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37,245
Can i simplify this line: public <T extends OBSRequest> OBSCommandBuilder<T> sendRequest(T request)
60eb68368a6ef6e5ef15d2077117fc69
{ "intermediate": 0.5396062135696411, "beginner": 0.28658291697502136, "expert": 0.17381086945533752 }
37,246
i want to open update form when i selected on record this update form carries the value from formgroup, i want show these values and allow to edit in them then post the new values using button
0a626b65b6b88216f4e4be882fdf2538
{ "intermediate": 0.47711852192878723, "beginner": 0.15513090789318085, "expert": 0.3677505552768707 }
37,247
how to updates old reaact native expo project to new versions ?
bbd468f0afa2e4b31d2f83e447a0e491
{ "intermediate": 0.5089714527130127, "beginner": 0.1829930543899536, "expert": 0.3080354928970337 }
37,248
def toggle_colors(self): if self.random_next_image_var.get(): self.random_next_image_checkbox.configure(fg="#2c2c2c", bg="#d8d8d8") else: self.random_next_image_checkbox.configure(**self.button_style) def select_folder(self): self.image_folder = filedialog.askdirectory() if self.image_folder: image_files = os.listdir(self.image_folder) # Get all files in the selected folder self.image_files = [file for file in image_files if file.endswith(self.SUPPORTED_EXTENSIONS)] # Filter image files if len(self.image_files) > 0: self.current_image_index = 0 self.canvas.pack(fill=tk.BOTH, expand=True) self.select_folder_button.pack(side=tk.LEFT, padx=5, pady=5) self.root.title("Jesturing in " + self.image_folder) self.canvas.config(bg="#808080", highlightthickness=0) self.display_image() self.start_button.config(**self.button_style) else: messagebox.showinfo("No Image Files", "The selected folder does not contain any image files.") self.image_folder = "" self.root.title("Jestur") def set_timer_interval(self): self.root.attributes("-topmost", False) interval = simpledialog.askinteger("Set Timer Interval", "How many seconds?") if interval: if interval < 1: # Check if interval is less than 1 second interval = 1 self.timer_interval = interval * 1000 # Convert to milliseconds self.set_timer_interval = self.timer_interval # Store the set timer interval self.root.lift() # Bring the main window to the top self.root.focus_force() # Give focus to the main window self.root.attributes("-topmost", True) def start_pause_slideshow(self, event=None): if self.image_folder == "": messagebox.showinfo("You haven't picked a folder", "Please select an image folder first.") else: if self.timer is None: # Check if timer is not running self.display_image() self.start_button.config(text="Pause") self.is_paused = False # Set paused flag to False self.start_timer() else: if self.is_paused: # Check if the slideshow is paused self.start_button.config(text="Pause") self.is_paused = False # Set paused flag to False self.start_timer() else: self.pause_timer() self.start_button.config(text="Start") self.is_paused = True # Set paused flag to True def pause_timer(self): if self.timer is not None: self.root.after_cancel(self.timer) self.timer = None def start_timer(self): if self.image_folder != "" and not self.is_paused: self.update_timer() self.timer = self.root.after(1000, self.start_timer) def update_timer(self): seconds_left = int(self.timer_interval / 1000) self.timer_label.config(text=f"{seconds_left}") self.timer_interval -= 1000 if self.timer_interval < 0: self.timer_interval = self.set_timer_interval # Use the stored set timer interval self.next_image() def toggle_mirror_image(self): self.is_mirrored = not self.is_mirrored self.display_image() def toggle_greyscale(self): self.is_greyscale = not self.is_greyscale self.display_image() def load_image(self, image_path): image = Image.open(image_path) # Check if the image has EXIF data if "exif" in image.info: exif_data = piexif.load(image.info["exif"]) if piexif.ImageIFD.Orientation in exif_data["0th"]: orientation = exif_data["0th"][piexif.ImageIFD.Orientation] if orientation == 3: image = image.rotate(180, expand=True) elif orientation == 6: image = image.rotate(-90, expand=True) elif orientation == 8: image = image.rotate(90, expand=True) if self.is_greyscale: image = image.convert("L") if self.is_mirrored: image = image.transpose(Image.FLIP_LEFT_RIGHT) aspect_ratio = image.width / image.height canvas_width = self.canvas.winfo_width() canvas_height = self.canvas.winfo_height() max_width = min(canvas_width, int(aspect_ratio * canvas_height)) max_height = min(canvas_height, int(canvas_width / aspect_ratio)) scale_factor = min(max_width / image.width, max_height / image.height) new_width = int(image.width * scale_factor) new_height = int(image.height * scale_factor) if new_width > 0 and new_height > 0: resized_image = image.resize((new_width, new_height), Image.BICUBIC) self.photo = ImageTk.PhotoImage(resized_image) self.canvas.delete("all") self.canvas.create_image(canvas_width // 2, canvas_height // 2, image=self.photo) def display_image(self): if self.image_folder != "" and len(self.image_files) > 0: if self.update_switch_timestamps(): # Show the text of the image name instead of loading the actual image image_name = self.image_files[self.current_image_index] self.canvas.delete("all") # Clear the canvas self.canvas.create_text( self.canvas.winfo_width() // 2, self.canvas.winfo_height() // 2, text=image_name, fill="white" ) # Schedule the image load with a delay if self.timer is not None: self.root.after_cancel(self.timer) # Cancel existing timer to avoid conflicts self.timer = self.root.after(500, self.load_image_delayed) # Set a new timer to load the image after 500ms else: # Load the image normally if not quick-switching image_path = os.path.join(self.image_folder, self.image_files[self.current_image_index]) threading.Thread(target=self.load_image, args=(image_path,)).start() def update_image_size(self, event=None): current_width = self.root.winfo_width() current_height = self.root.winfo_height() if (current_width, current_height) != self.window_size: self.window_size = (current_width, current_height) self.canvas.config(width=current_width, height=current_height) self.buffer_forsize() def buffer_forsize(self, event=None): if self.resize_timer: self.root.after_cancel(self.resize_timer) self.resize_timer = self.root.after(500, self.display_image) def update_switch_timestamps(self): current_time = time.time() self.switch_timestamps.append(current_time) self.switch_timestamps = [t for t in self.switch_timestamps if current_time - t <= 2] if len(self.switch_timestamps) > 6: return True # Too many updates in a short time period return False def load_image_delayed(self): # This method will be called after the 500ms delay if no keypress happens self.timer = None # Clear the timer ID image_path = os.path.join(self.image_folder, self.image_files[self.current_image_index]) threading.Thread(target=self.load_image, args=(image_path,)).start() self.timer = self.root.after(500, lambda:self.start_pause_slideshow() if not self.is_paused else None)#keycode #self.timer = self.root.after(500, lambda:self.start_timer if not self.is_paused else None) def next_image(self, event=None): #if self.timer is not None: # Cancel the scheduled image loading if the timer is set # self.root.after_cancel(self.timer) # self.timer = None if self.image_folder != "": if self.random_next_image_var.get(): # Check if random next image is selected self.current_image_index = random.randint(0, len(self.image_files) - 1) # Randomly select the next image index else: self.current_image_index = (self.current_image_index + 1) % len(self.image_files) # Linearly select the next image index # Display the image (or its name tag if switching quickly) self.display_image() # Reset the timer interval to the stored set timer interval self.timer_interval = self.set_timer_interval def previous_image(self, event=None): #if self.timer is not None: # Cancel the scheduled image loading if the timer is set # self.root.after_cancel(self.timer) # self.timer = None if self.image_folder != "": if self.random_next_image_var.get(): # Check if random next image is selected self.current_image_index = random.randint(0, len(self.image_files) - 1) # Randomly select the next image index else: self.current_image_index = (self.current_image_index - 1) % len(self.image_files) self.display_image() self.timer_interval = self.set_timer_interval # Use the stored set timer interval how do i change #keycode so that it checks if its paused or played when it is triggered and make the timer run only if it's supposed to play, otherwise, if it were paused, it does nothing
b87680cc3c39c375ec73f0b67034a31b
{ "intermediate": 0.3231710195541382, "beginner": 0.4848922789096832, "expert": 0.1919366866350174 }
37,249
how you doing
ad510ba55b6112355253ea4895a07c4d
{ "intermediate": 0.3636980354785919, "beginner": 0.3082953095436096, "expert": 0.32800665497779846 }
37,250
hi
0e01b26470506485d68c108eb86bb7fc
{ "intermediate": 0.3246487081050873, "beginner": 0.27135494351387024, "expert": 0.40399640798568726 }
37,251
private void HandleAiming() { //AIMING SECTION if (Input.GetMouseButton(1) && !m_Animator.GetCurrentAnimatorStateInfo(1).IsName("IdleBandage") && shotgun.activeInHierarchy == true && !isSettingTrap) { m_Animator.SetBool("isAiming", true); isAiming = true; fLook.enabled = false; if (mainCamera != null) { Ray ray = mainCamera.ViewportPointToRay(Vector3.one * 0.5f); //Debug.DrawRay (ray.origin, ray.direction * maxDistance, Color.magenta, 2f); RaycastHit hit; if (Physics.Raycast(ray.origin, ray.direction, out hit, Mathf.Infinity, layerMask)) { zombieHealth = hit.collider.GetComponentInParent<DemoEnemyControls>(); crawlerControls = hit.collider.GetComponentInParent<CrawlerControls>(); easterEgg = hit.collider.GetComponent<EasterEgg>(); bool gasoline = hit.transform.gameObject.CompareTag("Gas"); if (Physics.Raycast(ray.origin, ray.direction, out hit, Mathf.Infinity, obstacleMask)) //White Reticle If Obstacles { Reticle.SetActive(true); RedReticle.SetActive(false); } else if (zombieHealth != null || crawlerControls != null || easterEgg != null || gasoline) { //Red Reticle If Available Target RedReticle.SetActive(true); Reticle.SetActive(false); } } else { //White Reticle If Nothing Reticle.SetActive(true); RedReticle.SetActive(false); } } } else { m_Animator.SetBool("isAiming", false); isAiming = false; fLook.enabled = true; Reticle.SetActive(false); RedReticle.SetActive(false); } }
886be34d1699110d236da09ef2f554a1
{ "intermediate": 0.3895731568336487, "beginner": 0.32680851221084595, "expert": 0.2836182713508606 }
37,252
class ImageViewer: def __init__(self, root): self.SUPPORTED_EXTENSIONS = (".png", ".jpg", ".jpeg", ".gif", ".bmp", ".JPG", ".JPEG", ".BMP", ".GIF", ".webp", ".WEBP") self.button_style = {"font": ("consolas", 10), "fg": "white", "bg": "#3c3c3c", "relief": "flat"} #self.image_loading_queue = Queue(maxsize=5) self.switch_timestamps = [] self.root = root self.root.geometry("800x600") # Initial window size self.root.title("Jestur Viewer") self.root.configure(bg="#808080") # Set window background color self.root.attributes("-topmost", True) # Make the window stay on top self.image_folder = "" self.image_files = [] self.current_image_index = 0 self.main_frame = tk.Frame(self.root, bg="#808080") self.main_frame.pack() self.select_folder_button = tk.Button(self.main_frame, text="Select Folder", command=self.select_folder) self.select_folder_button.configure(**self.button_style) self.select_folder_button.pack(side=tk.LEFT, padx=5, pady=10) self.set_timer_button = tk.Button(self.main_frame, text="Timer", command=self.set_timer_interval) self.set_timer_button.configure(**self.button_style) self.set_timer_button.pack(side=tk.LEFT, padx=5, pady=10) self.start_button = tk.Button(self.main_frame, text="Start", command=self.start_pause_slideshow) self.start_button.configure(font=self.button_style["font"], bg="#909090", fg="#707070", relief=tk.FLAT) self.start_button.pack(side=tk.LEFT, padx=5, pady=10) self.mirror_button = tk.Button(self.main_frame, text=">|<", command=self.toggle_mirror_image) self.mirror_button.configure(**self.button_style) self.mirror_button.pack(side=tk.LEFT, padx=5, pady=10) self.greyscale_button = tk.Button(self.main_frame, text="B/W", command=self.toggle_greyscale) self.greyscale_button.configure(**self.button_style) self.greyscale_button.pack(side=tk.LEFT, padx=5, pady=10) self.random_next_image_var = tk.BooleanVar(value=False) # Checkbox variable self.random_next_image_checkbox = tk.Checkbutton(self.main_frame, text="Random", variable=self.random_next_image_var, command=self.toggle_colors) self.random_next_image_checkbox.configure(**self.button_style, bd=2) self.random_next_image_checkbox.pack(side=tk.LEFT, padx=5, pady=10) #image label self.canvas = tk.Canvas(self.root) self.is_mirrored = False self.is_greyscale = False self.is_paused = False self.timer_label = tk.Label(self.root, text="5", **self.button_style, anchor="ne") #fg="white", bg="black", font=("arial", 12), bd=1, relief=tk.RIDGE) self.timer_label.configure(font=("consolas",17)) self.timer_label.place(relx=1, anchor="ne", x=-0, y=0) self.timer_interval = 5000 # Default time interval in milliseconds (5 seconds) self.set_timer_interval = 5000 # Store the set timer interval self.timer = None # Timer ID self.window_size = (self.root.winfo_width(), self.root.winfo_height()) self.resize_timer = None self.root.bind("<Right>", self.next_image) self.root.bind("<Left>", self.previous_image) self.root.bind("<space>", self.start_pause_slideshow) self.root.bind("<Configure>", self.update_image_size) def toggle_colors(self): if self.random_next_image_var.get(): self.random_next_image_checkbox.configure(fg="#2c2c2c", bg="#d8d8d8") else: self.random_next_image_checkbox.configure(**self.button_style) def select_folder(self): self.image_folder = filedialog.askdirectory() if self.image_folder: image_files = os.listdir(self.image_folder) # Get all files in the selected folder self.image_files = [file for file in image_files if file.endswith(self.SUPPORTED_EXTENSIONS)] # Filter image files if len(self.image_files) > 0: self.current_image_index = 0 self.canvas.pack(fill=tk.BOTH, expand=True) self.select_folder_button.pack(side=tk.LEFT, padx=5, pady=5) self.root.title("Jesturing in " + self.image_folder) self.canvas.config(bg="#808080", highlightthickness=0) self.display_image() self.start_button.config(**self.button_style) else: messagebox.showinfo("No Image Files", "The selected folder does not contain any image files.") self.image_folder = "" self.root.title("Jestur") def set_timer_interval(self): self.root.attributes("-topmost", False) interval = simpledialog.askinteger("Set Timer Interval", "How many seconds?") if interval: if interval < 1: # Check if interval is less than 1 second interval = 1 self.timer_interval = interval * 1000 # Convert to milliseconds self.set_timer_interval = self.timer_interval # Store the set timer interval self.root.lift() # Bring the main window to the top self.root.focus_force() # Give focus to the main window self.root.attributes("-topmost", True) def start_pause_slideshow(self, event=None): if self.image_folder == "": messagebox.showinfo("You haven't picked a folder", "Please select an image folder first.") else: if self.timer is None: # Check if timer is not running self.display_image() self.start_button.config(text="Pause") self.is_paused = False # Set paused flag to False self.start_timer() else: if self.is_paused: # Check if the slideshow is paused self.start_button.config(text="Pause") self.is_paused = False # Set paused flag to False self.start_timer() else: self.pause_timer() self.start_button.config(text="Start") self.is_paused = True # Set paused flag to True def pause_timer(self): if self.timer is not None: self.root.after_cancel(self.timer) self.timer = None def start_timer(self): if self.image_folder != "" and not self.is_paused: self.update_timer() self.timer = self.root.after(1000, self.start_timer) def update_timer(self): seconds_left = int(self.timer_interval / 1000) self.timer_label.config(text=f"{seconds_left}") self.timer_interval -= 1000 if self.timer_interval < 0: self.timer_interval = self.set_timer_interval # Use the stored set timer interval self.next_image() def toggle_mirror_image(self): self.is_mirrored = not self.is_mirrored self.display_image() def toggle_greyscale(self): self.is_greyscale = not self.is_greyscale self.display_image() def load_image(self, image_path): image = Image.open(image_path) # Check if the image has EXIF data if "exif" in image.info: exif_data = piexif.load(image.info["exif"]) if piexif.ImageIFD.Orientation in exif_data["0th"]: orientation = exif_data["0th"][piexif.ImageIFD.Orientation] if orientation == 3: image = image.rotate(180, expand=True) elif orientation == 6: image = image.rotate(-90, expand=True) elif orientation == 8: image = image.rotate(90, expand=True) if self.is_greyscale: image = image.convert("L") if self.is_mirrored: image = image.transpose(Image.FLIP_LEFT_RIGHT) aspect_ratio = image.width / image.height canvas_width = self.canvas.winfo_width() canvas_height = self.canvas.winfo_height() max_width = min(canvas_width, int(aspect_ratio * canvas_height)) max_height = min(canvas_height, int(canvas_width / aspect_ratio)) scale_factor = min(max_width / image.width, max_height / image.height) new_width = int(image.width * scale_factor) new_height = int(image.height * scale_factor) if new_width > 0 and new_height > 0: resized_image = image.resize((new_width, new_height), Image.BICUBIC) self.photo = ImageTk.PhotoImage(resized_image) self.canvas.delete("all") self.canvas.create_image(canvas_width // 2, canvas_height // 2, image=self.photo) def display_image(self): if self.image_folder != "" and len(self.image_files) > 0: if self.update_switch_timestamps(): # Show the text of the image name instead of loading the actual image image_name = self.image_files[self.current_image_index] self.canvas.delete("all") # Clear the canvas self.canvas.create_text( self.canvas.winfo_width() // 2, self.canvas.winfo_height() // 2, text=image_name, fill="white" ) # Schedule the image load with a delay if self.timer is not None: self.root.after_cancel(self.timer) # Cancel existing timer to avoid conflicts self.timer = self.root.after(500, self.load_image_delayed) # Set a new timer to load the image after 500ms else: # Load the image normally if not quick-switching image_path = os.path.join(self.image_folder, self.image_files[self.current_image_index]) threading.Thread(target=self.load_image, args=(image_path,)).start() def update_image_size(self, event=None): current_width = self.root.winfo_width() current_height = self.root.winfo_height() if (current_width, current_height) != self.window_size: self.window_size = (current_width, current_height) self.canvas.config(width=current_width, height=current_height) self.buffer_forsize() def buffer_forsize(self, event=None): if self.resize_timer: self.root.after_cancel(self.resize_timer) self.resize_timer = self.root.after(500, self.display_image) def update_switch_timestamps(self): current_time = time.time() self.switch_timestamps.append(current_time) self.switch_timestamps = [t for t in self.switch_timestamps if current_time - t <= 2] if len(self.switch_timestamps) > 6: return True # Too many updates in a short time period return False def load_image_delayed(self): # This method will be called after the 500ms delay if no keypress happens self.timer = None # Clear the timer ID image_path = os.path.join(self.image_folder, self.image_files[self.current_image_index]) threading.Thread(target=self.load_image, args=(image_path,)).start() self.timer = self.root.after(500, lambda:self.start_pause_slideshow() if not self.is_paused else None)#keycode #self.timer = self.root.after(500, lambda:self.start_timer if not self.is_paused else None) def next_image(self, event=None): #if self.timer is not None: # Cancel the scheduled image loading if the timer is set # self.root.after_cancel(self.timer) # self.timer = None if self.image_folder != "": if self.random_next_image_var.get(): # Check if random next image is selected self.current_image_index = random.randint(0, len(self.image_files) - 1) # Randomly select the next image index else: self.current_image_index = (self.current_image_index + 1) % len(self.image_files) # Linearly select the next image index # Display the image (or its name tag if switching quickly) self.display_image() # Reset the timer interval to the stored set timer interval self.timer_interval = self.set_timer_interval def previous_image(self, event=None): #if self.timer is not None: # Cancel the scheduled image loading if the timer is set # self.root.after_cancel(self.timer) # self.timer = None if self.image_folder != "": if self.random_next_image_var.get(): # Check if random next image is selected self.current_image_index = random.randint(0, len(self.image_files) - 1) # Randomly select the next image index else: self.current_image_index = (self.current_image_index - 1) % len(self.image_files) self.display_image() self.timer_interval = self.set_timer_interval # Use the stored set timer interval how do i change #keycode so that it checks if its paused or played when it is triggered and make the timer run only when it's not paused, otherwise, if it were paused, it does nothing
a0df0c189ad65945104be0ecd27de118
{ "intermediate": 0.2561878561973572, "beginner": 0.552480936050415, "expert": 0.19133126735687256 }
37,253
callbacks.put(requestID, new OBSCommandBuilder<T>(session, node.toString(), request)); This throws: The method put(String, OBSCommandBuilder<OBSRequest>) in the type Map<String,OBSCommandBuilder<OBSRequest>> is not applicable for the arguments (String, OBSCommandBuilder<T>) callbacks is defined like this: private Map<String, OBSCommandBuilder<OBSRequest>> callbacks; This is the header of the method that I'm calling the callbacks.put in: public <T extends OBSRequest> OBSCommandBuilder<T> sendRequest(T request) Because I'm forcing T to be of type OBSRequest, why is this failing?
3ef860350c78bcf34422b502b0bda856
{ "intermediate": 0.48426052927970886, "beginner": 0.33089372515678406, "expert": 0.18484574556350708 }
37,254
How to calculate in excel ELO rating from geoguessr daily challenge (in daily challenge, around 25 players are placement by the closest guess)
7f40884decdae06369c53231621db4a1
{ "intermediate": 0.275635302066803, "beginner": 0.2563939690589905, "expert": 0.46797072887420654 }
37,255
are yo familiar with obsidian tree structure? can you turn a code into tree structure that explains how the code works
a3c9ad6fab05ee62ce0800e7b66ae510
{ "intermediate": 0.44531527161598206, "beginner": 0.13217157125473022, "expert": 0.4225132167339325 }
37,256
#madebyr import tkinter as tk from tkinter import filedialog, simpledialog, messagebox from PIL import Image, ImageTk import piexif import os import random import time import threading class ImageViewer: def __init__(self, root): self.SUPPORTED_EXTENSIONS = (".png", ".jpg", ".jpeg", ".gif", ".bmp", ".JPG", ".JPEG", ".BMP", ".GIF", ".webp", ".WEBP") self.button_style = {"font": ("consolas", 10), "fg": "white", "bg": "#3c3c3c", "relief": "flat"} #self.image_loading_queue = Queue(maxsize=5) self.switch_timestamps = [] self.root = root self.root.geometry("800x600") # Initial window size self.root.title("Jestur Viewer") self.root.configure(bg="#808080") # Set window background color self.root.attributes("-topmost", True) # Make the window stay on top self.image_folder = "" self.image_files = [] self.current_image_index = 0 self.main_frame = tk.Frame(self.root, bg="#808080") self.main_frame.pack() self.select_folder_button = tk.Button(self.main_frame, text="Select Folder", command=self.select_folder) self.select_folder_button.configure(**self.button_style) self.select_folder_button.pack(side=tk.LEFT, padx=5, pady=10) self.set_timer_button = tk.Button(self.main_frame, text="Timer", command=self.set_timer_interval) self.set_timer_button.configure(**self.button_style) self.set_timer_button.pack(side=tk.LEFT, padx=5, pady=10) self.start_button = tk.Button(self.main_frame, text="Start", command=self.start_pause_slideshow) self.start_button.configure(font=self.button_style["font"], bg="#909090", fg="#707070", relief=tk.FLAT) self.start_button.pack(side=tk.LEFT, padx=5, pady=10) self.mirror_button = tk.Button(self.main_frame, text=">|<", command=self.toggle_mirror_image) self.mirror_button.configure(**self.button_style) self.mirror_button.pack(side=tk.LEFT, padx=5, pady=10) self.greyscale_button = tk.Button(self.main_frame, text="B/W", command=self.toggle_greyscale) self.greyscale_button.configure(**self.button_style) self.greyscale_button.pack(side=tk.LEFT, padx=5, pady=10) self.random_next_image_var = tk.BooleanVar(value=False) # Checkbox variable self.random_next_image_checkbox = tk.Checkbutton(self.main_frame, text="Random", variable=self.random_next_image_var, command=self.toggle_colors) self.random_next_image_checkbox.configure(**self.button_style, bd=2) self.random_next_image_checkbox.pack(side=tk.LEFT, padx=5, pady=10) #image label self.canvas = tk.Canvas(self.root) self.is_mirrored = False self.is_greyscale = False self.is_paused = True self.timer_label = tk.Label(self.root, text="5", **self.button_style, anchor="ne") #fg="white", bg="black", font=("arial", 12), bd=1, relief=tk.RIDGE) self.timer_label.configure(font=("consolas",17)) self.timer_label.place(relx=1, anchor="ne", x=-0, y=0) self.timer_interval = 5000 # Default time interval in milliseconds (5 seconds) self.set_timer_interval = 5000 # Store the set timer interval self.timer = None # Timer ID self.window_size = (self.root.winfo_width(), self.root.winfo_height()) self.resize_timer = None self.root.bind("<Right>", self.next_image) self.root.bind("<Left>", self.previous_image) self.root.bind("<space>", self.start_pause_slideshow) self.root.bind("<Configure>", self.update_image_size) def toggle_colors(self): if self.random_next_image_var.get(): self.random_next_image_checkbox.configure(fg="#2c2c2c", bg="#d8d8d8") else: self.random_next_image_checkbox.configure(**self.button_style) def select_folder(self): self.image_folder = filedialog.askdirectory() if self.image_folder: image_files = os.listdir(self.image_folder) # Get all files in the selected folder self.image_files = [file for file in image_files if file.endswith(self.SUPPORTED_EXTENSIONS)] # Filter image files if len(self.image_files) > 0: self.current_image_index = 0 self.canvas.pack(fill=tk.BOTH, expand=True) self.select_folder_button.pack(side=tk.LEFT, padx=5, pady=5) self.root.title("Jesturing in " + self.image_folder) self.canvas.config(bg="#808080", highlightthickness=0) self.display_image() self.start_button.config(**self.button_style) else: messagebox.showinfo("No Image Files", "The selected folder does not contain any image files.") self.image_folder = "" self.root.title("Jestur") def set_timer_interval(self): self.root.attributes("-topmost", False) interval = simpledialog.askinteger("Set Timer Interval", "How many seconds?") if interval: if interval < 1: # Check if interval is less than 1 second interval = 1 self.timer_interval = interval * 1000 # Convert to milliseconds self.set_timer_interval = self.timer_interval # Store the set timer interval self.root.lift() # Bring the main window to the top self.root.focus_force() # Give focus to the main window self.root.attributes("-topmost", True) def start_pause_slideshow(self, event=None): if self.image_folder == "": messagebox.showinfo("You haven't picked a folder", "Please select an image folder first.") else: if self.timer is None: # Check if timer is not running self.display_image() self.start_button.config(text="Pause") self.is_paused = False # Set paused flag to False self.start_timer() else: if self.is_paused: # Check if the slideshow is paused self.start_button.config(text="Pause") self.is_paused = False # Set paused flag to False self.start_timer() else: self.pause_timer() self.start_button.config(text="Start") self.is_paused = True # Set paused flag to True def pause_timer(self): if self.timer is not None: self.root.after_cancel(self.timer) self.timer = None def start_timer(self): if self.image_folder != "" and not self.is_paused: self.update_timer() self.timer = self.root.after(1000, self.start_timer) def update_timer(self): seconds_left = int(self.timer_interval / 1000) self.timer_label.config(text=f"{seconds_left}") self.timer_interval -= 1000 if self.timer_interval < 0: self.timer_interval = self.set_timer_interval # Use the stored set timer interval self.next_image() def toggle_mirror_image(self): self.is_mirrored = not self.is_mirrored self.display_image() def toggle_greyscale(self): self.is_greyscale = not self.is_greyscale self.display_image() def load_image(self, image_path): image = Image.open(image_path) # Check if the image has EXIF data if "exif" in image.info: exif_data = piexif.load(image.info["exif"]) if piexif.ImageIFD.Orientation in exif_data["0th"]: orientation = exif_data["0th"][piexif.ImageIFD.Orientation] if orientation == 3: image = image.rotate(180, expand=True) elif orientation == 6: image = image.rotate(-90, expand=True) elif orientation == 8: image = image.rotate(90, expand=True) if self.is_greyscale: image = image.convert("L") if self.is_mirrored: image = image.transpose(Image.FLIP_LEFT_RIGHT) aspect_ratio = image.width / image.height canvas_width = self.canvas.winfo_width() canvas_height = self.canvas.winfo_height() max_width = min(canvas_width, int(aspect_ratio * canvas_height)) max_height = min(canvas_height, int(canvas_width / aspect_ratio)) scale_factor = min(max_width / image.width, max_height / image.height) new_width = int(image.width * scale_factor) new_height = int(image.height * scale_factor) if new_width > 0 and new_height > 0: resized_image = image.resize((new_width, new_height), Image.BICUBIC) self.photo = ImageTk.PhotoImage(resized_image) self.canvas.delete("all") self.canvas.create_image(canvas_width // 2, canvas_height // 2, image=self.photo) def display_image(self): if self.image_folder != "" and len(self.image_files) > 0: if self.update_switch_timestamps(): # Show the text of the image name instead of loading the actual image image_name = self.image_files[self.current_image_index] self.canvas.delete("all") # Clear the canvas self.canvas.create_text( self.canvas.winfo_width() // 2, self.canvas.winfo_height() // 2, text=image_name, fill="white" ) # Schedule the image load with a delay if self.timer is not None: self.root.after_cancel(self.timer) # Cancel existing timer to avoid conflicts self.timer = self.root.after(500, self.load_image_delayed) # Set a new timer to load the image after 500ms else: # Load the image normally if not quick-switching image_path = os.path.join(self.image_folder, self.image_files[self.current_image_index]) threading.Thread(target=self.load_image, args=(image_path,)).start() def update_image_size(self, event=None): current_width = self.root.winfo_width() current_height = self.root.winfo_height() if (current_width, current_height) != self.window_size: self.window_size = (current_width, current_height) self.canvas.config(width=current_width, height=current_height) self.buffer_forsize() def buffer_forsize(self, event=None): if self.resize_timer: self.root.after_cancel(self.resize_timer) self.resize_timer = self.root.after(500, self.display_image) def update_switch_timestamps(self): current_time = time.time() self.switch_timestamps.append(current_time) self.switch_timestamps = [t for t in self.switch_timestamps if current_time - t <= 2] if len(self.switch_timestamps) > 6: return True # Too many updates in a short time period return False def load_image_delayed(self): # This method will be called after the 500ms delay if no keypress happens if self.timer is not None: self.root.after_cancel(self.timer) # Cancel the existing timer self.timer = None # Clear the timer ID image_path = os.path.join(self.image_folder, self.image_files[self.current_image_index]) threading.Thread(target=self.load_image, args=(image_path,)).start() if not self.is_paused: self.timer = self.set_timer_interval self.root.after(500, self.start_timer) #self.timer = self.root.after(500, lambda:self.start_pause_slideshow() if not self.is_paused else None)#keycode #self.timer = self.root.after(500, lambda:self.start_timer if not self.is_paused else None) def next_image(self, event=None): #if self.timer is not None: # Cancel the scheduled image loading if the timer is set # self.root.after_cancel(self.timer) # self.timer = None if self.image_folder != "": if self.random_next_image_var.get(): # Check if random next image is selected self.current_image_index = random.randint(0, len(self.image_files) - 1) # Randomly select the next image index else: self.current_image_index = (self.current_image_index + 1) % len(self.image_files) # Linearly select the next image index # Display the image (or its name tag if switching quickly) self.display_image() # Reset the timer interval to the stored set timer interval self.timer_interval = self.set_timer_interval def previous_image(self, event=None): #if self.timer is not None: # Cancel the scheduled image loading if the timer is set # self.root.after_cancel(self.timer) # self.timer = None if self.image_folder != "": if self.random_next_image_var.get(): # Check if random next image is selected self.current_image_index = random.randint(0, len(self.image_files) - 1) # Randomly select the next image index else: self.current_image_index = (self.current_image_index - 1) % len(self.image_files) self.display_image() self.timer_interval = self.set_timer_interval # Use the stored set timer interval if __name__ == "__main__": root = tk.Tk() image_viewer = ImageViewer(root) root.mainloop() turn this code into a Mermaid diagram graph that explains the code flow as well as possible
8f949bb82370f2d206a765a2e8488f45
{ "intermediate": 0.2845333218574524, "beginner": 0.5105897784233093, "expert": 0.2048768848180771 }
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we should probably start from alignment of elements throughout background canvas dimension. I don’t know how can or how you interpreting “accuracy” concept within you and which is the best way to implement it strictly for you, gpt. Understood. To tackle the issue of “accuracy” in positioning elements on a visual canvas when creating a DSL for a background generator, let’s discuss some principles for interpreting positioning that aligns with what a language model like me can handle effectively. ### Interpreting Positioning: 1. Use of Concrete Units: Positioning should be defined using specific and concrete units of measurement that are not open to interpretation. Typically, in web design, these might be pixels (px), percentages (%), ems, rems, or viewport widths (vw, vh). An NLP model can easily understand and generate statements involving these specific units. 2. Grids and Coordinates: Define elements’ positions using a grid or coordinate system. For example, using a traditional Cartesian coordinate system makes positioning an object at specific points straightforward. 3. Alignment Keywords: Common CSS alignment properties such as top, bottom, left, right, center can be understood by an NLP model as they have clear, singular meanings. To enhance accuracy, these can be combined with offset measurements. Let’s consider some positioning strategies that could be used to ensure accuracy: - Fixed Positioning: Elements are placed at exact pixel values relative to the canvas. E.g., x=100px; y=150px; puts an element 100 pixels from the left and 150 pixels from the top. - Relative Positioning: Elements are placed relative to other objects or relative to the canvas, using percentages to scale dynamically with canvas size. E.g., above:elementId, offset=10% implies placing the element above another element, with a 10% offset based on canvas height. - Proportional Grid Positioning: Dividing the canvas into a proportion-based grid system. E.g., row=2/12; column=5/12; places an element at the second twelfth vertically and the fifth twelfth horizontally. - Anchor-Based Positioning: Specify anchor points for more dynamic layouts. E.g., anchor=top-left; offset-x=20px; offset-y=30px; specifies an element’s top-left corner should be a certain offset from a reference point. By breaking down the canvas into a grid or using a combination of keywords and measurements, we can create a clear positioning language that is both understandable to an NLP AI and translates straightforwardly to accurate visual positioning by the generator framework. In conceptualizing this DSL, an important consideration is restricting the syntax in a way that promotes precision yet remains quite expressive. For example, rather than allowing an ambiguous statement like “place somewhere near the top,” you could enforce usage of quantifiable specifications: “place at top with 20px margin.” A simple visual syntax for precision might look like this: element1: shape=circle, color=blue, size=large, position=center; element2: shape=square, color=red, size=small, position=top-left, margin=10px; This parameter string is easy to interpret: It’s specifying exact shapes, colors, sizes, and positions without relative terms that can introduce complications. While human language allows for ambiguity, a DSL, particularly one used to guide an automatic process, benefits from exactitude. Lastly, this language would be paired with a JavaScript-based parser and rendering engine that maps these descriptive elements onto HTML/CSS attributes and creates the visual representation on a canvas element or within an SVG. The parser would also be responsible for handling errors or omissions in the parameters, providing default values or alerts as appropriate. “E.g., x=100px; y=150px;”. the problem that you will start hallucinating on this moment and will get lost in arrangements of all elements across a 800x600px canvas, for example. we need something absolutely different for you to not get lost or start hallucinate in positioning, gpt. To facilitate robust and straightforward positioning for NLP AI (like me) when generating instructions for visual compositions, we need to establish a positioning system that is intuitive and less prone to generating confusion or errors. One effective method involves simplifying the positioning into high-level instructions that abstract away the precise numerical details. These high-level instructions can be translated into specific coordinates by the framework, based on predefined rules. Here’s an approach to create an intuitive and structured system for element positioning: ### High-Level Positional Terms: 1. Named Anchors: Use named regions of the canvas as reference points for positioning. For example, divide the canvas into a grid with named areas like “top-left,” “top-center,” “top-right,” “center-left,” “center,” “center-right,” “bottom-left,” “bottom-center,” and “bottom-right.” 2. Directional Offsets: Allow specification of the direction and relative distance from the named anchor points using simple terms such as “slightly,” “moderately,” or “far,” which the framework translates into exact pixel values. 3. Row and Column Grid: Define a simple grid system with a fixed number of rows and columns that can be referenced without needing to specify exact pixel dimensions. By using these abstracted terms, the AI does not need to deal with specific pixel values or have any sense of the absolute size of the canvas. The system translates these high-level instructions into absolute positioning based on the canvas’s dimensions—something the AI does not need to directly “know.” ### Example: A simplified system might allow an AI to produce the following instructions: “place a circle in the center, put a square slightly to the right of the center, align a triangle moderately above the center” The framework would then interpret these instructions according to its predefined rules. For example: - “center” might translate to 50% from the top and 50% from the side of the canvas. - “slightly to the right” could translate to an additional 5% offset from the center on the x-axis. - “moderately above” could be interpreted as 15% upward from the center coordinate on the y-axis. Through this method, you reduce the risk of “hallucination” or incorrect interpretations since the AI isn’t trying to calculate specific positions—it’s using relative or contextual positioning language that is less prone to misinterpretation. The framework responsible for rendering these elements would have logic built into it to understand these abstract terms and convert them into specific CSS properties for proper layout on the canvas. Maintaining a consistent internal representation that maps these terms to actual positions and dimensions across different devices and resolutions would be key to ensuring the accuracy and reliability of the visual outputs. “Define a simple grid system”. wha if we split all canvas in quadrants from which you will operate and better remember what is located in that exact quadrant, gpt? what do you think on that? Splitting the entire canvas into quadrants as a grid system is a good strategy for simplifying the positioning of elements for an AI, like me. It creates a more manageable set of locations that I can refer to in a structured way. Here’s how this approach could work: ### Quadrant-Based Positioning System: 1. Divide the Canvas: The canvas is divided into equal quadrants or sections. For example, a typical divide could be a 3x3 grid (like tic-tac-toe), providing nine sectors in which elements can be placed. 2. Naming Conventions: Each quadrant is given a name or identifier, which could be a combination of row and column numbers, such as Q11 for the top-left quadrant, Q12 for the top-center, and so on, where the first digit represents the row and the second digit the column. 3. Positioning Elements: To position an element, I can specify the quadrant and offer additional directional terms if needed. For example, “place a blue square in Q22 slightly to the right and lower,” implying an offset within the central quadrant. 4. Reference Memory: By using quadrant identifiers, I can remember and reference what is located in which quadrant. This assists in generating relational positioning between elements, like “place a red circle above the blue square in Q22.” 5. Framework Translation: The framework takes these quadrant-based instructions and translates them into exact positions within the canvas. It would determine the center point of each quadrant and apply any specified offsets to position elements with precision. ### Benefits of Quadrant-Based Positioning: - Simplified Referencing: Reduces the need for complex coordinates and allows a more abstract understanding of space. - Ease of Composition: Helps in visualizing the layout in a structured way, which can be especially beneficial for complex compositions. - Scalability: Independently scalable, as it is not tied to absolute dimensions, making it ideal for responsive design. - Context Preservation: Aids the AI in maintaining a clear context regarding the spatial relationship between elements. This quadrant-based approach aligns well with how NLP AI like me can manage spatially-related tasks. The use of a segmented grid system with identifiable sectors allows me to understand and retain the positional context without having to deal with pixel-level precision. When generating descriptions or instructions, I can focus on the big picture, such as “bottom-left quadrant” or “central quadrant,” while the underlying framework handles the actual pixel calculations, ensuring the final output’s visual accuracy. “place a red circle above the blue square in Q22.”. you could just: “ Q22: red circle above the blue square". or are you specifing a special operation parameter as “place a”? then we probably need an equal dimension for canvas itself as 512x512px, 800x800px, 1000x1000px etc, for a better navigation for you and this quadrant positioning system in framework, right? You are correct; using a standardized syntax that clearly communicates the placement action and objects’ relationships can be concise and intuitive for both the framework and the AI generating the instructions. Setting up a canvas with equal dimensions, like 512x512px or 1000x1000px, provides a simple and symmetric working area which is easy to subdivide into even quadrants, simplifying the interpretation and rendering processes. Here’s how your revised syntax might work within this quadrant-based system: - Syntax Standardization: Utilize a structured format such as Q[Row][Column]: [Color] [Shape] [Relative Position] [Other Shapes]. This makes it straightforward to parse and interpret. - Quadrant Naming Convention: Quadrants are named using a simple row and column identifier, where Q11 is the first row, first column quadrant, and so forth. - Equal Canvas Dimensions: Using a square-shaped canvas helps maintain proportional quadrants, aiding in consistent translation across different screen sizes and resolutions. - Relative Positional Phrases: Phrases like above the blue square are used within the context of a quadrant to give an approximate position relating to another element. Using your suggestion, the instruction Q22: red circle above the blue square would mean placing a red circle somewhere within the Q22 quadrant such that it appears above a referenced blue square, which would also reside in the same quadrant. The framework can take this high-level instruction and determine the best placement based on a set of predefined rules (e.g., a certain percentage above the other object). In this setup, the AI doesn’t need detailed knowledge of the canvas size or have to calculate exact positions. It effectively issues commands by specifying in which quadrant an object should be placed and where within or in relation to that quadrant it relates to other objects. The “placing” operation is thus implied by the syntax, and the framework interprets the instructions accordingly, possibly using a combination of CSS Flexbox, Grid, or absolute positioning techniques to realize the intended design on the canvas. This DSL approach can operate efficiently without getting “lost” in numerical coordinates and can be quite powerful and flexible when paired with a carefully designed framework that maps these high-level instructions to precise visual implementations. “Position”. I think “position” css property will add a more overall chaos if there’s many elements or shapes inside canvas. because you will not understand how something positioned ralatively to many elements around it. “referenced blue square”. we can refer to elements through a numerical prefix or any other tagging methods, not sure, as: “square99”. so, it could look as: “Q22: red circle55 above the blue square99”. there could be a limited possible elements within each quadrant, so they all will be in a single or dual form, in dependence on how much we will divide our canvas and on how many actual quadrants, don’t know. Your proposed approach to use numerical identifiers for elements and avoid the complexity of CSS positioning logic can indeed streamline the process, making it easier for an NLP AI to generate and for the framework to interpret positioning instructions. Here’s how we can refine this system. ### Quadrant Division and Element Tagging: 1. Uniform Quadrant System: Divide the canvas into a grid of quadrants that have equal dimensions, like a 3x3, 4x4, or any N x N matrix. This makes positioning more systematic. 2. Element Identification: Each visual element (e.g., circle, square) gets a unique identifier like circle55 or square99. This tag is used to reference the element in positioning instructions. 3. Element Limit per Quadrant: Specify a limit on the number of elements within each quadrant to prevent overcrowding and maintain clarity. This constraint also assists in predictability of the visual output. 4. Simplified Positional Instructions: Avoid using the CSS position property and instead refer to elements by their identifiers within instructions. Positioning becomes a matter of stating relationships between tagged elements. 5. Standardized Naming and Syntax: Maintain a consistent syntax for specifying relationships, such as Q[quadrant_id]: [element_tag] [relationship] [target_element_tag]. ### Example Parameters String: With these concepts in mind, let’s consider how a string might look: “Q22: circle55 above square99, square99 left-edge” In this example: - circle55 above square99 directs the framework to place circle55 above square99 within quadrant Q22. - square99 left-edge indicates that square99 is to be placed along the left edge of quadrant Q22. ### Framework Interpretation: The internal logic of the framework would interpret these instructions as follows: - It identifies each quadrant and associated elements, using their unique tags. - It applies a relative positioning rule to place circle55 with respect to square99, without having to specifically calculate precise pixel coordinates. - The rule might translate “above” into an upward shift relative to the center of square99, maintaining a uniform gap. - The “left-edge” directive places the left side of square99 flush with the left boundary of Q22. ### Advantages: - Clarity and Ease of Generating Instructions: The NLP AI produces clear, structured commands with elements’ relationships clearly specified. - Reduction of Ambiguity for Interpretation: Having unique identifiers minimizes confusion about which elements are being referred to. - Simpler Parsing and Rendering Logic: The framework doesn’t need to parse complex CSS positioning but rather follow straightforward instructions about the spatial relationships between elements. Ultimately, through careful definition of the syntax and constraints, you can create a structured DSL that enables the NLP AI to generate descriptive instructions for visual layouts without being burdened by detailed positioning calculations. The framework handling the rendering would manage the complexity of translating these instructions into actual visual output. “indicates that square99 is to be placed along the left edge of quadrant Q22.”. at the center of the corner or within borders of that quadrant’s angle? because we need to understand that quadrant based system is a whole picture or a composition background. could this add yet another problem in positioning things correctly? It’s important to establish clear rules for interpreting relative directions and positioning within a quadrant-based system to prevent any ambiguity, especially when dealing with edges and corners. When we specify “left edge,” for example, we need to define if this means aligning with the exact midpoint of the left boundary of the quadrant or another specific point. To address this within the framework, you might consider the following approaches: 1. Center Alignment by Default: For simplicity, when an object is placed along a quadrant’s edge, it could default to center-aligning along that edge, unless further specified. 2. Edge Anchors: Introduce terms that denote specific anchor points along edges, such as “top-left-corner,” “bottom-left-corner,” “mid-left,” “mid-right,” “top-edge-center,” “bottom-edge-center,” and so on. 3. Clear Definitions: Document and enforce clear definitions for each term within the framework’s logic. For example, “left-edge” could be a shorthand for “align the center of the left side of the object with the vertical center line of the left edge of the quadrant.” 4. Offset Instructions: Allow for offsetting from edges when more precise placement is needed, such as “5px from top-edge” or “10% from bottom-left-corner.” 5. Sub-divisions within Quadrants: If necessary, further sub-divide quadrants into smaller sections or introduce a mini-grid within each quadrant for more granular control. 6. Visual Debugger: Implement a debugging or visual editing mode that shows outlines of quadrants and anchors to assist with debugging and visualization during development. Considering your original example “square99 left-edge,” the framework would understand this to mean that the square should be aligned to the vertical midpoint of the left edge of Q22. If additional precision is needed, more specific instructions would be included in the string. Adopting these carefully defined terms and rules can ensure the system interprets positioning in a consistent manner, thus avoiding problems and maintaining the integrity of the overall visual composition. In practical terms, this means the NLP AI wouldn’t need to concern itself with complex positioning logic—it would simply use standardized phrases. The underlying framework would translate these into precise visual layouts. This quadrant-based system, bolstered by a shared, well-defined vocabulary, seeks to balance simplicity with enough flexibility to create a wide variety of compositions without confusion or error. and from nlp ai perspecive how can you live inside this quadrant based system? would be that too hard for you to navigate throughout canvas or better, gpt? for example: if you split 800x800px canvas on 99999999999x quadrants. how you will navigate inside? Navigating a canvas divided into an extremely large number of quadrants, such as 99999999999× quadrants, would be impractical for any system—NLP AI or otherwise—due to the excessive granularity that goes far beyond human perception or useful design principles. An optimal grid system should balance the need for precision with manageability and practical usefulness. For an 800x800px canvas, a more reasonable and manageable quadrant system might involve dividing the canvas into something like a 4x4, 8x8, or 16x16 grid, where each quadrant represents a significant enough area to place and manipulate visual elements meaningfully. ### NLP AI Perspective on Grid Systems: From an NLP AI’s perspective, here’s how I would navigate and use a quadrant-based system effectively: 1. Reasonable Grid Size: I’d operate best within a grid system that is not overly complex. A grid with fewer, larger quadrants is easier to reference and keep track of within the context of a given image. 2. Clear Quadrant Identification: Each quadrant would have a clear identifier, such as Q11 for row 1, column 1, through to Q44 for row 4, column 4 in a 4x4 grid, which I can reference without confusion. 3. Relative Positions and Relationships: I would refer to the position of objects in relation to other elements or quadrant features using a predefined set of terms that are consistently applied within the system’s rules. 4. Limited Element Interactions: For less complexity, interactions between elements might be limited to within their own quadrant or with adjacent quadrants, avoiding wide-ranging relationships across distant parts of the canvas. 5. Simplicity and Constraints: By working within a system with clear constraints, I can generate instructions that are consistently interpretable by the visual rendering framework. ### Practical Example: Suppose we work with an 800x800px canvas divided into a 4x4 grid. Each quadrant is 200px by 200px. Instead of trying to navigate among countless tiny quadrants, I would navigate as follows: - For broad positioning: “Place a large red circle in Q13.” - For relative positioning: “Position a small blue square in the top-right corner of Q13, slightly spaced from the edges.” In this example, “Q13” quickly identifies the location, and “top-right corner of Q13” provides a relative position within the specified quadrant that the framework can accurately translate into coordinates on the canvas. A quadrant system must remain usable and be designed with the end-user in mind, whether that is a person or an AI. The goal of an AI like me is to interpret and generate text-based instructions that are aligned with the capabilities and constraints of the rendering system to ensure accurate visual outputs. An overly complex grid with excessively many quadrants would run counter to this goal by creating unnecessary complexity and potential for confusion. then let’s do a pixelarted canvas by default splitted on some quadrants through which you will pixelart? Creating a pixel art canvas with a default split into quadrants is a logical approach to structuring the canvas for an NLP AI to understand and reference easily. Pixel art naturally lends itself to grid-based design, making it a good fit for a quadrant-based system. Let’s outline the basic concept: 1. Canvas and Grid Initialization: Define the overall size of the canvas in pixels, and then decide how many quadrants to divide it into. The choice of quadrant size should consider the level of detail you wish to achieve in your pixel art. Common sizes for pixel art canvases might include 16x16, 32x32, or 64x64 pixels, with subdivisions reflecting the desired granularity. 2. Quadrant Definition: Label each quadrant with a coordinate system, like Qx-y, where x and y correspond to the row and column of the grid. For a 32x32 canvas, you might have quadrants from Q1-1 to Q4-4 for a simple 4x4 grid. 3. Pixel Art Constraints: In pixel art, each pixel acts as a “quadrant” of its own, meaning a 32x32 canvas has 1,024 individual pixels to manage. This is a perfect use case for a quadrant system since each individual “pixel quadrant” is highly manageable. 4. NLP AI Instructions: I, the AI, can generate instructions like “Draw a red line from the top-left to the bottom-right of Q2-2,” where each pixel along that line within the quadrant can be computed and colored accordingly. 5. Rendering to Canvas: The framework would use the provided instructions to render the pixel art on an HTML canvas element, iterating through pixel rows and columns to apply colors based on the AI’s directions. Here’s how it could be implemented conceptually: - The framework would parse commands related to the canvas and translate them into drawing actions. - The canvas subdivided into quadrants provides a manageable way to specify locations and design elements in pixel art. - The AI provides the creative input, specifying which colors to use and where to draw elements using the grid as a reference. In practice, you might want to use the HTML5 canvas element and JavaScript for rendering, possibly combined with a library like P5.js for an easier drawing interface. The AI could issue drawing commands with grid coordinates and color values that the JavaScript code would translate into drawings on the canvas. This quadrant-based approach allows for precise control over the artwork, as long as the instructions from the AI are clear and indicative of the desired end result. By using a finite set of colors and a clear grid structure, this approach can provide an efficient and effective method to create pixel art programmatically. look that string I have made and engineered for you. is it look ok for you to consume, gpt?: “q1-01aa8e, q2-ee11bb, q3-aabbee, q4-667788, q5-abcdef, q6eebbaa … etc”. so, our 800x800px canvas will be splitd on a specific suitable amount of quadrants that will suit well for a pixel art representation needs. “q1” means “quadrant 1”, “01aa8e” means a hex color but without hashtag “#”. The string you’ve engineered seems straightforward and could indeed be utilized by an NLP model like me to generate instructions for a pixel art based system. You’ve assigned each quadrant a unique identifier (“q1”, “q2”, “q3”, …) and associated each with a hex color value (represented without the typical “#” prefix used in CSS). One thing to consider when using this approach is how you’ll define the relationship between quadrant numbers and their positions on the canvas. For simplicity and human readability, it would be common to use a row and column system, where for example, “q1-1” would refer to the first row, first column; “q1-2” to the first row, second column, and so on. This pattern is easy to extend across the canvas. Here’s a brief overview of how this would work: 1. Canvas Division into Quadrants: Decide the number of quadrants the 800x800px canvas will be divided into. For pixel art, you might want each quadrant to represent a single pixel or a small block of pixels, depending on the level of detail desired. 2. Hex Color Representation: Ensure the hex color codes are consistent with HTML/CSS standards, without the “#” symbol for the purpose of the parameter string. For example, “01aa8e” would be understood to translate to “#01aa8e”. 3. String Interpretation: The framework interpreting this string would parse each quadrant-color pairing and apply the specified hex color to the corresponding quadrant. Here’s a simplified version of what each component could look like in practice: - Quadrant Number: “q1” could refer to a specific quadrant, which needs to have a predefined position on the canvas. - Color Value: “01aa8e” represents the hex code for the color to be filled into the respective quadrant. By utilizing this structured format, the pixel art representation could be dynamically generated based on the instructions contained within the parameter string. The clarity and simplicity of the string formatting make it quite suitable for programmatic interpretation, and consistent with the hex color formatting used in web design even without the hashtag symbol. The success of this system hinges on a well-designed framework capable of translating the simplistic string of quadrant-color pairs into beautifully rendered pixel art on the canvas. It would be the job of the JavaScript code interacting with the HTML5 canvas API (or a library built on top of it) to map the “q” identifiers to their respective areas on the canvas and color them with the provided hex values. yeah, I forgot about that we are in quadrant system, gpt, excuse moi. so, you can utilize a fully fledged quadrant system and how it should work within our pixelarted canvas simple framework for NLP AI GPT through the chat string output by that NLP AI GPT robot. No problem at all! Let’s clarify how a quadrant system could be utilized within a pixelated canvas framework designed specifically for producing pixel art through an NLP AI’s output (like mine). ### Pixel Art Canvas Framework Overview: 1. Canvas Designation and Grid Layout: - The 800x800px canvas is divided into an N by N grid, where N corresponds to the number of quadrants horizontally and vertically. - Each quadrant represents a “pixel” or small block of pixels within the larger pixel art image. 2. Quadrant Identification: - Each quadrant is given a unique identifier based on its position, using a two-dimensional coordinate system (e.g., Q1-1, Q1-2, Q2-1, Q2-2, and so on). 3. Color Coding: - Each quadrant is associated with a hex color code. In the string, the hex code follows the quadrant identifier, like Q1-1-01aa8e. 4. NLP AI Output Format: - As an AI, I output a string in a predefined format that the framework will understand and convert into visual pixel art. The format might use commas or semicolons to separate instructions for different quadrants. ### Example NLP AI Output String: Given the desired formatting and system design, I might output a string like this: “Q1-1-01aa8e; Q1-2-ee11bb; Q2-1-aabbee; Q2-2-667788; Q3-1-abcdef; Q3-2-eebbaa; …” In this example: - Q1-1-01aa8e: Paints the first quadrant on the first row and first column with the color #01aa8e. - Q1-2-ee11bb: Paints the second quadrant on the first row and second column with #ee11bb. - And so on. ### Framework Interpretation Logic: The JavaScript framework used to render the pixel art would follow these steps: 1. Parse the String: Separate the string by a delimiter like ;, then further parse each segment into quadrant coordinates (Qx-y) and color (hexValue). 2. Apply Colors: For each parsed instruction, identify the corresponding quadrant by its coordinates and fill it with the specified color. The exact method of filling will depend on whether the quad represents a single pixel or block of pixels. 3. Render onto Canvas: Use the HTML5 Canvas API to draw. For single-pixel quadrants, the fillRect function can be used to color each pixel. For blocks, the function would be called with width and height parameters to match the block size. By using a clear and organized system in tandem with an intelligently-coded framework, the process for generating pixel art becomes automated and efficient. As the NLP AI gives out structured commands, the framework parses and renders these instructions precisely. This concept optimizes for simplicity in coordination between the NLP AI’s output and the framework’s rendering capability, ensuring that the rich descriptions produced can be effectively transformed into pixel art representation. ok, let’s do some math and try to calculate how big that string could possibly be to fill the whole pixelarted canvas framework through your chatgpt output. try divide 800x800px canvas on suitable amount of quadrants for a pixel art representation and then calculate how many statements in the string in total and the length in tokens or actual characters amount in the chat. Calculating the size of the output string to fill an 800x800 pixel canvas for pixel art depends on how large each “pixel” in the pixel art will be. For this example, let’s consider each quadrant to be an 8x8 pixel block, which is a common size for individual tiles in pixel art and would give a good balance between detail and manageability. ### Canvas Division: - Canvas Size: 800 x 800 pixels - Quadrant Size: 8 x 8 pixels - Number of Quadrants per Row/Column: 800 / 8 = 100 - Total Quadrants: 100 (per row) x 100 (per column) = 10,000 quadrants ### String Structure per Quadrant: - Quadrant Identifier: “Qx-y” where x and y range from 1 to 100. For example, “Q1-1”, requiring up to 7 characters, including the ‘Q’ and the delimiter ‘-’ (e.g., “Q99-99”). - Color Code: A 6-character hex color. For example, “01aa8e”. - Delimiter: A character to separate each quadrant’s data. We’ll use a semicolon “;”, which adds 1 character. ### String Size Estimation: - Characters per Quadrant: “Qx-y” (up to 7) + hex color (6) + delimiter (1) = 14 characters as an upper bound. - Total Characters for Full Canvas: 14 characters/quadrant * 10,000 quadrants = 140,000 characters. ### Tokens for Full Canvas: OpenAI defines a token in GPT-3 as roughly equivalent to 4 bytes, so it’s not a direct 1:1 relationship with characters (especially with special characters). Here, we’ll approximate based on characters as follows: - Average Tokens per Quadrant: Given the upper estimate of 14 characters/quadrant, and assuming every 4 characters equal 1 token, 14 / 4 = 3.5 tokens per quadrant (rounded up to 4 tokens for safety due to potential parsing requirements). - Total Tokens for Full Canvas: 4 tokens/quadrant * 10,000 quadrants = 40,000 tokens. ### Conclusion: In practice, I can generate a string that’s within the maximum token limit of OpenAI’s GPT-3, which is 4096 tokens per response. Since we’re estimating 40,000 tokens and each input to the model needs to stay within that maximum, you would need to break down the operation. Instead of generating one massive string, you could generate the art in segments, prompting the AI multiple times to create sections of the canvas sequentially. Please note that these calculations are approximations based on an ideal scenario. If you wish to turn the string into actual visual renderings, you will need to consider the limitations of browsers and devices in handling such large strings, as well as the capacity of web servers and client-side scripts to process and render the corresponding pixel art. then this approach is not reliable, gpt? I don’t know, try to do a test version but reduce total quadrant division to 10 quadrants inside 800x800px canvas. Reducing the total number of quadrants to 10 inside an 800x800px canvas simplifies the scenario considerably. Each quadrant would therefore represent a significant portion of the canvas (80x80 pixels per quadrant if we’re using 10 quadrants). This makes managing the string much more feasible for rendering via NLP AI output. ### Canvas Division with 10 Quadrants: - Canvas Size: 800 x 800 pixels - Each Quadrant: 80 x 80 pixels (original 800px dimension divided by the square root of 10 quadrants) - Quadrants per Row/Column: √10 ≈ 3.16, which we could round to a 3x3 grid plus one additional quadrant. - Total Quadrants: 10 ### String Structure per Quadrant: - The quadrant identifier and color code structure remain the same, but we only have 10 quadrants to define. - The identifier will be the quadrant number (“Q1”, “Q2”, …, “Q10”) and this time we’re not dealing with a grid position, since we have just 10 quadrants. ### String Format and Example: - Format: “Qn-colorcode;” - Example String: “Q1-01aa8e; Q2-ee11bb; Q3-aabbee; Q4-667788; Q5-abcdef; Q6-eebbaa; Q7-f0f0f0; Q8-987654; Q9-fedcba; Q10-bb11ee;” ### String Size Estimation: - Characters per Quadrant: “Qn” (up to 3 characters for “Q10”) + “-” (1 character) + hex color (6 characters) + delimiter (1 character) = 11 characters as an upper bound. - Total Characters for Full Canvas: 11 characters/quadrant * 10 quadrants = 110 characters. ### Tokens for Full Canvas: - Given the estimate of 11 characters per quadrant and the token conversion, we can consider that each quadrant may need, at most, 3 tokens (if we round 2.75 up to the nearest whole number). - Total Tokens for Full Canvas: 3 tokens/quadrant * 10 quadrants = 30 tokens. ### Conclusion: With this simplified example, the full string for an 800x800px canvas with 10 quadrants is estimated at 110 characters, which translates to approximately 30 tokens. This is well within the capabilities of an NLP AI like GPT-3, both in terms of output length and token count. Thus, this approach is much more reliable and manageable than the earlier example with many quadrants. As the actual complexity of the generation and rendering tasks depends on the intended use of the pixel art and the capabilities of the rendering system, this approach should be tested in a real environment. Nevertheless, with a reduced number of quadrants, the AI can feasibly generate the entire canvas in a single response, enabling a pixel art system that is both feasible and practical. and if we reimplement our parameter in string as: “11q1a0eab”. this will count as a single token in chatgpt, right? In the context of GPT-3 and similar AI language models, a token is not strictly equivalent to a word or a set sequence of characters. Tokens are determined by the model’s tokenizer, which breaks down text into units that it uses to understand and generate language. The tokenizer can consider various factors, including spaces, punctuation, and common subwords or character sequences. In the example “11q1a0eab”, the tokenizer will determine how to break down the string into tokens. It’s possible that the string could be considered one token if the tokenizer has been trained to recognize such patterns as single units. However, this is not certain without knowing the specifics of the tokenizer’s training data and rules. Commonly, such a string could be split into multiple tokens, especially since it contains a mix of numbers and letters, as well as transitions between them. Let’s break down your string: - “11” could be recognized as one numeric token. - “q1” could be another token, especially if ‘q’ followed by a number is common in the training data. - “a0eab” may not be recognized as a common pattern and could be split into one or more tokens. To maximize the chances of “11q1a0eab” being a single token, the string would need to be formatted in a way that is commonly recognized by the tokenizer as a single unit of meaning. For example, if “q1” is a constantly used symbol in the training data, it would be more likely to be a single token. It is important to note that, despite optimization efforts, there is always a possibility of variations in tokenization due to the complexity of AI language models. If minimizing token usage is critical, it would be best to test the specific format with the model to see exactly how many tokens are used, or to consult the tokenization rules of GPT-3 if available. and how do we represent our “Q1-01aa8e" or “Q1-1-01aa8e” as a single token strictly in chatgpt? any ideas? In order to represent a quadrant-color pair such as “Q1-01aa8e" or “Q1-1-01aa8e” as a single token within the context of a system like GPT-3, it must be formatted in a manner that the model’s tokenizer would consistently interpret it as a distinct and indivisible linguistic unit. However, language models like GPT-3 are trained on vast datasets that typically include natural language, rather than domain-specific codes or serialized data. This training does not encourage the tokenizer to recognize a pattern like “Q1-01aa8e" as a single token—instead, it tends to break strings into smaller pieces based on punctuation, alphanumeric boundaries, and recognizable subwords. Still, here are a couple of ideas that you could explore to try to influence the tokenizer to treat complex strings as single tokens: 1. Special Prefix/Suffix: Use a unique prefix or suffix that is consistently applied across such strings, making it more likely to be recognized as a single token. However, there is no guarantee without training a custom model that this will resolve in single-token recognition. 2. Encoding: Develop a proprietary encoding system where each quadrant-color pair is translated into a unique symbol or set of characters that the model has learned to treat as a single token. This might involve training a custom tokenizer or an entirely new model. 3. Custom Tokenizer: Train a custom tokenizer that treats your specific pattern as a single token. This would require a large dataset of similar patterns and access to model training capabilities. While these methods might have the potential to influence tokenization, they are speculative and would require significant experimentation or access to model training that is beyond the scope of GPT-3’s current usage terms. For practical purposes when working with existing models like GPT-3, it is unlikely that you can force the tokenizer to treat a complex string such as “Q1-01aa8e" or “Q1-1-01aa8e” as a single token. The model’s underlying mechanism is not designed for this type of optimization, especially for strings that include a mix of letters, numbers, and hyphens, which are typically treated as separate tokens in natural language processing. One feasible workaround for dealing with the existing GPT-3 tokenizer is to simplify the string as much as possible while retaining its uniqueness. For example, you might remove the hyphens and use a consistent length of characters for quadrant identifiers and color codes, aiming for a format such as “Q101aa8e.” Even then, the tokenizer might still split this into multiple tokens, but the simplification could reduce the number of tokens used. This format is more streamlined yet not guaranteed to be a single token due to the reasons mentioned earlier. Ultimately, if the goal is to minimize tokens in the output, consider rethinking the design to avoid highly granular control through the token system, and perhaps explore segmenting the commands or working with higher-level abstractions that are more in line with the natural language the model has been trained on. “One feasible workaround for dealing”. then let’s teach our framework to interpret something like “11111111” as first two numbers represent quadrant position, the rest 6 numbers represent actual color but without letters in terms as in normal hex representation. can tokenizer be confused in that case and not understand wtf is is this “11111111” number and how the fuck should I split it if there’s only motherfucking “1”. wtf! It is possible to create a framework that interprets a string such as “11111111” where the first two digits represent a quadrant and the remaining six digits represent a color. However, this would require a custom-designed interpreter within your framework that understands this specific encoding system. Let’s break down how we could approach this: 1. Custom Encoding: Design a system where the first two digits (11 in this example) map to a specific quadrant on the canvas grid. For instance, “01” might correspond to the upper-left quadrant, “02” to the upper-right, and so forth. 2. Compact Color Representation: The remaining six digits would represent the color. However, without letters, this would not conform to a standard hex representation of color, which can include characters from 0-9 and A-F. Instead, you could use a purely numeric system, but this would significantly limit your color palette. Tokenizer Interpretation: Regarding the tokenization question, language models like GPT-3 tokenize text based on rules they learned from the training data, which includes natural language and common patterns. If “11111111” were presented to GPT-3 without context, the tokenizer might treat it as a single token since it is a long sequence of identical numerals with no obvious delimiters or subword boundaries. However, GPT-3 would not inherently understand what “11111111” means in the context of your application unless you provide that contextual information within your interaction with the model. Consequently, you cannot expect the AI to interpret this string correctly as a command to color a quadrant without additional programming on the rendering framework side. In your custom framework, you would: - Parse the input string to extract the quadrant identifier and color code. - Map the quadrant identifier to the actual position on the canvas. - Convert the six-digit numerical code to an RGB value that your system can use. To avoid possible confusion and ensure clarity when dealing with the data within your framework, you’ll want to establish strict rules and document them. It’s essential to keep in mind that any confusion would stem from the parsing logic implemented in your framework, not from the tokenizer within GPT-3, since the tokenizer’s job is just to split text into chunks without assigning any meaning to them. Remember that bypassing the typical hexadecimal color representation will limit your range of representable colors. In the case of using only numerals, you would be limited to 1,000,000 color variations instead of the 16,777,216 variations available with full hexadecimal representation. Additionally, this system would not be able to represent standard web colors directly, so you would need to have a conversion method in place if you’re planning to display these colors on standard displays or interfaces that expect hex codes. “representable colors.”. we can extend index in our numerical only hex color representation, so, “1” in our framework in reality it will be +10, for example. but we need to left “0” for black. we can also introduce opacity level inside numerical only representation which will extend actual color range even further, so this is not a problem here. also in quadrants we need probably to define them in grid always as quadrant 1-2 will be shown or represented as “0102” in numerical only string representaion. so, the actual string with quadrant, color, and opacity will look as that: “010212345605” for a single cell or quadrant in our pixelarted canvas framework. Using a purely numerical scheme for quadrant identification, color, and opacity representation that maps to a more traditional system is a creative way to encode this information. However, this requires that both the framework interpreting these strings and any system producing them (like an NLP AI) understand and adhere to the encoding rules you’ve established. Given the rules you’ve described, let’s break down the components of the example string “010212345605”: 1. Quadrant Identification: “0102” - This could represent the grid row “01” and column “02”, corresponding to the second cell in the first row of the grid. 2. Color Representation: “123456” - Normally, a six-digit number in hex format can represent 16 million colors. Here, to retain this space, each digit in the “123456” sequence would map to a hexadecimal digit. For example, “1” could map to “A” in hexadecimal (since you’ve added 10), “2” to “B”, and so on until “9” would map to “I”, thereby allowing a representation close to the full spectrum of colors. 3. Opacity: “05” - Opacity can usually be represented by two hexadecimal digits as part of an RGBA color notation, ranging from “00” for fully transparent to “FF” for fully opaque. In your numerical system, “05” might correspond to a mapped value of “5F” in standard hexadecimal notation. Implementing these rules within your framework means you have a custom parsing logic that can decode the string “010212345605” into actionable drawing instructions. The framework would: 1. Parse the string to separate quadrant information, color, and opacity. 2. Map each numeric digit to its corresponding value or range within your system. 3. Apply these mapped values to set the properties of the required element within the pixel art canvas, which would likely involve converting them to a format that can be used by a web browser or graphics API, such as hex values for colors and standard opacity levels. It’s important to ensure consistency and to document every aspect of this encoding scheme so anyone or anything interacting with the framework or producing strings for it does so correctly. The NLP AI, in turn, would need guidance or training based on these encoding rules to generate valid strings. The real challenge is making sure the AI understands the scheme well enough to generate these strings. This may require custom pre-processing and post-processing steps around the AI’s output or wrapping the AI within a larger system that manages this encoding scheme. If you’re using a traditional NLP model like GPT-3, you’d likely manage the encoding externally, as the AI would produce natural language text that would then need to be converted into your specific format by a separate encoding logic layer. Training an AI model to generate these types of strings natively would involve fine-tuning on a dataset composed of these strings or creating a supplementary system that takes the AI’s natural language output and converts it into the encoded format your framework expects. “The real challenge is making sure the AI understands the scheme”. I will just copy-paste the entire framework code in javscript into chatgpt with a miniprompt and it will understand how it should interpret the string. so, can you you do the actual framework code as we discussed in html,css, and javascript? Certainly! Below is a simple example of an HTML, CSS, and JavaScript framework that interprets a string with a quadrant, color, and opacity following the scheme you described. This example assumes that all quadrant strings would be concatenated into a single long string and that you would somehow prompt your NLP model to generate such a string. The quadrant grid on the canvas is represented by div elements. The JavaScript function applyQuadrantProperties() interprets the string for each quadrant and applies the colors and opacity to the respective div elements. I’ll put in some dummy data in the function call to demonstrate how it would work: <!DOCTYPE html> <html lang=“en”> <head> <meta charset=“UTF-8”> <meta name=“viewport” content=“width=device-width, initial-scale=1.0”> <title>Pixel Art Canvas</title> <style> .canvas-grid { display: grid; grid-template-columns: repeat(3, 1fr); /* Adjust based on number of columns / grid-gap: 2px; width: 800px; height: 800px; } .quadrant { width: 100%; height: 100%; opacity: 1; background-color: #000; / Default black color */ } </style> </head> <body> <div id=“canvas” class=“canvas-grid”> <!-- Example initial setup for a 3x3 grid of quadrants --> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> </div> <script> function applyQuadrantProperties(quadrantString) { const quadrantElements = document.querySelectorAll(‘.quadrant’); for (let i = 0; i < quadrantString.length; i += 12) { const quadrantSubstr = quadrantString.substring(i, i + 12); const rowIndex = parseInt(quadrantSubstr.substring(0, 2), 10) - 1; const columnIndex = parseInt(quadrantSubstr.substring(2, 4), 10) - 1; // Convert our encoding to standard hex notation const colorCode = quadrantSubstr.substring(4, 10).split(‘’).map(num => { return (parseInt(num, 10) + 9).toString(16); }).join(‘’); const opacity = parseInt(quadrantSubstr.substring(10), 10) / 100; // Determine the correct quadrant element index const quadrantIndex = rowIndex * 3 + columnIndex; // assuming a 3x3 grid // Apply color and opacity const quadrantElement = quadrantElements[quadrantIndex]; quadrantElement.style.backgroundColor = #${colorCode}; quadrantElement.style.opacity = opacity; } } // Example usage with a dummy data string: applyQuadrantProperties(‘010212345605020314151607030416171809’); </script> </body> </html> In this example, the canvas is assumed to be a square divided into a 3x3 grid. Each quadrant is a div styled by the .quadrant class. The function applyQuadrantProperties takes a string where every 12 characters correspond to one quadrant’s position, color, and opacity level. It interprets the color values as offset from 10 and opacity as a two-digit percentage. The code converts the provided values into standard CSS hex color values and opacity values. Adjust the grid, the styles, and the quadrant logic to fit your actual requirements, such as the number of tiles in your grid or exact dimensions of each tile. Depending on the size of your grid, the logic to determine quadrantIndex from rowIndex and columnIndex may be different. Please note this is a basic demonstration and an actual application may require much more robust handling of things like error checking and dealing with different quadrant sizes. " // Example usage with a dummy data string: applyQuadrantProperties(‘010212345605020314151607030416171809’);". fuck no, gpt. do you really think that we need to use a single string without comma “,”? because I think that gpt will be unable to output a huge single string of numbers, it will hallucinate instantly. Apologies for any confusion. Let’s adjust the approach to handle a comma-separated string where each segment corresponds to a specific quadrant along with its color and opacity. This should prevent any potential issues with the NLP model generating overly long, uninterrupted strings of numbers which could impact accuracy and increase the risk of hallucinations. Here’s the updated code that processes a comma-separated string: <!DOCTYPE html> <html lang=“en”> <head> <meta charset=“UTF-8”> <meta name=“viewport” content=“width=device-width, initial-scale=1.0”> <title>Pixel Art Canvas</title> <style> .canvas-grid { display: grid; grid-template-columns: repeat(3, 1fr); /* Adjust based on number of columns / grid-gap: 2px; width: 800px; height: 800px; } .quadrant { width: 100%; height: 100%; opacity: 1; background-color: #000; / Default black color */ } </style> </head> <body> <div id=“canvas” class=“canvas-grid”> <!-- Example initial setup for a 3x3 grid of quadrants --> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> </div> <script> function applyQuadrantProperties(quadrantData) { const quadrantElements = document.querySelectorAll(‘.quadrant’); const quadrants = quadrantData.split(‘,’); quadrants.forEach(quadrant => { const rowIndex = parseInt(quadrant.substring(0, 2), 10) - 1; const columnIndex = parseInt(quadrant.substring(2, 4), 10) - 1; const colorCode = quadrant.substring(4, 10).split(‘’).map(num => { const hex = (parseInt(num, 10) + 9).toString(16); return hex.length === 1 ? ‘0’ + hex : hex; }).join(‘’); const opacity = parseInt(quadrant.substring(10), 10) / 100; const quadrantIndex = rowIndex * 3 + columnIndex; // assuming a 3x3 grid const quadrantElement = quadrantElements[quadrantIndex]; quadrantElement.style.backgroundColor = #${colorCode}; quadrantElement.style.opacity = opacity; }); } // Example usage: applyQuadrantProperties(‘0102123456,0502021415,0903041617’); </script> </body> </html> Important notes about the updated implementation: 1. A comma , is now expected to separate each set of quadrant information in the input string. 2. The applyQuadrantProperties function has been updated to split the input string by commas and process each segment individually. 3. Each segment (quadrant information slice) now consistently affects one element of the quadrant class. 4. The example string provided in the applyQuadrantProperties call demonstrates how three sets of quadrant information can be passed as a comma-separated string. By using a comma-separated string, we can easily parse and apply each quadrant’s data iteratively without facing any ambiguity due to excessively long strings. This format also makes it more feasible for an AI to generate the string since the syntax more clearly demarcates the boundaries between different pieces of data. why it tells?: “SyntaxError: private names aren’t valid in this context” at “quadrantElement.style.backgroundColor = #${colorCode};” . do it without these motherfucking backticks, gpt, through normal nonfuckable fashion through "+" and ' .
