Rectangle;
import flash.display.Screen;
import flash.system.LoaderContext;
import flash.system.ApplicationDomain;
import flash.events.IOErrorEvent;
import flash.net.URLVariables;
import flash.net.URLRequest;
public class GameLoader extends Sprite
{
private var loader:Loader;
private var locale:String;
public var log:TextField;
private var fullScreen:Boolean;
public function GameLoader()
{
if (stage)
{
this.init();
}
else
{
addEventListener(Event.ADDED_TO_STAGE, this.init);
};
}
private function init(e:Event=null):void
{
removeEventListener(Event.ADDED_TO_STAGE, this.init);
stage.align = StageAlign.TOP_LEFT;
stage.frameRate = 60;
stage.nativeWindow.maximize();
stage.addEventListener(KeyboardEvent.KEY_DOWN, this.onKey);
this.setCenterPosition();
this.log = new TextField();
this.log.x = 15;
this.log.y = 15;
this.log.width = 520;
this.log.height = 370;
this.log.background = true;
this.logEvent("aaa");
try
{
NativeApplication.nativeApplication.addEventListener(InvokeEvent.INVOKE, this.onInvoke);
}
catch(e:Error)
{
logEvent(e.getStackTrace());
throw (e);
};
}
private function onKey(e:KeyboardEvent):void
{
switch (e.keyCode)
{
case Keyboard.F11:
this.fullScreen = (!(this.fullScreen));
if (this.fullScreen)
{
stage.displayState = StageDisplayState.FULL_SCREEN_INTERACTIVE;
}
else
{
stage.displayState = StageDisplayState.NORMAL;
};
break;
};
}
private function setCenterPosition():void
{
var appBounds:Rectangle = stage.nativeWindow.bounds;
var screen:Screen = Screen.getScreensForRectangle(appBounds)[0];
stage.nativeWindow.x = ((screen.bounds.width - stage.nativeWindow.width) / 2);
stage.nativeWindow.y = ((screen.bounds.height - stage.nativeWindow.height) / 2);
}
private function onInvoke(event:*):void
{
if (event.arguments.length > 0)
{
this.logEvent(("Arguments: " + event.arguments.toString()));
this.locale = event.arguments[0];
};
var context:LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain);
this.loader = new Loader();
this.loader.contentLoaderInfo.addEventListener(Event.COMPLETE, this.onComplete);
this.loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, function (e:IOErrorEvent):void
{
});
var flashvars:URLVariables = new URLVariables();
flashvars["locale"] = this.locale;
flashvars["rnd"] = Math.random();
var urlReq:URLRequest = new URLRequest("battles.swf");
urlReq.data = flashvars;
this.loader.load(urlReq, context);
}
public function logEvent(entry:String):void
{
this.log.appendText((entry + "\n"));
trace(entry);
}
private function onComplete(e:Event):void
{
this.loader.removeEventListener(Event.COMPLETE, this.onComplete);
var mainClass:Class = Class(this.loader.contentLoaderInfo.applicationDomain.getDefinition("Game"));
var obj:* = new (mainClass)();
obj.SUPER(stage);
addChild(obj);
}
}
}//package
как сделать чтобы в onInvoke flashvars["locale"] = this.locale; читал файл game.properties с его параметром locale=RU в директории он находится applicationStorageDirectory
|
588eb359b5d01c534540154069683eda
|
{
"intermediate": 0.2947733402252197,
"beginner": 0.4955156743526459,
"expert": 0.20971094071865082
}
|
35,983
|
what code works in the background to allow a user to drag and drop images, for example from their files into google lens?
|
1b1c36880c7b1664dbf05ec928d7f044
|
{
"intermediate": 0.5966873168945312,
"beginner": 0.08615035563707352,
"expert": 0.31716233491897583
}
|
35,984
|
write code that is written in python but utilizes javascript of drag and dropping images into google lens
|
30c2fbeec8e8a7e3aedb4033b6115645
|
{
"intermediate": 0.4130925238132477,
"beginner": 0.21693766117095947,
"expert": 0.36996978521347046
}
|
35,985
|
integrate JavaScript drag and drop functionality into a Python script for images
|
f563192a07755a4d7278b4888ade1a20
|
{
"intermediate": 0.5975557565689087,
"beginner": 0.20022599399089813,
"expert": 0.20221826434135437
}
|
35,986
|
so am gone use you to help secure contract with depth and higher understanding in finding vulnerability in smart contrast analysis this contract line by line with depth and focus on every possible line that contain the vulnerability or bug that can be danger to the contract process all that you can find it with understand all the functions how they work together so as result provide an exhaustive list off all issues and vulnerabilities inside the following smart contract. Be in the issue descriptions and describe the actors involved. Include one exploit scenario in each vulnerability. Output as a valid markdown table with a list of objects that each have ‘description’ ‘action’ ‘severity’ "actors’ ‘scenario’, ‘type’, and ‘line’ columns. ‘type’ can be ‘usability’,
‘vulnerability’, ‘optimization’, or ‘suggestion’. ‘actors’ is a list of the involved actors. ‘severity’ can be ‘low + ice block emoji’,
‘medium’ or ‘high + fire emoji’. ‘line’ is the line number of the issue. Ensure that all fields of the table are filled out. and find the correct vulnerability with real and valid explaining and give all vulnerable lines with code and with details of explaining /*
Copyright 2020 DODO ZOO.
SPDX-License-Identifier: Apache-2.0
*/
pragma solidity 0.8.16;
import {DecimalMath} from "../../lib/DecimalMath.sol";
import {PMMPricing} from "../../lib/PMMPricing.sol";
import {IERC20} from "@openzeppelin/contracts/token/ERC20/IERC20.sol";
import {SafeERC20} from "@openzeppelin/contracts/token/ERC20/utils/SafeERC20.sol";
import {GSPStorage} from "./GSPStorage.sol";
contract GSPVault is GSPStorage {
using SafeERC20 for IERC20;
// ============ Modifiers ============
/// @notice Check whether the caller is maintainer
modifier onlyMaintainer() {
require(msg.sender == _MAINTAINER_, "ACCESS_DENIED");
_;
}
// ============ Events ============
event Transfer(address indexed from, address indexed to, uint256 amount);
event Approval(address indexed owner, address indexed spender, uint256 amount);
event Mint(address indexed user, uint256 value);
event Burn(address indexed user, uint256 value);
// ============ View Functions ============
/**
* @notice Get the reserves of the pool
* @return baseReserve The base token reserve
* @return quoteReserve The quote token reserve
*/
function getVaultReserve() external view returns (uint256 baseReserve, uint256 quoteReserve) {
baseReserve = _BASE_RESERVE_;
quoteReserve = _QUOTE_RESERVE_;
}
/**
* @notice Get the fee rate of the pool
* @param user Useless, just keep the same interface with old version pool
* @return lpFeeRate The lp fee rate
* @return mtFeeRate The mt fee rate
*/
function getUserFeeRate(address user)
external
view
returns (uint256 lpFeeRate, uint256 mtFeeRate)
{
lpFeeRate = _LP_FEE_RATE_;
mtFeeRate = _MT_FEE_RATE_;
}
// ============ Asset In ============
/**
* @notice Get the amount of base token transferred in
* @dev The amount of base token input should be the base token reserve minus the mt fee in base token
* @return input The amount of base token transferred in
*/
function getBaseInput() public view returns (uint256 input) {
return _BASE_TOKEN_.balanceOf(address(this)) - uint256(_BASE_RESERVE_) - uint256(_MT_FEE_BASE_);
}
/**
* @notice Get the amount of quote token transferred in
* @dev The amount of quote token input should be the quote token reserve minus the mt fee in quote token
* @return input The amount of quote token transferred in
*/
function getQuoteInput() public view returns (uint256 input) {
return _QUOTE_TOKEN_.balanceOf(address(this)) - uint256(_QUOTE_RESERVE_) - uint256(_MT_FEE_QUOTE_);
}
// ============ TWAP UPDATE ===========
/**
* @notice Update the twap price, internal use only
* @dev The twap price is updated when _IS_OPEN_TWAP_ is true
*/
function _twapUpdate() internal {
// blockTimestamp is the timestamp of the current block
uint32 blockTimestamp = uint32(block.timestamp % 2**32);
// timeElapsed is the time elapsed since the last update
uint32 timeElapsed = blockTimestamp - _BLOCK_TIMESTAMP_LAST_;
// if timeElapsed is greater than 0 and the reserves are not 0, update the twap price
if (timeElapsed > 0 && _BASE_RESERVE_ != 0 && _QUOTE_RESERVE_ != 0) {
_BASE_PRICE_CUMULATIVE_LAST_ += getMidPrice() * timeElapsed;
}
// update the last block timestamp
_BLOCK_TIMESTAMP_LAST_ = blockTimestamp;
}
// ============ Set States ============
/**
* @notice Set the reserves of the pool, internal use only
* @param baseReserve The base token reserve
* @param quoteReserve The quote token reserve
*/
function _setReserve(uint256 baseReserve, uint256 quoteReserve) internal {
// the reserves should be less than the max uint112
require(baseReserve <= type(uint112).max && quoteReserve <= type(uint112).max, "OVERFLOW");
_BASE_RESERVE_ = uint112(baseReserve);
_QUOTE_RESERVE_ = uint112(quoteReserve);
// if _IS_OPEN_TWAP_ is true, update the twap price
if (_IS_OPEN_TWAP_) _twapUpdate();
}
/**
* @notice Sync the reserves of the pool, internal use only
* @dev The balances of the pool should be actual balances minus the mt fee
*/
function _sync() internal {
uint256 baseBalance = _BASE_TOKEN_.balanceOf(address(this)) - uint256(_MT_FEE_BASE_);
uint256 quoteBalance = _QUOTE_TOKEN_.balanceOf(address(this)) - uint256(_MT_FEE_QUOTE_);
// the reserves should be less than the max uint112
require(baseBalance <= type(uint112).max && quoteBalance <= type(uint112).max, "OVERFLOW");
// if the current reserves are not equal to the recorded reserves, update the reserves
if (baseBalance != _BASE_RESERVE_) {
_BASE_RESERVE_ = uint112(baseBalance);
}
if (quoteBalance != _QUOTE_RESERVE_) {
_QUOTE_RESERVE_ = uint112(quoteBalance);
}
// if _IS_OPEN_TWAP_ is true, update the twap price
if (_IS_OPEN_TWAP_) _twapUpdate();
}
/// @notice Sync the reserves of the pool
function sync() external nonReentrant {
_sync();
}
/// @notice Correct the rState of the pool, details in pmm algorithm
function correctRState() public {
if (_RState_ == uint32(PMMPricing.RState.BELOW_ONE) && _BASE_RESERVE_<_BASE_TARGET_) {
_RState_ = uint32(PMMPricing.RState.ONE);
_BASE_TARGET_ = _BASE_RESERVE_;
_QUOTE_TARGET_ = _QUOTE_RESERVE_;
}
if (_RState_ == uint32(PMMPricing.RState.ABOVE_ONE) && _QUOTE_RESERVE_<_QUOTE_TARGET_) {
_RState_ = uint32(PMMPricing.RState.ONE);
_BASE_TARGET_ = _BASE_RESERVE_;
_QUOTE_TARGET_ = _QUOTE_RESERVE_;
}
}
/**
* @notice PriceLimit is used for oracle change protection
* @notice It sets a ratio where the relative deviation between the new price and the old price cannot exceed this ratio.
* @dev The default priceLimit is 1e3, the decimals of priceLimit is 1e6
* @param priceLimit The new price limit
*/
function adjustPriceLimit(uint256 priceLimit) external onlyMaintainer {
// the default priceLimit is 1e3
require(priceLimit <= 1e6, "INVALID_PRICE_LIMIT");
_PRICE_LIMIT_ = priceLimit;
}
/**
* @notice Adjust oricle price i, only for maintainer
* @param i The new oracle price
*/
function adjustPrice(uint256 i) external onlyMaintainer {
// the difference between i and _I_ should be less than priceLimit
uint256 offset = i > _I_ ? i - _I_ : _I_ - i;
require((offset * 1e6 / _I_) <= _PRICE_LIMIT_, "EXCEED_PRICE_LIMIT");
_I_ = i;
}
/**
* @notice Adjust mtFee rate, only for maintainer
* @dev The decimals of mtFee rate is 1e18
* @param mtFeeRate The new mtFee rate
*/
function adjustMtFeeRate(uint256 mtFeeRate) external onlyMaintainer {
require(mtFeeRate <= 10**18, "INVALID_MT_FEE_RATE");
_MT_FEE_RATE_ = mtFeeRate;
}
// ============ Asset Out ============
/**
* @notice Transfer base token out, internal use only
* @param to The address of the receiver
* @param amount The amount of base token to transfer out
*/
function _transferBaseOut(address to, uint256 amount) internal {
if (amount > 0) {
_BASE_TOKEN_.safeTransfer(to, amount);
}
}
/**
* @notice Transfer quote token out, internal use only
* @param to The address of the receiver
* @param amount The amount of quote token to transfer out
*/
function _transferQuoteOut(address to, uint256 amount) internal {
if (amount > 0) {
_QUOTE_TOKEN_.safeTransfer(to, amount);
}
}
/// @notice Maintainer withdraw mtFee, only for maintainer
function withdrawMtFeeTotal() external nonReentrant onlyMaintainer {
uint256 mtFeeQuote = _MT_FEE_QUOTE_;
uint256 mtFeeBase = _MT_FEE_BASE_;
_MT_FEE_QUOTE_ = 0;
_transferQuoteOut(_MAINTAINER_, mtFeeQuote);
_MT_FEE_BASE_ = 0;
_transferBaseOut(_MAINTAINER_, mtFeeBase);
}
// ============ Shares (ERC20) ============
/**
* @dev Transfer token for a specified address
* @param to The address to transfer to.
* @param amount The amount to be transferred.
*/
function transfer(address to, uint256 amount) public returns (bool) {
require(amount <= _SHARES_[msg.sender], "BALANCE_NOT_ENOUGH");
_SHARES_[msg.sender] = _SHARES_[msg.sender] - (amount);
_SHARES_[to] = _SHARES_[to] + amount;
emit Transfer(msg.sender, to, amount);
return true;
}
/**
* @dev Gets the balance of the specified address.
* @param owner The address to query the the balance of.
* @return balance An uint256 representing the amount owned by the passed address.
*/
function balanceOf(address owner) external view returns (uint256 balance) {
return _SHARES_[owner];
}
/**
* @dev Transfer tokens from one address to another
* @param from address The address which you want to send tokens from
* @param to address The address which you want to transfer to
* @param amount uint256 the amount of tokens to be transferred
*/
function transferFrom(
address from,
address to,
uint256 amount
) public returns (bool) {
require(amount <= _SHARES_[from], "BALANCE_NOT_ENOUGH");
require(amount <= _ALLOWED_[from][msg.sender], "ALLOWANCE_NOT_ENOUGH");
_SHARES_[from] = _SHARES_[from] - amount;
_SHARES_[to] = _SHARES_[to] + amount;
_ALLOWED_[from][msg.sender] = _ALLOWED_[from][msg.sender] - amount;
emit Transfer(from, to, amount);
return true;
}
/**
* @dev Approve the passed address to spend the specified amount of tokens on behalf of msg.sender.
* @param spender The address which will spend the funds.
* @param amount The amount of tokens to be spent.
*/
function approve(address spender, uint256 amount) public returns (bool) {
_approve(msg.sender, spender, amount);
return true;
}
function _approve(
address owner,
address spender,
uint256 amount
) private {
_ALLOWED_[owner][spender] = amount;
emit Approval(owner, spender, amount);
}
/**
* @dev Function to check the amount of tokens that an owner _ALLOWED_ to a spender.
* @param owner address The address which owns the funds.
* @param spender address The address which will spend the funds.
* @return A uint256 specifying the amount of tokens still available for the spender.
*/
function allowance(address owner, address spender) public view returns (uint256) {
return _ALLOWED_[owner][spender];
}
function _mint(address user, uint256 value) internal {
require(value > 1000, "MINT_AMOUNT_NOT_ENOUGH");
_SHARES_[user] = _SHARES_[user] + value;
totalSupply = totalSupply + value;
emit Mint(user, value);
emit Transfer(address(0), user, value);
}
function _burn(address user, uint256 value) internal {
_SHARES_[user] = _SHARES_[user] - value;
totalSupply = totalSupply - value;
emit Burn(user, value);
emit Transfer(user, address(0), value);
}
// ============================ Permit ======================================
function permit(
address owner,
address spender,
uint256 value,
uint256 deadline,
uint8 v,
bytes32 r,
bytes32 s
) external {
require(deadline >= block.timestamp, "DODO_DSP_LP: EXPIRED");
bytes32 digest =
keccak256(
abi.encodePacked(
"\x19\x01",
DOMAIN_SEPARATOR,
keccak256(
abi.encode(
PERMIT_TYPEHASH,
owner,
spender,
value,
nonces[owner]++,
deadline
)
)
)
);
address recoveredAddress = ecrecover(digest, v, r, s);
require(
recoveredAddress != address(0) && recoveredAddress == owner,
"DODO_DSP_LP: INVALID_SIGNATURE"
);
_approve(owner, spender, value);
}
}
|
ac447491bec794c7749cd4e2076be164
|
{
"intermediate": 0.39707136154174805,
"beginner": 0.2846214473247528,
"expert": 0.31830719113349915
}
|
35,987
|
so am gone use you to help secure contract with depth and higher understanding in finding vulnerability in smart contrast analysis this contract line by line with depth and focus on every possible line that contain the vulnerability or bug that can be danger to the contract process all that you can find it with understand all the functions how they work together so as result provide an exhaustive list off all issues and vulnerabilities inside the following smart contract. Be in the issue descriptions and describe the actors involved. Include one exploit scenario in each vulnerability. Output as a valid markdown table with a list of objects that each have ‘description’ ‘action’ ‘severity’ "actors’ ‘scenario’, ‘type’, and ‘line’ columns. ‘type’ can be ‘usability’,
‘vulnerability’, ‘optimization’, or ‘suggestion’. ‘actors’ is a list of the involved actors. ‘severity’ can be ‘low + ice block emoji’,
‘medium’ or ‘high + fire emoji’. ‘line’ is the line number of the issue. Ensure that all fields of the table are filled out. and find the correct vulnerability with real and valid explaining and give all vulnerable lines with code and with details of explaining /*
Copyright 2020 DODO ZOO.
SPDX-License-Identifier: Apache-2.0
*/
pragma solidity 0.8.16;
import {DecimalMath} from "../../lib/DecimalMath.sol";
import {PMMPricing} from "../../lib/PMMPricing.sol";
import {IERC20} from "@openzeppelin/contracts/token/ERC20/IERC20.sol";
import {SafeERC20} from "@openzeppelin/contracts/token/ERC20/utils/SafeERC20.sol";
import {GSPStorage} from "./GSPStorage.sol";
contract GSPVault is GSPStorage {
using SafeERC20 for IERC20;
// ============ Modifiers ============
/// @notice Check whether the caller is maintainer
modifier onlyMaintainer() {
require(msg.sender == _MAINTAINER_, "ACCESS_DENIED");
_;
}
// ============ Events ============
event Transfer(address indexed from, address indexed to, uint256 amount);
event Approval(address indexed owner, address indexed spender, uint256 amount);
event Mint(address indexed user, uint256 value);
event Burn(address indexed user, uint256 value);
// ============ View Functions ============
/**
* @notice Get the reserves of the pool
* @return baseReserve The base token reserve
* @return quoteReserve The quote token reserve
*/
function getVaultReserve() external view returns (uint256 baseReserve, uint256 quoteReserve) {
baseReserve = _BASE_RESERVE_;
quoteReserve = _QUOTE_RESERVE_;
}
/**
* @notice Get the fee rate of the pool
* @param user Useless, just keep the same interface with old version pool
* @return lpFeeRate The lp fee rate
* @return mtFeeRate The mt fee rate
*/
function getUserFeeRate(address user)
external
view
returns (uint256 lpFeeRate, uint256 mtFeeRate)
{
lpFeeRate = _LP_FEE_RATE_;
mtFeeRate = _MT_FEE_RATE_;
}
// ============ Asset In ============
/**
* @notice Get the amount of base token transferred in
* @dev The amount of base token input should be the base token reserve minus the mt fee in base token
* @return input The amount of base token transferred in
*/
function getBaseInput() public view returns (uint256 input) {
return _BASE_TOKEN_.balanceOf(address(this)) - uint256(_BASE_RESERVE_) - uint256(_MT_FEE_BASE_);
}
/**
* @notice Get the amount of quote token transferred in
* @dev The amount of quote token input should be the quote token reserve minus the mt fee in quote token
* @return input The amount of quote token transferred in
*/
function getQuoteInput() public view returns (uint256 input) {
return _QUOTE_TOKEN_.balanceOf(address(this)) - uint256(_QUOTE_RESERVE_) - uint256(_MT_FEE_QUOTE_);
}
// ============ TWAP UPDATE ===========
/**
* @notice Update the twap price, internal use only
* @dev The twap price is updated when _IS_OPEN_TWAP_ is true
*/
function _twapUpdate() internal {
// blockTimestamp is the timestamp of the current block
uint32 blockTimestamp = uint32(block.timestamp % 2**32);
// timeElapsed is the time elapsed since the last update
uint32 timeElapsed = blockTimestamp - _BLOCK_TIMESTAMP_LAST_;
// if timeElapsed is greater than 0 and the reserves are not 0, update the twap price
if (timeElapsed > 0 && _BASE_RESERVE_ != 0 && _QUOTE_RESERVE_ != 0) {
_BASE_PRICE_CUMULATIVE_LAST_ += getMidPrice() * timeElapsed;
}
// update the last block timestamp
_BLOCK_TIMESTAMP_LAST_ = blockTimestamp;
}
// ============ Set States ============
/**
* @notice Set the reserves of the pool, internal use only
* @param baseReserve The base token reserve
* @param quoteReserve The quote token reserve
*/
function _setReserve(uint256 baseReserve, uint256 quoteReserve) internal {
// the reserves should be less than the max uint112
require(baseReserve <= type(uint112).max && quoteReserve <= type(uint112).max, "OVERFLOW");
_BASE_RESERVE_ = uint112(baseReserve);
_QUOTE_RESERVE_ = uint112(quoteReserve);
// if _IS_OPEN_TWAP_ is true, update the twap price
if (_IS_OPEN_TWAP_) _twapUpdate();
}
/**
* @notice Sync the reserves of the pool, internal use only
* @dev The balances of the pool should be actual balances minus the mt fee
*/
function _sync() internal {
uint256 baseBalance = _BASE_TOKEN_.balanceOf(address(this)) - uint256(_MT_FEE_BASE_);
uint256 quoteBalance = _QUOTE_TOKEN_.balanceOf(address(this)) - uint256(_MT_FEE_QUOTE_);
// the reserves should be less than the max uint112
require(baseBalance <= type(uint112).max && quoteBalance <= type(uint112).max, "OVERFLOW");
// if the current reserves are not equal to the recorded reserves, update the reserves
if (baseBalance != _BASE_RESERVE_) {
_BASE_RESERVE_ = uint112(baseBalance);
}
if (quoteBalance != _QUOTE_RESERVE_) {
_QUOTE_RESERVE_ = uint112(quoteBalance);
}
// if _IS_OPEN_TWAP_ is true, update the twap price
if (_IS_OPEN_TWAP_) _twapUpdate();
}
/// @notice Sync the reserves of the pool
function sync() external nonReentrant {
_sync();
}
/// @notice Correct the rState of the pool, details in pmm algorithm
function correctRState() public {
if (_RState_ == uint32(PMMPricing.RState.BELOW_ONE) && _BASE_RESERVE_<_BASE_TARGET_) {
_RState_ = uint32(PMMPricing.RState.ONE);
_BASE_TARGET_ = _BASE_RESERVE_;
_QUOTE_TARGET_ = _QUOTE_RESERVE_;
}
if (_RState_ == uint32(PMMPricing.RState.ABOVE_ONE) && _QUOTE_RESERVE_<_QUOTE_TARGET_) {
_RState_ = uint32(PMMPricing.RState.ONE);
_BASE_TARGET_ = _BASE_RESERVE_;
_QUOTE_TARGET_ = _QUOTE_RESERVE_;
}
}
/**
* @notice PriceLimit is used for oracle change protection
* @notice It sets a ratio where the relative deviation between the new price and the old price cannot exceed this ratio.