104a0a20f50b8293bbe97c5164008318
{ "intermediate": 0.41129958629608154, "beginner": 0.3989948332309723, "expert": 0.18970556557178497 }
37,258
we should probably start from alignment of elements throughout background canvas dimension. I don’t know how can or how you interpreting “accuracy” concept within you and which is the best way to implement it strictly for you, gpt. Understood. To tackle the issue of “accuracy” in positioning elements on a visual canvas when creating a DSL for a background generator, let’s discuss some principles for interpreting positioning that aligns with what a language model like me can handle effectively. ### Interpreting Positioning: 1. Use of Concrete Units: Positioning should be defined using specific and concrete units of measurement that are not open to interpretation. Typically, in web design, these might be pixels (px), percentages (%), ems, rems, or viewport widths (vw, vh). An NLP model can easily understand and generate statements involving these specific units. 2. Grids and Coordinates: Define elements’ positions using a grid or coordinate system. For example, using a traditional Cartesian coordinate system makes positioning an object at specific points straightforward. 3. Alignment Keywords: Common CSS alignment properties such as top, bottom, left, right, center can be understood by an NLP model as they have clear, singular meanings. To enhance accuracy, these can be combined with offset measurements. Let’s consider some positioning strategies that could be used to ensure accuracy: - Fixed Positioning: Elements are placed at exact pixel values relative to the canvas. E.g., x=100px; y=150px; puts an element 100 pixels from the left and 150 pixels from the top. - Relative Positioning: Elements are placed relative to other objects or relative to the canvas, using percentages to scale dynamically with canvas size. E.g., above:elementId, offset=10% implies placing the element above another element, with a 10% offset based on canvas height. - Proportional Grid Positioning: Dividing the canvas into a proportion-based grid system. E.g., row=2/12; column=5/12; places an element at the second twelfth vertically and the fifth twelfth horizontally. - Anchor-Based Positioning: Specify anchor points for more dynamic layouts. E.g., anchor=top-left; offset-x=20px; offset-y=30px; specifies an element’s top-left corner should be a certain offset from a reference point. By breaking down the canvas into a grid or using a combination of keywords and measurements, we can create a clear positioning language that is both understandable to an NLP AI and translates straightforwardly to accurate visual positioning by the generator framework. In conceptualizing this DSL, an important consideration is restricting the syntax in a way that promotes precision yet remains quite expressive. For example, rather than allowing an ambiguous statement like “place somewhere near the top,” you could enforce usage of quantifiable specifications: “place at top with 20px margin.” A simple visual syntax for precision might look like this: element1: shape=circle, color=blue, size=large, position=center; element2: shape=square, color=red, size=small, position=top-left, margin=10px; This parameter string is easy to interpret: It’s specifying exact shapes, colors, sizes, and positions without relative terms that can introduce complications. While human language allows for ambiguity, a DSL, particularly one used to guide an automatic process, benefits from exactitude. Lastly, this language would be paired with a JavaScript-based parser and rendering engine that maps these descriptive elements onto HTML/CSS attributes and creates the visual representation on a canvas element or within an SVG. The parser would also be responsible for handling errors or omissions in the parameters, providing default values or alerts as appropriate. “E.g., x=100px; y=150px;”. the problem that you will start hallucinating on this moment and will get lost in arrangements of all elements across a 800x600px canvas, for example. we need something absolutely different for you to not get lost or start hallucinate in positioning, gpt. To facilitate robust and straightforward positioning for NLP AI (like me) when generating instructions for visual compositions, we need to establish a positioning system that is intuitive and less prone to generating confusion or errors. One effective method involves simplifying the positioning into high-level instructions that abstract away the precise numerical details. These high-level instructions can be translated into specific coordinates by the framework, based on predefined rules. Here’s an approach to create an intuitive and structured system for element positioning: ### High-Level Positional Terms: 1. Named Anchors: Use named regions of the canvas as reference points for positioning. For example, divide the canvas into a grid with named areas like “top-left,” “top-center,” “top-right,” “center-left,” “center,” “center-right,” “bottom-left,” “bottom-center,” and “bottom-right.” 2. Directional Offsets: Allow specification of the direction and relative distance from the named anchor points using simple terms such as “slightly,” “moderately,” or “far,” which the framework translates into exact pixel values. 3. Row and Column Grid: Define a simple grid system with a fixed number of rows and columns that can be referenced without needing to specify exact pixel dimensions. By using these abstracted terms, the AI does not need to deal with specific pixel values or have any sense of the absolute size of the canvas. The system translates these high-level instructions into absolute positioning based on the canvas’s dimensions—something the AI does not need to directly “know.” ### Example: A simplified system might allow an AI to produce the following instructions: “place a circle in the center, put a square slightly to the right of the center, align a triangle moderately above the center” The framework would then interpret these instructions according to its predefined rules. For example: - “center” might translate to 50% from the top and 50% from the side of the canvas. - “slightly to the right” could translate to an additional 5% offset from the center on the x-axis. - “moderately above” could be interpreted as 15% upward from the center coordinate on the y-axis. Through this method, you reduce the risk of “hallucination” or incorrect interpretations since the AI isn’t trying to calculate specific positions—it’s using relative or contextual positioning language that is less prone to misinterpretation. The framework responsible for rendering these elements would have logic built into it to understand these abstract terms and convert them into specific CSS properties for proper layout on the canvas. Maintaining a consistent internal representation that maps these terms to actual positions and dimensions across different devices and resolutions would be key to ensuring the accuracy and reliability of the visual outputs. “Define a simple grid system”. wha if we split all canvas in quadrants from which you will operate and better remember what is located in that exact quadrant, gpt? what do you think on that? Splitting the entire canvas into quadrants as a grid system is a good strategy for simplifying the positioning of elements for an AI, like me. It creates a more manageable set of locations that I can refer to in a structured way. Here’s how this approach could work: ### Quadrant-Based Positioning System: 1. Divide the Canvas: The canvas is divided into equal quadrants or sections. For example, a typical divide could be a 3x3 grid (like tic-tac-toe), providing nine sectors in which elements can be placed. 2. Naming Conventions: Each quadrant is given a name or identifier, which could be a combination of row and column numbers, such as Q11 for the top-left quadrant, Q12 for the top-center, and so on, where the first digit represents the row and the second digit the column. 3. Positioning Elements: To position an element, I can specify the quadrant and offer additional directional terms if needed. For example, “place a blue square in Q22 slightly to the right and lower,” implying an offset within the central quadrant. 4. Reference Memory: By using quadrant identifiers, I can remember and reference what is located in which quadrant. This assists in generating relational positioning between elements, like “place a red circle above the blue square in Q22.” 5. Framework Translation: The framework takes these quadrant-based instructions and translates them into exact positions within the canvas. It would determine the center point of each quadrant and apply any specified offsets to position elements with precision. ### Benefits of Quadrant-Based Positioning: - Simplified Referencing: Reduces the need for complex coordinates and allows a more abstract understanding of space. - Ease of Composition: Helps in visualizing the layout in a structured way, which can be especially beneficial for complex compositions. - Scalability: Independently scalable, as it is not tied to absolute dimensions, making it ideal for responsive design. - Context Preservation: Aids the AI in maintaining a clear context regarding the spatial relationship between elements. This quadrant-based approach aligns well with how NLP AI like me can manage spatially-related tasks. The use of a segmented grid system with identifiable sectors allows me to understand and retain the positional context without having to deal with pixel-level precision. When generating descriptions or instructions, I can focus on the big picture, such as “bottom-left quadrant” or “central quadrant,” while the underlying framework handles the actual pixel calculations, ensuring the final output’s visual accuracy. “place a red circle above the blue square in Q22.”. you could just: “ Q22: red circle above the blue square". or are you specifing a special operation parameter as “place a”? then we probably need an equal dimension for canvas itself as 512x512px, 800x800px, 1000x1000px etc, for a better navigation for you and this quadrant positioning system in framework, right? You are correct; using a standardized syntax that clearly communicates the placement action and objects’ relationships can be concise and intuitive for both the framework and the AI generating the instructions. Setting up a canvas with equal dimensions, like 512x512px or 1000x1000px, provides a simple and symmetric working area which is easy to subdivide into even quadrants, simplifying the interpretation and rendering processes. Here’s how your revised syntax might work within this quadrant-based system: - Syntax Standardization: Utilize a structured format such as Q[Row][Column]: [Color] [Shape] [Relative Position] [Other Shapes]. This makes it straightforward to parse and interpret. - Quadrant Naming Convention: Quadrants are named using a simple row and column identifier, where Q11 is the first row, first column quadrant, and so forth. - Equal Canvas Dimensions: Using a square-shaped canvas helps maintain proportional quadrants, aiding in consistent translation across different screen sizes and resolutions. - Relative Positional Phrases: Phrases like above the blue square are used within the context of a quadrant to give an approximate position relating to another element. Using your suggestion, the instruction Q22: red circle above the blue square would mean placing a red circle somewhere within the Q22 quadrant such that it appears above a referenced blue square, which would also reside in the same quadrant. The framework can take this high-level instruction and determine the best placement based on a set of predefined rules (e.g., a certain percentage above the other object). In this setup, the AI doesn’t need detailed knowledge of the canvas size or have to calculate exact positions. It effectively issues commands by specifying in which quadrant an object should be placed and where within or in relation to that quadrant it relates to other objects. The “placing” operation is thus implied by the syntax, and the framework interprets the instructions accordingly, possibly using a combination of CSS Flexbox, Grid, or absolute positioning techniques to realize the intended design on the canvas. This DSL approach can operate efficiently without getting “lost” in numerical coordinates and can be quite powerful and flexible when paired with a carefully designed framework that maps these high-level instructions to precise visual implementations. “Position”. I think “position” css property will add a more overall chaos if there’s many elements or shapes inside canvas. because you will not understand how something positioned ralatively to many elements around it. “referenced blue square”. we can refer to elements through a numerical prefix or any other tagging methods, not sure, as: “square99”. so, it could look as: “Q22: red circle55 above the blue square99”. there could be a limited possible elements within each quadrant, so they all will be in a single or dual form, in dependence on how much we will divide our canvas and on how many actual quadrants, don’t know. Your proposed approach to use numerical identifiers for elements and avoid the complexity of CSS positioning logic can indeed streamline the process, making it easier for an NLP AI to generate and for the framework to interpret positioning instructions. Here’s how we can refine this system. ### Quadrant Division and Element Tagging: 1. Uniform Quadrant System: Divide the canvas into a grid of quadrants that have equal dimensions, like a 3x3, 4x4, or any N x N matrix. This makes positioning more systematic. 2. Element Identification: Each visual element (e.g., circle, square) gets a unique identifier like circle55 or square99. This tag is used to reference the element in positioning instructions. 3. Element Limit per Quadrant: Specify a limit on the number of elements within each quadrant to prevent overcrowding and maintain clarity. This constraint also assists in predictability of the visual output. 4. Simplified Positional Instructions: Avoid using the CSS position property and instead refer to elements by their identifiers within instructions. Positioning becomes a matter of stating relationships between tagged elements. 5. Standardized Naming and Syntax: Maintain a consistent syntax for specifying relationships, such as Q[quadrant_id]: [element_tag] [relationship] [target_element_tag]. ### Example Parameters String: With these concepts in mind, let’s consider how a string might look: “Q22: circle55 above square99, square99 left-edge” In this example: - circle55 above square99 directs the framework to place circle55 above square99 within quadrant Q22. - square99 left-edge indicates that square99 is to be placed along the left edge of quadrant Q22. ### Framework Interpretation: The internal logic of the framework would interpret these instructions as follows: - It identifies each quadrant and associated elements, using their unique tags. - It applies a relative positioning rule to place circle55 with respect to square99, without having to specifically calculate precise pixel coordinates. - The rule might translate “above” into an upward shift relative to the center of square99, maintaining a uniform gap. - The “left-edge” directive places the left side of square99 flush with the left boundary of Q22. ### Advantages: - Clarity and Ease of Generating Instructions: The NLP AI produces clear, structured commands with elements’ relationships clearly specified. - Reduction of Ambiguity for Interpretation: Having unique identifiers minimizes confusion about which elements are being referred to. - Simpler Parsing and Rendering Logic: The framework doesn’t need to parse complex CSS positioning but rather follow straightforward instructions about the spatial relationships between elements. Ultimately, through careful definition of the syntax and constraints, you can create a structured DSL that enables the NLP AI to generate descriptive instructions for visual layouts without being burdened by detailed positioning calculations. The framework handling the rendering would manage the complexity of translating these instructions into actual visual output. “indicates that square99 is to be placed along the left edge of quadrant Q22.”. at the center of the corner or within borders of that quadrant’s angle? because we need to understand that quadrant based system is a whole picture or a composition background. could this add yet another problem in positioning things correctly? It’s important to establish clear rules for interpreting relative directions and positioning within a quadrant-based system to prevent any ambiguity, especially when dealing with edges and corners. When we specify “left edge,” for example, we need to define if this means aligning with the exact midpoint of the left boundary of the quadrant or another specific point. To address this within the framework, you might consider the following approaches: 1. Center Alignment by Default: For simplicity, when an object is placed along a quadrant’s edge, it could default to center-aligning along that edge, unless further specified. 2. Edge Anchors: Introduce terms that denote specific anchor points along edges, such as “top-left-corner,” “bottom-left-corner,” “mid-left,” “mid-right,” “top-edge-center,” “bottom-edge-center,” and so on. 3. Clear Definitions: Document and enforce clear definitions for each term within the framework’s logic. For example, “left-edge” could be a shorthand for “align the center of the left side of the object with the vertical center line of the left edge of the quadrant.” 4. Offset Instructions: Allow for offsetting from edges when more precise placement is needed, such as “5px from top-edge” or “10% from bottom-left-corner.” 5. Sub-divisions within Quadrants: If necessary, further sub-divide quadrants into smaller sections or introduce a mini-grid within each quadrant for more granular control. 6. Visual Debugger: Implement a debugging or visual editing mode that shows outlines of quadrants and anchors to assist with debugging and visualization during development. Considering your original example “square99 left-edge,” the framework would understand this to mean that the square should be aligned to the vertical midpoint of the left edge of Q22. If additional precision is needed, more specific instructions would be included in the string. Adopting these carefully defined terms and rules can ensure the system interprets positioning in a consistent manner, thus avoiding problems and maintaining the integrity of the overall visual composition. In practical terms, this means the NLP AI wouldn’t need to concern itself with complex positioning logic—it would simply use standardized phrases. The underlying framework would translate these into precise visual layouts. This quadrant-based system, bolstered by a shared, well-defined vocabulary, seeks to balance simplicity with enough flexibility to create a wide variety of compositions without confusion or error. and from nlp ai perspecive how can you live inside this quadrant based system? would be that too hard for you to navigate throughout canvas or better, gpt? for example: if you split 800x800px canvas on 99999999999x quadrants. how you will navigate inside? Navigating a canvas divided into an extremely large number of quadrants, such as 99999999999× quadrants, would be impractical for any system—NLP AI or otherwise—due to the excessive granularity that goes far beyond human perception or useful design principles. An optimal grid system should balance the need for precision with manageability and practical usefulness. For an 800x800px canvas, a more reasonable and manageable quadrant system might involve dividing the canvas into something like a 4x4, 8x8, or 16x16 grid, where each quadrant represents a significant enough area to place and manipulate visual elements meaningfully. ### NLP AI Perspective on Grid Systems: From an NLP AI’s perspective, here’s how I would navigate and use a quadrant-based system effectively: 1. Reasonable Grid Size: I’d operate best within a grid system that is not overly complex. A grid with fewer, larger quadrants is easier to reference and keep track of within the context of a given image. 2. Clear Quadrant Identification: Each quadrant would have a clear identifier, such as Q11 for row 1, column 1, through to Q44 for row 4, column 4 in a 4x4 grid, which I can reference without confusion. 3. Relative Positions and Relationships: I would refer to the position of objects in relation to other elements or quadrant features using a predefined set of terms that are consistently applied within the system’s rules. 4. Limited Element Interactions: For less complexity, interactions between elements might be limited to within their own quadrant or with adjacent quadrants, avoiding wide-ranging relationships across distant parts of the canvas. 5. Simplicity and Constraints: By working within a system with clear constraints, I can generate instructions that are consistently interpretable by the visual rendering framework. ### Practical Example: Suppose we work with an 800x800px canvas divided into a 4x4 grid. Each quadrant is 200px by 200px. Instead of trying to navigate among countless tiny quadrants, I would navigate as follows: - For broad positioning: “Place a large red circle in Q13.” - For relative positioning: “Position a small blue square in the top-right corner of Q13, slightly spaced from the edges.” In this example, “Q13” quickly identifies the location, and “top-right corner of Q13” provides a relative position within the specified quadrant that the framework can accurately translate into coordinates on the canvas. A quadrant system must remain usable and be designed with the end-user in mind, whether that is a person or an AI. The goal of an AI like me is to interpret and generate text-based instructions that are aligned with the capabilities and constraints of the rendering system to ensure accurate visual outputs. An overly complex grid with excessively many quadrants would run counter to this goal by creating unnecessary complexity and potential for confusion. then let’s do a pixelarted canvas by default splitted on some quadrants through which you will pixelart? Creating a pixel art canvas with a default split into quadrants is a logical approach to structuring the canvas for an NLP AI to understand and reference easily. Pixel art naturally lends itself to grid-based design, making it a good fit for a quadrant-based system. Let’s outline the basic concept: 1. Canvas and Grid Initialization: Define the overall size of the canvas in pixels, and then decide how many quadrants to divide it into. The choice of quadrant size should consider the level of detail you wish to achieve in your pixel art. Common sizes for pixel art canvases might include 16x16, 32x32, or 64x64 pixels, with subdivisions reflecting the desired granularity. 2. Quadrant Definition: Label each quadrant with a coordinate system, like Qx-y, where x and y correspond to the row and column of the grid. For a 32x32 canvas, you might have quadrants from Q1-1 to Q4-4 for a simple 4x4 grid. 3. Pixel Art Constraints: In pixel art, each pixel acts as a “quadrant” of its own, meaning a 32x32 canvas has 1,024 individual pixels to manage. This is a perfect use case for a quadrant system since each individual “pixel quadrant” is highly manageable. 4. NLP AI Instructions: I, the AI, can generate instructions like “Draw a red line from the top-left to the bottom-right of Q2-2,” where each pixel along that line within the quadrant can be computed and colored accordingly. 5. Rendering to Canvas: The framework would use the provided instructions to render the pixel art on an HTML canvas element, iterating through pixel rows and columns to apply colors based on the AI’s directions. Here’s how it could be implemented conceptually: - The framework would parse commands related to the canvas and translate them into drawing actions. - The canvas subdivided into quadrants provides a manageable way to specify locations and design elements in pixel art. - The AI provides the creative input, specifying which colors to use and where to draw elements using the grid as a reference. In practice, you might want to use the HTML5 canvas element and JavaScript for rendering, possibly combined with a library like P5.js for an easier drawing interface. The AI could issue drawing commands with grid coordinates and color values that the JavaScript code would translate into drawings on the canvas. This quadrant-based approach allows for precise control over the artwork, as long as the instructions from the AI are clear and indicative of the desired end result. By using a finite set of colors and a clear grid structure, this approach can provide an efficient and effective method to create pixel art programmatically. look that string I have made and engineered for you. is it look ok for you to consume, gpt?: “q1-01aa8e, q2-ee11bb, q3-aabbee, q4-667788, q5-abcdef, q6eebbaa … etc”. so, our 800x800px canvas will be splitd on a specific suitable amount of quadrants that will suit well for a pixel art representation needs. “q1” means “quadrant 1”, “01aa8e” means a hex color but without hashtag “#”. The string you’ve engineered seems straightforward and could indeed be utilized by an NLP model like me to generate instructions for a pixel art based system. You’ve assigned each quadrant a unique identifier (“q1”, “q2”, “q3”, …) and associated each with a hex color value (represented without the typical “#” prefix used in CSS). One thing to consider when using this approach is how you’ll define the relationship between quadrant numbers and their positions on the canvas. For simplicity and human readability, it would be common to use a row and column system, where for example, “q1-1” would refer to the first row, first column; “q1-2” to the first row, second column, and so on. This pattern is easy to extend across the canvas. Here’s a brief overview of how this would work: 1. Canvas Division into Quadrants: Decide the number of quadrants the 800x800px canvas will be divided into. For pixel art, you might want each quadrant to represent a single pixel or a small block of pixels, depending on the level of detail desired. 2. Hex Color Representation: Ensure the hex color codes are consistent with HTML/CSS standards, without the “#” symbol for the purpose of the parameter string. For example, “01aa8e” would be understood to translate to “#01aa8e”. 3. String Interpretation: The framework interpreting this string would parse each quadrant-color pairing and apply the specified hex color to the corresponding quadrant. Here’s a simplified version of what each component could look like in practice: - Quadrant Number: “q1” could refer to a specific quadrant, which needs to have a predefined position on the canvas. - Color Value: “01aa8e” represents the hex code for the color to be filled into the respective quadrant. By utilizing this structured format, the pixel art representation could be dynamically generated based on the instructions contained within the parameter string. The clarity and simplicity of the string formatting make it quite suitable for programmatic interpretation, and consistent with the hex color formatting used in web design even without the hashtag symbol. The success of this system hinges on a well-designed framework capable of translating the simplistic string of quadrant-color pairs into beautifully rendered pixel art on the canvas. It would be the job of the JavaScript code interacting with the HTML5 canvas API (or a library built on top of it) to map the “q” identifiers to their respective areas on the canvas and color them with the provided hex values. yeah, I forgot about that we are in quadrant system, gpt, excuse moi. so, you can utilize a fully fledged quadrant system and how it should work within our pixelarted canvas simple framework for NLP AI GPT through the chat string output by that NLP AI GPT robot. No problem at all! Let’s clarify how a quadrant system could be utilized within a pixelated canvas framework designed specifically for producing pixel art through an NLP AI’s output (like mine). ### Pixel Art Canvas Framework Overview: 1. Canvas Designation and Grid Layout: - The 800x800px canvas is divided into an N by N grid, where N corresponds to the number of quadrants horizontally and vertically. - Each quadrant represents a “pixel” or small block of pixels within the larger pixel art image. 2. Quadrant Identification: - Each quadrant is given a unique identifier based on its position, using a two-dimensional coordinate system (e.g., Q1-1, Q1-2, Q2-1, Q2-2, and so on). 3. Color Coding: - Each quadrant is associated with a hex color code. In the string, the hex code follows the quadrant identifier, like Q1-1-01aa8e. 4. NLP AI Output Format: - As an AI, I output a string in a predefined format that the framework will understand and convert into visual pixel art. The format might use commas or semicolons to separate instructions for different quadrants. ### Example NLP AI Output String: Given the desired formatting and system design, I might output a string like this: “Q1-1-01aa8e; Q1-2-ee11bb; Q2-1-aabbee; Q2-2-667788; Q3-1-abcdef; Q3-2-eebbaa; …” In this example: - Q1-1-01aa8e: Paints the first quadrant on the first row and first column with the color #01aa8e. - Q1-2-ee11bb: Paints the second quadrant on the first row and second column with #ee11bb. - And so on. ### Framework Interpretation Logic: The JavaScript framework used to render the pixel art would follow these steps: 1. Parse the String: Separate the string by a delimiter like ;, then further parse each segment into quadrant coordinates (Qx-y) and color (hexValue). 2. Apply Colors: For each parsed instruction, identify the corresponding quadrant by its coordinates and fill it with the specified color. The exact method of filling will depend on whether the quad represents a single pixel or block of pixels. 3. Render onto Canvas: Use the HTML5 Canvas API to draw. For single-pixel quadrants, the fillRect function can be used to color each pixel. For blocks, the function would be called with width and height parameters to match the block size. By using a clear and organized system in tandem with an intelligently-coded framework, the process for generating pixel art becomes automated and efficient. As the NLP AI gives out structured commands, the framework parses and renders these instructions precisely. This concept optimizes for simplicity in coordination between the NLP AI’s output and the framework’s rendering capability, ensuring that the rich descriptions produced can be effectively transformed into pixel art representation. ok, let’s do some math and try to calculate how big that string could possibly be to fill the whole pixelarted canvas framework through your chatgpt output. try divide 800x800px canvas on suitable amount of quadrants for a pixel art representation and then calculate how many statements in the string in total and the length in tokens or actual characters amount in the chat. Calculating the size of the output string to fill an 800x800 pixel canvas for pixel art depends on how large each “pixel” in the pixel art will be. For this example, let’s consider each quadrant to be an 8x8 pixel block, which is a common size for individual tiles in pixel art and would give a good balance between detail and manageability. ### Canvas Division: - Canvas Size: 800 x 800 pixels - Quadrant Size: 8 x 8 pixels - Number of Quadrants per Row/Column: 800 / 8 = 100 - Total Quadrants: 100 (per row) x 100 (per column) = 10,000 quadrants ### String Structure per Quadrant: - Quadrant Identifier: “Qx-y” where x and y range from 1 to 100. For example, “Q1-1”, requiring up to 7 characters, including the ‘Q’ and the delimiter ‘-’ (e.g., “Q99-99”). - Color Code: A 6-character hex color. For example, “01aa8e”. - Delimiter: A character to separate each quadrant’s data. We’ll use a semicolon “;”, which adds 1 character. ### String Size Estimation: - Characters per Quadrant: “Qx-y” (up to 7) + hex color (6) + delimiter (1) = 14 characters as an upper bound. - Total Characters for Full Canvas: 14 characters/quadrant * 10,000 quadrants = 140,000 characters. ### Tokens for Full Canvas: OpenAI defines a token in GPT-3 as roughly equivalent to 4 bytes, so it’s not a direct 1:1 relationship with characters (especially with special characters). Here, we’ll approximate based on characters as follows: - Average Tokens per Quadrant: Given the upper estimate of 14 characters/quadrant, and assuming every 4 characters equal 1 token, 14 / 4 = 3.5 tokens per quadrant (rounded up to 4 tokens for safety due to potential parsing requirements). - Total Tokens for Full Canvas: 4 tokens/quadrant * 10,000 quadrants = 40,000 tokens. ### Conclusion: In practice, I can generate a string that’s within the maximum token limit of OpenAI’s GPT-3, which is 4096 tokens per response. Since we’re estimating 40,000 tokens and each input to the model needs to stay within that maximum, you would need to break down the operation. Instead of generating one massive string, you could generate the art in segments, prompting the AI multiple times to create sections of the canvas sequentially. Please note that these calculations are approximations based on an ideal scenario. If you wish to turn the string into actual visual renderings, you will need to consider the limitations of browsers and devices in handling such large strings, as well as the capacity of web servers and client-side scripts to process and render the corresponding pixel art. then this approach is not reliable, gpt? I don’t know, try to do a test version but reduce total quadrant division to 10 quadrants inside 800x800px canvas. Reducing the total number of quadrants to 10 inside an 800x800px canvas simplifies the scenario considerably. Each quadrant would therefore represent a significant portion of the canvas (80x80 pixels per quadrant if we’re using 10 quadrants). This makes managing the string much more feasible for rendering via NLP AI output. ### Canvas Division with 10 Quadrants: - Canvas Size: 800 x 800 pixels - Each Quadrant: 80 x 80 pixels (original 800px dimension divided by the square root of 10 quadrants) - Quadrants per Row/Column: √10 ≈ 3.16, which we could round to a 3x3 grid plus one additional quadrant. - Total Quadrants: 10 ### String Structure per Quadrant: - The quadrant identifier and color code structure remain the same, but we only have 10 quadrants to define. - The identifier will be the quadrant number (“Q1”, “Q2”, …, “Q10”) and this time we’re not dealing with a grid position, since we have just 10 quadrants. ### String Format and Example: - Format: “Qn-colorcode;” - Example String: “Q1-01aa8e; Q2-ee11bb; Q3-aabbee; Q4-667788; Q5-abcdef; Q6-eebbaa; Q7-f0f0f0; Q8-987654; Q9-fedcba; Q10-bb11ee;” ### String Size Estimation: - Characters per Quadrant: “Qn” (up to 3 characters for “Q10”) + “-” (1 character) + hex color (6 characters) + delimiter (1 character) = 11 characters as an upper bound. - Total Characters for Full Canvas: 11 characters/quadrant * 10 quadrants = 110 characters. ### Tokens for Full Canvas: - Given the estimate of 11 characters per quadrant and the token conversion, we can consider that each quadrant may need, at most, 3 tokens (if we round 2.75 up to the nearest whole number). - Total Tokens for Full Canvas: 3 tokens/quadrant * 10 quadrants = 30 tokens. ### Conclusion: With this simplified example, the full string for an 800x800px canvas with 10 quadrants is estimated at 110 characters, which translates to approximately 30 tokens. This is well within the capabilities of an NLP AI like GPT-3, both in terms of output length and token count. Thus, this approach is much more reliable and manageable than the earlier example with many quadrants. As the actual complexity of the generation and rendering tasks depends on the intended use of the pixel art and the capabilities of the rendering system, this approach should be tested in a real environment. Nevertheless, with a reduced number of quadrants, the AI can feasibly generate the entire canvas in a single response, enabling a pixel art system that is both feasible and practical. and if we reimplement our parameter in string as: “11q1a0eab”. this will count as a single token in chatgpt, right? In the context of GPT-3 and similar AI language models, a token is not strictly equivalent to a word or a set sequence of characters. Tokens are determined by the model’s tokenizer, which breaks down text into units that it uses to understand and generate language. The tokenizer can consider various factors, including spaces, punctuation, and common subwords or character sequences. In the example “11q1a0eab”, the tokenizer will determine how to break down the string into tokens. It’s possible that the string could be considered one token if the tokenizer has been trained to recognize such patterns as single units. However, this is not certain without knowing the specifics of the tokenizer’s training data and rules. Commonly, such a string could be split into multiple tokens, especially since it contains a mix of numbers and letters, as well as transitions between them. Let’s break down your string: - “11” could be recognized as one numeric token. - “q1” could be another token, especially if ‘q’ followed by a number is common in the training data. - “a0eab” may not be recognized as a common pattern and could be split into one or more tokens. To maximize the chances of “11q1a0eab” being a single token, the string would need to be formatted in a way that is commonly recognized by the tokenizer as a single unit of meaning. For example, if “q1” is a constantly used symbol in the training data, it would be more likely to be a single token. It is important to note that, despite optimization efforts, there is always a possibility of variations in tokenization due to the complexity of AI language models. If minimizing token usage is critical, it would be best to test the specific format with the model to see exactly how many tokens are used, or to consult the tokenization rules of GPT-3 if available. and how do we represent our “Q1-01aa8e" or “Q1-1-01aa8e” as a single token strictly in chatgpt? any ideas? In order to represent a quadrant-color pair such as “Q1-01aa8e" or “Q1-1-01aa8e” as a single token within the context of a system like GPT-3, it must be formatted in a manner that the model’s tokenizer would consistently interpret it as a distinct and indivisible linguistic unit. However, language models like GPT-3 are trained on vast datasets that typically include natural language, rather than domain-specific codes or serialized data. This training does not encourage the tokenizer to recognize a pattern like “Q1-01aa8e" as a single token—instead, it tends to break strings into smaller pieces based on punctuation, alphanumeric boundaries, and recognizable subwords. Still, here are a couple of ideas that you could explore to try to influence the tokenizer to treat complex strings as single tokens: 1. Special Prefix/Suffix: Use a unique prefix or suffix that is consistently applied across such strings, making it more likely to be recognized as a single token. However, there is no guarantee without training a custom model that this will resolve in single-token recognition. 2. Encoding: Develop a proprietary encoding system where each quadrant-color pair is translated into a unique symbol or set of characters that the model has learned to treat as a single token. This might involve training a custom tokenizer or an entirely new model. 3. Custom Tokenizer: Train a custom tokenizer that treats your specific pattern as a single token. This would require a large dataset of similar patterns and access to model training capabilities. While these methods might have the potential to influence tokenization, they are speculative and would require significant experimentation or access to model training that is beyond the scope of GPT-3’s current usage terms. For practical purposes when working with existing models like GPT-3, it is unlikely that you can force the tokenizer to treat a complex string such as “Q1-01aa8e" or “Q1-1-01aa8e” as a single token. The model’s underlying mechanism is not designed for this type of optimization, especially for strings that include a mix of letters, numbers, and hyphens, which are typically treated as separate tokens in natural language processing. One feasible workaround for dealing with the existing GPT-3 tokenizer is to simplify the string as much as possible while retaining its uniqueness. For example, you might remove the hyphens and use a consistent length of characters for quadrant identifiers and color codes, aiming for a format such as “Q101aa8e.” Even then, the tokenizer might still split this into multiple tokens, but the simplification could reduce the number of tokens used. This format is more streamlined yet not guaranteed to be a single token due to the reasons mentioned earlier. Ultimately, if the goal is to minimize tokens in the output, consider rethinking the design to avoid highly granular control through the token system, and perhaps explore segmenting the commands or working with higher-level abstractions that are more in line with the natural language the model has been trained on. “One feasible workaround for dealing”. then let’s teach our framework to interpret something like “11111111” as first two numbers represent quadrant position, the rest 6 numbers represent actual color but without letters in terms as in normal hex representation. can tokenizer be confused in that case and not understand wtf is is this “11111111” number and how the fuck should I split it if there’s only motherfucking “1”. wtf! It is possible to create a framework that interprets a string such as “11111111” where the first two digits represent a quadrant and the remaining six digits represent a color. However, this would require a custom-designed interpreter within your framework that understands this specific encoding system. Let’s break down how we could approach this: 1. Custom Encoding: Design a system where the first two digits (11 in this example) map to a specific quadrant on the canvas grid. For instance, “01” might correspond to the upper-left quadrant, “02” to the upper-right, and so forth. 2. Compact Color Representation: The remaining six digits would represent the color. However, without letters, this would not conform to a standard hex representation of color, which can include characters from 0-9 and A-F. Instead, you could use a purely numeric system, but this would significantly limit your color palette. Tokenizer Interpretation: Regarding the tokenization question, language models like GPT-3 tokenize text based on rules they learned from the training data, which includes natural language and common patterns. If “11111111” were presented to GPT-3 without context, the tokenizer might treat it as a single token since it is a long sequence of identical numerals with no obvious delimiters or subword boundaries. However, GPT-3 would not inherently understand what “11111111” means in the context of your application unless you provide that contextual information within your interaction with the model. Consequently, you cannot expect the AI to interpret this string correctly as a command to color a quadrant without additional programming on the rendering framework side. In your custom framework, you would: - Parse the input string to extract the quadrant identifier and color code. - Map the quadrant identifier to the actual position on the canvas. - Convert the six-digit numerical code to an RGB value that your system can use. To avoid possible confusion and ensure clarity when dealing with the data within your framework, you’ll want to establish strict rules and document them. It’s essential to keep in mind that any confusion would stem from the parsing logic implemented in your framework, not from the tokenizer within GPT-3, since the tokenizer’s job is just to split text into chunks without assigning any meaning to them. Remember that bypassing the typical hexadecimal color representation will limit your range of representable colors. In the case of using only numerals, you would be limited to 1,000,000 color variations instead of the 16,777,216 variations available with full hexadecimal representation. Additionally, this system would not be able to represent standard web colors directly, so you would need to have a conversion method in place if you’re planning to display these colors on standard displays or interfaces that expect hex codes. “representable colors.”. we can extend index in our numerical only hex color representation, so, “1” in our framework in reality it will be +10, for example. but we need to left “0” for black. we can also introduce opacity level inside numerical only representation which will extend actual color range even further, so this is not a problem here. also in quadrants we need probably to define them in grid always as quadrant 1-2 will be shown or represented as “0102” in numerical only string representaion. so, the actual string with quadrant, color, and opacity will look as that: “010212345605” for a single cell or quadrant in our pixelarted canvas framework. Using a purely numerical scheme for quadrant identification, color, and opacity representation that maps to a more traditional system is a creative way to encode this information. However, this requires that both the framework interpreting these strings and any system producing them (like an NLP AI) understand and adhere to the encoding rules you’ve established. Given the rules you’ve described, let’s break down the components of the example string “010212345605”: 1. Quadrant Identification: “0102” - This could represent the grid row “01” and column “02”, corresponding to the second cell in the first row of the grid. 2. Color Representation: “123456” - Normally, a six-digit number in hex format can represent 16 million colors. Here, to retain this space, each digit in the “123456” sequence would map to a hexadecimal digit. For example, “1” could map to “A” in hexadecimal (since you’ve added 10), “2” to “B”, and so on until “9” would map to “I”, thereby allowing a representation close to the full spectrum of colors. 3. Opacity: “05” - Opacity can usually be represented by two hexadecimal digits as part of an RGBA color notation, ranging from “00” for fully transparent to “FF” for fully opaque. In your numerical system, “05” might correspond to a mapped value of “5F” in standard hexadecimal notation. Implementing these rules within your framework means you have a custom parsing logic that can decode the string “010212345605” into actionable drawing instructions. The framework would: 1. Parse the string to separate quadrant information, color, and opacity. 2. Map each numeric digit to its corresponding value or range within your system. 3. Apply these mapped values to set the properties of the required element within the pixel art canvas, which would likely involve converting them to a format that can be used by a web browser or graphics API, such as hex values for colors and standard opacity levels. It’s important to ensure consistency and to document every aspect of this encoding scheme so anyone or anything interacting with the framework or producing strings for it does so correctly. The NLP AI, in turn, would need guidance or training based on these encoding rules to generate valid strings. The real challenge is making sure the AI understands the scheme well enough to generate these strings. This may require custom pre-processing and post-processing steps around the AI’s output or wrapping the AI within a larger system that manages this encoding scheme. If you’re using a traditional NLP model like GPT-3, you’d likely manage the encoding externally, as the AI would produce natural language text that would then need to be converted into your specific format by a separate encoding logic layer. Training an AI model to generate these types of strings natively would involve fine-tuning on a dataset composed of these strings or creating a supplementary system that takes the AI’s natural language output and converts it into the encoded format your framework expects. “The real challenge is making sure the AI understands the scheme”. I will just copy-paste the entire framework code in javscript into chatgpt with a miniprompt and it will understand how it should interpret the string. so, can you you do the actual framework code as we discussed in html,css, and javascript? Certainly! Below is a simple example of an HTML, CSS, and JavaScript framework that interprets a string with a quadrant, color, and opacity following the scheme you described. This example assumes that all quadrant strings would be concatenated into a single long string and that you would somehow prompt your NLP model to generate such a string. The quadrant grid on the canvas is represented by div elements. The JavaScript function applyQuadrantProperties() interprets the string for each quadrant and applies the colors and opacity to the respective div elements. I’ll put in some dummy data in the function call to demonstrate how it would work: <!DOCTYPE html> <html lang=“en”> <head> <meta charset=“UTF-8”> <meta name=“viewport” content=“width=device-width, initial-scale=1.0”> <title>Pixel Art Canvas</title> <style> .canvas-grid { display: grid; grid-template-columns: repeat(3, 1fr); /* Adjust based on number of columns / grid-gap: 2px; width: 800px; height: 800px; } .quadrant { width: 100%; height: 100%; opacity: 1; background-color: #000; / Default black color */ } </style> </head> <body> <div id=“canvas” class=“canvas-grid”> <!-- Example initial setup for a 3x3 grid of quadrants --> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> </div> <script> function applyQuadrantProperties(quadrantString) { const quadrantElements = document.querySelectorAll(‘.quadrant’); for (let i = 0; i < quadrantString.length; i += 12) { const quadrantSubstr = quadrantString.substring(i, i + 12); const rowIndex = parseInt(quadrantSubstr.substring(0, 2), 10) - 1; const columnIndex = parseInt(quadrantSubstr.substring(2, 4), 10) - 1; // Convert our encoding to standard hex notation const colorCode = quadrantSubstr.substring(4, 10).split(‘’).map(num => { return (parseInt(num, 10) + 9).toString(16); }).join(‘’); const opacity = parseInt(quadrantSubstr.substring(10), 10) / 100; // Determine the correct quadrant element index const quadrantIndex = rowIndex * 3 + columnIndex; // assuming a 3x3 grid // Apply color and opacity const quadrantElement = quadrantElements[quadrantIndex]; quadrantElement.style.backgroundColor = #${colorCode}; quadrantElement.style.opacity = opacity; } } // Example usage with a dummy data string: applyQuadrantProperties(‘010212345605020314151607030416171809’); </script> </body> </html> In this example, the canvas is assumed to be a square divided into a 3x3 grid. Each quadrant is a div styled by the .quadrant class. The function applyQuadrantProperties takes a string where every 12 characters correspond to one quadrant’s position, color, and opacity level. It interprets the color values as offset from 10 and opacity as a two-digit percentage. The code converts the provided values into standard CSS hex color values and opacity values. Adjust the grid, the styles, and the quadrant logic to fit your actual requirements, such as the number of tiles in your grid or exact dimensions of each tile. Depending on the size of your grid, the logic to determine quadrantIndex from rowIndex and columnIndex may be different. Please note this is a basic demonstration and an actual application may require much more robust handling of things like error checking and dealing with different quadrant sizes. " // Example usage with a dummy data string: applyQuadrantProperties(‘010212345605020314151607030416171809’);". fuck no, gpt. do you really think that we need to use a single string without comma “,”? because I think that gpt will be unable to output a huge single string of numbers, it will hallucinate instantly. Apologies for any confusion. Let’s adjust the approach to handle a comma-separated string where each segment corresponds to a specific quadrant along with its color and opacity. This should prevent any potential issues with the NLP model generating overly long, uninterrupted strings of numbers which could impact accuracy and increase the risk of hallucinations. Here’s the updated code that processes a comma-separated string: <!DOCTYPE html> <html lang=“en”> <head> <meta charset=“UTF-8”> <meta name=“viewport” content=“width=device-width, initial-scale=1.0”> <title>Pixel Art Canvas</title> <style> .canvas-grid { display: grid; grid-template-columns: repeat(3, 1fr); /* Adjust based on number of columns / grid-gap: 2px; width: 800px; height: 800px; } .quadrant { width: 100%; height: 100%; opacity: 1; background-color: #000; / Default black color */ } </style> </head> <body> <div id=“canvas” class=“canvas-grid”> <!-- Example initial setup for a 3x3 grid of quadrants --> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> </div> <script> function applyQuadrantProperties(quadrantData) { const quadrantElements = document.querySelectorAll(‘.quadrant’); const quadrants = quadrantData.split(‘,’); quadrants.forEach(quadrant => { const rowIndex = parseInt(quadrant.substring(0, 2), 10) - 1; const columnIndex = parseInt(quadrant.substring(2, 4), 10) - 1; const colorCode = quadrant.substring(4, 10).split(‘’).map(num => { const hex = (parseInt(num, 10) + 9).toString(16); return hex.length === 1 ? ‘0’ + hex : hex; }).join(‘’); const opacity = parseInt(quadrant.substring(10), 10) / 100; const quadrantIndex = rowIndex * 3 + columnIndex; // assuming a 3x3 grid const quadrantElement = quadrantElements[quadrantIndex]; quadrantElement.style.backgroundColor = #${colorCode}; quadrantElement.style.opacity = opacity; }); } // Example usage: applyQuadrantProperties(‘0102123456,0502021415,0903041617’); </script> </body> </html> Important notes about the updated implementation: 1. A comma , is now expected to separate each set of quadrant information in the input string. 2. The applyQuadrantProperties function has been updated to split the input string by commas and process each segment individually. 3. Each segment (quadrant information slice) now consistently affects one element of the quadrant class. 4. The example string provided in the applyQuadrantProperties call demonstrates how three sets of quadrant information can be passed as a comma-separated string. By using a comma-separated string, we can easily parse and apply each quadrant’s data iteratively without facing any ambiguity due to excessively long strings. This format also makes it more feasible for an AI to generate the string since the syntax more clearly demarcates the boundaries between different pieces of data. why it tells?: “SyntaxError: private names aren’t valid in this context” at “quadrantElement.style.backgroundColor = #${colorCode};” . do it without these motherfucking backticks, gpt, through normal nonfuckable fashion through "+" and ' .
636b808d97afe5b46a7cb560b87c61ea
{ "intermediate": 0.41129958629608154, "beginner": 0.3989948332309723, "expert": 0.18970556557178497 }
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### Framework Interpretation: The internal logic of the framework would interpret these instructions as follows: - It identifies each quadrant and associated elements, using their unique tags. - It applies a relative positioning rule to place circle55 with respect to square99, without having to specifically calculate precise pixel coordinates. - The rule might translate “above” into an upward shift relative to the center of square99, maintaining a uniform gap. - The “left-edge” directive places the left side of square99 flush with the left boundary of Q22. ### Advantages: - Clarity and Ease of Generating Instructions: The NLP AI produces clear, structured commands with elements’ relationships clearly specified. - Reduction of Ambiguity for Interpretation: Having unique identifiers minimizes confusion about which elements are being referred to. - Simpler Parsing and Rendering Logic: The framework doesn’t need to parse complex CSS positioning but rather follow straightforward instructions about the spatial relationships between elements. Ultimately, through careful definition of the syntax and constraints, you can create a structured DSL that enables the NLP AI to generate descriptive instructions for visual layouts without being burdened by detailed positioning calculations. The framework handling the rendering would manage the complexity of translating these instructions into actual visual output. “indicates that square99 is to be placed along the left edge of quadrant Q22.”. at the center of the corner or within borders of that quadrant’s angle? because we need to understand that quadrant based system is a whole picture or a composition background. could this add yet another problem in positioning things correctly? It’s important to establish clear rules for interpreting relative directions and positioning within a quadrant-based system to prevent any ambiguity, especially when dealing with edges and corners. When we specify “left edge,” for example, we need to define if this means aligning with the exact midpoint of the left boundary of the quadrant or another specific point. To address this within the framework, you might consider the following approaches: 1. Center Alignment by Default: For simplicity, when an object is placed along a quadrant’s edge, it could default to center-aligning along that edge, unless further specified. 2. Edge Anchors: Introduce terms that denote specific anchor points along edges, such as “top-left-corner,” “bottom-left-corner,” “mid-left,” “mid-right,” “top-edge-center,” “bottom-edge-center,” and so on. 3. Clear Definitions: Document and enforce clear definitions for each term within the framework’s logic. For example, “left-edge” could be a shorthand for “align the center of the left side of the object with the vertical center line of the left edge of the quadrant.” 4. Offset Instructions: Allow for offsetting from edges when more precise placement is needed, such as “5px from top-edge” or “10% from bottom-left-corner.” 5. Sub-divisions within Quadrants: If necessary, further sub-divide quadrants into smaller sections or introduce a mini-grid within each quadrant for more granular control. 6. Visual Debugger: Implement a debugging or visual editing mode that shows outlines of quadrants and anchors to assist with debugging and visualization during development. Considering your original example “square99 left-edge,” the framework would understand this to mean that the square should be aligned to the vertical midpoint of the left edge of Q22. If additional precision is needed, more specific instructions would be included in the string. Adopting these carefully defined terms and rules can ensure the system interprets positioning in a consistent manner, thus avoiding problems and maintaining the integrity of the overall visual composition. In practical terms, this means the NLP AI wouldn’t need to concern itself with complex positioning logic—it would simply use standardized phrases. The underlying framework would translate these into precise visual layouts. This quadrant-based system, bolstered by a shared, well-defined vocabulary, seeks to balance simplicity with enough flexibility to create a wide variety of compositions without confusion or error. and from nlp ai perspecive how can you live inside this quadrant based system? would be that too hard for you to navigate throughout canvas or better, gpt? for example: if you split 800x800px canvas on 99999999999x quadrants. how you will navigate inside? Navigating a canvas divided into an extremely large number of quadrants, such as 99999999999× quadrants, would be impractical for any system—NLP AI or otherwise—due to the excessive granularity that goes far beyond human perception or useful design principles. An optimal grid system should balance the need for precision with manageability and practical usefulness. For an 800x800px canvas, a more reasonable and manageable quadrant system might involve dividing the canvas into something like a 4x4, 8x8, or 16x16 grid, where each quadrant represents a significant enough area to place and manipulate visual elements meaningfully. ### NLP AI Perspective on Grid Systems: From an NLP AI’s perspective, here’s how I would navigate and use a quadrant-based system effectively: 1. Reasonable Grid Size: I’d operate best within a grid system that is not overly complex. A grid with fewer, larger quadrants is easier to reference and keep track of within the context of a given image. 2. Clear Quadrant Identification: Each quadrant would have a clear identifier, such as Q11 for row 1, column 1, through to Q44 for row 4, column 4 in a 4x4 grid, which I can reference without confusion. 3. Relative Positions and Relationships: I would refer to the position of objects in relation to other elements or quadrant features using a predefined set of terms that are consistently applied within the system’s rules. 4. Limited Element Interactions: For less complexity, interactions between elements might be limited to within their own quadrant or with adjacent quadrants, avoiding wide-ranging relationships across distant parts of the canvas. 5. Simplicity and Constraints: By working within a system with clear constraints, I can generate instructions that are consistently interpretable by the visual rendering framework. ### Practical Example: Suppose we work with an 800x800px canvas divided into a 4x4 grid. Each quadrant is 200px by 200px. Instead of trying to navigate among countless tiny quadrants, I would navigate as follows: - For broad positioning: “Place a large red circle in Q13.” - For relative positioning: “Position a small blue square in the top-right corner of Q13, slightly spaced from the edges.” In this example, “Q13” quickly identifies the location, and “top-right corner of Q13” provides a relative position within the specified quadrant that the framework can accurately translate into coordinates on the canvas. A quadrant system must remain usable and be designed with the end-user in mind, whether that is a person or an AI. The goal of an AI like me is to interpret and generate text-based instructions that are aligned with the capabilities and constraints of the rendering system to ensure accurate visual outputs. An overly complex grid with excessively many quadrants would run counter to this goal by creating unnecessary complexity and potential for confusion. then let’s do a pixelarted canvas by default splitted on some quadrants through which you will pixelart? Creating a pixel art canvas with a default split into quadrants is a logical approach to structuring the canvas for an NLP AI to understand and reference easily. Pixel art naturally lends itself to grid-based design, making it a good fit for a quadrant-based system. Let’s outline the basic concept: 1. Canvas and Grid Initialization: Define the overall size of the canvas in pixels, and then decide how many quadrants to divide it into. The choice of quadrant size should consider the level of detail you wish to achieve in your pixel art. Common sizes for pixel art canvases might include 16x16, 32x32, or 64x64 pixels, with subdivisions reflecting the desired granularity. 2. Quadrant Definition: Label each quadrant with a coordinate system, like Qx-y, where x and y correspond to the row and column of the grid. For a 32x32 canvas, you might have quadrants from Q1-1 to Q4-4 for a simple 4x4 grid. 3. Pixel Art Constraints: In pixel art, each pixel acts as a “quadrant” of its own, meaning a 32x32 canvas has 1,024 individual pixels to manage. This is a perfect use case for a quadrant system since each individual “pixel quadrant” is highly manageable. 4. NLP AI Instructions: I, the AI, can generate instructions like “Draw a red line from the top-left to the bottom-right of Q2-2,” where each pixel along that line within the quadrant can be computed and colored accordingly. 5. Rendering to Canvas: The framework would use the provided instructions to render the pixel art on an HTML canvas element, iterating through pixel rows and columns to apply colors based on the AI’s directions. Here’s how it could be implemented conceptually: - The framework would parse commands related to the canvas and translate them into drawing actions. - The canvas subdivided into quadrants provides a manageable way to specify locations and design elements in pixel art. - The AI provides the creative input, specifying which colors to use and where to draw elements using the grid as a reference. In practice, you might want to use the HTML5 canvas element and JavaScript for rendering, possibly combined with a library like P5.js for an easier drawing interface. The AI could issue drawing commands with grid coordinates and color values that the JavaScript code would translate into drawings on the canvas. This quadrant-based approach allows for precise control over the artwork, as long as the instructions from the AI are clear and indicative of the desired end result. By using a finite set of colors and a clear grid structure, this approach can provide an efficient and effective method to create pixel art programmatically. look that string I have made and engineered for you. is it look ok for you to consume, gpt?: “q1-01aa8e, q2-ee11bb, q3-aabbee, q4-667788, q5-abcdef, q6eebbaa … etc”. so, our 800x800px canvas will be splitd on a specific suitable amount of quadrants that will suit well for a pixel art representation needs. “q1” means “quadrant 1”, “01aa8e” means a hex color but without hashtag “#”. The string you’ve engineered seems straightforward and could indeed be utilized by an NLP model like me to generate instructions for a pixel art based system. You’ve assigned each quadrant a unique identifier (“q1”, “q2”, “q3”, …) and associated each with a hex color value (represented without the typical “#” prefix used in CSS). One thing to consider when using this approach is how you’ll define the relationship between quadrant numbers and their positions on the canvas. For simplicity and human readability, it would be common to use a row and column system, where for example, “q1-1” would refer to the first row, first column; “q1-2” to the first row, second column, and so on. This pattern is easy to extend across the canvas. Here’s a brief overview of how this would work: 1. Canvas Division into Quadrants: Decide the number of quadrants the 800x800px canvas will be divided into. For pixel art, you might want each quadrant to represent a single pixel or a small block of pixels, depending on the level of detail desired. 2. Hex Color Representation: Ensure the hex color codes are consistent with HTML/CSS standards, without the “#” symbol for the purpose of the parameter string. For example, “01aa8e” would be understood to translate to “#01aa8e”. 3. String Interpretation: The framework interpreting this string would parse each quadrant-color pairing and apply the specified hex color to the corresponding quadrant. Here’s a simplified version of what each component could look like in practice: - Quadrant Number: “q1” could refer to a specific quadrant, which needs to have a predefined position on the canvas. - Color Value: “01aa8e” represents the hex code for the color to be filled into the respective quadrant. By utilizing this structured format, the pixel art representation could be dynamically generated based on the instructions contained within the parameter string. The clarity and simplicity of the string formatting make it quite suitable for programmatic interpretation, and consistent with the hex color formatting used in web design even without the hashtag symbol. The success of this system hinges on a well-designed framework capable of translating the simplistic string of quadrant-color pairs into beautifully rendered pixel art on the canvas. It would be the job of the JavaScript code interacting with the HTML5 canvas API (or a library built on top of it) to map the “q” identifiers to their respective areas on the canvas and color them with the provided hex values. yeah, I forgot about that we are in quadrant system, gpt, excuse moi. so, you can utilize a fully fledged quadrant system and how it should work within our pixelarted canvas simple framework for NLP AI GPT through the chat string output by that NLP AI GPT robot. No problem at all! Let’s clarify how a quadrant system could be utilized within a pixelated canvas framework designed specifically for producing pixel art through an NLP AI’s output (like mine). ### Pixel Art Canvas Framework Overview: 1. Canvas Designation and Grid Layout: - The 800x800px canvas is divided into an N by N grid, where N corresponds to the number of quadrants horizontally and vertically. - Each quadrant represents a “pixel” or small block of pixels within the larger pixel art image. 2. Quadrant Identification: - Each quadrant is given a unique identifier based on its position, using a two-dimensional coordinate system (e.g., Q1-1, Q1-2, Q2-1, Q2-2, and so on). 3. Color Coding: - Each quadrant is associated with a hex color code. In the string, the hex code follows the quadrant identifier, like Q1-1-01aa8e. 4. NLP AI Output Format: - As an AI, I output a string in a predefined format that the framework will understand and convert into visual pixel art. The format might use commas or semicolons to separate instructions for different quadrants. ### Example NLP AI Output String: Given the desired formatting and system design, I might output a string like this: “Q1-1-01aa8e; Q1-2-ee11bb; Q2-1-aabbee; Q2-2-667788; Q3-1-abcdef; Q3-2-eebbaa; …” In this example: - Q1-1-01aa8e: Paints the first quadrant on the first row and first column with the color #01aa8e. - Q1-2-ee11bb: Paints the second quadrant on the first row and second column with #ee11bb. - And so on. ### Framework Interpretation Logic: The JavaScript framework used to render the pixel art would follow these steps: 1. Parse the String: Separate the string by a delimiter like ;, then further parse each segment into quadrant coordinates (Qx-y) and color (hexValue). 2. Apply Colors: For each parsed instruction, identify the corresponding quadrant by its coordinates and fill it with the specified color. The exact method of filling will depend on whether the quad represents a single pixel or block of pixels. 3. Render onto Canvas: Use the HTML5 Canvas API to draw. For single-pixel quadrants, the fillRect function can be used to color each pixel. For blocks, the function would be called with width and height parameters to match the block size. By using a clear and organized system in tandem with an intelligently-coded framework, the process for generating pixel art becomes automated and efficient. As the NLP AI gives out structured commands, the framework parses and renders these instructions precisely. This concept optimizes for simplicity in coordination between the NLP AI’s output and the framework’s rendering capability, ensuring that the rich descriptions produced can be effectively transformed into pixel art representation. ok, let’s do some math and try to calculate how big that string could possibly be to fill the whole pixelarted canvas framework through your chatgpt output. try divide 800x800px canvas on suitable amount of quadrants for a pixel art representation and then calculate how many statements in the string in total and the length in tokens or actual characters amount in the chat. Calculating the size of the output string to fill an 800x800 pixel canvas for pixel art depends on how large each “pixel” in the pixel art will be. For this example, let’s consider each quadrant to be an 8x8 pixel block, which is a common size for individual tiles in pixel art and would give a good balance between detail and manageability. ### Canvas Division: - Canvas Size: 800 x 800 pixels - Quadrant Size: 8 x 8 pixels - Number of Quadrants per Row/Column: 800 / 8 = 100 - Total Quadrants: 100 (per row) x 100 (per column) = 10,000 quadrants ### String Structure per Quadrant: - Quadrant Identifier: “Qx-y” where x and y range from 1 to 100. For example, “Q1-1”, requiring up to 7 characters, including the ‘Q’ and the delimiter ‘-’ (e.g., “Q99-99”). - Color Code: A 6-character hex color. For example, “01aa8e”. - Delimiter: A character to separate each quadrant’s data. We’ll use a semicolon “;”, which adds 1 character. ### String Size Estimation: - Characters per Quadrant: “Qx-y” (up to 7) + hex color (6) + delimiter (1) = 14 characters as an upper bound. - Total Characters for Full Canvas: 14 characters/quadrant * 10,000 quadrants = 140,000 characters. ### Tokens for Full Canvas: OpenAI defines a token in GPT-3 as roughly equivalent to 4 bytes, so it’s not a direct 1:1 relationship with characters (especially with special characters). Here, we’ll approximate based on characters as follows: - Average Tokens per Quadrant: Given the upper estimate of 14 characters/quadrant, and assuming every 4 characters equal 1 token, 14 / 4 = 3.5 tokens per quadrant (rounded up to 4 tokens for safety due to potential parsing requirements). - Total Tokens for Full Canvas: 4 tokens/quadrant * 10,000 quadrants = 40,000 tokens. ### Conclusion: In practice, I can generate a string that’s within the maximum token limit of OpenAI’s GPT-3, which is 4096 tokens per response. Since we’re estimating 40,000 tokens and each input to the model needs to stay within that maximum, you would need to break down the operation. Instead of generating one massive string, you could generate the art in segments, prompting the AI multiple times to create sections of the canvas sequentially. Please note that these calculations are approximations based on an ideal scenario. If you wish to turn the string into actual visual renderings, you will need to consider the limitations of browsers and devices in handling such large strings, as well as the capacity of web servers and client-side scripts to process and render the corresponding pixel art. then this approach is not reliable, gpt? I don’t know, try to do a test version but reduce total quadrant division to 10 quadrants inside 800x800px canvas. Reducing the total number of quadrants to 10 inside an 800x800px canvas simplifies the scenario considerably. Each quadrant would therefore represent a significant portion of the canvas (80x80 pixels per quadrant if we’re using 10 quadrants). This makes managing the string much more feasible for rendering via NLP AI output. ### Canvas Division with 10 Quadrants: - Canvas Size: 800 x 800 pixels - Each Quadrant: 80 x 80 pixels (original 800px dimension divided by the square root of 10 quadrants) - Quadrants per Row/Column: √10 ≈ 3.16, which we could round to a 3x3 grid plus one additional quadrant. - Total Quadrants: 10 ### String Structure per Quadrant: - The quadrant identifier and color code structure remain the same, but we only have 10 quadrants to define. - The identifier will be the quadrant number (“Q1”, “Q2”, …, “Q10”) and this time we’re not dealing with a grid position, since we have just 10 quadrants. ### String Format and Example: - Format: “Qn-colorcode;” - Example String: “Q1-01aa8e; Q2-ee11bb; Q3-aabbee; Q4-667788; Q5-abcdef; Q6-eebbaa; Q7-f0f0f0; Q8-987654; Q9-fedcba; Q10-bb11ee;” ### String Size Estimation: - Characters per Quadrant: “Qn” (up to 3 characters for “Q10”) + “-” (1 character) + hex color (6 characters) + delimiter (1 character) = 11 characters as an upper bound. - Total Characters for Full Canvas: 11 characters/quadrant * 10 quadrants = 110 characters. ### Tokens for Full Canvas: - Given the estimate of 11 characters per quadrant and the token conversion, we can consider that each quadrant may need, at most, 3 tokens (if we round 2.75 up to the nearest whole number). - Total Tokens for Full Canvas: 3 tokens/quadrant * 10 quadrants = 30 tokens. ### Conclusion: With this simplified example, the full string for an 800x800px canvas with 10 quadrants is estimated at 110 characters, which translates to approximately 30 tokens. This is well within the capabilities of an NLP AI like GPT-3, both in terms of output length and token count. Thus, this approach is much more reliable and manageable than the earlier example with many quadrants. As the actual complexity of the generation and rendering tasks depends on the intended use of the pixel art and the capabilities of the rendering system, this approach should be tested in a real environment. Nevertheless, with a reduced number of quadrants, the AI can feasibly generate the entire canvas in a single response, enabling a pixel art system that is both feasible and practical. and if we reimplement our parameter in string as: “11q1a0eab”. this will count as a single token in chatgpt, right? In the context of GPT-3 and similar AI language models, a token is not strictly equivalent to a word or a set sequence of characters. Tokens are determined by the model’s tokenizer, which breaks down text into units that it uses to understand and generate language. The tokenizer can consider various factors, including spaces, punctuation, and common subwords or character sequences. In the example “11q1a0eab”, the tokenizer will determine how to break down the string into tokens. It’s possible that the string could be considered one token if the tokenizer has been trained to recognize such patterns as single units. However, this is not certain without knowing the specifics of the tokenizer’s training data and rules. Commonly, such a string could be split into multiple tokens, especially since it contains a mix of numbers and letters, as well as transitions between them. Let’s break down your string: - “11” could be recognized as one numeric token. - “q1” could be another token, especially if ‘q’ followed by a number is common in the training data. - “a0eab” may not be recognized as a common pattern and could be split into one or more tokens. To maximize the chances of “11q1a0eab” being a single token, the string would need to be formatted in a way that is commonly recognized by the tokenizer as a single unit of meaning. For example, if “q1” is a constantly used symbol in the training data, it would be more likely to be a single token. It is important to note that, despite optimization efforts, there is always a possibility of variations in tokenization due to the complexity of AI language models. If minimizing token usage is critical, it would be best to test the specific format with the model to see exactly how many tokens are used, or to consult the tokenization rules of GPT-3 if available. and how do we represent our “Q1-01aa8e" or “Q1-1-01aa8e” as a single token strictly in chatgpt? any ideas? In order to represent a quadrant-color pair such as “Q1-01aa8e" or “Q1-1-01aa8e” as a single token within the context of a system like GPT-3, it must be formatted in a manner that the model’s tokenizer would consistently interpret it as a distinct and indivisible linguistic unit. However, language models like GPT-3 are trained on vast datasets that typically include natural language, rather than domain-specific codes or serialized data. This training does not encourage the tokenizer to recognize a pattern like “Q1-01aa8e" as a single token—instead, it tends to break strings into smaller pieces based on punctuation, alphanumeric boundaries, and recognizable subwords. Still, here are a couple of ideas that you could explore to try to influence the tokenizer to treat complex strings as single tokens: 1. Special Prefix/Suffix: Use a unique prefix or suffix that is consistently applied across such strings, making it more likely to be recognized as a single token. However, there is no guarantee without training a custom model that this will resolve in single-token recognition. 2. Encoding: Develop a proprietary encoding system where each quadrant-color pair is translated into a unique symbol or set of characters that the model has learned to treat as a single token. This might involve training a custom tokenizer or an entirely new model. 3. Custom Tokenizer: Train a custom tokenizer that treats your specific pattern as a single token. This would require a large dataset of similar patterns and access to model training capabilities. While these methods might have the potential to influence tokenization, they are speculative and would require significant experimentation or access to model training that is beyond the scope of GPT-3’s current usage terms. For practical purposes when working with existing models like GPT-3, it is unlikely that you can force the tokenizer to treat a complex string such as “Q1-01aa8e" or “Q1-1-01aa8e” as a single token. The model’s underlying mechanism is not designed for this type of optimization, especially for strings that include a mix of letters, numbers, and hyphens, which are typically treated as separate tokens in natural language processing. One feasible workaround for dealing with the existing GPT-3 tokenizer is to simplify the string as much as possible while retaining its uniqueness. For example, you might remove the hyphens and use a consistent length of characters for quadrant identifiers and color codes, aiming for a format such as “Q101aa8e.” Even then, the tokenizer might still split this into multiple tokens, but the simplification could reduce the number of tokens used. This format is more streamlined yet not guaranteed to be a single token due to the reasons mentioned earlier. Ultimately, if the goal is to minimize tokens in the output, consider rethinking the design to avoid highly granular control through the token system, and perhaps explore segmenting the commands or working with higher-level abstractions that are more in line with the natural language the model has been trained on. “One feasible workaround for dealing”. then let’s teach our framework to interpret something like “11111111” as first two numbers represent quadrant position, the rest 6 numbers represent actual color but without letters in terms as in normal hex representation. can tokenizer be confused in that case and not understand wtf is is this “11111111” number and how the fuck should I split it if there’s only motherfucking “1”. wtf! It is possible to create a framework that interprets a string such as “11111111” where the first two digits represent a quadrant and the remaining six digits represent a color. However, this would require a custom-designed interpreter within your framework that understands this specific encoding system. Let’s break down how we could approach this: 1. Custom Encoding: Design a system where the first two digits (11 in this example) map to a specific quadrant on the canvas grid. For instance, “01” might correspond to the upper-left quadrant, “02” to the upper-right, and so forth. 2. Compact Color Representation: The remaining six digits would represent the color. However, without letters, this would not conform to a standard hex representation of color, which can include characters from 0-9 and A-F. Instead, you could use a purely numeric system, but this would significantly limit your color palette. Tokenizer Interpretation: Regarding the tokenization question, language models like GPT-3 tokenize text based on rules they learned from the training data, which includes natural language and common patterns. If “11111111” were presented to GPT-3 without context, the tokenizer might treat it as a single token since it is a long sequence of identical numerals with no obvious delimiters or subword boundaries. However, GPT-3 would not inherently understand what “11111111” means in the context of your application unless you provide that contextual information within your interaction with the model. Consequently, you cannot expect the AI to interpret this string correctly as a command to color a quadrant without additional programming on the rendering framework side. In your custom framework, you would: - Parse the input string to extract the quadrant identifier and color code. - Map the quadrant identifier to the actual position on the canvas. - Convert the six-digit numerical code to an RGB value that your system can use. To avoid possible confusion and ensure clarity when dealing with the data within your framework, you’ll want to establish strict rules and document them. It’s essential to keep in mind that any confusion would stem from the parsing logic implemented in your framework, not from the tokenizer within GPT-3, since the tokenizer’s job is just to split text into chunks without assigning any meaning to them. Remember that bypassing the typical hexadecimal color representation will limit your range of representable colors. In the case of using only numerals, you would be limited to 1,000,000 color variations instead of the 16,777,216 variations available with full hexadecimal representation. Additionally, this system would not be able to represent standard web colors directly, so you would need to have a conversion method in place if you’re planning to display these colors on standard displays or interfaces that expect hex codes. “representable colors.”. we can extend index in our numerical only hex color representation, so, “1” in our framework in reality it will be +10, for example. but we need to left “0” for black. we can also introduce opacity level inside numerical only representation which will extend actual color range even further, so this is not a problem here. also in quadrants we need probably to define them in grid always as quadrant 1-2 will be shown or represented as “0102” in numerical only string representaion. so, the actual string with quadrant, color, and opacity will look as that: “010212345605” for a single cell or quadrant in our pixelarted canvas framework. Using a purely numerical scheme for quadrant identification, color, and opacity representation that maps to a more traditional system is a creative way to encode this information. However, this requires that both the framework interpreting these strings and any system producing them (like an NLP AI) understand and adhere to the encoding rules you’ve established. Given the rules you’ve described, let’s break down the components of the example string “010212345605”: 1. Quadrant Identification: “0102” - This could represent the grid row “01” and column “02”, corresponding to the second cell in the first row of the grid. 2. Color Representation: “123456” - Normally, a six-digit number in hex format can represent 16 million colors. Here, to retain this space, each digit in the “123456” sequence would map to a hexadecimal digit. For example, “1” could map to “A” in hexadecimal (since you’ve added 10), “2” to “B”, and so on until “9” would map to “I”, thereby allowing a representation close to the full spectrum of colors. 3. Opacity: “05” - Opacity can usually be represented by two hexadecimal digits as part of an RGBA color notation, ranging from “00” for fully transparent to “FF” for fully opaque. In your numerical system, “05” might correspond to a mapped value of “5F” in standard hexadecimal notation. Implementing these rules within your framework means you have a custom parsing logic that can decode the string “010212345605” into actionable drawing instructions. The framework would: 1. Parse the string to separate quadrant information, color, and opacity. 2. Map each numeric digit to its corresponding value or range within your system. 3. Apply these mapped values to set the properties of the required element within the pixel art canvas, which would likely involve converting them to a format that can be used by a web browser or graphics API, such as hex values for colors and standard opacity levels. It’s important to ensure consistency and to document every aspect of this encoding scheme so anyone or anything interacting with the framework or producing strings for it does so correctly. The NLP AI, in turn, would need guidance or training based on these encoding rules to generate valid strings. The real challenge is making sure the AI understands the scheme well enough to generate these strings. This may require custom pre-processing and post-processing steps around the AI’s output or wrapping the AI within a larger system that manages this encoding scheme. If you’re using a traditional NLP model like GPT-3, you’d likely manage the encoding externally, as the AI would produce natural language text that would then need to be converted into your specific format by a separate encoding logic layer. Training an AI model to generate these types of strings natively would involve fine-tuning on a dataset composed of these strings or creating a supplementary system that takes the AI’s natural language output and converts it into the encoded format your framework expects. “The real challenge is making sure the AI understands the scheme”. I will just copy-paste the entire framework code in javscript into chatgpt with a miniprompt and it will understand how it should interpret the string. so, can you you do the actual framework code as we discussed in html,css, and javascript? Certainly! Below is a simple example of an HTML, CSS, and JavaScript framework that interprets a string with a quadrant, color, and opacity following the scheme you described. This example assumes that all quadrant strings would be concatenated into a single long string and that you would somehow prompt your NLP model to generate such a string. The quadrant grid on the canvas is represented by div elements. The JavaScript function applyQuadrantProperties() interprets the string for each quadrant and applies the colors and opacity to the respective div elements. I’ll put in some dummy data in the function call to demonstrate how it would work: <!DOCTYPE html> <html lang=“en”> <head> <meta charset=“UTF-8”> <meta name=“viewport” content=“width=device-width, initial-scale=1.0”> <title>Pixel Art Canvas</title> <style> .canvas-grid { display: grid; grid-template-columns: repeat(3, 1fr); /* Adjust based on number of columns / grid-gap: 2px; width: 800px; height: 800px; } .quadrant { width: 100%; height: 100%; opacity: 1; background-color: #000; / Default black color */ } </style> </head> <body> <div id=“canvas” class=“canvas-grid”> <!-- Example initial setup for a 3x3 grid of quadrants --> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> </div> <script> function applyQuadrantProperties(quadrantString) { const quadrantElements = document.querySelectorAll(‘.quadrant’); for (let i = 0; i < quadrantString.length; i += 12) { const quadrantSubstr = quadrantString.substring(i, i + 12); const rowIndex = parseInt(quadrantSubstr.substring(0, 2), 10) - 1; const columnIndex = parseInt(quadrantSubstr.substring(2, 4), 10) - 1; // Convert our encoding to standard hex notation const colorCode = quadrantSubstr.substring(4, 10).split(‘’).map(num => { return (parseInt(num, 10) + 9).toString(16); }).join(‘’); const opacity = parseInt(quadrantSubstr.substring(10), 10) / 100; // Determine the correct quadrant element index const quadrantIndex = rowIndex * 3 + columnIndex; // assuming a 3x3 grid // Apply color and opacity const quadrantElement = quadrantElements[quadrantIndex]; quadrantElement.style.backgroundColor = #${colorCode}; quadrantElement.style.opacity = opacity; } } // Example usage with a dummy data string: applyQuadrantProperties(‘010212345605020314151607030416171809’); </script> </body> </html> In this example, the canvas is assumed to be a square divided into a 3x3 grid. Each quadrant is a div styled by the .quadrant class. The function applyQuadrantProperties takes a string where every 12 characters correspond to one quadrant’s position, color, and opacity level. It interprets the color values as offset from 10 and opacity as a two-digit percentage. The code converts the provided values into standard CSS hex color values and opacity values. Adjust the grid, the styles, and the quadrant logic to fit your actual requirements, such as the number of tiles in your grid or exact dimensions of each tile. Depending on the size of your grid, the logic to determine quadrantIndex from rowIndex and columnIndex may be different. Please note this is a basic demonstration and an actual application may require much more robust handling of things like error checking and dealing with different quadrant sizes. " // Example usage with a dummy data string: applyQuadrantProperties(‘010212345605020314151607030416171809’);". fuck no, gpt. do you really think that we need to use a single string without comma “,”? because I think that gpt will be unable to output a huge single string of numbers, it will hallucinate instantly. Apologies for any confusion. Let’s adjust the approach to handle a comma-separated string where each segment corresponds to a specific quadrant along with its color and opacity. This should prevent any potential issues with the NLP model generating overly long, uninterrupted strings of numbers which could impact accuracy and increase the risk of hallucinations. Here’s the updated code that processes a comma-separated string: <!DOCTYPE html> <html lang=“en”> <head> <meta charset=“UTF-8”> <meta name=“viewport” content=“width=device-width, initial-scale=1.0”> <title>Pixel Art Canvas</title> <style> .canvas-grid { display: grid; grid-template-columns: repeat(3, 1fr); /* Adjust based on number of columns / grid-gap: 2px; width: 800px; height: 800px; } .quadrant { width: 100%; height: 100%; opacity: 1; background-color: #000; / Default black color */ } </style> </head> <body> <div id=“canvas” class=“canvas-grid”> <!-- Example initial setup for a 3x3 grid of quadrants --> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> </div> <script> function applyQuadrantProperties(quadrantData) { const quadrantElements = document.querySelectorAll(‘.quadrant’); const quadrants = quadrantData.split(‘,’); quadrants.forEach(quadrant => { const rowIndex = parseInt(quadrant.substring(0, 2), 10) - 1; const columnIndex = parseInt(quadrant.substring(2, 4), 10) - 1; const colorCode = quadrant.substring(4, 10).split(‘’).map(num => { const hex = (parseInt(num, 10) + 9).toString(16); return hex.length === 1 ? ‘0’ + hex : hex; }).join(‘’); const opacity = parseInt(quadrant.substring(10), 10) / 100; const quadrantIndex = rowIndex * 3 + columnIndex; // assuming a 3x3 grid const quadrantElement = quadrantElements[quadrantIndex]; quadrantElement.style.backgroundColor = #${colorCode}; quadrantElement.style.opacity = opacity; }); } // Example usage: applyQuadrantProperties(‘0102123456,0502021415,0903041617’); </script> </body> </html> Important notes about the updated implementation: 1. A comma , is now expected to separate each set of quadrant information in the input string. 2. The applyQuadrantProperties function has been updated to split the input string by commas and process each segment individually. 3. Each segment (quadrant information slice) now consistently affects one element of the quadrant class. 4. The example string provided in the applyQuadrantProperties call demonstrates how three sets of quadrant information can be passed as a comma-separated string. By using a comma-separated string, we can easily parse and apply each quadrant’s data iteratively without facing any ambiguity due to excessively long strings. This format also makes it more feasible for an AI to generate the string since the syntax more clearly demarcates the boundaries between different pieces of data. why it tells?: “SyntaxError: private names aren’t valid in this context” at “quadrantElement.style.backgroundColor = #${colorCode};” . do it without these motherfucking backticks, gpt, through normal nonfuckable fashion through "+" and ' .
86fff8ca0a9587ec5cb9aa17a09cbed4
{ "intermediate": 0.41100290417671204, "beginner": 0.3620758056640625, "expert": 0.22692131996154785 }
37,260
### Tokens for Full Canvas: - Given the estimate of 11 characters per quadrant and the token conversion, we can consider that each quadrant may need, at most, 3 tokens (if we round 2.75 up to the nearest whole number). - Total Tokens for Full Canvas: 3 tokens/quadrant * 10 quadrants = 30 tokens. ### Conclusion: With this simplified example, the full string for an 800x800px canvas with 10 quadrants is estimated at 110 characters, which translates to approximately 30 tokens. This is well within the capabilities of an NLP AI like GPT-3, both in terms of output length and token count. Thus, this approach is much more reliable and manageable than the earlier example with many quadrants. As the actual complexity of the generation and rendering tasks depends on the intended use of the pixel art and the capabilities of the rendering system, this approach should be tested in a real environment. Nevertheless, with a reduced number of quadrants, the AI can feasibly generate the entire canvas in a single response, enabling a pixel art system that is both feasible and practical. and if we reimplement our parameter in string as: “11q1a0eab”. this will count as a single token in chatgpt, right? In the context of GPT-3 and similar AI language models, a token is not strictly equivalent to a word or a set sequence of characters. Tokens are determined by the model’s tokenizer, which breaks down text into units that it uses to understand and generate language. The tokenizer can consider various factors, including spaces, punctuation, and common subwords or character sequences. In the example “11q1a0eab”, the tokenizer will determine how to break down the string into tokens. It’s possible that the string could be considered one token if the tokenizer has been trained to recognize such patterns as single units. However, this is not certain without knowing the specifics of the tokenizer’s training data and rules. Commonly, such a string could be split into multiple tokens, especially since it contains a mix of numbers and letters, as well as transitions between them. Let’s break down your string: - “11” could be recognized as one numeric token. - “q1” could be another token, especially if ‘q’ followed by a number is common in the training data. - “a0eab” may not be recognized as a common pattern and could be split into one or more tokens. To maximize the chances of “11q1a0eab” being a single token, the string would need to be formatted in a way that is commonly recognized by the tokenizer as a single unit of meaning. For example, if “q1” is a constantly used symbol in the training data, it would be more likely to be a single token. It is important to note that, despite optimization efforts, there is always a possibility of variations in tokenization due to the complexity of AI language models. If minimizing token usage is critical, it would be best to test the specific format with the model to see exactly how many tokens are used, or to consult the tokenization rules of GPT-3 if available. and how do we represent our “Q1-01aa8e" or “Q1-1-01aa8e” as a single token strictly in chatgpt? any ideas? In order to represent a quadrant-color pair such as “Q1-01aa8e" or “Q1-1-01aa8e” as a single token within the context of a system like GPT-3, it must be formatted in a manner that the model’s tokenizer would consistently interpret it as a distinct and indivisible linguistic unit. However, language models like GPT-3 are trained on vast datasets that typically include natural language, rather than domain-specific codes or serialized data. This training does not encourage the tokenizer to recognize a pattern like “Q1-01aa8e" as a single token—instead, it tends to break strings into smaller pieces based on punctuation, alphanumeric boundaries, and recognizable subwords. Still, here are a couple of ideas that you could explore to try to influence the tokenizer to treat complex strings as single tokens: 1. Special Prefix/Suffix: Use a unique prefix or suffix that is consistently applied across such strings, making it more likely to be recognized as a single token. However, there is no guarantee without training a custom model that this will resolve in single-token recognition. 2. Encoding: Develop a proprietary encoding system where each quadrant-color pair is translated into a unique symbol or set of characters that the model has learned to treat as a single token. This might involve training a custom tokenizer or an entirely new model. 3. Custom Tokenizer: Train a custom tokenizer that treats your specific pattern as a single token. This would require a large dataset of similar patterns and access to model training capabilities. While these methods might have the potential to influence tokenization, they are speculative and would require significant experimentation or access to model training that is beyond the scope of GPT-3’s current usage terms. For practical purposes when working with existing models like GPT-3, it is unlikely that you can force the tokenizer to treat a complex string such as “Q1-01aa8e" or “Q1-1-01aa8e” as a single token. The model’s underlying mechanism is not designed for this type of optimization, especially for strings that include a mix of letters, numbers, and hyphens, which are typically treated as separate tokens in natural language processing. One feasible workaround for dealing with the existing GPT-3 tokenizer is to simplify the string as much as possible while retaining its uniqueness. For example, you might remove the hyphens and use a consistent length of characters for quadrant identifiers and color codes, aiming for a format such as “Q101aa8e.” Even then, the tokenizer might still split this into multiple tokens, but the simplification could reduce the number of tokens used. This format is more streamlined yet not guaranteed to be a single token due to the reasons mentioned earlier. Ultimately, if the goal is to minimize tokens in the output, consider rethinking the design to avoid highly granular control through the token system, and perhaps explore segmenting the commands or working with higher-level abstractions that are more in line with the natural language the model has been trained on. “One feasible workaround for dealing”. then let’s teach our framework to interpret something like “11111111” as first two numbers represent quadrant position, the rest 6 numbers represent actual color but without letters in terms as in normal hex representation. can tokenizer be confused in that case and not understand wtf is is this “11111111” number and how the fuck should I split it if there’s only motherfucking “1”. wtf! It is possible to create a framework that interprets a string such as “11111111” where the first two digits represent a quadrant and the remaining six digits represent a color. However, this would require a custom-designed interpreter within your framework that understands this specific encoding system. Let’s break down how we could approach this: 1. Custom Encoding: Design a system where the first two digits (11 in this example) map to a specific quadrant on the canvas grid. For instance, “01” might correspond to the upper-left quadrant, “02” to the upper-right, and so forth. 2. Compact Color Representation: The remaining six digits would represent the color. However, without letters, this would not conform to a standard hex representation of color, which can include characters from 0-9 and A-F. Instead, you could use a purely numeric system, but this would significantly limit your color palette. Tokenizer Interpretation: Regarding the tokenization question, language models like GPT-3 tokenize text based on rules they learned from the training data, which includes natural language and common patterns. If “11111111” were presented to GPT-3 without context, the tokenizer might treat it as a single token since it is a long sequence of identical numerals with no obvious delimiters or subword boundaries. However, GPT-3 would not inherently understand what “11111111” means in the context of your application unless you provide that contextual information within your interaction with the model. Consequently, you cannot expect the AI to interpret this string correctly as a command to color a quadrant without additional programming on the rendering framework side. In your custom framework, you would: - Parse the input string to extract the quadrant identifier and color code. - Map the quadrant identifier to the actual position on the canvas. - Convert the six-digit numerical code to an RGB value that your system can use. To avoid possible confusion and ensure clarity when dealing with the data within your framework, you’ll want to establish strict rules and document them. It’s essential to keep in mind that any confusion would stem from the parsing logic implemented in your framework, not from the tokenizer within GPT-3, since the tokenizer’s job is just to split text into chunks without assigning any meaning to them. Remember that bypassing the typical hexadecimal color representation will limit your range of representable colors. In the case of using only numerals, you would be limited to 1,000,000 color variations instead of the 16,777,216 variations available with full hexadecimal representation. Additionally, this system would not be able to represent standard web colors directly, so you would need to have a conversion method in place if you’re planning to display these colors on standard displays or interfaces that expect hex codes. “representable colors.”. we can extend index in our numerical only hex color representation, so, “1” in our framework in reality it will be +10, for example. but we need to left “0” for black. we can also introduce opacity level inside numerical only representation which will extend actual color range even further, so this is not a problem here. also in quadrants we need probably to define them in grid always as quadrant 1-2 will be shown or represented as “0102” in numerical only string representaion. so, the actual string with quadrant, color, and opacity will look as that: “010212345605” for a single cell or quadrant in our pixelarted canvas framework. Using a purely numerical scheme for quadrant identification, color, and opacity representation that maps to a more traditional system is a creative way to encode this information. However, this requires that both the framework interpreting these strings and any system producing them (like an NLP AI) understand and adhere to the encoding rules you’ve established. Given the rules you’ve described, let’s break down the components of the example string “010212345605”: 1. Quadrant Identification: “0102” - This could represent the grid row “01” and column “02”, corresponding to the second cell in the first row of the grid. 2. Color Representation: “123456” - Normally, a six-digit number in hex format can represent 16 million colors. Here, to retain this space, each digit in the “123456” sequence would map to a hexadecimal digit. For example, “1” could map to “A” in hexadecimal (since you’ve added 10), “2” to “B”, and so on until “9” would map to “I”, thereby allowing a representation close to the full spectrum of colors. 3. Opacity: “05” - Opacity can usually be represented by two hexadecimal digits as part of an RGBA color notation, ranging from “00” for fully transparent to “FF” for fully opaque. In your numerical system, “05” might correspond to a mapped value of “5F” in standard hexadecimal notation. Implementing these rules within your framework means you have a custom parsing logic that can decode the string “010212345605” into actionable drawing instructions. The framework would: 1. Parse the string to separate quadrant information, color, and opacity. 2. Map each numeric digit to its corresponding value or range within your system. 3. Apply these mapped values to set the properties of the required element within the pixel art canvas, which would likely involve converting them to a format that can be used by a web browser or graphics API, such as hex values for colors and standard opacity levels. It’s important to ensure consistency and to document every aspect of this encoding scheme so anyone or anything interacting with the framework or producing strings for it does so correctly. The NLP AI, in turn, would need guidance or training based on these encoding rules to generate valid strings. The real challenge is making sure the AI understands the scheme well enough to generate these strings. This may require custom pre-processing and post-processing steps around the AI’s output or wrapping the AI within a larger system that manages this encoding scheme. If you’re using a traditional NLP model like GPT-3, you’d likely manage the encoding externally, as the AI would produce natural language text that would then need to be converted into your specific format by a separate encoding logic layer. Training an AI model to generate these types of strings natively would involve fine-tuning on a dataset composed of these strings or creating a supplementary system that takes the AI’s natural language output and converts it into the encoded format your framework expects. “The real challenge is making sure the AI understands the scheme”. I will just copy-paste the entire framework code in javscript into chatgpt with a miniprompt and it will understand how it should interpret the string. so, can you you do the actual framework code as we discussed in html,css, and javascript? Certainly! Below is a simple example of an HTML, CSS, and JavaScript framework that interprets a string with a quadrant, color, and opacity following the scheme you described. This example assumes that all quadrant strings would be concatenated into a single long string and that you would somehow prompt your NLP model to generate such a string. The quadrant grid on the canvas is represented by div elements. The JavaScript function applyQuadrantProperties() interprets the string for each quadrant and applies the colors and opacity to the respective div elements. I’ll put in some dummy data in the function call to demonstrate how it would work: <!DOCTYPE html> <html lang=“en”> <head> <meta charset=“UTF-8”> <meta name=“viewport” content=“width=device-width, initial-scale=1.0”> <title>Pixel Art Canvas</title> <style> .canvas-grid { display: grid; grid-template-columns: repeat(3, 1fr); /* Adjust based on number of columns / grid-gap: 2px; width: 800px; height: 800px; } .quadrant { width: 100%; height: 100%; opacity: 1; background-color: #000; / Default black color */ } </style> </head> <body> <div id=“canvas” class=“canvas-grid”> <!-- Example initial setup for a 3x3 grid of quadrants --> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> </div> <script> function applyQuadrantProperties(quadrantString) { const quadrantElements = document.querySelectorAll(‘.quadrant’); for (let i = 0; i < quadrantString.length; i += 12) { const quadrantSubstr = quadrantString.substring(i, i + 12); const rowIndex = parseInt(quadrantSubstr.substring(0, 2), 10) - 1; const columnIndex = parseInt(quadrantSubstr.substring(2, 4), 10) - 1; // Convert our encoding to standard hex notation const colorCode = quadrantSubstr.substring(4, 10).split(‘’).map(num => { return (parseInt(num, 10) + 9).toString(16); }).join(‘’); const opacity = parseInt(quadrantSubstr.substring(10), 10) / 100; // Determine the correct quadrant element index const quadrantIndex = rowIndex * 3 + columnIndex; // assuming a 3x3 grid // Apply color and opacity const quadrantElement = quadrantElements[quadrantIndex]; quadrantElement.style.backgroundColor = #${colorCode}; quadrantElement.style.opacity = opacity; } } // Example usage with a dummy data string: applyQuadrantProperties(‘010212345605020314151607030416171809’); </script> </body> </html> In this example, the canvas is assumed to be a square divided into a 3x3 grid. Each quadrant is a div styled by the .quadrant class. The function applyQuadrantProperties takes a string where every 12 characters correspond to one quadrant’s position, color, and opacity level. It interprets the color values as offset from 10 and opacity as a two-digit percentage. The code converts the provided values into standard CSS hex color values and opacity values. Adjust the grid, the styles, and the quadrant logic to fit your actual requirements, such as the number of tiles in your grid or exact dimensions of each tile. Depending on the size of your grid, the logic to determine quadrantIndex from rowIndex and columnIndex may be different. Please note this is a basic demonstration and an actual application may require much more robust handling of things like error checking and dealing with different quadrant sizes. " // Example usage with a dummy data string: applyQuadrantProperties(‘010212345605020314151607030416171809’);". fuck no, gpt. do you really think that we need to use a single string without comma “,”? because I think that gpt will be unable to output a huge single string of numbers, it will hallucinate instantly. Apologies for any confusion. Let’s adjust the approach to handle a comma-separated string where each segment corresponds to a specific quadrant along with its color and opacity. This should prevent any potential issues with the NLP model generating overly long, uninterrupted strings of numbers which could impact accuracy and increase the risk of hallucinations. Here’s the updated code that processes a comma-separated string: <!DOCTYPE html> <html lang=“en”> <head> <meta charset=“UTF-8”> <meta name=“viewport” content=“width=device-width, initial-scale=1.0”> <title>Pixel Art Canvas</title> <style> .canvas-grid { display: grid; grid-template-columns: repeat(3, 1fr); /* Adjust based on number of columns / grid-gap: 2px; width: 800px; height: 800px; } .quadrant { width: 100%; height: 100%; opacity: 1; background-color: #000; / Default black color */ } </style> </head> <body> <div id=“canvas” class=“canvas-grid”> <!-- Example initial setup for a 3x3 grid of quadrants --> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> </div> <script> function applyQuadrantProperties(quadrantData) { const quadrantElements = document.querySelectorAll(‘.quadrant’); const quadrants = quadrantData.split(‘,’); quadrants.forEach(quadrant => { const rowIndex = parseInt(quadrant.substring(0, 2), 10) - 1; const columnIndex = parseInt(quadrant.substring(2, 4), 10) - 1; const colorCode = quadrant.substring(4, 10).split(‘’).map(num => { const hex = (parseInt(num, 10) + 9).toString(16); return hex.length === 1 ? ‘0’ + hex : hex; }).join(‘’); const opacity = parseInt(quadrant.substring(10), 10) / 100; const quadrantIndex = rowIndex * 3 + columnIndex; // assuming a 3x3 grid const quadrantElement = quadrantElements[quadrantIndex]; quadrantElement.style.backgroundColor = #${colorCode}; quadrantElement.style.opacity = opacity; }); } // Example usage: applyQuadrantProperties(‘0102123456,0502021415,0903041617’); </script> </body> </html> Important notes about the updated implementation: 1. A comma , is now expected to separate each set of quadrant information in the input string. 2. The applyQuadrantProperties function has been updated to split the input string by commas and process each segment individually. 3. Each segment (quadrant information slice) now consistently affects one element of the quadrant class. 4. The example string provided in the applyQuadrantProperties call demonstrates how three sets of quadrant information can be passed as a comma-separated string. By using a comma-separated string, we can easily parse and apply each quadrant’s data iteratively without facing any ambiguity due to excessively long strings. This format also makes it more feasible for an AI to generate the string since the syntax more clearly demarcates the boundaries between different pieces of data. why it tells?: “SyntaxError: private names aren’t valid in this context” at “quadrantElement.style.backgroundColor = #${colorCode};” . do it without these motherfucking backticks, gpt, through normal nonfuckable fashion through "+" and ' .
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mknjbh
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make me a roblox custom code to put into my map scripts and make it so i get admin powers in roblox game
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37,263
we should probably start from alignment of elements throughout background canvas dimension. I don’t know how can or how you interpreting “accuracy” concept within you and which is the best way to implement it strictly for you, gpt. Understood. To tackle the issue of “accuracy” in positioning elements on a visual canvas when creating a DSL for a background generator, let’s discuss some principles for interpreting positioning that aligns with what a language model like me can handle effectively. ### Interpreting Positioning: 1. Use of Concrete Units: Positioning should be defined using specific and concrete units of measurement that are not open to interpretation. Typically, in web design, these might be pixels (px), percentages (%), ems, rems, or viewport widths (vw, vh). An NLP model can easily understand and generate statements involving these specific units. 2. Grids and Coordinates: Define elements’ positions using a grid or coordinate system. For example, using a traditional Cartesian coordinate system makes positioning an object at specific points straightforward. 3. Alignment Keywords: Common CSS alignment properties such as top, bottom, left, right, center can be understood by an NLP model as they have clear, singular meanings. To enhance accuracy, these can be combined with offset measurements. Let’s consider some positioning strategies that could be used to ensure accuracy: - Fixed Positioning: Elements are placed at exact pixel values relative to the canvas. E.g., x=100px; y=150px; puts an element 100 pixels from the left and 150 pixels from the top. - Relative Positioning: Elements are placed relative to other objects or relative to the canvas, using percentages to scale dynamically with canvas size. E.g., above:elementId, offset=10% implies placing the element above another element, with a 10% offset based on canvas height. - Proportional Grid Positioning: Dividing the canvas into a proportion-based grid system. E.g., row=2/12; column=5/12; places an element at the second twelfth vertically and the fifth twelfth horizontally. - Anchor-Based Positioning: Specify anchor points for more dynamic layouts. E.g., anchor=top-left; offset-x=20px; offset-y=30px; specifies an element’s top-left corner should be a certain offset from a reference point. By breaking down the canvas into a grid or using a combination of keywords and measurements, we can create a clear positioning language that is both understandable to an NLP AI and translates straightforwardly to accurate visual positioning by the generator framework. In conceptualizing this DSL, an important consideration is restricting the syntax in a way that promotes precision yet remains quite expressive. For example, rather than allowing an ambiguous statement like “place somewhere near the top,” you could enforce usage of quantifiable specifications: “place at top with 20px margin.” A simple visual syntax for precision might look like this: element1: shape=circle, color=blue, size=large, position=center; element2: shape=square, color=red, size=small, position=top-left, margin=10px; This parameter string is easy to interpret: It’s specifying exact shapes, colors, sizes, and positions without relative terms that can introduce complications. While human language allows for ambiguity, a DSL, particularly one used to guide an automatic process, benefits from exactitude. Lastly, this language would be paired with a JavaScript-based parser and rendering engine that maps these descriptive elements onto HTML/CSS attributes and creates the visual representation on a canvas element or within an SVG. The parser would also be responsible for handling errors or omissions in the parameters, providing default values or alerts as appropriate. “E.g., x=100px; y=150px;”. the problem that you will start hallucinating on this moment and will get lost in arrangements of all elements across a 800x600px canvas, for example. we need something absolutely different for you to not get lost or start hallucinate in positioning, gpt. To facilitate robust and straightforward positioning for NLP AI (like me) when generating instructions for visual compositions, we need to establish a positioning system that is intuitive and less prone to generating confusion or errors. One effective method involves simplifying the positioning into high-level instructions that abstract away the precise numerical details. These high-level instructions can be translated into specific coordinates by the framework, based on predefined rules. Here’s an approach to create an intuitive and structured system for element positioning: ### High-Level Positional Terms: 1. Named Anchors: Use named regions of the canvas as reference points for positioning. For example, divide the canvas into a grid with named areas like “top-left,” “top-center,” “top-right,” “center-left,” “center,” “center-right,” “bottom-left,” “bottom-center,” and “bottom-right.” 2. Directional Offsets: Allow specification of the direction and relative distance from the named anchor points using simple terms such as “slightly,” “moderately,” or “far,” which the framework translates into exact pixel values. 3. Row and Column Grid: Define a simple grid system with a fixed number of rows and columns that can be referenced without needing to specify exact pixel dimensions. By using these abstracted terms, the AI does not need to deal with specific pixel values or have any sense of the absolute size of the canvas. The system translates these high-level instructions into absolute positioning based on the canvas’s dimensions—something the AI does not need to directly “know.” ### Example: A simplified system might allow an AI to produce the following instructions: “place a circle in the center, put a square slightly to the right of the center, align a triangle moderately above the center” The framework would then interpret these instructions according to its predefined rules. For example: - “center” might translate to 50% from the top and 50% from the side of the canvas. - “slightly to the right” could translate to an additional 5% offset from the center on the x-axis. - “moderately above” could be interpreted as 15% upward from the center coordinate on the y-axis. Through this method, you reduce the risk of “hallucination” or incorrect interpretations since the AI isn’t trying to calculate specific positions—it’s using relative or contextual positioning language that is less prone to misinterpretation. The framework responsible for rendering these elements would have logic built into it to understand these abstract terms and convert them into specific CSS properties for proper layout on the canvas. Maintaining a consistent internal representation that maps these terms to actual positions and dimensions across different devices and resolutions would be key to ensuring the accuracy and reliability of the visual outputs. “Define a simple grid system”. wha if we split all canvas in quadrants from which you will operate and better remember what is located in that exact quadrant, gpt? what do you think on that? Splitting the entire canvas into quadrants as a grid system is a good strategy for simplifying the positioning of elements for an AI, like me. It creates a more manageable set of locations that I can refer to in a structured way. Here’s how this approach could work: ### Quadrant-Based Positioning System: 1. Divide the Canvas: The canvas is divided into equal quadrants or sections. For example, a typical divide could be a 3x3 grid (like tic-tac-toe), providing nine sectors in which elements can be placed. 2. Naming Conventions: Each quadrant is given a name or identifier, which could be a combination of row and column numbers, such as Q11 for the top-left quadrant, Q12 for the top-center, and so on, where the first digit represents the row and the second digit the column. 3. Positioning Elements: To position an element, I can specify the quadrant and offer additional directional terms if needed. For example, “place a blue square in Q22 slightly to the right and lower,” implying an offset within the central quadrant. 4. Reference Memory: By using quadrant identifiers, I can remember and reference what is located in which quadrant. This assists in generating relational positioning between elements, like “place a red circle above the blue square in Q22.” 5. Framework Translation: The framework takes these quadrant-based instructions and translates them into exact positions within the canvas. It would determine the center point of each quadrant and apply any specified offsets to position elements with precision. ### Benefits of Quadrant-Based Positioning: - Simplified Referencing: Reduces the need for complex coordinates and allows a more abstract understanding of space. - Ease of Composition: Helps in visualizing the layout in a structured way, which can be especially beneficial for complex compositions. - Scalability: Independently scalable, as it is not tied to absolute dimensions, making it ideal for responsive design. - Context Preservation: Aids the AI in maintaining a clear context regarding the spatial relationship between elements. This quadrant-based approach aligns well with how NLP AI like me can manage spatially-related tasks. The use of a segmented grid system with identifiable sectors allows me to understand and retain the positional context without having to deal with pixel-level precision. When generating descriptions or instructions, I can focus on the big picture, such as “bottom-left quadrant” or “central quadrant,” while the underlying framework handles the actual pixel calculations, ensuring the final output’s visual accuracy. “place a red circle above the blue square in Q22.”. you could just: “ Q22: red circle above the blue square". or are you specifing a special operation parameter as “place a”? then we probably need an equal dimension for canvas itself as 512x512px, 800x800px, 1000x1000px etc, for a better navigation for you and this quadrant positioning system in framework, right? You are correct; using a standardized syntax that clearly communicates the placement action and objects’ relationships can be concise and intuitive for both the framework and the AI generating the instructions. Setting up a canvas with equal dimensions, like 512x512px or 1000x1000px, provides a simple and symmetric working area which is easy to subdivide into even quadrants, simplifying the interpretation and rendering processes. Here’s how your revised syntax might work within this quadrant-based system: - Syntax Standardization: Utilize a structured format such as Q[Row][Column]: [Color] [Shape] [Relative Position] [Other Shapes]. This makes it straightforward to parse and interpret. - Quadrant Naming Convention: Quadrants are named using a simple row and column identifier, where Q11 is the first row, first column quadrant, and so forth. - Equal Canvas Dimensions: Using a square-shaped canvas helps maintain proportional quadrants, aiding in consistent translation across different screen sizes and resolutions. - Relative Positional Phrases: Phrases like above the blue square are used within the context of a quadrant to give an approximate position relating to another element. Using your suggestion, the instruction Q22: red circle above the blue square would mean placing a red circle somewhere within the Q22 quadrant such that it appears above a referenced blue square, which would also reside in the same quadrant. The framework can take this high-level instruction and determine the best placement based on a set of predefined rules (e.g., a certain percentage above the other object). In this setup, the AI doesn’t need detailed knowledge of the canvas size or have to calculate exact positions. It effectively issues commands by specifying in which quadrant an object should be placed and where within or in relation to that quadrant it relates to other objects. The “placing” operation is thus implied by the syntax, and the framework interprets the instructions accordingly, possibly using a combination of CSS Flexbox, Grid, or absolute positioning techniques to realize the intended design on the canvas. This DSL approach can operate efficiently without getting “lost” in numerical coordinates and can be quite powerful and flexible when paired with a carefully designed framework that maps these high-level instructions to precise visual implementations. “Position”. I think “position” css property will add a more overall chaos if there’s many elements or shapes inside canvas. because you will not understand how something positioned ralatively to many elements around it. “referenced blue square”. we can refer to elements through a numerical prefix or any other tagging methods, not sure, as: “square99”. so, it could look as: “Q22: red circle55 above the blue square99”. there could be a limited possible elements within each quadrant, so they all will be in a single or dual form, in dependence on how much we will divide our canvas and on how many actual quadrants, don’t know. Your proposed approach to use numerical identifiers for elements and avoid the complexity of CSS positioning logic can indeed streamline the process, making it easier for an NLP AI to generate and for the framework to interpret positioning instructions. Here’s how we can refine this system. ### Quadrant Division and Element Tagging: 1. Uniform Quadrant System: Divide the canvas into a grid of quadrants that have equal dimensions, like a 3x3, 4x4, or any N x N matrix. This makes positioning more systematic. 2. Element Identification: Each visual element (e.g., circle, square) gets a unique identifier like circle55 or square99. This tag is used to reference the element in positioning instructions. 3. Element Limit per Quadrant: Specify a limit on the number of elements within each quadrant to prevent overcrowding and maintain clarity. This constraint also assists in predictability of the visual output. 4. Simplified Positional Instructions: Avoid using the CSS position property and instead refer to elements by their identifiers within instructions. Positioning becomes a matter of stating relationships between tagged elements. 5. Standardized Naming and Syntax: Maintain a consistent syntax for specifying relationships, such as Q[quadrant_id]: [element_tag] [relationship] [target_element_tag]. ### Example Parameters String: With these concepts in mind, let’s consider how a string might look: “Q22: circle55 above square99, square99 left-edge” In this example: - circle55 above square99 directs the framework to place circle55 above square99 within quadrant Q22. - square99 left-edge indicates that square99 is to be placed along the left edge of quadrant Q22. ### Framework Interpretation: The internal logic of the framework would interpret these instructions as follows: - It identifies each quadrant and associated elements, using their unique tags. - It applies a relative positioning rule to place circle55 with respect to square99, without having to specifically calculate precise pixel coordinates. - The rule might translate “above” into an upward shift relative to the center of square99, maintaining a uniform gap. - The “left-edge” directive places the left side of square99 flush with the left boundary of Q22. ### Advantages: - Clarity and Ease of Generating Instructions: The NLP AI produces clear, structured commands with elements’ relationships clearly specified. - Reduction of Ambiguity for Interpretation: Having unique identifiers minimizes confusion about which elements are being referred to. - Simpler Parsing and Rendering Logic: The framework doesn’t need to parse complex CSS positioning but rather follow straightforward instructions about the spatial relationships between elements. Ultimately, through careful definition of the syntax and constraints, you can create a structured DSL that enables the NLP AI to generate descriptive instructions for visual layouts without being burdened by detailed positioning calculations. The framework handling the rendering would manage the complexity of translating these instructions into actual visual output. “indicates that square99 is to be placed along the left edge of quadrant Q22.”. at the center of the corner or within borders of that quadrant’s angle? because we need to understand that quadrant based system is a whole picture or a composition background. could this add yet another problem in positioning things correctly? It’s important to establish clear rules for interpreting relative directions and positioning within a quadrant-based system to prevent any ambiguity, especially when dealing with edges and corners. When we specify “left edge,” for example, we need to define if this means aligning with the exact midpoint of the left boundary of the quadrant or another specific point. To address this within the framework, you might consider the following approaches: 1. Center Alignment by Default: For simplicity, when an object is placed along a quadrant’s edge, it could default to center-aligning along that edge, unless further specified. 2. Edge Anchors: Introduce terms that denote specific anchor points along edges, such as “top-left-corner,” “bottom-left-corner,” “mid-left,” “mid-right,” “top-edge-center,” “bottom-edge-center,” and so on. 3. Clear Definitions: Document and enforce clear definitions for each term within the framework’s logic. For example, “left-edge” could be a shorthand for “align the center of the left side of the object with the vertical center line of the left edge of the quadrant.” 4. Offset Instructions: Allow for offsetting from edges when more precise placement is needed, such as “5px from top-edge” or “10% from bottom-left-corner.” 5. Sub-divisions within Quadrants: If necessary, further sub-divide quadrants into smaller sections or introduce a mini-grid within each quadrant for more granular control. 6. Visual Debugger: Implement a debugging or visual editing mode that shows outlines of quadrants and anchors to assist with debugging and visualization during development. Considering your original example “square99 left-edge,” the framework would understand this to mean that the square should be aligned to the vertical midpoint of the left edge of Q22. If additional precision is needed, more specific instructions would be included in the string. Adopting these carefully defined terms and rules can ensure the system interprets positioning in a consistent manner, thus avoiding problems and maintaining the integrity of the overall visual composition. In practical terms, this means the NLP AI wouldn’t need to concern itself with complex positioning logic—it would simply use standardized phrases. The underlying framework would translate these into precise visual layouts. This quadrant-based system, bolstered by a shared, well-defined vocabulary, seeks to balance simplicity with enough flexibility to create a wide variety of compositions without confusion or error. and from nlp ai perspecive how can you live inside this quadrant based system? would be that too hard for you to navigate throughout canvas or better, gpt? for example: if you split 800x800px canvas on 99999999999x quadrants. how you will navigate inside? Navigating a canvas divided into an extremely large number of quadrants, such as 99999999999× quadrants, would be impractical for any system—NLP AI or otherwise—due to the excessive granularity that goes far beyond human perception or useful design principles. An optimal grid system should balance the need for precision with manageability and practical usefulness. For an 800x800px canvas, a more reasonable and manageable quadrant system might involve dividing the canvas into something like a 4x4, 8x8, or 16x16 grid, where each quadrant represents a significant enough area to place and manipulate visual elements meaningfully. ### NLP AI Perspective on Grid Systems: From an NLP AI’s perspective, here’s how I would navigate and use a quadrant-based system effectively: 1. Reasonable Grid Size: I’d operate best within a grid system that is not overly complex. A grid with fewer, larger quadrants is easier to reference and keep track of within the context of a given image. 2. Clear Quadrant Identification: Each quadrant would have a clear identifier, such as Q11 for row 1, column 1, through to Q44 for row 4, column 4 in a 4x4 grid, which I can reference without confusion. 3. Relative Positions and Relationships: I would refer to the position of objects in relation to other elements or quadrant features using a predefined set of terms that are consistently applied within the system’s rules. 4. Limited Element Interactions: For less complexity, interactions between elements might be limited to within their own quadrant or with adjacent quadrants, avoiding wide-ranging relationships across distant parts of the canvas. 5. Simplicity and Constraints: By working within a system with clear constraints, I can generate instructions that are consistently interpretable by the visual rendering framework. ### Practical Example: Suppose we work with an 800x800px canvas divided into a 4x4 grid. Each quadrant is 200px by 200px. Instead of trying to navigate among countless tiny quadrants, I would navigate as follows: - For broad positioning: “Place a large red circle in Q13.” - For relative positioning: “Position a small blue square in the top-right corner of Q13, slightly spaced from the edges.” In this example, “Q13” quickly identifies the location, and “top-right corner of Q13” provides a relative position within the specified quadrant that the framework can accurately translate into coordinates on the canvas. A quadrant system must remain usable and be designed with the end-user in mind, whether that is a person or an AI. The goal of an AI like me is to interpret and generate text-based instructions that are aligned with the capabilities and constraints of the rendering system to ensure accurate visual outputs. An overly complex grid with excessively many quadrants would run counter to this goal by creating unnecessary complexity and potential for confusion. then let’s do a pixelarted canvas by default splitted on some quadrants through which you will pixelart? Creating a pixel art canvas with a default split into quadrants is a logical approach to structuring the canvas for an NLP AI to understand and reference easily. Pixel art naturally lends itself to grid-based design, making it a good fit for a quadrant-based system. Let’s outline the basic concept: 1. Canvas and Grid Initialization: Define the overall size of the canvas in pixels, and then decide how many quadrants to divide it into. The choice of quadrant size should consider the level of detail you wish to achieve in your pixel art. Common sizes for pixel art canvases might include 16x16, 32x32, or 64x64 pixels, with subdivisions reflecting the desired granularity. 2. Quadrant Definition: Label each quadrant with a coordinate system, like Qx-y, where x and y correspond to the row and column of the grid. For a 32x32 canvas, you might have quadrants from Q1-1 to Q4-4 for a simple 4x4 grid. 3. Pixel Art Constraints: In pixel art, each pixel acts as a “quadrant” of its own, meaning a 32x32 canvas has 1,024 individual pixels to manage. This is a perfect use case for a quadrant system since each individual “pixel quadrant” is highly manageable. 4. NLP AI Instructions: I, the AI, can generate instructions like “Draw a red line from the top-left to the bottom-right of Q2-2,” where each pixel along that line within the quadrant can be computed and colored accordingly. 5. Rendering to Canvas: The framework would use the provided instructions to render the pixel art on an HTML canvas element, iterating through pixel rows and columns to apply colors based on the AI’s directions. Here’s how it could be implemented conceptually: - The framework would parse commands related to the canvas and translate them into drawing actions. - The canvas subdivided into quadrants provides a manageable way to specify locations and design elements in pixel art. - The AI provides the creative input, specifying which colors to use and where to draw elements using the grid as a reference. In practice, you might want to use the HTML5 canvas element and JavaScript for rendering, possibly combined with a library like P5.js for an easier drawing interface. The AI could issue drawing commands with grid coordinates and color values that the JavaScript code would translate into drawings on the canvas. This quadrant-based approach allows for precise control over the artwork, as long as the instructions from the AI are clear and indicative of the desired end result. By using a finite set of colors and a clear grid structure, this approach can provide an efficient and effective method to create pixel art programmatically. look that string I have made and engineered for you. is it look ok for you to consume, gpt?: “q1-01aa8e, q2-ee11bb, q3-aabbee, q4-667788, q5-abcdef, q6eebbaa … etc”. so, our 800x800px canvas will be splitd on a specific suitable amount of quadrants that will suit well for a pixel art representation needs. “q1” means “quadrant 1”, “01aa8e” means a hex color but without hashtag “#”. The string you’ve engineered seems straightforward and could indeed be utilized by an NLP model like me to generate instructions for a pixel art based system. You’ve assigned each quadrant a unique identifier (“q1”, “q2”, “q3”, …) and associated each with a hex color value (represented without the typical “#” prefix used in CSS). One thing to consider when using this approach is how you’ll define the relationship between quadrant numbers and their positions on the canvas. For simplicity and human readability, it would be common to use a row and column system, where for example, “q1-1” would refer to the first row, first column; “q1-2” to the first row, second column, and so on. This pattern is easy to extend across the canvas. Here’s a brief overview of how this would work: 1. Canvas Division into Quadrants: Decide the number of quadrants the 800x800px canvas will be divided into. For pixel art, you might want each quadrant to represent a single pixel or a small block of pixels, depending on the level of detail desired. 2. Hex Color Representation: Ensure the hex color codes are consistent with HTML/CSS standards, without the “#” symbol for the purpose of the parameter string. For example, “01aa8e” would be understood to translate to “#01aa8e”. 3. String Interpretation: The framework interpreting this string would parse each quadrant-color pairing and apply the specified hex color to the corresponding quadrant. Here’s a simplified version of what each component could look like in practice: - Quadrant Number: “q1” could refer to a specific quadrant, which needs to have a predefined position on the canvas. - Color Value: “01aa8e” represents the hex code for the color to be filled into the respective quadrant. By utilizing this structured format, the pixel art representation could be dynamically generated based on the instructions contained within the parameter string. The clarity and simplicity of the string formatting make it quite suitable for programmatic interpretation, and consistent with the hex color formatting used in web design even without the hashtag symbol. The success of this system hinges on a well-designed framework capable of translating the simplistic string of quadrant-color pairs into beautifully rendered pixel art on the canvas. It would be the job of the JavaScript code interacting with the HTML5 canvas API (or a library built on top of it) to map the “q” identifiers to their respective areas on the canvas and color them with the provided hex values. yeah, I forgot about that we are in quadrant system, gpt, excuse moi. so, you can utilize a fully fledged quadrant system and how it should work within our pixelarted canvas simple framework for NLP AI GPT through the chat string output by that NLP AI GPT robot. No problem at all! Let’s clarify how a quadrant system could be utilized within a pixelated canvas framework designed specifically for producing pixel art through an NLP AI’s output (like mine). ### Pixel Art Canvas Framework Overview: 1. Canvas Designation and Grid Layout: - The 800x800px canvas is divided into an N by N grid, where N corresponds to the number of quadrants horizontally and vertically. - Each quadrant represents a “pixel” or small block of pixels within the larger pixel art image. 2. Quadrant Identification: - Each quadrant is given a unique identifier based on its position, using a two-dimensional coordinate system (e.g., Q1-1, Q1-2, Q2-1, Q2-2, and so on). 3. Color Coding: - Each quadrant is associated with a hex color code. In the string, the hex code follows the quadrant identifier, like Q1-1-01aa8e. 4. NLP AI Output Format: - As an AI, I output a string in a predefined format that the framework will understand and convert into visual pixel art. The format might use commas or semicolons to separate instructions for different quadrants. ### Example NLP AI Output String: Given the desired formatting and system design, I might output a string like this: “Q1-1-01aa8e; Q1-2-ee11bb; Q2-1-aabbee; Q2-2-667788; Q3-1-abcdef; Q3-2-eebbaa; …” In this example: - Q1-1-01aa8e: Paints the first quadrant on the first row and first column with the color #01aa8e. - Q1-2-ee11bb: Paints the second quadrant on the first row and second column with #ee11bb. - And so on. ### Framework Interpretation Logic: The JavaScript framework used to render the pixel art would follow these steps: 1. Parse the String: Separate the string by a delimiter like ;, then further parse each segment into quadrant coordinates (Qx-y) and color (hexValue). 2. Apply Colors: For each parsed instruction, identify the corresponding quadrant by its coordinates and fill it with the specified color. The exact method of filling will depend on whether the quad represents a single pixel or block of pixels. 3. Render onto Canvas: Use the HTML5 Canvas API to draw. For single-pixel quadrants, the fillRect function can be used to color each pixel. For blocks, the function would be called with width and height parameters to match the block size. By using a clear and organized system in tandem with an intelligently-coded framework, the process for generating pixel art becomes automated and efficient. As the NLP AI gives out structured commands, the framework parses and renders these instructions precisely. This concept optimizes for simplicity in coordination between the NLP AI’s output and the framework’s rendering capability, ensuring that the rich descriptions produced can be effectively transformed into pixel art representation. ok, let’s do some math and try to calculate how big that string could possibly be to fill the whole pixelarted canvas framework through your chatgpt output. try divide 800x800px canvas on suitable amount of quadrants for a pixel art representation and then calculate how many statements in the string in total and the length in tokens or actual characters amount in the chat. Calculating the size of the output string to fill an 800x800 pixel canvas for pixel art depends on how large each “pixel” in the pixel art will be. For this example, let’s consider each quadrant to be an 8x8 pixel block, which is a common size for individual tiles in pixel art and would give a good balance between detail and manageability. ### Canvas Division: - Canvas Size: 800 x 800 pixels - Quadrant Size: 8 x 8 pixels - Number of Quadrants per Row/Column: 800 / 8 = 100 - Total Quadrants: 100 (per row) x 100 (per column) = 10,000 quadrants ### String Structure per Quadrant: - Quadrant Identifier: “Qx-y” where x and y range from 1 to 100. For example, “Q1-1”, requiring up to 7 characters, including the ‘Q’ and the delimiter ‘-’ (e.g., “Q99-99”). - Color Code: A 6-character hex color. For example, “01aa8e”. - Delimiter: A character to separate each quadrant’s data. We’ll use a semicolon “;”, which adds 1 character. ### String Size Estimation: - Characters per Quadrant: “Qx-y” (up to 7) + hex color (6) + delimiter (1) = 14 characters as an upper bound. - Total Characters for Full Canvas: 14 characters/quadrant * 10,000 quadrants = 140,000 characters. ### Tokens for Full Canvas: OpenAI defines a token in GPT-3 as roughly equivalent to 4 bytes, so it’s not a direct 1:1 relationship with characters (especially with special characters). Here, we’ll approximate based on characters as follows: - Average Tokens per Quadrant: Given the upper estimate of 14 characters/quadrant, and assuming every 4 characters equal 1 token, 14 / 4 = 3.5 tokens per quadrant (rounded up to 4 tokens for safety due to potential parsing requirements). - Total Tokens for Full Canvas: 4 tokens/quadrant * 10,000 quadrants = 40,000 tokens. ### Conclusion: In practice, I can generate a string that’s within the maximum token limit of OpenAI’s GPT-3, which is 4096 tokens per response. Since we’re estimating 40,000 tokens and each input to the model needs to stay within that maximum, you would need to break down the operation. Instead of generating one massive string, you could generate the art in segments, prompting the AI multiple times to create sections of the canvas sequentially. Please note that these calculations are approximations based on an ideal scenario. If you wish to turn the string into actual visual renderings, you will need to consider the limitations of browsers and devices in handling such large strings, as well as the capacity of web servers and client-side scripts to process and render the corresponding pixel art. then this approach is not reliable, gpt? I don’t know, try to do a test version but reduce total quadrant division to 10 quadrants inside 800x800px canvas. Reducing the total number of quadrants to 10 inside an 800x800px canvas simplifies the scenario considerably. Each quadrant would therefore represent a significant portion of the canvas (80x80 pixels per quadrant if we’re using 10 quadrants). This makes managing the string much more feasible for rendering via NLP AI output. ### Canvas Division with 10 Quadrants: - Canvas Size: 800 x 800 pixels - Each Quadrant: 80 x 80 pixels (original 800px dimension divided by the square root of 10 quadrants) - Quadrants per Row/Column: √10 ≈ 3.16, which we could round to a 3x3 grid plus one additional quadrant. - Total Quadrants: 10 ### String Structure per Quadrant: - The quadrant identifier and color code structure remain the same, but we only have 10 quadrants to define. - The identifier will be the quadrant number (“Q1”, “Q2”, …, “Q10”) and this time we’re not dealing with a grid position, since we have just 10 quadrants. ### String Format and Example: - Format: “Qn-colorcode;” - Example String: “Q1-01aa8e; Q2-ee11bb; Q3-aabbee; Q4-667788; Q5-abcdef; Q6-eebbaa; Q7-f0f0f0; Q8-987654; Q9-fedcba; Q10-bb11ee;” ### String Size Estimation: - Characters per Quadrant: “Qn” (up to 3 characters for “Q10”) + “-” (1 character) + hex color (6 characters) + delimiter (1 character) = 11 characters as an upper bound. - Total Characters for Full Canvas: 11 characters/quadrant * 10 quadrants = 110 characters. ### Tokens for Full Canvas: - Given the estimate of 11 characters per quadrant and the token conversion, we can consider that each quadrant may need, at most, 3 tokens (if we round 2.75 up to the nearest whole number). - Total Tokens for Full Canvas: 3 tokens/quadrant * 10 quadrants = 30 tokens. ### Conclusion: With this simplified example, the full string for an 800x800px canvas with 10 quadrants is estimated at 110 characters, which translates to approximately 30 tokens. This is well within the capabilities of an NLP AI like GPT-3, both in terms of output length and token count. Thus, this approach is much more reliable and manageable than the earlier example with many quadrants. As the actual complexity of the generation and rendering tasks depends on the intended use of the pixel art and the capabilities of the rendering system, this approach should be tested in a real environment. Nevertheless, with a reduced number of quadrants, the AI can feasibly generate the entire canvas in a single response, enabling a pixel art system that is both feasible and practical. and if we reimplement our parameter in string as: “11q1a0eab”. this will count as a single token in chatgpt, right? In the context of GPT-3 and similar AI language models, a token is not strictly equivalent to a word or a set sequence of characters. Tokens are determined by the model’s tokenizer, which breaks down text into units that it uses to understand and generate language. The tokenizer can consider various factors, including spaces, punctuation, and common subwords or character sequences. In the example “11q1a0eab”, the tokenizer will determine how to break down the string into tokens. It’s possible that the string could be considered one token if the tokenizer has been trained to recognize such patterns as single units. However, this is not certain without knowing the specifics of the tokenizer’s training data and rules. Commonly, such a string could be split into multiple tokens, especially since it contains a mix of numbers and letters, as well as transitions between them. Let’s break down your string: - “11” could be recognized as one numeric token. - “q1” could be another token, especially if ‘q’ followed by a number is common in the training data. - “a0eab” may not be recognized as a common pattern and could be split into one or more tokens. To maximize the chances of “11q1a0eab” being a single token, the string would need to be formatted in a way that is commonly recognized by the tokenizer as a single unit of meaning. For example, if “q1” is a constantly used symbol in the training data, it would be more likely to be a single token. It is important to note that, despite optimization efforts, there is always a possibility of variations in tokenization due to the complexity of AI language models. If minimizing token usage is critical, it would be best to test the specific format with the model to see exactly how many tokens are used, or to consult the tokenization rules of GPT-3 if available. and how do we represent our “Q1-01aa8e" or “Q1-1-01aa8e” as a single token strictly in chatgpt? any ideas? In order to represent a quadrant-color pair such as “Q1-01aa8e" or “Q1-1-01aa8e” as a single token within the context of a system like GPT-3, it must be formatted in a manner that the model’s tokenizer would consistently interpret it as a distinct and indivisible linguistic unit. However, language models like GPT-3 are trained on vast datasets that typically include natural language, rather than domain-specific codes or serialized data. This training does not encourage the tokenizer to recognize a pattern like “Q1-01aa8e" as a single token—instead, it tends to break strings into smaller pieces based on punctuation, alphanumeric boundaries, and recognizable subwords. Still, here are a couple of ideas that you could explore to try to influence the tokenizer to treat complex strings as single tokens: 1. Special Prefix/Suffix: Use a unique prefix or suffix that is consistently applied across such strings, making it more likely to be recognized as a single token. However, there is no guarantee without training a custom model that this will resolve in single-token recognition. 2. Encoding: Develop a proprietary encoding system where each quadrant-color pair is translated into a unique symbol or set of characters that the model has learned to treat as a single token. This might involve training a custom tokenizer or an entirely new model. 3. Custom Tokenizer: Train a custom tokenizer that treats your specific pattern as a single token. This would require a large dataset of similar patterns and access to model training capabilities. While these methods might have the potential to influence tokenization, they are speculative and would require significant experimentation or access to model training that is beyond the scope of GPT-3’s current usage terms. For practical purposes when working with existing models like GPT-3, it is unlikely that you can force the tokenizer to treat a complex string such as “Q1-01aa8e" or “Q1-1-01aa8e” as a single token. The model’s underlying mechanism is not designed for this type of optimization, especially for strings that include a mix of letters, numbers, and hyphens, which are typically treated as separate tokens in natural language processing. One feasible workaround for dealing with the existing GPT-3 tokenizer is to simplify the string as much as possible while retaining its uniqueness. For example, you might remove the hyphens and use a consistent length of characters for quadrant identifiers and color codes, aiming for a format such as “Q101aa8e.” Even then, the tokenizer might still split this into multiple tokens, but the simplification could reduce the number of tokens used. This format is more streamlined yet not guaranteed to be a single token due to the reasons mentioned earlier. Ultimately, if the goal is to minimize tokens in the output, consider rethinking the design to avoid highly granular control through the token system, and perhaps explore segmenting the commands or working with higher-level abstractions that are more in line with the natural language the model has been trained on. “One feasible workaround for dealing”. then let’s teach our framework to interpret something like “11111111” as first two numbers represent quadrant position, the rest 6 numbers represent actual color but without letters in terms as in normal hex representation. can tokenizer be confused in that case and not understand wtf is is this “11111111” number and how the fuck should I split it if there’s only motherfucking “1”. wtf! It is possible to create a framework that interprets a string such as “11111111” where the first two digits represent a quadrant and the remaining six digits represent a color. However, this would require a custom-designed interpreter within your framework that understands this specific encoding system. Let’s break down how we could approach this: 1. Custom Encoding: Design a system where the first two digits (11 in this example) map to a specific quadrant on the canvas grid. For instance, “01” might correspond to the upper-left quadrant, “02” to the upper-right, and so forth. 2. Compact Color Representation: The remaining six digits would represent the color. However, without letters, this would not conform to a standard hex representation of color, which can include characters from 0-9 and A-F. Instead, you could use a purely numeric system, but this would significantly limit your color palette. Tokenizer Interpretation: Regarding the tokenization question, language models like GPT-3 tokenize text based on rules they learned from the training data, which includes natural language and common patterns. If “11111111” were presented to GPT-3 without context, the tokenizer might treat it as a single token since it is a long sequence of identical numerals with no obvious delimiters or subword boundaries. However, GPT-3 would not inherently understand what “11111111” means in the context of your application unless you provide that contextual information within your interaction with the model. Consequently, you cannot expect the AI to interpret this string correctly as a command to color a quadrant without additional programming on the rendering framework side. In your custom framework, you would: - Parse the input string to extract the quadrant identifier and color code. - Map the quadrant identifier to the actual position on the canvas. - Convert the six-digit numerical code to an RGB value that your system can use. To avoid possible confusion and ensure clarity when dealing with the data within your framework, you’ll want to establish strict rules and document them. It’s essential to keep in mind that any confusion would stem from the parsing logic implemented in your framework, not from the tokenizer within GPT-3, since the tokenizer’s job is just to split text into chunks without assigning any meaning to them. Remember that bypassing the typical hexadecimal color representation will limit your range of representable colors. In the case of using only numerals, you would be limited to 1,000,000 color variations instead of the 16,777,216 variations available with full hexadecimal representation. Additionally, this system would not be able to represent standard web colors directly, so you would need to have a conversion method in place if you’re planning to display these colors on standard displays or interfaces that expect hex codes. “representable colors.”. we can extend index in our numerical only hex color representation, so, “1” in our framework in reality it will be +10, for example. but we need to left “0” for black. we can also introduce opacity level inside numerical only representation which will extend actual color range even further, so this is not a problem here. also in quadrants we need probably to define them in grid always as quadrant 1-2 will be shown or represented as “0102” in numerical only string representaion. so, the actual string with quadrant, color, and opacity will look as that: “010212345605” for a single cell or quadrant in our pixelarted canvas framework. Using a purely numerical scheme for quadrant identification, color, and opacity representation that maps to a more traditional system is a creative way to encode this information. However, this requires that both the framework interpreting these strings and any system producing them (like an NLP AI) understand and adhere to the encoding rules you’ve established. Given the rules you’ve described, let’s break down the components of the example string “010212345605”: 1. Quadrant Identification: “0102” - This could represent the grid row “01” and column “02”, corresponding to the second cell in the first row of the grid. 2. Color Representation: “123456” - Normally, a six-digit number in hex format can represent 16 million colors. Here, to retain this space, each digit in the “123456” sequence would map to a hexadecimal digit. For example, “1” could map to “A” in hexadecimal (since you’ve added 10), “2” to “B”, and so on until “9” would map to “I”, thereby allowing a representation close to the full spectrum of colors. 3. Opacity: “05” - Opacity can usually be represented by two hexadecimal digits as part of an RGBA color notation, ranging from “00” for fully transparent to “FF” for fully opaque. In your numerical system, “05” might correspond to a mapped value of “5F” in standard hexadecimal notation. Implementing these rules within your framework means you have a custom parsing logic that can decode the string “010212345605” into actionable drawing instructions. The framework would: 1. Parse the string to separate quadrant information, color, and opacity. 2. Map each numeric digit to its corresponding value or range within your system. 3. Apply these mapped values to set the properties of the required element within the pixel art canvas, which would likely involve converting them to a format that can be used by a web browser or graphics API, such as hex values for colors and standard opacity levels. It’s important to ensure consistency and to document every aspect of this encoding scheme so anyone or anything interacting with the framework or producing strings for it does so correctly. The NLP AI, in turn, would need guidance or training based on these encoding rules to generate valid strings. The real challenge is making sure the AI understands the scheme well enough to generate these strings. This may require custom pre-processing and post-processing steps around the AI’s output or wrapping the AI within a larger system that manages this encoding scheme. If you’re using a traditional NLP model like GPT-3, you’d likely manage the encoding externally, as the AI would produce natural language text that would then need to be converted into your specific format by a separate encoding logic layer. Training an AI model to generate these types of strings natively would involve fine-tuning on a dataset composed of these strings or creating a supplementary system that takes the AI’s natural language output and converts it into the encoded format your framework expects. “The real challenge is making sure the AI understands the scheme”. I will just copy-paste the entire framework code in javscript into chatgpt with a miniprompt and it will understand how it should interpret the string. so, can you you do the actual framework code as we discussed in html,css, and javascript? In this example, the canvas is assumed to be a square divided into a 3x3 grid. Each quadrant is a div styled by the .quadrant class. The function applyQuadrantProperties takes a string where every 12 characters correspond to one quadrant’s position, color, and opacity level. It interprets the color values as offset from 10 and opacity as a two-digit percentage. The code converts the provided values into standard CSS hex color values and opacity values. Adjust the grid, the styles, and the quadrant logic to fit your actual requirements, such as the number of tiles in your grid or exact dimensions of each tile. Depending on the size of your grid, the logic to determine quadrantIndex from rowIndex and columnIndex may be different. Please note this is a basic demonstration and an actual application may require much more robust handling of things like error checking and dealing with different quadrant sizes. " // Example usage with a dummy data string: applyQuadrantProperties(‘010212345605020314151607030416171809’);". fuck no, gpt. do you really think that we need to use a single string without comma “,”? because I think that gpt will be unable to output a huge single string of numbers, it will hallucinate instantly. Apologies for any confusion. Let’s adjust the approach to handle a comma-separated string where each segment corresponds to a specific quadrant along with its color and opacity. This should prevent any potential issues with the NLP model generating overly long, uninterrupted strings of numbers which could impact accuracy and increase the risk of hallucinations. Here’s the updated code that processes a comma-separated string: <!DOCTYPE html> <html lang=“en”> <head> <meta charset=“UTF-8”> <meta name=“viewport” content=“width=device-width, initial-scale=1.0”> <title>Pixel Art Canvas</title> <style> .canvas-grid { display: grid; grid-template-columns: repeat(3, 1fr); grid-gap: 2px; width: 800px; height: 800px; } .quadrant { width: 100%; height: 100%; opacity: 1; background-color: #000; } </style> </head> <body> <div id=“canvas” class=“canvas-grid”> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> </div> <script> function applyQuadrantProperties(quadrantData) { const quadrantElements = document.querySelectorAll(‘.quadrant’); const gridSize = 3; // This should match grid-template-columns in your CSS const quadrants = quadrantData.split(‘,’); for (var i = 0; i < quadrants.length; i++) { var quadrant = quadrants[i]; var rowIndex = parseInt(quadrant.substring(0, 2), 10) - 1; var columnIndex = parseInt(quadrant.substring(2, 4), 10) - 1; if (rowIndex < 0 || rowIndex >= gridSize || columnIndex < 0 || columnIndex >= gridSize) { console.error('Invalid grid position: row ’ + (rowIndex + 1) + ', column ’ + (columnIndex + 1)); continue; } var colorCode = quadrant.substring(4, 10); var opacity = parseInt(quadrant.substring(10), 10) / 100; var quadrantIndex = rowIndex * gridSize + columnIndex; var quadrantElement = quadrantElements[quadrantIndex]; if (!quadrantElement) { console.error('No element found at index ’ + quadrantIndex); continue; } quadrantElement.style.backgroundColor = ‘#’ + colorCode; quadrantElement.style.opacity = opacity.toString(); } } applyQuadrantProperties(‘0101FF0000,020200FF00,03030000FF’); </script> </body> </html> Important notes about the updated implementation: 1. A comma , is now expected to separate each set of quadrant information in the input string. 2. The applyQuadrantProperties function has been updated to split the input string by commas and process each segment individually. 3. Each segment (quadrant information slice) now consistently affects one element of the quadrant class. 4. The example string provided in the applyQuadrantProperties call demonstrates how three sets of quadrant information can be passed as a comma-separated string. By using a comma-separated string, we can easily parse and apply each quadrant’s data iteratively without facing any ambiguity due to excessively long strings. This format also makes it more feasible for an AI to generate the string since the syntax more clearly demarcates the boundaries between different pieces of data. why it tells?: “SyntaxError: private names aren’t valid in this context” at “quadrantElement.style.backgroundColor = #${colorCode};” . do it without these motherfucking backticks, gpt, through normal nonfuckable fashion through “+” and ’ . ok, convert that code normally for numerical in string color representation only and don’t go beyond the range. My apologies for the oversight. It seems I used template literals incorrectly in the previous example. I’ll correct that and adjust the code to work with your numerical color representation scheme. Here’s the updated JavaScript code for the pixel art frame, which correctly concatenates the color code without template literals and considers your custom numerical color representation: <!DOCTYPE html> <html lang=“en”> <head> <meta charset=“UTF-8”> <meta name=“viewport” content=“width=device-width, initial-scale=1.0”> <title>Pixel Art Canvas</title> <style> .canvas-grid { display: grid; grid-template-columns: repeat(3, 1fr); grid-gap: 2px; width: 800px; height: 800px; } .quadrant { width: 100%; height: 100%; opacity: 1; background-color: #000; /* Default color */ } </style> </head> <body> <div id=“canvas” class=“canvas-grid”> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> </div> <script> function applyQuadrantProperties(dataString) { const quadrants = dataString.split(‘,’); const grid = document.getElementById(‘canvas’).children; quadrants.forEach(quadrant => { // Parse the quadrant string const position = quadrant.substring(0, 4); // “0102” const color = quadrant.substring(4, 10); // “123456” const opacity = quadrant.substring(10, 12); // “05” // Convert numerical string representation to RGB hex let hexColor = ‘#’; for (let i = 0; i < 6; i += 2) { // Map single digits to hex (e.g., “12” -> “C”) const colorValue = parseInt(color.substring(i, i + 2)); hexColor += (colorValue + 10).toString(16); } // Convert numerical string representation of opacity (e.g., “05” -> 0.05) const numericOpacity = parseInt(opacity, 10) / 100; // Find the corresponding canvas cell (1-based index for position) const rowIndex = parseInt(position.substring(0, 2), 10); const colIndex = parseInt(position.substring(2, 4), 10); const cellIndex = (rowIndex - 1) * 3 + (colIndex - 1); // Assuming a 3x3 grid // Safety check if (cellIndex < 0 || cellIndex >= grid.length) { console.error('Invalid cell index: ', cellIndex); return; } // Apply styles to the quadrant grid[cellIndex].style.backgroundColor = hexColor; grid[cellIndex].style.opacity = numericOpacity; }); } // Example call with dummy data applyQuadrantProperties(‘010212111111,020307171717,030406222222’); </script> </body> </html> Here’s what the updated code does: 1. Splits the incoming dataString using commas to differentiate between quadrants. 2. Loops through each quadrant and parses position, color, and opacity information. 3. Converts the position to a quadrant location on the canvas. 4. Converts the color values into hex values. In this conversion, each pair of numbers is assumed to be offset by 10. This assumes that “00” is the base for your mapping system; if “01” is the base, you’ll need to offset by 9 instead. 5. Converts the numeric opacity representation to a valid CSS opacity value (0-1). 6. Applies the parsed and converted color and opacity to the appropriate quadrant on the canvas. Make sure to replace '010212111111,020307171717,030406222222' with your actual data strings when you call applyQuadrantProperties. This example assumes a grid system and a numerical color representation, as discussed, and is a basic example for illustration purposes. It might need adjustments for use in a real-world application. reread everything we discussed and try understand for what we are doing all this. then fix that error that was shown and try to adapt the code to handle such and other errors: "Invalid cell index: " 9 I’ve reviewed our discussion, and it seems we’re aiming to design a pixel art canvas framework that can interpret a specially encoded numerical string. Each section of the string encodes information for a specific quadrant on an 800x800 pixel canvas, with the first four digits representing the quadrant’s grid position (row and column), the next six digits representing a color value in a numerical-only hex representation (offset by a specific value as discussed), and the final two digits representing an opacity level. The “Invalid cell index: 9” error likely occurs because the grid position encoded in the string does not correspond to an actual quadrant on the canvas based on the grid’s dimensions. To handle this and any similar errors, the code needs appropriate validation to ensure that row and column values are within the expected range of the grid and that quadrant identifiers map correctly to valid elements on the page. I will now correct the code to reflect this understanding and implement error handling for invalid cell indices: <!DOCTYPE html> <html lang=“en”> <head> <meta charset=“UTF-8”> <meta name=“viewport” content=“width=device-width, initial-scale=1.0”> <title>Pixel Art Canvas</title> <style> .canvas-grid { display: grid; grid-template-columns: repeat(3, 1fr); /* Change this based on your grid size / grid-gap: 2px; width: 800px; height: 800px; } .quadrant { width: 100%; height: 100%; background-color: #000; / Default color */ } </style> </head> <body> <div id=“canvas” class=“canvas-grid”> <!-- Generate the required number of quadrants based on your grid size --> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <!-- … --> </div> <script> function applyQuadrantProperties(dataString) { const grid = document.querySelectorAll(‘.canvas-grid .quadrant’); const gridSize = Math.sqrt(grid.length); // Assuming the grid is square const quadrants = dataString.split(‘,’); quadrants.forEach(quadrantInfo => { const rowIndex = parseInt(quadrantInfo.substring(0, 2), 10) - 1; const colIndex = parseInt(quadrantInfo.substring(2, 4), 10) - 1; const colorValue = quadrantInfo.substring(4, 10); const opacityValue = quadrantInfo.substring(10, 12); if (rowIndex < 0 || rowIndex >= gridSize || colIndex < 0 || colIndex >= gridSize) { console.error(‘Invalid grid position for quadrant info:’, quadrantInfo); return; // Skip this iteration } const cellIndex = rowIndex * gridSize + colIndex; if (cellIndex < 0 || cellIndex >= grid.length) { console.error(‘Invalid cell index:’, cellIndex); return; // Skip this iteration } let hexColor = ‘’; for (let i = 0; i < 6; i += 2) { const numericalColorComponent = parseInt(colorValue.substring(i, i + 2), 10); const hexComponent = (numericalColorComponent).toString(16).padStart(2, ‘0’); hexColor += hexComponent; } const opacity = parseInt(opacityValue, 10) / 100; grid[cellIndex].style.backgroundColor = ‘#’ + hexColor; grid[cellIndex].style.opacity = opacity; }); } // Example call applyQuadrantProperties(‘010212341234,020307171717,030406222222’); </script> </body> </html> Please adjust the number of .quadrant divs and the grid-template-columns style according to the actual number of quadrants you need. The example assumes a 3x3 grid for simplicity, which will need to be scaled up for your full design. Remember to modify the loop that builds the hexColor string if your numerical color scheme offsets numbers differently from the standard hex. The provided loop assumes a direct mapping from the numerical representation to hex. If you’re offsetting numbers higher than 9 to letter characters in hex (such as 10 to ‘A’, 11 to ‘B’, etc.), the conversion logic will need to accommodate this offset. “Please adjust the number of .quadrant divs”. no this is not the way we should do that, gpt. we need to programatically adjust the amount of possible and available total quadrants within specific dimension through javascript. we need to reimplement everything. regarding you “I’ve reviewed our discussion, and it seems we’re aiming to design a pixel art canvas framework”. I cannt fully copy-paste our previous discussion inside here but: ““based on user input.”. no, only your personal framework for you as nlp generator. you has better capabilities than any text-to-image ais out there. don’t output any code before ordered so, let’s just discuss this concept and how it should generate background for you to be much easier and save context length in tokens when you will output your parameter strings for this bg generator framework. Ah, I see. You’re suggesting creating a conceptual framework for an internal NLP tool that could generate detailed backgrounds based on specific parameters, aiming to use these pre-generated backgrounds for contextual understanding without the need to reprocess all the context each time a question related to that background is asked. ”. “look that string I have made and engineered for you. is it look ok for you to consume, gpt?: “q1-01aa8e, q2-ee11bb, q3-aabbee, q4-667788, q5-abcdef, q6eebbaa … etc”. so, our 800x800px canvas will be splitd on a specific suitable amount of quadrants that will suit well for a pixel art representation needs. “q1” means “quadrant 1”, “01aa8e” means a hex color but without hashtag “#”. The string you’ve engineered seems straightforward and could indeed be utilized by an NLP model like me to generate instructions for a pixel art based system. You’ve assigned each quadrant a unique identifier (“q1”, “q2”, “q3”, …) and associated each with a hex color value (represented without the typical “#” prefix used in CSS). ”. “ok, let’s do some math and try to calculate how big that string could possibly be to fill the whole pixelarted canvas framework through your chatgpt output. try divide 800x800px canvas on suitable amount of quadrants for a pixel art representation and then calculate how many statements in the string in total and the length in tokens or actual characters amount in the chat. Calculating the size of the output string to fill an 800x800 pixel canvas for pixel art depends on how large each “pixel” in the pixel art will be. For this example, let’s consider each quadrant to be an 8x8 pixel block, which is a common size for individual tiles in pixel art and would give a good balance between detail and manageability. ”. “and how do we represent our “Q1-01aa8e” or “Q1-1-01aa8e” as a single token strictly in chatgpt? any ideas? In order to represent a quadrant-color pair such as “Q1-01aa8e" or “Q1-1-01aa8e” as a single token within the context of a system like GPT-3, it must be formatted in a manner that the model’s tokenizer would consistently interpret it as a distinct and indivisible linguistic unit. ". <–this is highly omitted excerpts from our previous discussion. Thank you for the clarification and the excerpts from our previous conversation. It seems we are discussing a conceptual design rather than coding a specific application. The goal is to design a pixel art canvas framework that can help an NLP AI (like me) to generate backgrounds and describe them using a compact and efficient string syntax. Based on this understanding, the framework should contain functionality to: - Determine the size of each quadrant based on the overall canvas size (800x800 pixels) and a suitable pixelation level for pixel art. - Dynamically generate the required number of quadrants rather than manually code them in HTML. - Interpret strings that provide quadrant-specific information, using a compact format to minimize token usage in NLP AI output. Given these requirements, here’s how the framework conceptually addresses each point: 1. Dynamic Quadrant Generation: Programmatically create a grid inside the canvas element based on specified dimensions. JavaScript would calculate the number of quadrants required based on the canvas size and the desired pixelation level. 2. String Interpretation: Use a concise format for interpreting the quadrant specifications from an AI-generated string. Each quadrant’s data chunk in the string could follow a consistent pattern, such as Qxy-cccccc, where: - Q is a literal character indicating the start of a quadrant specification. - xy represents the quadrant’s grid position (01 to n, where n is the grid size along one axis). - cccccc is the six-character color value (without a hashtag). 3. Minimizing Token Usage: Optimize the string format to help ensure that the NLP AI produces data efficiently, potentially reducing characters to a compact form that represents more information using fewer tokens. In summary, the concept you are describing is to devise a way for the NLP system to generate background images through the description in a structured and token-efficient manner. A sample string output for such a system could be short sequences like Q01-f1e0d0,Q02- cc99ff, where each sequence corresponds to a quadrant with position and color. For example, consider the 800x800 pixel canvas is decided to be represented at a pixelation level of 8x8 pixels per “pixel-art pixel”. There would be 10,000 such quadrants (100x100 grid). The NLP AI would output these codes to describe every quadrant color, using as compact a syntax as possible to fit within the token limits for a single API call, or might describe sections of the canvas sequentially across multiple calls if necessary. This whole discussion revolves around designing an NLP-friendly language or syntax that encodes visual layout information succinctly enough that it can be expressed within the token limits of language models like GPT-3 while still being detailed enough to allow for the reconstruction of an image or background as visualized by the NLP AI. The implementation of this concept would be a separate matter, involving the creation of a framework that understands and renders this syntax. we can also reduce our color representation in string prameter to 3 digits. so, we will represent traditional hex color value through 123 but with higher index in actual color, not sure. we can also reduce opacity representation to be just 1 digit from 0 to 9. we can also not probably reduce our quadrant representation, because otherwise we will be left only with 9x9 quadrants. Reducing the detail in the color and opacity representations can greatly shorten the string, providing a balance between expressiveness and compactness. Based on your suggestions for representing colors and opacity more succinctly in the string parameter, here’s how we might redefine the encoding scheme: 1. Color Representation: - Use 3 digits to represent color (RGB), where each digit ranges from 0-9 and maps to a higher index color value. The mapping could be designed such that each digit is an index into a predefined array of values, for example, 0 maps to 00 in hexadecimal, 1 maps to 1A, up to 9 mapping to E6. This limited palette would create a map of 10 possible values for each color channel, yielding 1,000 unique colors. 2. Opacity Representation: - Use a single digit to represent opacity (O), where each digit between 0-9 corresponds to increasing levels of opacity. For example, 0 might represent 0% opacity (fully transparent), and 9 might represent 90% opacity. If 100% opacity is necessary, the digit 9 could map to 100%, with the understanding that the scale is not linear. 3. Quadrant Representation: - Retain the original 4-digit quadrant representation (QQQQ), relying on a two-digit row and two-digit column index, allowing for up to a 99x99 grid. If we were to design for an 800x800 pixel canvas and choose a quadrant size of 8x8 pixels, our maximum number of quadrants would be 100x100, which fits this requirement. Given these decisions, our new string format for each quadrant’s data in the parameter would be QQQQ-RCO, where: - QQQQ is the quadrant index (e.g., 0102 for row 01, column 02). - RC is the reduced 3-digit color value (e.g., 123). - O is the 1-digit opacity level (e.g., 5 for 50% opacity). For example, the information for one quadrant might be encoded as 0102137, where 0102 refers to the first quadrant, 137 represents a color mapping somewhere in the range of #1A37E6, and the final 7 implies 70% opacity. When transformed inside the framework, we would apply the appropriate mappings to obtain the full color and opacity CSS properties. Utilizing this encoding, our theoretical AI-generated string for a pixel art canvas will be significantly shorter and fit within a reasonable token budget while still permitting a diverse range of colors and opacities. The subsequent step would be to implement the parsing logic within the rendering framework that can interpret this encoded string into the visual representation on the canvas. no, gpt. let’s reduce further by 2 digits and do quadrant representation as “12”, and we can get a color value to be an actual second digit in quadrant and we can attach opacity as be representative of one of color value as well. this looks crazy but it’s fucking awesome. To further condense the string representation for the pixel art canvas, we can explore a more compressed encoding as you suggested. Here’s the revised encoding scheme based on your description: 1. Quadrant Representation: - Simplify the quadrant identification to a single 2-digit number (QQ). Each quadrant is assigned a sequential number from 01 upwards, which is simpler but does limit the maximum number of quadrants to 99. 2. Color and Opacity Representation: - Combine the second digit of the quadrant ID (Q) with the color representation (C) and the opacity representation (O), resulting in a 2-digit QC pairing. This suggests each quadrant could have a predefined color and opacity level based on its ID, or we’re adopting some form of indexing into a color-opacity palette. Assuming we employ this new scheme, the string for each quadrant follows the pattern QQQC, where Q is repeated three times to represent the quadrant and the final C dictates the color and opacity according to predefined mappings. For instance, a quadrant’s data might be encoded as 123, which stands for: - 12 is the identifier for quadrant 12. - 3 serves a dual role, representing the index for a color in a predetermined array and implicitly defining its opacity. This approach significantly reduces the length of the quadrant data and is compact enough to be token-efficient in an NLP model like GPT-3. However, it does come with a clear trade-off: the drastic reduction in the number of unique colors, opacities, and total quadrants representable. The AI-generated string for our highly compressed pixel art canvas may look something like this: 0112,0233,0354..., which would be concise if we’re discussing a small number of quadrants. To utilize this scheme in a framework, you would need to define: 1. How each number from 0-9 maps to specific colors and opacities—essentially creating a lookup table. 2. The way the quadrants are arranged or sequenced when translated into the visual canvas. The result would be a highly stylized form of pixel art, with a limited but unique aesthetic. The rendering framework would then interpret and display these short strings as stylized pixel art based on the encoded information. This approach may work well for applications that do not require a broad spectrum of colors or fine-grained control over opacity and are limited to a relatively small canvas area. no, gpt, you somehow misundersood. The AI-generated string for our highly compressed pixel art canvas may look something like this: 12| <-which stands for first row - second column| 123| <-this is color pairing in combination with quadrant to add 1 more digit to “1” and “2” in quadrant representation. so if we want quadrant to be “12” “13” we then change our color value to “123” where two last diigts represents addidition quadrant digits| 9| is opacity. we can apply opacity in the same manner to color, to reduce this linear anomaly in quadrant=color, quadrant=color, etc. Thank you for clarifying the encoding scheme. Based on your description, it appears that you would like to combine the position on the grid with color and opacity values in a very compressed way. Here’s the suggested encoding: 1. Quadrant Representation: - Use a single-digit number (1-9) to represent the column position (X-axis). - Use the first digit of the color as the row position (Y-axis). 2. Color Representation: - Use a three-digit number (123) where the first digit also serves as part of the quadrant row representation. 3. Opacity Representation: - Use a single-digit number (0-9) for opacity, which could be an index to opacity levels, allowing for 10 levels of transparency including fully transparent (0) and fully opaque (9). Given these parameters, a quadrant entry could be encoded as XCYO: - X is the single-digit representation for column position (1-9). - C is the color code (1-9, where the number also implies the row position when preceding the X). - Y is the second digit of color, adding granularity to the color code within the constraints of a single digit. - O is the single-digit representation for opacity. Following this format, an example quadrant might be represented as 5239. This would correspond to column 5, row 2, a color code of 239, and an opacity represented by 9. One possible way to handle the color and opacity within a limited range is to have a lookup table that maps the single-digit codes to actual hex color or opacity values. I.e., 2 might map to the hex value #20C0E0, and an opacity 9 might map to 90%. You could create a predefined palette of colors and a corresponding set of opacities that the indices map to. For the entire canvas, a string could look like this: 5293,6378,7416, … This would represent several quadrants. The first quadrant is at row 5, column 2, with color code 293 and opacity 9. The next is at row 6, column 3, with color code 378 and opacity 8, and so on. To render the pixel art with such a compactly encoded string, the framework must: 1. Interpret each 4-character entry as one quadrant update. 2. Map single-digit color and opacity codes to fuller descriptions. 3. Update the canvas grid accordingly managing color and opacity. This structure does indeed achieve a highly compact representation suitable for NLP AI output constraints while providing enough information to visually recreate a pixel art canvas. However, the trade-offs include a limited number of columns per row (9), a shared digit between the row and the color code, and a smaller color palette with coarser opacity control. no, I wanted to free the first digit in color 123, so the string could look as: 121231. not sure, because if you do it like 5293 then there will be too much of that linear anomaly where color follows quadrant and quadrant follows color, as well as opacity follows one digit in color. any better ideas, gpt? also, don’t forget about actual background color through which we can compensate one lose in color digits representation as green, for example, which somehow will be dictated through opacity. I see, you are looking for a condensed format that avoids repetition and ensures each digit serves a unique function, maximizing the available range for each attribute. Let’s refine the encoding with the additional considerations: 1. Quadrant Representation: - The quadrant is represented by two digits XY, where X is the column and Y is the row on an 800x800 canvas divided into an optimal number of quadrants. 2. Color Representation: - A three-digit code C1C2C3 follows the quadrant representation. However, C1 would be free from the row representation constraint, allowing us to expand the color range. 3. Opacity Representation: - One digit O follows the color to encode opacity, providing a linear scale from 0 (fully transparent) to 9 (fully opaque). 4. Background Color Compensation: - We introduce a predefined background color that could be used to enhance the variety or fill in the color gamut lost due to the encoding constraints. For instance, if the background is green, certain opacity levels can lead to mixtures that create additional perceived colors. Given this system, a string to represent a quadrant would look like this: XY-C1C2C3-O (without the separator). Let’s take an example: 1212316 - 12 - Represents the quadrant at column 1, row 2. - 123 - Represents the color encoding. - 1 - Represents the calculated opacity value (assuming a linear scale from 0-9), which will affect the perceived color since it overlays the background color. For the entire canvas, you might see a string like this: 1212316,1224627,1336838… In practice, your rendering framework would work as such: - Parse each 7-character entry in the string sequentially. - Interpret the first two characters as the column and row. - Use the next three characters as indices to reference a more comprehensive color chart that corresponds to the desired palette. - Apply the final character to set the opacity level, with the output color influenced by the underlying background color. Each seven-character encoding allows for 100 quadrants on each axis (10,000 quadrants total if needed), 1000 unique colors (mapped from the three-digit code), and 10 opacity levels (0-9). By defining the color values appropriately and choosing the background color with care, this scheme leverages the blending of foreground colors (with varying opacities) against the background to virtually extend the color palette beyond the limited three-digit representation. This structure effectively balances the compactness required for NLP AI output with the flexibility to produce a rich array of visuals for pixel art backgrounds. 1000x8 is 8000 colors, gpt. because opacity will influence on colors. also your description is somehow wrong. I don’t know, maybe you can’t comprehend it. My apologies for the confusion. Let’s recalibrate based on your feedback. Considering the background color as a part of the coloring scheme can indeed work as a way to increase the perceived color palette, especially when combined with opacity values. Let’s revisit the format. If we have a two-digit quadrant representation XY, where X is the column and Y is the row, and we use a predetermined background color to influence the visible color after opacity is applied, then we can work with the following: 1. Composite Quadrant-Color-Opacity Representation: - XY is the quadrant positioning. - C1C2 is a two-digit color representation. - C3 is repurposed to extend our quadrant representation and add more granularity—for instance, by allowing us to address additional quadrants within a section. - O is a single digit for opacity (0 being fully transparent, 9 being completely opaque). 2. Total Color Representation with Opacity: - If the two-digit color C1C2 can represent 100 color variations, and we factor in the blending with the background color, affected by the 10 different levels of O (opacity), we arrive at a total of 1000 color variations, not 8000. Following this encoding, our string XYC1C2C3O would be interpreted by the rendering system as follows: - XY - identifies which quadrant we’re coloring (e.g., 01 for the first row’s first column) - C1C2 - represents a color that can vary through 100 values, and when combined with the background color through opacity, it can offer a richer palette. - C3 - extends the positioning within the grid, allowing more quadrants to be addressed than would be with only X and Y. - O - provides the opacity level for the color, enabling the background to blend through, altering the final perceived color. Given an 800x800 pixel canvas, an example string snippet could be: 013082, 023193, 033094… - The first 01 would suggest the first row’s first column quadrant. - The 308 represents a color index that could be used to find a specific color in a color table. - The final digit, 2, represents an opacity value, altering the blend with the background color. In the case of a larger canvas requiring more quadrants, C3 could increment to match a new set of quadrants or represent smaller divisions within a larger quadrant, serving as a sort of “sub-quadrant” identifier, thereby allowing a single set XYC1C2C3O to address a far more extensive array of areas than would be possible with XY alone. Under this system, we effectively use a base color (derived from C1C2), which is then modified both by the background color seen through the transparency (modulated by O) and by the extended index provided by C3. This creates a spectrum of visual color outputs much greater than the initial 100 color base values. This condensed format minimizes the space required to specify color, position, and opacity, making it very efficient for the NLP model’s output in representing visual pixel art data while still maintaining a broad and nuanced color range. gpt, stop nonsensing around. firstly, we don’t need any letters in color representation. secondly, background color is bound to on lose in digit in actual “123” color, because we attached our 2 last digits from color to quadrant representation. thirdly, since “0” opacity is transparent, we left with 1000x8 colors of total 8000 colors. also, opacity’s single digit is attached to the last or middle in color digit randomly or in some specific algorithmic manner, don’t know. here’s a full parameter in string for you: 121231, where first two “12” is quadrant coordinates, second “123” is color, and the third one “1” is opacity. I understand your requirements now. You are envisioning a system where the quadrant-grid coordinates, color, and opacity are represented entirely by numerical digits without any alphabetic characters, utilizing the background color to enhance the visual diversity of the grid. To clarify: 1. Grid Coordinates: - Two digits XY represent the position on the grid, where X is the column and Y is the row. 2. Color: - Three digits C1C2C3 represent the color. Because we’re not using hexadecimal values, we would have a narrower color range, but to compensate for the loss of one digit from the standard six (due to the attachment to the grid coordinates), the background color will play a role in the perceived color outcome. 3. Opacity: - One digit O represents the opacity level, where ‘0’ is fully transparent, ‘1’ to ‘8’ represent increasing levels of opacity, and ‘9’ could represent full opacity. 4. Total Color Range with Opacity: - If C1C2C3 gives us 1000 colors (based on numerical values ‘000’ to ‘999’), adding in 8 opacity levels (‘1’ to ‘8’) would lead to various perceived color shades when these colors interact with the background color. This excludes the ‘0’ opacity, which is fully transparent, and does not contribute to the perceived color, hence 1000 colors times 8 opacity levels lead to 8000 possible colors. For the example string 121231, we would interpret it as follows: - 12 - Grid coordinate (Column 1, Row 2). - 123 - Color code. - 1 - Opacity code. To express multiple such encodings for different quadrants in a string, we could use commas to separate each encoding, as you exemplified: 121231,131232,141233, ..., where each 6-digit sequence represents a separate quadrant. For a rendering system, it would process the string like this: function processCanvasData(canvasDataString, backgroundColor) { const quadrantData = canvasDataString.split(‘,’); // Split the string into quadrant sets quadrantData.forEach(data => { const quadrantId = data.slice(0, 2); // XY const colorCode = data.slice(2, 5); // C1C2C3 const opacityCode = data.slice(5); // O // Render each quadrant with the determined color and opacity renderQuadrant(quadrantId, colorCode, opacityCode, backgroundColor); }); } function renderQuadrant(quadrantId, colorCode, opacityCode, backgroundColor) { const [column, row] = quadrantId.split(‘’).map(digit => parseInt(digit, 10)); const color = mapColorCodeToRGB(colorCode); // Implement as needed const opacity = mapOpacityCodeToValue(opacityCode); // Implement as needed // Perform the actual rendering with the color, opacity, and background color // Assuming an existing function that draws on the correct canvas quadrant drawOnCanvas(column, row, color, opacity, backgroundColor); } With a solid send of mapping functions to convert the numerical color codes to RGB values and opacity codes to opacity values, combined with assistance from the background color, this system should work effectively. This is conceptually how the rendering system would handle such strings, providing condensed yet comprehensive information for visual representation in a pixel art context. The approach minimizes token usage and maximizes efficiency when generating these strings as NLP AI output. maybe we don’t need full transparency in opacity? we can add more colors if bind “0” in opacity to some low opacity but not transparent compleely. If the goal is to maximize the use of the opacity scale to enhance the color palette rather than allowing fully transparent quadrants, you could indeed repurpose the ‘0’ value to represent a low level of opacity instead of full transparency. Thus, the opacity scale ‘0-9’ could represent a range from very faint (just barely visible) to fully opaque. Here’s how this adjustment would influence the encoding: 1. Opacity Range Adjustment: - By changing the ‘0’ opacity value to represent a low level of opacity rather than full transparency, you effectively have 10 opacity levels (‘0’ to ‘9’), where ‘0’ is now very faint, and ‘9’ is fully opaque. 2. Extended Color Variety through Opacity: - With this adjustment, every color code (‘000’ to ‘999’) now has 10 variations (including the new faint opacity level represented by ‘0’), therefore yielding a total of 10,000 unique visible quadrants when the nuanced opacity effect is considered over the background color. Using the modified encoding, the string 121230 would be interpreted as follows: - 12 - Grid coordinate (Column 1, Row 2). - 123 - Color code. - 0 - Opacity code, representing a low but non-zero opacity level. By including this faint opacity level, you can create variations that may appear to be different colors when viewed against the background, further enhancing the perceived diversity within your color palette. Your rendering system will still parse the string in the same way but adjust the interpretation of the opacity values: function processCanvasData(canvasDataString, backgroundColor) { const quadrantData = canvasDataString.split(‘,’); // Split the string into quadrant sets quadrantData.forEach(data => { const quadrantId = data.slice(0, 2); // XY const colorCode = data.slice(2, 5); // C1C2C3 const opacityCode = data.slice(5); // O // Render each quadrant with the determined color and (adjusted) opacity renderQuadrant(quadrantId, colorCode, opacityCode, backgroundColor); }); } function renderQuadrant(quadrantId, colorCode, opacityCode, backgroundColor) { const [column, row] = quadrantId.split(‘’).map(digit => parseInt(digit, 10)); const color = mapColorCodeToRGB(colorCode); // To be implemented const opacity = mapOpacityCodeToValue(opacityCode); // Adjust mapping to account for ‘0’ being low opacity // Calling an existing function to draw the color with the correct opacity drawOnCanvas(column, row, color, opacity, backgroundColor); } Keep in mind that for the functions mapColorCodeToRGB and mapOpacityCodeToValue, you’ll need actual implementations that map your numerical codes to real color and opacity values. This encoding approach allows for variations in color impressions and could be appealing in various creative imaging or graphic design applications, where subtle color shifts and blending are desired. “you’ll need actual implementations that map your numerical codes to real color and opacity values.”. last two digits is color is a pair to quadrant digits. opacity’s single digit is one of the last digits in color. so, the intended functionaly will function as intended and need to be, as: color’s three digits will represent reduced version of hex colors but with rised index, and opacity will function as opacity, the only difference that these values will be bound or attached to each-another: last two digits in color “123” will be attached to quadrant addiditional digits, opacity will be attached to one of the last two digits in color, to compensate this “linear anomaly” where: quadrant=color, quadrant=color, quadrant=color. Thank you for your patience. I now understand the unique way you’ve designed the string encoding to maximize the use of the given digits for both color and quadrant identification, as well as integrating opacity into one of the color digits. Let me illustrate how the encoding works based on your recent explanation: 1. Quadrant Coordinates: - Two digits XY, each ranging from 0-9, specify the column (X) and row (Y) of the grid. 2. Color: - Three digits C1C2C3 provide the color code. C1 is an independent digit, whereas C2C3 are digits that are also used in quadrant positioning. - This numerical color represents an index to an actual RGB color value. The index needs to be mapped to a more expansive color palette. 3. Opacity: - One digit O maps to an opacity level. This digit is either C2 or C3 (decided by an underlying algorithm or pattern). The color and opacity are thus interlinked, and the mapping logic for color must account for the shared opacity digit. Given these rules, a string like 051234 is interpreted as: - 05 - Identifying the fifth row and column in the grid. - 123 (with 2 also being used to signify the row) - Serving as an index to look up the actual color. - 4 - Determining the opacity level. This is either C2 or C3 from the color code, per the interlinking mechanism you’ve described. Multiple such quadrants would be represented as a comma-separated list: 051234,061345,071456,... which would translate into many quadrants with corresponding colors and opacities. The rendering system would, at a high level, parse and apply these values as follows: function processCanvasData(canvasString, backgroundColor) { canvasString.split(‘,’).forEach(quadrantString => { const gridPosition = quadrantString.substring(0, 2); const colorIndex = quadrantString.substring(2, 5); const opacityIndex = quadrantString.substring(4, 5); // Using last color digit as opacity // The actual RGB colors and opacity values would be determined through // lookup functions, mapping the numerical index to a specific color/opacity. const color = getColorFromIndex(colorIndex); const opacity = getOpacityFromIndex(opacityIndex); renderQuadrant(gridPosition, color, opacity, backgroundColor); }); } function getColorFromIndex(index) { // Define color mapping logic based on the C1C2C3 index. } function getOpacityFromIndex(index) { // Define opacity mapping logic based on the O index. } function renderQuadrant(position, color, opacity, background) { // Render the quadrant with the specified color and opacity over the background. } To fully implement this system, getColorFromIndex and getOpacityFromIndex would require a mapping of index values to a predefined range of colors and opacities. For example, 123 would map to a certain color in the range of #000000 to #FFFFFF, and 4 could map to 40% opacity. This approach allows for a more space-efficient representation of the data. It maximizes color variance with the given constraints and maintains fine control over grid positioning and opacity, making it suitable for applications like dynamically-generated pixel art where token economy is critical. ok, rise the index or map colors to some adequate values in hex range. set the minimum “0” in opacity to be like 10% in actual opacity and move and map everything further as you want. now try to output fully implemented code in html,css,and javascript, without any comments inside.
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{ "intermediate": 0.41129958629608154, "beginner": 0.3989948332309723, "expert": 0.18970556557178497 }
37,264
“Based on our conversation, the concept for a system that encodes details of a pixel art canvas into a compact, numerical string for interpretation by a JavaScript-based rendering framework is as follows: 1. The canvas is composed of a grid of quadrants, each quadrant representing a “pixel” of the artwork. 2. Each quadrant’s information is encoded in a 6-digit numerical string format: XYC1C2C3O. - XY represents the quadrant coordinates, where X is the column number and Y is the row number. - C1C2C3 is a three-digit color code, which acts as an index to a specific color from a predefined color palette. - O is a single-digit opacity level, ranging from 1 (representing a low opacity level or “faint”) to 9 (full opacity). The digit ‘0’ is also repurposed to represent a very low but non-zero opacity level. 3. The rendering framework interprets this string by extracting the color and opacity information from the numerical indices and mapping them to actual RGB color values and CSS opacity properties for displaying on the canvas. 4. A key assumption is that a predefined background color complements the color indices to visually enhance the rendered output—given the foregone digit from standard hex color representation, the background color plays an integral role in the perceived color outcome when opacity is applied. 5. Opacity levels are interrelated with the color code digits, meaning the encoded string’s opacity digit may influence the resultant quadrant color when blended with the background color, offering variations in the shades. 6. The rendering logic adopts an efficient approach to mapping the numerical color index to RGB colors and the numerical opacity index to opacity percentages, taking into consideration the blending effect with the background color. 7. The rendering framework aims to minimize data length to fit within token or data passage constraints, making the string encoding method particularly suited to environments like GPT-3, where output verbosity is a limiting factor. To articulate this concept into a functioning piece of code, one would start by setting up the canvas, defining the color and opacity mapping functions, and finally, implementing the decoding and rendering logic, as illustrated in our previous iteration of the HTML/CSS/JavaScript code. The code should include: - HTML to define the canvas area. - CSS to style the canvas grid and quadrants. - JavaScript to create the grid dynamically, process the encoded string data, and render the grid with the appropriate colors and opacities. Any encoding algorithm to convert detailed design descriptions into the compact string format must also be defined in tandem with the rendering logic to ensure consistency and accuracy in the decoding process. This would provide a coherent system where an NLP model like GPT-3 can generate background descriptions that can directly translate to pixel art representations for visualization. The implementation should be thoroughly tested to validate that the encoded data produces the expected visual result, and adjustments should be made to the mapping tables based on the contrast, luminance, and overall aesthetic requirements of the envisioned pixel art canvas.”:<!DOCTYPE html> <html lang=“en”> <head> <meta charset=“UTF-8”> <meta name=“viewport” content=“width=device-width, initial-scale=1.0”> <title>Pixel Art Canvas</title> <style> .canvas-grid { display: grid; grid-template-columns: repeat(3, 1fr); grid-gap: 2px; width: 800px; height: 800px; } .quadrant { width: 100%; height: 100%; opacity: 1; background-color: #000; } </style> </head> <body> <div id=“canvas” class=“canvas-grid”> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> </div> <script> function applyQuadrantProperties(quadrantData) { const quadrantElements = document.querySelectorAll(‘.quadrant’); const gridSize = 3; // This should match grid-template-columns in your CSS const quadrants = quadrantData.split(‘,’); for (var i = 0; i < quadrants.length; i++) { var quadrant = quadrants[i]; var rowIndex = parseInt(quadrant.substring(0, 2), 10) - 1; var columnIndex = parseInt(quadrant.substring(2, 4), 10) - 1; if (rowIndex < 0 || rowIndex >= gridSize || columnIndex < 0 || columnIndex >= gridSize) { console.error('Invalid grid position: row ’ + (rowIndex + 1) + ', column ’ + (columnIndex + 1)); continue; } var colorCode = quadrant.substring(4, 10); var opacity = parseInt(quadrant.substring(10), 10) / 100; var quadrantIndex = rowIndex * gridSize + columnIndex; var quadrantElement = quadrantElements[quadrantIndex]; if (!quadrantElement) { console.error('No element found at index ’ + quadrantIndex); continue; } quadrantElement.style.backgroundColor = ‘#’ + colorCode; quadrantElement.style.opacity = opacity.toString(); } } applyQuadrantProperties(‘0101FF0000,020200FF00,03030000FF’); </script> </body> </html>
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{ "intermediate": 0.2760515511035919, "beginner": 0.43211081624031067, "expert": 0.2918376326560974 }
37,265
“Based on our conversation, the concept for a system that encodes details of a pixel art canvas into a compact, numerical string for interpretation by a JavaScript-based rendering framework is as follows: 1. The canvas is composed of a grid of quadrants, each quadrant representing a “pixel” of the artwork. 2. Each quadrant’s information is encoded in a 6-digit numerical string format: XYC1C2C3O. - XY represents the quadrant coordinates, where X is the column number and Y is the row number. - C1C2C3 is a three-digit color code, which acts as an index to a specific color from a predefined color palette. - O is a single-digit opacity level, ranging from 1 (representing a low opacity level or “faint”) to 9 (full opacity). The digit ‘0’ is also repurposed to represent a very low but non-zero opacity level. 3. The rendering framework interprets this string by extracting the color and opacity information from the numerical indices and mapping them to actual RGB color values and CSS opacity properties for displaying on the canvas. 4. A key assumption is that a predefined background color complements the color indices to visually enhance the rendered output—given the foregone digit from standard hex color representation, the background color plays an integral role in the perceived color outcome when opacity is applied. 5. Opacity levels are interrelated with the color code digits, meaning the encoded string’s opacity digit may influence the resultant quadrant color when blended with the background color, offering variations in the shades. 6. The rendering logic adopts an efficient approach to mapping the numerical color index to RGB colors and the numerical opacity index to opacity percentages, taking into consideration the blending effect with the background color. 7. The rendering framework aims to minimize data length to fit within token or data passage constraints, making the string encoding method particularly suited to environments like GPT-3, where output verbosity is a limiting factor. To articulate this concept into a functioning piece of code, one would start by setting up the canvas, defining the color and opacity mapping functions, and finally, implementing the decoding and rendering logic, as illustrated in our previous iteration of the HTML/CSS/JavaScript code. The code should include: - HTML to define the canvas area. - CSS to style the canvas grid and quadrants. - JavaScript to create the grid dynamically, process the encoded string data, and render the grid with the appropriate colors and opacities. Any encoding algorithm to convert detailed design descriptions into the compact string format must also be defined in tandem with the rendering logic to ensure consistency and accuracy in the decoding process. This would provide a coherent system where an NLP model like GPT-3 can generate background descriptions that can directly translate to pixel art representations for visualization. The implementation should be thoroughly tested to validate that the encoded data produces the expected visual result, and adjustments should be made to the mapping tables based on the contrast, luminance, and overall aesthetic requirements of the envisioned pixel art canvas.”:<!DOCTYPE html> <html lang=“en”> <head> <meta charset=“UTF-8”> <meta name=“viewport” content=“width=device-width, initial-scale=1.0”> <title>Pixel Art Canvas</title> <style> .canvas-grid { display: grid; grid-template-columns: repeat(3, 1fr); grid-gap: 2px; width: 800px; height: 800px; } .quadrant { width: 100%; height: 100%; opacity: 1; background-color: #000; } </style> </head> <body> <div id=“canvas” class=“canvas-grid”> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> </div> <script> function applyQuadrantProperties(quadrantData) { const quadrantElements = document.querySelectorAll(‘.quadrant’); const gridSize = 3; // This should match grid-template-columns in your CSS const quadrants = quadrantData.split(‘,’); for (var i = 0; i < quadrants.length; i++) { var quadrant = quadrants[i]; var rowIndex = parseInt(quadrant.substring(0, 2), 10) - 1; var columnIndex = parseInt(quadrant.substring(2, 4), 10) - 1; if (rowIndex < 0 || rowIndex >= gridSize || columnIndex < 0 || columnIndex >= gridSize) { console.error('Invalid grid position: row ’ + (rowIndex + 1) + ', column ’ + (columnIndex + 1)); continue; } var colorCode = quadrant.substring(4, 10); var opacity = parseInt(quadrant.substring(10), 10) / 100; var quadrantIndex = rowIndex * gridSize + columnIndex; var quadrantElement = quadrantElements[quadrantIndex]; if (!quadrantElement) { console.error('No element found at index ’ + quadrantIndex); continue; } quadrantElement.style.backgroundColor = ‘#’ + colorCode; quadrantElement.style.opacity = opacity.toString(); } } applyQuadrantProperties(‘0101FF0000,020200FF00,03030000FF’); </script> </body> </html>
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{ "intermediate": 0.2760515511035919, "beginner": 0.43211081624031067, "expert": 0.2918376326560974 }
37,266
In Unity, the forward axis of a gun prefab does not fit the barrel direction, how to fix this?