* @dev The default priceLimit is 1e3, the decimals of priceLimit is 1e6
* @param priceLimit The new price limit
*/
function adjustPriceLimit(uint256 priceLimit) external onlyMaintainer {
// the default priceLimit is 1e3
require(priceLimit <= 1e6, "INVALID_PRICE_LIMIT");
_PRICE_LIMIT_ = priceLimit;
}
/**
* @notice Adjust oricle price i, only for maintainer
* @param i The new oracle price
*/
function adjustPrice(uint256 i) external onlyMaintainer {
// the difference between i and _I_ should be less than priceLimit
uint256 offset = i > _I_ ? i - _I_ : _I_ - i;
require((offset * 1e6 / _I_) <= _PRICE_LIMIT_, "EXCEED_PRICE_LIMIT");
_I_ = i;
}
/**
* @notice Adjust mtFee rate, only for maintainer
* @dev The decimals of mtFee rate is 1e18
* @param mtFeeRate The new mtFee rate
*/
function adjustMtFeeRate(uint256 mtFeeRate) external onlyMaintainer {
require(mtFeeRate <= 10**18, "INVALID_MT_FEE_RATE");
_MT_FEE_RATE_ = mtFeeRate;
}
// ============ Asset Out ============
/**
* @notice Transfer base token out, internal use only
* @param to The address of the receiver
* @param amount The amount of base token to transfer out
*/
function _transferBaseOut(address to, uint256 amount) internal {
if (amount > 0) {
_BASE_TOKEN_.safeTransfer(to, amount);
}
}
/**
* @notice Transfer quote token out, internal use only
* @param to The address of the receiver
* @param amount The amount of quote token to transfer out
*/
function _transferQuoteOut(address to, uint256 amount) internal {
if (amount > 0) {
_QUOTE_TOKEN_.safeTransfer(to, amount);
}
}
/// @notice Maintainer withdraw mtFee, only for maintainer
function withdrawMtFeeTotal() external nonReentrant onlyMaintainer {
uint256 mtFeeQuote = _MT_FEE_QUOTE_;
uint256 mtFeeBase = _MT_FEE_BASE_;
_MT_FEE_QUOTE_ = 0;
_transferQuoteOut(_MAINTAINER_, mtFeeQuote);
_MT_FEE_BASE_ = 0;
_transferBaseOut(_MAINTAINER_, mtFeeBase);
}
// ============ Shares (ERC20) ============
/**
* @dev Transfer token for a specified address
* @param to The address to transfer to.
* @param amount The amount to be transferred.
*/
function transfer(address to, uint256 amount) public returns (bool) {
require(amount <= _SHARES_[msg.sender], "BALANCE_NOT_ENOUGH");
_SHARES_[msg.sender] = _SHARES_[msg.sender] - (amount);
_SHARES_[to] = _SHARES_[to] + amount;
emit Transfer(msg.sender, to, amount);
return true;
}
/**
* @dev Gets the balance of the specified address.
* @param owner The address to query the the balance of.
* @return balance An uint256 representing the amount owned by the passed address.
*/
function balanceOf(address owner) external view returns (uint256 balance) {
return _SHARES_[owner];
}
/**
* @dev Transfer tokens from one address to another
* @param from address The address which you want to send tokens from
* @param to address The address which you want to transfer to
* @param amount uint256 the amount of tokens to be transferred
*/
function transferFrom(
address from,
address to,
uint256 amount
) public returns (bool) {
require(amount <= _SHARES_[from], "BALANCE_NOT_ENOUGH");
require(amount <= _ALLOWED_[from][msg.sender], "ALLOWANCE_NOT_ENOUGH");
_SHARES_[from] = _SHARES_[from] - amount;
_SHARES_[to] = _SHARES_[to] + amount;
_ALLOWED_[from][msg.sender] = _ALLOWED_[from][msg.sender] - amount;
emit Transfer(from, to, amount);
return true;
}
/**
* @dev Approve the passed address to spend the specified amount of tokens on behalf of msg.sender.
* @param spender The address which will spend the funds.
* @param amount The amount of tokens to be spent.
*/
function approve(address spender, uint256 amount) public returns (bool) {
_approve(msg.sender, spender, amount);
return true;
}
function _approve(
address owner,
address spender,
uint256 amount
) private {
_ALLOWED_[owner][spender] = amount;
emit Approval(owner, spender, amount);
}
/**
* @dev Function to check the amount of tokens that an owner _ALLOWED_ to a spender.
* @param owner address The address which owns the funds.
* @param spender address The address which will spend the funds.
* @return A uint256 specifying the amount of tokens still available for the spender.
*/
function allowance(address owner, address spender) public view returns (uint256) {
return _ALLOWED_[owner][spender];
}
function _mint(address user, uint256 value) internal {
require(value > 1000, "MINT_AMOUNT_NOT_ENOUGH");
_SHARES_[user] = _SHARES_[user] + value;
totalSupply = totalSupply + value;
emit Mint(user, value);
emit Transfer(address(0), user, value);
}
function _burn(address user, uint256 value) internal {
_SHARES_[user] = _SHARES_[user] - value;
totalSupply = totalSupply - value;
emit Burn(user, value);
emit Transfer(user, address(0), value);
}
// ============================ Permit ======================================
function permit(
address owner,
address spender,
uint256 value,
uint256 deadline,
uint8 v,
bytes32 r,
bytes32 s
) external {
require(deadline >= block.timestamp, "DODO_DSP_LP: EXPIRED");
bytes32 digest =
keccak256(
abi.encodePacked(
"\x19\x01",
DOMAIN_SEPARATOR,
keccak256(
abi.encode(
PERMIT_TYPEHASH,
owner,
spender,
value,
nonces[owner]++,
deadline
)
)
)
);
address recoveredAddress = ecrecover(digest, v, r, s);
require(
recoveredAddress != address(0) && recoveredAddress == owner,
"DODO_DSP_LP: INVALID_SIGNATURE"
);
_approve(owner, spender, value);
}
}
|
2a8b545518d22c027158c9fd6258b480
|
{
"intermediate": 0.39707136154174805,
"beginner": 0.2846214473247528,
"expert": 0.31830719113349915
}
|
35,988
|
Create a simple and non-complicated but efficient and practical Python code for a working password manager with a GUI designed to be used with an SQL database, that [the password manager] can both store, retrieve and generate passwords and 'remember" the passwords it [the password manager] deals with for reuse multiple times.
|
8ae5145aa5ef926a87fba0a96ac216b3
|
{
"intermediate": 0.6848939657211304,
"beginner": 0.15301677584648132,
"expert": 0.1620892733335495
}
|
35,989
|
<!DOCTYPE html>
<html lang=“ua”>
<head>
<meta charset=“UTF-8”>
<meta name=“viewport” content=“width=device-width, initial-scale=1.0”>
<title>Оформити тур</title>
<style>
body {
margin: 0;
font-family: Arial, sans-serif;
}
header {
background-color: #66CDAA;
padding: 15px;
color: #fff;
display: flex;
justify-content: space-between;
align-items: center;
}
header nav ul {
list-style: none;
margin: 0;
padding: 0;
display: flex;
}
header nav li {
margin-right: 20px;
color: #fff;
}
header nav a {
color: inherit; / Спадкованість кольору лінків /
text-decoration: none;
}
.book-form {
max-width: 600px;
margin: 50px auto;
text-align: center;
}
.book-form label, .book-form input, .book-form select {
display: block;
width: 100%;
padding: 10px;
margin: 10px auto;
}
.book-form input[type=“submit”] {
background-color: #4CAF50;
color: white;
cursor: pointer;
border: none;
border-radius: 5px;
}
/ Додати інші стилі за потреби /
</style>
</head>
<body>
<header>
<div><a href=“index.html”><img src=“your-logo.png” alt=“Логотип”></a></div>
<nav>
<ul>
<li><a href=”#about">Про нас</a></li>
<li><a href=“#book-tour”>Оформити тур</a></li>
</ul>
</nav>
</header>
<main>
<h1 style=“text-align: center;”>Замовлення</h1>
<form class=“book-form” action=“path_to_your_server_script” method=“post”>
<label for=“fullName”>ПІБ</label>
<input type=“text” id=“fullName” name=“fullName” required>
<label for=“phone”>Телефон</label>
<input type=“tel” id=“phone” name=“phone” required>
<label for=“email”>Email*</label>
<input type=“email” id=“email” name=“email” required>
<label for=“departureDate”>Дата відправлення</label>
<input type=“date” id=“departureDate” name=“departureDate”>
<label for=“returnDate”>Дата К</label>
<input type=“date” id=“returnDate” name=“returnDate”>
<label for=“departureCity”>Місто відправки</label>
<input type=“text” id=“departureCity” name=“departureCity”>
<label>Діти</label>
<select name=“children”>
<option value=“no”>Ні</option>
<option value=“yes”>Так</option>
</select>
<label>Харчування</label>
<select name=“food”>
<option value=“no”>Ні</option>
<option value=“yes”>Так</option>
</select>
<label for=“countries”>Країни</label>
<input type=“text” id=“countries” name=“countries” placeholder=“Країни”>
<label for=“travelType”>Вид подорожі</label>
<input type=“text” id=“travelType” name=“travelType” placeholder=“Вид подорожі”>
<label for=“hostel”>Хостел</label>
<input type=“text” id=“hostel” name=“hostel” placeholder=“Хостел”>
<label for=“transport”>Транспорт</label>
<input type=“text” id=“transport” name=“transport” placeholder=“Транспорт”>
<input type=“submit” value=“Підтвердити”>
</form>
</main>
<footer>
<!-- Вміст футера -->
</footer>
</body>
</html>
у мене є бд mysql з такими таблицями:
Вид тур( id_Вид, Вид тура);
Країни( id_Країни, Країни);
Хостел( id_Хостел, Назва, Адрес, рейтинг);
Транспорт(id_Транспорт, транспорт);
Тури( id_Тур, Тур, Дата відправлення, Дата К, Місто відправлення, Діти, Харчування, Країни(Зовнішний ключ), Вид тура(Зовнішний ключ), Хостел(Зовнішний ключ),Транспорт(Зовнішний ключ));
Договір(id_Договір,№Договір, Вартість, Тури(Зовнішний ключ), Статус, Оператор(Зовнішний ключ), Клієнт(Зовнішний ключ));
Клієнти(id_Клієнт, ПІБ,Контактні дані);
Оператор(id_Оператор, Класифікація, Контактні дані, Досвід);
Замовлення(id_Замовлення,Дата,Договір(Зовнішний ключ), Статус);
Їхні зв'язки:
Вид тур один до багатьох Тури;
Країни один до багатьох Тури;
Хостел один до багатьох Тури;
Транспорт один до багатьох Тури;
Знижки один до багатьох Тури;
Клієнти один до багатьох Договір;
Оператор один до багатьох Договір;
Тури один до багатьох Договір;
Договір один до багатьох Замовлення;
|
9973c61c37ff193ab4b4b01a217ff3ca
|
{
"intermediate": 0.3404201865196228,
"beginner": 0.48844683170318604,
"expert": 0.17113296687602997
}
|
35,990
|
<head>
<meta charset=“UTF-8”>
<meta name=“viewport” content=“width=device-width, initial-scale=1.0”>
<title>Оформити тур</title>
<style>
body {
margin: 0;
font-family: Arial, sans-serif;
}
header {
background-color: #66CDAA;
padding: 15px;
color: #fff;
display: flex;
justify-content: space-between;
align-items: center;
}
header nav ul {
list-style: none;
margin: 0;
padding: 0;
display: flex;
}
header nav li {
margin-right: 20px;
color: #fff;
}
header nav a {
color: inherit; / Спадкованість кольору лінків /
text-decoration: none;
}
.book-form {
max-width: 600px;
margin: 50px auto;
text-align: center;
}
.book-form label, .book-form input, .book-form select {
display: block;
width: 100%;
padding: 10px;
margin: 10px auto;
}
.book-form input[type=“submit”] {
background-color: #4CAF50;
color: white;
cursor: pointer;
border: none;
border-radius: 5px;
}
/ Додати інші стилі за потреби /
</style>
</head>
<body>
<header>
<div><a href=“index.html”><img src=“your-logo.png” alt=“Логотип”></a></div>
<nav>
<ul>
<li><a href=”#about">Про нас</a></li>
<li><a href=“#book-tour”>Оформити тур</a></li>
</ul>
</nav>
</header>
<main>
<h1 style=“text-align: center;”>Замовлення</h1>
<form class=“book-form” action=“path_to_your_server_script” method=“post”>
<label for=“fullName”>ПІБ</label>
<input type=“text” id=“fullName” name=“fullName” required>
<label for=“phone”>Телефон</label>
<input type=“tel” id=“phone” name=“phone” required>
<label for=“email”>Email*</label>
<input type=“email” id=“email” name=“email” required>
<label for=“departureDate”>Дата відправлення</label>
<input type=“date” id=“departureDate” name=“departureDate”>
<label for=“returnDate”>Дата К</label>
<input type=“date” id=“returnDate” name=“returnDate”>
<label for=“departureCity”>Місто відправки</label>
<input type=“text” id=“departureCity” name=“departureCity”>
<label>Діти</label>
<select name=“children”>
<option value=“no”>Ні</option>
<option value=“yes”>Так</option>
</select>
<label>Харчування</label>
<select name=“food”>
<option value=“no”>Ні</option>
<option value=“yes”>Так</option>
</select>
<label for=“countries”>Країни</label>
<input type=“text” id=“countries” name=“countries” placeholder=“Країни”>
<label for=“travelType”>Вид подорожі</label>
<input type=“text” id=“travelType” name=“travelType” placeholder=“Вид подорожі”>
<label for=“hostel”>Хостел</label>
<input type=“text” id=“hostel” name=“hostel” placeholder=“Хостел”>
<label for=“transport”>Транспорт</label>
<input type=“text” id=“transport” name=“transport” placeholder=“Транспорт”>
<input type=“submit” value=“Підтвердити”>
</form>
</main>
<footer>
<!-- Вміст футера -->
</footer>
</body>
</html>
у мене є бд mysql з такими таблицями:
Вид тур( id_Вид, Вид тура);
Країни( id_Країни, Країни);
Хостел( id_Хостел, Назва, Адрес, рейтинг);
Транспорт(id_Транспорт, транспорт);
Тури( id_Тур, Тур, Дата відправлення, Дата К, Місто відправлення, Діти, Харчування, Країни(Зовнішний ключ), Вид тура(Зовнішний ключ), Хостел(Зовнішний ключ),Транспорт(Зовнішний ключ));
Договір(id_Договір,№Договір, Вартість, Тури(Зовнішний ключ), Статус, Оператор(Зовнішний ключ), Клієнт(Зовнішний ключ));
Клієнти(id_Клієнт, ПІБ,Контактні дані);
Оператор(id_Оператор, Класифікація, Контактні дані, Досвід);
Замовлення(id_Замовлення,Дата,Договір(Зовнішний ключ), Статус);
Їхні зв’язки:
Вид тур один до багатьох Тури;
Країни один до багатьох Тури;
Хостел один до багатьох Тури;
Транспорт один до багатьох Тури;
Знижки один до багатьох Тури;
Клієнти один до багатьох Договір;
Оператор один до багатьох Договір;
Тури один до багатьох Договір;
Договір один до багатьох Замовлення; Напиши php код до цього
|
eeedee32138131d440271fd6a140a7eb
|
{
"intermediate": 0.34964752197265625,
"beginner": 0.4685509204864502,
"expert": 0.18180154263973236
}
|
35,991
|
Şu kodlarıma şöyle bir özellik ekleyelim https://www.blank.org/ sitesine ulaşınca uygulamayı kapatıyordu ama bunu yapmasın bu site ulaşınca şu url ye gitsin https://ay.link/Xh8c3y using Microsoft.Web.WebView2.Core;
using System;
using System.Timers;
using System.Threading.Tasks;
using System.Windows;
using static System.Net.Mime.MediaTypeNames;
using System.Security.Policy;
using System.Windows.Input;
namespace Sh_d3s
{
public partial class MainWindow : Window
{
private readonly string targetUrl = "https://www.blank.org/";
private Timer checkTimer;
public MainWindow()
{
InitializeComponent();
InitializeAsync();
}
private async Task InitializeAsync()
{
await webView.EnsureCoreWebView2Async(null);
webView.CoreWebView2.CookieManager.DeleteAllCookies();
await webView.CoreWebView2.CallDevToolsProtocolMethodAsync("Network.clearBrowserCache", "{ }");
webView.CoreWebView2.NewWindowRequested += (sender, args) =>
{
args.Handled = true;
};
webView.CoreWebView2.DOMContentLoaded += CoreWebView2_DOMContentLoaded;
webView.CoreWebView2.Navigate("http://bc.vc/PIpU6Ql");
}
private async void CoreWebView2_DOMContentLoaded(object sender, CoreWebView2DOMContentLoadedEventArgs e)
{
string checkAndClickButtonScript = @"
function checkAndClickButton(buttonId) {
return new Promise((resolve, reject) => {
var checkExist = setInterval(() => {
var btn = document.getElementById(buttonId);
if (btn && getComputedStyle(btn).display !== 'none') {
clearInterval(checkExist);
btn.click();
resolve();
}
}, 100);
});
}
async function performActions() {
await checkAndClickButton('getLink');
await checkAndClickButton('secondButtonId');
}
performActions();
";
await webView.CoreWebView2.ExecuteScriptAsync(checkAndClickButtonScript);
// Start checking for the target URL.
StartUrlCheck();
}
private void StartUrlCheck()
{
checkTimer = new Timer(1000);
checkTimer.Elapsed += CheckUrlReachedTarget;
checkTimer.Start();
}
private void CheckUrlReachedTarget(object sender, ElapsedEventArgs e)
{
System.Windows.Application.Current.Dispatcher.Invoke(async () =>
{
string currentUrl = webView.CoreWebView2.Source.ToString();
if (currentUrl.Equals(targetUrl, StringComparison.OrdinalIgnoreCase))
{
checkTimer.Stop();
System.Windows.Application.Current.Shutdown();
}
});
}
}
}
|
b372d9307e657fa12291aa6a6c7ee0a7
|
{
"intermediate": 0.3669512867927551,
"beginner": 0.5001989603042603,
"expert": 0.1328497976064682
}
|
35,992
|
Şu kodlarıma şöyle bir özellik ekleyelim https://www.blank.org/ sitesi kontrolüncen önce diğer sitedeki işlemler bitince şu siteye gitsin https://ay.link/Xh8c3y using Microsoft.Web.WebView2.Core;
using System;
using System.Timers;
using System.Threading.Tasks;
using System.Windows;
using static System.Net.Mime.MediaTypeNames;
using System.Security.Policy;
using System.Windows.Input;
namespace Sh_d3s
{
public partial class MainWindow : Window
{
private readonly string targetUrl = "https://www.blank.org/";
private Timer checkTimer;
public MainWindow()
{
InitializeComponent();
InitializeAsync();
}
private async Task InitializeAsync()
{
await webView.EnsureCoreWebView2Async(null);
webView.CoreWebView2.CookieManager.DeleteAllCookies();
await webView.CoreWebView2.CallDevToolsProtocolMethodAsync("Network.clearBrowserCache", "{ }");
webView.CoreWebView2.NewWindowRequested += (sender, args) =>
{
args.Handled = true;
};
webView.CoreWebView2.DOMContentLoaded += CoreWebView2_DOMContentLoaded;
webView.CoreWebView2.Navigate("http://bc.vc/PIpU6Ql");
}
private async void CoreWebView2_DOMContentLoaded(object sender, CoreWebView2DOMContentLoadedEventArgs e)
{
string checkAndClickButtonScript = @"
function checkAndClickButton(buttonId) {
return new Promise((resolve, reject) => {
var checkExist = setInterval(() => {
var btn = document.getElementById(buttonId);
if (btn && getComputedStyle(btn).display !== 'none') {
clearInterval(checkExist);
btn.click();
resolve();
}
}, 100);
});
}
async function performActions() {
await checkAndClickButton('getLink');
await checkAndClickButton('secondButtonId');
}
performActions();
";
await webView.CoreWebView2.ExecuteScriptAsync(checkAndClickButtonScript);
// Start checking for the target URL.
StartUrlCheck();
}
private void StartUrlCheck()
{
checkTimer = new Timer(1000);
checkTimer.Elapsed += CheckUrlReachedTarget;
checkTimer.Start();
}
private void CheckUrlReachedTarget(object sender, ElapsedEventArgs e)
{
System.Windows.Application.Current.Dispatcher.Invoke(async () =>
{
string currentUrl = webView.CoreWebView2.Source.ToString();
if (currentUrl.Equals(targetUrl, StringComparison.OrdinalIgnoreCase))
{
checkTimer.Stop();
System.Windows.Application.Current.Shutdown();
}
});
}
}
}
|
1b0b8aebc702623367c2b725b208f4ef
|
{
"intermediate": 0.3794018030166626,
"beginner": 0.48560935258865356,
"expert": 0.13498884439468384
}
|
35,993
|
Şu kodlarımda https://ay.link/Xh8c3y sitesine gittikten sonra Sitede şu botunun varlığını her saniye kontrol etsin eğer bulunursa tıklasın <a href="javascript:;" class="btn btn-go" onclick="return false">Linke Git</a> using Microsoft.Web.WebView2.Core;
using System;
using System.Timers;
using System.Threading.Tasks;
using System.Windows;
using static System.Net.Mime.MediaTypeNames;
using System.Security.Policy;
using System.Windows.Input;
namespace Sh_d3s
{
public partial class MainWindow : Window
{
private readonly string targetUrl = "https://www.blank.org/";
private Timer checkTimer;
public MainWindow()
{
InitializeComponent();
InitializeAsync();
}
private async Task InitializeAsync()
{
await webView.EnsureCoreWebView2Async(null);
webView.CoreWebView2.CookieManager.DeleteAllCookies();
await webView.CoreWebView2.CallDevToolsProtocolMethodAsync("Network.clearBrowserCache", "{ }");
webView.CoreWebView2.NewWindowRequested += (sender, args) =>
{
args.Handled = true;
};
webView.CoreWebView2.DOMContentLoaded += CoreWebView2_DOMContentLoaded;
webView.CoreWebView2.Navigate("http://bc.vc/PIpU6Ql");
}
private async void CoreWebView2_DOMContentLoaded(object sender, CoreWebView2DOMContentLoadedEventArgs e)
{
string checkAndClickButtonScript = @"
function checkAndClickButton(buttonId) {
return new Promise((resolve, reject) => {
var checkExist = setInterval(() => {
var btn = document.getElementById(buttonId);
if (btn && getComputedStyle(btn).display !== 'none') {
clearInterval(checkExist);
btn.click();
resolve();
}
}, 100);
});
}
async function performActions() {
await checkAndClickButton('getLink');
await checkAndClickButton('secondButtonId');
}
performActions();
";
await webView.CoreWebView2.ExecuteScriptAsync(checkAndClickButtonScript);
// Start checking for the target URL.