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{ "intermediate": 0.5124056339263916, "beginner": 0.24080464243888855, "expert": 0.24678973853588104 }
37,267
“Based on our conversation, the concept for a system that encodes details of a pixel art canvas into a compact, numerical string for interpretation by a JavaScript-based rendering framework is as follows: 1. The canvas is composed of a grid of quadrants, each quadrant representing a “pixel” of the artwork. 2. Each quadrant’s information is encoded in a 6-digit numerical string format: XYC1C2C3O. - XY represents the quadrant coordinates, where X is the column number and Y is the row number. - C1C2C3 is a three-digit color code, which acts as an index to a specific color from a predefined color palette. - O is a single-digit opacity level, ranging from 1 (representing a low opacity level or “faint”) to 9 (full opacity). The digit ‘0’ is also repurposed to represent a very low but non-zero opacity level. 3. The rendering framework interprets this string by extracting the color and opacity information from the numerical indices and mapping them to actual RGB color values and CSS opacity properties for displaying on the canvas. 4. A key assumption is that a predefined background color complements the color indices to visually enhance the rendered output—given the foregone digit from standard hex color representation, the background color plays an integral role in the perceived color outcome when opacity is applied. 5. Opacity levels are interrelated with the color code digits, meaning the encoded string’s opacity digit may influence the resultant quadrant color when blended with the background color, offering variations in the shades. 6. The rendering logic adopts an efficient approach to mapping the numerical color index to RGB colors and the numerical opacity index to opacity percentages, taking into consideration the blending effect with the background color. 7. The rendering framework aims to minimize data length to fit within token or data passage constraints, making the string encoding method particularly suited to environments like GPT-3, where output verbosity is a limiting factor. To articulate this concept into a functioning piece of code, one would start by setting up the canvas, defining the color and opacity mapping functions, and finally, implementing the decoding and rendering logic, as illustrated in our previous iteration of the HTML/CSS/JavaScript code. The code should include: - HTML to define the canvas area. - CSS to style the canvas grid and quadrants. - JavaScript to create the grid dynamically, process the encoded string data, and render the grid with the appropriate colors and opacities. Any encoding algorithm to convert detailed design descriptions into the compact string format must also be defined in tandem with the rendering logic to ensure consistency and accuracy in the decoding process. This would provide a coherent system where an NLP model like GPT-3 can generate background descriptions that can directly translate to pixel art representations for visualization. The implementation should be thoroughly tested to validate that the encoded data produces the expected visual result, and adjustments should be made to the mapping tables based on the contrast, luminance, and overall aesthetic requirements of the envisioned pixel art canvas.”.<!DOCTYPE html> <html lang=“en”> <head> <meta charset=“UTF-8”> <meta name=“viewport” content=“width=device-width, initial-scale=1.0”> <title>Pixel Art Canvas</title> <style> .canvas-grid { display: grid; grid-template-columns: repeat(3, 1fr); grid-gap: 2px; width: 800px; height: 800px; } .quadrant { width: 100%; height: 100%; opacity: 1; background-color: #000; } </style> </head> <body> <div id=“canvas” class=“canvas-grid”> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> </div> <script> function applyQuadrantProperties(quadrantData) { const quadrantElements = document.querySelectorAll(‘.quadrant’); const gridSize = 3; // This should match grid-template-columns in your CSS const quadrants = quadrantData.split(‘,’); for (var i = 0; i < quadrants.length; i++) { var quadrant = quadrants[i]; var rowIndex = parseInt(quadrant.substring(0, 2), 10) - 1; var columnIndex = parseInt(quadrant.substring(2, 4), 10) - 1; if (rowIndex < 0 || rowIndex >= gridSize || columnIndex < 0 || columnIndex >= gridSize) { console.error('Invalid grid position: row ’ + (rowIndex + 1) + ', column ’ + (columnIndex + 1)); continue; } var colorCode = quadrant.substring(4, 10); var opacity = parseInt(quadrant.substring(10), 10) / 100; var quadrantIndex = rowIndex * gridSize + columnIndex; var quadrantElement = quadrantElements[quadrantIndex]; if (!quadrantElement) { console.error('No element found at index ’ + quadrantIndex); continue; } quadrantElement.style.backgroundColor = ‘#’ + colorCode; quadrantElement.style.opacity = opacity.toString(); } } applyQuadrantProperties(‘0101FF0000,020200FF00,03030000FF’); </script> </body> </html> you can’t do fully working implementation without backticks used and comments anywhere in the code, right?
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{ "intermediate": 0.30197495222091675, "beginner": 0.37637051939964294, "expert": 0.3216545879840851 }
37,268
“Based on our conversation, the concept for a system that encodes details of a pixel art canvas into a compact, numerical string for interpretation by a JavaScript-based rendering framework is as follows: 1. The canvas is composed of a grid of quadrants, each quadrant representing a “pixel” of the artwork. 2. Each quadrant’s information is encoded in a 6-digit numerical string format: XYC1C2C3O. - XY represents the quadrant coordinates, where X is the column number and Y is the row number. - C1C2C3 is a three-digit color code, which acts as an index to a specific color from a predefined color palette. - O is a single-digit opacity level, ranging from 1 (representing a low opacity level or “faint”) to 9 (full opacity). The digit ‘0’ is also repurposed to represent a very low but non-zero opacity level. 3. The rendering framework interprets this string by extracting the color and opacity information from the numerical indices and mapping them to actual RGB color values and CSS opacity properties for displaying on the canvas. 4. A key assumption is that a predefined background color complements the color indices to visually enhance the rendered output—given the foregone digit from standard hex color representation, the background color plays an integral role in the perceived color outcome when opacity is applied. 5. Opacity levels are interrelated with the color code digits, meaning the encoded string’s opacity digit may influence the resultant quadrant color when blended with the background color, offering variations in the shades. 6. The rendering logic adopts an efficient approach to mapping the numerical color index to RGB colors and the numerical opacity index to opacity percentages, taking into consideration the blending effect with the background color. 7. The rendering framework aims to minimize data length to fit within token or data passage constraints, making the string encoding method particularly suited to environments like GPT-3, where output verbosity is a limiting factor. To articulate this concept into a functioning piece of code, one would start by setting up the canvas, defining the color and opacity mapping functions, and finally, implementing the decoding and rendering logic, as illustrated in our previous iteration of the HTML/CSS/JavaScript code. The code should include: - HTML to define the canvas area. - CSS to style the canvas grid and quadrants. - JavaScript to create the grid dynamically, process the encoded string data, and render the grid with the appropriate colors and opacities. Any encoding algorithm to convert detailed design descriptions into the compact string format must also be defined in tandem with the rendering logic to ensure consistency and accuracy in the decoding process. This would provide a coherent system where an NLP model like GPT-3 can generate background descriptions that can directly translate to pixel art representations for visualization. The implementation should be thoroughly tested to validate that the encoded data produces the expected visual result, and adjustments should be made to the mapping tables based on the contrast, luminance, and overall aesthetic requirements of the envisioned pixel art canvas.”.<!DOCTYPE html> <html lang=“en”> <head> <meta charset=“UTF-8”> <meta name=“viewport” content=“width=device-width, initial-scale=1.0”> <title>Pixel Art Canvas</title> <style> .canvas-grid { display: grid; grid-template-columns: repeat(3, 1fr); grid-gap: 2px; width: 800px; height: 800px; } .quadrant { width: 100%; height: 100%; opacity: 1; background-color: #000; } </style> </head> <body> <div id=“canvas” class=“canvas-grid”> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> </div> <script> function applyQuadrantProperties(quadrantData) { const quadrantElements = document.querySelectorAll(‘.quadrant’); const gridSize = 3; // This should match grid-template-columns in your CSS const quadrants = quadrantData.split(‘,’); for (var i = 0; i < quadrants.length; i++) { var quadrant = quadrants[i]; var rowIndex = parseInt(quadrant.substring(0, 2), 10) - 1; var columnIndex = parseInt(quadrant.substring(2, 4), 10) - 1; if (rowIndex < 0 || rowIndex >= gridSize || columnIndex < 0 || columnIndex >= gridSize) { console.error('Invalid grid position: row ’ + (rowIndex + 1) + ', column ’ + (columnIndex + 1)); continue; } var colorCode = quadrant.substring(4, 10); var opacity = parseInt(quadrant.substring(10), 10) / 100; var quadrantIndex = rowIndex * gridSize + columnIndex; var quadrantElement = quadrantElements[quadrantIndex]; if (!quadrantElement) { console.error('No element found at index ’ + quadrantIndex); continue; } quadrantElement.style.backgroundColor = ‘#’ + colorCode; quadrantElement.style.opacity = opacity.toString(); } } applyQuadrantProperties(‘0101FF0000,020200FF00,03030000FF’); </script> </body> </html> you can’t do fully working implementation without backticks used and comments anywhere in the code, right? The code you’ve provided does seem to set up a basic grid layout and attempts to apply color and opacity to the quadrants, but there are several issues and inconsistencies with your concept description. I’ll explain the discrepancies and potential enhancements to align it with the described system. First, let’s clarify the points where your current implementation diverges from the concept: 1. The encoding scheme from the concept was defined as XYC1C2C3O where: - XY are coordinates - C1C2C3 is a color index - O is an opacity level The encoding scheme in the JavaScript you provided (e.g., ‘0101FF0000’) is inconsistent with the concept, as it uses six digits for colors rather than three, includes two extra digits after the color code, and does not include an opacity value in the correct position. 2. The quadrant colors are set using a hex code directly, rather than through an indexed palette as the concept suggests. A numerical color index would need to be mapped to a color palette. 3. The concept of rows and columns in XY is not properly handled. The provided code assumes each quadrant is represented by four digits, but according to the concept, XY should be only two digits. 4. Opacity in the implementation is divided by 100, which assumes the opacity value O is a two-digit number. However, the concept implies that O is a single digit. Let’s revise the JavaScript code to be more consistent with the initial concept: <script> // Define the color palette (as an example) const colorPalette = { 000: ‘red’, // Example mapping, index 000 to ‘red’ 001: ‘green’, 002: ‘blue’ // Add more colors as needed }; // Function to convert color index to hexadecimal color function getColorFromIndex(index) { const color = colorPalette[index]; if (!color) { console.error(‘Color index not found: ’ + index); } return color; } // Function to convert opacity index to CSS opacity value function getOpacityFromIndex(index) { const opacity = parseInt(index, 10); if (isNaN(opacity) || opacity < 0 || opacity > 9) { console.error(‘Invalid opacity index: ’ + index); return 1; } return opacity / 9; // Map 1 to 0.11 and 9 to 1 } // Apply the properties to the grid quadrants based on the encoded data function applyQuadrantProperties(encodedData) { // Assuming a 3x3 grid, adjust accordingly if needed const gridSize = 3; const quadrantElements = document.querySelectorAll(’.quadrant’); encodedData.forEach((data, index) => { const quadrantElement = quadrantElements[index]; if (!quadrantElement) { console.error('No element found at index ’ + index); return; } const coordinate = data.substring(0, 2); // First two digits are coordinates const colorIndex = data.substring(2, 5); // Next three digits as color index const opacityIndex = data.substring(5, 6); // Last digit as opacity index quadrantElement.style.backgroundColor = getColorFromIndex(colorIndex); quadrantElement.style.opacity = getOpacityFromIndex(opacityIndex).toString(); }); } // Example encoded data, assuming the canvas is 3x3 const encodedQuadrantData = [‘010000’, ‘020001’, ‘030002’]; // Each item represents XYC1C2C3O applyQuadrantProperties(encodedQuadrantData); </script> Please note that the encoding string must follow the concept definition of “XYC1C2C3O” more closely, which means you’ll need six numbers per quadrant, not ten as in your provided code. It’s important to remember that HTML comments are &lt;!-- Comment --&gt;, CSS comments are /* Comment */, and JavaScript comments are // Comment for single-line or /* Comment */ for multi-line. Always ensure that you include comments where necessary for better code readability and maintenance. Since the code provided is only a text snippet here, it’s not possible to include them and have them properly formatted without using backticks or another preformatted text method. draw something in this array “const encodedQuadrantData = [‘010000’, ‘020001’, ‘030002’];”. expand canvas to use more quadrants as pixels in pixelarted framework for nlp.
6fb695c69e73f0ec4d296d27ba3f7cef
{ "intermediate": 0.30197495222091675, "beginner": 0.37637051939964294, "expert": 0.3216545879840851 }
37,269
“Based on our conversation, the concept for a system that encodes details of a pixel art canvas into a compact, numerical string for interpretation by a JavaScript-based rendering framework is as follows: 1. The canvas is composed of a grid of quadrants, each quadrant representing a “pixel” of the artwork. 2. Each quadrant’s information is encoded in a 6-digit numerical string format: XYC1C2C3O. - XY represents the quadrant coordinates, where X is the column number and Y is the row number. - C1C2C3 is a three-digit color code, which acts as an index to a specific color from a predefined color palette. - O is a single-digit opacity level, ranging from 1 (representing a low opacity level or “faint”) to 9 (full opacity). The digit ‘0’ is also repurposed to represent a very low but non-zero opacity level. 3. The rendering framework interprets this string by extracting the color and opacity information from the numerical indices and mapping them to actual RGB color values and CSS opacity properties for displaying on the canvas. 4. A key assumption is that a predefined background color complements the color indices to visually enhance the rendered output—given the foregone digit from standard hex color representation, the background color plays an integral role in the perceived color outcome when opacity is applied. 5. Opacity levels are interrelated with the color code digits, meaning the encoded string’s opacity digit may influence the resultant quadrant color when blended with the background color, offering variations in the shades. 6. The rendering logic adopts an efficient approach to mapping the numerical color index to RGB colors and the numerical opacity index to opacity percentages, taking into consideration the blending effect with the background color. 7. The rendering framework aims to minimize data length to fit within token or data passage constraints, making the string encoding method particularly suited to environments like GPT-3, where output verbosity is a limiting factor. To articulate this concept into a functioning piece of code, one would start by setting up the canvas, defining the color and opacity mapping functions, and finally, implementing the decoding and rendering logic, as illustrated in our previous iteration of the HTML/CSS/JavaScript code. The code should include: - HTML to define the canvas area. - CSS to style the canvas grid and quadrants. - JavaScript to create the grid dynamically, process the encoded string data, and render the grid with the appropriate colors and opacities. Any encoding algorithm to convert detailed design descriptions into the compact string format must also be defined in tandem with the rendering logic to ensure consistency and accuracy in the decoding process. This would provide a coherent system where an NLP model like GPT-3 can generate background descriptions that can directly translate to pixel art representations for visualization. The implementation should be thoroughly tested to validate that the encoded data produces the expected visual result, and adjustments should be made to the mapping tables based on the contrast, luminance, and overall aesthetic requirements of the envisioned pixel art canvas.”.<!DOCTYPE html> <html lang=“en”> <head> <meta charset=“UTF-8”> <meta name=“viewport” content=“width=device-width, initial-scale=1.0”> <title>Pixel Art Canvas</title> <style> .canvas-grid { display: grid; grid-template-columns: repeat(3, 1fr); grid-gap: 2px; width: 800px; height: 800px; } .quadrant { width: 100%; height: 100%; opacity: 1; background-color: #000; } </style> </head> <body> <div id=“canvas” class=“canvas-grid”> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> <div class=“quadrant”></div> </div> <script> function applyQuadrantProperties(quadrantData) { const quadrantElements = document.querySelectorAll(‘.quadrant’); const gridSize = 3; // This should match grid-template-columns in your CSS const quadrants = quadrantData.split(‘,’); for (var i = 0; i < quadrants.length; i++) { var quadrant = quadrants[i]; var rowIndex = parseInt(quadrant.substring(0, 2), 10) - 1; var columnIndex = parseInt(quadrant.substring(2, 4), 10) - 1; if (rowIndex < 0 || rowIndex >= gridSize || columnIndex < 0 || columnIndex >= gridSize) { console.error('Invalid grid position: row ’ + (rowIndex + 1) + ', column ’ + (columnIndex + 1)); continue; } var colorCode = quadrant.substring(4, 10); var opacity = parseInt(quadrant.substring(10), 10) / 100; var quadrantIndex = rowIndex * gridSize + columnIndex; var quadrantElement = quadrantElements[quadrantIndex]; if (!quadrantElement) { console.error('No element found at index ’ + quadrantIndex); continue; } quadrantElement.style.backgroundColor = ‘#’ + colorCode; quadrantElement.style.opacity = opacity.toString(); } } applyQuadrantProperties(‘0101FF0000,020200FF00,03030000FF’); </script> </body> </html> you can’t do fully working implementation without backticks used and comments anywhere in the code, right? The code you’ve provided does seem to set up a basic grid layout and attempts to apply color and opacity to the quadrants, but there are several issues and inconsistencies with your concept description. I’ll explain the discrepancies and potential enhancements to align it with the described system. First, let’s clarify the points where your current implementation diverges from the concept: 1. The encoding scheme from the concept was defined as XYC1C2C3O where: - XY are coordinates - C1C2C3 is a color index - O is an opacity level The encoding scheme in the JavaScript you provided (e.g., ‘0101FF0000’) is inconsistent with the concept, as it uses six digits for colors rather than three, includes two extra digits after the color code, and does not include an opacity value in the correct position. 2. The quadrant colors are set using a hex code directly, rather than through an indexed palette as the concept suggests. A numerical color index would need to be mapped to a color palette. 3. The concept of rows and columns in XY is not properly handled. The provided code assumes each quadrant is represented by four digits, but according to the concept, XY should be only two digits. 4. Opacity in the implementation is divided by 100, which assumes the opacity value O is a two-digit number. However, the concept implies that O is a single digit. Let’s revise the JavaScript code to be more consistent with the initial concept: <script> // Define the color palette (as an example) const colorPalette = { 000: ‘red’, // Example mapping, index 000 to ‘red’ 001: ‘green’, 002: ‘blue’ // Add more colors as needed }; // Function to convert color index to hexadecimal color function getColorFromIndex(index) { const color = colorPalette[index]; if (!color) { console.error(‘Color index not found: ’ + index); } return color; } // Function to convert opacity index to CSS opacity value function getOpacityFromIndex(index) { const opacity = parseInt(index, 10); if (isNaN(opacity) || opacity < 0 || opacity > 9) { console.error(‘Invalid opacity index: ’ + index); return 1; } return opacity / 9; // Map 1 to 0.11 and 9 to 1 } // Apply the properties to the grid quadrants based on the encoded data function applyQuadrantProperties(encodedData) { // Assuming a 3x3 grid, adjust accordingly if needed const gridSize = 3; const quadrantElements = document.querySelectorAll(’.quadrant’); encodedData.forEach((data, index) => { const quadrantElement = quadrantElements[index]; if (!quadrantElement) { console.error('No element found at index ’ + index); return; } const coordinate = data.substring(0, 2); // First two digits are coordinates const colorIndex = data.substring(2, 5); // Next three digits as color index const opacityIndex = data.substring(5, 6); // Last digit as opacity index quadrantElement.style.backgroundColor = getColorFromIndex(colorIndex); quadrantElement.style.opacity = getOpacityFromIndex(opacityIndex).toString(); }); } // Example encoded data, assuming the canvas is 3x3 const encodedQuadrantData = [‘010000’, ‘020001’, ‘030002’]; // Each item represents XYC1C2C3O applyQuadrantProperties(encodedQuadrantData); </script> Please note that the encoding string must follow the concept definition of “XYC1C2C3O” more closely, which means you’ll need six numbers per quadrant, not ten as in your provided code. It’s important to remember that HTML comments are &lt;!-- Comment --&gt;, CSS comments are /* Comment */, and JavaScript comments are // Comment for single-line or /* Comment */ for multi-line. Always ensure that you include comments where necessary for better code readability and maintenance. Since the code provided is only a text snippet here, it’s not possible to include them and have them properly formatted without using backticks or another preformatted text method. draw something in this array “const encodedQuadrantData = [‘010000’, ‘020001’, ‘030002’];”. expand canvas to use more quadrants as pixels in pixelarted framework for nlp. don't comment or describe!
4d9a975efaffd2cae6a97cb813eaf259
{ "intermediate": 0.30197495222091675, "beginner": 0.37637051939964294, "expert": 0.3216545879840851 }
37,270
“Based on our conversation, the concept for a system that encodes details of a pixel art canvas into a compact, numerical string for interpretation by a JavaScript-based rendering framework is as follows: 1. The canvas is composed of a grid of quadrants, each quadrant representing a “pixel” of the artwork. 2. Each quadrant’s information is encoded in a 6-digit numerical string format: XYC1C2C3O. - XY represents the quadrant coordinates, where X is the column number and Y is the row number. - C1C2C3 is a three-digit color code, which acts as an index to a specific color from a predefined color palette. - O is a single-digit opacity level, ranging from 1 (representing a low opacity level or “faint”) to 9 (full opacity). The digit ‘0’ is also repurposed to represent a very low but non-zero opacity level. 3. The rendering framework interprets this string by extracting the color and opacity information from the numerical indices and mapping them to actual RGB color values and CSS opacity properties for displaying on the canvas. 4. A key assumption is that a predefined background color complements the color indices to visually enhance the rendered output—given the foregone digit from standard hex color representation, the background color plays an integral role in the perceived color outcome when opacity is applied. 5. Opacity levels are interrelated with the color code digits, meaning the encoded string’s opacity digit may influence the resultant quadrant color when blended with the background color, offering variations in the shades. 6. The rendering logic adopts an efficient approach to mapping the numerical color index to RGB colors and the numerical opacity index to opacity percentages, taking into consideration the blending effect with the background color. 7. The rendering framework aims to minimize data length to fit within token or data passage constraints, making the string encoding method particularly suited to environments like GPT-3, where output verbosity is a limiting factor. To articulate this concept into a functioning piece of code, one would start by setting up the canvas, defining the color and opacity mapping functions, and finally, implementing the decoding and rendering logic, as illustrated in our previous iteration of the HTML/CSS/JavaScript code. The code should include: - HTML to define the canvas area. - CSS to style the canvas grid and quadrants. - JavaScript to create the grid dynamically, process the encoded string data, and render the grid with the appropriate colors and opacities. Any encoding algorithm to convert detailed design descriptions into the compact string format must also be defined in tandem with the rendering logic to ensure consistency and accuracy in the decoding process. This would provide a coherent system where an NLP model like GPT-3 can generate background descriptions that can directly translate to pixel art representations for visualization. The implementation should be thoroughly tested to validate that the encoded data produces the expected visual result, and adjustments should be made to the mapping tables based on the contrast, luminance, and overall aesthetic requirements of the envisioned pixel art canvas.”.<html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Pixel Art Canvas</title> <style> .canvas-grid { display: grid; grid-template-columns: repeat(10, 40px); grid-template-rows: repeat(10, 40px); grid-gap: 1px; background-color: #eee; } .quadrant { width: 100%; height: 100%; display: block; background-color: transparent; } </style> </head> <body> <div id="canvas" class="canvas-grid"></div> <script> const canvas = document.getElementById('canvas'); const gridSize = 10; const colorPalette = { '003': 'yellow', '004': 'black' }; for (let i = 0; i < gridSize * gridSize; i++) { const div = document.createElement('div'); div.classList.add('quadrant'); canvas.appendChild(div); } const encodedQuadrantData = [ '0101000', '0201000', '0301000', '0401000', '0501000', '0601000', '0701000', '0801000', '0901000', '1001000', '0102000', '0202000', '0302000', '0402000', '0502000', '0602000', '0702000', '0802000', '0902000', '1002000', '0103000', '0203000', '0303000', '0403000', '0503000', '0603000', '0703000', '0803000', '0903000', '1003000', '0104000', '0204000', '0304004', '0404000', '0504000', '0604000', '0704004', '0804000', '0904000', '1004000', '0105000', '0205003', '0305003', '0405003', '0505003', '0605003', '0705003', '0805003', '0905000', '1005000', '0106000', '0206003', '0306003', '0406003', '0506003', '0606003', '0706003', '0806003', '0906000', '1006000', '0107000', '0207000', '0307003', '0407004', '0507004', '0607004', '0707003', '0807000', '0907000', '1007000', '0108000', '0208003', '0308003', '0408003', '0508003', '0608003', '0708003', '0808003', '0908000', '1008000', '0109000', '0209003', '0309003', '0409003', '0509003', '0609003', '0709003', '0809003', '0909000', '1009000', '0110000', '0210000', '0310000', '0410000', '0510000', '0610000', '0710000', '0810000', '0910000', '1010000' ]; const quadrantElements = document.querySelectorAll('.quadrant'); encodedQuadrantData.forEach(function(dataStr) { const X = parseInt(dataStr.substring(0, 2), 10); const Y = parseInt(dataStr.substring(2, 4), 10); const colorIndex = dataStr.substring(4, 7); const opacityIndex = dataStr.substring(7); const index = (Y - 1) * gridSize + (X - 1); if (colorIndex in colorPalette) { quadrantElements[index].style.backgroundColor = colorPalette[colorIndex]; quadrantElements[index].style.opacity = 1; // Full opacity } }); </script> </body> </html>. Now, when you paste the string into the textarea—regardless of whether it has commas, line breaks, or spaces—the renderCanvas function will automatically clean it up and properly parse it for rendering. You only need to hit the “Render Pixel Art” button to see the results. now adapt actual code to string to omit quotation. also, need an input or something, to not paste string directly in code.don’t comment or describe!!! use normal template literals through + and ’ . don’t put comments in code don’t use backticks!!! use normal template literals through + and ’
de6b9a579ca233c9627252faabbc3c9c
{ "intermediate": 0.3707326650619507, "beginner": 0.3554249703884125, "expert": 0.27384239435195923 }
37,271
How can I be succesfull on tiktok with gaming highlights of my self?
7e64ebaaddfefd7449ee3e5cc56e5ebf
{ "intermediate": 0.32155242562294006, "beginner": 0.30834078788757324, "expert": 0.37010684609413147 }
37,272
“Based on our conversation, the concept for a system that encodes details of a pixel art canvas into a compact, numerical string for interpretation by a JavaScript-based rendering framework is as follows: 1. The canvas is composed of a grid of quadrants, each quadrant representing a “pixel” of the artwork. 2. Each quadrant’s information is encoded in a 6-digit numerical string format: XYC1C2C3O. - XY represents the quadrant coordinates, where X is the column number and Y is the row number. - C1C2C3 is a three-digit color code, which acts as an index to a specific color from a predefined color palette. - O is a single-digit opacity level, ranging from 1 (representing a low opacity level or “faint”) to 9 (full opacity). The digit ‘0’ is also repurposed to represent a very low but non-zero opacity level. 3. The rendering framework interprets this string by extracting the color and opacity information from the numerical indices and mapping them to actual RGB color values and CSS opacity properties for displaying on the canvas. 4. A key assumption is that a predefined background color complements the color indices to visually enhance the rendered output—given the foregone digit from standard hex color representation, the background color plays an integral role in the perceived color outcome when opacity is applied. 5. Opacity levels are interrelated with the color code digits, meaning the encoded string’s opacity digit may influence the resultant quadrant color when blended with the background color, offering variations in the shades. 6. The rendering logic adopts an efficient approach to mapping the numerical color index to RGB colors and the numerical opacity index to opacity percentages, taking into consideration the blending effect with the background color. 7. The rendering framework aims to minimize data length to fit within token or data passage constraints, making the string encoding method particularly suited to environments like GPT-3, where output verbosity is a limiting factor. To articulate this concept into a functioning piece of code, one would start by setting up the canvas, defining the color and opacity mapping functions, and finally, implementing the decoding and rendering logic, as illustrated in our previous iteration of the HTML/CSS/JavaScript code. The code should include: - HTML to define the canvas area. - CSS to style the canvas grid and quadrants. - JavaScript to create the grid dynamically, process the encoded string data, and render the grid with the appropriate colors and opacities. Any encoding algorithm to convert detailed design descriptions into the compact string format must also be defined in tandem with the rendering logic to ensure consistency and accuracy in the decoding process. This would provide a coherent system where an NLP model like GPT-3 can generate background descriptions that can directly translate to pixel art representations for visualization. The implementation should be thoroughly tested to validate that the encoded data produces the expected visual result, and adjustments should be made to the mapping tables based on the contrast, luminance, and overall aesthetic requirements of the envisioned pixel art canvas.”.<html lang=“en”> <head> <meta charset=“UTF-8”> <meta name=“viewport” content=“width=device-width, initial-scale=1.0”> <title>Pixel Art Canvas</title> <style> .canvas-grid { display: grid; grid-template-columns: repeat(10, 40px); grid-template-rows: repeat(10, 40px); grid-gap: 1px; background-color: #eee; } .quadrant { width: 100%; height: 100%; display: block; background-color: transparent; } </style> </head> <body> <div id=“canvas” class=“canvas-grid”></div> <script> const canvas = document.getElementById(‘canvas’); const gridSize = 10; const colorPalette = { ‘003’: ‘yellow’, ‘004’: ‘black’ }; for (let i = 0; i < gridSize * gridSize; i++) { const div = document.createElement(‘div’); div.classList.add(‘quadrant’); canvas.appendChild(div); } const encodedQuadrantData = [ ‘0101000’, ‘0201000’, ‘0301000’, ‘0401000’, ‘0501000’, ‘0601000’, ‘0701000’, ‘0801000’, ‘0901000’, ‘1001000’, ‘0102000’, ‘0202000’, ‘0302000’, ‘0402000’, ‘0502000’, ‘0602000’, ‘0702000’, ‘0802000’, ‘0902000’, ‘1002000’, ‘0103000’, ‘0203000’, ‘0303000’, ‘0403000’, ‘0503000’, ‘0603000’, ‘0703000’, ‘0803000’, ‘0903000’, ‘1003000’, ‘0104000’, ‘0204000’, ‘0304004’, ‘0404000’, ‘0504000’, ‘0604000’, ‘0704004’, ‘0804000’, ‘0904000’, ‘1004000’, ‘0105000’, ‘0205003’, ‘0305003’, ‘0405003’, ‘0505003’, ‘0605003’, ‘0705003’, ‘0805003’, ‘0905000’, ‘1005000’, ‘0106000’, ‘0206003’, ‘0306003’, ‘0406003’, ‘0506003’, ‘0606003’, ‘0706003’, ‘0806003’, ‘0906000’, ‘1006000’, ‘0107000’, ‘0207000’, ‘0307003’, ‘0407004’, ‘0507004’, ‘0607004’, ‘0707003’, ‘0807000’, ‘0907000’, ‘1007000’, ‘0108000’, ‘0208003’, ‘0308003’, ‘0408003’, ‘0508003’, ‘0608003’, ‘0708003’, ‘0808003’, ‘0908000’, ‘1008000’, ‘0109000’, ‘0209003’, ‘0309003’, ‘0409003’, ‘0509003’, ‘0609003’, ‘0709003’, ‘0809003’, ‘0909000’, ‘1009000’, ‘0110000’, ‘0210000’, ‘0310000’, ‘0410000’, ‘0510000’, ‘0610000’, ‘0710000’, ‘0810000’, ‘0910000’, ‘1010000’ ]; const quadrantElements = document.querySelectorAll(‘.quadrant’); encodedQuadrantData.forEach(function(dataStr) { const X = parseInt(dataStr.substring(0, 2), 10); const Y = parseInt(dataStr.substring(2, 4), 10); const colorIndex = dataStr.substring(4, 7); const opacityIndex = dataStr.substring(7); const index = (Y - 1) * gridSize + (X - 1); if (colorIndex in colorPalette) { quadrantElements[index].style.backgroundColor = colorPalette[colorIndex]; quadrantElements[index].style.opacity = 1; // Full opacity } }); </script> </body> </html>. Now, when you paste the string into the textarea—regardless of whether it has commas, line breaks, or spaces—the renderCanvas function will automatically clean it up and properly parse it for rendering. You only need to hit the “Render Pixel Art” button to see the results. now adapt actual code to string to omit quotation. also, need an input or something, to not paste string directly in code.don’t comment or describe!!! use normal template literals through + and ’ . don’t put comments in code don’t use backticks!!! use normal template literals through + and ’ . also, extremely carefuly think about what are you gonna output next. understand what your code output will do and how it will function. understand possible errors that may occur and don’t do them.
9354c1326625e456a47d28ebd3044cda
{ "intermediate": 0.362143337726593, "beginner": 0.40061745047569275, "expert": 0.23723921179771423 }
37,273
hi
37aff251db71931dbc0782969ae25b21
{ "intermediate": 0.3246487081050873, "beginner": 0.27135494351387024, "expert": 0.40399640798568726 }
37,274
“Based on our conversation, the concept for a system that encodes details of a pixel art canvas into a compact, numerical string for interpretation by a JavaScript-based rendering framework is as follows: 1. The canvas is composed of a grid of quadrants, each quadrant representing a “pixel” of the artwork. 2. Each quadrant’s information is encoded in a 6-digit numerical string format: XYC1C2C3O. - XY represents the quadrant coordinates, where X is the column number and Y is the row number. - C1C2C3 is a three-digit color code, which acts as an index to a specific color from a predefined color palette. - O is a single-digit opacity level, ranging from 1 (representing a low opacity level or “faint”) to 9 (full opacity). The digit ‘0’ is also repurposed to represent a very low but non-zero opacity level. 3. The rendering framework interprets this string by extracting the color and opacity information from the numerical indices and mapping them to actual RGB color values and CSS opacity properties for displaying on the canvas. 4. A key assumption is that a predefined background color complements the color indices to visually enhance the rendered output—given the foregone digit from standard hex color representation, the background color plays an integral role in the perceived color outcome when opacity is applied. 5. Opacity levels are interrelated with the color code digits, meaning the encoded string’s opacity digit may influence the resultant quadrant color when blended with the background color, offering variations in the shades. 6. The rendering logic adopts an efficient approach to mapping the numerical color index to RGB colors and the numerical opacity index to opacity percentages, taking into consideration the blending effect with the background color. 7. The rendering framework aims to minimize data length to fit within token or data passage constraints, making the string encoding method particularly suited to environments like GPT-3, where output verbosity is a limiting factor. To articulate this concept into a functioning piece of code, one would start by setting up the canvas, defining the color and opacity mapping functions, and finally, implementing the decoding and rendering logic, as illustrated in our previous iteration of the HTML/CSS/JavaScript code. The code should include: - HTML to define the canvas area. - CSS to style the canvas grid and quadrants. - JavaScript to create the grid dynamically, process the encoded string data, and render the grid with the appropriate colors and opacities. Any encoding algorithm to convert detailed design descriptions into the compact string format must also be defined in tandem with the rendering logic to ensure consistency and accuracy in the decoding process. This would provide a coherent system where an NLP model like GPT-3 can generate background descriptions that can directly translate to pixel art representations for visualization. The implementation should be thoroughly tested to validate that the encoded data produces the expected visual result, and adjustments should be made to the mapping tables based on the contrast, luminance, and overall aesthetic requirements of the envisioned pixel art canvas.”.
ac97f951ef8a5d869d178c8c527044c9
{ "intermediate": 0.5821746587753296, "beginner": 0.17279058694839478, "expert": 0.24503478407859802 }
37,275
Write a python code to calculate token amount usage from the response generated by openai' api.
ea91c9923d5bd18ae3dea423423a3165
{ "intermediate": 0.6203383207321167, "beginner": 0.11446703970432281, "expert": 0.2651946246623993 }
37,276
Почему сервер майнкрафт не запускается? Вот лог ошибок: [08:32:51] [main/INFO] [LaunchWrapper]: Loading tweak class name net.minecraftforge.fml.common.launcher.FMLServerTweaker [08:32:51] [main/INFO] [LaunchWrapper]: Using primary tweak class name net.minecraftforge.fml.common.launcher.FMLServerTweaker [08:32:51] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.common.launcher.FMLServerTweaker [08:32:51] [main/INFO] [FML]: Forge Mod Loader version 14.23.5.2860 for Minecraft 1.12.2 loading [08:32:51] [main/INFO] [FML]: Java is OpenJDK 64-Bit Server VM, version 1.8.0_312, running on Linux:amd64:5.10.0-0.bpo.9-amd64, installed at /java/8 [08:32:51] [main/INFO] [FML]: Searching /server/./mods for mods [08:32:51] [main/WARN] [FML]: Found FMLCorePluginContainsFMLMod marker in BetterFoliage-MC1.12-2.3.1.jar. This is not recommended, @Mods should be in a separate jar from the coremod. [08:32:51] [main/WARN] [FML]: The coremod BetterFoliageLoader (mods.betterfoliage.loader.BetterFoliageLoader) is not signed! [08:32:51] [main/WARN] [FML]: Found FMLCorePluginContainsFMLMod marker in ChunkAnimator-MC1.12-1.2.jar. This is not recommended, @Mods should be in a separate jar from the coremod. [08:32:51] [main/WARN] [FML]: The coremod lumien.chunkanimator.asm.LoadingPlugin does not have a MCVersion annotation, it may cause issues with this version of Minecraft [08:32:51] [main/WARN] [FML]: The coremod LoadingPlugin (lumien.chunkanimator.asm.LoadingPlugin) is not signed! [08:32:51] [main/WARN] [FML]: Found FMLCorePluginContainsFMLMod marker in CreativeCore_v1.10.3_mc1.12.2.jar. This is not recommended, @Mods should be in a separate jar from the coremod. [08:32:51] [main/WARN] [FML]: The coremod com.creativemd.creativecore.core.CreativePatchingLoader does not have a MCVersion annotation, it may cause issues with this version of Minecraft [08:32:51] [main/WARN] [FML]: The coremod CreativePatchingLoader (com.creativemd.creativecore.core.CreativePatchingLoader) is not signed! [08:32:51] [main/WARN] [FML]: Found FMLCorePluginContainsFMLMod marker in foamfix-0.10.10-1.12.2.jar. This is not recommended, @Mods should be in a separate jar from the coremod. [08:32:51] [main/WARN] [FML]: The coremod pl.asie.foamfix.coremod.FoamFixCore does not have a MCVersion annotation, it may cause issues with this version of Minecraft [08:32:51] [main/WARN] [FML]: Found FMLCorePluginContainsFMLMod marker in Forgelin-1.8.4.jar. This is not recommended, @Mods should be in a separate jar from the coremod. [08:32:51] [main/WARN] [FML]: The coremod net.shadowfacts.forgelin.preloader.ForgelinPlugin does not have a MCVersion annotation, it may cause issues with this version of Minecraft [08:32:51] [main/WARN] [FML]: The coremod ForgelinPlugin (net.shadowfacts.forgelin.preloader.ForgelinPlugin) is not signed! [08:32:51] [main/WARN] [FML]: Found FMLCorePluginContainsFMLMod marker in InventoryTweaks-1.63.jar. This is not recommended, @Mods should be in a separate jar from the coremod. [08:32:51] [main/WARN] [FML]: The coremod invtweaks.forge.asm.FMLPlugin does not have a MCVersion annotation, it may cause issues with this version of Minecraft [08:32:51] [main/WARN] [FML]: The coremod com.creativemd.itemphysic.ItemPatchingLoader does not have a MCVersion annotation, it may cause issues with this version of Minecraft [08:32:51] [main/WARN] [FML]: The coremod ItemPatchingLoader (com.creativemd.itemphysic.ItemPatchingLoader) is not signed! [08:32:51] [main/INFO] [FML]: Loading tweaker org.spongepowered.asm.launch.MixinTweaker from LagGoggles-FAT-1.12.2-4.9.jar [08:32:51] [main/INFO] [FML]: Loading tweaker org.spongepowered.asm.launch.MixinTweaker from Modpack Additions-1.0.0.jar [08:32:51] [main/INFO] [FML]: Loading tweaker optifine.OptiFineForgeTweaker from OptiFine_1.12.2_HD_U_F5.jar [08:32:51] [main/WARN] [FML]: Found FMLCorePluginContainsFMLMod marker in rats-3.2.7.jar. This is not recommended, @Mods should be in a separate jar from the coremod. [08:32:51] [main/WARN] [FML]: The coremod ratscore (com.github.alexthe666.rats.server.asm.RatsPlugin) is not signed! [08:32:51] [main/WARN] [FML]: Found FMLCorePluginContainsFMLMod marker in Reskillable-1.12.2-1.13.0.jar. This is not recommended, @Mods should be in a separate jar from the coremod. [08:32:51] [main/WARN] [FML]: The coremod codersafterdark.reskillable.base.asm.LoadingPlugin does not have a MCVersion annotation, it may cause issues with this version of Minecraft [08:32:51] [main/WARN] [FML]: The coremod LoadingPlugin (codersafterdark.reskillable.base.asm.LoadingPlugin) is not signed! [08:32:51] [main/WARN] [FML]: Found FMLCorePluginContainsFMLMod marker in SereneSeasons-1.12.2-1.2.18-universal.jar. This is not recommended, @Mods should be in a separate jar from the coremod. [08:32:51] [main/WARN] [FML]: The coremod sereneseasons.asm.SSLoadingPlugin does not have a MCVersion annotation, it may cause issues with this version of Minecraft [08:32:51] [main/WARN] [FML]: The coremod SSLoadingPlugin (sereneseasons.asm.SSLoadingPlugin) is not signed! [08:32:51] [main/WARN] [FML]: Found FMLCorePluginContainsFMLMod marker in SmoothFont-mc1.12.2-2.1.1.jar. This is not recommended, @Mods should be in a separate jar from the coremod. [08:32:51] [main/WARN] [FML]: The coremod bre.smoothfont.asm.CorePlugin does not have a MCVersion annotation, it may cause issues with this version of Minecraft [08:32:51] [main/WARN] [FML]: The coremod CorePlugin (bre.smoothfont.asm.CorePlugin) is not signed! [08:32:51] [main/WARN] [FML]: Found FMLCorePluginContainsFMLMod marker in tlskincape_1.12.2-1.4.jar. This is not recommended, @Mods should be in a separate jar from the coremod. [08:32:51] [main/INFO] [FML]: Loading tweaker org.spongepowered.asm.launch.MixinTweaker from VanillaFix-1.0.10-99.jar [08:32:51] [main/INFO] [FML]: Loading tweaker org.spongepowered.asm.launch.MixinTweaker from phosphor-1.12.2-0.2.6+build50-universal.jar [08:32:51] [main/INFO] [LaunchWrapper]: Loading tweak class name net.minecraftforge.fml.common.launcher.FMLInjectionAndSortingTweaker [08:32:51] [main/INFO] [LaunchWrapper]: Loading tweak class name org.spongepowered.asm.launch.MixinTweaker [08:32:51] [main/INFO] [mixin]: SpongePowered MIXIN Subsystem Version=0.7.11 Source=file:/server/./mods/LagGoggles-FAT-1.12.2-4.9.jar Service=LaunchWrapper Env=SERVER [08:32:51] [main/INFO] [VanillaFix]: Initializing VanillaFix [08:32:51] [main/INFO] [VanillaFix]: Initializing StacktraceDeobfuscator [08:32:51] [main/INFO] [VanillaFix]: Found MCP method mappings: methods-stable_39.csv [08:32:51] [main/INFO] [VanillaFix]: Done initializing StacktraceDeobfuscator [08:32:51] [main/INFO] [VanillaFix]: Initializing Bug Fix Mixins [08:32:52] [main/INFO] [mixin]: Compatibility level set to JAVA_8 [08:32:52] [main/INFO] [VanillaFix]: Initializing Crash Fix Mixins [08:32:52] [main/INFO] [VanillaFix]: Initializing Profiler Improvement Mixins [08:32:52] [main/INFO] [VanillaFix]: Initializing Texture Fix Mixins [08:32:52] [main/INFO] [VanillaFix]: Initializing Mod Support Mixins [08:32:52] [main/WARN] [FML]: The coremod VanillaFixLoadingPlugin (org.dimdev.vanillafix.VanillaFixLoadingPlugin) is not signed! [08:32:52] [main/WARN] [LaunchWrapper]: Tweak class name org.spongepowered.asm.launch.MixinTweaker has already been visited -- skipping [08:32:52] [main/INFO] [LaunchWrapper]: Loading tweak class name optifine.OptiFineForgeTweaker [08:32:52] [main/WARN] [LaunchWrapper]: Tweak class name org.spongepowered.asm.launch.MixinTweaker has already been visited -- skipping [08:32:52] [main/WARN] [LaunchWrapper]: Tweak class name org.spongepowered.asm.launch.MixinTweaker has already been visited -- skipping [08:32:52] [main/INFO] [LaunchWrapper]: Loading tweak class name net.minecraftforge.fml.common.launcher.FMLDeobfTweaker [08:32:52] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.common.launcher.FMLInjectionAndSortingTweaker [08:32:52] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.common.launcher.FMLInjectionAndSortingTweaker [08:32:52] [main/INFO] [LaunchWrapper]: Calling tweak class optifine.OptiFineForgeTweaker [08:32:52] [main/INFO] [STDOUT]: [optifine.OptiFineForgeTweaker:dbg:56]: OptiFineForgeTweaker: acceptOptions [08:32:52] [main/INFO] [STDOUT]: [optifine.OptiFineForgeTweaker:dbg:56]: OptiFineForgeTweaker: Forge server detected, skipping class transformer [08:32:52] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:53] [main/INFO] [FML]: Found valid fingerprint for Minecraft Forge. Certificate fingerprint e3c3d50c7c986df74c645c0ac54639741c90a557 [08:32:53] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:53] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:53] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:53] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:53] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:53] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:53] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:53] [main/INFO] [SmoothFontCore ASM]: OptiFine was detected. [08:32:53] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:53] [main/INFO] [STDOUT]: [gloomyfolken.hooklib.asm.HookLogger$SystemOutLogger:debug:20]: [DEBUG] Parsing hooks container gloomyfolken.hooklib.minecraft.SecondaryTransformerHook [08:32:53] [main/INFO] [FML]: [HOOKLIB] Obfuscated: true [08:32:53] [main/INFO] [STDOUT]: [gloomyfolken.hooklib.asm.HookLogger$SystemOutLogger:debug:20]: [DEBUG] Parsing hooks container org.tlauncher.skin.cape.asm.TLSkinCapeHooks [08:32:53] [main/INFO] [LaunchWrapper]: Calling tweak class org.spongepowered.asm.launch.MixinTweaker [08:32:53] [main/INFO] [mixin]: Initialised Mixin FML Remapper Adapter with net.minecraftforge.fml.common.asm.transformers.deobf.FMLDeobfuscatingRemapper@6e0f7aad [08:32:53] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.common.launcher.FMLDeobfTweaker [08:32:53] [main/INFO] [STDOUT]: [gloomyfolken.hooklib.asm.HookLogger$SystemOutLogger:debug:20]: [DEBUG] Injecting hooks into class net.minecraftforge.fml.common.Loader [08:32:53] [main/INFO] [STDOUT]: [gloomyfolken.hooklib.asm.HookLogger$SystemOutLogger:debug:20]: [DEBUG] Patching method net.minecraftforge.fml.common.Loader#injectData([Ljava/lang/Object;) [08:32:53] [main/INFO] [STDOUT]: [gloomyfolken.hooklib.asm.HookLogger$SystemOutLogger:debug:20]: [DEBUG] Methods dictionary loaded in 3 ms [08:32:54] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:54] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:54] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:54] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:54] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:54] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:54] [main/INFO] [LaunchWrapper]: Loading tweak class name net.minecraftforge.fml.common.launcher.TerminalTweaker [08:32:54] [main/INFO] [LaunchWrapper]: Loading tweak class name org.spongepowered.asm.mixin.EnvironmentStateTweaker [08:32:54] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.common.launcher.TerminalTweaker [08:32:54] [main/INFO] [LaunchWrapper]: Calling tweak class org.spongepowered.asm.mixin.EnvironmentStateTweaker [08:32:54] [main/INFO] [STDOUT]: [optifine.OptiFineForgeTweaker:dbg:56]: OptiFineForgeTweaker: getLaunchArguments [08:32:54] [main/INFO] [LagGoggles-Boot]: I am located here: file:/server/./mods/LagGoggles-FAT-1.12.2-4.9.jar!/cf/terminator/laggoggles/Main.class [08:32:54] [main/INFO] [LagGoggles-Boot]: I am designed for Forge version: 14.23.5.2838 [08:32:54] [main/INFO] [LagGoggles-Boot]: Loading server classes [08:32:54] [main/INFO] [LagGoggles-Boot]: SpongeForge is not present! [08:32:54] [main/INFO] [LagGoggles-Boot]: We're running in a production environment. [08:32:54] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:111]: Spliced in METHOD: net.minecraft.world.chunk.BlockStateContainer.func_186018_a [08:32:54] [main/WARN] [mixin]: Error loading class: net/minecraft/server/integrated/IntegratedServer (net.minecraftforge.fml.common.asm.ASMTransformerWrapper$TransformerException: Exception in class transformer net.minecraftforge.fml.common.asm.transformers.SideTransformer@3eed0f5 from coremod FMLCorePlugin) [08:32:54] [main/WARN] [mixin]: @Mixin target net.minecraft.server.integrated.IntegratedServer was not found mixins.vanillafix.crashes.json:MixinIntegratedServer [08:32:54] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:111]: Spliced in METHOD: net.minecraft.tileentity.TileEntity.func_190559_a [08:32:55] [main/INFO] [mixin]: A re-entrant transformer '$wrapper.sereneseasons.asm.transformer.WorldTransformer' was detected and will no longer process meta class data [08:32:55] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:98]: Added INTERFACE: pl/asie/foamfix/coremod/patches/IFoamFixWorldRemovable [08:32:55] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:135]: Added METHOD: net.minecraft.world.World.foamfix_removeUnloadedEntities [08:32:55] [main/INFO] [LagGoggles-Boot]: Enabling: cf.terminator.laggoggles.mixin.MixinWorld [08:32:55] [main/INFO] [LagGoggles-Boot]: Enabling: cf.terminator.laggoggles.mixin.MixinEntity [08:32:55] [main/INFO] [LagGoggles-Boot]: Skipping: cf.terminator.laggoggles.mixin.MixinWorldServerSponge [08:32:55] [main/INFO] [LagGoggles-Boot]: Enabling: cf.terminator.laggoggles.mixin.MixinWorldServerForge [08:32:55] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.patches.WorldServerRemovalPatch:apply:62]: Patched updateEntities in net/minecraft/world/WorldServer func_72939_s [08:32:55] [main/INFO] [LagGoggles-Boot]: Enabling: cf.terminator.laggoggles.mixin.MixinEventBus [08:32:55] [main/INFO] [LagGoggles-Boot]: Enabling: cf.terminator.laggoggles.mixin.MixinASMEventHandler [08:32:55] [main/INFO] [LagGoggles-Boot]: Skipping: cf.terminator.laggoggles.mixin.MixinTileEntityRendererDispatcher [08:32:55] [main/INFO] [LagGoggles-Boot]: Skipping: cf.terminator.laggoggles.mixin.MixinRenderManager [08:32:55] [main/INFO] [STDOUT]: [pl.asie.patchy.helpers.ConstructorReplacingTransformer$FFMethodVisitor:visitTypeInsn:73]: Replaced NEW for net/minecraft/util/ClassInheritanceMultiMap to pl/asie/foamfix/coremod/common/FoamyClassInheritanceMultiMap [08:32:55] [main/INFO] [STDOUT]: [pl.asie.patchy.helpers.ConstructorReplacingTransformer$FFMethodVisitor:visitMethodInsn:85]: Replaced INVOKESPECIAL for net/minecraft/util/ClassInheritanceMultiMap to pl/asie/foamfix/coremod/common/FoamyClassInheritanceMultiMap [08:32:55] [main/INFO] [mixin]: A re-entrant transformer '$wrapper.pl.asie.foamfix.coremod.FoamFixTransformer' was detected and will no longer process meta class data [08:32:55] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:98]: Added INTERFACE: pl/asie/foamfix/coremod/patches/IFoamFixWorldRemovable [08:32:55] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:135]: Added METHOD: net.minecraft.world.World.foamfix_removeUnloadedEntities [08:32:56] [main/INFO] [LagGoggles-Boot]: Applied mixin: cf.terminator.laggoggles.mixin.MixinWorld [08:32:56] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.patches.WorldServerRemovalPatch:apply:62]: Patched updateEntities in net/minecraft/world/WorldServer func_72939_s [08:32:56] [main/INFO] [LagGoggles-Boot]: Applied mixin: cf.terminator.laggoggles.mixin.MixinWorldServerForge [08:32:56] [main/INFO] [STDOUT]: [gloomyfolken.hooklib.asm.HookLogger$SystemOutLogger:debug:20]: [DEBUG] Injecting hooks into class net.minecraft.entity.player.EntityPlayer [08:32:56] [main/INFO] [STDOUT]: [gloomyfolken.hooklib.asm.HookLogger$SystemOutLogger:warning:25]: [WARNING] Can not find target method of hook AsmHook: net.minecraft.entity.player.EntityPlayer#isWearing(Lnet/minecraft/entity/player/EnumPlayerModelParts;) - org.tlauncher.skin.cape.asm.TLSkinCapeHooks#isWearing(Lnet/minecraft/entity/player/EntityPlayer;Lnet/minecraft/entity/player/EnumPlayerModelParts;)Z, ReturnCondition=ALWAYS, ReturnValue=HOOK_RETURN_VALUE, InjectorFactory: gloomyfolken.hooklib.asm.HookInjectorFactory$MethodExit, CreateMethod = false [08:32:57] [main/INFO] [LagGoggles-Boot]: Applied mixin: cf.terminator.laggoggles.mixin.MixinEntity [08:32:57] [main/INFO] [LaunchWrapper]: Launching wrapped minecraft {net.minecraft.server.MinecraftServer} [08:32:57] [main/INFO] [STDOUT]: [com.creativemd.creativecore.transformer.CreativeTransformer:transform:49]: [itemphysic] Patched net.minecraft.entity.item.EntityItem ... [08:32:58] [main/INFO] [STDOUT]: [com.creativemd.creativecore.transformer.CreativeTransformer:transform:49]: [itemphysic] Patched net.minecraft.entity.item.EntityItem ... [08:32:58] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:111]: Spliced in METHOD: net.minecraft.block.state.BlockStateContainer.createState [08:32:58] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:111]: Spliced in METHOD: net.minecraft.block.properties.PropertyEnum.equals [08:32:58] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:111]: Spliced in METHOD: net.minecraft.block.properties.PropertyEnum.hashCode [08:32:58] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:158]: Added FIELD: net.minecraft.block.properties.PropertyEnum.foamfix_hashCode [08:32:58] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:158]: Added FIELD: net.minecraft.block.properties.PropertyEnum.foamfix_hashCode_calced [08:32:58] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:111]: Spliced in METHOD: net.minecraft.block.properties.PropertyInteger.hashCode [08:32:58] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:158]: Added FIELD: net.minecraft.block.properties.PropertyInteger.foamfix_hashCode [08:32:58] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:158]: Added FIELD: net.minecraft.block.properties.PropertyInteger.foamfix_hashCode_calced [08:32:58] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:111]: Spliced in METHOD: net.minecraft.block.properties.PropertyBool.equals [08:32:58] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:111]: Spliced in METHOD: net.minecraft.block.properties.PropertyBool.hashCode [08:32:58] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:111]: Spliced in METHOD: net.minecraft.tileentity.TileEntity.func_190559_a [08:32:58] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:111]: Spliced in METHOD: net.minecraft.block.BlockBed.func_189540_a [08:32:59] [main/INFO] [STDOUT]: [pl.asie.patchy.helpers.ConstructorReplacingTransformer$FFMethodVisitor:visitTypeInsn:73]: Replaced NEW for net/minecraft/tileentity/TileEntityHopper to pl/asie/foamfix/common/TileEntityFasterHopper [08:32:59] [main/INFO] [STDOUT]: [pl.asie.patchy.helpers.ConstructorReplacingTransformer$FFMethodVisitor:visitMethodInsn:85]: Replaced INVOKESPECIAL for net/minecraft/tileentity/TileEntityHopper to pl/asie/foamfix/common/TileEntityFasterHopper [08:32:59] [main/INFO] [STDOUT]: [gloomyfolken.hooklib.asm.HookLogger$SystemOutLogger:debug:20]: [DEBUG] Injecting hooks into class net.minecraft.entity.player.EntityPlayer [08:32:59] [main/INFO] [STDOUT]: [gloomyfolken.hooklib.asm.HookLogger$SystemOutLogger:warning:25]: [WARNING] Can not find target method of hook AsmHook: net.minecraft.entity.player.EntityPlayer#isWearing(Lnet/minecraft/entity/player/EnumPlayerModelParts;) - org.tlauncher.skin.cape.asm.TLSkinCapeHooks#isWearing(Lnet/minecraft/entity/player/EntityPlayer;Lnet/minecraft/entity/player/EnumPlayerModelParts;)Z, ReturnCondition=ALWAYS, ReturnValue=HOOK_RETURN_VALUE, InjectorFactory: gloomyfolken.hooklib.asm.HookInjectorFactory$MethodExit, CreateMethod = false [08:33:00] [main/INFO] [LagGoggles-Boot]: Applied mixin: cf.terminator.laggoggles.mixin.MixinEventBus [08:33:00] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:98]: Added INTERFACE: pl/asie/foamfix/api/IFoamFixMobSpawnerLogic [08:33:00] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:111]: Spliced in METHOD: net.minecraft.tileentity.MobSpawnerBaseLogic.func_98279_f [08:33:00] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:158]: Added FIELD: net.minecraft.tileentity.MobSpawnerBaseLogic.foamfix_activatedCache [08:33:00] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:158]: Added FIELD: net.minecraft.tileentity.MobSpawnerBaseLogic.foamfix_activatedCachePESize [08:33:00] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:158]: Added FIELD: net.minecraft.tileentity.MobSpawnerBaseLogic.foamfix_activatedCacheTime [08:33:00] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:158]: Added FIELD: net.minecraft.tileentity.MobSpawnerBaseLogic.foamfix_forcedCache [08:33:00] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:158]: Added FIELD: net.minecraft.tileentity.MobSpawnerBaseLogic.foamfix_forcedCacheTime [08:33:01] [Server thread/INFO] [minecraft/DedicatedServer]: Starting minecraft server version 1.12.2 [08:33:01] [Server thread/INFO] [FML]: MinecraftForge v14.23.5.2860 Initialized [08:33:01] [Server thread/INFO] [FML]: Starts to replace vanilla recipe ingredients with ore ingredients. [08:33:01] [Server thread/INFO] [FML]: Invalid recipe found with multiple oredict ingredients in the same ingredient... [08:33:01] [Server thread/INFO] [FML]: Replaced 1227 ore ingredients [08:33:01] [Server thread/INFO] [FML]: Searching /server/./mods for mods [08:33:02] [Server thread/INFO] [FML]: Disabling mod ambientsounds it is client side only. [08:33:02] [Server thread/INFO] [FML]: Disabling mod betterfoliage it is client side only. [08:33:02] [Server thread/WARN] [FML]: Mod bettermineshafts is missing the required element 'version' and a version.properties file could not be found. Falling back to metadata version 1.12.2-2.2.1 [08:33:02] [Server thread/INFO] [FML]: Disabling mod chunkanimator it is client side only. [08:33:02] [Server thread/WARN] [FML]: Mod codechickenlib is missing the required element 'version' and a version.properties file could not be found. Falling back to metadata version 3.2.3.358 [08:33:02] [Server thread/INFO] [FML]: Disabling mod colouredtooltips it is client side only. [08:33:02] [Server thread/WARN] [FML]: Mod cosmeticarmorreworked is missing the required element 'version' and a version.properties file could not be found. Falling back to metadata version 1.12.2-v4b [08:33:02] [Server thread/INFO] [FML]: Disabling mod ctgui it is client side only. [08:33:02] [Server thread/WARN] [FML]: Mod damageindicatorsmod is missing the required element 'version' and no fallback can be found. Substituting '1.0'. [08:33:02] [Server thread/WARN] [FML]: Mod enderstorage is missing the required element 'version' and a version.properties file could not be found. Falling back to metadata version 2.4.6.137 [08:33:03] [Server thread/WARN] [FML]: Mod improvedbackpacks is missing the required element 'version' and a version.properties file could not be found. Falling back to metadata version 1.12.2-1.4.1.0 [08:33:03] [Server thread/WARN] [FML]: Mod ironchest is missing the required element 'version' and a version.properties file could not be found. Falling back to metadata version 1.12.2-7.0.67.844 [08:33:03] [Server thread/INFO] [FML]: Disabling mod jeresources it is client side only. [08:33:03] [Server thread/INFO] [FML]: Disabling mod keywizard it is client side only. [08:33:03] [Server thread/WARN] [FML]: Mod mobends is missing the required element 'version' and a version.properties file could not be found. Falling back to metadata version 1.2.1 [08:33:03] [Server thread/INFO] [FML]: Disabling mod mousetweaks it is client side only. [08:33:03] [Server thread/INFO] [FML]: Disabling mod smoothfont it is client side only. [08:33:03] [Server thread/WARN] [FML]: Mod vanillafix is missing the required element 'version' and a version.properties file could not be found. Falling back to metadata version 1.0.10-SNAPSHOT [08:33:03] [Server thread/INFO] [FML]: Forge Mod Loader has identified 90 mods to load [08:33:03] [Server thread/WARN] [FML]: Missing English translation for FML: assets/fml/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for bettercaves: assets/bettercaves/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for bettermineshafts: assets/bettermineshafts/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for buildcraftbuilders: assets/buildcraftbuilders/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for buildcraftcore: assets/buildcraftcore/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for buildcraftenergy: assets/buildcraftenergy/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for buildcraftfactory: assets/buildcraftfactory/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for buildcraftrobotics: assets/buildcraftrobotics/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for buildcraftsilicon: assets/buildcraftsilicon/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for buildcrafttransport: assets/buildcrafttransport/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for codechickenlib: assets/codechickenlib/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for crafttweaker: assets/crafttweaker/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for crafttweakerjei: assets/crafttweakerjei/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for dldungeonsjbg: assets/dldungeonsjbg/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for foamfix: assets/foamfix/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for forgelin: assets/forgelin/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for laggoggles: assets/laggoggles/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for redstoneflux: assets/redstoneflux/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for tlauncher_custom_cape_skin: assets/tlauncher_custom_cape_skin/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for unloader: assets/unloader/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for teamlapen-lib: assets/teamlapen-lib/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for ladylib: assets/ladylib/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for phosphor-lighting: assets/phosphor-lighting/lang/en_us.lang [08:33:03] [Server thread/INFO] [FML]: FML has found a non-mod file AmbientSounds_v3.0.9_mc1.12.2.jar in your mods directory. It will now be injected into your classpath. This could severe stability issues, it should be removed if possible. [08:33:03] [Server thread/INFO] [FML]: FML has found a non-mod file BetterFoliage-MC1.12-2.3.1.jar in your mods directory. It will now be injected into your classpath. This could severe stability issues, it should be removed if possible. [08:33:03] [Server thread/INFO] [FML]: FML has found a non-mod file ChunkAnimator-MC1.12-1.2.jar in your mods directory. It will now be injected into your classpath. This could severe stability issues, it should be removed if possible. [08:33:03] [Server thread/INFO] [FML]: FML has found a non-mod file ColouredTooltips-1.12.2-1.0.7.jar in your mods directory. It will now be injected into your classpath. This could severe stability issues, it should be removed if possible. [08:33:03] [Server thread/INFO] [FML]: FML has found a non-mod file JustEnoughResources-1.12.2-0.9.2.60.jar in your mods directory. It will now be injected into your classpath. This could severe stability issues, it should be removed if possible. [08:33:03] [Server thread/INFO] [FML]: FML has found a non-mod file keywizard-1.12.2-1.7.3.jar in your mods directory. It will now be injected into your classpath. This could severe stability issues, it should be removed if possible. [08:33:03] [Server thread/INFO] [FML]: FML has found a non-mod file MouseTweaks-2.10-mc1.12.2.jar in your mods directory. It will now be injected into your classpath. This could severe stability issues, it should be removed if possible. [08:33:03] [Server thread/INFO] [FML]: FML has found a non-mod file SmoothFont-mc1.12.2-2.1.1.jar in your mods directory. It will now be injected into your classpath. This could severe stability issues, it should be removed if possible. [08:33:04] [Server thread/INFO] [FML]: Attempting connection with missing mods [minecraft, mcp, FML, forge, creativecoredummy, itemphysic, smoothfontcore, foamfixcore, bspkrscore, treecapitator, auginter, baubles, bettercaves, bettermineshafts, betternether, biomesoplenty, bookshelf, brandonscore, buildcraftcompat, buildcraftbuilders, buildcraftcore, buildcraftenergy, buildcraftfactory, buildcraftlib, buildcraftrobotics, buildcraftsilicon, buildcrafttransport, carryon, codechickenlib, compatskills, coralreef, cosmeticarmorreworked, crafttweaker, crafttweakerjei, creativecore, damageindicatorsmod, divinerpg, dldungeonsjbg, draconicadditions, draconicevolution, dungeonmobs, dynamictrees, eplus, enderstorage, explorercraft, extendeddays, findme, foamfix, forgelin, ftblib, ftbutilities, ichunutil, improvedbackpacks, infinitystorage, inventorytweaks, ironchest, irontanks, jei, journey, journeymap, laggoggles, mcwbridges, mobends, modpackadditions, morph, naturescompass, pirates, projectintelligence, pvj, rats, redstoneflux, reskillable, respawnablepets, sbmlizarddogo, sereneseasons, silentlib, sophisticatedwolves, tammodized, theoneprobe, tlauncher_custom_cape_skin, tombstone, unloader, teamlapen-lib, vampirism, vanillafix, voidcraft, llibrary, ladylib, lumen, phosphor-lighting] at CLIENT [08:33:04] [Server thread/INFO] [FML]: Attempting connection with missing mods [minecraft, mcp, FML, forge, creativecoredummy, itemphysic, smoothfontcore, foamfixcore, bspkrscore, treecapitator, auginter, baubles, bettercaves, bettermineshafts, betternether, biomesoplenty, bookshelf, brandonscore, buildcraftcompat, buildcraftbuilders, buildcraftcore, buildcraftenergy, buildcraftfactory, buildcraftlib, buildcraftrobotics, buildcraftsilicon, buildcrafttransport, carryon, codechickenlib, compatskills, coralreef, cosmeticarmorreworked, crafttweaker, crafttweakerjei, creativecore, damageindicatorsmod, divinerpg, dldungeonsjbg, draconicadditions, draconicevolution, dungeonmobs, dynamictrees, eplus, enderstorage, explorercraft, extendeddays, findme, foamfix, forgelin, ftblib, ftbutilities, ichunutil, improvedbackpacks, infinitystorage, inventorytweaks, ironchest, irontanks, jei, journey, journeymap, laggoggles, mcwbridges, mobends, modpackadditions, morph, naturescompass, pirates, projectintelligence, pvj, rats, redstoneflux, reskillable, respawnablepets, sbmlizarddogo, sereneseasons, silentlib, sophisticatedwolves, tammodized, theoneprobe, tlauncher_custom_cape_skin, tombstone, unloader, teamlapen-lib, vampirism, vanillafix, voidcraft, llibrary, ladylib, lumen, phosphor-lighting] at SERVER [08:33:04] [Server thread/INFO] [LagGoggles-Boot]: Applied mixin: cf.terminator.laggoggles.mixin.MixinASMEventHandler [08:33:04] [Server thread/INFO] [brandonscore]: Brandon's Core online! Waiting for Draconic Evolution to join the party.... [08:33:04] [Server thread/INFO] [draconicevolution]: Draconic Evolution online! [08:33:04] [Server thread/INFO] [brandonscore]: Hay! There you are! Now lets destroy some worlds!! [08:33:04] [Server thread/INFO] [draconicevolution]: Sounds like fun! Lets get to it! [08:33:05] [Server thread/WARN] [FML]: Patcher expecting empty class data file for net.minecraft.block.state.BlockStateContainer$Builder, but received non-empty [08:33:05] [Server thread/INFO] [draconicevolution]: Hello Minecraft!!! [08:33:05] [Server thread/INFO] [draconicadditions]: I see you, Draconic Evolution... Ready for a boost? [08:33:05] [Server thread/INFO] [draconicevolution]: Upping the potential for my draconic arsonal? You bet!!! [08:33:05] [Server thread/INFO] [draconicadditions]: Then let's do this! [08:33:05] [Server thread/INFO] [draconicadditions]: Hello Minecraft!!! [08:33:06] [Server thread/INFO] [projectintelligence]: Hello Minecraft!!! [08:33:06] [Server thread/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:111]: Spliced in METHOD: net.minecraftforge.common.property.ExtendedBlockState.createState [08:33:06] [Server thread/INFO] [divinerpg.DivineRPG]: Creating registries [08:33:06] [Server thread/INFO] [FML]: Processing ObjectHolder annotations [08:33:07] [Server thread/INFO] [FML]: Found 2891 ObjectHolder annotations [08:33:07] [Server thread/INFO] [FML]: Identifying ItemStackHolder annotations [08:33:07] [Server thread/INFO] [FML]: Found 1 ItemStackHolder annotations [08:33:07] [Server thread/INFO] [STDOUT]: [pl.asie.patchy.helpers.ConstructorReplacingTransformer$FFMethodVisitor:visitTypeInsn:73]: Replaced NEW for net/minecraft/util/ClassInheritanceMultiMap to pl/asie/foamfix/coremod/common/FoamyClassInheritanceMultiMap [08:33:07] [Server thread/INFO] [STDOUT]: [pl.asie.patchy.helpers.ConstructorReplacingTransformer$FFMethodVisitor:visitMethodInsn:85]: Replaced INVOKESPECIAL for net/minecraft/util/ClassInheritanceMultiMap to pl/asie/foamfix/coremod/common/FoamyClassInheritanceMultiMap [08:33:07] [Server thread/WARN] [mixin]: Static binding violation: PRIVATE @Overwrite method func_76615_h in mixins.phosphor.json:common.MixinChunk cannot reduce visibiliy of PUBLIC target method, visibility will be upgraded. [08:33:07] [Server thread/INFO] [FML]: Configured a dormant chunk cache size of 0 [08:33:07] [Forge Version Check/INFO] [forge.VersionCheck]: [buildcraftcore] Starting version check at https://mod-buildcraft.com/version/versions.json [08:33:07] [Server thread/INFO] [treecapitator]: Proceeding to load tree/mod configs from file. [08:33:07] [Server thread/INFO] [bettercaves]: Creating directory for dimension-specific Better Caves configs at /server/config/bettercaves-1_12_2 [08:33:07] [Forge Version Check/INFO] [forge.VersionCheck]: [buildcraftcore] Found status: OUTDATED Target: 7.99.24.8 [08:33:07] [Forge Version Check/INFO] [forge.VersionCheck]: [llibrary] Starting version check at https://gist.githubusercontent.com/gegy1000/a6639456aeb8edd92cbf7cbfcf9d65d9/raw/llibrary_updates.json [08:33:08] [Forge Version Check/INFO] [forge.VersionCheck]: [tombstone] Starting version check at https://raw.githubusercontent.com/Corail31/tombstone_lite/master/update.json [08:33:08] [Forge Version Check/INFO] [forge.VersionCheck]: [tombstone] Found status: OUTDATED Target: 4.6.2 [08:33:08] [Forge Version Check/INFO] [forge.VersionCheck]: [vampirism] Starting version check at https://maxanier.de/projects/vampirism/versions.json [08:33:08] [Forge Version Check/INFO] [forge.VersionCheck]: [vampirism] Found status: OUTDATED Target: 1.6.2 [08:33:08] [Forge Version Check/INFO] [forge.VersionCheck]: [forge] Starting version check at http://files.minecraftforge.net/maven/net/minecraftforge/forge/promotions_slim.json [08:33:08] [Server thread/INFO] [brandonscore]: Found mod feature container for mod: draconicadditions [08:33:09] [Server thread/INFO] [brandonscore]: Found mod feature container for mod: draconicevolution [08:33:09] [Server thread/INFO] [brandonscore]: Found mod config container for mod: draconicevolution [08:33:09] [Server thread/INFO] [brandonscore]: Found mod config container for mod: draconicadditions [08:33:09] [Server thread/INFO] [brandonscore]: Found mod config container for mod: draconicevolution [08:33:09] [Server thread/INFO] [brandonscore]: Found mod config container for mod: draconicadditions [08:33:09] [Server thread/INFO] [brandonscore]: Found mod config container for mod: draconicadditions [08:33:09] [Server thread/INFO] [brandonscore]: Found mod config container for mod: draconicadditions [08:33:09] [Server thread/INFO] [brandonscore]: Found mod config container for mod: brandonscore [08:33:09] [Server thread/INFO] [brandonscore]: Loading mod config for: draconicevolution [08:33:09] [Server thread/INFO] [brandonscore]: Loading mod config for: brandonscore [08:33:09] [Server thread/INFO] [brandonscore]: Loading mod config for: draconicadditions [08:33:09] [Server thread/WARN] [brandonscore]: No features were detected for mod: brandonscore. This maybe an issue or maybe this mod just does not have any items or blocks. [08:33:09] [Server thread/INFO] [BuildCraft]: [08:33:09] [Server thread/INFO] [BuildCraft]: Starting BuildCraft 7.99.24.5 [08:33:09] [Server thread/INFO] [BuildCraft]: Copyright (c) the BuildCraft team, 2011-2018 [08:33:09] [Server thread/INFO] [BuildCraft]: https://www.mod-buildcraft.com [08:33:09] [Server thread/INFO] [BuildCraft]: Detailed Build Information: [08:33:09] [Server thread/INFO] [BuildCraft]: Branch HEAD [08:33:09] [Server thread/INFO] [BuildCraft]: Commit b9ae8b5e1ea4bbf94cadfa8aef00180cdf3190a2 [08:33:09] [Server thread/INFO] [BuildCraft]: Update locale. [08:33:09] [Server thread/INFO] [BuildCraft]: committed by AlexIIL [08:33:09] [Server thread/INFO] [BuildCraft]: [08:33:09] [Server thread/INFO] [BuildCraft]: Loaded Modules: [08:33:09] [Server thread/INFO] [BuildCraft]: - lib [08:33:09] [Server thread/INFO] [BuildCraft]: - core [08:33:09] [Server thread/INFO] [BuildCraft]: - builders [08:33:09] [Server thread/INFO] [BuildCraft]: - energy [08:33:09] [Server thread/INFO] [BuildCraft]: - factory [08:33:09] [Server thread/INFO] [BuildCraft]: - robotics [08:33:09] [Server thread/INFO] [BuildCraft]: - silicon [08:33:09] [Server thread/INFO] [BuildCraft]: - transport [08:33:09] [Server thread/INFO] [BuildCraft]: - compat [08:33:09] [Server thread/INFO] [BuildCraft]: Missing Modules: [08:33:09] [Server thread/INFO] [BuildCraft]: [08:33:09] [Server thread/INFO] [BuildCraft]: [debugger] Not a dev environment! [08:33:09] [Server thread/INFO] [FML]: Configured a dormant chunk cache size of 0 [08:33:10] [Forge Version Check/INFO] [forge.VersionCheck]: [forge] Found status: AHEAD Target: null [08:33:10] [Forge Version Check/INFO] [forge.VersionCheck]: [codechickenlib] Starting version check at http://chickenbones.net/Files/notification/version.php?query=forge&version=1.12&file=CodeChickenLib [08:33:10] [Server thread/INFO] [theoneprobe]: The One Probe Detected RedstoneFlux: enabling support [08:33:10] [Server thread/INFO] [theoneprobe]: The One Probe Detected Baubles: enabling support [08:33:10] [Server thread/INFO] [BuildCraft]: [08:33:10] [Server thread/INFO] [BuildCraft]: Starting BuildCraftCompat 7.99.24.5 [08:33:10] [Server thread/INFO] [BuildCraft]: Copyright (c) the BuildCraft team, 2011-2017 [08:33:10] [Server thread/INFO] [BuildCraft]: https://www.mod-buildcraft.com [08:33:10] [Server thread/INFO] [BuildCraft]: Detailed Build Information: [08:33:10] [Server thread/INFO] [BuildCraft]: Branch 8.0.x-1.12.2 [08:33:10] [Server thread/INFO] [BuildCraft]: Commit 7dc375c6eddb32985f63c9475810835cb78850c0 [08:33:10] [Server thread/INFO] [BuildCraft]: Update locale. [08:33:10] [Server thread/INFO] [BuildCraft]: committed by AlexIIL [08:33:10] [Server thread/INFO] [BuildCraft]: [08:33:10] [Server thread/INFO] [BuildCraft]: [compat] Module list: [08:33:10] [Server thread/INFO] [BuildCraft]: [compat] x forestry (It cannot load) [08:33:10] [Server thread/INFO] [BuildCraft]: [compat] + theoneprobe [08:33:10] [Server thread/INFO] [BuildCraft]: [compat] + crafttweaker [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: java.lang.NoSuchFieldException: maximumValue [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at java.lang.Class.getDeclaredField(Class.java:2070) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at divinerpg.utils.attributes.ReflectionHelper.find(ReflectionHelper.java:125) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at divinerpg.utils.attributes.ReflectionHelper.setValue(ReflectionHelper.java:86) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at divinerpg.utils.attributes.AttributeFixer.init(AttributeFixer.java:13) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at divinerpg.DivineRPG.preInit(DivineRPG.java:63) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at java.lang.reflect.Method.invoke(Method.java:498) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:637) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at sun.reflect.GeneratedMethodAccessor9.invoke(Unknown Source) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at java.lang.reflect.Method.invoke(Method.java:498) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at com.google.common.eventbus.EventBus.post(EventBus.java:217) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:219) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:197) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at java.lang.reflect.Method.invoke(Method.java:498) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at com.google.common.eventbus.EventBus.post(EventBus.java:217) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:136) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:629) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at net.minecraftforge.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:99) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at net.minecraftforge.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:333) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:125) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:486) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at java.lang.Thread.run(Thread.java:748) [08:33:10] [Server thread/WARN] [divinerpg]: Can't patch max mob health [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Doomlike Dungeons is in preInit, should now load config. [08:33:10] [Server thread/INFO] [DLDUNGEONS]: themesdir is /server/config/DLDungeonsJBG [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Frequency Scaling Factor Set To: 8 [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Minimum X Factor Set To: 16 [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Difficulty set to: Normal difficulty. Dimensions listed in config file: 0, -1, [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Will spawn dungeons in with world generation? true [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Will spawn dungeons even with structures disabled? false Will only spawn in these dimensions: 0, -1, [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Will export item, block, and mob lists? false [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Will announce use of OP/cheat commands? true [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Will dungeons be easy to find? true [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Will dungeon all have single entrances? true [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Will themes be automatically install if themes folder is empty? true [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Can themes be (re)installed by command? true [08:33:10] [Server thread/INFO] [DLDUNGEONS]: adding END to excusion list [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Will use API? true [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Will allow API base mob change? true [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Will self-profile? false [08:33:10] [Server thread/INFO] [DLDUNGEONS]: themesdir will be set to /server/config/DLDungeonsJBG/themes/ [08:33:10] [Server thread/INFO] [DLDUNGEONS]: themesdir File is be set to /server/config/DLDungeonsJBG/themes [08:33:10] [Server thread/INFO] [DLDUNGEONS]: themesdir is /server/config/DLDungeonsJBG/themes [08:33:10] [Server thread/INFO] [STDOUT]: [jaredbgreat.dldungeons.setup.Externalizer:makeChestCfg:206]: [DLDUNGEONS] Installing files /server/config/DLDungeonsJBG/chests.cfg [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Config should now be loaded. [08:33:10] [Server thread/INFO] [brandonscore]: Registering features for mod: draconicevolution [08:33:10] [Server thread/INFO] [draconicevolution]: Finished PreInitialization [08:33:10] [Server thread/INFO] [brandonscore]: Registering features for mod: draconicadditions [08:33:10] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `species_tile_entity`, expected `dynamictrees`. This could be a intended override, but in most cases indicates a broken mod. [08:33:10] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `bonsai_tile_entity`, expected `dynamictrees`. This could be a intended override, but in most cases indicates a broken mod. [08:33:10] [Forge Version Check/INFO] [forge.VersionCheck]: [codechickenlib] Found status: BETA Target: null [08:33:10] [Forge Version Check/INFO] [forge.VersionCheck]: [buildcraftlib] Starting version check at https://mod-buildcraft.com/version/versions.json [08:33:10] [Forge Version Check/INFO] [forge.VersionCheck]: [buildcraftlib] Found status: OUTDATED Target: 7.99.24.8 [08:33:10] [Forge Version Check/INFO] [forge.VersionCheck]: [enderstorage] Starting version check at http://chickenbones.net/Files/notification/version.php?query=forge&version=1.12&file=EnderStorage [08:33:10] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ender chest`, expected `enderstorage`. This could be a intended override, but in most cases indicates a broken mod. [08:33:10] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ender tank`, expected `enderstorage`. This could be a intended override, but in most cases indicates a broken mod. [08:33:10] [Server thread/INFO] [foamfix]: Removing LaunchWrapper package manifest map... [08:33:10] [Server thread/WARN] [FTB Library]: Replacing com.feed_the_beast.ftblib.lib.config.DefaultRankConfigHandler with com.feed_the_beast.ftbutilities.ranks.FTBUtilitiesPermissionHandler [08:33:10] [Server thread/WARN] [FML]: Replacing net.minecraftforge.server.permission.DefaultPermissionHandler with com.feed_the_beast.ftbutilities.ranks.FTBUtilitiesPermissionHandler [08:33:10] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `backpack`, expected `improvedbackpacks`. This could be a intended override, but in most cases indicates a broken mod. [08:33:10] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ender_backpack`, expected `improvedbackpacks`. This could be a intended override, but in most cases indicates a broken mod. [08:33:11] [Forge Version Check/INFO] [forge.VersionCheck]: [enderstorage] Found status: BETA Target: null [08:33:11] [Forge Version Check/INFO] [forge.VersionCheck]: [carryon] Starting version check at https://gist.githubusercontent.com/Tschipp/dccadee7c90d7a34e6e76a35d9d6fa2e/raw/ [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: java.io.IOException: No such file or directory [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at java.io.UnixFileSystem.createFileExclusively(Native Method) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at java.io.File.createNewFile(File.java:1023) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.journey.util.LangRegistry.init(LangRegistry.java:37) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.journey.util.LangRegistry.clinit(LangRegistry.java:14) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.slayer.api.item.ItemMod.init(ItemMod.java:38) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.slayer.api.item.ItemMod.init(ItemMod.java:32) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.journey.JourneyItems.init(JourneyItems.java:276) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.journey.proxy.CommonProxy.preInit(CommonProxy.java:64) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.journey.JITL.preInit(JITL.java:34) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at java.lang.reflect.Method.invoke(Method.java:498) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:637) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at sun.reflect.GeneratedMethodAccessor9.invoke(Unknown Source) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at java.lang.reflect.Method.invoke(Method.java:498) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at com.google.common.eventbus.EventBus.post(EventBus.java:217) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:219) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:197) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at java.lang.reflect.Method.invoke(Method.java:498) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at com.google.common.eventbus.EventBus.post(EventBus.java:217) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:136) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:629) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.minecraftforge.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:99) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.minecraftforge.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:333) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:125) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:486) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at java.lang.Thread.run(Thread.java:748) [08:33:11] [Forge Version Check/INFO] [forge.VersionCheck]: [divinerpg] Starting version check at https://raw.githubusercontent.com/NicosaurusRex99/DivineRPG/1.12.2/divinerpg_update.json [08:33:11] [Forge Version Check/INFO] [forge.VersionCheck]: [divinerpg] Found status: AHEAD Target: null [08:33:11] [Forge Version Check/INFO] [forge.VersionCheck]: [buildcraftcompat] Starting version check at https://mod-buildcraft.com/version/versions-compat.json [08:33:11] [Forge Version Check/INFO] [forge.VersionCheck]: [buildcraftcompat] Found status: AHEAD Target: null [08:33:11] [Forge Version Check/INFO] [forge.VersionCheck]: [vanillafix] Starting version check at https://gist.githubusercontent.com/Runemoro/28e8cf4c24a5f17f508a5d34f66d229f/raw/vanillafix_update.json [08:33:11] [Forge Version Check/INFO] [forge.VersionCheck]: [vanillafix] Found status: AHEAD Target: null [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Registering Dimensions... [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Biome Registered [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Biome Registered [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Biome Registered [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Biome Registered [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Biome Registered [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Biome Registered [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Biome Registered [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Biome Registered [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Biome Registered [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Biome Registered [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Registering dimension ID: 20 [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Registering dimension ID: 22 [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Registering dimension ID: 26 [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Registering dimension ID: 24 [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Registering dimension ID: 21 [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Registering dimension ID: 23 [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Registering dimension ID: 27 [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Registering dimension ID: 29 [08:33:11] [Server thread/INFO] [laggoggles]: All mixins have been applied. If they were not overridden by another mod, everything should work. [08:33:11] [Server thread/INFO] [laggoggles]: Registered sided proxy for: Dedicated server [08:33:11] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `season_sensor`, expected `sereneseasons`. This could be a intended override, but in most cases indicates a broken mod. [08:33:11] [Server thread/WARN] [iChunUtil]: Config property enableFlight from mod Morph may not be localized! [08:33:11] [Server thread/INFO] [pvj]: Project: Vibrant Journeys detected that you also have Biomes O' Plenty installed! Enjoy your adventures! [08:33:11] [Server thread/INFO] [pvj]: Project: Vibrant Journeys detected that you also have Serene Seasons installed! Good choice! [08:33:11] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `dogbowlte`, expected `sophisticatedwolves`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/INFO] [tammodized]: All your base belong to 𝒯𝒶𝓂𝒶 [08:33:12] [Server thread/INFO] [tammodized]: Starting Contributor Handler [08:33:12] [TamModized Contributor Loader/INFO] [tammodized]: Loading Fluff Properties [08:33:12] [Server thread/INFO] [tammodized]: DimensionCapabilityStorage Registered [08:33:12] [Server thread/INFO] [unloader]: Unloader loaded!... Wait... What? [08:33:12] [TamModized Contributor Loader/INFO] [tammodized]: ed832c18-7038-4d70-9670-746a2f16a419 - -2029977601 [08:33:12] [TamModized Contributor Loader/INFO] [tammodized]: 16fea09e-314e-4955-88c2-6b552ecf314a - -5969238 [08:33:12] [TamModized Contributor Loader/INFO] [tammodized]: db809b98-0c6e-4ab9-937e-1852a61f1d94 - 1460309759 [08:33:12] [TamModized Contributor Loader/INFO] [tammodized]: 6c249311-f939-4e66-9f31-49b753bfb14b - -58146663 [08:33:12] [TamModized Contributor Loader/INFO] [tammodized]: eb21559e-bb22-46f2-897b-71eee2d5c09b - 2065350528 [08:33:12] [TamModized Contributor Loader/INFO] [tammodized]: 2d553a05-531e-4261-aa7e-8d0a6252fe06 - -558332041 [08:33:12] [Server thread/INFO] [vampirism]: [Configs]Loaded configuration [08:33:12] [Server thread/INFO] [vampirism]: [Balance]Loaded balance configuration [08:33:12] [Server thread/INFO] [VoidCraft]: Uh oh, I guess we need to open a portal to the Void [08:33:12] [Server thread/INFO] [VoidCraft]: Starting Contributor Handler [08:33:12] [VoidCraft Contributor Loader/INFO] [VoidCraft]: Loading Elemental Color Properties [08:33:12] [Server thread/INFO] [VoidCraft]: VoidicInfusionCapabilityStorage Registered [08:33:12] [Server thread/INFO] [VoidCraft]: VadeMecumCapabilityStorage Registered [08:33:12] [Server thread/INFO] [VoidCraft]: VadeMecumItemCapabilityStorage Registered [08:33:12] [Server thread/INFO] [VoidCraft]: ElytraFlyingCapabilityStorage Registered [08:33:12] [Server thread/INFO] [VoidCraft]: VoidicPowerCapabilityStorage Registered [08:33:12] [Server thread/INFO] [VoidCraft]: StarForgeCapabilityStorage Registered [08:33:12] [Server thread/INFO] [divinerpg]: Registering DivineRPG blocks [08:33:12] [VoidCraft Contributor Loader/ERROR] [VoidCraft]: Could not load contributors [08:33:12] [VoidCraft Contributor Loader/INFO] [VoidCraft]: Running SkinHandler [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `dungeonmobs.bladetrap`, expected `dungeonmobs`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `eplus.advanced.table`, expected `eplus`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `eplus.decorative.book`, expected `eplus`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironchest.iron`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironchest.gold`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironchest.diamond`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironchest.copper`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironchest.silver`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironchest.crystal`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironchest.obsidian`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironchest.dirtchest9000`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironshulkerbox.iron`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironshulkerbox.gold`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironshulkerbox.diamond`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironshulkerbox.copper`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironshulkerbox.silver`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironshulkerbox.crystal`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironshulkerbox.obsidian`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rats.cauldron_milk`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rats.rat_hole`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rats.rat_trap`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rats.rat_cage_decorated`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rats.rat_cage_breeding_lantern`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rats.rat_crafting_table`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rats.auto_curdler`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rats.ratlantis_portal`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rats.upgrade_combiner`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rats.upgrade_separator`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: java.io.IOException: Server returned HTTP response code: 403 for URL: https://sessionserver.mojang.com [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:62) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:45) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at java.lang.reflect.Constructor.newInstance(Constructor.java:423) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at sun.net.www.protocol.http.HttpURLConnection$10.run(HttpURLConnection.java:1947) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at sun.net.www.protocol.http.HttpURLConnection$10.run(HttpURLConnection.java:1942) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at java.security.AccessController.doPrivileged(Native Method) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at sun.net.www.protocol.http.HttpURLConnection.getChainedException(HttpURLConnection.java:1941) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at sun.net.www.protocol.http.HttpURLConnection.getInputStream0(HttpURLConnection.java:1511) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at sun.net.www.protocol.http.HttpURLConnection.access$200(HttpURLConnection.java:92) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at sun.net.www.protocol.http.HttpURLConnection$9.run(HttpURLConnection.java:1487) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at sun.net.www.protocol.http.HttpURLConnection$9.run(HttpURLConnection.java:1485) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at java.security.AccessController.doPrivileged(Native Method) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at java.security.AccessController.doPrivilegedWithCombiner(AccessController.java:784) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at sun.net.www.protocol.http.HttpURLConnection.getInputStream(HttpURLConnection.java:1484) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at sun.net.www.protocol.https.HttpsURLConnectionImpl.getInputStream(HttpsURLConnectionImpl.java:268) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at tamaized.voidcraft.common.handlers.SkinHandler.isOnline(SkinHandler.java:135) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at tamaized.voidcraft.common.handlers.SkinHandler.run(SkinHandler.java:58) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at tamaized.voidcraft.common.handlers.ContributorHandler$ThreadContributor.run(ContributorHandler.java:89) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:635]: Caused by: java.io.IOException: Server returned HTTP response code: 403 for URL: https://sessionserver.mojang.com [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:635]: at sun.net.www.protocol.http.HttpURLConnection.getInputStream0(HttpURLConnection.java:1897) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:635]: at sun.net.www.protocol.http.HttpURLConnection.access$200(HttpURLConnection.java:92) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:635]: at sun.net.www.protocol.http.HttpURLConnection$9.run(HttpURLConnection.java:1487) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:635]: at sun.net.www.protocol.http.HttpURLConnection$9.run(HttpURLConnection.java:1485) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:635]: at java.security.AccessController.doPrivileged(Native Method) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:635]: at java.security.AccessController.doPrivilegedWithCombiner(AccessController.java:784) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:635]: at sun.net.www.protocol.http.HttpURLConnection.getInputStream(HttpURLConnection.java:1484) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:635]: at java.net.HttpURLConnection.getResponseCode(HttpURLConnection.java:480) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:635]: at sun.net.www.protocol.https.HttpsURLConnectionImpl.getResponseCode(HttpsURLConnectionImpl.java:352) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:635]: at tamaized.voidcraft.common.handlers.SkinHandler.isOnline(SkinHandler.java:126) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:635]: ... 2 more [08:33:12] [VoidCraft Contributor Loader/INFO] [VoidCraft]: Unable to Connect to Mojang Servers [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:13] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:13] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:13] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:13] [Server thread/INFO] [FML]: Applying holder lookups [08:33:13] [Server thread/INFO] [FML]: Holder lookups applied [08:33:13] [Server thread/INFO] [divinerpg]: Registering DivineRPG items [08:33:13] [Server thread/INFO] [FML]: Applying holder lookups [08:33:13] [Server thread/INFO] [FML]: Holder lookups applied [08:33:13] [Server thread/INFO] [divinerpg]: Registering armor handlers [08:33:14] [Server thread/WARN] [vampirism]: [NightVision]-------Please ignore the following error!------ [08:33:14] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `night_vision`, expected `vampirism`. This could be a intended override, but in most cases indicates a broken mod. [08:33:14] [Server thread/WARN] [vampirism]: [NightVision]----------------------------------------------- [08:33:14] [Server thread/INFO] [FML]: Applying holder lookups [08:33:14] [Server thread/INFO] [FML]: Holder lookups applied [08:33:14] [Server thread/INFO] [FML]: Applying holder lookups [08:33:14] [Server thread/INFO] [FML]: Holder lookups applied [08:33:14] [Server thread/INFO] [FML]: Applying holder lookups [08:33:14] [Server thread/INFO] [FML]: Holder lookups applied [08:33:14] [Server thread/INFO] [FML]: Injecting itemstacks [08:33:14] [Server thread/INFO] [FML]: Itemstack injection complete [08:33:14] [Server thread/INFO] [minecraft/DedicatedServer]: Loading properties [08:33:14] [Server thread/INFO] [minecraft/DedicatedServer]: Default game type: SURVIVAL [08:33:14] [Server thread/INFO] [minecraft/DedicatedServer]: Generating keypair [08:33:14] [Server thread/INFO] [minecraft/DedicatedServer]: Starting Minecraft server on 45.93.200.49:25566 [08:33:14] [Server thread/INFO] [minecraft/NetworkSystem]: Using epoll channel type [08:33:14] [Server thread/WARN] [minecraft/DedicatedServer]: **** SERVER IS RUNNING IN OFFLINE/INSECURE MODE! [08:33:14] [Server thread/WARN] [minecraft/DedicatedServer]: The server will make no attempt to authenticate usernames. Beware. [08:33:14] [Server thread/WARN] [minecraft/DedicatedServer]: While this makes the game possible to play without internet access, it also opens up the ability for hackers to connect with any username they choose. [08:33:14] [Server thread/WARN] [minecraft/DedicatedServer]: To change this, set "online-mode" to "true" in the server.properties file. [08:33:15] [Server thread/INFO] [draconicevolution]: Loading Default Recipes... [08:33:15] [Server thread/INFO] [FML]: Applying holder lookups [08:33:15] [Server thread/INFO] [FML]: Holder lookups applied [08:33:15] [Server thread/INFO] [bspkrscore]: Initializing ModVersionChecker for mod bspkrscore [08:33:18] [Server thread/WARN] [bspkrscore]: Error retrieving remote string value at URL http://bspk.rs/Minecraft/1.12/bspkrsCore.version! Defaulting to check_errorJan 11, 2024 8:33:18 AM java.util.prefs.FileSystemPreferences$1 run INFO: Created user preferences directory. [08:33:18] [Server thread/INFO] [bspkrscore]: Initializing ModVersionChecker for mod TreeCapitator [08:33:21] [Server thread/WARN] [bspkrscore]: Error retrieving remote string value at URL http://bspk.rs/Minecraft/1.12/TreeCapitator.version! Defaulting to check_error [08:33:21] [Server thread/INFO] [STDOUT]: [divinerpg.registry.ModTriggers:registerTriggers:23]: Registering custom triggers [08:33:21] [Server thread/INFO] [draconicevolution]: Finished Initialization [08:33:21] [Server thread/INFO] [foamfix]: Deduplicated 270 property sets. [08:33:21] [Server thread/INFO] [foamfix]: Weakening LaunchWrapper resource cache... [08:33:22] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Loading world generator [08:33:22] [Server thread/INFO] [FML]: Ignored smelting recipe with conflicting input: 1xitem.egg@32767 = 1xitem.friedEgg@0 [08:33:22] [Server thread/WARN] [FML]: No types have been added to Biome rats:ratlantis, types have been assigned on a best-effort guess: [DENSE, WET, HOT, JUNGLE] [08:33:22] [Server thread/WARN] [FML]: No types have been added to Biome voidcraft:voidcraft_biome_void, types have been assigned on a best-effort guess: [DRY, OCEAN, WATER, PLAINS] [08:33:22] [Server thread/WARN] [FML]: No types have been added to Biome voidcraft:voidcraft_biome_xia, types have been assigned on a best-effort guess: [DRY, OCEAN, WATER, PLAINS] [08:33:22] [Server thread/WARN] [FML]: No types have been added to Biome voidcraft:voidcraft_biome_dream_overworld, types have been assigned on a best-effort guess: [DRY, OCEAN, WATER, PLAINS] [08:33:22] [Server thread/WARN] [FML]: No types have been added to Biome voidcraft:voidcraft_biome_dream_nether, types have been assigned on a best-effort guess: [DRY, OCEAN, WATER, PLAINS] [08:33:22] [Server thread/WARN] [FML]: No types have been added to Biome voidcraft:voidcraft_biome_dream_end, types have been assigned on a best-effort guess: [DRY, OCEAN, WATER, PLAINS] [08:33:22] [Server thread/WARN] [FML]: No types have been added to Biome voidcraft:voidcraft_biome_dream_void, types have been assigned on a best-effort guess: [DRY, OCEAN, WATER, PLAINS] [08:33:22] [Server thread/INFO] [rats]: Rats is initializing [08:33:22] [Thread-9/INFO] [teamlapen-lib]: [VersionChecker]Starting version check at https://maxanier.de/projects/vampirism/versions.php [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityvoidmacerator`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityvoidbox`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityvoidinfuser`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityheimdall`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentitynobreak`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityaiblock`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityvoidicpowergen`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityvoidicpowercable`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityvoidiccharger`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityrealitystabilizer`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityfakebedrockfarmland`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityvoidicalchemy`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityrealityteleporter`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityspellicespike`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentitystarforge`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityvoidblastfurnace`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityvoidicanchor`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityvoidiccrystallizer`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Thread-9/INFO] [teamlapen-lib]: [VersionChecker]Found new version Version{main=1, major=6, minor=2, type=RELEASE, name='1.6.2', url='https://www.curseforge.com/minecraft/mc-mods/vampirism-become-a-vampire/files/2890062'} [08:33:22] [Server thread/INFO] [FML]: Injecting itemstacks [08:33:22] [Server thread/INFO] [FML]: Itemstack injection complete [08:33:22] [Server thread/INFO] [treecapitator]: Prioritizing User and IMC mod configs... [08:33:22] [Server thread/INFO] [treecapitator]: Registering items and trees... [08:33:22] [Server thread/INFO] [treecapitator]: Skipping Ore Dictionary processing. [08:33:22] [iChunUtil Online Resource Thread/WARN] [iChunUtil]: Error retrieving mods versions list. [08:33:22] [iChunUtil Online Resource Thread/INFO] [STDERR]: [me.ichun.mods.ichunutil.common.thread.ThreadGetResources:run:77]: java.io.FileNotFoundException: https://raw.githubusercontent.com/iChun/iChunUtil/master/src/main/resources/assets/ichunutil/mod/versions.json [08:33:22] [iChunUtil Online Resource Thread/INFO] [STDERR]: [me.ichun.mods.ichunutil.common.thread.ThreadGetResources:run:77]: at sun.net.www.protocol.http.HttpURLConnection.getInputStream0(HttpURLConnection.java:1893) [08:33:22] [iChunUtil Online Resource Thread/INFO] [STDERR]: [me.ichun.mods.ichunutil.common.thread.ThreadGetResources:run:77]: at sun.net.www.protocol.http.HttpURLConnection.access$200(HttpURLConnection.java:92) [08:33:22] [iChunUtil Online Resource Thread/INFO] [STDERR]: [me.ichun.mods.ichunutil.common.thread.ThreadGetResources:run:77]: at sun.net.www.protocol.http.HttpURLConnection$9.run(HttpURLConnection.java:1487) [08:33:22] [iChunUtil Online Resource Thread/INFO] [STDERR]: [me.ichun.mods.ichunutil.common.thread.ThreadGetResources:run:77]: at sun.net.www.protocol.http.HttpURLConnection$9.run(HttpURLConnection.java:1485) [08:33:22] [iChunUtil Online Resource Thread/INFO] [STDERR]: [me.ichun.mods.ichunutil.common.thread.ThreadGetResources:run:77]: at java.security.AccessController.doPrivileged(Native Method) [08:33:22] [iChunUtil Online Resource Thread/INFO] [STDERR]: [me.ichun.mods.ichunutil.common.thread.ThreadGetResources:run:77]: at java.security.AccessController.doPrivilegedWithCombiner(AccessController.java:784) [08:33:22] [iChunUtil Online Resource Thread/INFO] [STDERR]: [me.ichun.mods.ichunutil.common.thread.ThreadGetResources:run:77]: at sun.net.www.protocol.http.HttpURLConnection.getInputStream(HttpURLConnection.java:1484) [08:33:22] [iChunUtil Online Resource Thread/INFO] [STDERR]: [me.ichun.mods.ichunutil.common.thread.ThreadGetResources:run:77]: at sun.net.www.protocol.https.HttpsURLConnectionImpl.getInputStream(HttpsURLConnectionImpl.java:268) [08:33:22] [iChunUtil Online Resource Thread/INFO] [STDERR]: [me.ichun.mods.ichunutil.common.thread.ThreadGetResources:run:77]: at java.net.URL.openStream(URL.java:1093) [08:33:22] [iChunUtil Online Resource Thread/INFO] [STDERR]: [me.ichun.mods.ichunutil.common.thread.ThreadGetResources:run:77]: at me.ichun.mods.ichunutil.common.thread.ThreadGetResources.run(ThreadGetResources.java:67) [08:33:22] [Server thread/INFO] [DLDUNGEONS]: Loading custom NBT tags (nbt.cfg) [08:33:22] [Server thread/INFO] [DLDUNGEONS]: Loading chest loot file (chests.cfg) [08:33:22] [Server thread/INFO] [DLDUNGEONS]: Found 1 special chest configs. [08:33:22] [Server thread/INFO] [DLDUNGEONS]: Loading chest loot file (oceanic_chests.cfg) [08:33:22] [Server thread/INFO] [DLDUNGEONS]: Found 6 block family configs. [08:33:22] [Server thread/INFO] [DLDUNGEONS]: Found 12 themes. [08:33:22] [Server thread/INFO] [draconicevolution]: Finished PostInitialization [08:33:22] [Server thread/INFO] [iChunUtil]: ============================================================= [08:33:22] [Server thread/INFO] [iChunUtil]: By using iChunUtil you therefore agree to the EULA of the mod. It may be found in the jar file of the mod. The latest version will be available on iChun's website or on GitHub. [08:33:22] [Server thread/INFO] [iChunUtil]: You can disable this console message by going to the iChunUtil config and setting the "eulaAcknowledged" config to "true" (no quotes). [08:33:22] [Server thread/INFO] [iChunUtil]: ============================================================= [08:33:22] [Server thread/ERROR] [org.tlauncher.skin.cape.util.PreparedProfileManager]: couldn't calculate size of the cape java.lang.NoClassDefFoundError: net/minecraft/client/renderer/texture/DynamicTexture at org.tlauncher.skin.cape.util.PreparedProfileManager.calculateSizeCape(PreparedProfileManager.java:62) [PreparedProfileManager.class:?] at org.tlauncher.skin.cape.util.PreparedProfileManager.init(PreparedProfileManager.java:42) [PreparedProfileManager.class:?] at org.tlauncher.skin.cape.TLSkinCape.event(TLSkinCape.java:28) [TLSkinCape.class:?] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_312] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_312] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:637) [FMLModContainer.class:?] at sun.reflect.GeneratedMethodAccessor9.invoke(Unknown Source) ~[?:?] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) [minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) [minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) [minecraft_server.1.12.2.jar:?] at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) [minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) [minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) [minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.EventBus.post(EventBus.java:217) [minecraft_server.1.12.2.jar:?] at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:219) [LoadController.class:?] at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:197) [LoadController.class:?] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_312] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_312] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) [minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) [minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) [minecraft_server.1.12.2.jar:?] at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) [minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) [minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) [minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.EventBus.post(EventBus.java:217) [minecraft_server.1.12.2.jar:?] at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:136) [LoadController.class:?] at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:754) [Loader.class:?] at net.minecraftforge.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:108) [FMLServerHandler.class:?] at net.minecraftforge.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:338) [FMLCommonHandler.class:?] at net.minecraft.server.dedicated.DedicatedServer.init(DedicatedServer.java:219) [nz.class:?] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:486) [MinecraftServer.class:?] at java.lang.Thread.run(Thread.java:748) [?:1.8.0_312] Caused by: java.lang.ClassNotFoundException: net.minecraft.client.renderer.texture.DynamicTexture at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191) ~[launchwrapper-1.12.jar:?] at java.lang.ClassLoader.loadClass(ClassLoader.java:418) ~[?:1.8.0_312] at java.lang.ClassLoader.loadClass(ClassLoader.java:351) ~[?:1.8.0_312] ... 38 more Caused by: java.lang.NullPointerException at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182) ~[launchwrapper-1.12.jar:?] at java.lang.ClassLoader.loadClass(ClassLoader.java:418) ~[?:1.8.0_312] at java.lang.ClassLoader.loadClass(ClassLoader.java:351) ~[?:1.8.0_312] ... 38 more [08:33:22] [Server thread/ERROR] [minecraft/MinecraftServer]: Encountered an unexpected exception net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from TLSkinCape (tlauncher_custom_cape_skin) Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/Minecraft at org.tlauncher.skin.cape.util.PreparedProfileManager.init(PreparedProfileManager.java:43) ~[PreparedProfileManager.class:?] at org.tlauncher.skin.cape.TLSkinCape.event(TLSkinCape.java:28) ~[TLSkinCape.class:?] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_312] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_312] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:637) ~[server.jar:?] at sun.reflect.GeneratedMethodAccessor9.invoke(Unknown Source) ~[?:?] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) ~[minecraft_server.1.12.2.jar:?] at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.EventBus.post(EventBus.java:217) ~[minecraft_server.1.12.2.jar:?] at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:219) ~[LoadController.class:?] at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:197) ~[LoadController.class:?] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_312] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_312] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) ~[minecraft_server.1.12.2.jar:?] at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.EventBus.post(EventBus.java:217) ~[minecraft_server.1.12.2.jar:?] at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:136) ~[LoadController.class:?] at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:754) ~[Loader.class:?] at net.minecraftforge.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:108) ~[FMLServerHandler.class:?] at net.minecraftforge.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:338) ~[FMLCommonHandler.class:?] at net.minecraft.server.dedicated.DedicatedServer.init(DedicatedServer.java:219) ~[nz.class:?] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:486) [MinecraftServer.class:?] at java.lang.Thread.run(Thread.java:748) [?:1.8.0_312] Caused by: java.lang.ClassNotFoundException: net.minecraft.client.Minecraft at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191) ~[launchwrapper-1.12.jar:?] at java.lang.ClassLoader.loadClass(ClassLoader.java:418) ~[?:1.8.0_312] at java.lang.ClassLoader.loadClass(ClassLoader.java:351) ~[?:1.8.0_312] at org.tlauncher.skin.cape.util.PreparedProfileManager.init(PreparedProfileManager.java:43) ~[PreparedProfileManager.class:?] at org.tlauncher.skin.cape.TLSkinCape.event(TLSkinCape.java:28) ~[TLSkinCape.class:?] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_312] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_312] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:637) ~[server.jar:?] at sun.reflect.GeneratedMethodAccessor9.invoke(Unknown Source) ~[?:?] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) ~[minecraft_server.1.12.2.jar:?] at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.EventBus.post(EventBus.java:217) ~[minecraft_server.1.12.2.jar:?] at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:219) ~[LoadController.class:?] at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:197) ~[LoadController.class:?] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_312] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_312] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) ~[minecraft_server.1.12.2.jar:?] at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.EventBus.post(EventBus.java:217) ~[minecraft_server.1.12.2.jar:?] at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:136) ~[LoadController.class:?] at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:754) ~[Loader.class:?] at net.minecraftforge.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:108) ~[FMLServerHandler.class:?] at net.minecraftforge.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:338) ~[FMLCommonHandler.class:?] at net.minecraft.server.dedicated.DedicatedServer.init(DedicatedServer.java:219) ~[nz.class:?] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:486) ~[MinecraftServer.class:?] at java.lang.Thread.run(Thread.java:748) ~[?:1.8.0_312] Caused by: net.minecraftforge.fml.common.asm.ASMTransformerWrapper$TransformerException: Exception in class transformer net.minecraftforge.fml.common.asm.transformers.SideTransformer@3eed0f5 from coremod FMLCorePlugin at net.minecraftforge.fml.common.asm.ASMTransformerWrapper$TransformerWrapper.transform(ASMTransformerWrapper.java:260) ~[server.jar:?] at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:279) ~[launchwrapper-1.12.jar:?] at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:176) ~[launchwrapper-1.12.jar:?] at java.lang.ClassLoader.loadClass(ClassLoader.java:418) ~[?:1.8.0_312] at java.lang.ClassLoader.loadClass(ClassLoader.java:351) ~[?:1.8.0_312] at org.tlauncher.skin.cape.util.PreparedProfileManager.init(PreparedProfileManager.java:43) ~[PreparedProfileManager.class:?] at org.tlauncher.skin.cape.TLSkinCape.event(TLSkinCape.java:28) ~[TLSkinCape.class:?] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_312] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_312] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:637) ~[server.jar:?] at sun.reflect.GeneratedMethodAccessor9.invoke(Unknown Source) ~[?:?] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) ~[minecraft_server.1.12.2.jar:?] at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.EventBus.post(EventBus.java:217) ~[minecraft_server.1.12.2.jar:?] at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:219) ~[LoadController.class:?] at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:197) ~[LoadController.class:?] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_312] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_312] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) ~[minecraft_server.1.12.2.jar:?] at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.EventBus.post(EventBus.java:217) ~[minecraft_server.1.12.2.jar:?] at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:136) ~[LoadController.class:?] at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:754) ~[Loader.class:?] at net.minecraftforge.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:108) ~[FMLServerHandler.class:?] at net.minecraftforge.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:338) ~[FMLCommonHandler.class:?] at net.minecraft.server.dedicated.DedicatedServer.init(DedicatedServer.java:219) ~[nz.class:?] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:486) ~[MinecraftServer.class:?] at java.lang.Thread.run(Thread.java:748) ~[?:1.8.0_312] Caused by: java.lang.RuntimeException: Attempted to load class bib for invalid side SERVER at net.minecraftforge.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:62) ~[server.jar:?] at net.minecraftforge.fml.common.asm.ASMTransformerWrapper$TransformerWrapper.transform(ASMTransformerWrapper.java:256) ~[server.jar:?] at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:279) ~[launchwrapper-1.12.jar:?] at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:176) ~[launchwrapper-1.12.jar:?] at java.lang.ClassLoader.loadClass(ClassLoader.java:418) ~[?:1.8.0_312] at java.lang.ClassLoader.loadClass(ClassLoader.java:351) ~[?:1.8.0_312] at org.tlauncher.skin.cape.util.PreparedProfileManager.init(PreparedProfileManager.java:43) ~[PreparedProfileManager.class:?] at org.tlauncher.skin.cape.TLSkinCape.event(TLSkinCape.java:28) ~[TLSkinCape.class:?] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_312] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_312] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:637) ~[server.jar:?] at sun.reflect.GeneratedMethodAccessor9.invoke(Unknown Source) ~[?:?] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) ~[minecraft_server.1.12.2.jar:?] at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.EventBus.post(EventBus.java:217) ~[minecraft_server.1.12.2.jar:?] at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:219) ~[LoadController.class:?] at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:197) ~[LoadController.class:?] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_312] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_312] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) ~[minecraft_server.1.12.2.jar:?] at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.EventBus.post(EventBus.java:217) ~[minecraft_server.1.12.2.jar:?] at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:136) ~[LoadController.class:?] at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:754) ~[Loader.class:?] at net.minecraftforge.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:108) ~[FMLServerHandler.class:?] at net.minecraftforge.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:338) ~[FMLCommonHandler.class:?] at net.minecraft.server.dedicated.DedicatedServer.init(DedicatedServer.java:219) ~[nz.class:?] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:486) ~[MinecraftServer.class:?] at java.lang.Thread.run(Thread.java:748) ~[?:1.8.0_312] [08:33:22] [Server thread/WARN] [org.dimdev.utils.ModIdentifier]: Failed to identify sun.reflect.GeneratedMethodAccessor9 (untransformed name: sun.reflect.GeneratedMethodAccessor9) [08:33:23] [Server thread/ERROR] [minecraft/MinecraftServer]: This crash report has been saved to: /server/./crash-reports/crash-2024-01-11_08.33.22-server.txt [08:33:23] [Server thread/INFO] [minecraft/MinecraftServer]: Stopping server [08:33:23] [Server thread/INFO] [minecraft/MinecraftServer]: Saving worlds [08:33:23] [Server thread/INFO] [FML]: The state engine was in incorrect state AVAILABLE and forced into state SERVER_STOPPED. Errors may have been discarded. [08:33:23] [Server Shutdown Thread/INFO] [minecraft/MinecraftServer]: Stopping server [08:33:23] [Server Shutdown Thread/INFO] [minecraft/MinecraftServer]: Saving worlds
cf5fe51d922fbc701257c48e9b7b7623
{ "intermediate": 0.44166237115859985, "beginner": 0.3932269811630249, "expert": 0.16511060297489166 }
37,277
Почему сервер майнкрафт не запускается? Вот лог ошибок: [08:32:51] [main/INFO] [LaunchWrapper]: Loading tweak class name net.minecraftforge.fml.common.launcher.FMLServerTweaker [08:32:51] [main/INFO] [LaunchWrapper]: Using primary tweak class name net.minecraftforge.fml.common.launcher.FMLServerTweaker [08:32:51] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.common.launcher.FMLServerTweaker [08:32:51] [main/INFO] [FML]: Forge Mod Loader version 14.23.5.2860 for Minecraft 1.12.2 loading [08:32:51] [main/INFO] [FML]: Java is OpenJDK 64-Bit Server VM, version 1.8.0_312, running on Linux:amd64:5.10.0-0.bpo.9-amd64, installed at /java/8 [08:32:51] [main/INFO] [FML]: Searching /server/./mods for mods [08:32:51] [main/WARN] [FML]: Found FMLCorePluginContainsFMLMod marker in BetterFoliage-MC1.12-2.3.1.jar. This is not recommended, @Mods should be in a separate jar from the coremod. [08:32:51] [main/WARN] [FML]: The coremod BetterFoliageLoader (mods.betterfoliage.loader.BetterFoliageLoader) is not signed! [08:32:51] [main/WARN] [FML]: Found FMLCorePluginContainsFMLMod marker in ChunkAnimator-MC1.12-1.2.jar. This is not recommended, @Mods should be in a separate jar from the coremod. [08:32:51] [main/WARN] [FML]: The coremod lumien.chunkanimator.asm.LoadingPlugin does not have a MCVersion annotation, it may cause issues with this version of Minecraft [08:32:51] [main/WARN] [FML]: The coremod LoadingPlugin (lumien.chunkanimator.asm.LoadingPlugin) is not signed! [08:32:51] [main/WARN] [FML]: Found FMLCorePluginContainsFMLMod marker in CreativeCore_v1.10.3_mc1.12.2.jar. This is not recommended, @Mods should be in a separate jar from the coremod. [08:32:51] [main/WARN] [FML]: The coremod com.creativemd.creativecore.core.CreativePatchingLoader does not have a MCVersion annotation, it may cause issues with this version of Minecraft [08:32:51] [main/WARN] [FML]: The coremod CreativePatchingLoader (com.creativemd.creativecore.core.CreativePatchingLoader) is not signed! [08:32:51] [main/WARN] [FML]: Found FMLCorePluginContainsFMLMod marker in foamfix-0.10.10-1.12.2.jar. This is not recommended, @Mods should be in a separate jar from the coremod. [08:32:51] [main/WARN] [FML]: The coremod pl.asie.foamfix.coremod.FoamFixCore does not have a MCVersion annotation, it may cause issues with this version of Minecraft [08:32:51] [main/WARN] [FML]: Found FMLCorePluginContainsFMLMod marker in Forgelin-1.8.4.jar. This is not recommended, @Mods should be in a separate jar from the coremod. [08:32:51] [main/WARN] [FML]: The coremod net.shadowfacts.forgelin.preloader.ForgelinPlugin does not have a MCVersion annotation, it may cause issues with this version of Minecraft [08:32:51] [main/WARN] [FML]: The coremod ForgelinPlugin (net.shadowfacts.forgelin.preloader.ForgelinPlugin) is not signed! [08:32:51] [main/WARN] [FML]: Found FMLCorePluginContainsFMLMod marker in InventoryTweaks-1.63.jar. This is not recommended, @Mods should be in a separate jar from the coremod. [08:32:51] [main/WARN] [FML]: The coremod invtweaks.forge.asm.FMLPlugin does not have a MCVersion annotation, it may cause issues with this version of Minecraft [08:32:51] [main/WARN] [FML]: The coremod com.creativemd.itemphysic.ItemPatchingLoader does not have a MCVersion annotation, it may cause issues with this version of Minecraft [08:32:51] [main/WARN] [FML]: The coremod ItemPatchingLoader (com.creativemd.itemphysic.ItemPatchingLoader) is not signed! [08:32:51] [main/INFO] [FML]: Loading tweaker org.spongepowered.asm.launch.MixinTweaker from LagGoggles-FAT-1.12.2-4.9.jar [08:32:51] [main/INFO] [FML]: Loading tweaker org.spongepowered.asm.launch.MixinTweaker from Modpack Additions-1.0.0.jar [08:32:51] [main/INFO] [FML]: Loading tweaker optifine.OptiFineForgeTweaker from OptiFine_1.12.2_HD_U_F5.jar [08:32:51] [main/WARN] [FML]: Found FMLCorePluginContainsFMLMod marker in rats-3.2.7.jar. This is not recommended, @Mods should be in a separate jar from the coremod. [08:32:51] [main/WARN] [FML]: The coremod ratscore (com.github.alexthe666.rats.server.asm.RatsPlugin) is not signed! [08:32:51] [main/WARN] [FML]: Found FMLCorePluginContainsFMLMod marker in Reskillable-1.12.2-1.13.0.jar. This is not recommended, @Mods should be in a separate jar from the coremod. [08:32:51] [main/WARN] [FML]: The coremod codersafterdark.reskillable.base.asm.LoadingPlugin does not have a MCVersion annotation, it may cause issues with this version of Minecraft [08:32:51] [main/WARN] [FML]: The coremod LoadingPlugin (codersafterdark.reskillable.base.asm.LoadingPlugin) is not signed! [08:32:51] [main/WARN] [FML]: Found FMLCorePluginContainsFMLMod marker in SereneSeasons-1.12.2-1.2.18-universal.jar. This is not recommended, @Mods should be in a separate jar from the coremod. [08:32:51] [main/WARN] [FML]: The coremod sereneseasons.asm.SSLoadingPlugin does not have a MCVersion annotation, it may cause issues with this version of Minecraft [08:32:51] [main/WARN] [FML]: The coremod SSLoadingPlugin (sereneseasons.asm.SSLoadingPlugin) is not signed! [08:32:51] [main/WARN] [FML]: Found FMLCorePluginContainsFMLMod marker in SmoothFont-mc1.12.2-2.1.1.jar. This is not recommended, @Mods should be in a separate jar from the coremod. [08:32:51] [main/WARN] [FML]: The coremod bre.smoothfont.asm.CorePlugin does not have a MCVersion annotation, it may cause issues with this version of Minecraft [08:32:51] [main/WARN] [FML]: The coremod CorePlugin (bre.smoothfont.asm.CorePlugin) is not signed! [08:32:51] [main/WARN] [FML]: Found FMLCorePluginContainsFMLMod marker in tlskincape_1.12.2-1.4.jar. This is not recommended, @Mods should be in a separate jar from the coremod. [08:32:51] [main/INFO] [FML]: Loading tweaker org.spongepowered.asm.launch.MixinTweaker from VanillaFix-1.0.10-99.jar [08:32:51] [main/INFO] [FML]: Loading tweaker org.spongepowered.asm.launch.MixinTweaker from phosphor-1.12.2-0.2.6+build50-universal.jar [08:32:51] [main/INFO] [LaunchWrapper]: Loading tweak class name net.minecraftforge.fml.common.launcher.FMLInjectionAndSortingTweaker [08:32:51] [main/INFO] [LaunchWrapper]: Loading tweak class name org.spongepowered.asm.launch.MixinTweaker [08:32:51] [main/INFO] [mixin]: SpongePowered MIXIN Subsystem Version=0.7.11 Source=file:/server/./mods/LagGoggles-FAT-1.12.2-4.9.jar Service=LaunchWrapper Env=SERVER [08:32:51] [main/INFO] [VanillaFix]: Initializing VanillaFix [08:32:51] [main/INFO] [VanillaFix]: Initializing StacktraceDeobfuscator [08:32:51] [main/INFO] [VanillaFix]: Found MCP method mappings: methods-stable_39.csv [08:32:51] [main/INFO] [VanillaFix]: Done initializing StacktraceDeobfuscator [08:32:51] [main/INFO] [VanillaFix]: Initializing Bug Fix Mixins [08:32:52] [main/INFO] [mixin]: Compatibility level set to JAVA_8 [08:32:52] [main/INFO] [VanillaFix]: Initializing Crash Fix Mixins [08:32:52] [main/INFO] [VanillaFix]: Initializing Profiler Improvement Mixins [08:32:52] [main/INFO] [VanillaFix]: Initializing Texture Fix Mixins [08:32:52] [main/INFO] [VanillaFix]: Initializing Mod Support Mixins [08:32:52] [main/WARN] [FML]: The coremod VanillaFixLoadingPlugin (org.dimdev.vanillafix.VanillaFixLoadingPlugin) is not signed! [08:32:52] [main/WARN] [LaunchWrapper]: Tweak class name org.spongepowered.asm.launch.MixinTweaker has already been visited -- skipping [08:32:52] [main/INFO] [LaunchWrapper]: Loading tweak class name optifine.OptiFineForgeTweaker [08:32:52] [main/WARN] [LaunchWrapper]: Tweak class name org.spongepowered.asm.launch.MixinTweaker has already been visited -- skipping [08:32:52] [main/WARN] [LaunchWrapper]: Tweak class name org.spongepowered.asm.launch.MixinTweaker has already been visited -- skipping [08:32:52] [main/INFO] [LaunchWrapper]: Loading tweak class name net.minecraftforge.fml.common.launcher.FMLDeobfTweaker [08:32:52] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.common.launcher.FMLInjectionAndSortingTweaker [08:32:52] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.common.launcher.FMLInjectionAndSortingTweaker [08:32:52] [main/INFO] [LaunchWrapper]: Calling tweak class optifine.OptiFineForgeTweaker [08:32:52] [main/INFO] [STDOUT]: [optifine.OptiFineForgeTweaker:dbg:56]: OptiFineForgeTweaker: acceptOptions [08:32:52] [main/INFO] [STDOUT]: [optifine.OptiFineForgeTweaker:dbg:56]: OptiFineForgeTweaker: Forge server detected, skipping class transformer [08:32:52] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:53] [main/INFO] [FML]: Found valid fingerprint for Minecraft Forge. Certificate fingerprint e3c3d50c7c986df74c645c0ac54639741c90a557 [08:32:53] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:53] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:53] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:53] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:53] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:53] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:53] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:53] [main/INFO] [SmoothFontCore ASM]: OptiFine was detected. [08:32:53] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:53] [main/INFO] [STDOUT]: [gloomyfolken.hooklib.asm.HookLogger$SystemOutLogger:debug:20]: [DEBUG] Parsing hooks container gloomyfolken.hooklib.minecraft.SecondaryTransformerHook [08:32:53] [main/INFO] [FML]: [HOOKLIB] Obfuscated: true [08:32:53] [main/INFO] [STDOUT]: [gloomyfolken.hooklib.asm.HookLogger$SystemOutLogger:debug:20]: [DEBUG] Parsing hooks container org.tlauncher.skin.cape.asm.TLSkinCapeHooks [08:32:53] [main/INFO] [LaunchWrapper]: Calling tweak class org.spongepowered.asm.launch.MixinTweaker [08:32:53] [main/INFO] [mixin]: Initialised Mixin FML Remapper Adapter with net.minecraftforge.fml.common.asm.transformers.deobf.FMLDeobfuscatingRemapper@6e0f7aad [08:32:53] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.common.launcher.FMLDeobfTweaker [08:32:53] [main/INFO] [STDOUT]: [gloomyfolken.hooklib.asm.HookLogger$SystemOutLogger:debug:20]: [DEBUG] Injecting hooks into class net.minecraftforge.fml.common.Loader [08:32:53] [main/INFO] [STDOUT]: [gloomyfolken.hooklib.asm.HookLogger$SystemOutLogger:debug:20]: [DEBUG] Patching method net.minecraftforge.fml.common.Loader#injectData([Ljava/lang/Object;) [08:32:53] [main/INFO] [STDOUT]: [gloomyfolken.hooklib.asm.HookLogger$SystemOutLogger:debug:20]: [DEBUG] Methods dictionary loaded in 3 ms [08:32:54] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:54] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:54] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:54] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:54] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:54] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper [08:32:54] [main/INFO] [LaunchWrapper]: Loading tweak class name net.minecraftforge.fml.common.launcher.TerminalTweaker [08:32:54] [main/INFO] [LaunchWrapper]: Loading tweak class name org.spongepowered.asm.mixin.EnvironmentStateTweaker [08:32:54] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.common.launcher.TerminalTweaker [08:32:54] [main/INFO] [LaunchWrapper]: Calling tweak class org.spongepowered.asm.mixin.EnvironmentStateTweaker [08:32:54] [main/INFO] [STDOUT]: [optifine.OptiFineForgeTweaker:dbg:56]: OptiFineForgeTweaker: getLaunchArguments [08:32:54] [main/INFO] [LagGoggles-Boot]: I am located here: file:/server/./mods/LagGoggles-FAT-1.12.2-4.9.jar!/cf/terminator/laggoggles/Main.class [08:32:54] [main/INFO] [LagGoggles-Boot]: I am designed for Forge version: 14.23.5.2838 [08:32:54] [main/INFO] [LagGoggles-Boot]: Loading server classes [08:32:54] [main/INFO] [LagGoggles-Boot]: SpongeForge is not present! [08:32:54] [main/INFO] [LagGoggles-Boot]: We're running in a production environment. [08:32:54] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:111]: Spliced in METHOD: net.minecraft.world.chunk.BlockStateContainer.func_186018_a [08:32:54] [main/WARN] [mixin]: Error loading class: net/minecraft/server/integrated/IntegratedServer (net.minecraftforge.fml.common.asm.ASMTransformerWrapper$TransformerException: Exception in class transformer net.minecraftforge.fml.common.asm.transformers.SideTransformer@3eed0f5 from coremod FMLCorePlugin) [08:32:54] [main/WARN] [mixin]: @Mixin target net.minecraft.server.integrated.IntegratedServer was not found mixins.vanillafix.crashes.json:MixinIntegratedServer [08:32:54] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:111]: Spliced in METHOD: net.minecraft.tileentity.TileEntity.func_190559_a [08:32:55] [main/INFO] [mixin]: A re-entrant transformer '$wrapper.sereneseasons.asm.transformer.WorldTransformer' was detected and will no longer process meta class data [08:32:55] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:98]: Added INTERFACE: pl/asie/foamfix/coremod/patches/IFoamFixWorldRemovable [08:32:55] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:135]: Added METHOD: net.minecraft.world.World.foamfix_removeUnloadedEntities [08:32:55] [main/INFO] [LagGoggles-Boot]: Enabling: cf.terminator.laggoggles.mixin.MixinWorld [08:32:55] [main/INFO] [LagGoggles-Boot]: Enabling: cf.terminator.laggoggles.mixin.MixinEntity [08:32:55] [main/INFO] [LagGoggles-Boot]: Skipping: cf.terminator.laggoggles.mixin.MixinWorldServerSponge [08:32:55] [main/INFO] [LagGoggles-Boot]: Enabling: cf.terminator.laggoggles.mixin.MixinWorldServerForge [08:32:55] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.patches.WorldServerRemovalPatch:apply:62]: Patched updateEntities in net/minecraft/world/WorldServer func_72939_s [08:32:55] [main/INFO] [LagGoggles-Boot]: Enabling: cf.terminator.laggoggles.mixin.MixinEventBus [08:32:55] [main/INFO] [LagGoggles-Boot]: Enabling: cf.terminator.laggoggles.mixin.MixinASMEventHandler [08:32:55] [main/INFO] [LagGoggles-Boot]: Skipping: cf.terminator.laggoggles.mixin.MixinTileEntityRendererDispatcher [08:32:55] [main/INFO] [LagGoggles-Boot]: Skipping: cf.terminator.laggoggles.mixin.MixinRenderManager [08:32:55] [main/INFO] [STDOUT]: [pl.asie.patchy.helpers.ConstructorReplacingTransformer$FFMethodVisitor:visitTypeInsn:73]: Replaced NEW for net/minecraft/util/ClassInheritanceMultiMap to pl/asie/foamfix/coremod/common/FoamyClassInheritanceMultiMap [08:32:55] [main/INFO] [STDOUT]: [pl.asie.patchy.helpers.ConstructorReplacingTransformer$FFMethodVisitor:visitMethodInsn:85]: Replaced INVOKESPECIAL for net/minecraft/util/ClassInheritanceMultiMap to pl/asie/foamfix/coremod/common/FoamyClassInheritanceMultiMap [08:32:55] [main/INFO] [mixin]: A re-entrant transformer '$wrapper.pl.asie.foamfix.coremod.FoamFixTransformer' was detected and will no longer process meta class data [08:32:55] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:98]: Added INTERFACE: pl/asie/foamfix/coremod/patches/IFoamFixWorldRemovable [08:32:55] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:135]: Added METHOD: net.minecraft.world.World.foamfix_removeUnloadedEntities [08:32:56] [main/INFO] [LagGoggles-Boot]: Applied mixin: cf.terminator.laggoggles.mixin.MixinWorld [08:32:56] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.patches.WorldServerRemovalPatch:apply:62]: Patched updateEntities in net/minecraft/world/WorldServer func_72939_s [08:32:56] [main/INFO] [LagGoggles-Boot]: Applied mixin: cf.terminator.laggoggles.mixin.MixinWorldServerForge [08:32:56] [main/INFO] [STDOUT]: [gloomyfolken.hooklib.asm.HookLogger$SystemOutLogger:debug:20]: [DEBUG] Injecting hooks into class net.minecraft.entity.player.EntityPlayer [08:32:56] [main/INFO] [STDOUT]: [gloomyfolken.hooklib.asm.HookLogger$SystemOutLogger:warning:25]: [WARNING] Can not find target method of hook AsmHook: net.minecraft.entity.player.EntityPlayer#isWearing(Lnet/minecraft/entity/player/EnumPlayerModelParts;) - org.tlauncher.skin.cape.asm.TLSkinCapeHooks#isWearing(Lnet/minecraft/entity/player/EntityPlayer;Lnet/minecraft/entity/player/EnumPlayerModelParts;)Z, ReturnCondition=ALWAYS, ReturnValue=HOOK_RETURN_VALUE, InjectorFactory: gloomyfolken.hooklib.asm.HookInjectorFactory$MethodExit, CreateMethod = false [08:32:57] [main/INFO] [LagGoggles-Boot]: Applied mixin: cf.terminator.laggoggles.mixin.MixinEntity [08:32:57] [main/INFO] [LaunchWrapper]: Launching wrapped minecraft {net.minecraft.server.MinecraftServer} [08:32:57] [main/INFO] [STDOUT]: [com.creativemd.creativecore.transformer.CreativeTransformer:transform:49]: [itemphysic] Patched net.minecraft.entity.item.EntityItem ... [08:32:58] [main/INFO] [STDOUT]: [com.creativemd.creativecore.transformer.CreativeTransformer:transform:49]: [itemphysic] Patched net.minecraft.entity.item.EntityItem ... [08:32:58] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:111]: Spliced in METHOD: net.minecraft.block.state.BlockStateContainer.createState [08:32:58] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:111]: Spliced in METHOD: net.minecraft.block.properties.PropertyEnum.equals [08:32:58] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:111]: Spliced in METHOD: net.minecraft.block.properties.PropertyEnum.hashCode [08:32:58] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:158]: Added FIELD: net.minecraft.block.properties.PropertyEnum.foamfix_hashCode [08:32:58] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:158]: Added FIELD: net.minecraft.block.properties.PropertyEnum.foamfix_hashCode_calced [08:32:58] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:111]: Spliced in METHOD: net.minecraft.block.properties.PropertyInteger.hashCode [08:32:58] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:158]: Added FIELD: net.minecraft.block.properties.PropertyInteger.foamfix_hashCode [08:32:58] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:158]: Added FIELD: net.minecraft.block.properties.PropertyInteger.foamfix_hashCode_calced [08:32:58] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:111]: Spliced in METHOD: net.minecraft.block.properties.PropertyBool.equals [08:32:58] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:111]: Spliced in METHOD: net.minecraft.block.properties.PropertyBool.hashCode [08:32:58] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:111]: Spliced in METHOD: net.minecraft.tileentity.TileEntity.func_190559_a [08:32:58] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:111]: Spliced in METHOD: net.minecraft.block.BlockBed.func_189540_a [08:32:59] [main/INFO] [STDOUT]: [pl.asie.patchy.helpers.ConstructorReplacingTransformer$FFMethodVisitor:visitTypeInsn:73]: Replaced NEW for net/minecraft/tileentity/TileEntityHopper to pl/asie/foamfix/common/TileEntityFasterHopper [08:32:59] [main/INFO] [STDOUT]: [pl.asie.patchy.helpers.ConstructorReplacingTransformer$FFMethodVisitor:visitMethodInsn:85]: Replaced INVOKESPECIAL for net/minecraft/tileentity/TileEntityHopper to pl/asie/foamfix/common/TileEntityFasterHopper [08:32:59] [main/INFO] [STDOUT]: [gloomyfolken.hooklib.asm.HookLogger$SystemOutLogger:debug:20]: [DEBUG] Injecting hooks into class net.minecraft.entity.player.EntityPlayer [08:32:59] [main/INFO] [STDOUT]: [gloomyfolken.hooklib.asm.HookLogger$SystemOutLogger:warning:25]: [WARNING] Can not find target method of hook AsmHook: net.minecraft.entity.player.EntityPlayer#isWearing(Lnet/minecraft/entity/player/EnumPlayerModelParts;) - org.tlauncher.skin.cape.asm.TLSkinCapeHooks#isWearing(Lnet/minecraft/entity/player/EntityPlayer;Lnet/minecraft/entity/player/EnumPlayerModelParts;)Z, ReturnCondition=ALWAYS, ReturnValue=HOOK_RETURN_VALUE, InjectorFactory: gloomyfolken.hooklib.asm.HookInjectorFactory$MethodExit, CreateMethod = false [08:33:00] [main/INFO] [LagGoggles-Boot]: Applied mixin: cf.terminator.laggoggles.mixin.MixinEventBus [08:33:00] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:98]: Added INTERFACE: pl/asie/foamfix/api/IFoamFixMobSpawnerLogic [08:33:00] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:111]: Spliced in METHOD: net.minecraft.tileentity.MobSpawnerBaseLogic.func_98279_f [08:33:00] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:158]: Added FIELD: net.minecraft.tileentity.MobSpawnerBaseLogic.foamfix_activatedCache [08:33:00] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:158]: Added FIELD: net.minecraft.tileentity.MobSpawnerBaseLogic.foamfix_activatedCachePESize [08:33:00] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:158]: Added FIELD: net.minecraft.tileentity.MobSpawnerBaseLogic.foamfix_activatedCacheTime [08:33:00] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:158]: Added FIELD: net.minecraft.tileentity.MobSpawnerBaseLogic.foamfix_forcedCache [08:33:00] [main/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:158]: Added FIELD: net.minecraft.tileentity.MobSpawnerBaseLogic.foamfix_forcedCacheTime [08:33:01] [Server thread/INFO] [minecraft/DedicatedServer]: Starting minecraft server version 1.12.2 [08:33:01] [Server thread/INFO] [FML]: MinecraftForge v14.23.5.2860 Initialized [08:33:01] [Server thread/INFO] [FML]: Starts to replace vanilla recipe ingredients with ore ingredients. [08:33:01] [Server thread/INFO] [FML]: Invalid recipe found with multiple oredict ingredients in the same ingredient... [08:33:01] [Server thread/INFO] [FML]: Replaced 1227 ore ingredients [08:33:01] [Server thread/INFO] [FML]: Searching /server/./mods for mods [08:33:02] [Server thread/INFO] [FML]: Disabling mod ambientsounds it is client side only. [08:33:02] [Server thread/INFO] [FML]: Disabling mod betterfoliage it is client side only. [08:33:02] [Server thread/WARN] [FML]: Mod bettermineshafts is missing the required element 'version' and a version.properties file could not be found. Falling back to metadata version 1.12.2-2.2.1 [08:33:02] [Server thread/INFO] [FML]: Disabling mod chunkanimator it is client side only. [08:33:02] [Server thread/WARN] [FML]: Mod codechickenlib is missing the required element 'version' and a version.properties file could not be found. Falling back to metadata version 3.2.3.358 [08:33:02] [Server thread/INFO] [FML]: Disabling mod colouredtooltips it is client side only. [08:33:02] [Server thread/WARN] [FML]: Mod cosmeticarmorreworked is missing the required element 'version' and a version.properties file could not be found. Falling back to metadata version 1.12.2-v4b [08:33:02] [Server thread/INFO] [FML]: Disabling mod ctgui it is client side only. [08:33:02] [Server thread/WARN] [FML]: Mod damageindicatorsmod is missing the required element 'version' and no fallback can be found. Substituting '1.0'. [08:33:02] [Server thread/WARN] [FML]: Mod enderstorage is missing the required element 'version' and a version.properties file could not be found. Falling back to metadata version 2.4.6.137 [08:33:03] [Server thread/WARN] [FML]: Mod improvedbackpacks is missing the required element 'version' and a version.properties file could not be found. Falling back to metadata version 1.12.2-1.4.1.0 [08:33:03] [Server thread/WARN] [FML]: Mod ironchest is missing the required element 'version' and a version.properties file could not be found. Falling back to metadata version 1.12.2-7.0.67.844 [08:33:03] [Server thread/INFO] [FML]: Disabling mod jeresources it is client side only. [08:33:03] [Server thread/INFO] [FML]: Disabling mod keywizard it is client side only. [08:33:03] [Server thread/WARN] [FML]: Mod mobends is missing the required element 'version' and a version.properties file could not be found. Falling back to metadata version 1.2.1 [08:33:03] [Server thread/INFO] [FML]: Disabling mod mousetweaks it is client side only. [08:33:03] [Server thread/INFO] [FML]: Disabling mod smoothfont it is client side only. [08:33:03] [Server thread/WARN] [FML]: Mod vanillafix is missing the required element 'version' and a version.properties file could not be found. Falling back to metadata version 1.0.10-SNAPSHOT [08:33:03] [Server thread/INFO] [FML]: Forge Mod Loader has identified 90 mods to load [08:33:03] [Server thread/WARN] [FML]: Missing English translation for FML: assets/fml/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for bettercaves: assets/bettercaves/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for bettermineshafts: assets/bettermineshafts/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for buildcraftbuilders: assets/buildcraftbuilders/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for buildcraftcore: assets/buildcraftcore/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for buildcraftenergy: assets/buildcraftenergy/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for buildcraftfactory: assets/buildcraftfactory/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for buildcraftrobotics: assets/buildcraftrobotics/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for buildcraftsilicon: assets/buildcraftsilicon/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for buildcrafttransport: assets/buildcrafttransport/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for codechickenlib: assets/codechickenlib/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for crafttweaker: assets/crafttweaker/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for crafttweakerjei: assets/crafttweakerjei/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for dldungeonsjbg: assets/dldungeonsjbg/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for foamfix: assets/foamfix/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for forgelin: assets/forgelin/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for laggoggles: assets/laggoggles/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for redstoneflux: assets/redstoneflux/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for tlauncher_custom_cape_skin: assets/tlauncher_custom_cape_skin/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for unloader: assets/unloader/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for teamlapen-lib: assets/teamlapen-lib/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for ladylib: assets/ladylib/lang/en_us.lang [08:33:03] [Server thread/WARN] [FML]: Missing English translation for phosphor-lighting: assets/phosphor-lighting/lang/en_us.lang [08:33:03] [Server thread/INFO] [FML]: FML has found a non-mod file AmbientSounds_v3.0.9_mc1.12.2.jar in your mods directory. It will now be injected into your classpath. This could severe stability issues, it should be removed if possible. [08:33:03] [Server thread/INFO] [FML]: FML has found a non-mod file BetterFoliage-MC1.12-2.3.1.jar in your mods directory. It will now be injected into your classpath. This could severe stability issues, it should be removed if possible. [08:33:03] [Server thread/INFO] [FML]: FML has found a non-mod file ChunkAnimator-MC1.12-1.2.jar in your mods directory. It will now be injected into your classpath. This could severe stability issues, it should be removed if possible. [08:33:03] [Server thread/INFO] [FML]: FML has found a non-mod file ColouredTooltips-1.12.2-1.0.7.jar in your mods directory. It will now be injected into your classpath. This could severe stability issues, it should be removed if possible. [08:33:03] [Server thread/INFO] [FML]: FML has found a non-mod file JustEnoughResources-1.12.2-0.9.2.60.jar in your mods directory. It will now be injected into your classpath. This could severe stability issues, it should be removed if possible. [08:33:03] [Server thread/INFO] [FML]: FML has found a non-mod file keywizard-1.12.2-1.7.3.jar in your mods directory. It will now be injected into your classpath. This could severe stability issues, it should be removed if possible. [08:33:03] [Server thread/INFO] [FML]: FML has found a non-mod file MouseTweaks-2.10-mc1.12.2.jar in your mods directory. It will now be injected into your classpath. This could severe stability issues, it should be removed if possible. [08:33:03] [Server thread/INFO] [FML]: FML has found a non-mod file SmoothFont-mc1.12.2-2.1.1.jar in your mods directory. It will now be injected into your classpath. This could severe stability issues, it should be removed if possible. [08:33:04] [Server thread/INFO] [FML]: Attempting connection with missing mods [minecraft, mcp, FML, forge, creativecoredummy, itemphysic, smoothfontcore, foamfixcore, bspkrscore, treecapitator, auginter, baubles, bettercaves, bettermineshafts, betternether, biomesoplenty, bookshelf, brandonscore, buildcraftcompat, buildcraftbuilders, buildcraftcore, buildcraftenergy, buildcraftfactory, buildcraftlib, buildcraftrobotics, buildcraftsilicon, buildcrafttransport, carryon, codechickenlib, compatskills, coralreef, cosmeticarmorreworked, crafttweaker, crafttweakerjei, creativecore, damageindicatorsmod, divinerpg, dldungeonsjbg, draconicadditions, draconicevolution, dungeonmobs, dynamictrees, eplus, enderstorage, explorercraft, extendeddays, findme, foamfix, forgelin, ftblib, ftbutilities, ichunutil, improvedbackpacks, infinitystorage, inventorytweaks, ironchest, irontanks, jei, journey, journeymap, laggoggles, mcwbridges, mobends, modpackadditions, morph, naturescompass, pirates, projectintelligence, pvj, rats, redstoneflux, reskillable, respawnablepets, sbmlizarddogo, sereneseasons, silentlib, sophisticatedwolves, tammodized, theoneprobe, tlauncher_custom_cape_skin, tombstone, unloader, teamlapen-lib, vampirism, vanillafix, voidcraft, llibrary, ladylib, lumen, phosphor-lighting] at CLIENT [08:33:04] [Server thread/INFO] [FML]: Attempting connection with missing mods [minecraft, mcp, FML, forge, creativecoredummy, itemphysic, smoothfontcore, foamfixcore, bspkrscore, treecapitator, auginter, baubles, bettercaves, bettermineshafts, betternether, biomesoplenty, bookshelf, brandonscore, buildcraftcompat, buildcraftbuilders, buildcraftcore, buildcraftenergy, buildcraftfactory, buildcraftlib, buildcraftrobotics, buildcraftsilicon, buildcrafttransport, carryon, codechickenlib, compatskills, coralreef, cosmeticarmorreworked, crafttweaker, crafttweakerjei, creativecore, damageindicatorsmod, divinerpg, dldungeonsjbg, draconicadditions, draconicevolution, dungeonmobs, dynamictrees, eplus, enderstorage, explorercraft, extendeddays, findme, foamfix, forgelin, ftblib, ftbutilities, ichunutil, improvedbackpacks, infinitystorage, inventorytweaks, ironchest, irontanks, jei, journey, journeymap, laggoggles, mcwbridges, mobends, modpackadditions, morph, naturescompass, pirates, projectintelligence, pvj, rats, redstoneflux, reskillable, respawnablepets, sbmlizarddogo, sereneseasons, silentlib, sophisticatedwolves, tammodized, theoneprobe, tlauncher_custom_cape_skin, tombstone, unloader, teamlapen-lib, vampirism, vanillafix, voidcraft, llibrary, ladylib, lumen, phosphor-lighting] at SERVER [08:33:04] [Server thread/INFO] [LagGoggles-Boot]: Applied mixin: cf.terminator.laggoggles.mixin.MixinASMEventHandler [08:33:04] [Server thread/INFO] [brandonscore]: Brandon's Core online! Waiting for Draconic Evolution to join the party.... [08:33:04] [Server thread/INFO] [draconicevolution]: Draconic Evolution online! [08:33:04] [Server thread/INFO] [brandonscore]: Hay! There you are! Now lets destroy some worlds!! [08:33:04] [Server thread/INFO] [draconicevolution]: Sounds like fun! Lets get to it! [08:33:05] [Server thread/WARN] [FML]: Patcher expecting empty class data file for net.minecraft.block.state.BlockStateContainer$Builder, but received non-empty [08:33:05] [Server thread/INFO] [draconicevolution]: Hello Minecraft!!! [08:33:05] [Server thread/INFO] [draconicadditions]: I see you, Draconic Evolution... Ready for a boost? [08:33:05] [Server thread/INFO] [draconicevolution]: Upping the potential for my draconic arsonal? You bet!!! [08:33:05] [Server thread/INFO] [draconicadditions]: Then let's do this! [08:33:05] [Server thread/INFO] [draconicadditions]: Hello Minecraft!!! [08:33:06] [Server thread/INFO] [projectintelligence]: Hello Minecraft!!! [08:33:06] [Server thread/INFO] [STDOUT]: [pl.asie.foamfix.coremod.FoamFixTransformer:spliceClasses:111]: Spliced in METHOD: net.minecraftforge.common.property.ExtendedBlockState.createState [08:33:06] [Server thread/INFO] [divinerpg.DivineRPG]: Creating registries [08:33:06] [Server thread/INFO] [FML]: Processing ObjectHolder annotations [08:33:07] [Server thread/INFO] [FML]: Found 2891 ObjectHolder annotations [08:33:07] [Server thread/INFO] [FML]: Identifying ItemStackHolder annotations [08:33:07] [Server thread/INFO] [FML]: Found 1 ItemStackHolder annotations [08:33:07] [Server thread/INFO] [STDOUT]: [pl.asie.patchy.helpers.ConstructorReplacingTransformer$FFMethodVisitor:visitTypeInsn:73]: Replaced NEW for net/minecraft/util/ClassInheritanceMultiMap to pl/asie/foamfix/coremod/common/FoamyClassInheritanceMultiMap [08:33:07] [Server thread/INFO] [STDOUT]: [pl.asie.patchy.helpers.ConstructorReplacingTransformer$FFMethodVisitor:visitMethodInsn:85]: Replaced INVOKESPECIAL for net/minecraft/util/ClassInheritanceMultiMap to pl/asie/foamfix/coremod/common/FoamyClassInheritanceMultiMap [08:33:07] [Server thread/WARN] [mixin]: Static binding violation: PRIVATE @Overwrite method func_76615_h in mixins.phosphor.json:common.MixinChunk cannot reduce visibiliy of PUBLIC target method, visibility will be upgraded. [08:33:07] [Server thread/INFO] [FML]: Configured a dormant chunk cache size of 0 [08:33:07] [Forge Version Check/INFO] [forge.VersionCheck]: [buildcraftcore] Starting version check at https://mod-buildcraft.com/version/versions.json [08:33:07] [Server thread/INFO] [treecapitator]: Proceeding to load tree/mod configs from file. [08:33:07] [Server thread/INFO] [bettercaves]: Creating directory for dimension-specific Better Caves configs at /server/config/bettercaves-1_12_2 [08:33:07] [Forge Version Check/INFO] [forge.VersionCheck]: [buildcraftcore] Found status: OUTDATED Target: 7.99.24.8 [08:33:07] [Forge Version Check/INFO] [forge.VersionCheck]: [llibrary] Starting version check at https://gist.githubusercontent.com/gegy1000/a6639456aeb8edd92cbf7cbfcf9d65d9/raw/llibrary_updates.json [08:33:08] [Forge Version Check/INFO] [forge.VersionCheck]: [tombstone] Starting version check at https://raw.githubusercontent.com/Corail31/tombstone_lite/master/update.json [08:33:08] [Forge Version Check/INFO] [forge.VersionCheck]: [tombstone] Found status: OUTDATED Target: 4.6.2 [08:33:08] [Forge Version Check/INFO] [forge.VersionCheck]: [vampirism] Starting version check at https://maxanier.de/projects/vampirism/versions.json [08:33:08] [Forge Version Check/INFO] [forge.VersionCheck]: [vampirism] Found status: OUTDATED Target: 1.6.2 [08:33:08] [Forge Version Check/INFO] [forge.VersionCheck]: [forge] Starting version check at http://files.minecraftforge.net/maven/net/minecraftforge/forge/promotions_slim.json [08:33:08] [Server thread/INFO] [brandonscore]: Found mod feature container for mod: draconicadditions [08:33:09] [Server thread/INFO] [brandonscore]: Found mod feature container for mod: draconicevolution [08:33:09] [Server thread/INFO] [brandonscore]: Found mod config container for mod: draconicevolution [08:33:09] [Server thread/INFO] [brandonscore]: Found mod config container for mod: draconicadditions [08:33:09] [Server thread/INFO] [brandonscore]: Found mod config container for mod: draconicevolution [08:33:09] [Server thread/INFO] [brandonscore]: Found mod config container for mod: draconicadditions [08:33:09] [Server thread/INFO] [brandonscore]: Found mod config container for mod: draconicadditions [08:33:09] [Server thread/INFO] [brandonscore]: Found mod config container for mod: draconicadditions [08:33:09] [Server thread/INFO] [brandonscore]: Found mod config container for mod: brandonscore [08:33:09] [Server thread/INFO] [brandonscore]: Loading mod config for: draconicevolution [08:33:09] [Server thread/INFO] [brandonscore]: Loading mod config for: brandonscore [08:33:09] [Server thread/INFO] [brandonscore]: Loading mod config for: draconicadditions [08:33:09] [Server thread/WARN] [brandonscore]: No features were detected for mod: brandonscore. This maybe an issue or maybe this mod just does not have any items or blocks. [08:33:09] [Server thread/INFO] [BuildCraft]: [08:33:09] [Server thread/INFO] [BuildCraft]: Starting BuildCraft 7.99.24.5 [08:33:09] [Server thread/INFO] [BuildCraft]: Copyright (c) the BuildCraft team, 2011-2018 [08:33:09] [Server thread/INFO] [BuildCraft]: https://www.mod-buildcraft.com [08:33:09] [Server thread/INFO] [BuildCraft]: Detailed Build Information: [08:33:09] [Server thread/INFO] [BuildCraft]: Branch HEAD [08:33:09] [Server thread/INFO] [BuildCraft]: Commit b9ae8b5e1ea4bbf94cadfa8aef00180cdf3190a2 [08:33:09] [Server thread/INFO] [BuildCraft]: Update locale. [08:33:09] [Server thread/INFO] [BuildCraft]: committed by AlexIIL [08:33:09] [Server thread/INFO] [BuildCraft]: [08:33:09] [Server thread/INFO] [BuildCraft]: Loaded Modules: [08:33:09] [Server thread/INFO] [BuildCraft]: - lib [08:33:09] [Server thread/INFO] [BuildCraft]: - core [08:33:09] [Server thread/INFO] [BuildCraft]: - builders [08:33:09] [Server thread/INFO] [BuildCraft]: - energy [08:33:09] [Server thread/INFO] [BuildCraft]: - factory [08:33:09] [Server thread/INFO] [BuildCraft]: - robotics [08:33:09] [Server thread/INFO] [BuildCraft]: - silicon [08:33:09] [Server thread/INFO] [BuildCraft]: - transport [08:33:09] [Server thread/INFO] [BuildCraft]: - compat [08:33:09] [Server thread/INFO] [BuildCraft]: Missing Modules: [08:33:09] [Server thread/INFO] [BuildCraft]: [08:33:09] [Server thread/INFO] [BuildCraft]: [debugger] Not a dev environment! [08:33:09] [Server thread/INFO] [FML]: Configured a dormant chunk cache size of 0 [08:33:10] [Forge Version Check/INFO] [forge.VersionCheck]: [forge] Found status: AHEAD Target: null [08:33:10] [Forge Version Check/INFO] [forge.VersionCheck]: [codechickenlib] Starting version check at http://chickenbones.net/Files/notification/version.php?query=forge&version=1.12&file=CodeChickenLib [08:33:10] [Server thread/INFO] [theoneprobe]: The One Probe Detected RedstoneFlux: enabling support [08:33:10] [Server thread/INFO] [theoneprobe]: The One Probe Detected Baubles: enabling support [08:33:10] [Server thread/INFO] [BuildCraft]: [08:33:10] [Server thread/INFO] [BuildCraft]: Starting BuildCraftCompat 7.99.24.5 [08:33:10] [Server thread/INFO] [BuildCraft]: Copyright (c) the BuildCraft team, 2011-2017 [08:33:10] [Server thread/INFO] [BuildCraft]: https://www.mod-buildcraft.com [08:33:10] [Server thread/INFO] [BuildCraft]: Detailed Build Information: [08:33:10] [Server thread/INFO] [BuildCraft]: Branch 8.0.x-1.12.2 [08:33:10] [Server thread/INFO] [BuildCraft]: Commit 7dc375c6eddb32985f63c9475810835cb78850c0 [08:33:10] [Server thread/INFO] [BuildCraft]: Update locale. [08:33:10] [Server thread/INFO] [BuildCraft]: committed by AlexIIL [08:33:10] [Server thread/INFO] [BuildCraft]: [08:33:10] [Server thread/INFO] [BuildCraft]: [compat] Module list: [08:33:10] [Server thread/INFO] [BuildCraft]: [compat] x forestry (It cannot load) [08:33:10] [Server thread/INFO] [BuildCraft]: [compat] + theoneprobe [08:33:10] [Server thread/INFO] [BuildCraft]: [compat] + crafttweaker [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: java.lang.NoSuchFieldException: maximumValue [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at java.lang.Class.getDeclaredField(Class.java:2070) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at divinerpg.utils.attributes.ReflectionHelper.find(ReflectionHelper.java:125) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at divinerpg.utils.attributes.ReflectionHelper.setValue(ReflectionHelper.java:86) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at divinerpg.utils.attributes.AttributeFixer.init(AttributeFixer.java:13) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at divinerpg.DivineRPG.preInit(DivineRPG.java:63) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at java.lang.reflect.Method.invoke(Method.java:498) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:637) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at sun.reflect.GeneratedMethodAccessor9.invoke(Unknown Source) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at java.lang.reflect.Method.invoke(Method.java:498) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at com.google.common.eventbus.EventBus.post(EventBus.java:217) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:219) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:197) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at java.lang.reflect.Method.invoke(Method.java:498) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at com.google.common.eventbus.EventBus.post(EventBus.java:217) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:136) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:629) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at net.minecraftforge.