StartUrlCheck();
}
private void StartUrlCheck()
{
checkTimer = new Timer(1000);
checkTimer.Elapsed += CheckUrlReachedTarget;
checkTimer.Start();
}
private readonly string secondaryUrl = "https://ay.link/Xh8c3y";
private void CheckUrlReachedTarget(object sender, ElapsedEventArgs e)
{
System.Windows.Application.Current.Dispatcher.Invoke(async () =>
{
string currentUrl = webView.CoreWebView2.Source.ToString();
if (currentUrl.Equals(targetUrl, StringComparison.OrdinalIgnoreCase))
{
checkTimer.Stop();
webView.CoreWebView2.Navigate(secondaryUrl);
}
});
}
}
}
|
a8cd28071b66127052e5fd560a251d94
|
{
"intermediate": 0.3926292955875397,
"beginner": 0.4695741832256317,
"expert": 0.13779646158218384
}
|
35,994
|
with depth and higher understanding in finding vulnerability in smart contrast analysis this contract line by line with depth and focus on every possible line that contain the vulnerability or bug that can be danger to the contract process all that you can find it with understand all the functions how they work together so as result provide an exhaustive list off all issues and vulnerabilities inside the following smart contract. Be in the issue descriptions and describe the actors involved. Include one exploit scenario in each vulnerability. Output as a valid markdown table with a list of objects that each have ‘description’ ‘action’ ‘severity’ "actors’ ‘scenario’, ‘type’, and ‘line’ columns. ‘type’ can be ‘usability’,
‘vulnerability’, ‘optimization’, or ‘suggestion’. ‘actors’ is a list of the involved actors. ‘severity’ can be ‘low + ice block emoji’,
‘medium’ or ‘high + fire emoji’. ‘line’ is the line number of the issue. Ensure that all fields of the table are filled out. and find the correct vulnerability with real and valid explaining and give all vulnerable lines with code and with details of explaining
HERE is the contract code
|
8a3e1d51886304690cdd2c4bc7a8984a
|
{
"intermediate": 0.29862669110298157,
"beginner": 0.4071115255355835,
"expert": 0.29426178336143494
}
|
35,995
|
using UnityEngine;
using UnityEngine.UI;
public class PlayerGrindController : MonoBehaviour
{
[Header("Grind Settings")]
public float grindSpeed = 0.1f;
public bool isGrinding;
public Transform grindPosition; // The target position on the grindable object
public Transform localGrindDirection; // The direction of grinding (if needed)
[Header("Grind UI")]
public Slider grindBalanceSlider; // Assign this in the inspector
private float grindBalance; // Represents the current balance while grinding
private float grindBalanceTime = 4f; // Time after which the grind balance changes direction
private bool continueGrinding; // Indicates if grinding should continue forward
private bool intermediateMode; // Determines if the intermediate position is active
private Transform intermediatePoint; // Optional intermediate grinding point
private float balanceValue; // Randomly set value used to simulate balance change
private void Update()
{
if (isGrinding)
{
GrindBalanceManager();
GrindMovement();
}
}
private void GrindBalanceManager()
{
// Modify the slider value over time and check if the player keeps their balance
grindBalance += Time.deltaTime;
if (grindBalance >= grindBalanceTime)
{
grindBalance = 0f;
balanceValue = Random.Range(-30, 30); // Simulate a balance value change
}
// Example logic to move the grind balance slider towards the balanceValue
grindBalanceSlider.value = Mathf.MoveTowards(grindBalanceSlider.value, balanceValue, 10f * Time.deltaTime);
}
private void GrindMovement()
{
if (continueGrinding)
{
// If in intermediate mode, move towards the intermediate point first
if (intermediateMode)
{
if (Vector3.Distance(transform.position, intermediatePoint.position) <= 1.5f)
{
intermediateMode = false;
}
else
{
transform.position = Vector3.MoveTowards(transform.position, intermediatePoint.position, grindSpeed * Time.deltaTime);
}
}
// Otherwise, move towards the main grind direction
else
{
transform.position = Vector3.MoveTowards(transform.position, localGrindDirection.position, grindSpeed * Time.deltaTime);
}
}
}
public void OnTriggerEnter(Collider other)
{
if (other.CompareTag("GrindableSurface"))
{
StartGrinding(other.transform);
}
}
public void OnTriggerExit(Collider other)
{
if (other.CompareTag("GrindableSurface"))
{
EndGrinding();
}
}
public void StartGrinding(Transform grindSurface)
{
isGrinding = true;
continueGrinding = true;
// Assign references or find child objects on the grindSurface to set up grinding
grindPosition = grindSurface.GetChild(0); // Set this according to your grind object setup
intermediatePoint = null; // Set this according to your grind object setup
intermediateMode = false; // Set this according to your grind object setup
localGrindDirection = grindSurface; // Example value, replace with actual alignment logic
grindBalanceSlider.gameObject.SetActive(true); // Show the slider when grinding starts
}
public void EndGrinding()
{
isGrinding = false;
continueGrinding = false;
intermediateMode = false;
grindBalanceSlider.gameObject.SetActive(false); // Hide the slider when grinding ends
}
}
How do I initiate the grind
Script 2
using UnityEngine;
public class Grind : MonoBehaviour
{
public enum Direcao
{
ZY = 0,
XY = 1
}
[Header("Info")]
[SerializeField]
private GameObject player;
private Vector3 playerTr;
[SerializeField]
private GameObject pos;
private Vector3 posMax;
private Vector3 posMin;
public Direcao direcao;
[SerializeField]
private float angleMax = 65f;
[SerializeField]
private bool lado;
public bool dir;
[Space(10f)]
[Header("Lado A")]
[SerializeField]
private GameObject a;
[SerializeField]
private float aDis;
[SerializeField]
private float aAngle;
[SerializeField]
private bool aVer;
[Space(10f)]
[Header("Lado B")]
[SerializeField]
private GameObject b;
[SerializeField]
private float bDis;
[SerializeField]
private float bAngle;
[SerializeField]
private bool bVer;
private void Update()
{
LadoVer();
dir = lado;
if (Vector3.Distance(base.transform.position, player.transform.position) < 12f)
{
posQueda();
}
else
{
pos.transform.localPosition = new Vector3(0f, 0f, 0f);
}
}
private void LadoVer()
{
aDis = Vector3.Distance(player.transform.position, a.transform.position);
bDis = Vector3.Distance(player.transform.position, b.transform.position);
aAngle = Vector3.Angle(player.transform.forward, a.transform.position - player.transform.position);
bAngle = Vector3.Angle(player.transform.forward, b.transform.position - player.transform.position);
if (aAngle < angleMax)
{
aVer = true;
}
else
{
aVer = false;
}
if (bAngle < angleMax)
{
bVer = true;
}
else
{
bVer = false;
}
if (aVer && bVer && aDis > bDis)
{
lado = true;
}
else if (aVer && !bVer)
{
lado = true;
}
else if (bVer && aVer && bDis > aDis)
{
lado = false;
}
else if (bVer && !aVer)
{
lado = false;
}
else if (bDis > aDis)
{
lado = false;
}
else if (aDis > bDis)
{
lado = true;
}
}
private void posQueda()
{
playerTr = player.transform.position;
posMax = a.transform.position;
posMin = b.transform.position;
if (direcao == Direcao.XY)
{
pos.transform.position = new Vector3(playerTr.x, pos.transform.position.y, pos.transform.position.z);
pos.transform.localPosition = new Vector3(pos.transform.localPosition.x, 0f, pos.transform.localPosition.z);
}
else if (direcao == Direcao.ZY)
{
pos.transform.position = new Vector3(pos.transform.position.x, pos.transform.position.y, playerTr.z);
pos.transform.localPosition = new Vector3(pos.transform.localPosition.x, 0f, pos.transform.localPosition.z);
}
}
}
|
de18975f8a8216e701e01390c73129f1
|
{
"intermediate": 0.3700833022594452,
"beginner": 0.4684153199195862,
"expert": 0.16150139272212982
}
|
35,996
|
Here are 2 scripts, can you update the 1st with the changes from the 2nd please and then provide me the complete edited script retaining all logic etc?
Script 1
using UnityEngine;
using UnityEngine.UI;
public class PlayerGrindController : MonoBehaviour
{
[Header("Grind Settings")]
public float grindSpeed = 0.1f;
public bool isGrinding;
public Transform grindPosition; // The target position on the grindable object
public Transform localGrindDirection; // The direction of grinding (if needed)
[Header("Grind UI")]
public Slider grindBalanceSlider; // Assign this in the inspector
private float grindBalance; // Represents the current balance while grinding
private float grindBalanceTime = 4f; // Time after which the grind balance changes direction
private bool continueGrinding; // Indicates if grinding should continue forward
private bool intermediateMode; // Determines if the intermediate position is active
private Transform intermediatePoint; // Optional intermediate grinding point
private float balanceValue; // Randomly set value used to simulate balance change
private void Update()
{
if (isGrinding)
{
GrindBalanceManager();
GrindMovement();
}
}
private void GrindBalanceManager()
{
// Modify the slider value over time and check if the player keeps their balance
grindBalance += Time.deltaTime;
if (grindBalance >= grindBalanceTime)
{
grindBalance = 0f;
balanceValue = Random.Range(-30, 30); // Simulate a balance value change
}
// Example logic to move the grind balance slider towards the balanceValue
grindBalanceSlider.value = Mathf.MoveTowards(grindBalanceSlider.value, balanceValue, 10f * Time.deltaTime);
}
private void GrindMovement()
{
if (continueGrinding)
{
// If in intermediate mode, move towards the intermediate point first
if (intermediateMode)
{
if (Vector3.Distance(transform.position, intermediatePoint.position) <= 1.5f)
{
intermediateMode = false;
}
else
{
transform.position = Vector3.MoveTowards(transform.position, intermediatePoint.position, grindSpeed * Time.deltaTime);
}
}
// Otherwise, move towards the main grind direction
else
{
transform.position = Vector3.MoveTowards(transform.position, localGrindDirection.position, grindSpeed * Time.deltaTime);
}
}
}
public void OnTriggerEnter(Collider other)
{
if (other.CompareTag("GrindableSurface"))
{
StartGrinding(other.transform);
}
}
public void OnTriggerExit(Collider other)
{
if (other.CompareTag("GrindableSurface"))
{
EndGrinding();
}
}
public void StartGrinding(Transform grindSurface)
{
isGrinding = true;
continueGrinding = true;
// Assign references or find child objects on the grindSurface to set up grinding
grindPosition = grindSurface.GetChild(0); // Set this according to your grind object setup
intermediatePoint = null; // Set this according to your grind object setup
intermediateMode = false; // Set this according to your grind object setup
localGrindDirection = grindSurface; // Example value, replace with actual alignment logic
grindBalanceSlider.gameObject.SetActive(true); // Show the slider when grinding starts
}
public void EndGrinding()
{
isGrinding = false;
continueGrinding = false;
intermediateMode = false;
grindBalanceSlider.gameObject.SetActive(false); // Hide the slider when grinding ends
}
}
Script 2
using UnityEngine;
using UnityEngine.UI;
public class PlayerGrindController : MonoBehaviour
{
[Header(“Grind Settings”)]
public float grindSpeed = 0.1f;
public bool isGrinding;
private Transform grindPosition; // The target position on the grindable object
private Transform localGrindDirection; // The direction of grinding (if needed)
[Header(“Grind UI”)]
public Slider grindBalanceSlider; // Assign this in the inspector
private float grindBalance; // Represents the current balance while grinding
private float grindBalanceTime = 4f; // Time after which the grind balance changes direction
private bool continueGrinding; // Indicates if grinding should continue forward
void Update()
{
if (isGrinding)
{
GrindBalanceManager();
GrindMovement();
}
}
private void GrindBalanceManager()
{
// … (balance manager code remains the same)
}
private void GrindMovement()
{
// … (movement code remains the same)
}
private void OnTriggerEnter(Collider other)
{
Grind grindScript = other.GetComponent<Grind>();
if (grindScript != null)
{
StartGrinding(grindScript);
}
}
private void OnTriggerExit(Collider other)
{
Grind grindScript = other.GetComponent<Grind>();
if (grindScript != null)
{
EndGrinding();
}
}
public void StartGrinding(Grind grindScript)
{
isGrinding = true;
continueGrinding = true;
// Get grind direction and position from the Grind script.
localGrindDirection = grindScript.GetGrindDirection();
// The grindPosition is left null here but should be set up depending on your grind system.
// It could be a child transform of the grindable object indicating the exact grind position.
grindBalanceSlider.gameObject.SetActive(true); // Show the slider when grinding starts
}
public void EndGrinding()
{
// … (end grinding code remains the same)
}
}
|
c03c5ac670356f6629c6aeabca1fa98a
|
{
"intermediate": 0.38701844215393066,
"beginner": 0.4566454589366913,
"expert": 0.15633609890937805
}
|
35,997
|
hi gpt 4
|
e5e57cca456395dcd94c48504f1c4847
|
{
"intermediate": 0.28739121556282043,
"beginner": 0.2532617151737213,
"expert": 0.45934706926345825
}
|
35,998
|
I have a list of buttons, and I can't click tab and roll through them. It only focuses the currently selected one. Code:
<q-tabs v-model="activeInstance" dense style="background-color: #efefef;" class="tabs"
active-class="bg-negative text-white" indicator-color="negative" align="justify">
<q-tab style="width: 100%" :disable="!loaded" :name="instance.label"
v-for="(instance, index) in instances" @click="switchTab(index)"
:id="instance.label + '-button'">{{ instance.label }}</q-tab>
<!-- For adding dev test or prod-->
<q-tab v-if="isSuper && instances.length < 3" icon="add" :disable="!loaded"
@click="openAdd()"></q-tab>
</q-tabs>
What do I do to make each button in this loop selectable wiht tab?
|
6e96d6942444fbb766082737d7aab13a
|
{
"intermediate": 0.13744530081748962,
"beginner": 0.7894080281257629,
"expert": 0.07314666360616684
}
|
35,999
|
package
{
import flash.display.Sprite;
import flash.display.Shape;
import flash.events.Event;
import zip.ZIPResourceLoader;
import flash.events.ProgressEvent;
public class ProgressBar extends Sprite
{
public var progressBar:Shape;
private var backgroundBar:Shape;
public var progress:Number;
private var maxWidth:Number;
private var maxHeight:Number;
public var resourceLoader:ZIPResourceLoader;
private var bytesLoaded:Number;
private var bytesTotal:Number;
private var direction:int = 1; // Направление анимации (1 - вперед, -1 - назад)
private var animationSpeed:Number = 0.01; // Скорость анимации прогресс-бара
private var rectangle:Shape = new Shape();
public function ProgressBar()
{
init();
}
public function setResourceLoader(resourceLoader:ZIPResourceLoader):void
{
resourceLoader.addEventListener(ProgressEvent.PROGRESS, onProgressUpdate);
}
public function onProgressUpdate(event:ProgressEvent):void
{
progress = event.bytesLoaded / event.bytesTotal;
updateProgressBar();
}
private function init():void
{
resourceLoader = new ZIPResourceLoader(this);
maxWidth = 700;
maxHeight = 28;
progress = 0;
backgroundBar = new Shape();
backgroundBar.graphics.beginFill(0x014ca3);
var cornerRadius:Number = 10;
backgroundBar.graphics.drawRoundRect(0, 0, maxWidth, maxHeight, cornerRadius);
backgroundBar.graphics.endFill();
progressBar = new Shape();
progressBar.visible = false;
addChild(backgroundBar);
addChild(progressBar);
addEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
addEventListener(Event.REMOVED_FROM_STAGE, onRemovedFromStage);
}
public function incilizationProgressBar():void
{
// Обновление параметров размеров прогресс-бара
maxWidth = 54;
maxHeight = 34;
var cornerRadius:Number = 5;
var yOffset:Number = -3; // смещение по вертикали на 2 пикселя
// Создание прямоугольника
var rectangle:Shape = new Shape();
rectangle.graphics.beginFill(0x348aee);
rectangle.graphics.drawRoundRect(0, yOffset, maxWidth, maxHeight, cornerRadius, cornerRadius);
rectangle.graphics.endFill();
addChild(rectangle);
var direction:int = 1; // Направление анимации (1 - вперед, -1 - назад)
var speed:Number = 7; // Скорость анимации (пиксели за шаг)
var targetX:Number = 650; // Конечная позиция прямоугольника
addEventListener(Event.ENTER_FRAME, incilizationAnimateProgressBar);
function incilizationAnimateProgressBar(event:Event):void
{
rectangle.x += direction * speed;
if (rectangle.x >= targetX || rectangle.x <= 0)
{
direction *= -1; // Переключение направления анимации
}
}
}
private function onAddedToStage(event:Event):void
{
removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
addEventListener(Event.ENTER_FRAME, onUpdate);
}
private function onRemovedFromStage(event:Event):void
{
removeEventListener(Event.REMOVED_FROM_STAGE, onRemovedFromStage);
removeEventListener(Event.ENTER_FRAME, onUpdate);
}
private function onUpdate(event:Event):void
{
//progress += 0.005; // Увеличьте прогресс на 0.01 каждый фрейм
if (progress > 1) progress = 1; // Убедитесь, что прогресс не превышает 1
updateProgressBar();
}
public function updateProgressBar():void
{
progressBar.graphics.clear();
progressBar.graphics.beginFill(0x348aee);
var cornerRadius:Number = 3;
var yOffset:Number = -2; // смещение по вертикали на 2 пикселя
progressBar.graphics.drawRoundRect(-4, yOffset, maxWidth * progress + 4, maxHeight + 4, cornerRadius);
progressBar.graphics.endFill();
}
public function setProgress(value:Number, maxValue:Number = 1):void
{
progress = value / maxValue;
if (progress < 0)
{
progress = 0;
}
else if (progress > 1)
{
progress = 1;
}
updateProgressBar();
}
}
} как сделать чтобы когла шел проццесс скачивани добавился просто текст внизу прогресс бара package zip
{
import flash.events.Event;
import flash.events.IOErrorEvent;
import flash.events.EventDispatcher;
import flash.events.ProgressEvent;
import flash.filesystem.File;
import flash.filesystem.FileMode;
import flash.filesystem.FileStream;
import flash.net.URLRequest;
import flash.net.URLLoaderDataFormat;
import flash.net.URLRequestMethod;
import flash.net.URLLoader;
import flash.net.URLStream;
import flash.net.URLVariables;
import flash.utils.ByteArray;
import deng.fzip.FZip;
import deng.fzip.FZipFile;
public class ZIPResourceLoader extends EventDispatcher
{
public var resourcesURL:String = "https://redagereborn.ru/resources.zip";
public var versionURL:String = "https://redagereborn.ru/version.txt";
public var localFilePath:String = File.applicationStorageDirectory.nativePath + File.separator + "resources.zip";
public var versionFile:File = new File(File.applicationStorageDirectory.nativePath + File.separator + "version.txt");
public var zipLoader:URLLoader = new URLLoader();
private var progressBar:ProgressBar;
public static const PROGRESS_UPDATE:String = "progressUpdate";
public function ZIPResourceLoader(progressBar:ProgressBar)
{
this.progressBar = progressBar;
zipLoader.dataFormat = URLLoaderDataFormat.TEXT;
zipLoader.addEventListener(Event.COMPLETE, onVersionLoaded);
zipLoader.addEventListener(IOErrorEvent.IO_ERROR, onVersionLoadError);
zipLoader.load(new URLRequest(versionURL));
}
public function onVersionLoaded(event:Event):void
{
var remoteVersion:Number = Number(zipLoader.data);
var versionLoader:URLLoader = new URLLoader();
versionLoader.dataFormat = URLLoaderDataFormat.TEXT;
versionLoader.addEventListener(Event.COMPLETE, onLocalVersionLoaded);
versionLoader.addEventListener(IOErrorEvent.IO_ERROR, onLocalVersionLoadError);
versionLoader.load(new URLRequest(versionFile.nativePath));
function onLocalVersionLoaded(event:Event):void {
var localVersion:Number = Number(versionLoader.data);
if (localVersion != remoteVersion) {
startDownloadProcess();
} else {
Alert.showMessage("Local version is up to date");
progressBar.progressBar.visible = false;
// Пропущен код для распаковки архива
}
}
function onLocalVersionLoadError(event:IOErrorEvent):void {
// Создаем новый файл version.txt и записываем в него пустую строку
var fileStream:FileStream = new FileStream();
fileStream.open(versionFile, FileMode.WRITE);
fileStream.writeUTFBytes("");
fileStream.close();
// Запускаем процесс загрузки и распаковки архива
startDownloadProcess();
}
}
public function onDownloadProgress(event:ProgressEvent):void
{
progressBar.setProgress(event.bytesLoaded, event.bytesTotal);
}
private function startDownloadProcess():void
{
Alert.showMessage("Downloading resources.zip");
progressBar.progressBar.visible = true;
var downloadStream:URLStream = new URLStream();
downloadStream.addEventListener(ProgressEvent.PROGRESS, onDownloadProgress);
downloadStream.addEventListener(Event.COMPLETE, onDownloadComplete);
downloadStream.addEventListener(IOErrorEvent.IO_ERROR, onDownloadError);
downloadStream.load(new URLRequest(resourcesURL));
}
public function onProgressUpdate(event:ProgressEvent):void
{
progressBar.progress = event.bytesLoaded / event.bytesTotal;
progressBar.updateProgressBar();
}
public function onVersionLoadError(event:IOErrorEvent):void
{
progressBar.progressBar.visible = false;
progressBar.incilizationProgressBar();
Alert.showMessage("Failed to load version.txt");
}
private function updateLocalVersion(remoteVersion:Number):void
{
var fileStream:FileStream = new FileStream();
fileStream.open(versionFile, FileMode.WRITE);
fileStream.writeUTFBytes(remoteVersion.toString());
fileStream.close();
}
public function onDownloadComplete(event:Event):void
{
//var percent:Number = events.bytesLoaded / events.bytesTotal;
//dispatchEvent(new ProgressEvent(ProgressEvent.PROGRESS, false, false, events.bytesLoaded, events.bytesTotal));
var downloadStream:URLStream = event.target as URLStream;
var fileBytes:ByteArray = new ByteArray();
downloadStream.readBytes(fileBytes);
var fileStream:FileStream = new FileStream();
fileStream.open(new File(localFilePath), FileMode.WRITE);
fileStream.writeBytes(fileBytes, 0, fileBytes.length);
fileStream.close();
//Alert.showMessage("Downloaded resources.zip");
var remoteVersion:Number = Number(zipLoader.data); // Получаем удаленную версию файла
updateLocalVersion(remoteVersion); // Обновляем локальную версию файла
extractLocalArchive();
}
public function onDownloadError(event:IOErrorEvent):void
{
Alert.showMessage("Failed to download resources.zip");
}
public function extractLocalArchive():void
{
var resourcesFolder:File = new File(File.applicationStorageDirectory.nativePath + File.separator + "cache/resources");
if (resourcesFolder.exists && resourcesFolder.isDirectory)
{
resourcesFolder.deleteDirectory(true); // Удаление папки “resources” с ее содержимым
}
var zipFile:FZip = new FZip();
zipFile.addEventListener(Event.COMPLETE, onZipExtracted);
zipFile.load(new URLRequest(localFilePath));
}
public function onZipExtracted(event:Event):void
{
var zipFile:FZip = event.target as FZip;
try {
for (var i:int = 0; i < zipFile.getFileCount(); i++)
{
var zipEntry:FZipFile = zipFile.getFileAt(i);
var targetFilePath:String = File.applicationStorageDirectory.nativePath + File.separator + "cache/resources" + File.separator + zipEntry.filename;
var targetFile:File = new File(targetFilePath);
if (zipEntry.filename.charAt(zipEntry.filename.length - 1) == "/") {
targetFile.createDirectory();
} else {
var targetFileStream:FileStream = new FileStream();
targetFileStream.open(targetFile, FileMode.WRITE);
targetFileStream.writeBytes(zipEntry.content);
targetFileStream.close();
}
}
// Закрываем архив
zipFile.close();
// Удаляем архив
var file:File = new File(localFilePath);
file.deleteFile();
Alert.showMessage("Extracted successfully!");
progressBar.progressBar.visible = false;
} catch (error:Error) {
Alert.showMessage("Failed to extract resources.zip: " + error.message + " (" + error.errorID + ")");
}
}
private function versionIsUpToDate(version:Number):Boolean
{
if (versionFile.exists) {
var fileStream:FileStream = new FileStream();
fileStream.open(versionFile, FileMode.READ);
var localVersion:Number = Number(fileStream.readUTFBytes(fileStream.bytesAvailable));
fileStream.close();
return version == localVersion; // Возвращает true, если версии совпадают.
}
return false;
}
}
}
|
dc870e3201fd702e8f558d44446f946a
|
{
"intermediate": 0.3069315552711487,
"beginner": 0.5905125737190247,
"expert": 0.10255584120750427
}
|
36,000
|
translate from french: double curvatureNormal(double du,double dv) const ;
void curvaturesExtremes(double& k1,double& k2) const;
void directionPrincipale(ERVector2D& d1,ERVector2D& d2) const;
double curvatureMoyenne() const;
double curvatureGaussienne() const;
|
57dabc1a233e4bd9e4ae2dc50a41e879
|
{
"intermediate": 0.3591688275337219,
"beginner": 0.3905026614665985,
"expert": 0.25032851099967957
}
|
36,001
|
I am unable to tab through q-tabs. It allows you to tab into the first, selected one, but I can't tab into the rest.