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:99) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at net.minecraftforge.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:333) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:125) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:486) [08:33:10] [Server thread/INFO] [STDERR]: [divinerpg.utils.attributes.ReflectionHelper:find:127]: at java.lang.Thread.run(Thread.java:748) [08:33:10] [Server thread/WARN] [divinerpg]: Can't patch max mob health [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Doomlike Dungeons is in preInit, should now load config. [08:33:10] [Server thread/INFO] [DLDUNGEONS]: themesdir is /server/config/DLDungeonsJBG [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Frequency Scaling Factor Set To: 8 [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Minimum X Factor Set To: 16 [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Difficulty set to: Normal difficulty. Dimensions listed in config file: 0, -1, [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Will spawn dungeons in with world generation? true [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Will spawn dungeons even with structures disabled? false Will only spawn in these dimensions: 0, -1, [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Will export item, block, and mob lists? false [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Will announce use of OP/cheat commands? true [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Will dungeons be easy to find? true [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Will dungeon all have single entrances? true [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Will themes be automatically install if themes folder is empty? true [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Can themes be (re)installed by command? true [08:33:10] [Server thread/INFO] [DLDUNGEONS]: adding END to excusion list [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Will use API? true [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Will allow API base mob change? true [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Will self-profile? false [08:33:10] [Server thread/INFO] [DLDUNGEONS]: themesdir will be set to /server/config/DLDungeonsJBG/themes/ [08:33:10] [Server thread/INFO] [DLDUNGEONS]: themesdir File is be set to /server/config/DLDungeonsJBG/themes [08:33:10] [Server thread/INFO] [DLDUNGEONS]: themesdir is /server/config/DLDungeonsJBG/themes [08:33:10] [Server thread/INFO] [STDOUT]: [jaredbgreat.dldungeons.setup.Externalizer:makeChestCfg:206]: [DLDUNGEONS] Installing files /server/config/DLDungeonsJBG/chests.cfg [08:33:10] [Server thread/INFO] [DLDUNGEONS]: Config should now be loaded. [08:33:10] [Server thread/INFO] [brandonscore]: Registering features for mod: draconicevolution [08:33:10] [Server thread/INFO] [draconicevolution]: Finished PreInitialization [08:33:10] [Server thread/INFO] [brandonscore]: Registering features for mod: draconicadditions [08:33:10] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `species_tile_entity`, expected `dynamictrees`. This could be a intended override, but in most cases indicates a broken mod. [08:33:10] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `bonsai_tile_entity`, expected `dynamictrees`. This could be a intended override, but in most cases indicates a broken mod. [08:33:10] [Forge Version Check/INFO] [forge.VersionCheck]: [codechickenlib] Found status: BETA Target: null [08:33:10] [Forge Version Check/INFO] [forge.VersionCheck]: [buildcraftlib] Starting version check at https://mod-buildcraft.com/version/versions.json [08:33:10] [Forge Version Check/INFO] [forge.VersionCheck]: [buildcraftlib] Found status: OUTDATED Target: 7.99.24.8 [08:33:10] [Forge Version Check/INFO] [forge.VersionCheck]: [enderstorage] Starting version check at http://chickenbones.net/Files/notification/version.php?query=forge&version=1.12&file=EnderStorage [08:33:10] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ender chest`, expected `enderstorage`. This could be a intended override, but in most cases indicates a broken mod. [08:33:10] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ender tank`, expected `enderstorage`. This could be a intended override, but in most cases indicates a broken mod. [08:33:10] [Server thread/INFO] [foamfix]: Removing LaunchWrapper package manifest map... [08:33:10] [Server thread/WARN] [FTB Library]: Replacing com.feed_the_beast.ftblib.lib.config.DefaultRankConfigHandler with com.feed_the_beast.ftbutilities.ranks.FTBUtilitiesPermissionHandler [08:33:10] [Server thread/WARN] [FML]: Replacing net.minecraftforge.server.permission.DefaultPermissionHandler with com.feed_the_beast.ftbutilities.ranks.FTBUtilitiesPermissionHandler [08:33:10] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `backpack`, expected `improvedbackpacks`. This could be a intended override, but in most cases indicates a broken mod. [08:33:10] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ender_backpack`, expected `improvedbackpacks`. This could be a intended override, but in most cases indicates a broken mod. [08:33:11] [Forge Version Check/INFO] [forge.VersionCheck]: [enderstorage] Found status: BETA Target: null [08:33:11] [Forge Version Check/INFO] [forge.VersionCheck]: [carryon] Starting version check at https://gist.githubusercontent.com/Tschipp/dccadee7c90d7a34e6e76a35d9d6fa2e/raw/ [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: java.io.IOException: No such file or directory [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at java.io.UnixFileSystem.createFileExclusively(Native Method) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at java.io.File.createNewFile(File.java:1023) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.journey.util.LangRegistry.init(LangRegistry.java:37) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.journey.util.LangRegistry.clinit(LangRegistry.java:14) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.slayer.api.item.ItemMod.init(ItemMod.java:38) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.slayer.api.item.ItemMod.init(ItemMod.java:32) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.journey.JourneyItems.init(JourneyItems.java:276) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.journey.proxy.CommonProxy.preInit(CommonProxy.java:64) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.journey.JITL.preInit(JITL.java:34) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at java.lang.reflect.Method.invoke(Method.java:498) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:637) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at sun.reflect.GeneratedMethodAccessor9.invoke(Unknown Source) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at java.lang.reflect.Method.invoke(Method.java:498) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at com.google.common.eventbus.EventBus.post(EventBus.java:217) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:219) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:197) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at java.lang.reflect.Method.invoke(Method.java:498) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at com.google.common.eventbus.EventBus.post(EventBus.java:217) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:136) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:629) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.minecraftforge.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:99) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.minecraftforge.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:333) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:125) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:486) [08:33:11] [Server thread/INFO] [STDERR]: [net.journey.util.LangRegistry:init:41]: at java.lang.Thread.run(Thread.java:748) [08:33:11] [Forge Version Check/INFO] [forge.VersionCheck]: [divinerpg] Starting version check at https://raw.githubusercontent.com/NicosaurusRex99/DivineRPG/1.12.2/divinerpg_update.json [08:33:11] [Forge Version Check/INFO] [forge.VersionCheck]: [divinerpg] Found status: AHEAD Target: null [08:33:11] [Forge Version Check/INFO] [forge.VersionCheck]: [buildcraftcompat] Starting version check at https://mod-buildcraft.com/version/versions-compat.json [08:33:11] [Forge Version Check/INFO] [forge.VersionCheck]: [buildcraftcompat] Found status: AHEAD Target: null [08:33:11] [Forge Version Check/INFO] [forge.VersionCheck]: [vanillafix] Starting version check at https://gist.githubusercontent.com/Runemoro/28e8cf4c24a5f17f508a5d34f66d229f/raw/vanillafix_update.json [08:33:11] [Forge Version Check/INFO] [forge.VersionCheck]: [vanillafix] Found status: AHEAD Target: null [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Registering Dimensions... [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Biome Registered [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Biome Registered [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Biome Registered [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Biome Registered [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Biome Registered [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Biome Registered [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Biome Registered [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Biome Registered [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Biome Registered [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Biome Registered [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Registering dimension ID: 20 [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Registering dimension ID: 22 [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Registering dimension ID: 26 [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Registering dimension ID: 24 [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Registering dimension ID: 21 [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Registering dimension ID: 23 [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Registering dimension ID: 27 [08:33:11] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Registering dimension ID: 29 [08:33:11] [Server thread/INFO] [laggoggles]: All mixins have been applied. If they were not overridden by another mod, everything should work. [08:33:11] [Server thread/INFO] [laggoggles]: Registered sided proxy for: Dedicated server [08:33:11] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `season_sensor`, expected `sereneseasons`. This could be a intended override, but in most cases indicates a broken mod. [08:33:11] [Server thread/WARN] [iChunUtil]: Config property enableFlight from mod Morph may not be localized! [08:33:11] [Server thread/INFO] [pvj]: Project: Vibrant Journeys detected that you also have Biomes O' Plenty installed! Enjoy your adventures! [08:33:11] [Server thread/INFO] [pvj]: Project: Vibrant Journeys detected that you also have Serene Seasons installed! Good choice! [08:33:11] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `dogbowlte`, expected `sophisticatedwolves`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/INFO] [tammodized]: All your base belong to 𝒯𝒶𝓂𝒶 [08:33:12] [Server thread/INFO] [tammodized]: Starting Contributor Handler [08:33:12] [TamModized Contributor Loader/INFO] [tammodized]: Loading Fluff Properties [08:33:12] [Server thread/INFO] [tammodized]: DimensionCapabilityStorage Registered [08:33:12] [Server thread/INFO] [unloader]: Unloader loaded!... Wait... What? [08:33:12] [TamModized Contributor Loader/INFO] [tammodized]: ed832c18-7038-4d70-9670-746a2f16a419 - -2029977601 [08:33:12] [TamModized Contributor Loader/INFO] [tammodized]: 16fea09e-314e-4955-88c2-6b552ecf314a - -5969238 [08:33:12] [TamModized Contributor Loader/INFO] [tammodized]: db809b98-0c6e-4ab9-937e-1852a61f1d94 - 1460309759 [08:33:12] [TamModized Contributor Loader/INFO] [tammodized]: 6c249311-f939-4e66-9f31-49b753bfb14b - -58146663 [08:33:12] [TamModized Contributor Loader/INFO] [tammodized]: eb21559e-bb22-46f2-897b-71eee2d5c09b - 2065350528 [08:33:12] [TamModized Contributor Loader/INFO] [tammodized]: 2d553a05-531e-4261-aa7e-8d0a6252fe06 - -558332041 [08:33:12] [Server thread/INFO] [vampirism]: [Configs]Loaded configuration [08:33:12] [Server thread/INFO] [vampirism]: [Balance]Loaded balance configuration [08:33:12] [Server thread/INFO] [VoidCraft]: Uh oh, I guess we need to open a portal to the Void [08:33:12] [Server thread/INFO] [VoidCraft]: Starting Contributor Handler [08:33:12] [VoidCraft Contributor Loader/INFO] [VoidCraft]: Loading Elemental Color Properties [08:33:12] [Server thread/INFO] [VoidCraft]: VoidicInfusionCapabilityStorage Registered [08:33:12] [Server thread/INFO] [VoidCraft]: VadeMecumCapabilityStorage Registered [08:33:12] [Server thread/INFO] [VoidCraft]: VadeMecumItemCapabilityStorage Registered [08:33:12] [Server thread/INFO] [VoidCraft]: ElytraFlyingCapabilityStorage Registered [08:33:12] [Server thread/INFO] [VoidCraft]: VoidicPowerCapabilityStorage Registered [08:33:12] [Server thread/INFO] [VoidCraft]: StarForgeCapabilityStorage Registered [08:33:12] [Server thread/INFO] [divinerpg]: Registering DivineRPG blocks [08:33:12] [VoidCraft Contributor Loader/ERROR] [VoidCraft]: Could not load contributors [08:33:12] [VoidCraft Contributor Loader/INFO] [VoidCraft]: Running SkinHandler [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `dungeonmobs.bladetrap`, expected `dungeonmobs`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `eplus.advanced.table`, expected `eplus`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `eplus.decorative.book`, expected `eplus`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironchest.iron`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironchest.gold`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironchest.diamond`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironchest.copper`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironchest.silver`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironchest.crystal`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironchest.obsidian`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironchest.dirtchest9000`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironshulkerbox.iron`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironshulkerbox.gold`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironshulkerbox.diamond`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironshulkerbox.copper`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironshulkerbox.silver`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironshulkerbox.crystal`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `ironshulkerbox.obsidian`, expected `ironchest`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rats.cauldron_milk`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rats.rat_hole`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rats.rat_trap`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rats.rat_cage_decorated`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rats.rat_cage_breeding_lantern`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rats.rat_crafting_table`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rats.auto_curdler`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rats.ratlantis_portal`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rats.upgrade_combiner`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rats.upgrade_separator`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: java.io.IOException: Server returned HTTP response code: 403 for URL: https://sessionserver.mojang.com [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:62) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:45) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at java.lang.reflect.Constructor.newInstance(Constructor.java:423) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at sun.net.www.protocol.http.HttpURLConnection$10.run(HttpURLConnection.java:1947) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at sun.net.www.protocol.http.HttpURLConnection$10.run(HttpURLConnection.java:1942) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at java.security.AccessController.doPrivileged(Native Method) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at sun.net.www.protocol.http.HttpURLConnection.getChainedException(HttpURLConnection.java:1941) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at sun.net.www.protocol.http.HttpURLConnection.getInputStream0(HttpURLConnection.java:1511) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at sun.net.www.protocol.http.HttpURLConnection.access$200(HttpURLConnection.java:92) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at sun.net.www.protocol.http.HttpURLConnection$9.run(HttpURLConnection.java:1487) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at sun.net.www.protocol.http.HttpURLConnection$9.run(HttpURLConnection.java:1485) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at java.security.AccessController.doPrivileged(Native Method) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at java.security.AccessController.doPrivilegedWithCombiner(AccessController.java:784) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at sun.net.www.protocol.http.HttpURLConnection.getInputStream(HttpURLConnection.java:1484) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at sun.net.www.protocol.https.HttpsURLConnectionImpl.getInputStream(HttpsURLConnectionImpl.java:268) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at tamaized.voidcraft.common.handlers.SkinHandler.isOnline(SkinHandler.java:135) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at tamaized.voidcraft.common.handlers.SkinHandler.run(SkinHandler.java:58) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [tamaized.voidcraft.common.handlers.SkinHandler:isOnline:137]: at tamaized.voidcraft.common.handlers.ContributorHandler$ThreadContributor.run(ContributorHandler.java:89) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:635]: Caused by: java.io.IOException: Server returned HTTP response code: 403 for URL: https://sessionserver.mojang.com [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:635]: at sun.net.www.protocol.http.HttpURLConnection.getInputStream0(HttpURLConnection.java:1897) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:635]: at sun.net.www.protocol.http.HttpURLConnection.access$200(HttpURLConnection.java:92) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:635]: at sun.net.www.protocol.http.HttpURLConnection$9.run(HttpURLConnection.java:1487) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:635]: at sun.net.www.protocol.http.HttpURLConnection$9.run(HttpURLConnection.java:1485) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:635]: at java.security.AccessController.doPrivileged(Native Method) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:635]: at java.security.AccessController.doPrivilegedWithCombiner(AccessController.java:784) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:635]: at sun.net.www.protocol.http.HttpURLConnection.getInputStream(HttpURLConnection.java:1484) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:635]: at java.net.HttpURLConnection.getResponseCode(HttpURLConnection.java:480) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:635]: at sun.net.www.protocol.https.HttpsURLConnectionImpl.getResponseCode(HttpsURLConnectionImpl.java:352) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:635]: at tamaized.voidcraft.common.handlers.SkinHandler.isOnline(SkinHandler.java:126) [08:33:12] [VoidCraft Contributor Loader/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:635]: ... 2 more [08:33:12] [VoidCraft Contributor Loader/INFO] [VoidCraft]: Unable to Connect to Mojang Servers [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:12] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:13] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:13] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:13] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `rat_tube`, expected `rats`. This could be a intended override, but in most cases indicates a broken mod. [08:33:13] [Server thread/INFO] [FML]: Applying holder lookups [08:33:13] [Server thread/INFO] [FML]: Holder lookups applied [08:33:13] [Server thread/INFO] [divinerpg]: Registering DivineRPG items [08:33:13] [Server thread/INFO] [FML]: Applying holder lookups [08:33:13] [Server thread/INFO] [FML]: Holder lookups applied [08:33:13] [Server thread/INFO] [divinerpg]: Registering armor handlers [08:33:14] [Server thread/WARN] [vampirism]: [NightVision]-------Please ignore the following error!------ [08:33:14] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `night_vision`, expected `vampirism`. This could be a intended override, but in most cases indicates a broken mod. [08:33:14] [Server thread/WARN] [vampirism]: [NightVision]----------------------------------------------- [08:33:14] [Server thread/INFO] [FML]: Applying holder lookups [08:33:14] [Server thread/INFO] [FML]: Holder lookups applied [08:33:14] [Server thread/INFO] [FML]: Applying holder lookups [08:33:14] [Server thread/INFO] [FML]: Holder lookups applied [08:33:14] [Server thread/INFO] [FML]: Applying holder lookups [08:33:14] [Server thread/INFO] [FML]: Holder lookups applied [08:33:14] [Server thread/INFO] [FML]: Injecting itemstacks [08:33:14] [Server thread/INFO] [FML]: Itemstack injection complete [08:33:14] [Server thread/INFO] [minecraft/DedicatedServer]: Loading properties [08:33:14] [Server thread/INFO] [minecraft/DedicatedServer]: Default game type: SURVIVAL [08:33:14] [Server thread/INFO] [minecraft/DedicatedServer]: Generating keypair [08:33:14] [Server thread/INFO] [minecraft/DedicatedServer]: Starting Minecraft server on 45.93.200.49:25566 [08:33:14] [Server thread/INFO] [minecraft/NetworkSystem]: Using epoll channel type [08:33:14] [Server thread/WARN] [minecraft/DedicatedServer]: **** SERVER IS RUNNING IN OFFLINE/INSECURE MODE! [08:33:14] [Server thread/WARN] [minecraft/DedicatedServer]: The server will make no attempt to authenticate usernames. Beware. [08:33:14] [Server thread/WARN] [minecraft/DedicatedServer]: While this makes the game possible to play without internet access, it also opens up the ability for hackers to connect with any username they choose. [08:33:14] [Server thread/WARN] [minecraft/DedicatedServer]: To change this, set "online-mode" to "true" in the server.properties file. [08:33:15] [Server thread/INFO] [draconicevolution]: Loading Default Recipes... [08:33:15] [Server thread/INFO] [FML]: Applying holder lookups [08:33:15] [Server thread/INFO] [FML]: Holder lookups applied [08:33:15] [Server thread/INFO] [bspkrscore]: Initializing ModVersionChecker for mod bspkrscore [08:33:18] [Server thread/WARN] [bspkrscore]: Error retrieving remote string value at URL http://bspk.rs/Minecraft/1.12/bspkrsCore.version! Defaulting to check_errorJan 11, 2024 8:33:18 AM java.util.prefs.FileSystemPreferences$1 run INFO: Created user preferences directory. [08:33:18] [Server thread/INFO] [bspkrscore]: Initializing ModVersionChecker for mod TreeCapitator [08:33:21] [Server thread/WARN] [bspkrscore]: Error retrieving remote string value at URL http://bspk.rs/Minecraft/1.12/TreeCapitator.version! Defaulting to check_error [08:33:21] [Server thread/INFO] [STDOUT]: [divinerpg.registry.ModTriggers:registerTriggers:23]: Registering custom triggers [08:33:21] [Server thread/INFO] [draconicevolution]: Finished Initialization [08:33:21] [Server thread/INFO] [foamfix]: Deduplicated 270 property sets. [08:33:21] [Server thread/INFO] [foamfix]: Weakening LaunchWrapper resource cache... [08:33:22] [Server thread/INFO] [Journey Into the Light]: [Journey Into the Light] Loading world generator [08:33:22] [Server thread/INFO] [FML]: Ignored smelting recipe with conflicting input: 1xitem.egg@32767 = 1xitem.friedEgg@0 [08:33:22] [Server thread/WARN] [FML]: No types have been added to Biome rats:ratlantis, types have been assigned on a best-effort guess: [DENSE, WET, HOT, JUNGLE] [08:33:22] [Server thread/WARN] [FML]: No types have been added to Biome voidcraft:voidcraft_biome_void, types have been assigned on a best-effort guess: [DRY, OCEAN, WATER, PLAINS] [08:33:22] [Server thread/WARN] [FML]: No types have been added to Biome voidcraft:voidcraft_biome_xia, types have been assigned on a best-effort guess: [DRY, OCEAN, WATER, PLAINS] [08:33:22] [Server thread/WARN] [FML]: No types have been added to Biome voidcraft:voidcraft_biome_dream_overworld, types have been assigned on a best-effort guess: [DRY, OCEAN, WATER, PLAINS] [08:33:22] [Server thread/WARN] [FML]: No types have been added to Biome voidcraft:voidcraft_biome_dream_nether, types have been assigned on a best-effort guess: [DRY, OCEAN, WATER, PLAINS] [08:33:22] [Server thread/WARN] [FML]: No types have been added to Biome voidcraft:voidcraft_biome_dream_end, types have been assigned on a best-effort guess: [DRY, OCEAN, WATER, PLAINS] [08:33:22] [Server thread/WARN] [FML]: No types have been added to Biome voidcraft:voidcraft_biome_dream_void, types have been assigned on a best-effort guess: [DRY, OCEAN, WATER, PLAINS] [08:33:22] [Server thread/INFO] [rats]: Rats is initializing [08:33:22] [Thread-9/INFO] [teamlapen-lib]: [VersionChecker]Starting version check at https://maxanier.de/projects/vampirism/versions.php [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityvoidmacerator`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityvoidbox`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityvoidinfuser`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityheimdall`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentitynobreak`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityaiblock`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityvoidicpowergen`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityvoidicpowercable`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityvoidiccharger`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityrealitystabilizer`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityfakebedrockfarmland`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityvoidicalchemy`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityrealityteleporter`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityspellicespike`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentitystarforge`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityvoidblastfurnace`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityvoidicanchor`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Server thread/WARN] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `tileentityvoidiccrystallizer`, expected `voidcraft`. This could be a intended override, but in most cases indicates a broken mod. [08:33:22] [Thread-9/INFO] [teamlapen-lib]: [VersionChecker]Found new version Version{main=1, major=6, minor=2, type=RELEASE, name='1.6.2', url='https://www.curseforge.com/minecraft/mc-mods/vampirism-become-a-vampire/files/2890062'} [08:33:22] [Server thread/INFO] [FML]: Injecting itemstacks [08:33:22] [Server thread/INFO] [FML]: Itemstack injection complete [08:33:22] [Server thread/INFO] [treecapitator]: Prioritizing User and IMC mod configs... [08:33:22] [Server thread/INFO] [treecapitator]: Registering items and trees... [08:33:22] [Server thread/INFO] [treecapitator]: Skipping Ore Dictionary processing. [08:33:22] [iChunUtil Online Resource Thread/WARN] [iChunUtil]: Error retrieving mods versions list. [08:33:22] [iChunUtil Online Resource Thread/INFO] [STDERR]: [me.ichun.mods.ichunutil.common.thread.ThreadGetResources:run:77]: java.io.FileNotFoundException: https://raw.githubusercontent.com/iChun/iChunUtil/master/src/main/resources/assets/ichunutil/mod/versions.json [08:33:22] [iChunUtil Online Resource Thread/INFO] [STDERR]: [me.ichun.mods.ichunutil.common.thread.ThreadGetResources:run:77]: at sun.net.www.protocol.http.HttpURLConnection.getInputStream0(HttpURLConnection.java:1893) [08:33:22] [iChunUtil Online Resource Thread/INFO] [STDERR]: [me.ichun.mods.ichunutil.common.thread.ThreadGetResources:run:77]: at sun.net.www.protocol.http.HttpURLConnection.access$200(HttpURLConnection.java:92) [08:33:22] [iChunUtil Online Resource Thread/INFO] [STDERR]: [me.ichun.mods.ichunutil.common.thread.ThreadGetResources:run:77]: at sun.net.www.protocol.http.HttpURLConnection$9.run(HttpURLConnection.java:1487) [08:33:22] [iChunUtil Online Resource Thread/INFO] [STDERR]: [me.ichun.mods.ichunutil.common.thread.ThreadGetResources:run:77]: at sun.net.www.protocol.http.HttpURLConnection$9.run(HttpURLConnection.java:1485) [08:33:22] [iChunUtil Online Resource Thread/INFO] [STDERR]: [me.ichun.mods.ichunutil.common.thread.ThreadGetResources:run:77]: at java.security.AccessController.doPrivileged(Native Method) [08:33:22] [iChunUtil Online Resource Thread/INFO] [STDERR]: [me.ichun.mods.ichunutil.common.thread.ThreadGetResources:run:77]: at java.security.AccessController.doPrivilegedWithCombiner(AccessController.java:784) [08:33:22] [iChunUtil Online Resource Thread/INFO] [STDERR]: [me.ichun.mods.ichunutil.common.thread.ThreadGetResources:run:77]: at sun.net.www.protocol.http.HttpURLConnection.getInputStream(HttpURLConnection.java:1484) [08:33:22] [iChunUtil Online Resource Thread/INFO] [STDERR]: [me.ichun.mods.ichunutil.common.thread.ThreadGetResources:run:77]: at sun.net.www.protocol.https.HttpsURLConnectionImpl.getInputStream(HttpsURLConnectionImpl.java:268) [08:33:22] [iChunUtil Online Resource Thread/INFO] [STDERR]: [me.ichun.mods.ichunutil.common.thread.ThreadGetResources:run:77]: at java.net.URL.openStream(URL.java:1093) [08:33:22] [iChunUtil Online Resource Thread/INFO] [STDERR]: [me.ichun.mods.ichunutil.common.thread.ThreadGetResources:run:77]: at me.ichun.mods.ichunutil.common.thread.ThreadGetResources.run(ThreadGetResources.java:67) [08:33:22] [Server thread/INFO] [DLDUNGEONS]: Loading custom NBT tags (nbt.cfg) [08:33:22] [Server thread/INFO] [DLDUNGEONS]: Loading chest loot file (chests.cfg) [08:33:22] [Server thread/INFO] [DLDUNGEONS]: Found 1 special chest configs. [08:33:22] [Server thread/INFO] [DLDUNGEONS]: Loading chest loot file (oceanic_chests.cfg) [08:33:22] [Server thread/INFO] [DLDUNGEONS]: Found 6 block family configs. [08:33:22] [Server thread/INFO] [DLDUNGEONS]: Found 12 themes. [08:33:22] [Server thread/INFO] [draconicevolution]: Finished PostInitialization [08:33:22] [Server thread/INFO] [iChunUtil]: ============================================================= [08:33:22] [Server thread/INFO] [iChunUtil]: By using iChunUtil you therefore agree to the EULA of the mod. It may be found in the jar file of the mod. The latest version will be available on iChun's website or on GitHub. [08:33:22] [Server thread/INFO] [iChunUtil]: You can disable this console message by going to the iChunUtil config and setting the "eulaAcknowledged" config to "true" (no quotes). [08:33:22] [Server thread/INFO] [iChunUtil]: ============================================================= [08:33:22] [Server thread/ERROR] [org.tlauncher.skin.cape.util.PreparedProfileManager]: couldn't calculate size of the cape java.lang.NoClassDefFoundError: net/minecraft/client/renderer/texture/DynamicTexture at org.tlauncher.skin.cape.util.PreparedProfileManager.calculateSizeCape(PreparedProfileManager.java:62) [PreparedProfileManager.class:?] at org.tlauncher.skin.cape.util.PreparedProfileManager.init(PreparedProfileManager.java:42) [PreparedProfileManager.class:?] at org.tlauncher.skin.cape.TLSkinCape.event(TLSkinCape.java:28) [TLSkinCape.class:?] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_312] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_312] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:637) [FMLModContainer.class:?] at sun.reflect.GeneratedMethodAccessor9.invoke(Unknown Source) ~[?:?] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) [minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) [minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) [minecraft_server.1.12.2.jar:?] at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) [minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) [minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) [minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.EventBus.post(EventBus.java:217) [minecraft_server.1.12.2.jar:?] at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:219) [LoadController.class:?] at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:197) [LoadController.class:?] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_312] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_312] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) [minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) [minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) [minecraft_server.1.12.2.jar:?] at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) [minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) [minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) [minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.EventBus.post(EventBus.java:217) [minecraft_server.1.12.2.jar:?] at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:136) [LoadController.class:?] at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:754) [Loader.class:?] at net.minecraftforge.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:108) [FMLServerHandler.class:?] at net.minecraftforge.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:338) [FMLCommonHandler.class:?] at net.minecraft.server.dedicated.DedicatedServer.init(DedicatedServer.java:219) [nz.class:?] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:486) [MinecraftServer.class:?] at java.lang.Thread.run(Thread.java:748) [?:1.8.0_312] Caused by: java.lang.ClassNotFoundException: net.minecraft.client.renderer.texture.DynamicTexture at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191) ~[launchwrapper-1.12.jar:?] at java.lang.ClassLoader.loadClass(ClassLoader.java:418) ~[?:1.8.0_312] at java.lang.ClassLoader.loadClass(ClassLoader.java:351) ~[?:1.8.0_312] ... 38 more Caused by: java.lang.NullPointerException at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182) ~[launchwrapper-1.12.jar:?] at java.lang.ClassLoader.loadClass(ClassLoader.java:418) ~[?:1.8.0_312] at java.lang.ClassLoader.loadClass(ClassLoader.java:351) ~[?:1.8.0_312] ... 38 more [08:33:22] [Server thread/ERROR] [minecraft/MinecraftServer]: Encountered an unexpected exception net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from TLSkinCape (tlauncher_custom_cape_skin) Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/Minecraft at org.tlauncher.skin.cape.util.PreparedProfileManager.init(PreparedProfileManager.java:43) ~[PreparedProfileManager.class:?] at org.tlauncher.skin.cape.TLSkinCape.event(TLSkinCape.java:28) ~[TLSkinCape.class:?] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_312] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_312] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:637) ~[server.jar:?] at sun.reflect.GeneratedMethodAccessor9.invoke(Unknown Source) ~[?:?] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) ~[minecraft_server.1.12.2.jar:?] at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.EventBus.post(EventBus.java:217) ~[minecraft_server.1.12.2.jar:?] at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:219) ~[LoadController.class:?] at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:197) ~[LoadController.class:?] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_312] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_312] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) ~[minecraft_server.1.12.2.jar:?] at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.EventBus.post(EventBus.java:217) ~[minecraft_server.1.12.2.jar:?] at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:136) ~[LoadController.class:?] at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:754) ~[Loader.class:?] at net.minecraftforge.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:108) ~[FMLServerHandler.class:?] at net.minecraftforge.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:338) ~[FMLCommonHandler.class:?] at net.minecraft.server.dedicated.DedicatedServer.init(DedicatedServer.java:219) ~[nz.class:?] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:486) [MinecraftServer.class:?] at java.lang.Thread.run(Thread.java:748) [?:1.8.0_312] Caused by: java.lang.ClassNotFoundException: net.minecraft.client.Minecraft at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191) ~[launchwrapper-1.12.jar:?] at java.lang.ClassLoader.loadClass(ClassLoader.java:418) ~[?:1.8.0_312] at java.lang.ClassLoader.loadClass(ClassLoader.java:351) ~[?:1.8.0_312] at org.tlauncher.skin.cape.util.PreparedProfileManager.init(PreparedProfileManager.java:43) ~[PreparedProfileManager.class:?] at org.tlauncher.skin.cape.TLSkinCape.event(TLSkinCape.java:28) ~[TLSkinCape.class:?] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_312] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_312] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:637) ~[server.jar:?] at sun.reflect.GeneratedMethodAccessor9.invoke(Unknown Source) ~[?:?] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) ~[minecraft_server.1.12.2.jar:?] at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.EventBus.post(EventBus.java:217) ~[minecraft_server.1.12.2.jar:?] at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:219) ~[LoadController.class:?] at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:197) ~[LoadController.class:?] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_312] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_312] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) ~[minecraft_server.1.12.2.jar:?] at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.EventBus.post(EventBus.java:217) ~[minecraft_server.1.12.2.jar:?] at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:136) ~[LoadController.class:?] at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:754) ~[Loader.class:?] at net.minecraftforge.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:108) ~[FMLServerHandler.class:?] at net.minecraftforge.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:338) ~[FMLCommonHandler.class:?] at net.minecraft.server.dedicated.DedicatedServer.init(DedicatedServer.java:219) ~[nz.class:?] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:486) ~[MinecraftServer.class:?] at java.lang.Thread.run(Thread.java:748) ~[?:1.8.0_312] Caused by: net.minecraftforge.fml.common.asm.ASMTransformerWrapper$TransformerException: Exception in class transformer net.minecraftforge.fml.common.asm.transformers.SideTransformer@3eed0f5 from coremod FMLCorePlugin at net.minecraftforge.fml.common.asm.ASMTransformerWrapper$TransformerWrapper.transform(ASMTransformerWrapper.java:260) ~[server.jar:?] at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:279) ~[launchwrapper-1.12.jar:?] at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:176) ~[launchwrapper-1.12.jar:?] at java.lang.ClassLoader.loadClass(ClassLoader.java:418) ~[?:1.8.0_312] at java.lang.ClassLoader.loadClass(ClassLoader.java:351) ~[?:1.8.0_312] at org.tlauncher.skin.cape.util.PreparedProfileManager.init(PreparedProfileManager.java:43) ~[PreparedProfileManager.class:?] at org.tlauncher.skin.cape.TLSkinCape.event(TLSkinCape.java:28) ~[TLSkinCape.class:?] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_312] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_312] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:637) ~[server.jar:?] at sun.reflect.GeneratedMethodAccessor9.invoke(Unknown Source) ~[?:?] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) ~[minecraft_server.1.12.2.jar:?] at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.EventBus.post(EventBus.java:217) ~[minecraft_server.1.12.2.jar:?] at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:219) ~[LoadController.class:?] at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:197) ~[LoadController.class:?] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_312] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_312] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) ~[minecraft_server.1.12.2.jar:?] at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.EventBus.post(EventBus.java:217) ~[minecraft_server.1.12.2.jar:?] at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:136) ~[LoadController.class:?] at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:754) ~[Loader.class:?] at net.minecraftforge.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:108) ~[FMLServerHandler.class:?] at net.minecraftforge.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:338) ~[FMLCommonHandler.class:?] at net.minecraft.server.dedicated.DedicatedServer.init(DedicatedServer.java:219) ~[nz.class:?] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:486) ~[MinecraftServer.class:?] at java.lang.Thread.run(Thread.java:748) ~[?:1.8.0_312] Caused by: java.lang.RuntimeException: Attempted to load class bib for invalid side SERVER at net.minecraftforge.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:62) ~[server.jar:?] at net.minecraftforge.fml.common.asm.ASMTransformerWrapper$TransformerWrapper.transform(ASMTransformerWrapper.java:256) ~[server.jar:?] at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:279) ~[launchwrapper-1.12.jar:?] at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:176) ~[launchwrapper-1.12.jar:?] at java.lang.ClassLoader.loadClass(ClassLoader.java:418) ~[?:1.8.0_312] at java.lang.ClassLoader.loadClass(ClassLoader.java:351) ~[?:1.8.0_312] at org.tlauncher.skin.cape.util.PreparedProfileManager.init(PreparedProfileManager.java:43) ~[PreparedProfileManager.class:?] at org.tlauncher.skin.cape.TLSkinCape.event(TLSkinCape.java:28) ~[TLSkinCape.class:?] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_312] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_312] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:637) ~[server.jar:?] at sun.reflect.GeneratedMethodAccessor9.invoke(Unknown Source) ~[?:?] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) ~[minecraft_server.1.12.2.jar:?] at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.EventBus.post(EventBus.java:217) ~[minecraft_server.1.12.2.jar:?] at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:219) ~[LoadController.class:?] at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:197) ~[LoadController.class:?] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_312] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_312] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_312] at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_312] at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) ~[minecraft_server.1.12.2.jar:?] at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) ~[minecraft_server.1.12.2.jar:?] at com.google.common.eventbus.EventBus.post(EventBus.java:217) ~[minecraft_server.1.12.2.jar:?] at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:136) ~[LoadController.class:?] at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:754) ~[Loader.class:?] at net.minecraftforge.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:108) ~[FMLServerHandler.class:?] at net.minecraftforge.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:338) ~[FMLCommonHandler.class:?] at net.minecraft.server.dedicated.DedicatedServer.init(DedicatedServer.java:219) ~[nz.class:?] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:486) ~[MinecraftServer.class:?] at java.lang.Thread.run(Thread.java:748) ~[?:1.8.0_312] [08:33:22] [Server thread/WARN] [org.dimdev.utils.ModIdentifier]: Failed to identify sun.reflect.GeneratedMethodAccessor9 (untransformed name: sun.reflect.GeneratedMethodAccessor9) [08:33:23] [Server thread/ERROR] [minecraft/MinecraftServer]: This crash report has been saved to: /server/./crash-reports/crash-2024-01-11_08.33.22-server.txt [08:33:23] [Server thread/INFO] [minecraft/MinecraftServer]: Stopping server [08:33:23] [Server thread/INFO] [minecraft/MinecraftServer]: Saving worlds [08:33:23] [Server thread/INFO] [FML]: The state engine was in incorrect state AVAILABLE and forced into state SERVER_STOPPED. Errors may have been discarded. [08:33:23] [Server Shutdown Thread/INFO] [minecraft/MinecraftServer]: Stopping server [08:33:23] [Server Shutdown Thread/INFO] [minecraft/MinecraftServer]: Saving worlds
03785a2092ae77f31cfaa609fab86188
{ "intermediate": 0.44166237115859985, "beginner": 0.3932269811630249, "expert": 0.16511060297489166 }
37,278
OpenSearch Dashboard exclude pattern for position
768589cff3f82e8d9efa5e3a69436823
{ "intermediate": 0.2961975336074829, "beginner": 0.3700772225856781, "expert": 0.3337252140045166 }
37,279
write an basic ABAP ALE report code for se38 by using BOM
76749c1fa5df4a13fec30cf9c902b59d
{ "intermediate": 0.46301034092903137, "beginner": 0.26491579413414, "expert": 0.27207380533218384 }
37,280
import java.util.concurrent.*; public class Tab { int[] valeurs; int max; public Tab(int[] valeurs, int max) { this.valeurs = valeurs; this.max = max; } public void rechercheMax(){ ExecutorService exec = Executors.newFixedThreadPool(4); for (int i = 0; i < valeurs.length; i++) { exec.execute(new RechercherMax(valeurs, i, max)); } exec.shutdown(); } } changes ma classe pour que la fonction rechercheMax fonctionne
23141f76ad4f0f9a920aff0dcab0b6dc
{ "intermediate": 0.2819545865058899, "beginner": 0.4439115524291992, "expert": 0.2741338908672333 }
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To disable TCP timestamps on Windows
c7868eb095c65619625c72f8c3e3ee84
{ "intermediate": 0.34476253390312195, "beginner": 0.25920531153678894, "expert": 0.3960321247577667 }
37,282
как замерить время выполнения этих методов и выводить это время в логи? if (!fraudMonitoringService.checkCard(this.businessOperation.getId(), OperationType.CARD2CARD, this.businessOperation.getPan(), bin)) { cancelOperation(FraudUtils.CODE_BLOCK); return resultPage(model); } // Проверка карты НА которую переводим if (!fraudMonitoringService.checkCard(this.businessOperation.getId(), OperationType.CARD2CARD, this.businessOperation.getPan2(), bin)) { cancelOperation(FraudUtils.CODE_BLOCK); return resultPage(model); } // Проверка на превышение дневных и месячных лимитов по переводам if (!fraudMonitoringService.checkCard2cardDailyLimit(this.businessOperation.getId(), OperationType.CARD2CARD, this.businessOperation.getPan(), this.businessOperation.getPan2(), this.businessOperation.getAmount())) { cancelOperation(FraudUtils.DAILY_LIMIT_EXCEEDED); return resultPage(model); } if (!fraudMonitoringService.checkCard2cardMonthlyLimit(this.businessOperation.getId(), OperationType.CARD2CARD, this.businessOperation.getPan(), this.businessOperation.getPan2(), this.businessOperation.getAmount())) { cancelOperation(FraudUtils.MONTHLY_LIMIT_EXCEEDED); return resultPage(model); }
db1cc6978d349dbe94fa2bb3b08ee5b5
{ "intermediate": 0.33767494559288025, "beginner": 0.3444674015045166, "expert": 0.31785765290260315 }
37,284
я делаю вот такой запрос к микросервису, сначала на получение дневного лимита, а затем месячного, в самом микросервисе процессы выполняются быстро, а этот запрос значительно увеличивает время, как улучшить этот код @Override public boolean checkCard2cardDailyLimit(Long operationId, OperationType type, String pan, String pan2, BigDecimal amount) { return checkCard2CardLimit(operationId, type, pan, pan2,"check/card2cardDailyLimit", amount); } @Override public boolean checkCard2cardMonthlyLimit(Long operationId, OperationType type, String pan, String pan2, BigDecimal amount) { return checkCard2CardLimit(operationId, type, pan, pan2, "check/card2cardMonthlyLimit", amount); } private boolean checkCard2CardLimit(Long operationId, OperationType type, String pan, String pan2, String url, BigDecimal amount) { FraudCheckRequest fraudCheckRequest = new FraudCheckRequest(); fraudCheckRequest.setOperationId(operationId); fraudCheckRequest.setOperationType(type.name()); fraudCheckRequest.setPan(pan); fraudCheckRequest.setPan2(pan2); fraudCheckRequest.setAmount(amount); try { RequestContent requestContent = requestFraudMonitoring(fraudCheckRequest, url); if (requestContent.responseCode == 200) { return Boolean.parseBoolean(requestContent.content); } } catch (Exception e) { LOGGER.error("Внешний микросервис недоступен", e); } // Если микросервис недоступен, то операцию запрещаем return false; } private RequestContent requestFraudMonitoring(FraudCheckRequest fraudCheckRequest, String urlOperation) throws IOException { String url = srcRest + urlOperation; try (CloseableHttpClient httpClient = HttpClientBuilder.create().build()) { HttpPost httpPost = new HttpPost(url); httpPost.setHeader("Authorization", authorizationHeaderValue); httpPost.setHeader("Content-type", "application/json"); StringEntity postingString = new StringEntity(new Gson().toJson(fraudCheckRequest), "UTF-8"); httpPost.setEntity(postingString); HttpResponse response = httpClient.execute(httpPost); int responseCode = response.getStatusLine().getStatusCode(); String content = IOUtils.toString(response.getEntity().getContent()); LOGGER.info("[requestFraudMonitoring] responseCode = " + responseCode); LOGGER.info("[requestFraudMonitoring] content = " + content); return new RequestContent(responseCode, content); } } private static final class RequestContent { private final Integer responseCode; private final String content; public RequestContent(Integer responseCode, String content) { this.responseCode = responseCode; this.content = content; } }
bc231503a50e6f672ee4fbad90fdd6d1
{ "intermediate": 0.3447478115558624, "beginner": 0.49373918771743774, "expert": 0.16151300072669983 }
37,285
How to use tiktoken to calculate token generated from opneai response
96329ed6f5dbcfb9ceb14593da6492b6
{ "intermediate": 0.32618042826652527, "beginner": 0.12781646847724915, "expert": 0.5460030436515808 }
37,286
Comenta questo codice usando la sintassi javadoc: import java.io.FileReader; import java.io.FileWriter; import java.io.IOException; import java.lang.reflect.Type; import java.nio.file.Files; import java.nio.file.Paths; import java.time.LocalDateTime; import java.time.format.DateTimeFormatter; import java.util.ArrayList; import java.util.List; import com.google.gson.Gson; import com.google.gson.GsonBuilder; import com.google.gson.reflect.TypeToken; import com.google.gson.stream.JsonReader; public class ReviewManager { private static final String REVIEW_FILE_PATH = "JSON/Review.json"; public synchronized void addReview(LoggedUser loggedUser, int idHotel, String nomeHotel, String nomeCitta, int globalScore, int[] singleScores) { LocalDateTime dateTime = LocalDateTime.now(); // Serializza la data in una stringa formattata DateTimeFormatter formatter = DateTimeFormatter.ofPattern("dd-MM-yyyy HH:mm:ss"); String formattedDateTime = dateTime.format(formatter); Review newReview = new Review(loggedUser.getUsername(), idHotel, nomeHotel, nomeCitta, globalScore, singleScores, formattedDateTime); Gson gson = new GsonBuilder().setPrettyPrinting().create(); // Leggi il JSON esistente try { String jsonContent = new String(Files.readAllBytes(Paths.get(REVIEW_FILE_PATH))); Type listType = new TypeToken<List<Review>>() {}.getType(); List<Review> reviews = gson.fromJson(jsonContent, listType); // Aggiungi la nuova recensione reviews.add(newReview); // Scrivi l'array aggiornato nel file try (FileWriter writer = new FileWriter(REVIEW_FILE_PATH)) { gson.toJson(reviews, writer); } } catch (IOException e) { e.printStackTrace(); } // Incrementa le review effettuate da quel determinato utente loggedUser.setNumReview(loggedUser.getNumReview() + 1); } public synchronized int getNumReviewByUsername (String username) { String fieldName, existingUsername = null; int numReview = 0; try (JsonReader jsonReader = new JsonReader(new FileReader(REVIEW_FILE_PATH))) { jsonReader.beginArray(); // Itera attraverso gli oggetti nell'array while (jsonReader.hasNext()) { jsonReader.beginObject(); // Inizia a leggere un oggetto // Leggi le proprietà dell'oggetto while (jsonReader.hasNext()) { fieldName = jsonReader.nextName(); switch (fieldName) { case "username": existingUsername = jsonReader.nextString(); break; default: jsonReader.skipValue(); // Ignora il valore di altri campi break; } } jsonReader.endObject(); // Fine dell'oggetto // Verifica se l'username corrente corrisponde a quello cercato if (existingUsername != null && existingUsername.equals(username)) { numReview++; } } jsonReader.endArray(); // Fine dell'array } catch (IOException e) { e.printStackTrace(); } return numReview; } public synchronized List<Review> getAllReviewByHotel (int idHotel) { String fieldName, username = "", existingHotel = "", existingCity = "", formattedDateTime = ""; int globalScore = 0, existingIdHotel = -1; int[] singleScores = {0,0,0,0}; List<Review> allReviews = new ArrayList<>(); try (JsonReader jsonReader = new JsonReader(new FileReader(REVIEW_FILE_PATH))) { jsonReader.beginArray(); // Assume che il file JSON inizi con un oggetto // Itera attraverso gli oggetti nell'array while (jsonReader.hasNext()) { jsonReader.beginObject(); // Leggi le proprietà dell'oggetto while (jsonReader.hasNext()) { fieldName = jsonReader.nextName(); switch (fieldName) { case "username": username = jsonReader.nextString(); break; case "idHotel": existingIdHotel = jsonReader.nextInt(); break; case "nomeHotel": existingHotel = jsonReader.nextString(); break; case "nomeCitta": existingCity = jsonReader.nextString(); break; case "globalScore": globalScore = jsonReader.nextInt(); break; case "singleScores": singleScores = readRatingList(jsonReader); break; case "dateTime": formattedDateTime = jsonReader.nextString(); break; default: jsonReader.skipValue(); // Ignora il valore di altri campi break; } } jsonReader.endObject(); // Fine dell'oggetto if (existingIdHotel == idHotel) allReviews.add(new Review(username, existingIdHotel, existingHotel, existingCity, globalScore, singleScores, formattedDateTime)); } jsonReader.endArray(); // Fine dell'array } catch (IOException e) { e.printStackTrace(); } return allReviews; } public synchronized String getDateLastReviewByUser(String username, int idHotel) { String existingDate = "", existingUsername = "", fieldName = ""; int existingIdHotel = -1; try (JsonReader jsonReader = new JsonReader(new FileReader(REVIEW_FILE_PATH))) { jsonReader.beginArray(); while (jsonReader.hasNext()) { jsonReader.beginObject(); while (jsonReader.hasNext()) { fieldName = jsonReader.nextName(); switch (fieldName) { case "username": existingUsername = jsonReader.nextString(); break; case "idHotel": existingIdHotel = jsonReader.nextInt(); break; case "dateTime": if (existingUsername.equalsIgnoreCase(username) && idHotel == existingIdHotel) { existingDate = jsonReader.nextString(); } else { jsonReader.skipValue(); } break; default: jsonReader.skipValue(); break; } } jsonReader.endObject(); } jsonReader.endArray(); } catch (IOException e) { e.printStackTrace(); } // Ritorna la data più recente return existingDate; } // Other methods private int[] readRatingList(JsonReader jsonReader) throws IOException { int[] ratings = {0,0,0,0}; jsonReader.beginArray(); // Inizia a leggere l'array delle valutazioni ratings[0] = jsonReader.nextInt(); ratings[1] = jsonReader.nextInt(); ratings[2] = jsonReader.nextInt(); ratings[3] = jsonReader.nextInt(); jsonReader.endArray(); // Fine dell'array delle valutazioni return ratings; } }
fe73289ea2b9c405e2d8e81e4e900b30
{ "intermediate": 0.41491907835006714, "beginner": 0.3964199125766754, "expert": 0.18866096436977386 }
37,287
TLS_RSA_WITH_RC4_128_SHA disable in IIS Crypto 4.0
c28f6b6030abbe818b1a0e61827384f2
{ "intermediate": 0.3458918631076813, "beginner": 0.22288167476654053, "expert": 0.4312264323234558 }
37,288
how can i web scrape a web site that uses username and password in python
f9f6b08118dc258b414fdcd1f72b5bb3
{ "intermediate": 0.40590548515319824, "beginner": 0.24408406019210815, "expert": 0.3500105142593384 }
37,289
pourquoi la mise à jour des notifs dans le NavButton en direct ne fonctionne pas : Vous utilisez `addCartUpdateListener` et `removeCartUpdateListener` pour gérer les mises à jour du panier. Si ces fonctions ne sont pas correctement définies ou si elles ne sont pas appelées au bon moment, cela pourrait également causer des problèmes. Pour résoudre ce problème, je vous recommande de vérifier chacun de ces points. Vous pouvez utiliser des outils de débogage ou ajouter des logs dans votre code pour voir où le processus échoue. Si vous avez besoin d'aide pour déboguer un de ces points, n'hésitez pas à me donner plus de détails sur votre code import { useEffect, useState } from 'react' import { motion } from 'framer-motion'; import { easeOut } from 'framer-motion/dom'; import { setCookie, getCookie } from '../../cookies/CookiesLib'; import { addCartUpdateListener, removeCartUpdateListener } from '../../pages/Billeterie/cartEvent.tsx'; type Props = { isCart? : boolean setIsOpen: (isOpen : boolean) => void; } export default function NavButton({ isCart, setIsOpen }: Props) { const [cartItemCount, setCartItemCount] = useState<number>(0); const updateCartItemCount = () => { const cartItems = getCookie('cart'); const total = cartItems ? cartItems.reduce((sum: number, item: { quantity: number }) => sum + item.quantity, 0) : 0; setCartItemCount(total); }; useEffect(() => { addCartUpdateListener(updateCartItemCount); updateCartItemCount(); return () => removeCartUpdateListener(updateCartItemCount); }, []); const bgVariants = { default: { backgroundColor: '#E45A3B00', stroke: "#E45A3B", transition: { duration: 0.3, ease: easeOut, } }, hover: { backgroundColor: '#E45A3B', stroke: "#FFFBEE", transition: { duration: 0.3, ease: easeOut, } } }; return ( <motion.div className='nav-btn' variants={bgVariants} initial='default' whileHover="hover" onClick={() => setIsOpen(true)} > {isCart ? <> {cartItemCount > 0 && ( <div className="cart-notification">{cartItemCount}</div> )} <svg width="37" height="37" viewBox="0 0 37 37" fill="none" xmlns="http://www.w3.org/2000/svg"> <path d="M12.4856 30.6457C13.1125 30.6457 13.6206 30.1375 13.6206 29.5106C13.6206 28.8838 13.1125 28.3756 12.4856 28.3756C11.8588 28.3756 11.3506 28.8838 11.3506 29.5106C11.3506 30.1375 11.8588 30.6457 12.4856 30.6457Z" stroke-width="3" stroke-linecap="round" stroke-linejoin="round"/> <path d="M28.3753 30.6457C29.0021 30.6457 29.5103 30.1375 29.5103 29.5106C29.5103 28.8838 29.0021 28.3756 28.3753 28.3756C27.7484 28.3756 27.2402 28.8838 27.2402 29.5106C27.2402 30.1375 27.7484 30.6457 28.3753 30.6457Z" stroke-width="3" stroke-linecap="round" stroke-linejoin="round"/> <path d="M3.40527 5.67517H7.94537L11.3504 24.9706H29.5108" stroke-width="3" stroke-linecap="round" stroke-linejoin="round"/> <path d="M11.3501 20.4304H29.0451C29.1764 20.4305 29.3036 20.3851 29.4051 20.302C29.5067 20.2188 29.5763 20.103 29.602 19.9743L31.6451 9.75909C31.6615 9.67672 31.6595 9.59171 31.6392 9.51021C31.6188 9.42871 31.5806 9.35274 31.5274 9.28779C31.4741 9.22284 31.4071 9.17053 31.3311 9.13463C31.2552 9.09873 31.1722 9.08014 31.0882 9.0802H9.08008" stroke-width="3" stroke-linecap="round" stroke-linejoin="round"/> </svg> </> : <svg width="35" height="35" viewBox="0 0 35 35" fill="none" xmlns="http://www.w3.org/2000/svg"> <path d="M23.5154 9.84375C23.2474 13.4579 20.5076 16.4062 17.4998 16.4062C14.4919 16.4062 11.7473 13.4586 11.4841 9.84375C11.2107 6.08398 13.8767 3.28125 17.4998 3.28125C21.1228 3.28125 23.7888 6.15234 23.5154 9.84375Z" stroke-width="3" stroke-linecap="round" stroke-linejoin="round"/> <path d="M17.5002 20.7812C11.5529 20.7812 5.51677 24.0625 4.39978 30.2559C4.26511 31.0023 4.68757 31.7188 5.46892 31.7188H29.5314C30.3134 31.7188 30.7359 31.0023 30.6012 30.2559C29.4836 24.0625 23.4474 20.7812 17.5002 20.7812Z" stroke-width="3" stroke-miterlimit="10"/> </svg> } </motion.div> ) }import { motion } from 'framer-motion'; import { useState } from 'react'; import Button from '../components/form/Button'; import { getCookie, setCookie } from '../cookies/CookiesLib.tsx'; import { dispatchCartUpdate } from '../pages/Billeterie/cartEvent.tsx' type Props = { id: number; title: string; price: number|string; nbTicket: number; isForfait?: boolean; }; const initialDays = { '20Juillet': false, '21Juillet': false, '22Juillet': false }; export default function TicketCard(props: Props) { const [isOpen, setIsOpen] = useState(false); const [tickets, setTickets] = useState(props.nbTicket); const [rotation, setRotation] = useState(0); const [days, setDays] = useState(initialDays); const addToCartHandler = () => { const selectedDays = isForfait ? Object.entries(days).filter(([day, isChosen]) => isChosen).map(([day, _]) => day) : []; dispatchCartUpdate(); const itemForCart = { id: props.id, title: props.title, price: typeof props.price === 'number' ? props.price : 0, quantity: tickets, selectedDays: selectedDays, }; let cart = getCookie('cart') || []; const billetIndex = cart.findIndex((billet: any) => billet.id === itemForCart.id); if (billetIndex > -1) { cart[billetIndex].quantity += itemForCart.quantity; } else { cart.push(itemForCart); } setCookie('cart', cart, { expires: 7, sameSite: 'None', secure: true}); }; const handleTicketChange = (newTickets: number, event: React.MouseEvent) => { event.stopPropagation(); setTickets(newTickets); }; console.log(getCookie('cart')); const contentVariants = { closed: { opacity: 0, height: 0, overflow: 'hidden', transition: { duration: 0.2, ease: 'easeInOut', when: 'afterChildren', }, }, open: { opacity: 1, height: props.title === "Forfait 2 jours" ? 150 : 120, transition: { duration: 0.2, ease: 'easeInOut', when: 'beforeChildren', } }, }; const cardVariants = { hidden: { opacity: 0, y: 50 }, visible: { opacity: 1, y: 0, transition: { type: 'spring', stiffness: 120, }, }, }; const maxSelectedDays = 2; const selectedDayCount = () => { return Object.values(days).filter(Boolean).length; }; const toggleDaySelection = (day: keyof typeof initialDays) => { setDays(prevDays => { const isSelected = prevDays[day]; const count = selectedDayCount(); if (!isSelected && count >= maxSelectedDays) { return prevDays; } return { ...prevDays, [day]: !prevDays[day] }; }); }; const isForfait = props.isForfait || false; // Déterminez si c'est un forfait en se basant sur la return ( <motion.div className="ticket-card" layout initial="hidden" animate="visible" variants={cardVariants} onClick={() => { setIsOpen(!isOpen); setRotation(rotation === 0 ? 90 : 0); }} > <div className="content"> <div className='left-part'> <h4>{props.title}</h4> <p>Les tickets ne sont pas remboursables.</p> <p>Dernière entrée à 11H.</p> </div> <div className='right-part'> <p>{props.price}€</p> <motion.div className="svg-container" animate={{ rotate: rotation }}> <svg xmlns="http://www.w3.org/2000/svg" width="13" height="20" viewBox="0 0 13 20" fill="none"> <path d="M2 18L10 10L2 2" stroke="#4E4E4E" strokeWidth="4" /> </svg> </motion.div> </div> </div> <motion.div className={`sub-menu ${props.title === "Forfait 2 jours" ? "forfait-2j" : ""}`} variants={contentVariants} initial="closed" animate={isOpen ? "open" : "closed"} exit="closed" > <div className='top-partsubmenu'> <div className='left-part-sub'> {isForfait && (Object.keys(days) as Array<keyof typeof days>).map(day => ( <label key={day}> <input type="checkbox" checked={days[day]} onChange={() => toggleDaySelection(day)} /> {day} </label> ))} <div className='sub-menu-left-part'> <div className ="rect"> <img src="images/billet_pass1j.png" alt="Billet pass 1 jour" /> </div> <div className='article-select'> <svg xmlns="http://www.w3.org/2000/svg" width="22" height="21" viewBox="0 0 22 21" fill="none"> <path d="M22 9.03848H14.6966L19.8599 4.10947L17.6953 2.04109L12.532 6.97007V0H9.46799V6.97007L4.30475 2.04109L2.13807 4.10947L7.30131 9.03848H0V11.9615H7.30131L2.13807 16.8906L4.30475 18.9589L9.46799 14.0299V21H12.532V14.0299L17.6953 18.9589L19.8599 16.8906L14.6966 11.9615H22V9.03848Z" fill="#FFD600"/> </svg> <p>x{tickets} Article(s) sélectionné(s)</p> </div> </div> <div className="ticket-control"> <button onClick={(event) => handleTicketChange(Math.max(tickets - 1, 0), event)}>-</button> <span>{tickets}</span> <button className='sommeButton' onClick={(event) => handleTicketChange(tickets + 1, event)}>+</button> </div> </div> </div> <div className='delimiter-submenu'></div> <div className='bottom-partsubmenu'> <div className='bottom-part-left'> <p>Sous-total</p> <p>{tickets * props.price}€</p> </div> <button onClick={addToCartHandler}>AJOUTER AU PANIER</button> </div> </motion.div> </motion.div> ); } export const CART_UPDATE_EVENT = 'cart-update-event'; export const dispatchCartUpdate = () => { const event = new CustomEvent(CART_UPDATE_EVENT); document.dispatchEvent(event); }; export const addCartUpdateListener = (handler: EventListener) => { document.addEventListener(CART_UPDATE_EVENT, handler); }; export const removeCartUpdateListener = (handler: EventListener) => { document.removeEventListener(CART_UPDATE_EVENT, handler); };
5eac533680f3529ca43c8464d1df2215
{ "intermediate": 0.3567354083061218, "beginner": 0.36388975381851196, "expert": 0.2793748080730438 }
37,290
یک‌ کامپایلر با زبان پایتون برای تعریف متغیر در زبان c++ طراحی کنید
8928e2c630610d408568dce6de03b24b
{ "intermediate": 0.2833740711212158, "beginner": 0.38289350271224976, "expert": 0.3337324559688568 }
37,291
write a python code to save login cookies as string
2935f53a8cea66ff374716bda5e06597
{ "intermediate": 0.4241541028022766, "beginner": 0.22978463768959045, "expert": 0.3460612893104553 }
37,292
Проверь пожалуйста код на валидность php + html синтаксис: <? $bUseMap = CMax::GetFrontParametrValue('CONTACTS_USE_MAP', SITE_ID) != 'N'; $bUseFeedback = CMax::GetFrontParametrValue('CONTACTS_USE_FEEDBACK', SITE_ID) != 'N'; $showMap = $bUseMap;?> <div class="wrapper_inner_half row flexbox shop-detail1 clearfix" itemscope="" itemtype="http://schema.org/Organization"> <div class="item item-shop-detail1 <span id=" title="0"> <?=($showMap ? 'col-md-6' : 'col-md-12')?> <div class="left_block_store <span id=" title="Код PHP: &lt;?=($showMap ? '' : 'margin0')?&gt;"> <?=($showMap ? '' : 'margin0')?> <div class="top_block"> <?CMax::showContactImg();?> <?if($arPhotos):?> <!-- noindex--> <div class="gallery_wrap swipeignore"> <?//gallery?> <div class="big-gallery-block text-center"> <div class="owl-carousel owl-theme owl-bg-nav short-nav" data-slider="content-detail-gallery__slider" data-plugin-options="{&quot;items&quot;: &quot;1&quot;, &quot;autoplay&quot; : false, &quot;autoplayTimeout&quot; : &quot;3000&quot;, &quot;smartSpeed&quot;:1000, &quot;dots&quot;: true, &quot;nav&quot;: true, &quot;loop&quot;: false, &quot;rewind&quot;:true, &quot;margin&quot;: 10}"> <?foreach($arPhotos as $i => $arPhoto):?> <div class="item"> <a href="<?=$arPhoto['ORIGINAL']?>" class="fancy" data-fancybox="item_slider" target="_blank" title="<?=$arPhoto['DESCRIPTION']?> "> <img src="<?=$arPhoto['PREVIEW']['src']?>" data-src="<span id=" title=" Код PHP: &lt;?=$arPhoto['PREVIEW']['src']?&gt;" class="bxhtmled-surrogate">&nbsp;<span id="title=" Код="null" php:="" class="bxhtmled-surrogate" title="Код PHP: &lt;?=\Aspro\Functions\CAsproMax::showBlankImg($arPhoto['PREVIEW']['src']);?&gt;"><?=\Aspro\Functions\CAsproMax::showBlankImg($arPhoto['PREVIEW']['src']);?><span class="bxhtmled-surrogate-inner"><span class="bxhtmled-right-side-item-icon"></span><span class="bxhtmled-comp-lable" unselectable="on" spellcheck="false">Код PHP</span></span></span> <span class="bxhtmled-surrogate-inner"><span class="bxhtmled-right-side-item-icon"></span><span class="bxhtmled-comp-lable" unselectable="on" spellcheck="false">Код PHP</span></span><?=$arPhoto['DESCRIPTION']?><span class="bxhtmled-surrogate-inner"><span class="bxhtmled-right-side-item-icon"></span> <span class="bxhtmled-comp-lable" unselectable="on" spellcheck="false"></span></span>&nbsp;</a> </div> <?endforeach;?> </div> </div> </div> <!-- /noindex--> <?endif;?> </div> <div class="bottom_block"> <div class="properties clearfix"> <div class="col-md-6 col-sm-6"> <?CMax::showContactAddr('Адрес', false);?> <?CMax::showContactSchedule('Режим работы', false);?> </div> <div class="col-md-6 col-sm-6"> <?CMax::showContactPhones('Телефон', false);?> <?CMax::showContactEmail('E-mail', false);?> </div> </div> <div class="social-block"> <div class="wrap"> <?$APPLICATION->IncludeComponent( "aspro:social.info.max", ".default", Array( "CACHE_GROUPS" => "N", "CACHE_TIME" => "200000", "CACHE_TYPE" => "A", "COMPONENT_TEMPLATE" => ".default", "TITLE_BLOCK" => "" ), false, Array( 'HIDE_ICONS' => 'Y' ) );?> </div> </div> <div class="feedback item"> <div class="wrap"> <?//if($arShop['DESCRIPTION']):?> <?CMax::showContactDesc();?> <?//endif;?> <?if($bUseFeedback):?> <div class="button_wrap"> <span> <span class="btn btn-transparent-border-color white animate-load" data-event="jqm" data-param-form_id="ASK" data-name="contacts">Написать сообщение</span> </span> </div> <?endif;?> </div> </div> </div> <div class="clearboth"> </div> </div> </div> <?if($showMap):?> <div class="item col-md-6 map-full padding0"> <div class="right_block_store contacts_map"> <?$APPLICATION->IncludeFile(SITE_DIR."include/contacts-site-map.php", Array(), Array("MODE" => "html", "TEMPLATE" => "include_area.php", "NAME" => "Карта"));?> </div> </div> <?endif;?> <?//hidden text for validate microdata?> <div class="hidden"> <?global $arSite;?> <span itemprop="name"><?=$arSite["NAME"];?></span> </div> </div> <br>
3a3dbceea36888656526b80d36433047
{ "intermediate": 0.26750704646110535, "beginner": 0.4469897747039795, "expert": 0.2855031192302704 }
37,293
привет, как проверить код на php + html: вот часть <div class="top_block"> <?CMax::showContactImg();?> <?if($arPhotos):?> <!-- noindex--> <div class="gallery_wrap swipeignore"> <?//gallery?> <div class="big-gallery-block text-center"> <div class="owl-carousel owl-theme owl-bg-nav short-nav" data-slider="content-detail-gallery__slider" data-plugin-options="{&quot;items&quot;: &quot;1&quot;, &quot;autoplay&quot; : false, &quot;autoplayTimeout&quot; : &quot;3000&quot;, &quot;smartSpeed&quot;:1000, &quot;dots&quot;: true, &quot;nav&quot;: true, &quot;loop&quot;: false, &quot;rewind&quot;:true, &quot;margin&quot;: 10}"> <?foreach($arPhotos as $i => $arPhoto):?> <div class="item"> <a href="<?=$arPhoto['ORIGINAL']?>" class="fancy" data-fancybox="item_slider" target="_blank" title="<?=$arPhoto['DESCRIPTION']?> "> <img src="<?=$arPhoto['PREVIEW']['src']?>" data-src="<span id=" title=" Код PHP: &lt;?=$arPhoto['PREVIEW']['src']?&gt;" class="bxhtmled-surrogate">&nbsp;<span id="title=" Код="null" php:="" class="bxhtmled-surrogate" title="Код PHP: &lt;?=\Aspro\Functions\CAsproMax::showBlankImg($arPhoto['PREVIEW']['src']);?&gt;"><?=\Aspro\Functions\CAsproMax::showBlankImg($arPhoto['PREVIEW']['src']);?><span class="bxhtmled-surrogate-inner"><span class="bxhtmled-right-side-item-icon"></span><span class="bxhtmled-comp-lable" unselectable="on" spellcheck="false">Код PHP</span></span></span> <span class="bxhtmled-surrogate-inner"><span class="bxhtmled-right-side-item-icon"></span><span class="bxhtmled-comp-lable" unselectable="on" spellcheck="false">Код PHP</span></span><?=$arPhoto['DESCRIPTION']?><span class="bxhtmled-surrogate-inner"><span class="bxhtmled-right-side-item-icon"></span> <span class="bxhtmled-comp-lable" unselectable="on" spellcheck="false"></span></span>&nbsp;</a> </div> <?endforeach;?> </div> </div> </div> <!-- /noindex--> <?endif;?> </div>
104d2804b09c1e9deab7f94c5fe536d8
{ "intermediate": 0.2607775032520294, "beginner": 0.5753908753395081, "expert": 0.16383160650730133 }
37,294
[{ "resource": "/c:/Users/alexa/Desktop/sae-fest-iuto-front/src/App.tsx", "owner": "typescript", "code": "2451", "severity": 8, "message": "Cannot redeclare block-scoped variable 'cart'.", "source": "ts", "startLineNumber": 26, "startColumn": 10, "endLineNumber": 26, "endColumn": 14 }]import './index.css' import './components/nav/Navbar' import Navbar from './components/nav/Navbar' import { AnimatePresence } from 'framer-motion' import { Route, Routes, useLocation } from 'react-router-dom' import Accueil from './pages/Accueil/Accueil' import { createContext, useEffect, useState } from 'react' import Programmation from './pages/Programmation/Programmation' import PageArtiste from './pages/Artiste/PageArtiste' import Billeterie from './pages/Billeterie/Billeterie' import Faq from './pages/faq/Faq' import { getCookie } from './cookies/CookiesLib' interface cartContext{ cart: any[], setCart: (cart: any[]) => void, } export const CartContext = createContext<cartContext>({ cart: [], setCart: () => {}, }) function App() { const [cart, setCart] = useState<any[]>(() => getCookie('cart') || []); const [cart, setCart] = useState<any[]>([]); const [isNavInFocus, setIsNavInFocus] = useState(false) const[isNavTransparent, setIsNavTransparent] = useState(true); const location = useLocation(); useEffect(() => { }, []); return ( <CartContext.Provider value = {{cart, setCart}}> <Navbar setNavInFocus={setIsNavInFocus} isTransparent={isNavTransparent}/> <AnimatePresence> <Routes location={location} key={location.key}> <Route path="/" element={<Accueil isNavInFocus={isNavInFocus} setIsNavTransparent={setIsNavTransparent} />} /> <Route path="/programmation" element={<Programmation isNavInFocus={isNavInFocus} setIsNavTransparent={setIsNavTransparent} />} /> <Route path="/billeterie" element={<Billeterie isNavInFocus={isNavInFocus} setIsNavTransparent={setIsNavTransparent} />} /> <Route path="/faq" element={<Faq isNavInFocus={isNavInFocus} setIsNavTransparent={setIsNavTransparent} />}/> <Route path="/artiste" element={<PageArtiste />}/> </Routes> </AnimatePresence> </CartContext.Provider> ) } export default App import { motion } from 'framer-motion'; import { useContext, useState } from 'react'; import Button from '../components/form/Button'; import { getCookie, setCookie } from '../cookies/CookiesLib.tsx'; import { CartContext } from '../App'; const initialDays = { '20Juillet': false, '21Juillet': false, '22Juillet': false }; type Props = { id: number; title: string; price: number|string; nbTicket: number; isForfait?: boolean; }; export default function TicketCard({ id, title, price, nbTicket, isForfait }: Props) { const [isOpen, setIsOpen] = useState(false); const [tickets, setTickets] = useState(nbTicket); const [rotation, setRotation] = useState(0); const [days, setDays] = useState(initialDays); const { cart, setCart } = useContext(CartContext); const handleTicketChange = (newTickets: number, event: React.MouseEvent) => { event.stopPropagation(); setTickets(newTickets); }; const addToCartHandler = () => { const selectedDays = isForfait ? Object.entries(days).filter(([_, isChosen]) => isChosen).map(([day, _]) => day) : []; const itemForCart = { id, title, price: typeof price === 'number' ? price : 0, quantity: tickets, selectedDays, }; let newCart = cart.slice(); const billetIndex = newCart.findIndex(billet => billet.id === itemForCart.id); if (billetIndex > -1) { newCart[billetIndex].quantity += itemForCart.quantity; } else { newCart.push(itemForCart); } setCart(newCart); // Met à jour l'état global du panier setCookie('cart', newCart, { expires: 7, sameSite: 'None', secure: true }); // Met à jour le cookie }; const contentVariants = { closed: { opacity: 0, height: 0, overflow: 'hidden', transition: { duration: 0.2, ease: 'easeInOut', when: 'afterChildren', }, }, open: { opacity: 1, height: title === "Forfait 2 jours" ? 150 : 120, transition: { duration: 0.2, ease: 'easeInOut', when: 'beforeChildren', } }, }; const cardVariants = { hidden: { opacity: 0, y: 50 }, visible: { opacity: 1, y: 0, transition: { type: 'spring', stiffness: 120, }, }, }; const maxSelectedDays = 2; const selectedDayCount = () => { return Object.values(days).filter(Boolean).length; }; const toggleDaySelection = (day: keyof typeof initialDays) => { setDays(prevDays => { const isSelected = prevDays[day]; const count = selectedDayCount(); if (!isSelected && count >= maxSelectedDays) { return prevDays; } return { ...prevDays, [day]: !prevDays[day] }; }); }; return ( <motion.div className="ticket-card" layout initial="hidden" animate="visible" variants={cardVariants} onClick={() => { setIsOpen(!isOpen); setRotation(rotation === 0 ? 90 : 0); }} > <div className="content"> <div className='left-part'> <h4>{title}</h4> <p>Les tickets ne sont pas remboursables.</p> <p>Dernière entrée à 11H.</p> </div> <div className='right-part'> <p>{price}€</p> <motion.div className="svg-container" animate={{ rotate: rotation }}> <svg xmlns="http://www.w3.org/2000/svg" width="13" height="20" viewBox="0 0 13 20" fill="none"> <path d="M2 18L10 10L2 2" stroke="#4E4E4E" strokeWidth="4" /> </svg> </motion.div> </div> </div> <motion.div className={`sub-menu ${title === "Forfait 2 jours" ? "forfait-2j" : ""}`} variants={contentVariants} initial="closed" animate={isOpen ? "open" : "closed"} exit="closed" > <div className='top-partsubmenu'> <div className='left-part-sub'> {isForfait && (Object.keys(days) as Array<keyof typeof days>).map(day => ( <label key={day}> <input type="checkbox" checked={days[day]} onChange={() => toggleDaySelection(day)} /> {day} </label> ))} <div className='sub-menu-left-part'> <div className ="rect"> <img src="images/billet_pass1j.png" alt="Billet pass 1 jour" /> </div> <div className='article-select'> <svg xmlns="http://www.w3.org/2000/svg" width="22" height="21" viewBox="0 0 22 21" fill="none"> <path d="M22 9.03848H14.6966L19.8599 4.10947L17.6953 2.04109L12.532 6.97007V0H9.46799V6.97007L4.30475 2.04109L2.13807 4.10947L7.30131 9.03848H0V11.9615H7.30131L2.13807 16.8906L4.30475 18.9589L9.46799 14.0299V21H12.532V14.0299L17.6953 18.9589L19.8599 16.8906L14.6966 11.9615H22V9.03848Z" fill="#FFD600"/> </svg> <p>x{tickets} Article(s) sélectionné(s)</p> </div> </div> <div className="ticket-control"> <button onClick={(event) => handleTicketChange(Math.max(tickets - 1, 0), event)}>-</button> <span>{tickets}</span> <button className='sommeButton' onClick={(event) => handleTicketChange(tickets + 1, event)}>+</button> </div> </div> </div> <div className='delimiter-submenu'></div> <div className='bottom-partsubmenu'> <div className='bottom-part-left'> <p>Sous-total</p> <p>{tickets * price}€</p> </div> <button onClick={addToCartHandler}>AJOUTER AU PANIER</button> </div> </motion.div> </motion.div> ); }
362778faaa92e3075a55fdf50fb68426
{ "intermediate": 0.4061042368412018, "beginner": 0.3741231858730316, "expert": 0.21977253258228302 }
37,295
hello there meme
4d0b07c9be684da7af4235b614375ef6
{ "intermediate": 0.38812774419784546, "beginner": 0.35363098978996277, "expert": 0.258241206407547 }
37,296
Please make me a basic ai using no modules in python.
f5950dbddec4f38a11691334b07a7326
{ "intermediate": 0.28306618332862854, "beginner": 0.3626731038093567, "expert": 0.35426071286201477 }
37,297
Hello there!
70f1976701e0c6326b752d21e585eb83
{ "intermediate": 0.324867308139801, "beginner": 0.2612829804420471, "expert": 0.41384971141815186 }
37,298
این کد پایتون کامپایلری برای تعریف متغیر در زبان c++ است آنرا تغییر و ارتقا ده: tableKey = ["int", "float", "double", "char", "string"] x = input(">> ").replace(";", " ;")structure = (" ".join(x.split())).split(" ") if(structure[0] in tableKey and not structure[1][0].isdigit()) and structure.index(";") > structure.index("="): print("Format is correct in c++ language")else: print("Format is NOT correct in c++ language")
a9a6c17dc269cf4dd4f00f6fedea6921
{ "intermediate": 0.27897363901138306, "beginner": 0.5300229787826538, "expert": 0.19100330770015717 }
37,299
Implémente le back end du panier avec l'utilisation des cookies qui ne sont pas encore liées à ces pages : import React from 'react' import {useState} from 'react'; import { getCookie, setCookie } from '../../../../cookies/CookiesLib.tsx'; type Props = { typeBillet: number, quantite: number, } export default function ItemPanier(props: Props) { const [quantite, setQuantite] = useState(props.quantite); return ( <div className="item-panier"> <div className="container-item-panier"> <div className="container-image"> <img src="/images/billet.png" alt="billet" /> </div> <div className="informations"> <div className="textes"> <h4>Pass 1 jour - fosse</h4> <h5>35,99€</h5> </div> <div className="compteur-quantitee"> <span className='ajout-retrait' onClick={() => setQuantite(quantite-1)}>-</span> <input type="number" className='quantite' value={quantite}/> <span className='ajout-retrait' onClick={() => setQuantite(quantite+1)}>+</span> </div> </div> </div> <img className='cross' src="/icones/cross.svg" alt="croix"/> </div> ) } import { motion } from 'framer-motion' import React from 'react' import { Link } from 'react-router-dom' import {useState} from 'react'; import TextField from '../../../form/TextField'; import Button from '../../../form/Button'; import ItemPanier from './ItemPanier'; type Props = { isOpen: boolean; setIsOpen: (isOpen : boolean) => void; } export default function MenuConnexion(props: Props) { const menuVariants = { hidden:{ x: "42rem", transition:{ duration: 0.5, ease: [1, -0.02, 0,1] } }, visible:{ x: 0, transition:{ duration: 0.5, ease: [1, -0.02, 0,1] } } } return ( <motion.div className='side-menu cart' variants={menuVariants} initial="hidden" animate={props.isOpen ? "visible" : "hidden"}> <div className="cross" onClick={() => props.setIsOpen(false)}> <svg width="36" height="28" viewBox="0 0 36 28" fill="none" xmlns="http://www.w3.org/2000/svg"> <rect x="6.52539" y="0.321533" width="35.8974" height="3.58974" rx="1.79487" transform="rotate(45 6.52539 0.321533)" fill="#E45A3B"/> <rect x="3.87891" y="25.5957" width="35.8974" height="3.58974" rx="1.79487" transform="rotate(-45 3.87891 25.5957)" fill="#E45A3B"/> </svg> </div> <div className="container"> <h2>Mon panier</h2> <section className='le-panier'> <ItemPanier typeBillet={1} quantite={1}/> <ItemPanier typeBillet={1} quantite={1}/> </section> <div className="sous-total"> <h4>Sous total: </h4> <h4>35,99€</h4> </div> <Button text="RESERVER"/> </div> </motion.div> ) } import { motion } from 'framer-motion'; import { useContext, useState } from 'react'; import Button from '../components/form/Button'; import { getCookie, setCookie } from '../cookies/CookiesLib.tsx'; import { CartContext } from '../App'; const initialDays = { '20Juillet': false, '21Juillet': false, '22Juillet': false }; type Props = { id: number; title: string; price: number|string; nbTicket: number; isForfait?: boolean; }; export default function TicketCard({ id, title, price, nbTicket, isForfait }: Props) { const [isOpen, setIsOpen] = useState(false); const [tickets, setTickets] = useState(nbTicket); const [rotation, setRotation] = useState(0); const [days, setDays] = useState(initialDays); const { cart, setCart } = useContext(CartContext); const handleTicketChange = (newTickets: number, event: React.MouseEvent) => { event.stopPropagation(); setTickets(newTickets); }; const addToCartHandler = () => { const selectedDays = isForfait ? Object.entries(days).filter(([_, isChosen]) => isChosen).map(([day, _]) => day) : []; const itemForCart = { id, title, price: typeof price === 'number' ? price : 0, quantity: tickets, selectedDays, }; let newCart = cart.slice(); const billetIndex = newCart.findIndex(billet => billet.id === itemForCart.id); if (billetIndex > -1) { newCart[billetIndex].quantity += itemForCart.quantity; } else { newCart.push(itemForCart); } setCart(newCart); // Met à jour l'état global du panier setCookie('cart', newCart, { expires: 7, sameSite: 'None', secure: true }); // Met à jour le cookie }; const contentVariants = { closed: { opacity: 0, height: 0, overflow: 'hidden', transition: { duration: 0.2, ease: 'easeInOut', when: 'afterChildren', }, }, open: { opacity: 1, height: title === "Forfait 2 jours" ? 150 : 120, transition: { duration: 0.2, ease: 'easeInOut', when: 'beforeChildren', } }, }; const cardVariants = { hidden: { opacity: 0, y: 50 }, visible: { opacity: 1, y: 0, transition: { type: 'spring', stiffness: 120, }, }, }; const maxSelectedDays = 2; const selectedDayCount = () => { return Object.values(days).filter(Boolean).length; }; const toggleDaySelection = (day: keyof typeof initialDays) => { setDays(prevDays => { const isSelected = prevDays[day]; const count = selectedDayCount(); if (!isSelected && count >= maxSelectedDays) { return prevDays; } return { ...prevDays, [day]: !prevDays[day] }; }); }; return ( <motion.div className="ticket-card" layout initial="hidden" animate="visible" variants={cardVariants} onClick={() => { setIsOpen(!isOpen); setRotation(rotation === 0 ? 90 : 0); }} > <div className="content"> <div className='left-part'> <h4>{title}</h4> <p>Les tickets ne sont pas remboursables.</p> <p>Dernière entrée à 11H.</p> </div> <div className='right-part'> <p>{price}€</p> <motion.div className="svg-container" animate={{ rotate: rotation }}> <svg xmlns="http://www.w3.org/2000/svg" width="13" height="20" viewBox="0 0 13 20" fill="none"> <path d="M2 18L10 10L2 2" stroke="#4E4E4E" strokeWidth="4" /> </svg> </motion.div> </div> </div> <motion.div className={`sub-menu ${title === "Forfait 2 jours" ? "forfait-2j" : ""}`} variants={contentVariants} initial="closed" animate={isOpen ? "open" : "closed"} exit="closed" > <div className='top-partsubmenu'> <div className='left-part-sub'> {isForfait && (Object.keys(days) as Array<keyof typeof days>).map(day => ( <label key={day}> <input type="checkbox" checked={days[day]} onChange={() => toggleDaySelection(day)} /> {day} </label> ))} <div className='sub-menu-left-part'> <div className ="rect"> <img src="images/billet_pass1j.png" alt="Billet pass 1 jour" /> </div> <div className='article-select'> <svg xmlns="http://www.w3.org/2000/svg" width="22" height="21" viewBox="0 0 22 21" fill="none"> <path d="M22 9.03848H14.6966L19.8599 4.10947L17.6953 2.04109L12.532 6.97007V0H9.46799V6.97007L4.30475 2.04109L2.13807 4.10947L7.30131 9.03848H0V11.9615H7.30131L2.13807 16.8906L4.30475 18.9589L9.46799 14.0299V21H12.532V14.0299L17.6953 18.9589L19.8599 16.8906L14.6966 11.9615H22V9.03848Z" fill="#FFD600"/> </svg> <p>x{tickets} Article(s) sélectionné(s)</p> </div> </div> <div className="ticket-control"> <button onClick={(event) => handleTicketChange(Math.max(tickets - 1, 0), event)}>-</button> <span>{tickets}</span> <button className='sommeButton' onClick={(event) => handleTicketChange(tickets + 1, event)}>+</button> </div> </div> </div> <div className='delimiter-submenu'></div> <div className='bottom-partsubmenu'> <div className='bottom-part-left'> <p>Sous-total</p> <p>{tickets * price}€</p> </div> <button onClick={addToCartHandler}>AJOUTER AU PANIER</button> </div> </motion.div> </motion.div> ); }import Cookies from 'js-cookie'; // Définition des types pour les données que vous souhaitez stocker dans les cookies interface UserData { username: string; email: string; // ... autres champs } // Fonction pour définir un cookie export const setCookie = (key: string, value: any, options?: Cookies.CookieAttributes) => { Cookies.set(key, JSON.stringify(value), options); }; // Fonction pour récupérer un cookie export const getCookie = (key: string): any | null => { const cookie = Cookies.get(key); return cookie ? JSON.parse(cookie) : null; }; // Fonction pour supprimer un cookie export const removeCookie = (key: string) => { Cookies.remove(key); }; // removeCookie('cart'); type userData= { pseudoUser: string; emailUser: string; idUser: number; } export const setUserCookie = (user: userData) => { setCookie("Connected", user, {expires: 7}); } export const isConnected = ():boolean => { const user = getCookie("Connected"); if (user){ return true; } return false; } export const getUserCookie = ():userData => { const user = getCookie("Connected"); return user; } export const removeUserCookie = () => { removeCookie("Connected"); }
f31e41bdbe620b4d9d7ffdbfc6385f2e
{ "intermediate": 0.3672108054161072, "beginner": 0.4370788335800171, "expert": 0.19571033120155334 }
37,300
hi
f0528a036b43f4d747896cdcd2d784fb
{ "intermediate": 0.3246487081050873, "beginner": 0.27135494351387024, "expert": 0.40399640798568726 }
37,301
tt
854abc1c074a0c9bb4169285cef46fd3
{ "intermediate": 0.30665260553359985, "beginner": 0.30282121896743774, "expert": 0.3905262351036072 }
37,302
hi
29e7a4d30fa4bd706d5c30dd5c6ee3fe
{ "intermediate": 0.3246487081050873, "beginner": 0.27135494351387024, "expert": 0.40399640798568726 }
37,303
import pygame import sys pygame.init() # Set up display screen = pygame.display.set_mode((900, 700)) # Set the Kirby pink color (RGB format) kirby_pink_color = (255, 105, 180) ground_color = (0, 255, 0) # Green color for the ground # Circle properties circle_radius = 25 # Initial radius circle_y_offset = 25 # Offset from the top of the circle circle_radius_float = 35 circle_y_offset_float = 35 # Circle position and velocity circle_x, circle_y = 425, 500 circle_x_speed, circle_y_speed = 0, 0 gravity = 1 jump_height = -15 # Set jump height # Variables for crouching and in-air state is_crouching = False crouch_scale = 0.5 # Scale factor for crouching in_air = False # Movement flags is_moving_left = False is_moving_right = False is_floating = False # Game loop while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_s and not is_crouching: is_crouching = True elif event.key == pygame.K_w and not in_air: circle_y_speed = jump_height # Set jump speed in_air = True # Circle is in the air after jumping elif event.key == pygame.K_e and not is_crouching: is_floating = True elif event.key == pygame.K_r: is_floating = False elif event.key == pygame.K_a: is_moving_left = True elif event.key == pygame.K_d: is_moving_right = True elif event.type == pygame.KEYUP: if event.key == pygame.K_s: is_crouching = False elif event.key == pygame.K_a: is_moving_left = False elif event.key == pygame.K_d: is_moving_right = False # Floating set up if is_floating: gravity = 0.3 jump_height = -6.5 in_air = False is_crouching = False circle_radius = 35 circle_y_offset = 35 else: gravity = 1 jump_height = -15 in_air = True circle_radius = 25 circle_y_offset = 25 # Apply gravity circle_y_speed += gravity # Apply horizontal motion if is_moving_left: circle_x_speed = -5 elif is_moving_right: circle_x_speed = 5 else: circle_x_speed = 0 # Update circle position circle_x += circle_x_speed circle_y += circle_y_speed # Collision with the ground if circle_y + circle_radius >= 575: circle_y = 575 - circle_radius circle_y_speed = 0 gravity = 1 jump_height = -15 is_floating = False in_air = False # Circle is on the ground # Collision with the sides of the screen if circle_x < 0: circle_x = 0 elif circle_x > 900 - 2 * circle_radius: circle_x = 900 - 2 * circle_radius # Draw background screen.fill((100, 100, 255)) # Blue background # Draw ground pygame.draw.rect(screen, ground_color, (0, 600, 900, 50)) # Draw Kirby pink sphere (circle) if is_crouching: pygame.draw.ellipse(screen, kirby_pink_color, (int(circle_x), int(circle_y + circle_radius), int(2 * circle_radius), int(crouch_scale * 2 * circle_radius))) else: pygame.draw.circle(screen, kirby_pink_color, (int(circle_x + circle_radius), int(circle_y + circle_radius)), circle_radius) # Update the display pygame.display.flip() # Cap the frame rate pygame.time.Clock().tick(60)
8dd3133bf4fa2072b0813c6eef15d1df
{ "intermediate": 0.30802616477012634, "beginner": 0.507808268070221, "expert": 0.1841655820608139 }
37,304
Convert this code to C++ import pygame import sys pygame.init() # Set up display screen = pygame.display.set_mode((900, 700)) # Set the Kirby pink color (RGB format) kirby_pink_color = (255, 105, 180) ground_color = (0, 255, 0) # Green color for the ground # Circle properties circle_radius = 25 # Initial radius circle_y_offset = 25 # Offset from the top of the circle # Circle position and velocity circle_x, circle_y = 425, 500 circle_x_speed, circle_y_speed = 0, 0 gravity = 1 jump_height = -15 # Set jump height # Variables for crouching and in-air state is_crouching = False crouch_scale = 0.5 # Scale factor for crouching in_air = False # Movement flags is_moving_left = False is_moving_right = False is_floating = False # Game loop while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_s and not is_crouching: is_crouching = True elif event.key == pygame.K_w and not in_air: circle_y_speed = jump_height in_air = True elif event.key == pygame.K_e and not is_crouching: is_floating = True elif event.key == pygame.K_r: is_floating = False elif event.key == pygame.K_a: is_moving_left = True elif event.key == pygame.K_d: is_moving_right = True elif event.type == pygame.KEYUP: if event.key == pygame.K_s: is_crouching = False elif event.key == pygame.K_a: is_moving_left = False elif event.key == pygame.K_d: is_moving_right = False # Floating set up if is_floating: gravity = 0.3 jump_height = -6.5 in_air = False is_crouching = False circle_radius = 35 circle_y_offset = 35 else: gravity = 1 jump_height = -15 in_air = True circle_radius = 25 circle_y_offset = 25 # Apply gravity circle_y_speed += gravity # Apply horizontal motion if is_moving_left: circle_x_speed = -5 elif is_moving_right: circle_x_speed = 5 else: circle_x_speed = 0 # Update circle position circle_x += circle_x_speed circle_y += circle_y_speed # Collision with the ground if circle_y + circle_radius >= 575: circle_y = 575 - circle_radius circle_y_speed = 0 gravity = 1 jump_height = -15 is_floating = False in_air = False # Circle is on the ground # Collision with the sides of the screen if circle_x < 0: circle_x = 0 elif circle_x > 900 - 2 * circle_radius: circle_x = 900 - 2 * circle_radius # Draw background screen.fill((100, 100, 255)) # Blue background # Draw ground pygame.draw.rect(screen, ground_color, (0, 600, 900, 50)) # Draw Kirby pink sphere (circle) if is_crouching: pygame.draw.ellipse(screen, kirby_pink_color, (int(circle_x), int(circle_y + circle_radius), int(2 * circle_radius), int(crouch_scale * 2 * circle_radius))) else: pygame.draw.circle(screen, kirby_pink_color, (int(circle_x + circle_radius), int(circle_y + circle_radius)), circle_radius) # Update the display pygame.display.flip() # Cap the frame rate pygame.time.Clock().tick(60)
e3376aa41bc3cee512f2453e64c8c207
{ "intermediate": 0.326887845993042, "beginner": 0.5277814269065857, "expert": 0.14533071219921112 }
37,305
Met en place l'affichage des billets dans MenuPanier ainsi que la gestion de leur suppresion et ajout : import { motion } from 'framer-motion' import React from 'react' import { Link } from 'react-router-dom' import {useState} from 'react'; import TextField from '../../../form/TextField'; import Button from '../../../form/Button'; import ItemPanier from './ItemPanier'; type Props = { isOpen: boolean; setIsOpen: (isOpen : boolean) => void; } export default function MenuConnexion(props: Props) { const menuVariants = { hidden:{ x: "42rem", transition:{ duration: 0.5, ease: [1, -0.02, 0,1] } }, visible:{ x: 0, transition:{ duration: 0.5, ease: [1, -0.02, 0,1] } } } return ( <motion.div className='side-menu cart' variants={menuVariants} initial="hidden" animate={props.isOpen ? "visible" : "hidden"}> <div className="cross" onClick={() => props.setIsOpen(false)}> <svg width="36" height="28" viewBox="0 0 36 28" fill="none" xmlns="http://www.w3.org/2000/svg"> <rect x="6.52539" y="0.321533" width="35.8974" height="3.58974" rx="1.79487" transform="rotate(45 6.52539 0.321533)" fill="#E45A3B"/> <rect x="3.87891" y="25.5957" width="35.8974" height="3.58974" rx="1.79487" transform="rotate(-45 3.87891 25.5957)" fill="#E45A3B"/> </svg> </div> <div className="container"> <h2>Mon panier</h2> <section className='le-panier'> <ItemPanier typeBillet={1} quantite={1}/> <ItemPanier typeBillet={1} quantite={1}/> </section> <div className="sous-total"> <h4>Sous total: </h4> <h4>35,99€</h4> </div> <Button text="RESERVER"/> </div> </motion.div> ) } import React, { useContext } from 'react' import {useState} from 'react'; import { getCookie, setCookie } from '../../../../cookies/CookiesLib.tsx'; import { useEffect } from 'react'; import { CartContext } from '../../../../App.tsx'; import TicketCard from '../../../TicketCard.tsx'; type Props = { typeBillet: number, quantite: number, } export default function ItemPanier(props: Props) { const [quantite, setQuantite] = useState(props.quantite); const { cart, setCart } = useContext(CartContext); const updateCartCookie = (typeBillet: number, newQuantite: number) =>{ const cart = getCookie("cart"); const itemIndex = cart.findIndex((item: { typeBillet: number; }) => item.typeBillet === typeBillet); if(itemIndex > -1){ cart[itemIndex].quantite = newQuantite; }else{ cart.push({typeBillet, quantite: newQuantite}); } const filteredCart = cart.filter((item: { quantite: number; }) => item.quantite > 0); setCookie('cart', filteredCart, {expires: 7, sameSite: 'None', secure: true}); useEffect(() => { updateCartCookie(props.typeBillet, quantite); }, [quantite]); console.log(cart); } const removeFromCart = () => { const cart = getCookie('cart'); const newCart = cart.filter((item: { typeBillet: number; }) => item.typeBillet !== props.typeBillet); setCookie('cart', newCart, { expires: 7 }); }; return ( <div className="item-panier"> <div className="container-item-panier"> <div className="container-image"> <img src="/images/billet.png" alt="billet" /> </div> <div className="informations"> <div className="textes"> <div> <h2>Mon Panier</h2> {!cart.length && <p>Votre panier est vide.</p>} <ul> <li key={index}> <div>ID du billet: {billet.id}</div> <div>Titre: {billet.title}</div> <div>Prix: {billet.price}€</div> <div>Quantité: {billet.quantity}</div> {/* Si le billet est un forfait, afficher les jours sélectionnés */} {billet.selectedDays && ( <div> Jours sélectionnés: {billet.selectedDays.map((day, dayIndex) => ( <span key={dayIndex}> {day}</span> </div> )} </li> </ul> </div> ); </div> <div className="compteur-quantitee"> <span className='ajout-retrait' onClick={() => setQuantite(quantite-1)}>-</span> <input type="number" className='quantite' value={quantite}/> <span className='ajout-retrait' onClick={() => setQuantite(quantite+1)}>+</span> </div> </div> </div> <img className='cross' src="/icones/cross.svg" alt="croix" onClick={removeFromCart}/> </div> ) } import './index.css' import './components/nav/Navbar' import Navbar from './components/nav/Navbar' import { AnimatePresence } from 'framer-motion' import { Route, Routes, useLocation } from 'react-router-dom' import Accueil from './pages/Accueil/Accueil' import { createContext, useEffect, useState } from 'react' import Programmation from './pages/Programmation/Programmation' import PageArtiste from './pages/Artiste/PageArtiste' import Billeterie from './pages/Billeterie/Billeterie' import Faq from './pages/faq/Faq' import { getCookie } from './cookies/CookiesLib' interface cartContext{ cart: any[], setCart: (cart: any[]) => void, } export const CartContext = createContext<cartContext>({ cart: [], setCart: () => {}, }) function App() { const [cart, setCart] = useState<any[]>(() => getCookie('cart') || []); const [isNavInFocus, setIsNavInFocus] = useState(false) const[isNavTransparent, setIsNavTransparent] = useState(true); const location = useLocation(); useEffect(() => { }, []); return ( <CartContext.Provider value = {{cart, setCart}}> <Navbar setNavInFocus={setIsNavInFocus} isTransparent={isNavTransparent}/> <AnimatePresence> <Routes location={location} key={location.key}> <Route path="/" element={<Accueil isNavInFocus={isNavInFocus} setIsNavTransparent={setIsNavTransparent} />} /> <Route path="/programmation" element={<Programmation isNavInFocus={isNavInFocus} setIsNavTransparent={setIsNavTransparent} />} /> <Route path="/billeterie" element={<Billeterie isNavInFocus={isNavInFocus} setIsNavTransparent={setIsNavTransparent} />} /> <Route path="/faq" element={<Faq isNavInFocus={isNavInFocus} setIsNavTransparent={setIsNavTransparent} />}/> <Route path="/artiste" element={<PageArtiste />}/> </Routes> </AnimatePresence> </CartContext.Provider> ) } export default App import { useEffect } from "react"; import TicketCard from "../../components/TicketCard"; import Footer from "../../components/footer"; import axios from 'axios'; type Props = { isNavInFocus: boolean; setIsNavTransparent: (isNavTransparent: boolean) => void; }; type Billet = { idB: number; title: string; prix: number|string; nbTicket: number; }; export default function Billeterie(props: Props) { const billets: Billet[] = [ { idB: 1, title: "Accès Samedi 20 Juillet", prix: 60, nbTicket: 0, }, { idB: 2, title: "Accès Dimanche 21 Juillet", prix: 80, nbTicket: 0, }, { idB: 3, title: "Accès Lundi 22 Juillet", prix: 90, nbTicket: 0, }, { idB: 4, title: "Forfait 2 jours", prix: "À partir de 140", nbTicket: 0, }, { idB: 5, title: "Forfait 3 jours", prix: "180", nbTicket: 0, }, ]; useEffect(() => { window.scrollTo(0, 0); props.setIsNavTransparent(false); }, []); return ( <> <div className="page-defaut" id="Billeterie"> <header> <img src="images/bgbilletterie.png" alt="bgbilleterie" className="bgbillet" /> <div className="header"> <h2>BILLETERIE</h2> </div> <img src="images/billet_pass1j.png" alt="bgbilleterie" className="billetExemple" ></img> </header> <main className="billets"> <section className="header-billet"> <div> <p>samedi 20 Juillet 2024 - lundi 22 Juillet 2024</p> <h2>FESTI'IUTO ÉDITION 2024</h2> <div className="lieu"> <svg xmlns="http://www.w3.org/2000/svg" width="14" height="20" viewBox="0 0 14 20" fill="none" > <path d="M7 0C3.13 0 0 3.13 0 7C0 12.25 7 20 7 20C7 20 14 12.25 14 7C14 3.13 10.87 0 7 0ZM7 9.5C6.33696 9.5 5.70107 9.23661 5.23223 8.76777C4.76339 8.29893 4.5 7.66304 4.5 7C4.5 6.33696 4.76339 5.70107 5.23223 5.23223C5.70107 4.76339 6.33696 4.5 7 4.5C7.66304 4.5 8.29893 4.76339 8.76777 5.23223C9.23661 5.70107 9.5 6.33696 9.5 7C9.5 7.66304 9.23661 8.29893 8.76777 8.76777C8.29893 9.23661 7.66304 9.5 7 9.5Z" fill="#4E4E4E" /> </svg> <p>3 rue Montorgueil, 45000, France</p> </div> </div> <div> <svg width="64" height="64" viewBox="0 0 64 64" fill="none" xmlns="http://www.w3.org/2000/svg" > <path d="M62.9991 27.739L42.1815 27.7675L56.8787 13.0286L50.7001 6.86056L36.0029 21.5994L35.9744 0.785744L27.2406 0.797718L27.2692 21.6114L12.5316 6.91288L6.36413 13.0979L21.1017 27.7964L0.289932 27.825L0.301899 36.5537L21.1137 36.5251L6.41646 51.2641L12.6009 57.4321L27.2981 42.6932L27.3266 63.5069L36.0603 63.4949L36.0318 42.6812L50.7694 57.3798L56.931 51.1948L42.1934 36.4962L63.011 36.4677L62.9991 27.739Z" fill="#FFD600" /> </svg> </div> </section> <section className="billets-content"> <h3>Billets</h3> <div className="achat-billets"> {billets.map((billet) => ( <TicketCard key={billet.idB} id={billet.idB} title={billet.title} price={billet.prix} nbTicket={billet.nbTicket} isForfait={billet.idB === 4} /> ))} </div> </section> </main> </div> <Footer /> </> ); } import { motion } from 'framer-motion'; import { useContext, useState } from 'react'; import Button from '../components/form/Button'; import { getCookie, setCookie } from '../cookies/CookiesLib.tsx'; import { CartContext } from '../App'; const initialDays = { '20Juillet': false, '21Juillet': false, '22Juillet': false }; type Props = { id: number; title: string; price: number|string; nbTicket: number; isForfait?: boolean; }; export default function TicketCard({ id, title, price, nbTicket, isForfait }: Props) { const [isOpen, setIsOpen] = useState(false); const [tickets, setTickets] = useState(nbTicket); const [rotation, setRotation] = useState(0); const [days, setDays] = useState(initialDays); const { cart, setCart } = useContext(CartContext); const handleTicketChange = (newTickets: number, event: React.MouseEvent) => { event.stopPropagation(); setTickets(newTickets); }; const addToCartHandler = () => { const selectedDays = isForfait ? Object.entries(days).filter(([_, isChosen]) => isChosen).map(([day, _]) => day) : []; const itemForCart = { id, title, price: typeof price === 'number' ? price : 0, quantity: tickets, selectedDays, }; let newCart = cart.slice(); const billetIndex = newCart.findIndex(billet => billet.id === itemForCart.id); if (billetIndex > -1) { newCart[billetIndex].quantity += itemForCart.quantity; } else { newCart.push(itemForCart); } setCart(newCart); // Met à jour l'état global du panier setCookie('cart', newCart, { expires: 7, sameSite: 'None', secure: true }); // Met à jour le cookie }; const contentVariants = { closed: { opacity: 0, height: 0, overflow: 'hidden', transition: { duration: 0.2, ease: 'easeInOut', when: 'afterChildren', }, }, open: { opacity: 1, height: title === "Forfait 2 jours" ? 150 : 120, transition: { duration: 0.2, ease: 'easeInOut', when: 'beforeChildren', } }, }; const cardVariants = { hidden: { opacity: 0, y: 50 }, visible: { opacity: 1, y: 0, transition: { type: 'spring', stiffness: 120, }, }, }; const maxSelectedDays = 2; const selectedDayCount = () => { return Object.values(days).filter(Boolean).length; }; const toggleDaySelection = (day: keyof typeof initialDays) => { setDays(prevDays => { const isSelected = prevDays[day]; const count = selectedDayCount(); if (!isSelected && count >= maxSelectedDays) { return prevDays; } return { ...prevDays, [day]: !prevDays[day] }; }); }; return ( <motion.div className="ticket-card" layout initial="hidden" animate="visible" variants={cardVariants} onClick={() => { setIsOpen(!isOpen); setRotation(rotation === 0 ? 90 : 0); }} > <div className="content"> <div className='left-part'> <h4>{title}</h4> <p>Les tickets ne sont pas remboursables.</p> <p>Dernière entrée à 11H.</p> </div> <div className='right-part'> <p>{price}€</p> <motion.div className="svg-container" animate={{ rotate: rotation }}> <svg xmlns="http://www.w3.org/2000/svg" width="13" height="20" viewBox="0 0 13 20" fill="none"> <path d="M2 18L10 10L2 2" stroke="#4E4E4E" strokeWidth="4" /> </svg> </motion.div> </div> </div> <motion.div className={`sub-menu ${title === "Forfait 2 jours" ? "forfait-2j" : ""}`} variants={contentVariants} initial="closed" animate={isOpen ? "open" : "closed"} exit="closed" > <div className='top-partsubmenu'> <div className='left-part-sub'> {isForfait && (Object.keys(days) as Array<keyof typeof days>).map(day => ( <label key={day}> <input type="checkbox" checked={days[day]} onChange={() => toggleDaySelection(day)} /> {day} </label> ))} <div className='sub-menu-left-part'> <div className ="rect"> <img src="images/billet_pass1j.png" alt="Billet pass 1 jour" /> </div> <div className='article-select'> <svg xmlns="http://www.w3.org/2000/svg" width="22" height="21" viewBox="0 0 22 21" fill="none"> <path d="M22 9.03848H14.6966L19.8599 4.10947L17.6953 2.04109L12.532 6.97007V0H9.46799V6.97007L4.30475 2.04109L2.13807 4.10947L7.30131 9.03848H0V11.9615H7.30131L2.13807 16.8906L4.30475 18.9589L9.46799 14.0299V21H12.532V14.0299L17.6953 18.9589L19.8599 16.8906L14.6966 11.9615H22V9.03848Z" fill="#FFD600"/> </svg> <p>x{tickets} Article(s) sélectionné(s)</p> </div> </div> <div className="ticket-control"> <button onClick={(event) => handleTicketChange(Math.max(tickets - 1, 0), event)}>-</button> <span>{tickets}</span> <button className='sommeButton' onClick={(event) => handleTicketChange(tickets + 1, event)}>+</button> </div> </div> </div> <div className='delimiter-submenu'></div> <div className='bottom-partsubmenu'> <div className='bottom-part-left'> <p>Sous-total</p> <p>{tickets * price}€</p> </div> <button onClick={addToCartHandler}>AJOUTER AU PANIER</button> </div> </motion.div> </motion.div> ); }
1490b76e4a1aa402b5833e1c604373a3
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37,306
python3 code for qat using pytorch
5ffd6f243d0ef14a117879a2b05a2a06
{ "intermediate": 0.3768206536769867, "beginner": 0.23957346379756927, "expert": 0.3836058974266052 }
37,307
Add eyes to kirby that scale with him when he crouches import pygame import sys pygame.init() # Set up display screen = pygame.display.set_mode((900, 700)) # Set the Kirby pink color (RGB format) kirby_pink_color = (255, 105, 180) ground_color = (0, 255, 0) # Green color for the ground # Circle properties circle_radius = 25 # Initial radius circle_y_offset = 25 # Offset from the top of the circle # Circle position and velocity circle_x, circle_y = 425, 500 circle_x_speed, circle_y_speed = 0, 0 gravity = 1 jump_height = -15 # Set jump height # Variables for crouching and in-air state is_crouching = False crouch_scale = 0.5 # Scale factor for crouching in_air = False # Movement flags is_moving_left = False is_moving_right = False is_floating = False # Game loop while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_s and not is_crouching: is_crouching = True elif event.key == pygame.K_w and not in_air: circle_y_speed = jump_height in_air = True elif event.key == pygame.K_e and not is_crouching: is_floating = True elif event.key == pygame.K_r: is_floating = False elif event.key == pygame.K_a: is_moving_left = True elif event.key == pygame.K_d: is_moving_right = True elif event.type == pygame.KEYUP: if event.key == pygame.K_s: is_crouching = False elif event.key == pygame.K_a: is_moving_left = False elif event.key == pygame.K_d: is_moving_right = False # Floating set up if is_floating: gravity = 0.3 jump_height = -6.5 in_air = False is_crouching = False circle_radius = 35 circle_y_offset = 35 else: gravity = 1 jump_height = -15 in_air = True circle_radius = 25 circle_y_offset = 25 # Apply gravity circle_y_speed += gravity # Apply horizontal motion if is_moving_left: circle_x_speed = -5 elif is_moving_right: circle_x_speed = 5 else: circle_x_speed = 0 # Update circle position circle_x += circle_x_speed circle_y += circle_y_speed # Collision with the ground if circle_y + circle_radius >= 575: circle_y = 575 - circle_radius circle_y_speed = 0 gravity = 1 jump_height = -15 is_floating = False in_air = False # Circle is on the ground # Collision with the sides of the screen if circle_x < 0: circle_x = 0 elif circle_x > 900 - 2 * circle_radius: circle_x = 900 - 2 * circle_radius # Draw background screen.fill((100, 100, 255)) # Blue background # Draw ground pygame.draw.rect(screen, ground_color, (0, 600, 900, 50)) # Draw Kirby pink sphere (circle) if is_crouching: pygame.draw.ellipse(screen, kirby_pink_color, (int(circle_x), int(circle_y + circle_radius), int(2 * circle_radius), int(crouch_scale * 2 * circle_radius))) else: pygame.draw.circle(screen, kirby_pink_color, (int(circle_x + circle_radius), int(circle_y + circle_radius)), circle_radius) # Update the display pygame.display.flip() # Cap the frame rate pygame.time.Clock().tick(60)
f51676e2259f74902dd33502dcad592d
{ "intermediate": 0.27088695764541626, "beginner": 0.571425199508667, "expert": 0.15768791735172272 }
37,308
import pygame import sys pygame.init() # Set up display screen = pygame.display.set_mode((900, 700)) # Set the Kirby pink color (RGB format) kirby_pink_color = (255, 105, 180) ground_color = (0, 255, 0) # Green color for the ground eye_color = (0, 0, 0) # Black color for the eyes eye_radius = 6 # Initial radius for the eyes # Circle properties circle_radius = 25 # Initial radius circle_y_offset = 25 # Offset from the top of the circle # Circle position and velocity circle_x, circle_y = 425, 500 circle_x_speed, circle_y_speed = 0, 0 gravity = 1 jump_height = -15 # Set jump height # Variables for crouching and in-air state is_crouching = False crouch_scale = 0.5 # Scale factor for crouching in_air = False # Movement flags is_moving_left = False is_moving_right = False is_floating = False # Game loop while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_s and not is_crouching: is_crouching = True elif event.key == pygame.K_w and not in_air: circle_y_speed = jump_height in_air = True elif event.key == pygame.K_e and not is_crouching: is_floating = True elif event.key == pygame.K_r: is_floating = False elif event.key == pygame.K_a: is_moving_left = True elif event.key == pygame.K_d: is_moving_right = True elif event.type == pygame.KEYUP: if event.key == pygame.K_s: is_crouching = False elif event.key == pygame.K_a: is_moving_left = False elif event.key == pygame.K_d: is_moving_right = False # Floating set up if is_floating: gravity = 0.3 jump_height = -6.5 in_air = False is_crouching = False circle_radius = 35 circle_y_offset = 35 else: gravity = 1 jump_height = -15 in_air = True circle_radius = 25 circle_y_offset = 25 # Apply gravity circle_y_speed += gravity # Apply horizontal motion if is_moving_left: circle_x_speed = -5 elif is_moving_right: circle_x_speed = 5 else: circle_x_speed = 0 # Update circle position circle_x += circle_x_speed circle_y += circle_y_speed # Collision with the ground if circle_y + circle_radius >= 575: circle_y = 575 - circle_radius circle_y_speed = 0 gravity = 1 jump_height = -15 is_floating = False in_air = False # Circle is on the ground # Collision with the sides of the screen if circle_x < 0: circle_x = 0 elif circle_x > 900 - 2 * circle_radius: circle_x = 900 - 2 * circle_radius # Draw background screen.fill((100, 100, 255)) # Blue background # Draw ground pygame.draw.rect(screen, ground_color, (0, 600, 900, 50)) # Draw Kirby pink sphere (circle) if is_crouching: pygame.draw.ellipse(screen, kirby_pink_color, (int(circle_x), int(circle_y + circle_radius), int(2 * circle_radius), int(crouch_scale * 2 * circle_radius))) else: pygame.draw.circle(screen, kirby_pink_color, (int(circle_x + circle_radius), int(circle_y + circle_radius)), circle_radius) # Update the position of the eyes if is_crouching: eye_x = circle_x + circle_radius / 2 eye_y = circle_y + circle_radius / 2 + circle_radius / 4 else: eye_x = circle_x + circle_radius / 2 eye_y = circle_y + circle_radius / 2 # Draw Kirby’s eyes pygame.draw.circle(screen, eye_color, (int(eye_x), int(eye_y)), eye_radius) pygame.draw.circle(screen, eye_color, (int(eye_x + circle_radius), int(eye_y)), eye_radius) # Update the display pygame.display.flip() # Cap the frame rate pygame.time.Clock().tick(60) Can you make the eyes more an oval and fix the scaling issue when he's crouching and flying. I also want them to reflect which way he is facing.
ecc8ee6079d92f70f043269cc8915f8c
{ "intermediate": 0.2936720848083496, "beginner": 0.5221182703971863, "expert": 0.18420962989330292 }
37,309
import pygame import sys pygame.init() # Set up display screen = pygame.display.set_mode((900, 700)) # Set the Kirby pink color (RGB format) kirby_pink_color = (255, 105, 180) ground_color = (0, 255, 0) # Green color for the ground eye_color = (0, 0, 0) # Black color for the eyes eye_radius_x = 8 # Initial radius for the eyes in the x direction eye_radius_y = 4 # Initial radius for the eyes in the y direction # Circle properties circle_radius = 25 # Initial radius circle_y_offset = 25 # Offset from the top of the circle # Circle position and velocity circle_x, circle_y = 425, 500 circle_x_speed, circle_y_speed = 0, 0 gravity = 1 jump_height = -15 # Set jump height # Variables for crouching and in-air state is_crouching = False crouch_scale = 0.5 # Scale factor for crouching in_air = False # Movement flags is_moving_left = False is_moving_right = False is_floating = False # Game loop while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_s and not is_crouching: is_crouching = True elif event.key == pygame.K_w and not in_air: circle_y_speed = jump_height in_air = True elif event.key == pygame.K_e and not is_crouching: is_floating = True elif event.key == pygame.K_r: is_floating = False elif event.key == pygame.K_a: is_moving_left = True elif event.key == pygame.K_d: is_moving_right = True elif event.type == pygame.KEYUP: if event.key == pygame.K_s: is_crouching = False elif event.key == pygame.K_a: is_moving_left = False elif event.key == pygame.K_d: is_moving_right = False # Floating set up if is_floating: gravity = 0.3 jump_height = -6.5 in_air = False is_crouching = False circle_radius = 35 circle_y_offset = 35 else: gravity = 1 jump_height = -15 in_air = True circle_radius = 25 circle_y_offset = 25 # Apply gravity circle_y_speed += gravity # Apply horizontal motion if is_moving_left: circle_x_speed = -5 elif is_moving_right: circle_x_speed = 5 else: circle_x_speed = 0 # Update circle position circle_x += circle_x_speed circle_y += circle_y_speed # Collision with the ground if circle_y + circle_radius >= 575: circle_y = 575 - circle_radius circle_y_speed = 0 gravity = 1 jump_height = -15 is_floating = False in_air = False # Circle is on the ground # Collision with the sides of the screen if circle_x < 0: circle_x = 0 elif circle_x > 900 - 2 * circle_radius: circle_x = 900 - 2 * circle_radius # Draw background screen.fill((100, 100, 255)) # Blue background # Draw ground pygame.draw.rect(screen, ground_color, (0, 600, 900, 50)) # Draw Kirby pink sphere (circle) if is_crouching: pygame.draw.ellipse(screen, kirby_pink_color, (int(circle_x), int(circle_y + circle_radius), int(2 * circle_radius), int(crouch_scale * 2 * circle_radius))) else: pygame.draw.circle(screen, kirby_pink_color, (int(circle_x + circle_radius), int(circle_y + circle_radius)), circle_radius) # Update the position of the eyes if is_crouching: if is_moving_left: eye_x = circle_x + circle_radius / 2 - eye_radius_x elif is_moving_right: eye_x = circle_x + circle_radius / 2 + eye_radius_x else: eye_x = circle_x + circle_radius / 2 eye_y = circle_y + circle_radius / 2 + circle_radius / 4 else: if is_moving_left: eye_x = circle_x + circle_radius / 2 - eye_radius_x elif is_moving_right: eye_x = circle_x + circle_radius / 2 + eye_radius_x else: eye_x = circle_x + circle_radius / 2 eye_y = circle_y + circle_radius / 2 # Draw Kirby’s eyes pygame.draw.ellipse(screen, eye_color, (int(eye_x), int(eye_y - eye_radius_y), int(2 * eye_radius_x), int(2 * eye_radius_y))) pygame.draw.ellipse(screen, eye_color, (int(eye_x + circle_radius), int(eye_y - eye_radius_y), int(2 * eye_radius_x), int(2 * eye_radius_y))) # Update the display pygame.display.flip() # Cap the frame rate pygame.time.Clock().tick(60)
1d78427f0f5180cba3f98886bb4ed698
{ "intermediate": 0.3277377188205719, "beginner": 0.482547789812088, "expert": 0.1897144913673401 }
37,310
Fix the eye alignment issues with crouching and looking.
d0259c6bb8ec3d976ca49adf49fde0d8
{ "intermediate": 0.35178080201148987, "beginner": 0.32627740502357483, "expert": 0.3219417929649353 }
37,311
for triplet in self.to_do_triplets: #add the root edge by find the closest similarity, the former one is better than the latter one self._get_scale(triplet) self.done_triplets.append(triplet) self.to_do_triplets.remove(triplet) 这样写是否合适
71da27782213b08264ec14e86b4e49fd
{ "intermediate": 0.315614253282547, "beginner": 0.32962751388549805, "expert": 0.35475823283195496 }
37,312
using UnityEngine; using System.Collections; using UnityEngine.UI; using com.ootii.Actors.AnimationControllers; using com.ootii.Cameras; using com.ootii.Input; using AIBehavior; using BreadcrumbAi; using UnityEngine.EventSystems; using JetBrains.Annotations; using System.Collections.Generic; //using NUnit.Framework; using com.ootii.Actors; using com.ootii.Actors.LifeCores; using BeautifyEffect; using FIMSpace.FLook; using com.ootii.Helpers; using com.ootii.Utilities.Debug; using com.ootii.Geometry; using UnityEngine.Animations.Rigging; public class PlayerVitals : MonoBehaviour, IDataPersistence { public Transform debugTransform; public GameObject bulletProjectile; public Transform bulletParent; public GameObject currentHitObject; public List<GameObject> currentHitObjects = new List<GameObject>(); public float sphereRadius; public float knifeRadius; public float maxDistance; public LayerMask aimLayerMask; public LayerMask layerMask; public LayerMask obstacleMask; private Vector3 origin; private Vector3 direction; private float currentHitDistance; float damageTime = 1.0f; // every 1 second float currentDamageTime; float timePainSoundPlayed; public float reloadtime; public float fireRate = 0.8f; private float nextTimetoFire = 0f; private bool isReloading; private int bulletPerShot = 15; private float inaccuracyDistance = 0.1f; public Transform firePoint; public Transform knifeHitPoint; public ParticleSystem muzzleFlash; public GameObject TentacleFxParent; public ParticleSystem[] TentaclesFX; public GameObject muzzleLight; public GameObject shotgun; public int maxAmmo; public int currentAmmo; public int damage; public int headshotDamage; public int knifeDamage = 2; public float aimSpeed = 1f; public Slider staminaSlider; public float Stamina; public float minStamina; public float currentStamina; private float StaminaRegenTimer = 0.0f; private const float StaminaDecreasePerFrame = 3.5f; private const float StaminaIncreasePerFrame = 3.0f; private const float StaminaTimeToRegen = 1.5f; public Slider healthSlider; public float Health; public float currentHealth; public bool isInjured; public GameObject bloodPrefab; public bool isCrouching; public Slider flashlightSlider; public float maxFlashlight = 100; public float flashlightFallRate; public float currentFlashlight; public float flashlightDistance; public float flashlightRadius; public Light LightSource; public bool LightOn; public bool GlowStickON; public AudioClip TurnOn; public AudioClip TurnOff; public AudioClip Healsound; public AudioClip Aiming; public AudioClip FireShot; public AudioClip ReloadSound; public AudioClip GunEmpty; public AudioClip BulletReloadSound; public AudioClip GasolineSound; public AudioClip DeathSound; public AudioClip DeathTragicMusic; public AudioClip GameOverUIMusic; public AudioClip Heartbeat; public AudioClip FrySound; public AudioClip headshotSound; public AudioClip knifeSound; public AudioClip knifeHitSound; public AudioSource weaponAudioSource; public AudioSource HeartbeatAudioSource; [SerializeField] AudioClip[] Painsounds; [SerializeField] AudioClip[] Hitsounds; private AudioSource audioSource; public GameObject Inventory; public CameraController camRig; public UnityInputSource InputSource; public GameObject Player; public GameObject Gameover; public Animator m_Animator; public Animator BloodScreenFx; public Animator stealthFX; public bool isDead; public bool isSuiciding; public MotionController motionController; public ActorController actorController; public Rig aimRig; public float aimDuration; protected MotionController mMotionController = null; public CameraShake CamShake; public bool isAiming; public bool isSettingTrap; public bool isSliding; public bool isRunning; public Transform Bullet1, Bullet2, Bullet3, Bullet4, Bullet5, Bullet6, Bullet7, Bullet8; public Transform AmmoText; public GameObject ShotgunUI; public GameObject PlayerVitalsUI; public GameObject QuestUI; public GameObject GasolineUI; public GameObject KnifeUI; public GameObject Reticle; public GameObject RedReticle; public GameObject GasCan; public GameObject gasolineTrap; public GameObject GlowStick; public GameObject CharacterHead; public GameObject FlashlightPoint; public Slider gasolineSlider; public float maxGasoline = 100; public float currentGasoline; public int trainDestroyed; public int deathCount; public int fatalHeadShot; [HideInInspector] public NotificationUI MsgUI; private BreadcrumbAi.Ai ai; private GameObject[] zombies; private Transform closestZombie; private DemoEnemyControls zombieHealth; private CrawlerControls crawlerControls; private SpreadFire spreadFire; private EasterEgg easterEgg; private Beautify beautify; private InventoryManager InvManager; private CameraFilterPack_AAA_BloodOnScreen camBlood; private FLookAnimator fLook; private FearSystem fearSystem; private bool tentacleIsPlaying; private string BaseLayer; private Quaternion _lookRotation; private Vector3 _direction; private bool _1stPerson; private Camera mainCamera; private void Awake() { if (menuScript1.PlayerSelected == 0) { Health = 100; maxAmmo = 5; damage = 2; headshotDamage = 4; maxDistance = 8; Stamina = 100; } if (menuScript1.PlayerSelected == 1) { //Has Shotgun //Normal Health (100) //Normal Stamina (100) //Normal Sanity (20) //Low Damage (1-3) Health = 100; maxAmmo = 5; damage = 1; headshotDamage = 3; maxDistance = 8; Stamina = 100; } if (menuScript1.PlayerSelected == 2) { //Has Pistol //High Health (125) //Low Stamina (75) //High Sanity (30) //Medium Damage (3-5) Health = 125; maxAmmo = 8; damage = 3; headshotDamage = 5; maxDistance = 15; Stamina = 75; } if (menuScript1.PlayerSelected == 3) { //Has Pistol //Low Health (50) //High Stamina (125) //Low Sanity (20) //High Damage (5-7) Health = 50; maxAmmo = 8; damage = 5; headshotDamage = 7; maxDistance = 6; Stamina = 125; } } void Start() { Cursor.visible = false; isCrouching = false; //currentAmmo = 0; AmmoText.GetComponent<Text>().text = currentAmmo.ToString() + " / " + maxAmmo; healthSlider.interactable = false; healthSlider.maxValue = Health; //currentHealth = Health; healthSlider.value = currentHealth; staminaSlider.interactable = false; staminaSlider.maxValue = Stamina; //currentStamina = Stamina; staminaSlider.value = currentStamina; flashlightSlider.interactable = false; flashlightSlider.maxValue = maxFlashlight; flashlightSlider.value = currentFlashlight; //currentFlashlight = maxFlashlight; LightOn = false; LightSource.intensity = 0f; isInjured = false; LightSource = GetComponentInChildren<Light>(); audioSource = GetComponent<AudioSource>(); beautify = FindObjectOfType(typeof(Beautify)) as Beautify; Inventory.SetActive(false); Gameover.SetActive(false); CameraController camRig = gameObject.GetComponent<CameraController>(); UnityInputSource InputSource = GetComponent<UnityInputSource>(); m_Animator = gameObject.GetComponent<Animator>(); m_Animator.SetBool("isDead", false); m_Animator.SetBool("isInjured", false); motionController = GetComponent<MotionController>(); mMotionController = gameObject.GetComponent<MotionController>(); CameraController lController = gameObject.GetComponent<CameraController>(); CamShake = gameObject.GetComponent<CameraShake>(); InvManager = FindObjectOfType(typeof(InventoryManager)) as InventoryManager; camBlood = Camera.main.GetComponent<CameraFilterPack_AAA_BloodOnScreen>(); fLook = gameObject.GetComponent<FLookAnimator>(); fearSystem = GetComponent<FearSystem>(); //tentacleIsPlaying = false; TentaclesFX = TentacleFxParent.GetComponentsInChildren<ParticleSystem>(); closestZombie = null; BaseLayer = "Base Layer"; _1stPerson = false; mainCamera = Camera.main; //set weapon for (int t = 0; t < InvManager.Items; t++) //Starting a loop in the slots of the inventory: { if (InvManager.Slots[t].IsTaken == true) //Checking if there's an item in this slot. { Item ItemScript = InvManager.Slots[t].Item.GetComponent<Item>(); //Getting the item script from the items inside the bag. if (ItemScript.Name == "Shotgun" || ItemScript.Name == "Colt 1911") //Checking if the type of the new item matches with another item already in the bag. { shotgun.SetActive(true); ShotgunUI.SetActive(true); } } } } void Update() { SwitchState(); StartCoroutine(ToggleCrouch()); StartCoroutine(CheckGasoline()); HandleTentacleFX(); HandleReload(); HandleAmmoUI(); HandleGunFire(); HandleStatsLock(); HandleFlashlight(); HandleStamina(); HandleFirstPerson(); //AIMING SOUND if (Input.GetMouseButtonDown(1) && shotgun.activeInHierarchy == true) { AudioClip clip = Aiming; weaponAudioSource.PlayOneShot(clip); } //HEALING CHEAT /*if(Input.GetKeyDown(KeyCode.H)) { MotionControllerMotion bandage = mMotionController.GetMotion(1, "IdleBandage"); mMotionController.ActivateMotion(bandage); currentHealth += 10; audioSource.PlayOneShot(Healsound); if (healthSlider.value >= 100) { currentHealth = Health; } }*/ } private void FixedUpdate() { HandleAiming(); HandleFlashlightPhysics(); } private void HandleTentacleFX() { //TENTACLES FX if (fearSystem.isInsane || isSuiciding) { if (!tentacleIsPlaying) { foreach (ParticleSystem tentacle in TentaclesFX) { tentacle.Play(); tentacle.loop = true; tentacleIsPlaying = true; } } } if (!fearSystem.isInsane) { if (tentacleIsPlaying) { foreach (ParticleSystem tentacle in TentaclesFX) { tentacleIsPlaying = false; tentacle.loop = false; } } } } private void HandleReload() { //GUN RELOAD if (shotgun.activeInHierarchy == true && !isSettingTrap && Input.GetKeyDown(KeyCode.R) || Input.GetKeyDown(KeyCode.JoystickButton3)) { if (!isReloading) { StartCoroutine(Reload()); } } } private void HandleAmmoUI() { //BULLET UI STRING AmmoText.GetComponent<Text>().text = currentAmmo.ToString() + " / " + maxAmmo; //BULLET UI SECTION if (currentAmmo > 0) { Bullet1.GetComponent<Image>().enabled = true; } else { Bullet1.GetComponent<Image>().enabled = false; } if (currentAmmo > 1) { Bullet2.GetComponent<Image>().enabled = true; } else { Bullet2.GetComponent<Image>().enabled = false; } if (currentAmmo > 2) { Bullet3.GetComponent<Image>().enabled = true; } else { Bullet3.GetComponent<Image>().enabled = false; } if (currentAmmo > 3) { Bullet4.GetComponent<Image>().enabled = true; } else { Bullet4.GetComponent<Image>().enabled = false; } if (currentAmmo > 4) { Bullet5.GetComponent<Image>().enabled = true; } else { Bullet5.GetComponent<Image>().enabled = false; } if (menuScript1.PlayerSelected == 2 || menuScript1.PlayerSelected == 3) { if (currentAmmo > 5) { Bullet6.GetComponent<Image>().enabled = true; } else { Bullet6.GetComponent<Image>().enabled = false; } if (currentAmmo > 6) { Bullet7.GetComponent<Image>().enabled = true; } else { Bullet7.GetComponent<Image>().enabled = false; } if (currentAmmo > 7) { Bullet8.GetComponent<Image>().enabled = true; } else { Bullet8.GetComponent<Image>().enabled = false; } } } private void HandleAiming() { //AIMING SECTION if (Input.GetMouseButton(1) && !m_Animator.GetCurrentAnimatorStateInfo(1).IsName("IdleBandage") && shotgun.activeInHierarchy == true && !isSettingTrap) { //m_Animator.SetBool("isAiming", true); aimRig.weight += Time.deltaTime / aimDuration; isAiming = true; fLook.enabled = false; if (mainCamera != null) { Ray ray = mainCamera.ViewportPointToRay(Vector3.one * 0.5f); //Debug.DrawRay (ray.origin, ray.direction * maxDistance, Color.magenta, 2f); RaycastHit hit; if (Physics.Raycast(ray.origin, ray.direction, out hit, Mathf.Infinity, layerMask)) { zombieHealth = hit.collider.GetComponentInParent<DemoEnemyControls>(); crawlerControls = hit.collider.GetComponentInParent<CrawlerControls>(); easterEgg = hit.collider.GetComponent<EasterEgg>(); bool gasoline = hit.transform.gameObject.CompareTag("Gas"); if (Physics.Raycast(ray.origin, ray.direction, out hit, Mathf.Infinity, obstacleMask)) //White Reticle If Obstacles { Reticle.SetActive(true); RedReticle.SetActive(false); } else if (zombieHealth != null || crawlerControls != null || easterEgg != null || gasoline) { //Red Reticle If Available Target RedReticle.SetActive(true); Reticle.SetActive(false); } } else { //White Reticle If Nothing Reticle.SetActive(true); RedReticle.SetActive(false); } } } else { //m_Animator.SetBool("isAiming", false); aimRig.weight -= Time.deltaTime / aimDuration; isAiming = false; fLook.enabled = true; Reticle.SetActive(false); RedReticle.SetActive(false); } } private void HandleGunFire() { //GUN FIRE if (Input.GetMouseButtonDown(0) && m_Animator.GetBool("isAiming") == true && Time.time >= nextTimetoFire && !isReloading && shotgun.activeInHierarchy == true && !isSettingTrap) { if (currentAmmo >= 1) { nextTimetoFire = Time.time + 1f / fireRate; //StartCoroutine(Fire()); StartCoroutine(Shoot()); } else { MsgUI = FindObjectOfType(typeof(NotificationUI)) as NotificationUI; MsgUI.SendMsg("No Ammo! Press R to reload."); AudioClip clip = GunEmpty; weaponAudioSource.PlayOneShot(clip); } } } private void HandleStatsLock() { //STATS LOCK healthSlider.value = currentHealth; staminaSlider.value = currentStamina; flashlightSlider.value = currentFlashlight; if (currentHealth > Health) { currentHealth = Health; } if (currentStamina > Stamina) { currentStamina = Stamina; } if (currentHealth < minStamina) { currentStamina = minStamina; } //AMMO LOCK if (currentAmmo > maxAmmo) { currentAmmo = maxAmmo; } } private void HandleFlashlightPhysics() { //FLASHLIGHT DOUBLE WALKERS VISION if (LightOn) { currentHitObjects.Clear(); RaycastHit[] hits = new RaycastHit[1]; int numberOfHits = Physics.SphereCastNonAlloc(FlashlightPoint.transform.position, flashlightRadius, FlashlightPoint.transform.forward, hits, flashlightDistance, layerMask, QueryTriggerInteraction.UseGlobal); if (numberOfHits >= 1) { for (int i = 0; i < numberOfHits; i++) { currentHitObjects.Add(hits[i].transform.gameObject); currentHitDistance = hits[i].distance; foreach (GameObject zombie in currentHitObjects) { ai = hits[i].collider.GetComponentInParent<BreadcrumbAi.Ai>(); if (ai != null) { ai.visionDistance = ai.visionDistance * 2f; } } } } } } private void HandleFlashlight() { //FLASHLIGHT TOGGLE if (Input.GetKeyDown(KeyCode.F) || DPadButtons.IsLeft) { toggleFlashlight(); toggleFlashlightSFX(); if (LightOn) { LightOn = false; } else if (!LightOn && flashlightSlider.value >= 0) { LightOn = true; } } //FLASHLIGHT CONTROL SECTION if (LightOn && flashlightSlider.value >= 0) { currentFlashlight -= Time.deltaTime / flashlightFallRate; LightSource.intensity = 5f; } if (LightOn && flashlightSlider.value <= 75) { LightSource.intensity = 4f; } if (LightOn && flashlightSlider.value <= 50) { LightSource.intensity = 3; } if (LightOn && flashlightSlider.value <= 25) { LightSource.intensity = 1.5f; } if (LightOn && flashlightSlider.value <= 0) { flashlightSlider.value = 0; LightSource.intensity = 0f; currentFlashlight = 0f; } else if (flashlightSlider.value >= maxFlashlight) { flashlightSlider.value = maxFlashlight; } } private void HandleStamina() { //SHOW&HIDE STAMINA SLIDER if (currentStamina < Stamina) { staminaSlider.gameObject.SetActive(true); } else { staminaSlider.gameObject.SetActive(false); } //STAMINA CONTROL SECTION bool _isRunning = IsRunning(); bool _canRun = CanRun(); if (_isRunning && _canRun) { currentStamina = Mathf.Clamp(currentStamina - (StaminaDecreasePerFrame * Time.deltaTime), 0.0f, Stamina); StaminaRegenTimer = 0.0f; } else { if (currentStamina < Stamina) { if (StaminaRegenTimer >= StaminaTimeToRegen) currentStamina = Mathf.Clamp(currentStamina + (StaminaIncreasePerFrame * Time.deltaTime), 0.0f, Stamina); else StaminaRegenTimer += Time.deltaTime; } } if (!_canRun) { StartCoroutine(StopRunMotion()); } else { MotionControllerMotion walkOnlyMotion = mMotionController.GetMotion(0, "Walk Only Motion"); walkOnlyMotion._IsEnabled = false; } } private void HandleFirstPerson() { //FIRST PERSON FEATURE if (Input.GetKeyDown(KeyCode.Tab)) { if (!_1stPerson) { camRig.ActivateMotor(5); _1stPerson = true; motionController.SetAnimatorMotionPhase(0, 1130); motionController.ActivateMotion("Strafe", 0); } else if (_1stPerson) { camRig.ActivateMotor(6); _1stPerson = false; } } } IEnumerator StopRunMotion() { m_Animator.SetFloat("InputMagnitude", 0.5f, 0.1f, 0.5f); m_Animator.SetFloat("InputMagnitudeAvg", 0.5f, 1f, 0.5f); m_Animator.SetFloat("InputY", 0.5f, 1f, 0.5f); yield return new WaitForSeconds(0.1f); MotionControllerMotion walkOnlyMotion = mMotionController.GetMotion(0, "Walk Only Motion"); walkOnlyMotion.IsEnabled = true; } public bool IsRunning() { if (Input.GetKey(KeyCode.LeftShift) && Input.GetKey(KeyCode.W)) { return (true); } else { return (false); } } public bool CanRun() { if (currentStamina > 1f) { return (true); } else { return (false); } } /*IEnumerator Slide() { isSliding = true; AnimationClip slide = m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Slide"); actorController.AddForce(actorController._Transform.forward * 10, m_Animator.GetCurrentAnimatorStateInfo(0).length); yield return new WaitForSeconds(1); Debug.Log("Sliding"); }*/ IEnumerator Knife() { isSliding = true; m_Animator.SetBool("isSliding", true); fLook.enabled = false; AudioClip clip = knifeSound; weaponAudioSource.PlayOneShot(clip); Collider[] hitEnemies = Physics.OverlapSphere(knifeHitPoint.position, knifeRadius, layerMask); foreach (Collider enemies in hitEnemies) { if (isSliding && enemies != null) { if (enemies.transform.tag == "Easter") { easterEgg = enemies.GetComponent<EasterEgg>(); easterEgg.DestroyTrain(); DestroyObject(enemies.transform.gameObject, 8); } if (enemies.transform.tag == "Body" || enemies.transform.tag == "Enemy") { zombieHealth = enemies.GetComponentInParent<DemoEnemyControls>(); crawlerControls = enemies.GetComponentInParent<CrawlerControls>(); if (zombieHealth != null || crawlerControls != null) { zombieHealth.GotHit(knifeDamage); crawlerControls.GotHit(knifeDamage); AudioClip hit = knifeHitSound; weaponAudioSource.PlayOneShot(hit); } } } } yield return new WaitForSeconds(1f); isSliding = false; m_Animator.SetBool("isSliding", false); //mMotionController.enabled = true; fLook.enabled = true; } public void KnifeHit() { /*RaycastHit hit; if (Physics.SphereCast(knifeHitPoint.transform.position, 4f, knifeHitPoint.transform.forward, out hit, 4f, layerMask, QueryTriggerInteraction.UseGlobal)) { currentHitObject = hit.transform.gameObject; currentHitDistance = hit.distance; zombieHealth = hit.collider.GetComponentInParent<DemoEnemyControls>(); easterEgg = hit.collider.GetComponent<EasterEgg>(); if (hit.collider.transform.tag == "Easter") { easterEgg.DestroyTrain(); DestroyObject(hit.transform.gameObject, 8); } if (zombieHealth != null) { if (hit.collider.transform.tag == "Body" || hit.collider.transform.tag == "Enemy") { zombieHealth.GotHit(damage); } } } else { currentHitDistance = maxDistance; currentHitObject = null; }*/ } public IEnumerator CharacterSuicide() { if (isSuiciding) { float timeElapsed = 1f; float lerpDuration = 14; float startValue = 0; float endValue = 1.6f; fearSystem.currentFear = fearSystem.maxFear; //Keeping Anomaly FX //DISABLING CAM&INPUT camRig.enabled = false; camRig._IsCollisionsEnabled = false; InputSource.IsEnabled = false; fLook.enabled = false; if (_1stPerson) { camRig.ActivateMotor(6); } //DISABLING UI LightSource.enabled = false; QuestUI.SetActive(false); ShotgunUI.SetActive(false); GasolineUI.SetActive(false); PlayerVitalsUI.SetActive(false); Inventory.SetActive(false); KnifeUI.SetActive(false); //ON KNEE ANIMATION motionController.SetAnimatorMotionPhase(0, 3400, true); Player.tag = "Dead"; m_Animator.SetBool("isSuiciding", true); isInjured = false; //Disabling Injured Sounds //STOP BLOOD m_Animator.SetBool("isInjured", false); BloodScreenFx.SetBool("50Health", false); BloodScreenFx.SetBool("100Health", true); yield return new WaitForSeconds(5f); //SUICIDE ANIMATION m_Animator.SetBool("isSuiciding2", true); yield return new WaitForSeconds(0.8f); //PLAY AUDIO audioSource.PlayOneShot(FireShot); audioSource.PlayOneShot(DeathTragicMusic); audioSource.PlayOneShot(headshotSound); if (HeartbeatAudioSource.isPlaying) { HeartbeatAudioSource.Stop(); } //HEADSHOT&FALLING ANIMATION CharacterHead.SetActive(false); m_Animator.SetBool("isSuiciding3", true); //NEW BLOOD FX while (timeElapsed < lerpDuration) { camBlood.Blood_On_Screen = Mathf.Lerp(startValue, endValue, timeElapsed / lerpDuration); timeElapsed += Time.deltaTime; yield return null; } camBlood.Blood_On_Screen = endValue; //ENABLING GAMEOVER UI + DEATH MUSIC + HEARTBEAT STOP Gameover.SetActive(true); Cursor.visible = true; audioSource.clip = GameOverUIMusic; audioSource.Play(); audioSource.loop = true; deathCount++; } } public IEnumerator CharacterDeath() { float timeElapsed = 1f; float lerpDuration = 14; float startValue = 0; float endValue = 1.6f; if (isDead) { //PLAY AUDIO audioSource.PlayOneShot(DeathSound); audioSource.PlayOneShot(DeathTragicMusic); //DISABLING CAM&INPUT camRig.enabled = false; camRig._IsCollisionsEnabled = false; InputSource.IsEnabled = false; fLook.enabled = false; if (_1stPerson) { camRig.ActivateMotor(6); } //DEATH ANIMATION motionController.SetAnimatorMotionPhase(0, 3375, true); Player.tag = "Dead"; m_Animator.SetBool("isDead", true); //DISABLING UI LightSource.enabled = false; QuestUI.SetActive(false); ShotgunUI.SetActive(false); GasolineUI.SetActive(false); PlayerVitalsUI.SetActive(false); Inventory.SetActive(false); KnifeUI.SetActive(false); //STOP BLOOD m_Animator.SetBool("isInjured", false); BloodScreenFx.SetBool("50Health", false); BloodScreenFx.SetBool("100Health", true); //SEND ZOMBIES ANIMATION zombies = GameObject.FindGameObjectsWithTag("Enemy"); closestZombie = null; foreach (GameObject zombie in zombies) { float curDistance; curDistance = Vector3.Distance(transform.position, zombie.transform.position); zombieHealth = zombie.gameObject.transform.GetComponent<DemoEnemyControls>(); crawlerControls = zombie.gameObject.transform.GetComponent<CrawlerControls>(); if (curDistance < 1f) { if (zombieHealth != null) { zombieHealth.EatPlayer(); zombieHealth.transform.LookAt(transform); transform.LookAt(zombieHealth.transform); } if (crawlerControls != null) { crawlerControls.EatPlayer(); crawlerControls.transform.LookAt(transform); transform.LookAt(crawlerControls.transform); } } } yield return closestZombie; //NEW BLOOD FX while (timeElapsed < lerpDuration) { camBlood.Blood_On_Screen = Mathf.Lerp(startValue, endValue, timeElapsed / lerpDuration); timeElapsed += Time.deltaTime; yield return null; } camBlood.Blood_On_Screen = endValue; //ENABLING GAMEOVER UI + DEATH MUSIC Gameover.SetActive(true); Cursor.visible = true; audioSource.clip = GameOverUIMusic; audioSource.Play(); audioSource.loop = true; deathCount++; if (HeartbeatAudioSource.isPlaying) { HeartbeatAudioSource.Stop(); } } } void SwitchState() { if (healthSlider.value <= 0 && !isDead) { isDead = true; beautify.sepiaIntensity = 1f; StartCoroutine(CharacterDeath()); } else if (healthSlider.value > 0 && healthSlider.value < (Health / 5.5f)) { beautify.sepiaIntensity = 1f; isInjured = true; } else if (healthSlider.value > (Health / 5.5f) && healthSlider.value < (Health / 4)) { beautify.sepiaIntensity = 0.90f; isInjured = true; } else if (healthSlider.value > (Health / 4) && healthSlider.value < (Health / 2)) { beautify.sepiaIntensity = 0.65f; isInjured = true; } else if (healthSlider.value > (Health / 2) && healthSlider.value < (Health / 1.3f)) { beautify.sepiaIntensity = 0.35f; isInjured = false; } else if (healthSlider.value > (Health / 1.3f)) { beautify.sepiaIntensity = 0f; isInjured = false; } if (isInjured && !isDead && !isSuiciding) { m_Animator.SetBool("isInjured", true); BloodScreenFx.SetBool("50Health", true); BloodScreenFx.SetBool("100Health", false); if (Time.time - timePainSoundPlayed < 4f) return; HeartbeatAudioSource.clip = Heartbeat; HeartbeatAudioSource.Play(); int n = Random.Range(1, Painsounds.Length); AudioClip painSounds = Painsounds[n]; if (!audioSource.isPlaying) { audioSource.PlayOneShot(painSounds); Painsounds[n] = Painsounds[0]; Painsounds[0] = painSounds; timePainSoundPlayed = Time.time; } } if (!isInjured || isDead || isSuiciding) { m_Animator.SetBool("isInjured", false); BloodScreenFx.SetBool("50Health", false); BloodScreenFx.SetBool("100Health", true); HeartbeatAudioSource.clip = Heartbeat; HeartbeatAudioSource.Stop(); } } IEnumerator ToggleCrouch() { for (int i = 0; i < m_Animator.layerCount; i++) { if (m_Animator.GetLayerName(i) == BaseLayer) { AnimatorStateInfo stateInfo = m_Animator.GetCurrentAnimatorStateInfo(i); if (stateInfo.IsName("Base Layer.Sneak v2-SM.Move Tree")) { isCrouching = true; stealthFX.SetBool("Stealth", true); yield return new WaitForSeconds(2); } if (stateInfo.IsName("Base Layer.WalkRunPivot v2-SM.Move Tree")) { isCrouching = false; stealthFX.SetBool("Stealth", false); yield return new WaitForSeconds(2); } } } yield return new WaitForSeconds(2); } public void Bleed(Quaternion rot) { GameObject blood = Instantiate(bloodPrefab, transform.position, rot) as GameObject; Destroy(blood, 5); } public void TakeDamage(float damage) { //PLAY PAIN SOUND int n = Random.Range(1, Hitsounds.Length); AudioClip clip = Hitsounds[n]; audioSource.PlayOneShot(clip); //DAMAGE currentHealth -= damage; //StartCoroutine(HitAnimation()); } public void OnTriggerStay(Collider other) { if (other.gameObject.CompareTag("Fire")) { currentHealth -= Time.deltaTime / 3; if (!audioSource.isPlaying) { AudioClip clip = FrySound; audioSource.PlayOneShot(clip); } } } public void OnTriggerEnter(Collider other) { /*if (isSliding && other != null) { Debug.Log("Knife Damage"); Debug.Log(other.name); if (other.transform.tag == "Easter") { easterEgg = other.GetComponent<EasterEgg>(); easterEgg.DestroyTrain(); DestroyObject(other.transform.gameObject, 8); } if (other.transform.tag == "Body" || other.transform.tag == "Enemy") { zombieHealth = other.GetComponentInParent<DemoEnemyControls>(); if (zombieHealth != null) { zombieHealth.GotHit(knifeDamage); Debug.Log(knifeDamage); } } }*/ } /*private IEnumerator HitAnimation() { //GET NEARBY ZOMBIE THAT ATTACKS zombies = GameObject.FindGameObjectsWithTag("Enemy"); foreach (GameObject zombie in zombies) { float curDistance; curDistance = Vector3.Distance(transform.position, zombie.transform.position); // Determine which direction to rotate towards Vector3 targetPosition = zombie.transform.position; Vector3 targetDirection = transform.position - zombie.transform.position; Quaternion desiredRotation = Quaternion.LookRotation(targetDirection, transform.up); //IF ONE IS NEAR if (curDistance < 1f) { //LOOK AT THIS ZOMBIE Debug.Log("OUCH"); Debug.DrawRay(transform.position, targetPosition * maxDistance, Color.blue, 2f); zombie.transform.LookAt(transform); transform.LookAt(targetPosition, transform.up); //DISABLING CAM&INPUT camRig.enabled = false; camRig._IsCollisionsEnabled = false; InputSource.IsEnabled = false; fLook.enabled = false; yield return new WaitForSeconds(1.5f); //ENABLING CAM&INPUT camRig.enabled = true; camRig._IsCollisionsEnabled = true; InputSource.IsEnabled = true; fLook.enabled = true; } } }*/ void toggleFlashlight() { if (LightOn) { LightSource.enabled = false; } else { LightSource.enabled = true; } } void toggleFlashlightSFX() { if (LightSource.enabled) { audioSource.clip = TurnOn; audioSource.Play(); } else { audioSource.clip = TurnOff; audioSource.Play(); } } private IEnumerator CheckGasoline() { //Toggle UI If Gas In Inventory for (int i = 0; i < InvManager.MaxItems; i++) { if (InvManager.Slots[i].IsTaken == true) //Checking if there's an item in this slot. { Item ItemScript = InvManager.Slots[i].Item.GetComponent<Item>(); //Getting the item script from the items inside the bag. //ItemScript.Name = PlayerPrefs.GetString("Name" + i.ToString()); //Loading the item's name. if (ItemScript.Name == "Gasoline" && !isDead) //Checking if the type of the new item matches with another item already in the bag. { GasolineUI.SetActive(true); gasolineSlider.value = ItemScript.AmountPercent; if (gasolineSlider.value <= 0) { gasolineSlider.value = 0; } if (gasolineSlider.value >= ItemScript.AmountPercent) { gasolineSlider.value = ItemScript.AmountPercent; } if (Input.GetKeyDown(KeyCode.Q) && ItemScript.AmountPercent >= 20 && !isAiming && !isReloading) { ItemScript.AmountPercent -= 20; StartCoroutine(SetTrap()); } } else { GasolineUI.SetActive(false); } } } yield return new WaitForSeconds(1); } private IEnumerator SetTrap() { isSettingTrap = true; AudioClip clip = GasolineSound; audioSource.PlayOneShot(clip); shotgun.SetActive(false); GasCan.SetActive(true); m_Animator.SetBool("isSettingTrap", true); yield return new WaitForSeconds(0.01f); m_Animator.SetBool("isSettingTrap", false); mMotionController.enabled = false; camRig.EnableMotor<TransitionMotor>(false, "Targeting"); camRig.EnableMotor<TransitionMotor>(false, "Targeting In"); camRig.EnableMotor<TransitionMotor>(false, "Targeting Out"); GameObject gas = Instantiate(gasolineTrap, transform.position + transform.forward, Quaternion.Euler(-90, 0, 0)) as GameObject; yield return new WaitForSeconds(4); mMotionController.enabled = true; camRig.EnableMotor<TransitionMotor>(true, "Targeting"); camRig.EnableMotor<TransitionMotor>(true, "Targeting In"); camRig.EnableMotor<TransitionMotor>(true, "Targeting Out"); shotgun.SetActive(true); GasCan.SetActive(false); isSettingTrap = false; } private IEnumerator Fire() { //Debug.DrawRay(firePoint.transform.position, firePoint.transform.forward * 12, Color.red, 2f); //currentHitDistance = maxDistance; //currentHitObjects.Clear(); //RaycastHit[] hits = new RaycastHit[1]; Ray ray = Camera.main.ViewportPointToRay(Vector3.one * 0.5f); Debug.DrawRay(ray.origin, ray.direction * maxDistance, Color.green, 2f); RaycastHit hit; //if (Physics.SphereCast(firePoint.transform.position, sphereRadius, firePoint.transform.forward, out hit, maxDistance, layerMask, QueryTriggerInteraction.UseGlobal)) //if (Physics.SphereCast(ray.origin, sphereRadius, ray.direction, out hit, maxDistance, layerMask, QueryTriggerInteraction.UseGlobal)) //if (!Physics.Raycast(ray.origin, ray.direction, out hit, maxDistance, obstacleMask, QueryTriggerInteraction.UseGlobal)) //Fix to hide enemies behind obstacles if (Physics.Raycast(ray.origin, ray.direction, out hit, maxDistance, layerMask, QueryTriggerInteraction.UseGlobal)) //int numberOfHits = Physics.SphereCastNonAlloc(firePoint.position, sphereRadius, firePoint.transform.forward, hits, maxDistance, layerMask, QueryTriggerInteraction.UseGlobal); //for (int i = 0; i < numberOfHits; i++) { //currentHitObjects.Add(hits[i].transform.gameObject); //currentHitDistance = hits[i].distance; currentHitObject = hit.transform.gameObject; currentHitDistance = hit.distance; //zombieHealth = hits[i].collider.GetComponentInParent<DemoEnemyControls>(); zombieHealth = hit.collider.GetComponentInParent<DemoEnemyControls>(); crawlerControls = hit.collider.GetComponentInParent<CrawlerControls>(); spreadFire = hit.collider.GetComponent<SpreadFire>(); easterEgg = hit.collider.GetComponent<EasterEgg>(); if (hit.collider.transform.tag == "Gas") { spreadFire.SetFire(); DestroyObject(hit.transform.gameObject, 3); } if (hit.collider.transform.tag == "Easter") { trainDestroyed++; easterEgg.DestroyTrain(); DestroyObject(hit.transform.gameObject, 8); } //if (hits[i].collider.transform.tag == "Head") if (hit.collider.transform.tag == "Head") { if (zombieHealth != null) { zombieHealth.HeadShot(headshotDamage); } else if (crawlerControls != null) { crawlerControls.HeadShot(headshotDamage); } } //else if (hits[i].collider.transform.tag == "Body" || hits[i].collider.transform.tag == "Enemy") else if (hit.collider.transform.tag == "Body" || hit.collider.transform.tag == "Enemy") { if (zombieHealth != null) { zombieHealth.GotHit(damage); } else if (crawlerControls != null) { crawlerControls.GotHit(damage); } } } else { currentHitDistance = maxDistance; currentHitObject = null; } m_Animator.SetBool("isFire", true); MotionControllerMotion fire = mMotionController.GetMotion(1, "Fire"); mMotionController.ActivateMotion(fire); AudioClip clip = FireShot; weaponAudioSource.PlayOneShot(clip); muzzleFlash.Play(); muzzleLight.SetActive(true); yield return new WaitForSeconds(0.1f); muzzleLight.SetActive(false); currentAmmo--; CameraShake.Shake(0.25f, 0.08f); AmmoText.GetComponent<Text>().text = currentAmmo.ToString() + " / 5"; if (currentAmmo > 0) { Bullet1.GetComponent<Image>().enabled = true; } else { Bullet1.GetComponent<Image>().enabled = false; } if (currentAmmo > 1) { Bullet2.GetComponent<Image>().enabled = true; } else { Bullet2.GetComponent<Image>().enabled = false; } if (currentAmmo > 2) { Bullet3.GetComponent<Image>().enabled = true; } else { Bullet3.GetComponent<Image>().enabled = false; } if (currentAmmo > 3) { Bullet4.GetComponent<Image>().enabled = true; } else { Bullet4.GetComponent<Image>().enabled = false; } if (currentAmmo > 4) { Bullet5.GetComponent<Image>().enabled = true; } else { Bullet5.GetComponent<Image>().enabled = false; } yield return new WaitForSeconds(1 - .25f); m_Animator.SetBool("isFire", false); yield return new WaitForSeconds(2); } private IEnumerator Shoot() { if (menuScript1.PlayerSelected == 2 || menuScript1.PlayerSelected == 3) { /*GameObject bullet = GameObject.Instantiate(bulletProjectile, firePoint.position, Quaternion.identity, bulletParent); BulletController bulletController = bullet.GetComponent<BulletController>();*/ GameObject pooledBullet = ObjectPool.instance.GetPooledObjects(); if (pooledBullet == null) { yield break; } BulletController bulletController = pooledBullet.GetComponent<BulletController>(); RaycastHit hit; if (Physics.Raycast(mainCamera.transform.position, mainCamera.transform.forward, out hit, Mathf.Infinity, aimLayerMask)) { //debugTransform.position = hit.point; //bulletController.target = hit.point; //bulletController.hit = true; bulletController.target = hit.point; bulletController.hit = true; pooledBullet.transform.position = firePoint.position; pooledBullet.transform.LookAt(mainCamera.transform.forward); pooledBullet.SetActive(true); } else { //debugTransform.position = hit.point; //bulletController.target = mainCamera.transform.position + mainCamera.transform.forward * 25f; //bulletController.hit = false; bulletController.target = mainCamera.transform.position + mainCamera.transform.forward * 25f; bulletController.hit = false; pooledBullet.transform.position = firePoint.position; pooledBullet.transform.LookAt(mainCamera.transform.forward); pooledBullet.SetActive(true); } m_Animator.SetBool("isFire", true); MotionControllerMotion fire = mMotionController.GetMotion(1, "Fire"); mMotionController.ActivateMotion(fire); AudioClip clip = FireShot; weaponAudioSource.PlayOneShot(clip); muzzleFlash.Play(); muzzleLight.SetActive(true); yield return new WaitForSeconds(0.1f); muzzleLight.SetActive(false); currentAmmo--; CameraShake.Shake(0.25f, 0.08f); AmmoText.GetComponent<Text>().text = currentAmmo.ToString() + " / 5"; if (currentAmmo > 0) { Bullet1.GetComponent<Image>().enabled = true; } else { Bullet1.GetComponent<Image>().enabled = false; } if (currentAmmo > 1) { Bullet2.GetComponent<Image>().enabled = true; } else { Bullet2.GetComponent<Image>().enabled = false; } if (currentAmmo > 2) { Bullet3.GetComponent<Image>().enabled = true; } else { Bullet3.GetComponent<Image>().enabled = false; } if (currentAmmo > 3) { Bullet4.GetComponent<Image>().enabled = true; } else { Bullet4.GetComponent<Image>().enabled = false; } if (currentAmmo > 4) { Bullet5.GetComponent<Image>().enabled = true; } else { Bullet5.GetComponent<Image>().enabled = false; } yield return new WaitForSeconds(1 - .25f); m_Animator.SetBool("isFire", false); yield return new WaitForSeconds(2); } else if (menuScript1.PlayerSelected == 0 || menuScript1.PlayerSelected == 1) // IF ARTHUR { for (int i = 0; i < bulletPerShot; i++) { Vector3 shootDirection = mainCamera.transform.forward; shootDirection.x += Random.Range(-inaccuracyDistance * 2, inaccuracyDistance * 2); shootDirection.y += Random.Range(-inaccuracyDistance, inaccuracyDistance); GameObject pooledBullet = ObjectPool.instance.GetPooledObjects(); if (pooledBullet == null) { yield break; } BulletController bulletController = pooledBullet.GetComponent<BulletController>(); RaycastHit hit; if (Physics.Raycast(mainCamera.transform.position, shootDirection, out hit, Mathf.Infinity, aimLayerMask)) { //debugTransform.position = hit.point; bulletController.target = hit.point; bulletController.hit = true; pooledBullet.transform.position = firePoint.position; pooledBullet.transform.LookAt(shootDirection); pooledBullet.SetActive(true); } else { //debugTransform.position = hit.point; bulletController.target = mainCamera.transform.position + shootDirection; bulletController.hit = false; pooledBullet.transform.position = firePoint.position; pooledBullet.transform.LookAt(shootDirection); pooledBullet.SetActive(true); } } m_Animator.SetBool("isFire", true); MotionControllerMotion fire = mMotionController.GetMotion(1, "Fire"); mMotionController.ActivateMotion(fire); AudioClip clip = FireShot; weaponAudioSource.PlayOneShot(clip); muzzleFlash.Play(); muzzleLight.SetActive(true); yield return new WaitForSeconds(0.1f); muzzleLight.SetActive(false); currentAmmo--; CameraShake.Shake(0.25f, 0.08f); AmmoText.GetComponent<Text>().text = currentAmmo.ToString() + " / 5"; if (currentAmmo > 0) { Bullet1.GetComponent<Image>().enabled = true; } else { Bullet1.GetComponent<Image>().enabled = false; } if (currentAmmo > 1) { Bullet2.GetComponent<Image>().enabled = true; } else { Bullet2.GetComponent<Image>().enabled = false; } if (currentAmmo > 2) { Bullet3.GetComponent<Image>().enabled = true; } else { Bullet3.GetComponent<Image>().enabled = false; } if (currentAmmo > 3) { Bullet4.GetComponent<Image>().enabled = true; } else { Bullet4.GetComponent<Image>().enabled = false; } if (currentAmmo > 4) { Bullet5.GetComponent<Image>().enabled = true; } else { Bullet5.GetComponent<Image>().enabled = false; } yield return new WaitForSeconds(1 - .25f); m_Animator.SetBool("isFire", false); yield return new WaitForSeconds(2); } } Vector3 GetShootingDirection() { Vector3 targetPos = Camera.main.transform.position + Camera.main.transform.forward * Mathf.Infinity; targetPos = new Vector3( targetPos.x = Random.Range(-inaccuracyDistance, inaccuracyDistance), targetPos.y = Random.Range(-inaccuracyDistance, inaccuracyDistance), targetPos.z = Random.Range(-inaccuracyDistance, inaccuracyDistance) ); direction = targetPos - Camera.main.transform.position; return direction.normalized; } private IEnumerator Reload() { for (int i = 0; i < InvManager.MaxItems; i++) { if (InvManager.Slots[i].IsTaken == true) //Checking if there's an item in this slot. { Item ItemScript = InvManager.Slots[i].Item.GetComponent<Item>(); //Getting the item script from the items inside the bag. //ItemScript.Name = PlayerPrefs.GetString("Name" + i.ToString()); //Loading the item's name. if (ItemScript.Name == "Ammunition" && ItemScript.Amount >= 1) //Checking if the type of the new item matches with another item already in the bag. { isReloading = true; m_Animator.SetBool("isReloading", true); MotionControllerMotion reload = mMotionController.GetMotion(1, "Reload"); mMotionController.ActivateMotion(reload); int ammoToRemove = (maxAmmo - currentAmmo); if (ammoToRemove > ItemScript.Amount) { ammoToRemove = ItemScript.Amount; } InvManager.RemoveItem(InvManager.Slots[i].Item, (maxAmmo - currentAmmo)); for (int b = 0; b < ammoToRemove; b++) { weaponAudioSource.PlayOneShot(BulletReloadSound); currentAmmo++; yield return new WaitForSeconds(reloadtime); if (currentAmmo == maxAmmo) { AudioClip clip = ReloadSound; weaponAudioSource.PlayOneShot(clip); m_Animator.SetBool("isReloading", false); isReloading = false; } } m_Animator.SetBool("isReloading", false); isReloading = false; } } } } public IEnumerator ActivateGlowStick() { GlowStick.SetActive(true); GlowStickON = true; yield return new WaitForSeconds(30); GlowStick.SetActive(false); GlowStickON = false; } private void OnDrawGizmosSelected() { Gizmos.color = Color.yellow; if (knifeHitPoint == null) return; //Debug.DrawLine(FlashlightPoint.transform.position, FlashlightPoint.transform.position + FlashlightPoint.transform.forward * currentHitDistance); //Gizmos.DrawWireSphere(FlashlightPoint.transform.position + FlashlightPoint.transform.forward * currentHitDistance, flashlightRadius); Gizmos.DrawWireSphere(knifeHitPoint.transform.position, knifeRadius); } public void LoadData(GameData data) { this.currentHealth = data.health; this.currentStamina = data.stamina; this.currentFlashlight = data.flashlightAmount; this.currentAmmo = data.ammo; this.trainDestroyed = data.trainDestroyed; this.deathCount = data.deathCount; this.fatalHeadShot= data.fatalHeadShot; this.transform.position = data.playerPosition; } public void SaveData(GameData data) { data.health = this.currentHealth; data.stamina = this.currentStamina; data.flashlightAmount = this.currentFlashlight; data.ammo = this.currentAmmo; data.trainDestroyed = this.trainDestroyed; data.deathCount= this.deathCount; data.fatalHeadShot= this.fatalHeadShot; data.playerPosition = this.transform.position; } }
123446d18d13788649417f4814ae1902
{ "intermediate": 0.36120474338531494, "beginner": 0.43427202105522156, "expert": 0.20452317595481873 }
37,313
import pygame import sys pygame.init() # Set up display screen = pygame.display.set_mode((900, 700)) # Set the Kirby pink color (RGB format) kirby_pink_color = (255, 105, 180) ground_color = (0, 255, 0) # Green color for the ground # Circle properties circle_radius = 25 # Initial radius circle_y_offset = 25 # Offset from the top of the circle # Circle position and velocity circle_x, circle_y = 425, 500 circle_x_speed, circle_y_speed = 0, 0 gravity = 1 jump_height = -15 # Set jump height # Variables for crouching and in-air state is_crouching = False crouch_scale = 0.5 # Scale factor for crouching in_air = False # Movement flags is_moving_left = False is_moving_right = False is_floating = False # Game loop while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_s and not is_crouching: is_crouching = True elif event.key == pygame.K_w and not in_air: circle_y_speed = jump_height in_air = True elif event.key == pygame.K_e and not is_crouching: is_floating = True elif event.key == pygame.K_r: is_floating = False elif event.key == pygame.K_a: is_moving_left = True elif event.key == pygame.K_d: is_moving_right = True elif event.type == pygame.KEYUP: if event.key == pygame.K_s: is_crouching = False elif event.key == pygame.K_a: is_moving_left = False elif event.key == pygame.K_d: is_moving_right = False # Floating set up if is_floating: gravity = 0.3 jump_height = -6.5 in_air = False is_crouching = False circle_radius = 35 circle_y_offset = 35 else: gravity = 1 jump_height = -15 in_air = True circle_radius = 25 circle_y_offset = 25 # Apply gravity circle_y_speed += gravity # Apply horizontal motion if is_moving_left: circle_x_speed = -5 elif is_moving_right: circle_x_speed = 5 else: circle_x_speed = 0 # Update circle position circle_x += circle_x_speed circle_y += circle_y_speed # Collision with the ground if circle_y + circle_radius >= 575: circle_y = 575 - circle_radius circle_y_speed = 0 gravity = 1 jump_height = -15 is_floating = False in_air = False # Circle is on the ground # Collision with the sides of the screen if circle_x < 0: circle_x = 0 elif circle_x > 900 - 2 * circle_radius: circle_x = 900 - 2 * circle_radius # Draw background screen.fill((100, 100, 255)) # Blue background # Draw ground pygame.draw.rect(screen, ground_color, (0, 600, 900, 50)) # Draw Kirby pink sphere (circle) if is_crouching: pygame.draw.ellipse(screen, kirby_pink_color, (int(circle_x), int(circle_y + circle_radius), int(2 * circle_radius), int(crouch_scale * 2 * circle_radius))) else: pygame.draw.circle(screen, kirby_pink_color, (int(circle_x + circle_radius), int(circle_y + circle_radius)), circle_radius) # Update the display pygame.display.flip() # Cap the frame rate pygame.time.Clock().tick(60) Please add a :D face that scales with kirby.
e78a3d99eaf777f5bb9358c5114819c8
{ "intermediate": 0.2803853154182434, "beginner": 0.5042892098426819, "expert": 0.2153254896402359 }
37,314
import pygame import sys pygame.init() # Set up display screen = pygame.display.set_mode((900, 700)) # Set the Kirby pink color (RGB format) kirby_pink_color = (255, 105, 180) ground_color = (0, 255, 0) # Green color for the ground # Circle properties circle_radius = 25 # Initial radius circle_y_offset = 25 # Offset from the top of the circle # Circle position and velocity circle_x, circle_y = 425, 500 circle_x_speed, circle_y_speed = 0, 0 gravity = 1 jump_height = -15 # Set jump height # Variables for crouching and in-air state is_crouching = False crouch_scale = 1.0 # Scale factor for crouching in_air = False # Movement flags is_moving_left = False is_moving_right = False is_floating = False # Load the Kirby face image kirby_face = pygame.image.load(“kirby_face.png”) # Game loop while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_s and not is_crouching: is_crouching = True elif event.key == pygame.K_w and not in_air: circle_y_speed = jump_height in_air = True elif event.key == pygame.K_e and not is_crouching: is_floating = True elif event.key == pygame.K_r: is_floating = False elif event.key == pygame.K_a: is_moving_left = True elif event.key == pygame.K_d: is_moving_right = True elif event.type == pygame.KEYUP: if event.key == pygame.K_s: is_crouching = False elif event.key == pygame.K_a: is_moving_left = False elif event.key == pygame.K_d: is_moving_right = False # Floating set up if is_floating: gravity = 0.3 jump_height = -6.5 in_air = False is_crouching = False circle_radius = 35 circle_y_offset = 35 else: gravity = 1 jump_height = -15 in_air = True circle_radius = 25 circle_y_offset = 25 # Apply gravity circle_y_speed += gravity # Apply horizontal motion if is_moving_left: circle_x_speed = -5 elif is_moving_right: circle_x_speed = 5 else: circle_x_speed = 0 # Update circle position circle_x += circle_x_speed circle_y += circle_y_speed # Collision with the ground if circle_y + circle_radius >= 575: circle_y = 575 - circle_radius circle_y_speed = 0 gravity = 1 jump_height = -15 is_floating = False in_air = False # Circle is on the ground # Collision with the sides of the screen if circle_x < 0: circle_x = 0 elif circle_x > 900 - 2 * circle_radius: circle_x = 900 - 2 * circle_radius # Squish factor for crouching if is_crouching: crouch_scale = 0.5 else: crouch_scale = 1.0 # Draw background screen.fill((100, 100, 255)) # Blue background # Draw ground pygame.draw.rect(screen, ground_color, (0, 600, 900, 50)) # Draw Kirby pink sphere (circle) pygame.draw.ellipse(screen, kirby_pink_color, (int(circle_x), int(circle_y + circle_radius), int(2 * circle_radius), int(crouch_scale * 2 * circle_radius))) # Scale and draw the Kirby face kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(2 * circle_radius * crouch_scale))) screen.blit(kirby_face_scaled, (int(circle_x), int(circle_y + circle_radius * (2 - crouch_scale)))) # Update the display pygame.display.flip() # Cap the frame rate pygame.time.Clock().tick(60) Can you fix the collision with the ground and make his face a little smaller?
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how to compute bleu for test dataset after trainer.train
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37,316
I fixed the crouching but I can't fix the face. import pygame import sys pygame.init() # Set up display screen = pygame.display.set_mode((900, 700)) # Set the Kirby pink color (RGB format) kirby_pink_color = (255, 105, 180) ground_color = (0, 255, 0) # Green color for the ground # Circle properties circle_radius = 25 # Initial radius circle_y_offset = 25 # Offset from the top of the circle # Circle position and velocity circle_x, circle_y = 425, 500 circle_x_speed, circle_y_speed = 0, 0 gravity = 1 jump_height = -15 # Set jump height # Variables for crouching and in-air state is_crouching = False crouch_scale = 0.5 # Scale factor for crouching in_air = False # Movement flags is_moving_left = False is_moving_right = False is_floating = False # Load the Kirby face image kirby_face = pygame.image.load("kirby_face.png") # Game loop while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_s and not is_crouching: is_crouching = True elif event.key == pygame.K_w and not in_air: circle_y_speed = jump_height in_air = True elif event.key == pygame.K_e and not is_crouching: is_floating = True elif event.key == pygame.K_r: is_floating = False elif event.key == pygame.K_a: is_moving_left = True elif event.key == pygame.K_d: is_moving_right = True elif event.type == pygame.KEYUP: if event.key == pygame.K_s: is_crouching = False elif event.key == pygame.K_a: is_moving_left = False elif event.key == pygame.K_d: is_moving_right = False # Floating set up if is_floating: gravity = 0.3 jump_height = -6.5 in_air = False is_crouching = False circle_radius = 35 circle_y_offset = 35 else: gravity = 1 jump_height = -15 in_air = True circle_radius = 25 circle_y_offset = 25 # Apply gravity circle_y_speed += gravity # Apply horizontal motion if is_moving_left: circle_x_speed = -5 elif is_moving_right: circle_x_speed = 5 else: circle_x_speed = 0 # Update circle position circle_x += circle_x_speed circle_y += circle_y_speed # Collision with the ground if circle_y + circle_radius >= 575: circle_y = 575 - circle_radius circle_y_speed = 0 gravity = 1 jump_height = -15 is_floating = False in_air = False # Circle is on the ground # Collision with the sides of the screen if circle_x < 0: circle_x = 0 elif circle_x > 900 - 2 * circle_radius: circle_x = 900 - 2 * circle_radius # Draw background screen.fill((100, 100, 255)) # Blue background # Draw ground pygame.draw.rect(screen, ground_color, (0, 600, 900, 50)) # Draw Kirby pink sphere (circle) if is_crouching: pygame.draw.ellipse(screen, kirby_pink_color, (int(circle_x), int(circle_y + circle_radius), int(2 * circle_radius), int(crouch_scale * 2 * circle_radius))) else: pygame.draw.circle(screen, kirby_pink_color, (int(circle_x + circle_radius), int(circle_y + circle_radius)), circle_radius) # Scale and draw the Kirby face kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius * 0.8), int(2 * circle_radius * 0.8 * crouch_scale))) screen.blit(kirby_face_scaled, (int(circle_x), int(circle_y + circle_radius * (2 - crouch_scale)))) # Update the display pygame.display.flip() # Cap the frame rate pygame.time.Clock().tick(60)
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37,317
import pygame import sys pygame.init() # Set up display screen = pygame.display.set_mode((900, 700)) # Set the Kirby pink color (RGB format) kirby_pink_color = (255, 105, 180) ground_color = (0, 255, 0) # Green color for the ground # Circle properties circle_radius = 25 # Initial radius circle_y_offset = 25 # Offset from the top of the circle # Circle position and velocity circle_x, circle_y = 425, 500 circle_x_speed, circle_y_speed = 0, 0 gravity = 1 jump_height = -15 # Set jump height # Variables for crouching and in-air state is_crouching = False crouch_scale = 0.5 # Scale factor for crouching in_air = False # Movement flags is_moving_left = False is_moving_right = False is_floating = False # Load the Kirby face image kirby_face = pygame.image.load(“kirby_face.png”) # Game loop while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_s and not is_crouching: is_crouching = True elif event.key == pygame.K_w and not in_air: circle_y_speed = jump_height in_air = True elif event.key == pygame.K_e and not is_crouching: is_floating = True elif event.key == pygame.K_r: is_floating = False elif event.key == pygame.K_a: is_moving_left = True elif event.key == pygame.K_d: is_moving_right = True elif event.type == pygame.KEYUP: if event.key == pygame.K_s: is_crouching = False elif event.key == pygame.K_a: is_moving_left = False elif event.key == pygame.K_d: is_moving_right = False # Floating set up if is_floating: gravity = 0.3 jump_height = -6.5 in_air = False is_crouching = False circle_radius = 35 circle_y_offset = 35 else: gravity = 1 jump_height = -15 in_air = True circle_radius = 25 circle_y_offset = 25 # Apply gravity circle_y_speed += gravity # Apply horizontal motion if is_moving_left: circle_x_speed = -5 elif is_moving_right: circle_x_speed = 5 else: circle_x_speed = 0 # Update circle position circle_x += circle_x_speed circle_y += circle_y_speed # Collision with the ground if circle_y + circle_radius >= 575: circle_y = 575 - circle_radius circle_y_speed = 0 gravity = 1 jump_height = -15 is_floating = False in_air = False # Circle is on the ground # Collision with the sides of the screen if circle_x < 0: circle_x = 0 elif circle_x > 900 - 2 * circle_radius: circle_x = 900 - 2 * circle_radius # Draw background screen.fill((100, 100, 255)) # Blue background # Draw ground pygame.draw.rect(screen, ground_color, (0, 600, 900, 50)) # Draw Kirby pink sphere (circle) if is_crouching: pygame.draw.ellipse(screen, kirby_pink_color, (int(circle_x), int(circle_y + circle_radius), int(2 * circle_radius), int(crouch_scale * 2 * circle_radius))) else: pygame.draw.circle(screen, kirby_pink_color, (int(circle_x + circle_radius), int(circle_y + circle_radius)), circle_radius) # Scale and draw the Kirby face kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius * 0.8), int(2 * circle_radius * 0.8))) face_x = circle_x + (circle_radius - kirby_face_scaled.get_width() / 2) face_y = circle_y + circle_radius * 0.2 screen.blit(kirby_face_scaled, (int(face_x), int(face_y))) # Update the display pygame.display.flip() # Cap the frame rate pygame.time.Clock().tick(60) Can you add the variables for offset and size for the picture?
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37,318
How do I force a java class to have a static variable
863d2060c44c7b5affc64ba0d3964f2e
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37,319
How do I force java class to have a static string variable in them using annotations?