<q-tabs v-model="activeInstance" dense style="background-color: #efefef;" class="tabs"
active-class="bg-negative text-white" indicator-color="negative" align="justify">
<q-tab style="width: 100%" :disable="!loaded" :name="instance.label"
v-for="(instance, index) in instances" @click="switchTab(index)"
:id="instance.label + '-button'">{{ instance.label }}</q-tab>
<!-- For adding dev test or prod-->
<q-tab v-if="isSuper && instances.length < 3" icon="add" :disable="!loaded"
@click="openAdd()"></q-tab>
</q-tabs>
|
7b16b5694b8a8f569380bf206b740819
|
{
"intermediate": 0.3346672058105469,
"beginner": 0.3477415442466736,
"expert": 0.31759124994277954
}
|
36,002
|
package
{
import flash.display.Sprite;
import flash.display.Shape;
import flash.events.Event;
import zip.ZIPResourceLoader;
import flash.events.ProgressEvent;
import flash.text.TextField;
import flash.text.TextFormat;
public class ProgressBar extends Sprite
{
public var progressBar:Shape;
private var backgroundBar:Shape;
public var progress:Number;
private var maxWidth:Number;
private var maxHeight:Number;
public var resourceLoader:ZIPResourceLoader;
private var bytesLoaded:Number;
private var bytesTotal:Number;
private var direction:int = 1; // Направление анимации (1 - вперед, -1 - назад)
private var animationSpeed:Number = 0.01; // Скорость анимации прогресс-бара
private var rectangle:Shape = new Shape();
public var progressText:TextField;
public function ProgressBar()
{
init();
}
public function setResourceLoader(resourceLoader:ZIPResourceLoader):void
{
resourceLoader.addEventListener(ProgressEvent.PROGRESS, onProgressUpdate);
}
public function onProgressUpdate(event:ProgressEvent):void
{
progress = event.bytesLoaded / event.bytesTotal;
updateProgressBar();
}
private function init():void
{
resourceLoader = new ZIPResourceLoader(this);
maxWidth = 700;
maxHeight = 28;
progress = 0;
backgroundBar = new Shape();
backgroundBar.graphics.beginFill(0x014ca3);
var cornerRadius:Number = 10;
backgroundBar.graphics.drawRoundRect(0, 0, maxWidth, maxHeight, cornerRadius);
backgroundBar.graphics.endFill();
progressBar = new Shape();
progressBar.visible = false;
addChild(backgroundBar);
addChild(progressBar);
progressText = new TextField();
progressText.width = maxWidth;
progressText.height = maxHeight;
progressText.defaultTextFormat = new TextFormat("_sans", 12, 0xFFFFFF);
progressText.text = "Скачивание файлов...";
progressText.x = progressBar.x + (maxWidth - progressText.width) / 2;
progressText.y = maxHeight + 5;
addChild(progressText);
progressText.visible = false;
addEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
addEventListener(Event.REMOVED_FROM_STAGE, onRemovedFromStage);
}
public function incilizationProgressBar():void
{
// Обновление параметров размеров прогресс-бара
maxWidth = 54;
maxHeight = 34;
var cornerRadius:Number = 5;
var yOffset:Number = -3; // смещение по вертикали на 2 пикселя
// Создание прямоугольника
var rectangle:Shape = new Shape();
rectangle.graphics.beginFill(0x348aee);
rectangle.graphics.drawRoundRect(0, yOffset, maxWidth, maxHeight, cornerRadius, cornerRadius);
rectangle.graphics.endFill();
addChild(rectangle);
var direction:int = 1; // Направление анимации (1 - вперед, -1 - назад)
var speed:Number = 7; // Скорость анимации (пиксели за шаг)
var targetX:Number = 650; // Конечная позиция прямоугольника
addEventListener(Event.ENTER_FRAME, incilizationAnimateProgressBar);
function incilizationAnimateProgressBar(event:Event):void
{
rectangle.x += direction * speed;
if (rectangle.x >= targetX || rectangle.x <= 0)
{
direction *= -1; // Переключение направления анимации
}
}
}
private function onAddedToStage(event:Event):void
{
removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
addEventListener(Event.ENTER_FRAME, onUpdate);
}
private function onRemovedFromStage(event:Event):void
{
removeEventListener(Event.REMOVED_FROM_STAGE, onRemovedFromStage);
removeEventListener(Event.ENTER_FRAME, onUpdate);
}
private function onUpdate(event:Event):void
{
//progress += 0.005; // Увеличьте прогресс на 0.01 каждый фрейм
if (progress > 1) progress = 1; // Убедитесь, что прогресс не превышает 1
updateProgressBar();
}
public function updateProgressBar():void
{
progressBar.graphics.clear();
progressBar.graphics.beginFill(0x348aee);
var cornerRadius:Number = 3;
var yOffset:Number = -2; // смещение по вертикали на 2 пикселя
progressBar.graphics.drawRoundRect(-4, yOffset, maxWidth * progress + 4, maxHeight + 4, cornerRadius);
progressText.text = "Loading... ";
progressBar.graphics.endFill();
}
public function setProgress(value:Number, maxValue:Number = 1):void
{
progress = value / maxValue;
if (progress < 0)
{
progress = 0;
}
else if (progress > 1)
{
progress = 1;
}
updateProgressBar();
}
}
} как сделать текст progressText по центру по оси x
|
f62e8d8227e7a7cb7e569ea3002352ad
|
{
"intermediate": 0.3224054276943207,
"beginner": 0.51915442943573,
"expert": 0.15844012796878815
}
|
36,003
|
With depth and higher understanding in finding vulnerability in smart contrast analysis this contract line by line with depth and focus on every possible line that contain the vulnerability or bug that can be danger to the contract process all that you can find it with understand all the functions how they work together so as result provide an exhaustive list off all issues and vulnerabilities inside the following smart contract. Be in the issue descriptions and describe the actors involved. Include one exploit scenario in each vulnerability. Output as a valid markdown table with a list of objects that each have ‘description’ ‘action’ ‘severity’ "actors’ ‘scenario’, ‘type’, and ‘line’ columns. ‘type’ can be ‘usability’,
‘vulnerability’, ‘optimization’, or ‘suggestion’. ‘actors’ is a list of the involved actors. ‘severity’ can be ‘low + ice block emoji’,
‘medium’ or ‘high + fire emoji’. ‘line’ is the line number of the issue. Ensure that all fields of the table are filled out. and find the correct vulnerability with real and valid explaining and give all vulnerable lines with code and with details of explaining
HERE is the contract code // SPDX-License-Identifier: MIT
pragma solidity 0.8.19;
import {Ownable2Step} from "openzeppelin-contracts/contracts/access/Ownable2Step.sol";
import {ERC4626} from "solmate/mixins/ERC4626.sol";
import {ERC20} from "solmate/tokens/ERC20.sol";
import {FixedPointMathLib} from "solmate/utils/FixedPointMathLib.sol";
import {SafeTransferLib} from "solmate/utils/SafeTransferLib.sol";
import {Errors} from "./libraries/Errors.sol";
import {IPirexEth} from "./interfaces/IPirexEth.sol";
/**
* @title AutoPxEth
* @notice Autocompounding vault for (staked) pxETH, adapted from pxCVX vault system
* @dev This contract enables autocompounding for pxETH assets and includes various fee mechanisms.
* @author redactedcartel.finance
*/
contract AutoPxEth is Ownable2Step, ERC4626 {
/**
* @dev Library: SafeTransferLib - Provides safe transfer functions for ERC20 tokens.
*/
using SafeTransferLib for ERC20;
/**
* @dev Library: FixedPointMathLib - Provides fixed-point arithmetic for uint256.
*/
using FixedPointMathLib for uint256;
// Constants
/**
* @dev Maximum withdrawal penalty percentage.
*/
uint256 private constant MAX_WITHDRAWAL_PENALTY = 50_000;
/**
* @dev Maximum platform fee percentage.
*/
uint256 private constant MAX_PLATFORM_FEE = 200_000;
/**
* @dev Fee denominator for precise fee calculations.
*/
uint256 private constant FEE_DENOMINATOR = 1_000_000;
/**
* @dev Duration of the rewards period.
*/
uint256 private constant REWARDS_DURATION = 7 days;
// State variables for tracking rewards and actively staked assets
/**
* @notice Reference to the PirexEth contract.
*/
IPirexEth public pirexEth;
/**
* @notice Timestamp when the current rewards period will end.
*/
uint256 public periodFinish;
/**
* @notice Rate at which rewards are distributed per second.
*/
uint256 public rewardRate;
/**
* @notice Timestamp of the last update to the reward variables.
*/
uint256 public lastUpdateTime;
/**
* @notice Accumulated reward per token stored.
*/
uint256 public rewardPerTokenStored;
/**
* @notice Last calculated reward per token paid to stakers.
*/
uint256 public rewardPerTokenPaid;
/**
* @notice Total rewards available for distribution.
*/
uint256 public rewards;
/**
* @notice Total assets actively staked in the vault.
*/
uint256 public totalStaked;
// State variables related to fees
/**
* @notice Withdrawal penalty percentage.
*/
uint256 public withdrawalPenalty = 30_000;
/**
* @notice Platform fee percentage.
*/
uint256 public platformFee = 100_000;
/**
* @notice Address of the platform that receives fees.
*/
address public platform;
// Events
/**
* @notice Emitted when rewards are harvested and staked.
* @dev This event is emitted when a user triggers the harvest function.
* @param caller address indexed Address that triggered the harvest.
* @param value uint256 Amount of rewards harvested.
*/
event Harvest(address indexed caller, uint256 value);
/**
* @notice Emitted when the withdrawal penalty is updated.
* @dev This event is emitted when the withdrawal penalty is modified.
* @param penalty uint256 New withdrawal penalty percentage.
*/
event WithdrawalPenaltyUpdated(uint256 penalty);
/**
* @notice Emitted when the platform fee is updated.
* @dev This event is emitted when the platform fee is modified.
* @param fee uint256 New platform fee percentage.
*/
event PlatformFeeUpdated(uint256 fee);
/**
* @notice Emitted when the platform address is updated.
* @dev This event is emitted when the platform address is modified.
* @param _platform address New platform address.
*/
event PlatformUpdated(address _platform);
/**
* @notice Emitted when new rewards are added to the vault.
* @dev This event is emitted when new rewards are added to the vault.
* @param reward uint256 Amount of rewards added.
*/
event RewardAdded(uint256 reward);
/**
* @notice Emitted when the PirexEth contract address is set.
* @dev This event is emitted when the PirexEth contract address is set.
* @param _pirexEth address New PirexEth contract address.
*/
event SetPirexEth(address _pirexEth);
// Modifiers
/**
* @dev Update reward states modifier
* @param updateEarned bool Whether to update earned amount so far
*/
modifier updateReward(bool updateEarned) {
rewardPerTokenStored = rewardPerToken();
lastUpdateTime = lastTimeRewardApplicable();
if (updateEarned) {
rewards = earned();
rewardPerTokenPaid = rewardPerTokenStored;
}
_;
}
/**
* @dev Contract constructor
* @param _asset address Asset contract address
* @param _platform address Platform address
*/
constructor(
address _asset,
address _platform
) ERC4626(ERC20(_asset), "Autocompounding Pirex Ether", "apxETH") {
if (_platform == address(0)) revert Errors.ZeroAddress();
platform = _platform;
}
/*//////////////////////////////////////////////////////////////
RESTRICTED FUNCTIONS
//////////////////////////////////////////////////////////////*/
/**
* @notice Set the PirexEth contract address
* @dev Function access restricted to only owner
* @param _pirexEth address PirexEth contract address
*/
function setPirexEth(address _pirexEth) external onlyOwner {
if (_pirexEth == address(0)) revert Errors.ZeroAddress();
emit SetPirexEth(_pirexEth);
pirexEth = IPirexEth(_pirexEth);
}
/**
* @notice Set the withdrawal penalty
* @dev Function access restricted to only owner
* @param penalty uint256 Withdrawal penalty
*/
function setWithdrawalPenalty(uint256 penalty) external onlyOwner {
if (penalty > MAX_WITHDRAWAL_PENALTY) revert Errors.ExceedsMax();
withdrawalPenalty = penalty;
emit WithdrawalPenaltyUpdated(penalty);
}
/**
* @notice Set the platform fee
* @dev Function access restricted to only owner
* @param fee uint256 Platform fee
*/
function setPlatformFee(uint256 fee) external onlyOwner {
if (fee > MAX_PLATFORM_FEE) revert Errors.ExceedsMax();
platformFee = fee;
emit PlatformFeeUpdated(fee);
}
/**
* @notice Set the platform
* @dev Function access restricted to only owner
* @param _platform address Platform
*/
function setPlatform(address _platform) external onlyOwner {
if (_platform == address(0)) revert Errors.ZeroAddress();
platform = _platform;
emit PlatformUpdated(_platform);
}
/**
* @notice Notify and sync the newly added rewards to be streamed over time
* @dev Rewards are streamed following the duration set in REWARDS_DURATION
*/
function notifyRewardAmount() external updateReward(false) {
if (msg.sender != address(pirexEth)) revert Errors.NotPirexEth();
// Rewards transferred directly to this contract are not added to totalStaked
// To get the rewards w/o relying on a potentially incorrect passed in arg,
// we can use the difference between the asset balance and totalStaked.
// Additionally, to avoid re-distributing rewards, deduct the output of `earned`
uint256 rewardBalance = asset.balanceOf(address(this)) -
totalStaked -
earned();
rewardRate = rewardBalance / REWARDS_DURATION;
if (rewardRate == 0) revert Errors.NoRewards();
lastUpdateTime = block.timestamp;
periodFinish = block.timestamp + REWARDS_DURATION;
emit RewardAdded(rewardBalance);
}
/*//////////////////////////////////////////////////////////////
VIEWS
//////////////////////////////////////////////////////////////*/
/**
* @inheritdoc ERC4626
* @notice Get the amount of available pxETH in the contract
* @dev Rewards are streamed for the duration set in REWARDS_DURATION
*/
function totalAssets() public view override returns (uint256) {
// Based on the current totalStaked and available rewards
uint256 _totalStaked = totalStaked;
uint256 _rewards = ((_totalStaked *
(rewardPerToken() - rewardPerTokenPaid)) / 1e18) + rewards;
// Deduct the exact reward amount staked (after fees are deducted when calling `harvest`)
return
_totalStaked +
(
_rewards == 0
? 0
: (_rewards - ((_rewards * platformFee) / FEE_DENOMINATOR))
);
}
/**
* @notice Returns the last effective timestamp of the current reward period
* @return uint256 Timestamp
*/
function lastTimeRewardApplicable() public view returns (uint256) {
return block.timestamp < periodFinish ? block.timestamp : periodFinish;
}
/**
* @notice Returns the amount of rewards per staked token/asset
* @return uint256 Rewards amount
*/
function rewardPerToken() public view returns (uint256) {
if (totalStaked == 0) {
return rewardPerTokenStored;
}
return
rewardPerTokenStored +
((((lastTimeRewardApplicable() - lastUpdateTime) * rewardRate) *
1e18) / totalStaked);
}
/**
* @notice Returns the earned rewards amount so far
* @return uint256 Rewards amount
*/
function earned() public view returns (uint256) {
return
((totalStaked * (rewardPerToken() - rewardPerTokenPaid)) / 1e18) +
rewards;
}
/**
* @notice Return the amount of assets per 1 (1e18) share
* @return uint256 Assets
*/
function assetsPerShare() external view returns (uint256) {
return previewRedeem(1e18);
}
/*//////////////////////////////////////////////////////////////
INTERNAL FUNCTIONS
//////////////////////////////////////////////////////////////*/
/**
* @dev Internal method to keep track of the total amount of staked token/asset on deposit/mint
*/
function _stake(uint256 amount) internal updateReward(true) {
totalStaked += amount;
}
/**
* @dev Internal method to keep track of the total amount of staked token/asset on withdrawal/redeem
*/
function _withdraw(uint256 amount) internal updateReward(true) {
totalStaked -= amount;
}
/*//////////////////////////////////////////////////////////////
ERC4626 OVERRIDES
//////////////////////////////////////////////////////////////*/
/**
* @inheritdoc ERC4626
* @dev Deduct the specified amount of assets from totalStaked to prepare for transfer to the user
* @param assets uint256 Assets
*/
function beforeWithdraw(uint256 assets, uint256) internal override {
// Perform harvest to make sure that totalStaked is always equal or larger than assets to be withdrawn
if (assets > totalStaked) harvest();
_withdraw(assets);
}
/**
* @inheritdoc ERC4626
* @dev Include the new assets in totalStaked so that rewards can be properly distributed
* @param assets uint256 Assets
*/
function afterDeposit(uint256 assets, uint256) internal override {
_stake(assets);
}
/**
* @inheritdoc ERC4626
* @dev Preview the amount of assets a user would receive from redeeming shares
*/
function previewRedeem(
uint256 shares
) public view override returns (uint256) {
// Calculate assets based on a user's % ownership of vault shares
uint256 assets = convertToAssets(shares);
uint256 _totalSupply = totalSupply;
// Calculate a penalty - zero if user is the last to withdraw.
uint256 penalty = (_totalSupply == 0 || _totalSupply - shares == 0)
? 0
: assets.mulDivUp(withdrawalPenalty, FEE_DENOMINATOR); // Round up the penalty in favour of the protocol.
// Redeemable amount is the post-penalty amount
return assets - penalty;
}
/**
* @inheritdoc ERC4626
* @notice Preview the amount of shares a user would need to redeem the specified asset amount
* @dev This modified version takes into consideration the withdrawal fee
*/
function previewWithdraw(
uint256 assets
) public view override returns (uint256) {
// Calculate shares based on the specified assets' proportion of the pool
uint256 shares = convertToShares(assets);
// Save 1 SLOAD
uint256 _totalSupply = totalSupply;
// Factor in additional shares to fulfill withdrawal if user is not the last to withdraw
return
(_totalSupply == 0 || _totalSupply - shares == 0)
? shares
: (shares * FEE_DENOMINATOR) /
(FEE_DENOMINATOR - withdrawalPenalty);
}
/*//////////////////////////////////////////////////////////////
MUTATIVE FUNCTIONS
//////////////////////////////////////////////////////////////*/
/**
* @notice Harvest and stake available rewards after distributing fees to the platform
* @dev This function claims and stakes the available rewards, deducting a fee for the platform.
*/
function harvest() public updateReward(true) {
uint256 _rewards = rewards;
if (_rewards != 0) {
rewards = 0;
// Fee for platform
uint256 feeAmount = (_rewards * platformFee) / FEE_DENOMINATOR;
// Deduct fee from reward balance
_rewards -= feeAmount;
// Claimed rewards should be in pxETH
asset.safeTransfer(platform, feeAmount);
// Stake rewards sans fee
_stake(_rewards);
emit Harvest(msg.sender, _rewards);
}
}
/**
* @notice Override transfer logic to trigger direct `initiateRedemption`.
* @dev This function overrides the standard transfer logic to initiate redemption when transferring to the PirexEth contract.
* @param to address Transfer destination
* @param amount uint256 Amount
* @return bool
*/
function transfer(
address to,
uint256 amount
) public override returns (bool) {
super.transfer(to, amount);
if (to == address(pirexEth)) {
pirexEth.initiateRedemption(amount, msg.sender, false);
}
return true;
}
/**
* @notice Override transferFrom logic to trigger direct `initiateRedemption`.
* @dev This function overrides the standard transferFrom logic to initiate redemption when transferring from the PirexEth contract.
* @param from Address of the transfer origin.
* @param to Address of the transfer destination.
* @param amount Amount of tokens to transfer.
* @return A boolean indicating the success of the transfer.
*/
function transferFrom(
address from,
address to,
uint256 amount
) public override returns (bool) {
super.transferFrom(from, to, amount);
if (to == address(pirexEth)) {
pirexEth.initiateRedemption(amount, from, false);
}
return true;
}
}
|
77d97fe02f14dad6a952c659d8175dba
|
{
"intermediate": 0.316976398229599,
"beginner": 0.38063690066337585,
"expert": 0.30238670110702515
}
|
36,004
|
package
{
import flash.display.Sprite;
import flash.display.Shape;
import flash.events.Event;
import zip.ZIPResourceLoader;
import flash.events.ProgressEvent;
import flash.text.TextField;
import flash.text.TextFormat;
public class ProgressBar extends Sprite
{
public var progressBar:Shape;
private var backgroundBar:Shape;
public var progress:Number;
private var maxWidth:Number;
private var maxHeight:Number;
public var resourceLoader:ZIPResourceLoader;
private var bytesLoaded:Number;
private var bytesTotal:Number;
private var direction:int = 1; // Направление анимации (1 - вперед, -1 - назад)
private var animationSpeed:Number = 0.01; // Скорость анимации прогресс-бара
private var rectangle:Shape = new Shape();
public var progressText:TextField;
public function ProgressBar()
{
init();
}
public function setResourceLoader(resourceLoader:ZIPResourceLoader):void
{
resourceLoader.addEventListener(ProgressEvent.PROGRESS, onProgressUpdate);
}
public function onProgressUpdate(event:ProgressEvent):void
{
progress = event.bytesLoaded / event.bytesTotal;
updateProgressBar();
}
private function init():void
{
resourceLoader = new ZIPResourceLoader(this);
maxWidth = 700;
maxHeight = 28;
progress = 0;
backgroundBar = new Shape();
backgroundBar.graphics.beginFill(0x014ca3);
var cornerRadius:Number = 10;
backgroundBar.graphics.drawRoundRect(0, 0, maxWidth, maxHeight, cornerRadius);
backgroundBar.graphics.endFill();
progressBar = new Shape();
progressBar.visible = false;
addChild(backgroundBar);
addChild(progressBar);
progressText = new TextField();
progressText.width = maxWidth;
progressText.height = maxHeight;
progressText.defaultTextFormat = new TextFormat("_sans", 12, 0xFFFFFF);
progressText.text = "Скачивание файлов...";
addChild(progressText);
progressText.visible = false;
addEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
addEventListener(Event.REMOVED_FROM_STAGE, onRemovedFromStage);
}
public function incilizationProgressBar():void
{
// Обновление параметров размеров прогресс-бара
maxWidth = 54;
maxHeight = 34;
var cornerRadius:Number = 5;
var yOffset:Number = -3; // смещение по вертикали на 2 пикселя
// Создание прямоугольника
var rectangle:Shape = new Shape();
rectangle.graphics.beginFill(0x348aee);
rectangle.graphics.drawRoundRect(0, yOffset, maxWidth, maxHeight, cornerRadius, cornerRadius);
rectangle.graphics.endFill();
addChild(rectangle);
var direction:int = 1; // Направление анимации (1 - вперед, -1 - назад)
var speed:Number = 7; // Скорость анимации (пиксели за шаг)
var targetX:Number = 650; // Конечная позиция прямоугольника
addEventListener(Event.ENTER_FRAME, incilizationAnimateProgressBar);
function incilizationAnimateProgressBar(event:Event):void
{
rectangle.x += direction * speed;
if (rectangle.x >= targetX || rectangle.x <= 0)
{
direction *= -1; // Переключение направления анимации
}
}
}
private function onAddedToStage(event:Event):void
{
removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
addEventListener(Event.ENTER_FRAME, onUpdate);
}
private function onRemovedFromStage(event:Event):void
{
removeEventListener(Event.REMOVED_FROM_STAGE, onRemovedFromStage);
removeEventListener(Event.ENTER_FRAME, onUpdate);
}
private function onUpdate(event:Event):void
{
//progress += 0.005; // Увеличьте прогресс на 0.01 каждый фрейм
if (progress > 1) progress = 1; // Убедитесь, что прогресс не превышает 1
updateProgressBar();
}
public function updateProgressBar():void
{
progressBar.graphics.clear();
progressBar.graphics.beginFill(0x348aee);
var cornerRadius:Number = 3;
var yOffset:Number = -2; // смещение по вертикали на 2 пикселя
progressBar.graphics.drawRoundRect(-4, yOffset, maxWidth * progress + 4, maxHeight + 4, cornerRadius);
progressText.text = "Скачивание файлов...";
progressBar.graphics.endFill();
}
public function setProgress(value:Number, maxValue:Number = 1):void
{
progress = value / maxValue;
if (progress < 0)
{
progress = 0;
}
else if (progress > 1)
{
progress = 1;
}
updateProgressBar();
}
}
} ааа ну как сделать progresstext по центру, а не слева сбоку
|
35402ac3d6d1128c5ada02644126b085
|
{
"intermediate": 0.32127606868743896,
"beginner": 0.45633652806282043,
"expert": 0.22238734364509583
}
|
36,005
|
fightbuttonRU.addEventListener(MouseEvent.MOUSE_OVER, onFightButtonOver);
fightbuttonRU.addEventListener(MouseEvent.MOUSE_OUT, onFightButtonOut);
fightbuttonRU.addEventListener(MouseEvent.MOUSE_DOWN, onFightButtonDown);
fightbuttonRU.addEventListener(MouseEvent.MOUSE_UP, onFightButtonUp);
fightbuttonRU.addChild(fightbuttonRUI);
fightbuttonRU.buttonMode = true;
fightbuttonHoverRUI.alpha = 0;
fightbuttonHoverRUI.visible = true;
Tweener.addTween(fightbuttonHoverRUI, { alpha: 1, time: 2.5, transition: "linear", delay: 0, onComplete: startHoverAnimation });
addChild(fightbuttonRU);
fightbuttonRU.addChild(fightbuttonHoverRUI); как заблокировать нажатие у кнопки
|
569b8e47aada57cb7c99017435e15982
|
{
"intermediate": 0.41432204842567444,
"beginner": 0.25424617528915405,
"expert": 0.3314318060874939
}
|
36,006
|
confirm if this valid and correct or invalid this vulnerability notifyRewardAmount() function which is intended to sync and distribute new rewards over time.