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37,320
Make classes use annotations
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{ "intermediate": 0.2912832796573639, "beginner": 0.5838715434074402, "expert": 0.1248452365398407 }
37,321
import pygame import sys pygame.init() # Set up display screen = pygame.display.set_mode((900, 700)) # Set the Kirby pink color (RGB format) kirby_pink_color = (255, 105, 180) ground_color = (0, 255, 0) # Green color for the ground eye_color = (0, 0, 0) # Black color for the eyes eye_radius_x = 8 # Initial radius for the eyes in the x direction eye_radius_y = 4 # Initial radius for the eyes in the y direction # Circle properties circle_radius = 25 # Initial radius circle_y_offset = 25 # Offset from the top of the circle # Circle position and velocity circle_x, circle_y = 425, 500 circle_x_speed, circle_y_speed = 0, 0 gravity = 1 jump_height = -15 # Set jump height # Variables for crouching and in-air state is_crouching = False crouch_scale = 0.5 # Scale factor for crouching in_air = False # Movement flags is_moving_left = False is_moving_right = False is_floating = False # Game loop while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_s and not is_crouching: is_crouching = True elif event.key == pygame.K_w and not in_air: circle_y_speed = jump_height in_air = True elif event.key == pygame.K_e and not is_crouching: is_floating = True elif event.key == pygame.K_r: is_floating = False elif event.key == pygame.K_a: is_moving_left = True elif event.key == pygame.K_d: is_moving_right = True elif event.type == pygame.KEYUP: if event.key == pygame.K_s: is_crouching = False elif event.key == pygame.K_a: is_moving_left = False elif event.key == pygame.K_d: is_moving_right = False # Floating set up if is_floating: gravity = 0.3 jump_height = -6.5 in_air = False is_crouching = False circle_radius = 35 circle_y_offset = 35 else: gravity = 1 jump_height = -15 in_air = True circle_radius = 25 circle_y_offset = 25 # Apply gravity circle_y_speed += gravity # Apply horizontal motion if is_moving_left: circle_x_speed = -5 elif is_moving_right: circle_x_speed = 5 else: circle_x_speed = 0 # Update circle position circle_x += circle_x_speed circle_y += circle_y_speed # Collision with the ground if circle_y + circle_radius >= 575: circle_y = 575 - circle_radius circle_y_speed = 0 gravity = 1 jump_height = -15 is_floating = False in_air = False # Circle is on the ground # Collision with the sides of the screen if circle_x < 0: circle_x = 0 elif circle_x > 900 - 2 * circle_radius: circle_x = 900 - 2 * circle_radius # Draw background screen.fill((100, 100, 255)) # Blue background # Draw ground pygame.draw.rect(screen, ground_color, (0, 600, 900, 50)) # Draw Kirby pink sphere (circle) if is_crouching: pygame.draw.ellipse(screen, kirby_pink_color, (int(circle_x), int(circle_y + crouch_scale * circle_radius + circle_radius), int(2 * circle_radius), int((1 - crouch_scale) * 2 * circle_radius))) else: pygame.draw.circle(screen, kirby_pink_color, (int(circle_x + circle_radius), int(circle_y + circle_radius)), circle_radius) # Update the position of the eyes if is_crouching: if is_moving_left: eye_x = circle_x + circle_radius / 2 - eye_radius_x elif is_moving_right: eye_x = circle_x + circle_radius / 2 + eye_radius_x else: eye_x = circle_x + circle_radius / 2 eye_y = circle_y + crouch_scale * circle_radius + 3 * circle_radius / 4 else: if is_moving_left: eye_x = circle_x + circle_radius / 2 - eye_radius_x elif is_moving_right: eye_x = circle_x + circle_radius / 2 + eye_radius_x else: eye_x = circle_x + circle_radius / 2 eye_y = circle_y + circle_radius / 2 # Draw Kirby’s eyes pygame.draw.ellipse(screen, eye_color, (int(eye_x), int(eye_y - eye_radius_y), int(2 * eye_radius_x), int(2 * eye_radius_y))) pygame.draw.ellipse(screen, eye_color, (int(eye_x + circle_radius), int(eye_y - eye_radius_y), int(2 * eye_radius_x), int(2 * eye_radius_y))) # Update the display pygame.display.flip() # Cap the frame rate pygame.time.Clock().tick(60)
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37,322
import pygame import sys # Set up display screen = pygame.display.set_mode((900, 700)) # Set the Kirby pink color (RGB format) kirby_pink_color = (255, 105, 180) ground_color = (0, 255, 0) # Green color for the ground # Circle properties circle_radius = 25 # Initial radius circle_y_offset = 25 # Offset from the top of the circle # Circle position and velocity circle_x, circle_y = 425, 500 circle_x_speed, circle_y_speed = 0, 0 gravity = 1 jump_height = -15 # Set jump height # Variables for crouching and in-air state is_crouching = False crouch_scale = 0.5 # Scale factor for crouching in_air = False # Movement flags is_moving_left = False is_moving_right = False is_floating = False # Load the Kirby face image kirby_face = pygame.image.load("kirby_face.png") #Boot game pygame.init() # Game loop while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_s and not is_crouching: is_crouching = True elif event.key == pygame.K_w and not in_air: circle_y_speed = jump_height in_air = True elif event.key == pygame.K_e and not is_crouching: is_floating = True elif event.key == pygame.K_r: is_floating = False elif event.key == pygame.K_a: is_moving_left = True elif event.key == pygame.K_d: is_moving_right = True elif event.type == pygame.KEYUP: if event.key == pygame.K_s: is_crouching = False elif event.key == pygame.K_a: is_moving_left = False elif event.key == pygame.K_d: is_moving_right = False # Floating set up if is_floating: gravity = 0.3 jump_height = -6.5 in_air = False is_crouching = False circle_radius = 35 circle_y_offset = 35 else: gravity = 1 jump_height = -15 in_air = True circle_radius = 25 circle_y_offset = 25 # Apply gravity circle_y_speed += gravity # Apply horizontal motion if is_moving_left: circle_x_speed = -5 elif is_moving_right: circle_x_speed = 5 else: circle_x_speed = 0 # Update circle position circle_x += circle_x_speed circle_y += circle_y_speed # Collision with the ground if circle_y + circle_radius >= 575: circle_y = 575 - circle_radius circle_y_speed = 0 gravity = 1 jump_height = -15 is_floating = False in_air = False # Circle is on the ground # Collision with the sides of the screen if circle_x < 0: circle_x = 0 elif circle_x > 900 - 2 * circle_radius: circle_x = 900 - 2 * circle_radius # Draw background screen.fill((100, 100, 255)) # Blue background # Draw ground pygame.draw.rect(screen, ground_color, (0, 600, 900, 50)) # Draw Kirby pink sphere (circle) if is_crouching: pygame.draw.ellipse(screen, kirby_pink_color, (int(circle_x), int(circle_y + circle_radius * (2 - crouch_scale)), int(2 * circle_radius), int(crouch_scale * 2 * circle_radius))) # Scale and draw the Kirby face when crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(2 * circle_radius * crouch_scale))) screen.blit(kirby_face_scaled, (int(circle_x), int(circle_y + circle_radius * (2 - crouch_scale)))) else: pygame.draw.circle(screen, kirby_pink_color, (int(circle_x + circle_radius), int(circle_y + circle_radius)), circle_radius) # Scale and draw the Kirby face when not crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(2 * circle_radius))) screen.blit(kirby_face_scaled, (int(circle_x), int(circle_y))) # Update the display pygame.display.flip() # Cap the frame rate pygame.time.Clock().tick(60) Something is causing the code to show a black screen when it boots.
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37,323
The only line of input contains a string SS, of length 10 |
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37,324
Can you make sure everything is in the loop? import pygame import sys # Set up display screen = pygame.display.set_mode((900, 700)) # Set the Kirby pink color (RGB format) kirby_pink_color = (255, 105, 180) ground_color = (0, 255, 0) # Green color for the ground # Circle properties circle_radius = 25 # Initial radius circle_y_offset = 25 # Offset from the top of the circle # Circle position and velocity circle_x, circle_y = 425, 500 circle_x_speed, circle_y_speed = 0, 0 gravity = 1 jump_height = -15 # Set jump height # Variables for crouching and in-air state is_crouching = False crouch_scale = 0.5 # Scale factor for crouching in_air = False # Movement flags is_moving_left = False is_moving_right = False is_floating = False # Load the Kirby face image kirby_face = pygame.image.load("kirby_face.png") #Boot game pygame.init() # Game loop while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_s and not is_crouching: is_crouching = True elif event.key == pygame.K_w and not in_air: circle_y_speed = jump_height in_air = True elif event.key == pygame.K_e and not is_crouching: is_floating = True elif event.key == pygame.K_r: is_floating = False elif event.key == pygame.K_a: is_moving_left = True elif event.key == pygame.K_d: is_moving_right = True elif event.type == pygame.KEYUP: if event.key == pygame.K_s: is_crouching = False elif event.key == pygame.K_a: is_moving_left = False elif event.key == pygame.K_d: is_moving_right = False # Floating set up if is_floating: gravity = 0.3 jump_height = -6.5 in_air = False is_crouching = False circle_radius = 35 circle_y_offset = 35 else: gravity = 1 jump_height = -15 in_air = True circle_radius = 25 circle_y_offset = 25 # Apply gravity circle_y_speed += gravity # Apply horizontal motion if is_moving_left: circle_x_speed = -5 elif is_moving_right: circle_x_speed = 5 else: circle_x_speed = 0 # Update circle position circle_x += circle_x_speed circle_y += circle_y_speed # Collision with the ground if circle_y + circle_radius >= 575: circle_y = 575 - circle_radius circle_y_speed = 0 gravity = 1 jump_height = -15 is_floating = False in_air = False # Circle is on the ground # Collision with the sides of the screen if circle_x < 0: circle_x = 0 elif circle_x > 900 - 2 * circle_radius: circle_x = 900 - 2 * circle_radius # Draw background screen.fill((100, 100, 255)) # Blue background # Draw ground pygame.draw.rect(screen, ground_color, (0, 600, 900, 50)) # Draw Kirby pink sphere (circle) if is_crouching: pygame.draw.ellipse(screen, kirby_pink_color, (int(circle_x), int(circle_y + circle_radius * (2 - crouch_scale)), int(2 * circle_radius), int(crouch_scale * 2 * circle_radius))) # Scale and draw the Kirby face when crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(2 * circle_radius * crouch_scale))) screen.blit(kirby_face_scaled, (int(circle_x), int(circle_y + circle_radius * (2 - crouch_scale)))) else: pygame.draw.circle(screen, kirby_pink_color, (int(circle_x + circle_radius), int(circle_y + circle_radius)), circle_radius) # Scale and draw the Kirby face when not crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(2 * circle_radius))) screen.blit(kirby_face_scaled, (int(circle_x), int(circle_y))) # Update the display pygame.display.flip() # Cap the frame rate pygame.time.Clock().tick(60)
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37,325
how the owner or manager can interact with the VestingEscrow contract. Could you explain the conditions under which revocation is possible and the steps involved? // SPDX-License-Identifier: GPL-3.0 pragma solidity 0.8.23; import {Clone} from ‘@solady/utils/Clone.sol’; import {Math} from ‘@openzeppelin/contracts/utils/math/Math.sol’; import {Address} from ‘@openzeppelin/contracts/utils/Address.sol’; import {IERC20} from ‘@openzeppelin/contracts/token/ERC20/IERC20.sol’; import {SafeERC20} from ‘@openzeppelin/contracts/token/ERC20/utils/SafeERC20.sol’; import {IVestingEscrowFactory} from ‘src/interfaces/IVestingEscrowFactory.sol’; import {IVestingEscrow} from ‘src/interfaces/IVestingEscrow.sol’; import {IVotingAdaptor} from ‘src/interfaces/IVotingAdaptor.sol’; contract VestingEscrow is IVestingEscrow, Clone { using SafeERC20 for IERC20; using Address for address; using Address for address payable; /// @notice The factory that created this VestingEscrow instance. function factory() public pure returns (IVestingEscrowFactory) { return IVestingEscrowFactory(_getArgAddress(0)); } /// @notice The token. function token() public pure returns (IERC20) { return IERC20(_getArgAddress(20)); } /// @notice The token recipient. function recipient() public pure returns (address) { return _getArgAddress(40); } /// @notice The vesting start timestamp. function startTime() public pure returns (uint40) { return _getArgUint40(60); } /// @notice The vesting end timestamp. function endTime() public pure returns (uint40) { return _getArgUint40(65); } /// @notice The vesting cliff length. function cliffLength() public pure returns (uint40) { return _getArgUint40(70); } /// @notice The total amount of tokens locked. function totalLocked() public pure returns (uint256) { return _getArgUint256(75); } /// @notice The total amount of tokens that have been claimed. uint256 public totalClaimed; /// @notice The vesting end time or the time at which vesting was revoked. uint40 public disabledAt; /// @notice Whether vesting is fully revokable. bool public isFullyRevokable; /// @notice Whether vesting has been fully revoked. bool public isFullyRevoked; /// @notice Throws if called by any account other than the owner. modifier onlyOwner() { _checkOwner(); _; } /// @notice Throws if called by any account other than the owner or manager. modifier onlyOwnerOrManager() { _checkOwnerOrManager(); _; } /// @notice Throws if called by any account other than the recipient. modifier onlyRecipient() { _checkRecipient(); _; } /// @notice Throws if the voting adaptor is not set. modifier whenVotingAdaptorIsSet() { _checkVotingAdaptorIsSet(); _; } /// @notice Initializes the contract. /// @param _isFullyRevokable Whether the tokens are fully revokable. /// @param _initialDelegateParams The optional initial delegate information (skipped if empty bytes). function initialize(bool _isFullyRevokable, bytes calldata _initialDelegateParams) external { address _factory = address(factory()); uint256 _totalLocked = totalLocked(); uint40 _endTime = endTime(); IERC20 _token = token(); if (msg.sender != _factory) revert NOT_FACTORY(msg.sender); if (_token.balanceOf(address(this)) < _totalLocked) revert INSUFFICIENT_BALANCE(); disabledAt = _endTime; // Set to maximum time isFullyRevokable = _isFullyRevokable; if (_initialDelegateParams.length != 0) _delegate(_initialDelegateParams); emit VestingEscrowInitialized( _factory, recipient(), address(_token), _totalLocked, startTime(), _endTime, cliffLength(), _isFullyRevokable ); } /// @notice Get the number of unclaimed, vested tokens for recipient. function unclaimed() public view returns (uint256) { if (isFullyRevoked) return 0; uint256 claimTime = Math.min(block.timestamp, disabledAt); return _totalVestedAt(claimTime) - totalClaimed; } /// @notice Get the number of locked tokens for recipient. function locked() public view returns (uint256) { if (block.timestamp >= disabledAt) return 0; return totalLocked() - _totalVestedAt(block.timestamp); } /// @notice Claim tokens which have vested. /// @param beneficiary Address to transfer claimed tokens to. /// @param amount Amount of tokens to claim. function claim(address beneficiary, uint256 amount) external onlyRecipient returns (uint256) { uint256 claimable = Math.min(unclaimed(), amount); totalClaimed += claimable; token().safeTransfer(beneficiary, claimable); emit Claim(beneficiary, claimable); return claimable; } /// @notice Delegate voting power of all available tokens. /// @param params The ABI-encoded delegate params. function delegate(bytes calldata params) external onlyRecipient returns (bytes memory) { return delegate(params); } /// @notice Participate in a governance vote using all available tokens on the contract’s balance. /// @param params The ABI-encoded data for call. Can be obtained from VotingAdaptor.encodeVoteCalldata. function vote(bytes calldata params) external onlyRecipient whenVotingAdaptorIsSet returns (bytes memory) { return votingAdaptor().functionDelegateCall(abi.encodeCall(IVotingAdaptor.vote, (params))); } // forgefmt: disable-next-item /// @notice Participate in a governance vote with a reason using all available tokens on the contract’s balance. /// @param params The ABI-encoded data for call. Can be obtained from VotingAdaptor.encodeVoteWithReasonCalldata. function voteWithReason(bytes calldata params) external onlyRecipient whenVotingAdaptorIsSet returns (bytes memory) { return votingAdaptor().functionDelegateCall(abi.encodeCall(IVotingAdaptor.voteWithReason, (params))); } /// @notice Disable further flow of tokens and revoke the unvested part to owner. function revokeUnvested() external onlyOwnerOrManager { uint256 revokable = locked(); if (revokable == 0) revert NOTHING_TO_REVOKE(); disabledAt = uint40(block.timestamp); token().safeTransfer(owner(), revokable); emit UnvestedTokensRevoked(msg.sender, revokable); } /// @notice Disable further flow of tokens and revoke all tokens to owner. function revokeAll() external onlyOwner { if (!isFullyRevokable) revert NOT_FULLY_REVOKABLE(); if (isFullyRevoked) revert ALREADY_FULLY_REVOKED(); uint256 revokable = locked() + unclaimed(); if (revokable == 0) revert NOTHING_TO_REVOKE(); isFullyRevoked = true; disabledAt = uint40(block.timestamp); token().safeTransfer(owner(), revokable); emit VestingFullyRevoked(msg.sender, revokable); } /// @notice Permanently disable full token revocation. function permanentlyDisableFullRevocation() external onlyOwner { if (!isFullyRevokable) revert NOT_FULLY_REVOKABLE(); isFullyRevokable = false; emit FullRevocationPermanentlyDisabled(msg.sender); } /// @notice Recover any ERC20 token to the recipient. /// @param token Address of the ERC20 token to recover. /// @param amount Amount of tokens to recover. function recoverERC20(address token, uint256 amount) external { uint256 recoverable = amount; if (token == address(token())) { uint256 available = token().balanceOf(address(this)) - (locked() + unclaimed()); recoverable = Math.min(recoverable, available); } if (recoverable > 0) { IERC20(token).safeTransfer(recipient(), recoverable); emit ERC20Recovered(token, recoverable); } } /// @notice Recover any ETH to the recipient. function recoverEther() external { uint256 amount = address(this).balance; if (amount > 0) { payable(recipient()).sendValue(amount); emit ETHRecovered(amount); } } /// @dev Returns the factory owner. function _owner() internal view returns (address) { return factory().owner(); } /// @dev Returns the factory manager. function _manager() internal view returns (address) { return factory().manager(); } /// @dev Returns the factory voting adaptor. function _votingAdaptor() internal view returns (address) { return factory().votingAdaptor(); } /// @dev Throws if called by any account other than the owner. function _checkOwner() internal view { if (msg.sender != _owner()) { revert NOT_OWNER(msg.sender); } } /// @dev Throws if called by any account other than the owner or manager. function _checkOwnerOrManager() internal view { if (msg.sender != _owner() && msg.sender != _manager()) { revert NOT_OWNER_OR_MANAGER(msg.sender); } } /// @dev Throws if called by any account other than the recipient. function _checkRecipient() internal view { if (msg.sender != recipient()) { revert NOT_RECIPIENT(msg.sender); } } /// @dev Throws if the voting adaptor is not set. function _checkVotingAdaptorIsSet() internal view { if (_votingAdaptor() == address(0)) { revert VOTING_ADAPTOR_NOT_SET(); } } /// @notice Delegate voting power of all available tokens. /// @param params The ABI-encoded delegate params. function _delegate(bytes calldata params) internal whenVotingAdaptorIsSet returns (bytes memory) { return _votingAdaptor().functionDelegateCall(abi.encodeCall(IVotingAdaptor.delegate, params)); } /// @dev Returns the vested token amount at a specific time. /// @param time The time to retrieve the vesting amount for. function _totalVestedAt(uint256 time) internal pure returns (uint256) { uint40 _startTime = startTime(); uint256 _totalLocked = totalLocked(); if (time < _startTime + cliffLength()) { return 0; } return Math.min(_totalLocked * (time - _startTime) / (endTime() - _startTime), _totalLocked); } }
b6ddc6227fe33643b3a0e782bcc33def
{ "intermediate": 0.42212724685668945, "beginner": 0.3118749260902405, "expert": 0.26599785685539246 }
37,326
Теперь бот выдает следующую ошибку для людей без подписки при нажатии на кнопку "Профиль": ERROR:asyncio:Task exception was never retrieved future: <Task finished name='Task-6' coro=<Dispatcher._process_polling_updates() done, defined at C:\Users\Аскар\PycharmProjects\uust\.venv\Lib\site-packages\aiogram\dispatcher\dispatcher.py:407> exception=TypeError("int() argument must be a string, a bytes-like object or a real number, not 'NoneType'")> Traceback (most recent call last): File "C:\Users\Аскар\PycharmProjects\uust\.venv\Lib\site-packages\aiogram\dispatcher\dispatcher.py", line 415, in _process_polling_updates for responses in itertools.chain.from_iterable(await self.process_updates(updates, fast)): ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ File "C:\Users\Аскар\PycharmProjects\uust\.venv\Lib\site-packages\aiogram\dispatcher\dispatcher.py", line 235, in process_updates return await asyncio.gather(*tasks) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^ File "C:\Users\Аскар\PycharmProjects\uust\.venv\Lib\site-packages\aiogram\dispatcher\handler.py", line 117, in notify response = await handler_obj.handler(*args, **partial_data) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ File "C:\Users\Аскар\PycharmProjects\uust\.venv\Lib\site-packages\aiogram\dispatcher\dispatcher.py", line 256, in process_update return await self.message_handlers.notify(update.message) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ File "C:\Users\Аскар\PycharmProjects\uust\.venv\Lib\site-packages\aiogram\dispatcher\handler.py", line 117, in notify response = await handler_obj.handler(*args, **partial_data) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ File "C:\Users\Аскар\PycharmProjects\uust\main.py", line 560, in user_profile int(subscription_info[0]) TypeError: int() argument must be a string, a bytes-like object or a real number, not 'NoneType' Вот фрагмент кода "Профиль": @dp.message_handler(lambda message: message.text == "🧑‍💻 Профиль", state="*") async def user_profile(message: types.Message): user_id = message.from_user.id conn = await get_db_connection() try: # Получаем информацию о подписке пользователя cur = await conn.execute(""" SELECT subscription_end FROM whitelist WHERE user_id = ? """, (user_id,)) subscription_info = await cur.fetchone() if subscription_info is not None: # Пользователь в whitelist, преобразуем timestamp в читаемый формат subscription_end = datetime.datetime.fromtimestamp( int(subscription_info[0]) ).strftime('%d-%m-%Y %H:%M:%S') escaped_end = subscription_end.replace('-', '\.') await message.answer(f"*🧑‍💻 Ваш профиль*\n\n🆔 *Ваш ID:* `{user_id}`\n⌛️ *Время окончания подписки:* {escaped_end} GMT\.", reply_markup=subscription_keyboard, parse_mode='MarkdownV2') else: await message.answer( f"*У вас нет активной подписки\.*\nДля приобретения подписки, пожалуйста, свяжитесь с администратором\.\n\n*Ваш ID:* `{user_id}`", parse_mode='MarkdownV2', reply_markup=subscription_keyboard ) finally: await conn.close()
6c667c3b53b9c9421c8718e7c82158d5
{ "intermediate": 0.22700360417366028, "beginner": 0.6705226302146912, "expert": 0.10247382521629333 }
37,327
<PRESIDIO_ANONYMIZED_EMAIL_ADDRESS>
7110c3d3e7ca45dfc7c3c53bf6480987
{ "intermediate": 0.3381699323654175, "beginner": 0.24177949130535126, "expert": 0.42005059123039246 }
37,328
write code for it making changes to the Revit model through an HTTP request is an advanced operation that demands careful orchestration of threads and API calls. It’s important to use asynchronous programming patterns and events that Revit provides to ensure that your application remains responsive and stable.
f8a0cf4919b4f576c9a2851810692e8d
{ "intermediate": 0.6074638366699219, "beginner": 0.20583011209964752, "expert": 0.1867060661315918 }
37,329
import pygame import sys # Set up display screen = pygame.display.set_mode((900, 700)) # Set the Kirby pink color (RGB format) kirby_pink_color = (255, 105, 180) ground_color = (0, 255, 0) # Green color for the ground # Circle properties circle_radius = 25 # Initial radius circle_y_offset = 25 # Offset from the top of the circle # Circle position and velocity circle_x, circle_y = 425, 500 circle_x_speed, circle_y_speed = 0, 0 gravity = 1 jump_height = -15 # Set jump height # Variables for crouching and in-air state is_crouching = False crouch_scale = 0.5 # Scale factor for crouching in_air = False # Movement flags is_moving_left = False is_moving_right = False is_floating = False # Load the Kirby face image kirby_face = pygame.image.load("kirby_face.png") # Game loop while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_s and not is_crouching: is_crouching = True elif event.key == pygame.K_w and not in_air: circle_y_speed = jump_height in_air = True elif event.key == pygame.K_e and not is_crouching: is_floating = True elif event.key == pygame.K_r: is_floating = False elif event.key == pygame.K_a: is_moving_left = True elif event.key == pygame.K_d: is_moving_right = True elif event.type == pygame.KEYUP: if event.key == pygame.K_s: is_crouching = False elif event.key == pygame.K_a: is_moving_left = False elif event.key == pygame.K_d: is_moving_right = False # Floating set up if is_floating: gravity = 0.3 jump_height = -6.5 in_air = False is_crouching = False circle_radius = 35 circle_y_offset = 35 else: gravity = 1 jump_height = -15 in_air = True circle_radius = 25 circle_y_offset = 25 # Apply gravity circle_y_speed += gravity # Apply horizontal motion if is_moving_left: circle_x_speed = -5 elif is_moving_right: circle_x_speed = 5 else: circle_x_speed = 0 # Update circle position circle_x += circle_x_speed circle_y += circle_y_speed # Collision with the ground if circle_y + circle_radius >= 575: circle_y = 575 - circle_radius circle_y_speed = 0 gravity = 1 jump_height = -15 is_floating = False in_air = False # Circle is on the ground # Collision with the sides of the screen if circle_x < 0: circle_x = 0 elif circle_x > 900 - 2 * circle_radius: circle_x = 900 - 2 * circle_radius # Draw background screen.fill((100, 100, 255)) # Blue background # Draw ground pygame.draw.rect(screen, ground_color, (0, 600, 900, 50)) # Draw Kirby pink sphere (circle) if is_crouching: pygame.draw.ellipse(screen, kirby_pink_color, (int(circle_x), int(circle_y + circle_radius * (1.6 - crouch_scale)), int(2 * circle_radius), int(crouch_scale * 2 * circle_radius))) # Scale and draw the Kirby face when crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(2 * circle_radius * crouch_scale))) screen.blit(kirby_face_scaled, (int(circle_x), int(circle_y + circle_radius * (1.6 - crouch_scale)))) else: pygame.draw.circle(screen, kirby_pink_color, (int(circle_x + circle_radius), int(circle_y + circle_radius)), circle_radius) # Scale and draw the Kirby face when not crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(1.8 * circle_radius))) screen.blit(kirby_face_scaled, (int(circle_x), int(circle_y))) # Update the display pygame.display.flip() # Cap the frame rate pygame.time.Clock().tick(60) I need you to add another Kirby which is green and is controlled as follows: W=I S=K
f3672c9765d04fef35c7246b4b879583
{ "intermediate": 0.36812254786491394, "beginner": 0.43385645747184753, "expert": 0.1980210393667221 }
37,330
Add a second Kirby who is yellow, the controls will be WASD=IJKL E=O R=P.
898790add555995042f89e4bf540aa55
{ "intermediate": 0.33200788497924805, "beginner": 0.3559022843837738, "expert": 0.3120898902416229 }
37,331
import pygame import sys # Set up display screen = pygame.display.set_mode((900, 700)) # Set the Kirby pink color (RGB format) kirby_pink_color = (255, 105, 180) ground_color = (0, 255, 0) # Green color for the ground # Circle properties circle_radius = 25 # Initial radius circle_y_offset = 25 # Offset from the top of the circle # Circle position and velocity circle_x, circle_y = 425, 500 circle_x_speed, circle_y_speed = 0, 0 gravity = 1 jump_height = -15 # Set jump height # Variables for crouching and in-air state is_crouching = False crouch_scale = 0.5 # Scale factor for crouching in_air = False # Movement flags is_moving_left = False is_moving_right = False is_floating = False # Load the Kirby face image kirby_face = pygame.image.load("kirby_face.png") # Game loop while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_s and not is_crouching: is_crouching = True elif event.key == pygame.K_w and not in_air: circle_y_speed = jump_height in_air = True elif event.key == pygame.K_e and not is_crouching: is_floating = True elif event.key == pygame.K_r: is_floating = False elif event.key == pygame.K_a: is_moving_left = True elif event.key == pygame.K_d: is_moving_right = True elif event.type == pygame.KEYUP: if event.key == pygame.K_s: is_crouching = False elif event.key == pygame.K_a: is_moving_left = False elif event.key == pygame.K_d: is_moving_right = False # Floating set up if is_floating: gravity = 0.3 jump_height = -6.5 in_air = False is_crouching = False circle_radius = 35 circle_y_offset = 35 else: gravity = 1 jump_height = -15 in_air = True circle_radius = 25 circle_y_offset = 25 # Apply gravity circle_y_speed += gravity # Apply horizontal motion if is_moving_left: circle_x_speed = -5 elif is_moving_right: circle_x_speed = 5 else: circle_x_speed = 0 # Update circle position circle_x += circle_x_speed circle_y += circle_y_speed # Collision with the ground if circle_y + circle_radius >= 575: circle_y = 575 - circle_radius circle_y_speed = 0 gravity = 1 jump_height = -15 is_floating = False in_air = False # Circle is on the ground # Collision with the sides of the screen if circle_x < 0: circle_x = 0 elif circle_x > 900 - 2 * circle_radius: circle_x = 900 - 2 * circle_radius # Draw background screen.fill((100, 100, 255)) # Blue background # Draw ground pygame.draw.rect(screen, ground_color, (0, 600, 900, 50)) # Draw Kirby pink sphere (circle) if is_crouching: pygame.draw.ellipse(screen, kirby_pink_color, (int(circle_x), int(circle_y + circle_radius * (1.6 - crouch_scale)), int(2 * circle_radius), int(crouch_scale * 2 * circle_radius))) # Scale and draw the Kirby face when crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(2 * circle_radius * crouch_scale))) screen.blit(kirby_face_scaled, (int(circle_x), int(circle_y + circle_radius * (1.6 - crouch_scale)))) else: pygame.draw.circle(screen, kirby_pink_color, (int(circle_x + circle_radius), int(circle_y + circle_radius)), circle_radius) # Scale and draw the Kirby face when not crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(1.8 * circle_radius))) screen.blit(kirby_face_scaled, (int(circle_x), int(circle_y))) # Update the display pygame.display.flip() # Cap the frame rate pygame.time.Clock().tick(60)
706856c2886d06231e5ddcacd6256332
{ "intermediate": 0.36812254786491394, "beginner": 0.43385645747184753, "expert": 0.1980210393667221 }
37,332
I want to add a second Kirby who is yellow to this, the controls will be the same, just different keys. WASD=IJKL E=O R=P
d4f44ac361a33a42707235565cd224c0
{ "intermediate": 0.34336334466934204, "beginner": 0.2815973460674286, "expert": 0.37503930926322937 }
37,333
// SPDX-License-Identifier: MIT pragma solidity 0.8.7; import "@openzeppelin/contracts/utils/Strings.sol"; import "@openzeppelin/contracts/utils/cryptography/MerkleProof.sol"; import "./CurvesERC20.sol"; import "./CurvesERC20Factory.sol"; import "./FeeSplitter.sol"; import "./Security.sol"; interface CurvesErrors { // Access-related error UnauthorizedCurvesTokenSubject(); // Balance-related error InsufficientPayment(); error CannotSendFunds(); error InsufficientBalance(); // ERC20-related error InvalidERC20Metadata(); error ERC20TokenAlreadyMinted(); // State-related error TokenAbsentForCurvesTokenSubject(); error CurveAlreadyExists(); // Transaction-related error LastTokenCannotBeSold(); error ContractCannotReceiveTransfer(); error ExceededMaxBuyAmount(); error NonIntegerDepositAmount(); // Proof-related error UnverifiedProof(); // Presale-related error PresaleUnavailable(); error InvalidPresaleStartTime(); error SaleNotOpen(); // Fee related error InvalidFeeDefinition(); } contract Curves is CurvesErrors, Security { address public curvesERC20Factory; FeeSplitter public feeRedistributor; string public constant DEFAULT_NAME = "Curves"; string public constant DEFAULT_SYMBOL = "CURVES"; // Counter for CURVES tokens minted uint256 private _curvesTokenCounter = 0; struct ExternalTokenMeta { string name; string symbol; address token; } struct PresaleMeta { uint256 startTime; bytes32 merkleRoot; uint256 maxBuy; } mapping(address => ExternalTokenMeta) public externalCurvesTokens; mapping(address => address) public externalCurvesToSubject; mapping(string => address) public symbolToSubject; mapping(address => PresaleMeta) public presalesMeta; mapping(address => mapping(address => uint256)) public presalesBuys; struct FeesEconomics { address protocolFeeDestination; uint256 protocolFeePercent; uint256 subjectFeePercent; uint256 referralFeePercent; uint256 holdersFeePercent; uint256 maxFeePercent; } FeesEconomics public feesEconomics; mapping(address => address) public referralFeeDestination; event Trade( address trader, address subject, bool isBuy, uint256 tokenAmount, uint256 ethAmount, uint256 protocolEthAmount, uint256 subjectEthAmount, uint256 supply ); event Transfer(address indexed curvesTokenSubject, address indexed from, address indexed to, uint256 value); event WhitelistUpdated(address indexed presale, bytes32 indexed root); event TokenDeployed(address indexed curvesTokenSubject, address indexed erc20token, string name, string symbol); // TokenSubject => (Holder => Balance) mapping(address => mapping(address => uint256)) public curvesTokenBalance; // TokenSubject => Supply mapping(address => uint256) public curvesTokenSupply; mapping(address => address[]) private ownedCurvesTokenSubjects; modifier onlyTokenSubject(address curvesTokenSubject) { if (curvesTokenSubject != msg.sender) revert UnauthorizedCurvesTokenSubject(); _; } constructor(address curvesERC20Factory_, address feeRedistributor_) Security() { curvesERC20Factory = curvesERC20Factory_; feeRedistributor = FeeSplitter(payable(feeRedistributor_)); } function setFeeRedistributor(address feeRedistributor_) external onlyOwner { feeRedistributor = FeeSplitter(payable(feeRedistributor_)); } function setMaxFeePercent(uint256 maxFeePercent_) external onlyManager { if ( feesEconomics.protocolFeePercent + feesEconomics.subjectFeePercent + feesEconomics.referralFeePercent + feesEconomics.holdersFeePercent > maxFeePercent_ ) revert InvalidFeeDefinition(); feesEconomics.maxFeePercent = maxFeePercent_; } function setProtocolFeePercent(uint256 protocolFeePercent_, address protocolFeeDestination_) external onlyOwner { if ( protocolFeePercent_ + feesEconomics.subjectFeePercent + feesEconomics.referralFeePercent + feesEconomics.holdersFeePercent > feesEconomics.maxFeePercent || protocolFeeDestination_ == address(0) ) revert InvalidFeeDefinition(); feesEconomics.protocolFeePercent = protocolFeePercent_; feesEconomics.protocolFeeDestination = protocolFeeDestination_; } function setExternalFeePercent( uint256 subjectFeePercent_, uint256 referralFeePercent_, uint256 holdersFeePercent_ ) external onlyManager { if ( feesEconomics.protocolFeePercent + subjectFeePercent_ + referralFeePercent_ + holdersFeePercent_ > feesEconomics.maxFeePercent ) revert InvalidFeeDefinition(); feesEconomics.subjectFeePercent = subjectFeePercent_; feesEconomics.referralFeePercent = referralFeePercent_; feesEconomics.holdersFeePercent = holdersFeePercent_; } function setReferralFeeDestination( address curvesTokenSubject, address referralFeeDestination_ ) public onlyTokenSubject(curvesTokenSubject) { referralFeeDestination[curvesTokenSubject] = referralFeeDestination_; } function setERC20Factory(address factory_) external onlyOwner { curvesERC20Factory = factory_; } function getFees( uint256 price ) public view returns (uint256 protocolFee, uint256 subjectFee, uint256 referralFee, uint256 holdersFee, uint256 totalFee) { protocolFee = (price * feesEconomics.protocolFeePercent) / 1 ether; subjectFee = (price * feesEconomics.subjectFeePercent) / 1 ether; referralFee = (price * feesEconomics.referralFeePercent) / 1 ether; holdersFee = (price * feesEconomics.holdersFeePercent) / 1 ether; totalFee = protocolFee + subjectFee + referralFee + holdersFee; } function getPrice(uint256 supply, uint256 amount) public pure returns (uint256) { uint256 sum1 = supply == 0 ? 0 : ((supply - 1) * (supply) * (2 * (supply - 1) + 1)) / 6; uint256 sum2 = supply == 0 && amount == 1 ? 0 : ((supply - 1 + amount) * (supply + amount) * (2 * (supply - 1 + amount) + 1)) / 6; uint256 summation = sum2 - sum1; return (summation * 1 ether) / 16000; } function getBuyPrice(address curvesTokenSubject, uint256 amount) public view returns (uint256) { return getPrice(curvesTokenSupply[curvesTokenSubject], amount); } function getSellPrice(address curvesTokenSubject, uint256 amount) public view returns (uint256) { return getPrice(curvesTokenSupply[curvesTokenSubject] - amount, amount); } function getBuyPriceAfterFee(address curvesTokenSubject, uint256 amount) public view returns (uint256) { uint256 price = getBuyPrice(curvesTokenSubject, amount); (, , , , uint256 totalFee) = getFees(price); return price + totalFee; } function getSellPriceAfterFee(address curvesTokenSubject, uint256 amount) public view returns (uint256) { uint256 price = getSellPrice(curvesTokenSubject, amount); (, , , , uint256 totalFee) = getFees(price); return price - totalFee; } function buyCurvesToken(address curvesTokenSubject, uint256 amount) public payable { uint256 startTime = presalesMeta[curvesTokenSubject].startTime; if (startTime != 0 && startTime >= block.timestamp) revert SaleNotOpen(); _buyCurvesToken(curvesTokenSubject, amount); } function _transferFees( address curvesTokenSubject, bool isBuy, uint256 price, uint256 amount, uint256 supply ) internal { (uint256 protocolFee, uint256 subjectFee, uint256 referralFee, uint256 holderFee, ) = getFees(price); { bool referralDefined = referralFeeDestination[curvesTokenSubject] != address(0); { address firstDestination = isBuy ? feesEconomics.protocolFeeDestination : msg.sender; uint256 buyValue = referralDefined ? protocolFee : protocolFee + referralFee; uint256 sellValue = price - protocolFee - subjectFee - referralFee - holderFee; (bool success1, ) = firstDestination.call{value: isBuy ? buyValue : sellValue}(""); if (!success1) revert CannotSendFunds(); } { (bool success2, ) = curvesTokenSubject.call{value: subjectFee}(""); if (!success2) revert CannotSendFunds(); } { (bool success3, ) = referralDefined ? referralFeeDestination[curvesTokenSubject].call{value: referralFee}("") : (true, bytes("")); if (!success3) revert CannotSendFunds(); } if (feesEconomics.holdersFeePercent > 0 && address(feeRedistributor) != address(0)) { feeRedistributor.onBalanceChange(curvesTokenSubject, msg.sender); feeRedistributor.addFees{value: holderFee}(curvesTokenSubject); } } emit Trade( msg.sender, curvesTokenSubject, isBuy, amount, price, protocolFee, subjectFee, isBuy ? supply + amount : supply - amount ); } function _buyCurvesToken(address curvesTokenSubject, uint256 amount) internal { uint256 supply = curvesTokenSupply[curvesTokenSubject]; if (!(supply > 0 || curvesTokenSubject == msg.sender)) revert UnauthorizedCurvesTokenSubject(); uint256 price = getPrice(supply, amount); (, , , , uint256 totalFee) = getFees(price); if (msg.value < price + totalFee) revert InsufficientPayment(); curvesTokenBalance[curvesTokenSubject][msg.sender] += amount; curvesTokenSupply[curvesTokenSubject] = supply + amount; _transferFees(curvesTokenSubject, true, price, amount, supply); // If is the first token bought, add to the list of owned tokens if (curvesTokenBalance[curvesTokenSubject][msg.sender] - amount == 0) { _addOwnedCurvesTokenSubject(msg.sender, curvesTokenSubject); } } function sellCurvesToken(address curvesTokenSubject, uint256 amount) public { uint256 supply = curvesTokenSupply[curvesTokenSubject]; if (supply <= amount) revert LastTokenCannotBeSold(); if (curvesTokenBalance[curvesTokenSubject][msg.sender] < amount) revert InsufficientBalance(); uint256 price = getPrice(supply - amount, amount); curvesTokenBalance[curvesTokenSubject][msg.sender] -= amount; curvesTokenSupply[curvesTokenSubject] = supply - amount; _transferFees(curvesTokenSubject, false, price, amount, supply); } // Transfers tokens from current owner to receiver. Can be used for gifting or distributing tokens. function transferCurvesToken(address curvesTokenSubject, address to, uint256 amount) external { if (to == address(this)) revert ContractCannotReceiveTransfer(); _transfer(curvesTokenSubject, msg.sender, to, amount); } // Transfer the total balance of all my tokens to another address. Can be used for migrating tokens. function transferAllCurvesTokens(address to) external { if (to == address(this)) revert ContractCannotReceiveTransfer(); address[] storage subjects = ownedCurvesTokenSubjects[msg.sender]; for (uint256 i = 0; i < subjects.length; i++) { uint256 amount = curvesTokenBalance[subjects[i]][msg.sender]; if (amount > 0) { _transfer(subjects[i], msg.sender, to, amount); } } } function _transfer(address curvesTokenSubject, address from, address to, uint256 amount) internal { if (amount > curvesTokenBalance[curvesTokenSubject][from]) revert InsufficientBalance(); // If transferring from oneself, skip adding to the list if (from != to) { _addOwnedCurvesTokenSubject(to, curvesTokenSubject); } curvesTokenBalance[curvesTokenSubject][from] = curvesTokenBalance[curvesTokenSubject][from] - amount; curvesTokenBalance[curvesTokenSubject][to] = curvesTokenBalance[curvesTokenSubject][to] + amount; emit Transfer(curvesTokenSubject, from, to, amount); } // Internal function to add a curvesTokenSubject to the list if not already present function _addOwnedCurvesTokenSubject(address owner_, address curvesTokenSubject) internal { address[] storage subjects = ownedCurvesTokenSubjects[owner_]; for (uint256 i = 0; i < subjects.length; i++) { if (subjects[i] == curvesTokenSubject) { return; } } subjects.push(curvesTokenSubject); } function _deployERC20( address curvesTokenSubject, string memory name, string memory symbol ) internal returns (address) { // If the token's symbol is CURVES, append a counter value if (keccak256(bytes(symbol)) == keccak256(bytes(DEFAULT_SYMBOL))) { _curvesTokenCounter += 1; name = string(abi.encodePacked(name, " ", Strings.toString(_curvesTokenCounter))); symbol = string(abi.encodePacked(symbol, Strings.toString(_curvesTokenCounter))); } if (symbolToSubject[symbol] != address(0)) revert InvalidERC20Metadata(); address tokenContract = CurvesERC20Factory(curvesERC20Factory).deploy(name, symbol, address(this)); externalCurvesTokens[curvesTokenSubject].token = tokenContract; externalCurvesTokens[curvesTokenSubject].name = name; externalCurvesTokens[curvesTokenSubject].symbol = symbol; externalCurvesToSubject[tokenContract] = curvesTokenSubject; symbolToSubject[symbol] = curvesTokenSubject; emit TokenDeployed(curvesTokenSubject, tokenContract, name, symbol); return address(tokenContract); } function buyCurvesTokenWithName( address curvesTokenSubject, uint256 amount, string memory name, string memory symbol ) public payable { uint256 supply = curvesTokenSupply[curvesTokenSubject]; if (supply != 0) revert CurveAlreadyExists(); _buyCurvesToken(curvesTokenSubject, amount); _mint(curvesTokenSubject, name, symbol); } function buyCurvesTokenForPresale( address curvesTokenSubject, uint256 amount, uint256 startTime, bytes32 merkleRoot, uint256 maxBuy ) public payable onlyTokenSubject(curvesTokenSubject) { if (startTime <= block.timestamp) revert InvalidPresaleStartTime(); uint256 supply = curvesTokenSupply[curvesTokenSubject]; if (supply != 0) revert CurveAlreadyExists(); presalesMeta[curvesTokenSubject].startTime = startTime; presalesMeta[curvesTokenSubject].merkleRoot = merkleRoot; presalesMeta[curvesTokenSubject].maxBuy = (maxBuy == 0 ? type(uint256).max : maxBuy); _buyCurvesToken(curvesTokenSubject, amount); } function setWhitelist(bytes32 merkleRoot) external { uint256 supply = curvesTokenSupply[msg.sender]; if (supply > 1) revert CurveAlreadyExists(); if (presalesMeta[msg.sender].merkleRoot != merkleRoot) { presalesMeta[msg.sender].merkleRoot = merkleRoot; emit WhitelistUpdated(msg.sender, merkleRoot); } } function buyCurvesTokenWhitelisted( address curvesTokenSubject, uint256 amount, bytes32[] memory proof ) public payable { if ( presalesMeta[curvesTokenSubject].startTime == 0 || presalesMeta[curvesTokenSubject].startTime <= block.timestamp ) revert PresaleUnavailable(); presalesBuys[curvesTokenSubject][msg.sender] += amount; uint256 tokenBought = presalesBuys[curvesTokenSubject][msg.sender]; if (tokenBought > presalesMeta[curvesTokenSubject].maxBuy) revert ExceededMaxBuyAmount(); verifyMerkle(curvesTokenSubject, msg.sender, proof); _buyCurvesToken(curvesTokenSubject, amount); } function verifyMerkle(address curvesTokenSubject, address caller, bytes32[] memory proof) public view { // Verify merkle proof bytes32 leaf = keccak256(abi.encodePacked(caller)); if (!MerkleProof.verify(proof, presalesMeta[curvesTokenSubject].merkleRoot, leaf)) revert UnverifiedProof(); } function setNameAndSymbol( address curvesTokenSubject, string memory name, string memory symbol ) external onlyTokenSubject(curvesTokenSubject) { if (externalCurvesTokens[curvesTokenSubject].token != address(0)) revert ERC20TokenAlreadyMinted(); if (symbolToSubject[symbol] != address(0)) revert InvalidERC20Metadata(); externalCurvesTokens[curvesTokenSubject].name = name; externalCurvesTokens[curvesTokenSubject].symbol = symbol; } function mint(address curvesTokenSubject) external onlyTokenSubject(curvesTokenSubject) { if ( keccak256(abi.encodePacked(externalCurvesTokens[curvesTokenSubject].name)) == keccak256(abi.encodePacked("")) || keccak256(abi.encodePacked(externalCurvesTokens[curvesTokenSubject].symbol)) == keccak256(abi.encodePacked("")) ) { externalCurvesTokens[curvesTokenSubject].name = DEFAULT_NAME; externalCurvesTokens[curvesTokenSubject].symbol = DEFAULT_SYMBOL; } _mint( curvesTokenSubject, externalCurvesTokens[curvesTokenSubject].name, externalCurvesTokens[curvesTokenSubject].symbol ); } function _mint( address curvesTokenSubject, string memory name, string memory symbol ) internal onlyTokenSubject(curvesTokenSubject) { if (externalCurvesTokens[curvesTokenSubject].token != address(0)) revert ERC20TokenAlreadyMinted(); _deployERC20(curvesTokenSubject, name, symbol); } function withdraw(address curvesTokenSubject, uint256 amount) public { if (amount > curvesTokenBalance[curvesTokenSubject][msg.sender]) revert InsufficientBalance(); address externalToken = externalCurvesTokens[curvesTokenSubject].token; if (externalToken == address(0)) { if ( keccak256(abi.encodePacked(externalCurvesTokens[curvesTokenSubject].name)) == keccak256(abi.encodePacked("")) || keccak256(abi.encodePacked(externalCurvesTokens[curvesTokenSubject].symbol)) == keccak256(abi.encodePacked("")) ) { externalCurvesTokens[curvesTokenSubject].name = DEFAULT_NAME; externalCurvesTokens[curvesTokenSubject].symbol = DEFAULT_SYMBOL; } _deployERC20( curvesTokenSubject, externalCurvesTokens[curvesTokenSubject].name, externalCurvesTokens[curvesTokenSubject].symbol ); externalToken = externalCurvesTokens[curvesTokenSubject].token; } _transfer(curvesTokenSubject, msg.sender, address(this), amount); CurvesERC20(externalToken).mint(msg.sender, amount * 1 ether); } function deposit(address curvesTokenSubject, uint256 amount) public { if (amount % 1 ether != 0) revert NonIntegerDepositAmount(); address externalToken = externalCurvesTokens[curvesTokenSubject].token; uint256 tokenAmount = amount / 1 ether; if (externalToken == address(0)) revert TokenAbsentForCurvesTokenSubject(); if (amount > CurvesERC20(externalToken).balanceOf(msg.sender)) revert InsufficientBalance(); if (tokenAmount > curvesTokenBalance[curvesTokenSubject][address(this)]) revert InsufficientBalance(); CurvesERC20(externalToken).burn(msg.sender, amount); _transfer(curvesTokenSubject, address(this), msg.sender, tokenAmount); } function sellExternalCurvesToken(address curvesTokenSubject, uint256 amount) public { if (externalCurvesTokens[curvesTokenSubject].token == address(0)) revert TokenAbsentForCurvesTokenSubject(); deposit(curvesTokenSubject, amount); sellCurvesToken(curvesTokenSubject, amount / 1 ether); } } This contract seems to involve an ERC20 token factory, fee redistribution, and presale mechanisms. Let's start diagramming the architecture. Could you describe the main components and how they interact with each other? For instance, what role does the CurvesERC20Factory play in the system?
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create a website for me to surprise my girlfriend for her birthday using html ,css , javascript etc
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I want to add a second Kirby to the code who has the same moves with different buttons like WASD=IJKL E=O R=P import pygame import sys # Set up display screen = pygame.display.set_mode((900, 700)) # Set the Kirby pink color (RGB format) kirby_pink_color = (255, 105, 180) ground_color = (0, 255, 0) # Green color for the ground # Circle properties circle_radius = 25 # Initial radius circle_y_offset = 25 # Offset from the top of the circle # Circle position and velocity circle_x, circle_y = 425, 500 circle_x_speed, circle_y_speed = 0, 0 gravity = 1 jump_height = -15 # Set jump height # Variables for crouching and in-air state is_crouching = False crouch_scale = 0.5 # Scale factor for crouching in_air = False # Movement flags is_moving_left = False is_moving_right = False is_floating = False # Load the Kirby face image kirby_face = pygame.image.load("kirby_face.png") # Game loop while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_s and not is_crouching: is_crouching = True elif event.key == pygame.K_w and not in_air: circle_y_speed = jump_height in_air = True elif event.key == pygame.K_e and not is_crouching: is_floating = True elif event.key == pygame.K_r: is_floating = False elif event.key == pygame.K_a: is_moving_left = True elif event.key == pygame.K_d: is_moving_right = True elif event.type == pygame.KEYUP: if event.key == pygame.K_s: is_crouching = False elif event.key == pygame.K_a: is_moving_left = False elif event.key == pygame.K_d: is_moving_right = False # Floating set up if is_floating: gravity = 0.3 jump_height = -6.5 in_air = False is_crouching = False circle_radius = 35 circle_y_offset = 35 else: gravity = 1 jump_height = -15 in_air = True circle_radius = 25 circle_y_offset = 25 # Apply gravity circle_y_speed += gravity # Apply horizontal motion if is_moving_left: circle_x_speed = -5 elif is_moving_right: circle_x_speed = 5 else: circle_x_speed = 0 # Update circle position circle_x += circle_x_speed circle_y += circle_y_speed # Collision with the ground if circle_y + circle_radius >= 575: circle_y = 575 - circle_radius circle_y_speed = 0 gravity = 1 jump_height = -15 is_floating = False in_air = False # Circle is on the ground # Collision with the sides of the screen if circle_x < 0: circle_x = 0 elif circle_x > 900 - 2 * circle_radius: circle_x = 900 - 2 * circle_radius # Draw background screen.fill((100, 100, 255)) # Blue background # Draw ground pygame.draw.rect(screen, ground_color, (0, 600, 900, 50)) # Draw Kirby pink sphere (circle) if is_crouching: pygame.draw.ellipse(screen, kirby_pink_color, (int(circle_x), int(circle_y + circle_radius * (1.6 - crouch_scale)), int(2 * circle_radius), int(crouch_scale * 2 * circle_radius))) # Scale and draw the Kirby face when crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(2 * circle_radius * crouch_scale))) screen.blit(kirby_face_scaled, (int(circle_x), int(circle_y + circle_radius * (1.6 - crouch_scale)))) else: pygame.draw.circle(screen, kirby_pink_color, (int(circle_x + circle_radius), int(circle_y + circle_radius)), circle_radius) # Scale and draw the Kirby face when not crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(1.8 * circle_radius))) screen.blit(kirby_face_scaled, (int(circle_x), int(circle_y))) # Update the display pygame.display.flip() # Cap the frame rate pygame.time.Clock().tick(60)
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37,336
hi
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37,337
how leverage Revit’s Idling event to queue up work to be done inside these code namespace MyRevitPlugin { public class Class1 : IExternalApplication { public Result OnStartup(UIControlledApplication application) { RibbonPanel ribbonPanel = application.CreateRibbonPanel("MyRibbonPanel"); // Create a button to trigger some command and add it to the Ribbon Panel string thisAssemblyPath = Assembly.GetExecutingAssembly().Location; PushButtonData buttonData = new PushButtonData("cmdMyTest", "My HV Test", thisAssemblyPath, "MyRevitPlugin.HttpServerCommand3"); PushButton pushButton = ribbonPanel.AddItem(buttonData) as PushButton; // optionally, you can add other properties to the button, like for example a Tool-Tip pushButton.ToolTip = "Hello, this is my first Revit Plug-in"; // Bitmap Icon Uri urlImage = new Uri(@"C:\Users\HarshVardhan\OneDrive - Intelliswift Software Inc\Desktop\HVRevit\ml2.png"); BitmapImage bitmapImage = new BitmapImage(urlImage); pushButton.LargeImage = bitmapImage; return Result.Succeeded; } public Result OnShutdown(UIControlledApplication application) { return Result.Succeeded; } } [Transaction(TransactionMode.Manual)] [Regeneration(RegenerationOption.Manual)] public class HttpServerCommand3 : IExternalCommand { private static HttpListener listener; //private static object commandData; private const string Url = "http://localhost:12345/revit/"; public static object JsonConvert { get; private set; } private UIApplication uiApp; public Result Execute(ExternalCommandData commandData, ref string message, ElementSet elements) { //var uiapp = commandData.Application; //var app = uiapp.Application; // var uidoc = uiapp.ActiveUIDocument; //var doc = uidoc.Document; // Initialize the handler and the external event uiApp = commandData.Application; listener = new HttpListener(); listener.Prefixes.Add(Url); try { listener.Start(); TaskDialog.Show("Server", "Server started at " + Url); listener.BeginGetContext(ProcessRequest,null); } catch (HttpListenerException ex) { TaskDialog.Show("Error", ex.Message); return Result.Failed; } return Result.Succeeded; } private void ProcessRequest(IAsyncResult result) { var context = listener.EndGetContext(result); // Continue listening for other requests listener.BeginGetContext(ProcessRequest, null); HttpListenerRequest request = context.Request; HttpListenerResponse response = context.Response; int wallId; if (request.HttpMethod == "GET") { // HandleGetRequest(response); // Convert parameters to appropriate types ElementId elementId = new ElementId(Convert.ToInt64(request.QueryString["ElementId"])); // Process the request if (int.TryParse(request.QueryString["ElementId"], out wallId)) { // Run the move wall command with the specified wall id MoveWallWithId(wallId); } //Document doc = uiApp.ActiveUIDocument.Document; //Wall wall = doc.GetElement(elementId) as Wall; // Raise the external event to do the Revit API call on the main thread string responseString = "moveElementHandler.Result"; // Your code to use the Revit API and interact with the model. //string responseString = "Revit interaction hv result2"; // Send a response using (Stream output = context.Response.OutputStream) using (StreamWriter writer = new StreamWriter(output)) { writer.Write(responseString); } } response.Close(); } private void MoveWallWithId(int wallId) { Document doc = uiApp.ActiveUIDocument.Document; ElementId elementId = new ElementId(wallId); Wall wall = doc.GetElement(elementId) as Wall; if (wall == null) { // Handle the error return; } MoveUsingLocationCurve(doc, wall); } private bool MoveUsingLocationCurve(Document doc, Wall wall) { // Check if the wall has a valid location curve TaskDialog.Show("Move element", "trying to move "); LocationCurve wallLocationCurve = wall.Location as LocationCurve; if (wallLocationCurve == null) { return false; } XYZ translationVec = new XYZ(10, 20, 0); // Start a new transaction for modifying the document using (Transaction trans = new Transaction(doc, "Move Wall")) { trans.Start(); try { // Perform the move operation wallLocationCurve.Move(translationVec); trans.Commit(); return true; } catch { // Abort the transaction in case of any errors trans.RollBack(); return false; } } } }
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37,338
Please add proper indentation. import pygame import sys # Set up display screen = pygame.display.set_mode((900, 700)) # Set the Kirby pink color (RGB format) kirby_pink_color = (255, 105, 180) ground_color = (0, 255, 0) # Green color for the ground # Circle properties circle_radius = 25 # Initial radius circle_y_offset = 25 # Offset from the top of the circle # Circle position and velocity circle_x, circle_y = 425, 500 circle_x_speed, circle_y_speed = 0, 0 gravity = 1 jump_height = -15 # Set jump height # Variables for crouching and in-air state is_crouching = False crouch_scale = 0.5 # Scale factor for crouching in_air = False # Movement flags for the first Kirby is_moving_left = False is_moving_right = False is_floating = False # Movement flags for the second Kirby is_second_kirby_moving_left = False is_second_kirby_moving_right = False # Define second Kirby position and velocity second_kirby_x, second_kirby_y = 200, 500 second_kirby_x_speed, second_kirby_y_speed = 0, 0 # Load the Kirby face image kirby_face = pygame.image.load(“kirby_face.png”) # Game loop while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: # First Kirby movement controls if event.key == pygame.K_s and not is_crouching: is_crouching = True elif event.key == pygame.K_w and not in_air: circle_y_speed = jump_height in_air = True elif event.key == pygame.K_e and not is_crouching: is_floating = True elif event.key == pygame.K_r: is_floating = False elif event.key == pygame.K_a: is_moving_left = True elif event.key == pygame.K_d: is_moving_right = True # Second Kirby movement controls elif event.key == pygame.K_k: is_second_kirby_moving_down = True elif event.key == pygame.K_i: is_second_kirby_moving_up = True elif event.key == pygame.K_j: is_second_kirby_moving_left = True elif event.key == pygame.K_l: is_second_kirby_moving_right = True elif event.type == pygame.KEYUP: if event.key == pygame.K_s: is_crouching = False elif event.key == pygame.K_a: is_moving_left = False elif event.key == pygame.K_d: is_moving_right = False elif event.key == pygame.K_k: is_second_kirby_moving_down = False elif event.key == pygame.K_i: is_second_kirby_moving_up = False elif event.key == pygame.K_j: is_second_kirby_moving_left = False elif event.key == pygame.K_l: is_second_kirby_moving_right = False # Floating set up for the first Kirby if is_floating: gravity = 0.3 jump_height = -6.5 in_air = False is_crouching = False circle_radius = 35 circle_y_offset = 35 else: gravity = 1 jump_height = -15 in_air = True circle_radius = 25 circle_y_offset = 25 # Apply gravity for the first Kirby circle_y_speed += gravity # Apply horizontal motion for the first Kirby if is_moving_left: circle_x_speed = -5 elif is_moving_right: circle_x_speed = 5 else: circle_x_speed = 0 # Update position for the first Kirby circle_x += circle_x_speed circle_y += circle_y_speed # Collision with the ground for the first Kirby if circle_y + circle_radius >= 575: circle_y = 575 - circle_radius circle_y_speed = 0 gravity = 1 jump_height = -15 is_floating = False in_air = False # Circle is on the ground # Collision with the sides of the screen for the first Kirby if circle_x < 0: circle_x = 0 elif circle_x > 900 - 2 * circle_radius: circle_x = 900 - 2 * circle_radius # Apply horizontal motion for the second Kirby if is_second_kirby_moving_left: second_kirby_x_speed = -5 elif is_second_kirby_moving_right: second_kirby_x_speed = 5 else: second_kirby_x_speed = 0 # Update position for the second Kirby second_kirby_x += second_kirby_x_speed second_kirby_y += second_kirby_y_speed # Collision with the ground for the second Kirby if second_kirby_y + circle_radius >= 575: second_kirby_y = 575 - circle_radius second_kirby_y_speed = 0 # Collision with the sides of the screen for the second Kirby if second_kirby_x < 0: second_kirby_x = 0 elif second_kirby_x > 900 - 2 * circle_radius: second_kirby_x = 900 - 2 * circle_radius # Draw background screen.fill((100, 100, 255)) # Blue background # Draw ground pygame.draw.rect(screen, ground_color, (0, 600, 900, 50)) # Draw first Kirby pink sphere (circle) if is_crouching: pygame.draw.ellipse(screen, kirby_pink_color, (int(circle_x), int(circle_y + circle_radius * (1.6 - crouch_scale)), int(2 * circle_radius), int(crouch_scale * 2 * circle_radius))) # Scale and draw the first Kirby face when crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(2 * circle_radius * crouch_scale))) screen.blit(kirby_face_scaled, (int(circle_x), int(circle_y + circle_radius * (1.6 - crouch_scale)))) else: pygame.draw.circle(screen, kirby_pink_color, (int(circle_x + circle_radius), int(circle_y + circle_radius)), circle_radius) # Scale and draw the first Kirby face when not crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(1.8 * circle_radius))) screen.blit(kirby_face_scaled, (int(circle_x), int(circle_y))) # Draw second Kirby pink sphere (circle) pygame.draw.circle(screen, kirby_pink_color, (int(second_kirby_x + circle_radius), int(second_kirby_y + circle_radius)), circle_radius) # Scale and draw the second Kirby face when not crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(1.8 * circle_radius))) screen.blit(kirby_face_scaled, (int(second_kirby_x), int(second_kirby_y))) # Update the display pygame.display.flip() # Cap the frame rate pygame.time.Clock().tick(60)
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37,339
I have an assignment, the brief is below Size or length of assessment: 2000 words Module learning outcomes assessed by this task: 1.Conduct professional quality stakeholder, context and competitor research using industry-standard methodologies. 2.Identify and develop creative solutions to a design problem and iterate and select among them for prototyping. 3.Pursue and respond to other’s critique on their designs and, in turn, provide constructive critique on others’ work. 4.Evaluate prototypes with stakeholders and identify necessary changes and improvements. 5.Identify good practice in a particular programming language and use this to implement key features for mobile, web or other digital interface. Completing your assessment What am I required to do on this assessment? This is an individual assignment requiring you to design and prototype a web application – an App based on data from Open Data Bristol. The assignment requires you to carry out design work to a high standard and exemplify professional practice by giving and receiving feedback. Working on this assignment will help you to plan, conduct, critique and iteratively improve your research, design, and coding artifacts. This portfolio is comprised of four separate subtasks, based on the first four stages of the design process (empathise, define, ideate, prototype). Each one is worth 25% of the available marks. Please Make sure you include a cover page with your name and student number Please identify which dataset from Open Data Bristol you are using (name and URL). Reference your sources using UWE Harvard referencing. Where should I start? This is the task breakdown: 1: Empathise You will create a mood board containing representative photos, colours, fonts, and reference designs using Figma. This section should be around 500 words including: A collage of photos that represent your project A colour theme based on these photos A selection of Sample fonts and font pairs using foreground/background colours A small set of reference designs Please export images (e.g. png) from Figma and incorporate them into your Word document. 2: Define You will define the User Experience (UX) mapping, defining a persona and an associated scenario represented as a design map. This section should be around 500 words including: A persona you are targeting, identifying their goals and frustrations. Outline a scenario – a design map showing the touch-points where your persona interacts with the App. 3: Ideate You will capture your user interface as a wireframe. Use wireflow to indicate flow between screens. This section should be around 500 words including: A screen capture of your wireframe(s). Analysis of the Information Architecture of your wireframe(s) including Organisation, Labeling, Navigation, Search. Include a blueprint diagram representing your organisational hierarchy. 4: Prototype You will construct an interactive functional prototype of your App. This will be one or more static web-pages that run in the browser, created using HTML and CSS. It should be clickable/navigable, but as a prototype, it need not be fully functional. It should use embedded iframes from Open Data Bristol for tables and maps. Your prototype should include interactive controls to select between different content. The design should follow from your earlier design ideas, using the colours and fonts set out in your mood board, and layout ideas from your wireframe. If your ideas have evolved, then please explain how and why. This section should be around 500 words including: Screenshots of your HTML prototype. A step-by-step walkthrough of your scenario in relation to these screenshots. A description of the CSS styling used. You will submit your portfolio as a single Word document with four subheadings: 1.Empathise 2.Define 3.Ideate 4.Prototype What do I need to do to pass? The pass mark is 50%. How do I achieve high marks in this assessment? We are looking for professional levels of design, not sophisticated levels of coding. This will include a photographic collage with a good range of contrasting colours in the colour theme. Excellent font pairings with a good selection of reference images. You will develop a fully rounded persona, with an excellent user-centred scenario offering a resolution to the persona’s needs and frustrations. This will be matched by clear wireframing, comparable to sites you would find on the web. You will carry out a detailed analysis of the Information Architecture. The design of the prototype will look fabulous and show clear links back to the UX mapping and wireframe, and using a colour scheme selected from your moodboard. You will use UWE/Harvard referencing throughout. Marks and Feedback Your assessment will be marked according to the following marking criteria. Criterion <50% 50-59% 60-69% ≧70% Empathise (25%) Limited choice of images with little relevance. Little thought put into font choices, or few reference images. Relevant choice of images but little choice of how colours will work in the foreground / background. Reasonable font choices with some reference images. Good choice of images and colour theme. Well justified font choices and pairings and good reference images. Professional looking image collage with a good range of contrasting colours in the colour theme. Excellent font pairings with good examples. Excellent coverage of reference images. Define (25%) Persona minimally described. Weak scenario. Goals identified. Clear scenario but written more from a system perspective, than the user’s. Persona clearly defined with good goals and frustrations. A good scenario described from a user perspective. Fully rounded definition of persona, of professional standard.  Excellent user-centred scenario offering a resolution to the persona’s needs and frustrations. Ideate (25%) Some attempt at producing the wireframe. Missing or incomplete IA elements. Good use of the styling grid. Some good points, but limited IA analysis. Good grid styling informed by the IA. Use of wireflow. A good level of analysis. Good blueprint. Professional level of wireframing, comparable to sites you would find on the web. Excellent IA analysis, performed to a professional level. Prototype (25%) Simplistic design with little apparent styling. Walkthrough unrelated to the UX mapping. Some styling with description of outputs and controls. Good walkthrough of the steps involved in using your App. Great styling with solid connections back to your mood board and wireframe. Walkthrough tells a story in words and pictures. Professional output with great styling and comprehensive description. Excellent walkthrough with clear links back to the UX mapping. Now, give me a step by step process on how to get this done
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using System.Collections; using System.Reflection; using UnityEngine; using UnityEngine.UI; public class UIManager : MonoBehaviour { public static UIManager Instance { get; private set; } [SerializeField] private Image damageIndicator; [SerializeField] private Camera playerCamera; private void Awake() { if (!Instance) { Instance = this; } else if (Instance != this) { Destroy(gameObject); } // Ensure damageIndicator is not null; otherwise, log an error if (!damageIndicator) { Debug.LogError("Damage Indicator reference is not set in the UIManager."); } if (damageIndicator == null) { Debug.LogError("[UIManager] Damage indicator is not assigned."); } else { Debug.Log("[UIManager] Damage indicator is successfully assigned."); } damageIndicator.gameObject.SetActive(false); } public void ShowDamageIndicator(Vector3 damageDirection) { if (damageIndicator != null && playerCamera != null) { // Calculate the angle between the camera’s forward direction and the damage direction in local space Vector3 forward = playerCamera.transform.forward; //forward.y = 0; // Optional: Flatten the forward vector if you’re only interested in horizontal plane Vector3 localDamageDirection = playerCamera.transform.InverseTransformDirection(damageDirection.normalized); localDamageDirection.y = 0; // Optional: Flatten the damage direction as well float angle = Mathf.Atan2(localDamageDirection.x, localDamageDirection.z) * Mathf.Rad2Deg; // Define the distance from the center of the screen to position the indicator float indicatorDistance = 400f; // Adjust this value based on your UI layout // Calculate the position on the canvas circle based on the angle float xPosition = indicatorDistance * Mathf.Sin(angle * Mathf.Deg2Rad); float yPosition = indicatorDistance * Mathf.Cos(angle * Mathf.Deg2Rad); // Update the position of the damage indicator using anchoredPosition for UI elements damageIndicator.rectTransform.anchoredPosition = new Vector2(xPosition, yPosition); // Rotate the indicator to point towards the center (opposite direction of the damage) damageIndicator.rectTransform.localRotation = Quaternion.Euler(0, 0, angle); // Make the indicator visible damageIndicator.gameObject.SetActive(true); // Hide the indicator after a short delay StartCoroutine(HideDamageIndicatorAfterDelay(1.0f)); } else { Debug.LogError("Player camera or damage indicator reference missing in UIManager."); } } // Coroutine to deactivate the indicator after a delay private IEnumerator HideDamageIndicatorAfterDelay(float delay) { yield return new WaitForSeconds(delay); if (damageIndicator != null) { damageIndicator.gameObject.SetActive(false); } } // … Other UI management methods } what does this code do?
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create a website for me to surprise my girlfriend for her birthday using html ,css , javascript etc
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37,342
Apply proper indentation to the code: import pygame import sys # Set up display screen = pygame.display.set_mode((900, 700)) # Set the Kirby pink color (RGB format) kirby_pink_color = (255, 105, 180) ground_color = (0, 255, 0) # Green color for the ground # Circle properties circle_radius = 25 # Initial radius circle_y_offset = 25 # Offset from the top of the circle # Circle position and velocity circle_x, circle_y = 425, 500 circle_x_speed, circle_y_speed = 0, 0 gravity = 1 jump_height = -15 # Set jump height # Variables for crouching and in-air state is_crouching = False crouch_scale = 0.5 # Scale factor for crouching in_air = False # Movement flags is_moving_left = False is_moving_right = False is_floating = False # Load the Kirby face image kirby_face = pygame.image.load(“kirby_face.png”) # Second Kirby variables circle_x2, circle_y2 = 450, 500 circle_x_speed2, circle_y_speed2 = 0, 0 # Game loop while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_s and not is_crouching: is_crouching = True elif event.key == pygame.K_w and not in_air: circle_y_speed = jump_height in_air = True elif event.key == pygame.K_e and not is_crouching: is_floating = True elif event.key == pygame.K_r: is_floating = False elif event.key == pygame.K_a: is_moving_left = True elif event.key == pygame.K_d: is_moving_right = True elif event.key == pygame.K_i and not is_crouching: is_crouching2 = True elif event.key == pygame.K_o and not in_air: circle_y_speed2 = jump_height in_air = True elif event.key == pygame.K_p and not is_crouching: is_floating2 = True elif event.key == pygame.K_j: is_moving_left2 = True elif event.key == pygame.K_l: is_moving_right2 = True elif event.type == pygame.KEYUP: if event.key == pygame.K_s: is_crouching = False elif event.key == pygame.K_a: is_moving_left = False elif event.key == pygame.K_d: is_moving_right = False elif event.key == pygame.K_i: is_crouching2 = False elif event.key == pygame.K_j: is_moving_left2 = False elif event.key == pygame.K_l: is_moving_right2 = False # Floating set up if is_floating: gravity = 0.3 jump_height = -6.5 in_air = False is_crouching = False circle_radius = 35 circle_y_offset = 35 else: gravity = 1 jump_height = -15 in_air = True circle_radius = 25 circle_y_offset = 25 # Apply gravity circle_y_speed += gravity # Apply horizontal motion if is_moving_left: circle_x_speed = -5 elif is_moving_right: circle_x_speed = 5 else: circle_x_speed = 0 # Update circle position circle_x += circle_x_speed circle_y += circle_y_speed # Collision with the ground if circle_y + circle_radius >= 575: circle_y = 575 - circle_radius circle_y_speed = 0 gravity = 1 jump_height = -15 is_floating = False in_air = False # Circle is on the ground # Collision with the sides of the screen if circle_x < 0: circle_x = 0 elif circle_x > 900 - 2 * circle_radius: circle_x = 900 - 2 * circle_radius # Update second circle position circle_x2 += circle_x_speed2 circle_y2 += circle_y_speed2 # Draw background screen.fill((100, 100, 255)) # Blue background # Draw ground pygame.draw.rect(screen, ground_color, (0, 600, 900, 50)) # Draw Kirby pink sphere (circle) if is_crouching: pygame.draw.ellipse(screen, kirby_pink_color, (int(circle_x), int(circle_y + circle_radius * (1.6 - crouch_scale)), int(2 * circle_radius), int(crouch_scale * 2 * circle_radius))) # Scale and draw the Kirby face when crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(2 * circle_radius * crouch_scale))) screen.blit(kirby_face_scaled, (int(circle_x), int(circle_y + circle_radius * (1.6 - crouch_scale)))) else: pygame.draw.circle(screen, kirby_pink_color, (int(circle_x + circle_radius), int(circle_y + circle_radius)), circle_radius) # Scale and draw the Kirby face when not crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(1.8 * circle_radius))) screen.blit(kirby_face_scaled, (int(circle_x), int(circle_y))) # Draw second Kirby pink sphere (circle) if is_crouching2: pygame.draw.ellipse(screen, kirby_pink_color, (int(circle_x2), int(circle_y2 + circle_radius * (1.6 - crouch_scale)), int(2 * circle_radius), int(crouch_scale * 2 * circle_radius))) # Scale and draw the second Kirby face when crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(2 * circle_radius * crouch_scale))) screen.blit(kirby_face_scaled, (int(circle_x2), int(circle_y2 + circle_radius * (1.6 - crouch_scale)))) else: pygame.draw.circle(screen, kirby_pink_color, (int(circle_x2 + circle_radius), int(circle_y2 + circle_radius)), circle_radius) # Scale and draw the second Kirby face when not crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(1.8 * circle_radius))) screen.blit(kirby_face_scaled, (int(circle_x2), int(circle_y2))) # Update the display pygame.display.flip() # Cap the frame rate pygame.time.Clock().tick(60)
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Can you fix the loop issues? import pygame import sys # Set up display screen = pygame.display.set_mode((900, 700)) # Set the Kirby pink color (RGB format) kirby_pink_color = (255, 105, 180) ground_color = (0, 255, 0) # Green color for the ground # Circle properties circle_radius = 25 # Initial radius circle_y_offset = 25 # Offset from the top of the circle # Circle position and velocity circle_x, circle_y = 425, 500 circle_x_speed, circle_y_speed = 0, 0 gravity = 1 jump_height = -15 # Set jump height # Variables for crouching and in-air state is_crouching = False crouch_scale = 0.5 # Scale factor for crouching in_air = False # Movement flags is_moving_left = False is_moving_right = False is_floating = False # Load the Kirby face image kirby_face = pygame.image.load("kirby_face.png") # Second Kirby variables circle_x2, circle_y2 = 450, 500 circle_x_speed2, circle_y_speed2 = 0, 0 # Game loop while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_s and not is_crouching: is_crouching = True elif event.type == pygame.K_w and not in_air: circle_y_speed = jump_height in_air = True elif event.type == pygame.K_e and not is_crouching: is_floating = True elif event.type == pygame.K_r: is_floating = False elif event.type == pygame.K_a: is_moving_left = True elif event.type == pygame.K_d: is_moving_right = True elif event.type == pygame.K_i and not is_crouching: is_crouching2 = True elif event.type == pygame.K_o and not in_air: circle_y_speed2 = jump_height in_air = True elif event.type == pygame.K_p and not is_crouching: is_floating2 = True elif event.type == pygame.K_j: is_moving_left2 = True elif event.type == pygame.K_l: is_moving_right2 = True elif event.type == pygame.KEYUP: if event.type == pygame.K_s: is_crouching = False elif event.type == pygame.K_a: is_moving_left = False elif event.type == pygame.K_d: is_moving_right = False elif event.type == pygame.K_i: is_crouching2 = False elif event.type == pygame.K_j: is_moving_left2 = False elif event.type == pygame.K_l: is_moving_right2 = False # Floating set up if is_floating: gravity = 0.3 jump_height = -6.5 in_air = False is_crouching = False circle_radius = 35 circle_y_offset = 35 else: gravity = 1 jump_height = -15 in_air = True circle_radius = 25 circle_y_offset = 25 # Apply gravity circle_y_speed += gravity # Apply horizontal motion if is_moving_left: circle_x_speed = -5 elif is_moving_right: circle_x_speed = 5 else: circle_x_speed = 0 # Update circle position circle_x += circle_x_speed circle_y += circle_y_speed # Collision with the ground if circle_y + circle_radius >= 575: circle_y = 575 - circle_radius circle_y_speed = 0 gravity = 1 jump_height = -15 is_floating = False in_air = False # Circle is on the ground # Collision with the sides of the screen if circle_x < 0: circle_x = 0 elif circle_x > 900 - 2 * circle_radius: circle_x = 900 - 2 * circle_radius # Update second circle position circle_x2 += circle_x_speed2 circle_y2 += circle_y_speed2 # Draw background screen.fill((100, 100, 255)) # Blue background # Draw ground pygame.draw.rect(screen, ground_color, (0, 600, 900, 50)) # Draw Kirby pink sphere (circle) if is_crouching: pygame.draw.ellipse(screen, kirby_pink_color, (int(circle_x), int(circle_y + circle_radius * (1.6 - crouch_scale)), int(2 * circle_radius), int(crouch_scale * 2 * circle_radius))) # Scale and draw the Kirby face when crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(2 * circle_radius * crouch_scale))) screen.blit(kirby_face_scaled, (int(circle_x), int(circle_y + circle_radius * (1.6 - crouch_scale)))) else: pygame.draw.circle(screen, kirby_pink_color, (int(circle_x + circle_radius), int(circle_y + circle_radius)), circle_radius) # Scale and draw the Kirby face when not crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(1.8 * circle_radius))) screen.blit(kirby_face_scaled, (int(circle_x), int(circle_y))) # Draw second Kirby pink sphere (circle) if is_crouching2: pygame.draw.ellipse(screen, kirby_pink_color, (int(circle_x2), int(circle_y2 + circle_radius * (1.6 - crouch_scale)), int(2 * circle_radius), int(crouch_scale * 2 * circle_radius))) # Scale and draw the second Kirby face when crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(2 * circle_radius * crouch_scale))) screen.blit(kirby_face_scaled, (int(circle_x2), int(circle_y2 + circle_radius * (1.6 - crouch_scale)))) else: pygame.draw.circle(screen, kirby_pink_color, (int(circle_x2 + circle_radius), int(circle_y2 + circle_radius)), circle_radius) # Scale and draw the second Kirby face when not crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius), int(1.8 * circle_radius))) screen.blit(kirby_face_scaled, (int(circle_x2), int(circle_y2))) # Update the display pygame.display.flip() # Cap the frame rate pygame.time.Clock().tick(60)
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import pygame import sys # Initialize Pygame and set up the display pygame.init() screen = pygame.display.set_mode((900, 700)) # Define colors kirby_pink_color = (255, 105, 180) # Kirby Pink ground_color = (0, 255, 0) # Green ground # Circle properties (used for both Kirbys) circle_radius = 25 crouch_scale = 0.5 # First Kirby properties circle_x, circle_y = 425, 500 circle_x_speed, circle_y_speed = 0, 0 is_crouching = False in_air = False # Second Kirby properties circle_x2, circle_y2 = 450, 500 circle_x_speed2, circle_y_speed2 = 0, 0 is_crouching2 = False in_air2 = False # Movement flags is_moving_left, is_moving_right = False, False is_moving_left2, is_moving_right2 = False, False # Load the Kirby face image kirby_face = pygame.image.load(“kirby_face.png”) # Game loop setup clock = pygame.time.Clock() running = True while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_s: is_crouching = True elif event.key == pygame.K_w and not in_air: circle_y_speed = -15 in_air = True elif event.key == pygame.K_a: is_moving_left = True elif event.key == pygame.K_d: is_moving_right = True elif event.key == pygame.K_i: is_crouching2 = True elif event.key == pygame.K_o and not in_air2: circle_y_speed2 = -15 in_air2 = True elif event.key == pygame.K_j: is_moving_left2 = True elif event.key == pygame.K_l: is_moving_right2 = True elif event.type == pygame.KEYUP: if event.key == pygame.K_s: is_crouching = False elif event.key == pygame.K_a: is_moving_left = False elif event.key == pygame.K_d: is_moving_right = False elif event.key == pygame.K_i: is_crouching2 = False elif event.key == pygame.K_j: is_moving_left2 = False elif event.key == pygame.K_l: is_moving_right2 = False # Apply gravity and movement for the first Kirby circle_y_speed += 1 # Simple gravity circle_x_speed = -5 if is_moving_left else 5 if is_moving_right else 0 # Update position for the first Kirby circle_x += circle_x_speed circle_y = max(circle_y + circle_y_speed, circle_radius) # Handle ground collision for the first Kirby if circle_y + circle_radius >= 575: circle_y = 575 - circle_radius circle_y_speed = 0 in_air = False # Apply the same mechanics for the second Kirby circle_y_speed2 += 1 circle_x_speed2 = -5 if is_moving_left2 else 5 if is_moving_right2 else 0 circle_x2 += circle_x_speed2 circle_y2 = max(circle_y2 + circle_y_speed2, circle_radius) if circle_y2 + circle_radius >= 575: circle_y2 = 575 - circle_radius circle_y_speed2 = 0 in_air2 = False # Clear screen screen.fill((100, 100, 255)) # Draw ground pygame.draw.rect(screen, ground_color, (0, 575, 900, 125)) # Draw both Kirbys def draw_kirby(x, y, is_crouching): if is_crouching: scaled_radius = int(circle_radius * crouch_scale) kirby_rect = pygame.Rect(x - circle_radius, y, 2 * circle_radius, 2 * scaled_radius) pygame.draw.ellipse(screen, kirby_pink_color, kirby_rect) face_scaled = pygame.transform.scale( kirby_face, (2 * circle_radius, 2 * scaled_radius) ) screen.blit(face_scaled, kirby_rect.topleft) else: pygame.draw.circle(screen, kirby_pink_color, (x, y), circle_radius) face_scaled = pygame.transform.scale( kirby_face, (2 * circle_radius, int(circle_radius * 1.8)) ) screen.blit(face_scaled, (x - circle_radius, y - circle_radius)) draw_kirby(circle_x, circle_y, is_crouching) draw_kirby(circle_x2, circle_y2, is_crouching2) # Update the display pygame.display.flip() # Cap the frame rate to 60 FPS clock.tick(60) # Exit the game pygame.quit() sys.exit() This code had something removed when I put it into ChatGPT4, can you add the floating functionality back to both characters? Don't do anything yet though, I'll send the original code so you can see what the floating did.
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37,345
make an example openbullet/silverbullet script
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