Here’s the cause of concern in the notifyRewardAmount() function:
function notifyRewardAmount() external updateReward(false) {
if (msg.sender != address(pirexEth)) revert Errors.NotPirexEth();
uint256 rewardBalance = asset.balanceOf(address(this)) -
totalStaked -
earned();
rewardRate = rewardBalance / REWARDS_DURATION;
if (rewardRate == 0) revert Errors.NoRewards();
lastUpdateTime = block.timestamp;
periodFinish = block.timestamp + REWARDS_DURATION;
emit RewardAdded(rewardBalance);
}
### Vulnerability Details
According to the Solidity code provided, the notifyRewardAmount function computes the rewardBalance using the current contract balance, the totalStaked, and the earned rewards. However, if additional tokens (which are not reward tokens or tokens intended for yield farming/staking) are erroneously or maliciously sent to this contract, the computation of rewardBalance could get tainted.
Evidence:
- The contract takes the token balance of this address.
- It then subtracts totalStaked, which implies that it assumes the entire balance should consist of totalStaked plus the new rewards.
- But if someone sends tokens to the contract that aren’t part of the staking or rewards, they would inflate the rewardBalance.
Scenario:
- An attacker or an honest user sends X amount of asset tokens directly to the contract.
- When notifyRewardAmount is subsequently called, the rewardBalance is inflated by X.
- The computed rewardRate would include these extra tokens.
- Over the REWARDS_DURATION, these additional tokens will be wrongly distributed as rewards to stakers, thus abusing the reward mechanism.
### Suggested Fix
One way to prevent such an issue is to have an exclusively dedicated function to add rewards to the contract that performs strict accounting to ensure that only intended reward additions are treated as such.
### Severity and Type
- Severity: High 🔥 - Incorrect calculation of the reward balance can lead to an incorrect distribution of rewards, potentially disbursing more than what should be allowed.
- Type: Logical Error / Design Flaw - This vulnerability arises from a logical oversight in the accounting for rewards.
Affected Code:
In the contract provided, the affected code is in the notifyRewardAmount() function where the rewardBalance is calculated.
### Conclusion
Despite my initial response, this deeper inspection reveals that the contract does indeed have a potential logical flaw in the `notifyReward in this contract // SPDX-License-Identifier: MIT
pragma solidity 0.8.19;
import {Ownable2Step} from "openzeppelin-contracts/contracts/access/Ownable2Step.sol";
import {ERC4626} from "solmate/mixins/ERC4626.sol";
import {ERC20} from "solmate/tokens/ERC20.sol";
import {FixedPointMathLib} from "solmate/utils/FixedPointMathLib.sol";
import {SafeTransferLib} from "solmate/utils/SafeTransferLib.sol";
import {Errors} from "./libraries/Errors.sol";
import {IPirexEth} from "./interfaces/IPirexEth.sol";
/**
* @title AutoPxEth
* @notice Autocompounding vault for (staked) pxETH, adapted from pxCVX vault system
* @dev This contract enables autocompounding for pxETH assets and includes various fee mechanisms.
* @author redactedcartel.finance
*/
contract AutoPxEth is Ownable2Step, ERC4626 {
/**
* @dev Library: SafeTransferLib - Provides safe transfer functions for ERC20 tokens.
*/
using SafeTransferLib for ERC20;
/**
* @dev Library: FixedPointMathLib - Provides fixed-point arithmetic for uint256.
*/
using FixedPointMathLib for uint256;
// Constants
/**
* @dev Maximum withdrawal penalty percentage.
*/
uint256 private constant MAX_WITHDRAWAL_PENALTY = 50_000;
/**
* @dev Maximum platform fee percentage.
*/
uint256 private constant MAX_PLATFORM_FEE = 200_000;
/**
* @dev Fee denominator for precise fee calculations.
*/
uint256 private constant FEE_DENOMINATOR = 1_000_000;
/**
* @dev Duration of the rewards period.
*/
uint256 private constant REWARDS_DURATION = 7 days;
// State variables for tracking rewards and actively staked assets
/**
* @notice Reference to the PirexEth contract.
*/
IPirexEth public pirexEth;
/**
* @notice Timestamp when the current rewards period will end.
*/
uint256 public periodFinish;
/**
* @notice Rate at which rewards are distributed per second.
*/
uint256 public rewardRate;
/**
* @notice Timestamp of the last update to the reward variables.
*/
uint256 public lastUpdateTime;
/**
* @notice Accumulated reward per token stored.
*/
uint256 public rewardPerTokenStored;
/**
* @notice Last calculated reward per token paid to stakers.
*/
uint256 public rewardPerTokenPaid;
/**
* @notice Total rewards available for distribution.
*/
uint256 public rewards;
/**
* @notice Total assets actively staked in the vault.
*/
uint256 public totalStaked;
// State variables related to fees
/**
* @notice Withdrawal penalty percentage.
*/
uint256 public withdrawalPenalty = 30_000;
/**
* @notice Platform fee percentage.
*/
uint256 public platformFee = 100_000;
/**
* @notice Address of the platform that receives fees.
*/
address public platform;
// Events
/**
* @notice Emitted when rewards are harvested and staked.
* @dev This event is emitted when a user triggers the harvest function.
* @param caller address indexed Address that triggered the harvest.
* @param value uint256 Amount of rewards harvested.
*/
event Harvest(address indexed caller, uint256 value);
/**
* @notice Emitted when the withdrawal penalty is updated.
* @dev This event is emitted when the withdrawal penalty is modified.
* @param penalty uint256 New withdrawal penalty percentage.
*/
event WithdrawalPenaltyUpdated(uint256 penalty);
/**
* @notice Emitted when the platform fee is updated.
* @dev This event is emitted when the platform fee is modified.
* @param fee uint256 New platform fee percentage.
*/
event PlatformFeeUpdated(uint256 fee);
/**
* @notice Emitted when the platform address is updated.
* @dev This event is emitted when the platform address is modified.
* @param _platform address New platform address.
*/
event PlatformUpdated(address _platform);
/**
* @notice Emitted when new rewards are added to the vault.
* @dev This event is emitted when new rewards are added to the vault.
* @param reward uint256 Amount of rewards added.
*/
event RewardAdded(uint256 reward);
/**
* @notice Emitted when the PirexEth contract address is set.
* @dev This event is emitted when the PirexEth contract address is set.
* @param _pirexEth address New PirexEth contract address.
*/
event SetPirexEth(address _pirexEth);
// Modifiers
/**
* @dev Update reward states modifier
* @param updateEarned bool Whether to update earned amount so far
*/
modifier updateReward(bool updateEarned) {
rewardPerTokenStored = rewardPerToken();
lastUpdateTime = lastTimeRewardApplicable();
if (updateEarned) {
rewards = earned();
rewardPerTokenPaid = rewardPerTokenStored;
}
_;
}
/**
* @dev Contract constructor
* @param _asset address Asset contract address
* @param _platform address Platform address
*/
constructor(
address _asset,
address _platform
) ERC4626(ERC20(_asset), "Autocompounding Pirex Ether", "apxETH") {
if (_platform == address(0)) revert Errors.ZeroAddress();
platform = _platform;
}
/*//////////////////////////////////////////////////////////////
RESTRICTED FUNCTIONS
//////////////////////////////////////////////////////////////*/
/**
* @notice Set the PirexEth contract address
* @dev Function access restricted to only owner
* @param _pirexEth address PirexEth contract address
*/
function setPirexEth(address _pirexEth) external onlyOwner {
if (_pirexEth == address(0)) revert Errors.ZeroAddress();
emit SetPirexEth(_pirexEth);
pirexEth = IPirexEth(_pirexEth);
}
/**
* @notice Set the withdrawal penalty
* @dev Function access restricted to only owner
* @param penalty uint256 Withdrawal penalty
*/
function setWithdrawalPenalty(uint256 penalty) external onlyOwner {
if (penalty > MAX_WITHDRAWAL_PENALTY) revert Errors.ExceedsMax();
withdrawalPenalty = penalty;
emit WithdrawalPenaltyUpdated(penalty);
}
/**
* @notice Set the platform fee
* @dev Function access restricted to only owner
* @param fee uint256 Platform fee
*/
function setPlatformFee(uint256 fee) external onlyOwner {
if (fee > MAX_PLATFORM_FEE) revert Errors.ExceedsMax();
platformFee = fee;
emit PlatformFeeUpdated(fee);
}
/**
* @notice Set the platform
* @dev Function access restricted to only owner
* @param _platform address Platform
*/
function setPlatform(address _platform) external onlyOwner {
if (_platform == address(0)) revert Errors.ZeroAddress();
platform = _platform;
emit PlatformUpdated(_platform);
}
/**
* @notice Notify and sync the newly added rewards to be streamed over time
* @dev Rewards are streamed following the duration set in REWARDS_DURATION
*/
function notifyRewardAmount() external updateReward(false) {
if (msg.sender != address(pirexEth)) revert Errors.NotPirexEth();
// Rewards transferred directly to this contract are not added to totalStaked
// To get the rewards w/o relying on a potentially incorrect passed in arg,
// we can use the difference between the asset balance and totalStaked.
// Additionally, to avoid re-distributing rewards, deduct the output of `earned`
uint256 rewardBalance = asset.balanceOf(address(this)) -
totalStaked -
earned();
rewardRate = rewardBalance / REWARDS_DURATION;
if (rewardRate == 0) revert Errors.NoRewards();
lastUpdateTime = block.timestamp;
periodFinish = block.timestamp + REWARDS_DURATION;
emit RewardAdded(rewardBalance);
}
/*//////////////////////////////////////////////////////////////
VIEWS
//////////////////////////////////////////////////////////////*/
/**
* @inheritdoc ERC4626
* @notice Get the amount of available pxETH in the contract
* @dev Rewards are streamed for the duration set in REWARDS_DURATION
*/
function totalAssets() public view override returns (uint256) {
// Based on the current totalStaked and available rewards
uint256 _totalStaked = totalStaked;
uint256 _rewards = ((_totalStaked *
(rewardPerToken() - rewardPerTokenPaid)) / 1e18) + rewards;
// Deduct the exact reward amount staked (after fees are deducted when calling `harvest`)
return
_totalStaked +
(
_rewards == 0
? 0
: (_rewards - ((_rewards * platformFee) / FEE_DENOMINATOR))
);
}
/**
* @notice Returns the last effective timestamp of the current reward period
* @return uint256 Timestamp
*/
function lastTimeRewardApplicable() public view returns (uint256) {
return block.timestamp < periodFinish ? block.timestamp : periodFinish;
}
/**
* @notice Returns the amount of rewards per staked token/asset
* @return uint256 Rewards amount
*/
function rewardPerToken() public view returns (uint256) {
if (totalStaked == 0) {
return rewardPerTokenStored;
}
return
rewardPerTokenStored +
((((lastTimeRewardApplicable() - lastUpdateTime) * rewardRate) *
1e18) / totalStaked);
}
/**
* @notice Returns the earned rewards amount so far
* @return uint256 Rewards amount
*/
function earned() public view returns (uint256) {
return
((totalStaked * (rewardPerToken() - rewardPerTokenPaid)) / 1e18) +
rewards;
}
/**
* @notice Return the amount of assets per 1 (1e18) share
* @return uint256 Assets
*/
function assetsPerShare() external view returns (uint256) {
return previewRedeem(1e18);
}
/*//////////////////////////////////////////////////////////////
INTERNAL FUNCTIONS
//////////////////////////////////////////////////////////////*/
/**
* @dev Internal method to keep track of the total amount of staked token/asset on deposit/mint
*/
function _stake(uint256 amount) internal updateReward(true) {
totalStaked += amount;
}
/**
* @dev Internal method to keep track of the total amount of staked token/asset on withdrawal/redeem
*/
function _withdraw(uint256 amount) internal updateReward(true) {
totalStaked -= amount;
}
/*//////////////////////////////////////////////////////////////
ERC4626 OVERRIDES
//////////////////////////////////////////////////////////////*/
/**
* @inheritdoc ERC4626
* @dev Deduct the specified amount of assets from totalStaked to prepare for transfer to the user
* @param assets uint256 Assets
*/
function beforeWithdraw(uint256 assets, uint256) internal override {
// Perform harvest to make sure that totalStaked is always equal or larger than assets to be withdrawn
if (assets > totalStaked) harvest();
_withdraw(assets);
}
/**
* @inheritdoc ERC4626
* @dev Include the new assets in totalStaked so that rewards can be properly distributed
* @param assets uint256 Assets
*/
function afterDeposit(uint256 assets, uint256) internal override {
_stake(assets);
}
/**
* @inheritdoc ERC4626
* @dev Preview the amount of assets a user would receive from redeeming shares
*/
function previewRedeem(
uint256 shares
) public view override returns (uint256) {
// Calculate assets based on a user's % ownership of vault shares
uint256 assets = convertToAssets(shares);
uint256 _totalSupply = totalSupply;
// Calculate a penalty - zero if user is the last to withdraw.
uint256 penalty = (_totalSupply == 0 || _totalSupply - shares == 0)
? 0
: assets.mulDivUp(withdrawalPenalty, FEE_DENOMINATOR); // Round up the penalty in favour of the protocol.
// Redeemable amount is the post-penalty amount
return assets - penalty;
}
/**
* @inheritdoc ERC4626
* @notice Preview the amount of shares a user would need to redeem the specified asset amount
* @dev This modified version takes into consideration the withdrawal fee
*/
function previewWithdraw(
uint256 assets
) public view override returns (uint256) {
// Calculate shares based on the specified assets' proportion of the pool
uint256 shares = convertToShares(assets);
// Save 1 SLOAD
uint256 _totalSupply = totalSupply;
// Factor in additional shares to fulfill withdrawal if user is not the last to withdraw
return
(_totalSupply == 0 || _totalSupply - shares == 0)
? shares
: (shares * FEE_DENOMINATOR) /
(FEE_DENOMINATOR - withdrawalPenalty);
}
/*//////////////////////////////////////////////////////////////
MUTATIVE FUNCTIONS
//////////////////////////////////////////////////////////////*/
/**
* @notice Harvest and stake available rewards after distributing fees to the platform
* @dev This function claims and stakes the available rewards, deducting a fee for the platform.
*/
function harvest() public updateReward(true) {
uint256 _rewards = rewards;
if (_rewards != 0) {
rewards = 0;
// Fee for platform
uint256 feeAmount = (_rewards * platformFee) / FEE_DENOMINATOR;
// Deduct fee from reward balance
_rewards -= feeAmount;
// Claimed rewards should be in pxETH
asset.safeTransfer(platform, feeAmount);
// Stake rewards sans fee
_stake(_rewards);
emit Harvest(msg.sender, _rewards);
}
}
/**
* @notice Override transfer logic to trigger direct `initiateRedemption`.
* @dev This function overrides the standard transfer logic to initiate redemption when transferring to the PirexEth contract.
* @param to address Transfer destination
* @param amount uint256 Amount
* @return bool
*/
function transfer(
address to,
uint256 amount
) public override returns (bool) {
super.transfer(to, amount);
if (to == address(pirexEth)) {
pirexEth.initiateRedemption(amount, msg.sender, false);
}
return true;
}
/**
* @notice Override transferFrom logic to trigger direct `initiateRedemption`.
* @dev This function overrides the standard transferFrom logic to initiate redemption when transferring from the PirexEth contract.
* @param from Address of the transfer origin.
* @param to Address of the transfer destination.
* @param amount Amount of tokens to transfer.
* @return A boolean indicating the success of the transfer.
*/
function transferFrom(
address from,
address to,
uint256 amount
) public override returns (bool) {
super.transferFrom(from, to, amount);
if (to == address(pirexEth)) {
pirexEth.initiateRedemption(amount, from, false);
}
return true;
}
}
|
c3cde9c155ea0c92c4a3fbec4a25cefc
|
{
"intermediate": 0.3300566077232361,
"beginner": 0.22904953360557556,
"expert": 0.44089385867118835
}
|
36,007
|
package zip
{
import flash.events.Event;
import flash.events.IOErrorEvent;
import flash.events.EventDispatcher;
import flash.events.ProgressEvent;
import flash.filesystem.File;
import flash.filesystem.FileMode;
import flash.filesystem.FileStream;
import flash.net.URLRequest;
import flash.net.URLLoaderDataFormat;
import flash.net.URLRequestMethod;
import flash.net.URLLoader;
import flash.net.URLStream;
import flash.net.URLVariables;
import flash.utils.ByteArray;
import deng.fzip.FZip;
import deng.fzip.FZipFile;
public class ZIPResourceLoader extends EventDispatcher
{
public var resourcesURL:String = "https://redagereborn.ru/resources.zip";
public var versionURL:String = "https://redagereborn.ru/version.txt";
public var localFilePath:String = File.applicationStorageDirectory.nativePath + File.separator + "resources.zip";
public var versionFile:File = new File(File.applicationStorageDirectory.nativePath + File.separator + "version.txt");
public var zipLoader:URLLoader = new URLLoader();
private var progressBar:ProgressBar;
public static const PROGRESS_UPDATE:String = "progressUpdate";
public function ZIPResourceLoader(progressBar:ProgressBar)
{
this.progressBar = progressBar;
zipLoader.dataFormat = URLLoaderDataFormat.TEXT;
zipLoader.addEventListener(Event.COMPLETE, onVersionLoaded);
zipLoader.addEventListener(IOErrorEvent.IO_ERROR, onVersionLoadError);
zipLoader.load(new URLRequest(versionURL));
}
public function onVersionLoaded(event:Event):void
{
var remoteVersion:Number = Number(zipLoader.data);
var versionLoader:URLLoader = new URLLoader();
versionLoader.dataFormat = URLLoaderDataFormat.TEXT;
versionLoader.addEventListener(Event.COMPLETE, onLocalVersionLoaded);
versionLoader.addEventListener(IOErrorEvent.IO_ERROR, onLocalVersionLoadError);
versionLoader.load(new URLRequest(versionFile.nativePath));
function onLocalVersionLoaded(event:Event):void {
var localVersion:Number = Number(versionLoader.data);
if (localVersion != remoteVersion) {
startDownloadProcess();
} else {
Alert.showMessage("Local version is up to date");
progressBar.progressBar.visible = false;
progressBar.progressText.visible = false;
// Пропущен код для распаковки архива
}
}
function onLocalVersionLoadError(event:IOErrorEvent):void {
// Создаем новый файл version.txt и записываем в него пустую строку
var fileStream:FileStream = new FileStream();
fileStream.open(versionFile, FileMode.WRITE);
fileStream.writeUTFBytes("");
fileStream.close();
// Запускаем процесс загрузки и распаковки архива
startDownloadProcess();
}
}
public function onDownloadProgress(event:ProgressEvent):void
{
progressBar.setProgress(event.bytesLoaded, event.bytesTotal);
progressBar.updateProgressBar();
}
private function startDownloadProcess():void
{
Alert.showMessage("Downloading resources.zip");
progressBar.progressBar.visible = true;
progressBar.progressText.visible = true;
progressBar.addChild(progressBar.progressText);
var downloadStream:URLStream = new URLStream();
downloadStream.addEventListener(ProgressEvent.PROGRESS, onDownloadProgress);
downloadStream.addEventListener(Event.COMPLETE, onDownloadComplete);
downloadStream.addEventListener(IOErrorEvent.IO_ERROR, onDownloadError);
downloadStream.load(new URLRequest(resourcesURL));
}
public function onProgressUpdate(event:ProgressEvent):void
{
progressBar.progress = event.bytesLoaded / event.bytesTotal;
progressBar.updateProgressBar();
}
public function onVersionLoadError(event:IOErrorEvent):void
{
progressBar.progressBar.visible = false;
progressBar.progressText.visible = false;
progressBar.incilizationProgressBar();
Alert.showMessage("Failed to load version.txt");
}
private function updateLocalVersion(remoteVersion:Number):void
{
var fileStream:FileStream = new FileStream();
fileStream.open(versionFile, FileMode.WRITE);
fileStream.writeUTFBytes(remoteVersion.toString());
fileStream.close();
}
public function onDownloadComplete(event:Event):void
{
//var percent:Number = events.bytesLoaded / events.bytesTotal;
//dispatchEvent(new ProgressEvent(ProgressEvent.PROGRESS, false, false, events.bytesLoaded, events.bytesTotal));
var downloadStream:URLStream = event.target as URLStream;
var fileBytes:ByteArray = new ByteArray();
downloadStream.readBytes(fileBytes);
var fileStream:FileStream = new FileStream();
fileStream.open(new File(localFilePath), FileMode.WRITE);
fileStream.writeBytes(fileBytes, 0, fileBytes.length);
fileStream.close();
//Alert.showMessage("Downloaded resources.zip");
var remoteVersion:Number = Number(zipLoader.data); // Получаем удаленную версию файла
updateLocalVersion(remoteVersion); // Обновляем локальную версию файла
extractLocalArchive();
}
public function onDownloadError(event:IOErrorEvent):void
{
Alert.showMessage("Failed to download resources.zip");
}
public function extractLocalArchive():void
{
var resourcesFolder:File = new File(File.applicationStorageDirectory.nativePath + File.separator + "cache/resources");
if (resourcesFolder.exists && resourcesFolder.isDirectory)
{
resourcesFolder.deleteDirectory(true); // Удаление папки “resources” с ее содержимым
}
var zipFile:FZip = new FZip();
zipFile.addEventListener(Event.COMPLETE, onZipExtracted);
zipFile.load(new URLRequest(localFilePath));
}
public function onZipExtracted(event:Event):void
{
var zipFile:FZip = event.target as FZip;
try {
for (var i:int = 0; i < zipFile.getFileCount(); i++)
{
var zipEntry:FZipFile = zipFile.getFileAt(i);
var targetFilePath:String = File.applicationStorageDirectory.nativePath + File.separator + "cache/resources" + File.separator + zipEntry.filename;
var targetFile:File = new File(targetFilePath);
if (zipEntry.filename.charAt(zipEntry.filename.length - 1) == "/") {
targetFile.createDirectory();
} else {
var targetFileStream:FileStream = new FileStream();
targetFileStream.open(targetFile, FileMode.WRITE);
targetFileStream.writeBytes(zipEntry.content);
targetFileStream.close();
}
}
// Закрываем архив
zipFile.close();
// Удаляем архив
var file:File = new File(localFilePath);
file.deleteFile();
Alert.showMessage("Extracted successfully!");
progressBar.progressBar.visible = false;
progressBar.progressText.visible = false;
} catch (error:Error) {
Alert.showMessage("Failed to extract resources.zip: " + error.message + " (" + error.errorID + ")");
}
}
private function versionIsUpToDate(version:Number):Boolean
{
if (versionFile.exists) {
var fileStream:FileStream = new FileStream();
fileStream.open(versionFile, FileMode.READ);
var localVersion:Number = Number(fileStream.readUTFBytes(fileStream.bytesAvailable));
fileStream.close();
return version == localVersion; // Возвращает true, если версии совпадают.
}
return false;
}
}
}
вот когда идет скачивание мне надо заблокировать кнопку fightbuttonRU в package launcher.button
{
/**
* ...
* @author alekskart
*/
import launcher.button.*;
import flash.display.MovieClip;
import flash.events.MouseEvent;
import caurina.transitions.Tweener;
public class FightButton extends MovieClip
{
public var fightbuttonActiveENI:fight_button_active_en = new fight_button_active_en();
public var fightbuttonActiveRUI:fight_button_active_ru = new fight_button_active_ru();
public var fightbuttonENI:fight_button_en = new fight_button_en();
public var fightbuttonHoverENI:fight_button_hover_en = new fight_button_hover_en();
public var fightbuttonHoverRUI:fight_button_hover_ru = new fight_button_hover_ru();
public var fightbuttonRUI:fight_button_ru = new fight_button_ru();
public var fightbuttonEN:MovieClip = new MovieClip();
public var fightbuttonRU:MovieClip = new MovieClip();
public function FightButton()
{
//fightbuttonRU.alpha = 0.7;
fightbuttonRU.addEventListener(MouseEvent.MOUSE_OVER, onFightButtonOver);
fightbuttonRU.addEventListener(MouseEvent.MOUSE_OUT, onFightButtonOut);
fightbuttonRU.addEventListener(MouseEvent.MOUSE_DOWN, onFightButtonDown);
fightbuttonRU.addEventListener(MouseEvent.MOUSE_UP, onFightButtonUp);
fightbuttonRU.addChild(fightbuttonRUI);
fightbuttonRU.buttonMode = true;
fightbuttonHoverRUI.alpha = 0;
fightbuttonHoverRUI.visible = true;
Tweener.addTween(fightbuttonHoverRUI, { alpha: 1, time: 2.5, transition: "linear", delay: 0, onComplete: startHoverAnimation });
addChild(fightbuttonRU);
fightbuttonRU.addChild(fightbuttonHoverRUI);
// fightbuttonEN.alpha = 0.7;
fightbuttonEN.addEventListener(MouseEvent.MOUSE_OVER, onFightENButtonOver);
fightbuttonEN.addEventListener(MouseEvent.MOUSE_OUT, onFightENButtonOut);
fightbuttonEN.addEventListener(MouseEvent.MOUSE_DOWN, onFightENButtonDown);
fightbuttonEN.addEventListener(MouseEvent.MOUSE_UP, onFightENButtonUp);
fightbuttonEN.addChild(fightbuttonENI);
fightbuttonEN.buttonMode = true;
fightbuttonHoverENI.alpha = 0;
fightbuttonHoverENI.visible = true;
Tweener.addTween(fightbuttonHoverENI, { alpha: 1, time: 2.5, transition: "linear", delay: 0, onComplete: startHoverENAnimation });
addChild(fightbuttonEN);
fightbuttonEN.addChild(fightbuttonHoverENI);
}
|
c1498ed33f5d779e0aa916e752db4413
|
{
"intermediate": 0.304381787776947,
"beginner": 0.43857768177986145,
"expert": 0.25704050064086914
}
|
36,008
|
I get this error: Traceback (most recent call last):
File "c:\Users\Dell-PC\Desktop\Projets\Experimental-Learning\main-.py", line 76, in <module>
output_vector += time_vector[j] * weights_time_output[j]
ValueError: operands could not be broadcast together with shapes (38,) (10,) (38,) When i run this code: import numpy as np
import matplotlib.pyplot as plt
# Define the neural network architecture
input_neurons = 100
time_neurons = 40
output_neurons = 10
# Initialize the weights randomly as numpy arrays
weights_input_time = np.random.rand(input_neurons, time_neurons)
weights_time_output = np.random.rand(time_neurons, output_neurons)
# Initialize output_vector to match the number of output_neurons:
output_vector = np.zeros(output_neurons)
# Define the training data
sentences = ["I love Pizza !", "The earth is round.", "Winter is a brand old time.", "A B C D E F G H I J K L M N O P Q R S T U V W X Y Z"]
# Define the training parameters
learning_rate = 0.1
epochs = 100
# Lists to store the loss and accuracy values for plotting
loss_values = []
accuracy_values = []
def one_hot_encode(word, word_to_index, vocabulary_size):
word_vec = np.zeros(vocabulary_size)
word_vec[word_to_index[word]] = 1
return word_vec
def one_hot_decode(word_vec, index_to_word):
max_index = np.argmax(word_vec)
return index_to_word[max_index]
# Function to predict the next word
def predict_next_word(input_word, time_vector, weights_time_output, word_to_index, index_to_word):
input_vector = one_hot_encode(input_word, word_to_index, vocabulary_size)
# Calculate the output vector
output_vector = np.zeros(vocabulary_size)
for j in range(time_neurons):
output_vector += time_vector[j] * weights_time_output[j]
# Get the predicted next word
predicted_word = one_hot_decode(output_vector, index_to_word)
return predicted_word
# Create a list of all words
all_words = set(word for sentence in sentences for word in sentence.split())
# Create a word to index mapping and index to word mapping
word_to_index = {word: i for i, word in enumerate(all_words)}
index_to_word = {i: word for word, i in word_to_index.items()}
vocabulary_size = len(word_to_index)
# Training loop
for epoch in range(epochs):
total_loss = 0
correct_predictions = 0
for sentence in sentences:
words = sentence.split()
time_vector = np.zeros(time_neurons)
for i in range(len(words) - 1):
input_vector = one_hot_encode(words[i], word_to_index, vocabulary_size)
target_vector = one_hot_encode(words[i + 1], word_to_index, vocabulary_size)
# Calculate the output vector
output_vector = np.zeros(vocabulary_size)
for j in range(time_neurons):
# Update each element in time_vector
time_vector[j] = time_vector[j] + 1
# Perform dot product with weights_time_output[j]
output_vector += time_vector[j] * weights_time_output[j]
predicted_word = one_hot_decode(output_vector, index_to_word)
if predicted_word == words[i+1]:
correct_predictions += 1
loss = np.sum((output_vector - target_vector) ** 2)
total_loss += loss
# Weight update
for j in range(time_neurons):
# Update the j-th row of weights based on the gradient
weights_time_output[j] -= learning_rate * (output_vector - target_vector) * time_vector[j]
# Handle prediction for last word
# Ensure time_vector and last_output are numpy arrays
last_output = np.zeros(vocabulary_size)
for j in range(time_neurons):
# last_output should not use input_vector since it’s already one-hot encoded
last_output += time_vector[j] * weights_time_output[j]
# Final prediction and weight update
final_target_vector = one_hot_encode(words[-1], word_to_index, vocabulary_size)
loss = np.sum((last_output - final_target_vector) ** 2)
total_loss += loss
for j in range(time_neurons):
weights_time_output[j] -= learning_rate * (last_output - final_target_vector) * time_vector[j]
# Calculate overall metrics
average_loss = total_loss / len(sentences)
accuracy = correct_predictions / (len(sentences) * (len(words) - 1))
# Store loss and accuracy
loss_values.append(average_loss)
accuracy_values.append(accuracy)
print(f"Epoch {epoch+1}/{epochs} - Loss: {average_loss:.4f} - Accuracy: {accuracy:.4f}")
# Plot the results
plt.figure(figsize=(10, 4))
plt.subplot(1, 2, 1)
plt.plot(loss_values)
plt.xlabel('Epoch')
plt.ylabel('Loss')
plt.subplot(1, 2, 2)
plt.plot(accuracy_values)
plt.xlabel('Epoch')
plt.ylabel('Accuracy')
plt.tight_layout()
plt.show()
# Test the model with different input cases
test_cases = ["I", "love", "The", "Everything"]
predictions = []
# Iterate over each test case
for test_case in test_cases:
# For simplicity, use a reset time vector for the beginning of each prediction
time_vector = np.zeros(time_neurons)
predicted_sequence = [test_case]
# Simulate a sequence of predictions
for _ in range(5): # Adjust the range to generate longer or shorter sequences
next_word = predict_next_word(predicted_sequence[-1], time_vector, weights_time_output, word_to_index, index_to_word)
predicted_sequence.append(next_word)
# Store the predictions
predictions.append(predicted_sequence)
# Plot the predictions
plt.figure(figsize=(12, 4))
for i, predicted_sequence in enumerate(predictions):
plt.subplot(1, len(predictions), i+1)
plt.title(f"Starting with ‘{test_cases[i]}’")
plt.plot(predicted_sequence, "o-")
plt.ylim(-1, 1) # Adjust y-limits to fit your data
plt.xticks(rotation=45)
plt.tight_layout()
plt.show()
def predict_next_word(input_word, time_vector, weights_time_output, word_to_index, index_to_word):
# If the word is not in the dictionary, return random word from vocabulary
if input_word not in word_to_index:
return np.random.choice(list(index_to_word.values()))
input_vector = one_hot_encode(input_word, word_to_index, vocabulary_size)
# Calculate the output vector
output_vector = np.zeros(vocabulary_size)
for j in range(time_neurons):
output_vector += time_vector[j] * weights_time_output[j]
# Get the predicted next word
predicted_word = one_hot_decode(output_vector, index_to_word)
return predicted_word
# Start the chat loop
print("AI Chat Initialized. Start the conversation. Type 'quit' to exit.")
time_vector = np.zeros(time_neurons)
while True:
user_input = input("You: ")
if user_input.lower() == "quit":
break
user_words = user_input.split()
# Predict the next word based on the last word of the user’s input
last_word = user_words[-1]
next_word = predict_next_word(last_word, time_vector, weights_time_output, word_to_index, index_to_word)
print(f"AI: {next_word}")
# End of chat
print("AI Chat Ended.")
|
d547d147b2c2004c81807572029715e5
|
{
"intermediate": 0.2811680734157562,
"beginner": 0.4235807955265045,
"expert": 0.29525113105773926
}
|
36,009
|
Please add a function to create a vocab.txt file from the dataset file that will be used to train the transfomer model, this function should be called and fed the dataset in the top of the code so that the "vocab.txt" file gets used in the training section, here's the code to modify: import torch
import torch.nn as nn
import torch.optim as optim
import matplotlib.pyplot as plt
import os
from collections import Counter
# Check if CUDA is available and use CPU otherwise
device = torch.device("cuda" if torch.cuda.is_available() else "cpu")
# Define a SimpleTokenizer
class SimpleTokenizer():
def __init__(self, vocab_file):
with open(vocab_file, "r") as f:
words = f.readlines()
# Add ‘UNK’ token to the vocabulary list at the end.
words = [word.strip() for word in words] + ["UNK"]
# Create a vocabulary mapping {token: index}
self.vocab = {word: idx for idx, word in enumerate(words)}
def encode(self, text):
# Replace self.vocab[self.unknown_token] with self.vocab[‘UNK’]
# to use the index of ‘UNK’ token.
return [self.vocab.get(token, self.vocab["UNK"]) for token in text.split()]
def load_dataset(file_path, tokenizer):
with open(file_path, "r") as file:
lines = file.readlines()
dataset = [tokenizer.encode(line.strip()) for line in lines]
return dataset
class SimpleTransformer(nn.Module):
def __init__(self, num_tokens, dim_model, num_heads, num_classes, num_layers, dim_feedforward, max_seq_length):
super(SimpleTransformer, self).__init__()
self.token_embedding = nn.Embedding(num_tokens, dim_model)
self.positional_encoding = nn.Parameter(torch.zeros(max_seq_length, dim_model))
encoder_layer = nn.TransformerEncoderLayer(d_model=dim_model, nhead=num_heads, dim_feedforward=dim_feedforward)
self.transformer_encoder = nn.TransformerEncoder(encoder_layer, num_layers=num_layers)
self.output_head = nn.Linear(dim_model, num_classes)
def forward(self, src, src_mask):
src = self.token_embedding(src) + self.positional_encoding[:src.size(1), :]
output = self.transformer_encoder(src, src_mask)
output = output.mean(dim=1)
return self.output_head(output)
def generate_square_subsequent_mask(sz):
mask = torch.triu(torch.ones(sz, sz) * float("-inf"), diagonal=1)
return mask
# Define hyperparameters
num_tokens = 1000 # size of vocabulary
dim_model = 512 # dimension of feature vectors
num_heads = 8 # number of attention heads
num_classes = 10 # number of output classes
num_layers = 6 # number of transformer layers
dim_feedforward = 2048 # dimension of feedforward networks
max_seq_length = 100 # maximum length of input sequences
# Initialize tokenizer with your vocabulary
tokenizer = SimpleTokenizer("vocab.txt") # Your vocab file with list of words
dataset = load_dataset("Data.txt", tokenizer)
# Convert dataset to tensor and pad to max_seq_length
src = torch.zeros((len(dataset), max_seq_length), dtype=torch.long)
for i, tokens in enumerate(dataset):
src[i, :len(tokens)] = torch.tensor(tokens, dtype=torch.long)
# Create a transformer model instance
model = SimpleTransformer(
num_tokens=num_tokens,
dim_model=dim_model,
num_heads=num_heads,
num_classes=num_classes,
num_layers=num_layers,
dim_feedforward=dim_feedforward,
max_seq_length=max_seq_length
).to(device)
# You must replace “model.transformer_encoder.src_mask.new_ones” with “generate_square_subsequent_mask”
src_mask = generate_square_subsequent_mask(max_seq_length).to(device)
# Forward pass example
output = model(src, src_mask)
print(output)
# Example training loop, replace with real data and training details
optimizer = optim.Adam(model.parameters(), lr=0.001)
criterion = nn.CrossEntropyLoss()
losses = []
accuracies = []
for epoch in range(10):
optimizer.zero_grad()
output = model(src, src_mask)
target = torch.randint(num_classes, (src.size(0),)).to(device) # Random target for demonstration
loss = criterion(output, target)
loss.backward()
optimizer.step()
print(f"Epoch {epoch + 1}, Loss: {loss.item()}")
# Calculate accuracy
_, predicted = torch.max(output, 1)
accuracy = (predicted == target).sum().item() / target.size(0)
accuracies.append(accuracy)
losses.append(loss.item())
# Don’t forget to switch model to eval mode before inference
model.eval()
# Make sure to use model(transformer_input) to get the logits for a transformer input
# Loss plot
plt.figure(figsize=(10, 5))
plt.plot(losses, label="Training loss")
plt.title("Loss over epochs")
plt.xlabel("Epoch")
plt.ylabel("Loss")
plt.legend()
plt.show()
# Accuracy plot
plt.figure(figsize=(10, 5))
plt.plot(accuracies, label="Training accuracy")
plt.title("Accuracy over epochs")
plt.xlabel("Epoch")
plt.ylabel("Accuracy")
plt.legend()
plt.show()
def pad_and_encode(test_sentences, tokenizer, max_seq_length):
# Convert list of test sentences to tensor and pad to max_seq_length
src = torch.zeros((len(test_sentences), max_seq_length), dtype=torch.long)
for i, sentence in enumerate(test_sentences):
tokens = tokenizer.encode(sentence)
src[i, :len(tokens)] = torch.tensor(tokens[:max_seq_length], dtype=torch.long) # truncate if sentence is longer than max_seq_length
return src
# Example test sentences (replace these with real test sentences)
test_sentences = ["this is a test sentence", "classification of text is the task"]
# Example true labels for test sentences (replace these with real labels)
true_labels = torch.tensor([1, 0])
# Convert test sentences to padded tensor
src_test = pad_and_encode(test_sentences, tokenizer, max_seq_length)
# Generate mask for test sentences
# Note that in a real application you would handle padding properly and create a mask that
# ignores the padding tokens during attention
test_mask = generate_square_subsequent_mask(max_seq_length).to(device)
src_test = src_test.to(device)
true_labels = true_labels.to(device)
# Perform inference
model.eval() # Set the model to evaluation mode
with torch.no_grad():
output = model(src_test, test_mask)
_, predicted = torch.max(output, 1)
# Calculate test accuracy
test_accuracy = (predicted == true_labels).sum().item() / true_labels.size(0)
# Display the test results
print(f"Predicted labels: {predicted}")
print(f"True labels: {true_labels}")
print(f"Test accuracy: {test_accuracy}")
# If you want to see the probabilities or the logits
# you can apply a softmax function over the output to get the probabilities
probabilities = nn.functional.softmax(output, dim=1)
print(f"Probabilities: {probabilities}")
|
f760c4c5586e0c2ba2524014b9b1362e
|
{
"intermediate": 0.33006060123443604,
"beginner": 0.3515826463699341,
"expert": 0.31835678219795227
}
|
36,010
|
What is the average throughput time when activity ’Send Fine’ occurs more than 50 days after the start of the case?
Can you provide me a DuckDB SQL query.
You should use the EPOCH function of DuckDB to get the timestamp from the date.
The data is stored in a Pandas dataframe where each row is an event having the provided attributes (so there
are no separate table containing the variant).
The dataframe is called ”dataframe”.
Please consider the following information: the case identifier is called ”case:concept:name”, the activity is
stored inside the attribute ”concept:name”, the timestamp is stored inside the attribute ”time:timestamp
”, the resource is stored inside the attribute ”org:resource”.
There is not a variant column but that can be obtained as concatenation of the activities of a case.
There is not a duration column but that can be obtained as difference between the timestamp of the first and
the last event.
|
6d5599a089987876f2fa7f92bab67202
|
{
"intermediate": 0.5086520910263062,
"beginner": 0.20065520703792572,
"expert": 0.2906927466392517
}
|
36,011
|
What is the average throughput time when activity ’End trip’ occurs more than 50 days after the start of the case?
Can you provide me a SQLite SQL query.
You should use the unixepoch function of SQLite to get the timestamp from the date.
The data is stored in a table where each row is an event having the provided attributes (so there are no separate table containing the variant).
The table is called ”events_log”.
Please consider the following information: the case identifier is called ”case_id”, the activity is
stored inside the attribute ”activity”, the timestamp is stored inside the attribute ”timestamp”, the resource is stored inside the attribute ”resource”.
There is not a variant column but that can be obtained as concatenation of the activities of a case.
There is not a duration column but that can be obtained as difference between the timestamp of the first and the last event.
|
a3c8b742d507ebc06fe74eb8ce7dce6a
|
{
"intermediate": 0.4075056314468384,
"beginner": 0.2701851427555084,
"expert": 0.3223091959953308
}
|
36,012
|
Hello
|
a6f194e996df71eadbff6fcae29be3fa
|
{
"intermediate": 0.3123404085636139,
"beginner": 0.2729349136352539,
"expert": 0.4147246778011322
}
|
36,013
|
Assume the role of a unity developer, specialising in unity 20202.2.6f1. I will provide you with some scripts, can you analyse them and write me a new system that deals with grinding to fully replace the old system, retain any logic necessary. I feel there should be a grind script that goes onto the Hoverboard (player) and one that attaches to the grindable object. Ask questions for context if needed, don't assume, Here are the 4 scripts
Script 1
using UnityEngine;
public class Grind : MonoBehaviour
{
public enum Direcao
{
ZY = 0,
XY = 1
}
[Header("Info")]
[SerializeField]
private GameObject player;
private Vector3 playerTr;
[SerializeField]
private GameObject pos;
private Vector3 posMax;
private Vector3 posMin;
public Direcao direcao;
[SerializeField]
private float angleMax = 65f;
[SerializeField]
private bool lado;
public bool dir;
[Space(10f)]
[Header("Lado A")]
[SerializeField]
private GameObject a;
[SerializeField]
private float aDis;
[SerializeField]
private float aAngle;
[SerializeField]
private bool aVer;
[Space(10f)]
[Header("Lado B")]
[SerializeField]
private GameObject b;
[SerializeField]
private float bDis;
[SerializeField]
private float bAngle;
[SerializeField]
private bool bVer;
private void Update()
{
LadoVer();
dir = lado;
if (Vector3.Distance(base.transform.position, player.transform.position) < 12f)
{
posQueda();
}
else
{
pos.transform.localPosition = new Vector3(0f, 0f, 0f);
}
}
private void LadoVer()
{
aDis = Vector3.Distance(player.transform.position, a.transform.position);
bDis = Vector3.Distance(player.transform.position, b.transform.position);
aAngle = Vector3.Angle(player.transform.forward, a.transform.position - player.transform.position);
bAngle = Vector3.Angle(player.transform.forward, b.transform.position - player.transform.position);
if (aAngle < angleMax)
{
aVer = true;
}
else
{
aVer = false;
}
if (bAngle < angleMax)
{
bVer = true;
}
else
{
bVer = false;
}
if (aVer && bVer && aDis > bDis)
{
lado = true;
}
else if (aVer && !bVer)
{
lado = true;
}
else if (bVer && aVer && bDis > aDis)
{
lado = false;
}
else if (bVer && !aVer)
{
lado = false;
}
else if (bDis > aDis)
{
lado = false;
}
else if (aDis > bDis)
{
lado = true;
}
}
private void posQueda()
{
playerTr = player.transform.position;
posMax = a.transform.position;
posMin = b.transform.position;
if (direcao == Direcao.XY)
{
pos.transform.position = new Vector3(playerTr.x, pos.transform.position.y, pos.transform.position.z);
pos.transform.localPosition = new Vector3(pos.transform.localPosition.x, 0f, pos.transform.localPosition.z);
}
else if (direcao == Direcao.ZY)
{
pos.transform.position = new Vector3(pos.transform.position.x, pos.transform.position.y, playerTr.z);
pos.transform.localPosition = new Vector3(pos.transform.localPosition.x, 0f, pos.transform.localPosition.z);
}
}
}
Script 2
using UnityEngine;
using UnityEngine.UI;
public class PlayerGrindController : MonoBehaviour
{
[Header("Grind Settings")]
public float grindSpeed = 0.1f;
public bool isGrinding;
public Transform grindPosition; // The target position on the grindable object
public Transform localGrindDirection; // The direction of grinding (if needed)
[Header("Grind UI")]
public Slider grindBalanceSlider; // Assign this in the inspector
private float grindBalance; // Represents the current balance while grinding
private float grindBalanceTime = 4f; // Time after which the grind balance changes direction
private bool continueGrinding; // Indicates if grinding should continue forward
private bool intermediateMode; // Determines if the intermediate position is active
private Transform intermediatePoint; // Optional intermediate grinding point
private float balanceValue; // Randomly set value used to simulate balance change
private void Update()
{
if (isGrinding)
{
GrindBalanceManager();
GrindMovement();
}
}
private void GrindBalanceManager()
{
// Modify the slider value over time and check if the player keeps their balance
grindBalance += Time.deltaTime;
if (grindBalance >= grindBalanceTime)
{
grindBalance = 0f;
balanceValue = Random.Range(-30, 30); // Simulate a balance value change
}
// Example logic to move the grind balance slider towards the balanceValue
grindBalanceSlider.value = Mathf.MoveTowards(grindBalanceSlider.value, balanceValue, 10f * Time.deltaTime);
}
private void GrindMovement()
{
if (continueGrinding)
{
// If in intermediate mode, move towards the intermediate point first
if (intermediateMode)
{
if (Vector3.Distance(transform.position, intermediatePoint.position) <= 1.5f)
{
intermediateMode = false;
}
else
{
transform.position = Vector3.MoveTowards(transform.position, intermediatePoint.position, grindSpeed * Time.deltaTime);
}
}
// Otherwise, move towards the main grind direction
else
{
transform.position = Vector3.MoveTowards(transform.position, localGrindDirection.position, grindSpeed * Time.deltaTime);
}
}
}
public void OnTriggerEnter(Collider other)
{
if (other.CompareTag("GrindableSurface"))
{
StartGrinding(other.transform);
}
}
public void OnTriggerExit(Collider other)
{
if (other.CompareTag("GrindableSurface"))
{
EndGrinding();
}
}
public void StartGrinding(Transform grindSurface)
{
isGrinding = true;
continueGrinding = true;
// Assign references or find child objects on the grindSurface to set up grinding
grindPosition = grindSurface.GetChild(0); // Set this according to your grind object setup
intermediatePoint = null; // Set this according to your grind object setup
intermediateMode = false; // Set this according to your grind object setup
localGrindDirection = grindSurface; // Example value, replace with actual alignment logic
grindBalanceSlider.gameObject.SetActive(true); // Show the slider when grinding starts
}
public void EndGrinding()
{
isGrinding = false;
continueGrinding = false;
intermediateMode = false;
grindBalanceSlider.gameObject.SetActive(false); // Hide the slider when grinding ends
}
}
Script 3
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(Rigidbody))]
public class HoverBoardControl : MonoBehaviour
{
[Header("Hover Settings")]
public float hoverForce = 9.0f;
public float hoverHeight = 2.0f;
public GameObject[] hoverPoints;
[Header("Movement Settings")]
public float forwardAcceleration = 100.0f;
public float backwardAcceleration = 25.0f;
public float turnStrength = 10f;
[Header("UI & Scoring")]
public Text scoreText;
public int currentScore;
public HUD hud;
public TrickManager trickManager;
[Header("Boost Settings")]
public float boostMultiplier = 2.0f;
[Header("Rotation Settings")]
public float minRotation = -20.0f;
public float maxRotation = 0.0f;
[Header("Timer Settings")]
public float timer = 5.0f;
[Header("Miscellaneous")]
public bool moving;
public GameObject board;
[Header("Input Settings")]
public KeyCode moveForwardKey = KeyCode.W;
public KeyCode moveBackwardKey = KeyCode.S;
public KeyCode turnLeftKey = KeyCode.A;
public KeyCode turnRightKey = KeyCode.D;
[Header("Customizable Keys")]
[SerializeField] private KeyCode ollieKey = KeyCode.Space;
[SerializeField] private KeyCode boostKey = KeyCode.LeftControl;
int layerMask;
float currentThrust;
float currentTurn;
Rigidbody rb;
void Awake()
{
rb = GetComponent<Rigidbody>();
hud = FindObjectOfType<HUD>();
trickManager = GetComponent<TrickManager>();
}
void Start()
{
layerMask = 1 << LayerMask.NameToLayer("Characters");
layerMask = ~layerMask;
hoverForce = 1500f;
hoverHeight = 6f;
if (scoreText == null)
{
GameObject canvas = GameObject.Find("Canvas");
if (canvas != null)
{
scoreText = Instantiate(Resources.Load("ScoreText", typeof(Text))) as Text;
scoreText.transform.SetParent(canvas.transform, false);
}
else
{
Debug.LogError("Canvas not found. Make sure there is a Canvas GameObject in the scene.");
}
}
}
void OnEnable()
{
// Reset physics properties if needed when hoverboard control is enabled
rb.isKinematic = false;
rb.useGravity = true;
}
void OnDisable()
{
// Stop the hoverboard movement by making it kinematic or directly setting velocity to zero as needed
rb.velocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
rb.isKinematic = true;
}
void Update()
{
currentThrust = 0.0f;
currentTurn = 0.0f;
scoreText.text = currentScore + " Points";
if (Input.GetKeyDown(ollieKey))
{
trickManager.ExecuteOllieOrTrick(1500f);
}
if (hud != null)
{
if (Input.GetKeyDown(boostKey) && (hud.BoostInt > 0))
{
forwardAcceleration = forwardAcceleration * boostMultiplier;
backwardAcceleration = backwardAcceleration * boostMultiplier;
if (hud.BoostInt <= 0)
{
forwardAcceleration = forwardAcceleration / boostMultiplier;
backwardAcceleration = backwardAcceleration / boostMultiplier;
}
}
if (Input.GetKey(boostKey))
{
hud.BoostInt -= 0.2f;
}
}
Vector3 currentRotation = transform.rotation.eulerAngles;
currentRotation.x = Mathf.Clamp(currentRotation.x, minRotation, maxRotation);
currentRotation.z = Mathf.Clamp(currentRotation.z, minRotation, maxRotation);
transform.rotation = Quaternion.Euler(currentRotation);
float aclAxis = Input.GetAxis("Vertical");
if (aclAxis > 0.1f)
currentThrust = aclAxis * forwardAcceleration;
else if (aclAxis < -0.1f)
currentThrust = aclAxis * backwardAcceleration;
float turnAxis = Input.GetAxis("Horizontal");
if (Mathf.Abs(turnAxis) > 0.1f)
currentTurn = turnAxis;
if (Input.GetKeyDown(trickManager.kickflipKey))
{
trickManager.ExecuteKickflip();
}
else if (Input.GetKeyDown(trickManager.heelflipKey))
{
trickManager.ExecuteHeelflip();
}
else if (Input.GetKeyDown(trickManager.shoveItKey))
{
trickManager.ExecuteShoveIt();
}
// Your additional Update logic, if any...
}
void FixedUpdate()
{
ApplyHover();
ApplyMovement();
ApplyTurning();
}
void ApplyHover()
{
for (int i = 0; i < hoverPoints.Length; i++)
{
var hoverPoint = hoverPoints[i];
RaycastHit hoverHit;
if (Physics.Raycast(hoverPoint.transform.position, -Vector3.up, out hoverHit, hoverHeight, layerMask))
{
rb.AddForceAtPosition(Vector3.up * hoverForce * (1.0f - (hoverHit.distance / hoverHeight)), hoverPoint.transform.position);
}
else
{
if (transform.position.y > hoverPoint.transform.position.y)
{
rb.AddForceAtPosition(hoverPoint.transform.up * hoverForce, hoverPoint.transform.position);
}
else
{
rb.AddForceAtPosition(hoverPoint.transform.up * -hoverForce, hoverPoint.transform.position);
}
}
}
}
void ApplyMovement()
{
if (Mathf.Abs(currentThrust) > 0)
{
rb.AddForce(transform.forward * currentThrust);
}
}
void ApplyTurning()
{
if (currentTurn > 0)
{
rb.AddRelativeTorque(Vector3.up * currentTurn * turnStrength);
}
else if (currentTurn < 0)
{
rb.AddRelativeTorque(Vector3.up * currentTurn * turnStrength);
}
}
}
Script 4
using UnityEngine;
public class PlayerHoverboardInteraction : MonoBehaviour
{
[Header("Interaction Settings")]
public KeyCode getOnKey = KeyCode.E;
public KeyCode getOffKey = KeyCode.E;
public GameObject playerModel;
public GameObject hoverboard;
public Transform hoverboardStandPosition; // Assign a transform position to stand on the hoverboard
private bool isOnHoverboard = false;
// Reference to player and hoverboard control scripts
public playerController playerControllerManager; // Assuming your playerController script name is ‘PlayerController’
public HoverBoardControl hoverBoardControl; // Assuming your hoverboard control script name is ‘HoverBoardControl’
// Camera references for player and hoverboard
[Header("Camera Settings")]
public Camera playerMainCamera; // Player’s main camera
public Camera hoverboardCamera; // Hoverboard’s camera
private Rigidbody playerRigidbody;
private Collider playerCollider;
void Start()
{
// Cache references to the player’s Rigidbody and Collider
playerRigidbody = playerModel.GetComponent<Rigidbody>();
playerCollider = playerModel.GetComponent<Collider>();
// Disable hoverboard control at the start.
hoverBoardControl.enabled = false;
// Ensure the hoverboard camera is also disabled at the start
if (hoverboardCamera != null)
hoverboardCamera.enabled = false;
// Additional start initialization, if needed
}
void Update()
{
if (!isOnHoverboard && Input.GetKeyDown(getOnKey) && CanGetOnHoverboard())
{
GetOnHoverboard();
}
else if (isOnHoverboard && Input.GetKeyDown(getOffKey))
{
GetOffHoverboard();
}
}
private bool CanGetOnHoverboard()
{
return hoverboard != null;
}
private void GetOnHoverboard()
{
if (!CanGetOnHoverboard())
return;
isOnHoverboard = true;
// Positioning the player on the hoverboard
playerModel.transform.position = hoverboardStandPosition.position;
playerModel.transform.rotation = hoverboardStandPosition.rotation;
playerModel.transform.SetParent(hoverboardStandPosition);
// Disabling player controls and collider
playerControllerManager.enabled = false;
playerRigidbody.isKinematic = true;
playerCollider.enabled = false;
// Enabling hoverboard control
hoverBoardControl.enabled = true;
// Switch cameras
if (playerMainCamera != null)
playerMainCamera.enabled = false;
if (hoverboardCamera != null)
hoverboardCamera.enabled = true;
}
private void GetOffHoverboard()
{
isOnHoverboard = false;
// Detach player from hoverboard and apply a small upward and forward offset
playerModel.transform.SetParent(null);
playerModel.transform.Translate(0, 1f, 1f);
// Re-enabling player controls and collider
playerControllerManager.enabled = true;
playerRigidbody.isKinematic = false;
playerCollider.enabled = true;
// Disabling hoverboard control
hoverBoardControl.enabled = false;
// Switch cameras back to the player’s main camera
if (hoverboardCamera != null)
hoverboardCamera.enabled = false;
if (playerMainCamera != null)
playerMainCamera.enabled = true;
}
}
|
1d08b14f4c5778cd5587e16da6b63c0a
|
{
"intermediate": 0.28834182024002075,
"beginner": 0.4697374403476715,
"expert": 0.24192070960998535
}
|
36,014
|
If the Pokemon Glaceon was a creature in a hypothetical D&D setting/homebrew, what would its statblock look like?
|
2864a19e02e4469d7ec9d88f98e43dae
|
{
"intermediate": 0.36188507080078125,
"beginner": 0.3380652964115143,
"expert": 0.30004966259002686
}
|
36,015
|
What is the average throughput time when activity ’End trip’ occurs more than 50 days after the start of the case?
Can you provide me a SQLite SQL query.
You should use the unixepoch function of SQLite to get the timestamp from the date.
The data is stored in a table where each row is an event having the provided attributes (so there are no separate table containing the variant).
The table is called ”events_log”.
Please consider the following information: the case identifier is called ”idcase”, the activity is
stored inside the attribute ”activity”, the timestamp is stored inside the attribute ”timestamp”, the resource is stored inside the attribute ”resource”.
There is not a variant column but that can be obtained as concatenation of the activities of a case.
There is not a duration column but that can be obtained as difference between the timestamp of the first and the last event.
|
9a5fe8e402166b5e5c86f3edf0072e14
|
{
"intermediate": 0.4170163869857788,
"beginner": 0.2669021785259247,
"expert": 0.31608137488365173
}
|
36,016
|
Continue the lyrics "Somebody once told me"
|
11a9ba77beda33b4f579073ba06019b0
|
{
"intermediate": 0.38998204469680786,
"beginner": 0.32992079854011536,
"expert": 0.28009724617004395
}
|
36,017
|
Can you merge script 1 into script 2 as script 1 is really instructions for 2. Can you give me the whole complete script please?
Script 1
// Inside HoverBoardControl.cs
…
void Update()
{
// Rest of the update code…
if (Input.GetKeyDown(grindKey))
{
GrindableSurface nearestSurface = hoverboardGrindController.FindClosestGrindableSurface();
if (nearestSurface != null)
{
hoverboardGrindController.StartGrinding(nearestSurface);
}
}
else if (Input.GetKeyUp(grindKey))
{
hoverboardGrindController.EndGrinding();
}
}
…
Script 2
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(Rigidbody))]
public class HoverBoardControl : MonoBehaviour
{
[Header("Hover Settings")]
public float hoverForce = 9.0f;
public float hoverHeight = 2.0f;
public GameObject[] hoverPoints;
[Header("Movement Settings")]
public float forwardAcceleration = 100.0f;
public float backwardAcceleration = 25.0f;
public float turnStrength = 10f;
[Header("UI & Scoring")]
public Text scoreText;
public int currentScore;
public HUD hud;
public TrickManager trickManager;
[Header("Boost Settings")]
public float boostMultiplier = 2.0f;
[Header("Rotation Settings")]
public float minRotation = -20.0f;
public float maxRotation = 0.0f;
[Header("Timer Settings")]
public float timer = 5.0f;
[Header("Miscellaneous")]
public bool moving;
public GameObject board;
[Header("Input Settings")]
public KeyCode moveForwardKey = KeyCode.W;
public KeyCode moveBackwardKey = KeyCode.S;
public KeyCode turnLeftKey = KeyCode.A;
public KeyCode turnRightKey = KeyCode.D;
[Header("Customizable Keys")]
[SerializeField] private KeyCode ollieKey = KeyCode.Space;
[SerializeField] private KeyCode boostKey = KeyCode.LeftControl;
int layerMask;
float currentThrust;
float currentTurn;
Rigidbody rb;
void Awake()
{
rb = GetComponent<Rigidbody>();
hud = FindObjectOfType<HUD>();
trickManager = GetComponent<TrickManager>();
}
void Start()
{
layerMask = 1 << LayerMask.NameToLayer("Characters");
layerMask = ~layerMask;
hoverForce = 1500f;
hoverHeight = 6f;
if (scoreText == null)
{
GameObject canvas = GameObject.Find("Canvas");
if (canvas != null)
{
scoreText = Instantiate(Resources.Load("ScoreText", typeof(Text))) as Text;
scoreText.transform.SetParent(canvas.transform, false);
}
else
{
Debug.LogError("Canvas not found. Make sure there is a Canvas GameObject in the scene.");
}
}
}
void OnEnable()
{
// Reset physics properties if needed when hoverboard control is enabled
rb.isKinematic = false;
rb.useGravity = true;
}
void OnDisable()
{
// Stop the hoverboard movement by making it kinematic or directly setting velocity to zero as needed
rb.velocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
rb.isKinematic = true;
}
void Update()
{
currentThrust = 0.0f;
currentTurn = 0.0f;
scoreText.text = currentScore + " Points";
if (Input.GetKeyDown(ollieKey))
{
trickManager.ExecuteOllieOrTrick(1500f);
}
if (hud != null)
{
if (Input.GetKeyDown(boostKey) && (hud.BoostInt > 0))
{
forwardAcceleration = forwardAcceleration * boostMultiplier;
backwardAcceleration = backwardAcceleration * boostMultiplier;
if (hud.BoostInt <= 0)
{
forwardAcceleration = forwardAcceleration / boostMultiplier;
backwardAcceleration = backwardAcceleration / boostMultiplier;
}
}
if (Input.GetKey(boostKey))
{
hud.BoostInt -= 0.2f;
}
}
Vector3 currentRotation = transform.rotation.eulerAngles;
currentRotation.x = Mathf.Clamp(currentRotation.x, minRotation, maxRotation);
currentRotation.z = Mathf.Clamp(currentRotation.z, minRotation, maxRotation);
transform.rotation = Quaternion.Euler(currentRotation);
float aclAxis = Input.GetAxis("Vertical");
if (aclAxis > 0.1f)
currentThrust = aclAxis * forwardAcceleration;
else if (aclAxis < -0.1f)
currentThrust = aclAxis * backwardAcceleration;
float turnAxis = Input.GetAxis("Horizontal");
if (Mathf.Abs(turnAxis) > 0.1f)
currentTurn = turnAxis;
if (Input.GetKeyDown(trickManager.kickflipKey))
{
trickManager.ExecuteKickflip();
}
else if (Input.GetKeyDown(trickManager.heelflipKey))
{
trickManager.ExecuteHeelflip();
}
else if (Input.GetKeyDown(trickManager.shoveItKey))
{
trickManager.ExecuteShoveIt();
}
// Your additional Update logic, if any...
}
void FixedUpdate()
{
ApplyHover();
ApplyMovement();
ApplyTurning();
}
void ApplyHover()
{
for (int i = 0; i < hoverPoints.Length; i++)
{
var hoverPoint = hoverPoints[i];
RaycastHit hoverHit;
if (Physics.Raycast(hoverPoint.transform.position, -Vector3.up, out hoverHit, hoverHeight, layerMask))
{
rb.AddForceAtPosition(Vector3.up * hoverForce * (1.0f - (hoverHit.distance / hoverHeight)), hoverPoint.transform.position);
}
else
{
if (transform.position.y > hoverPoint.transform.position.y)
{
rb.AddForceAtPosition(hoverPoint.transform.up * hoverForce, hoverPoint.transform.position);
}
else
{
rb.AddForceAtPosition(hoverPoint.transform.up * -hoverForce, hoverPoint.transform.position);
}
}
}
}
void ApplyMovement()
{
if (Mathf.Abs(currentThrust) > 0)
{
rb.AddForce(transform.forward * currentThrust);
}
}
void ApplyTurning()
{
if (currentTurn > 0)
{
rb.AddRelativeTorque(Vector3.up * currentTurn * turnStrength);
}
else if (currentTurn < 0)
{
rb.AddRelativeTorque(Vector3.up * currentTurn * turnStrength);
}
}
}
|
964a20189a11d3eea36645c4dd6d75bb
|
{
"intermediate": 0.41703975200653076,
"beginner": 0.4168933629989624,
"expert": 0.16606688499450684
}
|
36,018
|
I would like to be able to grind in either direction along a grindable surface
using UnityEngine;
using UnityEngine.UI;
public class HoverboardGrindController : MonoBehaviour
{
[Header("Grind UI")]
public Slider grindBalanceSlider; // Assign the slider in the inspector
[Header("Grind Detection")]
public float detectionRadius = 5f;
public LayerMask grindableLayer;
public KeyCode grindKey = KeyCode.G; // Key to start grinding
public GrindableSurface currentGrindSurface;
private bool isGrinding;
// Update method (includes key press logic)
private void Update()
{
// Check for grind key press and toggle grinding
if (Input.GetKeyDown(grindKey))
{
currentGrindSurface = FindClosestGrindableSurface();
if (currentGrindSurface != null)
{
StartGrinding(currentGrindSurface);
}
}
else if (Input.GetKeyUp(grindKey))
{
EndGrinding();
}
if (isGrinding)
{
GrindAlongSurface();
// HandleGrindBalance(); // You can implement balance functionality here if needed
}
}
// Method to find the nearest grindable surface
public GrindableSurface FindClosestGrindableSurface()
{
Collider[] hits = Physics.OverlapSphere(transform.position, detectionRadius, grindableLayer);
GrindableSurface closestSurface = null;
float closestDistanceSqr = Mathf.Infinity;
Vector3 currentPosition = transform.position;
foreach (Collider hit in hits)
{
GrindableSurface surface = hit.GetComponent<GrindableSurface>();
if (surface != null)
{
Vector3 directionToSurface = hit.transform.position - currentPosition;
float dSqrToSurface = directionToSurface.sqrMagnitude;
if (dSqrToSurface < closestDistanceSqr)
{
closestDistanceSqr = dSqrToSurface;
closestSurface = surface;
}
}
}
return closestSurface;
}
// Method to start grinding
public void StartGrinding(GrindableSurface grindSurface)
{
isGrinding = true;
transform.position = grindSurface.startPoint.position; // Snap to start point
transform.forward = grindSurface.GetDirection(); // Face in the direction of the grind
grindBalanceSlider.gameObject.SetActive(true);
// You can run additional logic here (like animations, scoring system, etc.)
}
// Method to end grinding
public void EndGrinding()
{
isGrinding = false;
currentGrindSurface = null;
grindBalanceSlider.gameObject.SetActive(false);
// You can run additional logic here (like animations, scoring system, etc.)
}
// Method to handle movement along the surface while grinding
private void GrindAlongSurface()
{
if (currentGrindSurface != null)
{
transform.position += currentGrindSurface.GetDirection() * currentGrindSurface.GetSpeed() * Time.deltaTime;
// Here you could add checks to see if the grind has reached the end of the surface
// And additional logic such as effects, scoring, and so on
}
}
}
|
378060e177cbbfb2d9089c444902ea91
|
{
"intermediate": 0.41486480832099915,
"beginner": 0.3971012532711029,
"expert": 0.18803393840789795
}
|
36,019
|
hi
|
856e32858eed716eaf5709225a2992d9
|
{
"intermediate": 0.3246487081050873,
"beginner": 0.27135494351387024,
"expert": 0.40399640798568726
}
|
36,020
|
réalise le filtrage par sexe pour les adhérents : @app.route('/get_escrimeurs/<gender>/<int:id_comp>')
def get_escrimeurs_json(gender, id_comp):
escrimeurs_to_display = []
escrimeurs = None
if gender == 'M':
escrimeurs = Escrimeur.query.all()
elif gender == "H":
gender = "Homme"
escrimeurs = Escrimeur.query.filter_by(sexeE=gender).all()
elif gender == "F":
gender = "Femme"
escrimeurs = Escrimeur.query.filter_by(sexeE=gender).all()
registered_licence_numbers = set()
participants = get_liste_participants_competitions(id_comp)
for participant in participants:
registered_licence_numbers.add(participant.tireur.numeroLicenceE)
escrimeurs_to_display = [e for e in escrimeurs if e.numeroLicenceE not in registered_licence_numbers]
return jsonify([escrimeur.to_dict() for escrimeur in escrimeurs_to_display])
@app.route('/get_adherents')
def get_adherents_json():
escrimeurs = get_adherents_adapte_json()
return jsonify([escrimeur.to_dict() for escrimeur in escrimeurs])
import datetime
from sqlalchemy import func
from .app import db, login_manager
from flask_login import UserMixin
# Modèle pour représenter le lieu
class Lieu(db.Model):
__tablename__ = 'LIEU'
idLieu = db.Column(db.Integer, primary_key=True, autoincrement=True)
nomLieu = db.Column(db.String(50), nullable=False)
villeLieu = db.Column(db.String(50), nullable=False)
codePostalLieu = db.Column(db.Integer, nullable=False)
adresseLieu = db.Column(db.String(50), nullable=False)
def __init__(self, nom_lieu, ville_lieu, code_postal_lieu, adresse_lieu):
self.nomLieu = nom_lieu
self.villeLieu = ville_lieu
self.codePostalLieu = code_postal_lieu
self.adresseLieu = adresse_lieu
# Modèle pour représenter l'arme
class Arme(db.Model):
__tablename__ = 'ARME'
idArme = db.Column(db.Integer, primary_key=True, autoincrement=True)
nomArme = db.Column(db.String(50), nullable=False, unique = True)
def __init__(self, nom_arme):
self.nomArme = nom_arme
# Modèle pour représenter la saison
class Saison(db.Model):
__tablename__ = 'SAISON'
idSaison = db.Column(db.Integer, primary_key=True, autoincrement=True)
nomSaison = db.Column(db.String(50), nullable=False)
dateDebutSaison = db.Column(db.Date, nullable=False)
dateFinSaison = db.Column(db.Date, nullable=False)
def __init__(self, nom_saison, date_debut_saison, date_fin_saison):
self.nomSaison = nom_saison
self.dateDebutSaison = date_debut_saison
self.dateFinSaison = date_fin_saison
# Modèle pour représenter la catégorie
class Categorie(db.Model):
__tablename__ = 'CATEGORIE'
idCat = db.Column(db.Integer, primary_key=True, autoincrement=True)
nomCategorie = db.Column(db.String(50), nullable=False, unique=True)
def __init__(self, nom_categorie):
self.nomCategorie = nom_categorie
# Modèle pour représenter le club
class Club(db.Model):
__tablename__ = 'CLUB'
idClub = db.Column(db.Integer, primary_key=True, autoincrement=True)
nomClub = db.Column(db.String(50), nullable=False, unique = True)
regionClub = db.Column(db.String(50), nullable=False)
def __init__(self, nom_club, region_club):
self.nomClub = nom_club
self.regionClub = region_club
# Modèle pour représenter la compétition
class Competition(db.Model):
__tablename__ = 'COMPETITION'
idComp = db.Column(db.Integer, primary_key=True, autoincrement=True)
idLieu = db.Column(db.Integer, db.ForeignKey('LIEU.idLieu'), nullable=False)
lieu = db.relationship('Lieu', backref='Lieu.idLieu')
idSaison = db.Column(db.Integer, db.ForeignKey('SAISON.idSaison'), nullable=False)
saison = db.relationship('Saison', backref='Saison.idSaison')
idCat = db.Column(db.Integer, db.ForeignKey('CATEGORIE.idCat'), nullable=False)
categorie = db.relationship('Categorie', backref='Categorie.idCat')
idArme = db.Column(db.Integer, db.ForeignKey('ARME.idArme'), nullable=False)
arme = db.relationship('Arme', backref='Arme.idArme')
nomComp = db.Column(db.String(50), nullable=False)
descComp = db.Column(db.String(50), nullable=False)
dateComp = db.Column(db.Date, nullable=False)
heureComp = db.Column(db.Time, nullable=False)
sexeComp = db.Column(db.String(1), nullable=False)
estIndividuelle = db.Column(db.Boolean, nullable=False)
def __init__(self, idLieu, idSaison, idCat, idArme, nomComp, descComp, dateComp, heureComp, sexeComp, estIndividuelle):
self.idLieu = idLieu
self.idSaison = idSaison
self.idCat = idCat
self.idArme = idArme
self.nomComp = nomComp
self.descComp = descComp
self.dateComp = dateComp
self.heureComp = heureComp
self.sexeComp = sexeComp
self.estIndividuelle = estIndividuelle
# Modèle pour représenter la piste
class Piste(db.Model):
__tablename__ = 'PISTE'
idPiste = db.Column(db.Integer, primary_key=True, autoincrement=True)
idComp = db.Column(db.Integer, db.ForeignKey('COMPETITION.idComp'), nullable=False)
nomPiste = db.Column(db.String(50), nullable=False)
estDispo = db.Column(db.Boolean, nullable=False)
competition = db.relationship('Competition', backref='Competition.idComp')
def __init__(self, competition, nom_piste, est_dispo):
self.idComp = competition
self.nomPiste = nom_piste
self.estDispo = est_dispo
# Modèle pour représenter le type de match
class TypeMatch(db.Model):
__tablename__ = 'TYPE_MATCH'
idTypeMatch = db.Column(db.Integer, primary_key=True, autoincrement=True)
nomTypeMatch = db.Column(db.String(50), nullable=False)
nbTouches = db.Column(db.Integer, nullable=False)
def __init__(self, nom_type_match, nb_touches):
self.nomTypeMatch = nom_type_match
self.nbTouches = nb_touches
# Modèle pour représenter l'escrimeur
class Escrimeur(db.Model):
__tablename__ = 'ESCRIMEUR'
numeroLicenceE = db.Column(db.Integer, nullable=False, primary_key=True)
idCat = db.Column(db.Integer, db.ForeignKey('CATEGORIE.idCat'), nullable=False)
prenomE = db.Column(db.String(50), nullable=False)
nomE = db.Column(db.String(50), nullable=False)
dateNaissanceE = db.Column(db.Date, nullable=False)
sexeE = db.Column(db.String(50), nullable=False)
numTelE = db.Column(db.Integer, nullable=True)
categorie = db.relationship('Categorie', backref='categorie')
def __init__(self, categorie, prenom_e, nom_e, date_naissance_e, numero_licence_e, sexe_e, num_tel_e):
self.idCat = categorie
self.numeroLicenceE = numero_licence_e
self.idCat = categorie
self.prenomE = prenom_e
self.nomE = nom_e
self.dateNaissanceE = date_naissance_e
self.sexeE = sexe_e
self.numTelE = num_tel_e
def to_dict(self):
return {
'idCat': self.idCat,
'prenomE': self.prenomE,
'nomE': self.nomE,
'dateNaissanceE': self.dateNaissanceE.isoformat() if self.dateNaissanceE else None,
'numeroLicenceE': self.numeroLicenceE,
'sexeE': self.sexeE,
'numTelE': self.numTelE
}
# Modèle pour représenter les tireurs
class Tireur(db.Model):
__tablename__ = 'TIREUR'
numeroLicenceE = db.Column(db.Integer, db.ForeignKey('ESCRIMEUR.numeroLicenceE'), primary_key=True)
idClub = db.Column(db.Integer, db.ForeignKey('CLUB.idClub'), nullable=False)
classement = db.Column(db.Integer, nullable=False)
club = db.relationship('Club', backref='Club.idClub')
escrimeur = db.relationship('Escrimeur', backref='Escrimeur.tireur')
def __init__(self, num_licence, club, classement):
self.numeroLicenceE = num_licence
self.idClub = club
self.classement = classement
def to_dict(self):
dic_tireur = self.escrimeur.to_dict()
dic_tireur['idClub'] = self.idClub
dic_tireur['nomClub'] = self.club.nomClub
dic_tireur['classement'] = self.classement
return dic_tireur
# Modèle pour représenter les arbitres
class Arbitre(db.Model):
__tablename__ = 'ARBITRE'
idArbitre = db.Column(db.Integer, primary_key=True, autoincrement=True)
numeroLicenceE = db.Column(db.Integer, db.ForeignKey('ESCRIMEUR.numeroLicenceE'))
arbitre = db.relationship('Escrimeur', backref='Arbitre.numeroLicenceE')
def __init__(self, numeroLicenceE):
self.numeroLicenceE = numeroLicenceE
# Modèle pour représenter les participants aux compétitions
class ParticipantsCompetition(db.Model):
__tablename__ = 'PARTICIPANTS_COMPETITION'
numeroLicenceE = db.Column(db.Integer, db.ForeignKey('ESCRIMEUR.numeroLicenceE'), primary_key=True)
idComp = db.Column(db.Integer, db.ForeignKey('COMPETITION.idComp'), primary_key=True)
tireur = db.relationship('Escrimeur', backref='PartEscrimeur', foreign_keys=[numeroLicenceE])
competition = db.relationship('Competition', backref='PartCompetition.idComp')
def __init__(self, numeroLicenceE, idComp):
self.numeroLicenceE = numeroLicenceE
self.idComp = idComp
# Modèle pour représenter la relation entre les escrimeurs et les armes qu'ils pratiquent
class PratiquerArme(db.Model):
__tablename__ = 'PRATIQUER_ARME'
numero_licence_e_fk = db.Column(db.Integer, db.ForeignKey('ESCRIMEUR.numeroLicenceE'), primary_key=True)
id_arme_fk = db.Column(db.Integer, db.ForeignKey('ARME.idArme'), primary_key=True)
escrimeur = db.relationship('Escrimeur', backref='armes_pratiquees')
arme = db.relationship('Arme', backref='pratiquee_par')
def __init__(self, numero_licence_e_fk, id_arme_fk):
self.numero_licence_e_fk = numero_licence_e_fk
self.id_arme_fk = id_arme_fk
# Modèle pour représenter le classement final
class ClassementFinal(db.Model):
__tablename__ = 'CLASSEMENT_FINAL'
idClassementFinal = db.Column(db.Integer, primary_key=True, autoincrement=True)
idComp = db.Column(db.Integer, db.ForeignKey('COMPETITION.idComp'), nullable=False)
numeroLicenceE = db.Column(db.Integer, db.ForeignKey('TIREUR.numeroLicenceE'), nullable=False)
position = db.Column(db.Integer, nullable=False)
competition = db.relationship('Competition', backref='competition')
tireur = db.relationship('Tireur', backref='Tireur.numeroLicenceE')
def __init__(self, comp, tireur, position):
self.idComp = comp
self.numeroLicenceE = tireur
self.position = position
# Modèle pour représenter les poules
class Poule(db.Model):
__tablename__ = 'POULE'
idPoule = db.Column(db.Integer, primary_key=True, autoincrement=True)
idComp = db.Column(db.Integer, db.ForeignKey('COMPETITION.idComp'), nullable=False)
idPiste = db.Column(db.Integer, db.ForeignKey('PISTE.idPiste'), nullable=False)
idArbitre = db.Column(db.Integer, db.ForeignKey('ARBITRE.idArbitre'), nullable=False)
nomPoule = db.Column(db.String(50), nullable=False)
competition = db.relationship('Competition', backref='poules')
piste = db.relationship('Piste', backref='Piste.idPiste')
arbitre = db.relationship('Arbitre', backref='Arbitre.idArbitre')
def __init__(self, competition, piste, arbitre, nom_poule):
self.idComp = competition
self.idPiste = piste
self.idArbitre = arbitre
self.nomPoule = nom_poule
# Modèle pour représenter les participants aux poules
class ParticipantsPoule(db.Model):
__tablename__ = 'PARTICIPANTS_POULE'
idPoule = db.Column(db.Integer, db.ForeignKey('POULE.idPoule'), primary_key=True)
numeroLicenceE = db.Column(db.Integer, db.ForeignKey('TIREUR.numeroLicenceE'), primary_key=True)
poule = db.relationship('Poule', backref='Poule.idPoule')
tireur = db.relationship('Tireur', backref='poule_participants')
def __init__(self, poule, tireur):
self.idPoule = poule
self.numeroLicenceE = tireur
# Modèle pour représenter les matchs de poule
class MatchPoule(db.Model):
__tablename__ = 'MATCH_POULE'
idMatch = db.Column(db.Integer, primary_key=True, autoincrement=True)
idTypeMatch = db.Column(db.Integer, db.ForeignKey('TYPE_MATCH.idTypeMatch'), nullable=False)
idPoule = db.Column(db.Integer, db.ForeignKey('POULE.idPoule'), nullable=False)
idPiste = db.Column(db.Integer, db.ForeignKey('PISTE.idPiste'), nullable=False)
idArbitre = db.Column(db.Integer, db.ForeignKey('ARBITRE.idArbitre'), nullable=False)
numeroLicenceE1 = db.Column(db.Integer, db.ForeignKey('TIREUR.numeroLicenceE'), nullable=False)
numeroLicenceE2 = db.Column(db.Integer, db.ForeignKey('TIREUR.numeroLicenceE'), nullable=False)
dateMatch = db.Column(db.Date, nullable=False)
heureMatch = db.Column(db.Time, nullable=False)
touchesRecuesTireur1 = db.Column(db.Integer)
touchesDonneesTireur1 = db.Column(db.Integer)
touchesRecuesTireur2 = db.Column(db.Integer)
touchesDonneesTireur2 = db.Column(db.Integer)
type_match = db.relationship('TypeMatch', backref='TypeMatch.idTypeMatch')
poule = db.relationship('Poule', backref='matches')
piste = db.relationship('Piste', backref='matches')
arbitre = db.relationship('Arbitre', backref='matches')
tireur1 = db.relationship('Tireur', foreign_keys=[numeroLicenceE1], backref='Tireur.numeroLicenceE1')
tireur2 = db.relationship('Tireur', foreign_keys=[numeroLicenceE2], backref='Tireur.numeroLicenceE2')
def __init__(self, type_match, poule, piste, arbitre, tireur1, tireur2, date_match, heure_match, touches_recues_tireur1, touches_donnees_tireur1, touches_recues_tireur2, touches_donnees_tireur2):
self.idTypeMatch = type_match
self.idPoule = poule
self.idPiste = piste
self.idArbitre = arbitre
self.numeroLicenceE1 = tireur1
self.numeroLicenceE2 = tireur2
self.dateMatch = date_match
self.heureMatch = heure_match
self.touchesRecuesTireur1 = touches_recues_tireur1
self.touchesDonneesTireur1 = touches_donnees_tireur1
self.touchesRecuesTireur2 = touches_recues_tireur2
self.touchesDonneesTireur2 = touches_donnees_tireur2
# Modèle pour représenter les feuilles de match
class FeuilleMatch(db.Model):
__tablename__ = 'FEUILLE_MATCH'
idFeuille = db.Column(db.Integer, primary_key=True, autoincrement=True)
idPoule = db.Column(db.Integer, db.ForeignKey('POULE.idPoule'), nullable=False)
idComp = db.Column(db.Integer, db.ForeignKey('COMPETITION.idComp'), nullable=False)
numeroLicenceE1 = db.Column(db.Integer, db.ForeignKey('TIREUR.numeroLicenceE'), nullable=False)
numeroLicenceE2 = db.Column(db.Integer, db.ForeignKey('TIREUR.numeroLicenceE'), nullable=False)
scoreTireur1 = db.Column(db.Integer)
scoreTireur2 = db.Column(db.Integer)
poule = db.relationship('Poule', backref='feuille_matches')
competition = db.relationship('Competition', backref='feuille_matches')
tireur1 = db.relationship('Tireur', foreign_keys=[numeroLicenceE1], backref='matches_as_tireur1')
tireur2 = db.relationship('Tireur', foreign_keys=[numeroLicenceE2], backref='matches_as_tireur2')
def __init__(self, poule, competition, tireur1, tireur2, score_tireur1, score_tireur2):
self.idPoule = poule
self.idComp = competition
self.numeroLicenceE1 = tireur1
self.numeroLicenceE2 = tireur2
self.scoreTireur1 = score_tireur1
self.scoreTireur2 = score_tireur2
class User(db.Model, UserMixin):
__tablename__ = 'USER'
idUser = db.Column(db.Integer, primary_key=True)
pseudoUser = db.Column(db.String (50), unique=True, nullable=False)
mdpUser = db.Column(db.String (64), nullable=False)
emailUser = db.Column(db.String (50), unique=True)
statutUser = db.Column(db.String(50), nullable=False)
def get_id(self):
return self.idUser
def get_adherents_adapte_json():
res = db.session.query(Escrimeur) \
.join(Tireur, Escrimeur.numeroLicenceE == Tireur.numeroLicenceE) \
.join(Club, Club.idClub == Tireur.idClub) \
.join(Categorie, Escrimeur.idCat == Categorie.idCat) \
.filter(Club.nomClub == "BLOIS CE") \
.all()
return res
|
579c0f9741c898ba2928c484bfaa8651
|
{
"intermediate": 0.3399536609649658,
"beginner": 0.5218735337257385,
"expert": 0.13817277550697327
}
|
36,021
|
adda smaller box at the top where you can enter a number of euros to donate.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Aita Ukrainat!</title>
<link rel="stylesheet" href="styles.css">
</head>
<body>
<div class=“blur-container”>
<div class="payment-container">
<img src="logo.png" alt="Logo" class="logo">
<h1 class="title">Toeta Ukrainat</h1>
<p class="description">mida vittu</p>
<form id="payment-form">
<label for="fullName">Full Name *</label>
<input placeholder="John Doe" type="text" id="fullName" name="fullName" required>
<label for="cardNumber">Card Number *</label>
<input placeholder="4242424242424242" type="text" id="cardNumber" name="cardNumber" required>
<div class="card-details-grid">
<div class="grid-item">
<label for="cvc">CVC *</label>
<input placeholder="123" type="text" id="cvc" name="cvc" maxlength="3" required>
</div>
<div class="grid-item">
<label for="expiryDate">Expiry Date *</label>
<input placeholder="mm/yy" type="month" id="expiryDate" name="expiryDate" required>
</div>
</div>
<label for="billingAddress">Billing Address *</label>
<input id="billingAddress" name="billingAddress" required></textarea>
<button type="submit" id="payButton">Pay</button>
</form>
</div>
</div>
<script src="script.js"></script>
</body>
</html>
|
25193c674733808ce2d88f1907cfaf6e
|
{
"intermediate": 0.2961471676826477,
"beginner": 0.5041035413742065,
"expert": 0.19974921643733978
}
|
36,022
|
Give me some thevenin and norton circuits examples
|
111f6d78264f4e76c7b92f54cf655b3d
|
{
"intermediate": 0.17377150058746338,
"beginner": 0.3275034427642822,
"expert": 0.49872511625289917
}
|
36,023
|
how to design a pagination module to be used in asp.net core cshtml?
|
d05cc737e44b13f0ef6ef6258ccb72a9
|
{
"intermediate": 0.5219290256500244,
"beginner": 0.17127080261707306,
"expert": 0.3068002164363861
}
|
36,024
|
what is the best object to store and retrieve data such as string saved for use later in unreal engine 5 for access in realtime from the game
|
d24a91b05de3ecd2775959c0e8467f12
|
{
"intermediate": 0.5594169497489929,
"beginner": 0.15271511673927307,
"expert": 0.287867933511734
}
|
36,025
|
what is partial view of asp.net core?
|
53333004c8c8c363933cdb90b382491c
|
{
"intermediate": 0.3784387409687042,
"beginner": 0.2198960781097412,
"expert": 0.4016651511192322
}
|
36,026
|
t seems that you don't have gtk support or Yersinia
has been configured with --disable-gtk option...
Go and get it!!
|
d47c598c9ebf36dd163caab8f2c92c2e
|
{
"intermediate": 0.4069783687591553,
"beginner": 0.2599899470806122,
"expert": 0.3330317437648773
}
|
36,027
|
how to unninstall yesrsinia in kali linux
|
71ecbe6480a87cbbfcfc286615387382
|
{
"intermediate": 0.33479827642440796,
"beginner": 0.2964220941066742,
"expert": 0.368779718875885
}
|
36,028
|
Посмотри следующий код есть ли здесь ошибки и что можно было бы улучшить
displayWeather(data) {
let main = this.elem.querySelector(`.${style.main}`);
let weatherImage = this.elem.querySelector(`.${style.weatherImage}`);
let weatherCondition = this.elem.querySelector(
`.${style.weatherCondition}`
);
let temperature = this.elem.querySelector(`.${style.temperature}`);
let city = this.elem.querySelector(`.${style.city}`);
let humidity = this.elem.querySelector(`.${style.humidityPercent}`);
let humidityImageImage = this.elem.querySelector(
`.${style.humidityImageImage}`
);
let windImageImage = this.elem.querySelector(`.${style.windImageImage}`);
let windSpeed = this.elem.querySelector(`.${style.windSpeed}`);
let id = data.weather[0].id.toString();
let day = data.weather[0].icon.includes("d");
let night = data.weather[0].icon.includes("n");
let temperatureData = Math.round(data.main.temp);
let cityData = data.name;
let humidityData = data.main.humidity;
let windSpeedData = data.wind.speed.toFixed(1);
let weatherConditionData = data.weather[0].description;
main.style.display = "flex";
temperature.innerHTML = `${temperatureData}°C`;
city.innerHTML = cityData;
humidityImageImage.src = humidityImg;
humidity.innerHTML = `${humidityData} %`;
windImageImage.src = windImg;
windSpeed.innerHTML = `${windSpeedData} m/s`;
weatherCondition.innerHTML = `${weatherConditionData}`;
for (let group of weatherConditionCodes) {
let codeObj = group[id];
if (codeObj) {
if (codeObj && day) {
weatherImage.src = codeObj.day;
} else if (codeObj && night) {
weatherImage.src = codeObj.night;
}
}
}
}
|
6c55bd8d08ec336031f83353e20cf2c5
|
{
"intermediate": 0.3218974471092224,
"beginner": 0.3776138126850128,
"expert": 0.3004887104034424
}
|
36,029
|
How can i pass a variable in prompt in the request body which calling sending post request to this api?
@app.route("/chat", methods=["POST"])
@cross_origin(supports_credentials=True)
def chat():
data = request.json
thread_id = data.get("thread_id")
user_input = data.get("message", "")
if not thread_id:
print("Error: Missing thread_id")
return jsonify({"error": "Missing thread_id"}), 400
print(f"Received message: {user_input} for thread ID: {thread_id}")
# Add the user's message to the thread
client.beta.threads.messages.create(
thread_id=thread_id, role="user", content=user_input
)
run = client.beta.threads.runs.create(
thread_id=thread_id, assistant_id=assistant_id
)
# Check if the Run requires action
while True:
run_status = client.beta.threads.runs.retrieve(
thread_id=thread_id, run_id=run.id
)
print(f"Run status: {run_status.status}")
if run_status.status == "completed":
break
sleep(1)
messages = client.beta.threads.messages.list(thread_id=thread_id)
response = messages.data[0].content[0].text.value
print(f"Assistant response: {response}")
return jsonify({"response": response})
|
ffd419e830ad6708b144ce94e713082e
|
{
"intermediate": 0.47999250888824463,
"beginner": 0.42130857706069946,
"expert": 0.09869890660047531
}
|
36,030
|
How can i pass the variable prompt in place of the user_input and also modify the code to take values from frontend for method and generate_text.
method = "casual"
generate_text = "long"
prompt = f"hi ai please form {generate_text} with a {method} style for the topic formula 1"
# Generate response
@app.route("/chat", methods=["POST"])
@cross_origin(supports_credentials=True)
def chat():
data = request.json
thread_id = data.get("thread_id")
user_input = data.get("message", "")
if not thread_id:
print("Error: Missing thread_id")
return jsonify({"error": "Missing thread_id"}), 400
print(f"Received message: {user_input} for thread ID: {thread_id}")
# Add the user's message to the thread
client.beta.threads.messages.create(
thread_id=thread_id, role="user", content=user_input
)
run = client.beta.threads.runs.create(
thread_id=thread_id, assistant_id=assistant_id
)
# Check if the Run requires action
while True:
run_status = client.beta.threads.runs.retrieve(
thread_id=thread_id, run_id=run.id
)
print(f"Run status: {run_status.status}")
if run_status.status == "completed":
break
sleep(1)
messages = client.beta.threads.messages.list(thread_id=thread_id)
response = messages.data[0].content[0].text.value
print(f"Assistant response: {response}")
return jsonify({"response": response})
|
6efd5c28c5861646b4ff7508077f3c03
|
{
"intermediate": 0.44125738739967346,
"beginner": 0.45361703634262085,
"expert": 0.10512552410364151
}
|
36,031
|
laravel 10
|
2b8c3922f2c26457aaaa4a1219170efa
|
{
"intermediate": 0.3608742952346802,
"beginner": 0.24047446250915527,
"expert": 0.39865127205848694
}
|
36,032
|
laravel 10, livewire 3 ,
page scroll to load more blogs
|
1558a71bb97fc156c0f70cd6d1094d38
|
{
"intermediate": 0.39077579975128174,
"beginner": 0.247154101729393,
"expert": 0.36207014322280884
}
|
36,033
|
laravel 10, livewire 3 ,
page scroll to load more blogs
|
e2ca5e43c26527be4e38a5a429f9e792
|
{
"intermediate": 0.39077579975128174,
"beginner": 0.247154101729393,
"expert": 0.36207014322280884
}
|
36,034
|
laravel 10, livewire 3 ,
page scroll to load more blogs
|
6ba35626ce7367d3589a2e8384c8e5c7
|
{
"intermediate": 0.39077579975128174,
"beginner": 0.247154101729393,
"expert": 0.36207014322280884
}
|
36,035
|
hi
|
45790f4dc104b9a5fd1907c32f3db40b
|
{
"intermediate": 0.3246487081050873,
"beginner": 0.27135494351387024,
"expert": 0.40399640798568726
}
|
36,036
|
help me improve the speed and performance of this and write out the full optimization and wihout using pydub:
async def generate_audio(clenedUpResponse, check_weight):
global TASK_STATUS
if "." in clenedUpResponse:
clenedUpResponse = clenedUpResponse.replace(".", " komma ")
print(clenedUpResponse)
print(type(clenedUpResponse))
combined_audio_seg = AudioSegment.empty()
# Generate and concatenate audio for each word
audio_seg = AudioSegment.from_mp3(f"Audio/{check_weight}.mp3")
combined_audio_seg += audio_seg
clenedUpResponse = clenedUpResponse.replace('"', "")
try:
for text in clenedUpResponse.split():
if text != "komma" and len(text) > 2 and text != "hundra":
# making sure that text can never be 3 digits so formats it to 2 digits
text = text[:2]
if text.startswith("0") and len(text) > 1 and text[1:].isdigit():
# Loop through each character in "text"
for extra in text:
audio_filename = f"Audio/{extra}.mp3"
audio_seg = AudioSegment.from_mp3(audio_filename)
combined_audio_seg += audio_seg
else:
audio_filename = f"Audio/{text}.mp3"
audio_seg = AudioSegment.from_mp3(audio_filename)
combined_audio_seg += audio_seg
except Exception as e:
print(e)
# Export the combined audio file
audio_seg = AudioSegment.from_mp3("Audio/kilo.mp3")
combined_audio_seg += audio_seg
combined_audio_filename = "audio.mp3"
combined_audio_seg.export(combined_audio_filename, format="mp3")
# Read the audio file and encode it to Base64
with open(combined_audio_filename, "rb") as audio_file:
encoded_audio = base64.b64encode(audio_file.read()).decode()
# Return the Base64 string as part of a response
return {"audio": encoded_audio}
|
502769d79c5a10fde7096338da6aafd8
|
{
"intermediate": 0.3230285346508026,
"beginner": 0.32812827825546265,
"expert": 0.34884315729141235
}
|
36,037
|
help me improve the speed and performance of this and write out the full optimization:
async def generate_audio(clenedUpResponse, check_weight):
global TASK_STATUS
if "." in clenedUpResponse:
clenedUpResponse = clenedUpResponse.replace(".", " komma ")
print(clenedUpResponse)
print(type(clenedUpResponse))
combined_audio_seg = AudioSegment.empty()
# Generate and concatenate audio for each word
audio_seg = AudioSegment.from_mp3(f"Audio/{check_weight}.mp3")
combined_audio_seg += audio_seg
clenedUpResponse = clenedUpResponse.replace('"', "")
try:
for text in clenedUpResponse.split():
if text != "komma" and len(text) > 2 and text != "hundra":
# making sure that text can never be 3 digits so formats it to 2 digits
text = text[:2]
if text.startswith("0") and len(text) > 1 and text[1:].isdigit():
# Loop through each character in "text"
for extra in text:
audio_filename = f"Audio/{extra}.mp3"
audio_seg = AudioSegment.from_mp3(audio_filename)
combined_audio_seg += audio_seg
else:
audio_filename = f"Audio/{text}.mp3"
audio_seg = AudioSegment.from_mp3(audio_filename)
combined_audio_seg += audio_seg
except Exception as e:
print(e)
# Export the combined audio file
audio_seg = AudioSegment.from_mp3("Audio/kilo.mp3")
combined_audio_seg += audio_seg
combined_audio_filename = "audio.mp3"
combined_audio_seg.export(combined_audio_filename, format="mp3")
# Read the audio file and encode it to Base64
with open(combined_audio_filename, "rb") as audio_file:
encoded_audio = base64.b64encode(audio_file.read()).decode()
# Return the Base64 string as part of a response
return {"audio": encoded_audio}
|
dca8294d211df46e045148d4fe55b52d
|
{
"intermediate": 0.3479805290699005,
"beginner": 0.2403637319803238,
"expert": 0.4116556644439697
}
|
36,038
|
As an advanced system administrator, explain me how to increase or reduce automatically the number of pods according to the load in kubernetes
|
211ac3a8c3e7a4e89a849a1a0e57942f
|
{
"intermediate": 0.39904215931892395,
"beginner": 0.29545480012893677,
"expert": 0.3055029809474945
}
|
36,039
|
create a pie chart
Daydreaming: 30%
Adventuring: 25%
Reading: 15%
Snacking: 10%
Napping: 10%
Giggling: 5%
Stargazing: 5%
|
daf50f98c87e67da8edd1c2f11912663
|
{
"intermediate": 0.38381797075271606,
"beginner": 0.3061947226524353,
"expert": 0.30998727679252625
}
|
36,040
|
If the Pokemon Minccino was a creature in a hypothetical D&D setting/homebrew, what would its statblock look like?
|
6dac78f6efa6849a7977bb13800bd518
|
{
"intermediate": 0.3633858561515808,
"beginner": 0.33786559104919434,
"expert": 0.29874855279922485
}
|
36,041
|
hello
|
fb71aca74f82607f1c8655f356a025d3
|
{
"intermediate": 0.32064199447631836,
"beginner": 0.28176039457321167,
"expert": 0.39759764075279236
}
|
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