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elif event.key == pygame.K_e and not is_crouching: is_floating = True elif event.key == pygame.K_r: # 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
7eb056cd9f70508228f97419962028c8
{ "intermediate": 0.33124300837516785, "beginner": 0.3433919847011566, "expert": 0.3253650367259979 }
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obtengo este erro cuando quiero subir algo a mi branch ERROR: 152:15 align statements are not aligned npm ERR! code ELIFECYCLE npm ERR! errno 1 npm ERR! fe-usuarios@2.4.51 lint: `ng lint` npm ERR! Exit status 1 npm ERR! npm ERR! Failed at the fe-usuarios@2.4.51 lint script. npm ERR! This is probably not a problem with npm. There is likely additional logging output above. npm ERR! A complete log of this run can be found in: npm ERR! C:\Users\damian.jouanny\AppData\Roaming\npm-cache\_logs\2024-01-11T17_54_35_960Z-debug.log husky > pre-commit hook failed (add --no-verify to bypass) Done
d56cb0f1cf76672db00e14fbf0950f30
{ "intermediate": 0.2399752140045166, "beginner": 0.5524587035179138, "expert": 0.207566037774086 }
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// SPDX-License-Identifier: UNLICENSED pragma solidity ^0.8.20; // ███████╗███████╗██████╗ ██████╗ // ╚══███╔╝██╔════╝██╔══██╗██╔═══██╗ // ███╔╝ █████╗ ██████╔╝██║ ██║ // ███╔╝ ██╔══╝ ██╔══██╗██║ ██║ // ███████╗███████╗██║ ██║╚██████╔╝ // ╚══════╝╚══════╝╚═╝ ╚═╝ ╚═════╝ // Website: https://zerolend.xyz // Discord: https://discord.gg/zerolend // Twitter: https://twitter.com/zerolendxyz import {IERC20} from "@openzeppelin/contracts/interfaces/IERC20.sol"; import {ERC2981, IERC165} from "@openzeppelin/contracts/token/common/ERC2981.sol"; import {IERC721Receiver} from "@openzeppelin/contracts/interfaces/IERC721Receiver.sol"; import {ReentrancyGuard} from "@openzeppelin/contracts/security/ReentrancyGuard.sol"; import {ERC721Enumerable} from "@openzeppelin/contracts/token/ERC721/extensions/ERC721Enumerable.sol"; import {IZeroLocker} from "./interfaces/IZeroLocker.sol"; import {Initializable} from "@openzeppelin/contracts-upgradeable/proxy/utils/Initializable.sol"; // This is a 4 year locker contract very similar to Curve and Solidly finance. contract ZeroLocker is Initializable, ReentrancyGuard, IZeroLocker, ERC2981 { uint256 internal WEEK; uint256 internal MAXTIME; int128 internal iMAXTIME; uint256 internal MULTIPLIER; IERC20 public underlying; uint256 public supply; mapping(uint256 => LockedBalance) public locked; mapping(uint256 => uint256) public ownershipChange; uint256 public override epoch; mapping(uint256 => Point) internal _pointHistory; // epoch -> unsigned point mapping(uint256 => Point[1000000000]) internal _userPointHistory; // user -> Point[userEpoch] mapping(uint256 => uint256) public override userPointEpoch; mapping(uint256 => int128) public slopeChanges; // time -> signed slope change string public name; string public symbol; string public version; uint8 public decimals; /// @dev Current count of token uint256 public tokenId; /// @dev Mapping from NFT ID to the address that owns it. mapping(uint256 => address) internal idToOwner; /// @dev Mapping from NFT ID to approved address. mapping(uint256 => address) internal idToApprovals; /// @dev Mapping from owner address to count of his tokens. mapping(address => uint256) internal ownerToNFTokenCount; /// @dev Mapping from owner address to mapping of index to tokenIds mapping(address => mapping(uint256 => uint256)) internal ownerToNFTokenIdList; /// @dev Mapping from NFT ID to index of owner mapping(uint256 => uint256) internal tokenToOwnerIndex; /// @dev Mapping from owner address to mapping of operator addresses. mapping(address => mapping(address => bool)) internal ownerToOperators; // /// @custom:oz-upgrades-unsafe-allow constructor // constructor() { // _disableInitializers(); // } function initialize(address _underlying) public initializer { WEEK = 1 weeks; MAXTIME = 4 * 365 * 86400; iMAXTIME = 4 * 365 * 86400; MULTIPLIER = 1 ether; name = "Locked ZERO"; symbol = "weZERO"; version = "1.0.0"; decimals = 18; underlying = IERC20(_underlying); _pointHistory[0].blk = block.number; _pointHistory[0].ts = block.timestamp; } /// @dev Interface identification is specified in ERC-165. /// @param _interfaceID Id of the interface function supportsInterface( bytes4 _interfaceID ) public view override(ERC2981, IERC165) returns (bool) { return bytes4(0x01ffc9a7) == _interfaceID || // ERC165 bytes4(0x80ac58cd) == _interfaceID || // ERC721 bytes4(0x5b5e139f) == _interfaceID || // ERC721Metadata super.supportsInterface(_interfaceID); } function totalSupplyWithoutDecay() external view override returns (uint256) { return supply; } function pointHistory( uint256 val ) external view override returns (Point memory) { return _pointHistory[val]; } function userPointHistory( uint256 val, uint256 loc ) external view override returns (Point memory) { return _userPointHistory[val][loc]; } /// @notice Get the most recently recorded rate of voting power decrease for `_tokenId` /// @param _tokenId token of the NFT /// @return Value of the slope function getLastUserSlope(uint256 _tokenId) external view returns (int128) { uint256 uepoch = userPointEpoch[_tokenId]; return _userPointHistory[_tokenId][uepoch].slope; } /// @notice Get the timestamp for checkpoint `_idx` for `_tokenId` /// @param _tokenId token of the NFT /// @param _idx User epoch number /// @return Epoch time of the checkpoint function userPointHistoryTs( uint256 _tokenId, uint256 _idx ) external view returns (uint256) { return _userPointHistory[_tokenId][_idx].ts; } /// @notice Get timestamp when `_tokenId`'s lock finishes /// @param _tokenId User NFT /// @return Epoch time of the lock end function lockedEnd(uint256 _tokenId) external view returns (uint256) { return locked[_tokenId].end; } /// @dev Returns the number of NFTs owned by `_owner`. /// Throws if `_owner` is the zero address. NFTs assigned to the zero address are considered invalid. /// @param _owner Address for whom to query the balance. function _balance(address _owner) internal view returns (uint256) { return ownerToNFTokenCount[_owner]; } /// @dev Returns the number of NFTs owned by `_owner`. /// Throws if `_owner` is the zero address. NFTs assigned to the zero address are considered invalid. /// @param _owner Address for whom to query the balance. function balanceOf( address _owner ) external view override returns (uint256) { return _balance(_owner); } /// @dev Returns the address of the owner of the NFT. /// @param _tokenId The identifier for an NFT. function _ownerOf(uint256 _tokenId) internal view returns (address) { return idToOwner[_tokenId]; } /// @dev Returns the address of the owner of the NFT. /// @param _tokenId The identifier for an NFT. function ownerOf( uint256 _tokenId ) external view override returns (address) { return _ownerOf(_tokenId); } /// @dev Returns the voting power of the `_owner`. /// Throws if `_owner` is the zero address. NFTs assigned to the zero address are considered invalid. /// @param _owner Address for whom to query the voting power of. function votingPowerOf( address _owner ) external view returns (uint256 _power) { for (uint256 index = 0; index < ownerToNFTokenCount[_owner]; index++) { uint256 _tokenId = ownerToNFTokenIdList[_owner][index]; _power += _balanceOfNFT(_tokenId, block.timestamp); } } /// @dev Get the approved address for a single NFT. /// @param _tokenId ID of the NFT to query the approval of. function getApproved( uint256 _tokenId ) external view override returns (address) { return idToApprovals[_tokenId]; } /// @dev Checks if `_operator` is an approved operator for `_owner`. /// @param _owner The address that owns the NFTs. /// @param _operator The address that acts on behalf of the owner. function isApprovedForAll( address _owner, address _operator ) external view override returns (bool) { return (ownerToOperators[_owner])[_operator]; } /// @dev Get token by index function tokenOfOwnerByIndex( address _owner, uint256 _tokenIndex ) external view returns (uint256) { return ownerToNFTokenIdList[_owner][_tokenIndex]; } /// @dev Returns whether the given spender can transfer a given token ID /// @param _spender address of the spender to query /// @param _tokenId uint ID of the token to be transferred /// @return bool whether the msg.sender is approved for the given token ID, is an operator of the owner, or is the owner of the token function _isApprovedOrOwner( address _spender, uint256 _tokenId ) internal view returns (bool) { address owner = idToOwner[_tokenId]; bool spenderIsOwner = owner == _spender; bool spenderIsApproved = _spender == idToApprovals[_tokenId]; bool spenderIsApprovedForAll = (ownerToOperators[owner])[_spender]; return spenderIsOwner || spenderIsApproved || spenderIsApprovedForAll; } function isApprovedOrOwner( address _spender, uint256 _tokenId ) external view override returns (bool) { return _isApprovedOrOwner(_spender, _tokenId); } /// @dev Add a NFT to an index mapping to a given address /// @param _to address of the receiver /// @param _tokenId uint ID Of the token to be added function _addTokenToOwnerList(address _to, uint256 _tokenId) internal { uint256 currentCount = _balance(_to); ownerToNFTokenIdList[_to][currentCount] = _tokenId; tokenToOwnerIndex[_tokenId] = currentCount; } /// @dev Remove a NFT from an index mapping to a given address /// @param _from address of the sender /// @param _tokenId uint ID Of the token to be removed function _removeTokenFromOwnerList( address _from, uint256 _tokenId ) internal { // Delete uint256 currentCount = _balance(_from) - 1; uint256 currentIndex = tokenToOwnerIndex[_tokenId]; if (currentCount == currentIndex) { // update ownerToNFTokenIdList ownerToNFTokenIdList[_from][currentCount] = 0; // update tokenToOwnerIndex tokenToOwnerIndex[_tokenId] = 0; } else { uint256 lastTokenId = ownerToNFTokenIdList[_from][currentCount]; // Add // update ownerToNFTokenIdList ownerToNFTokenIdList[_from][currentIndex] = lastTokenId; // update tokenToOwnerIndex tokenToOwnerIndex[lastTokenId] = currentIndex; // Delete // update ownerToNFTokenIdList ownerToNFTokenIdList[_from][currentCount] = 0; // update tokenToOwnerIndex tokenToOwnerIndex[_tokenId] = 0; } } /// @dev Add a NFT to a given address /// Throws if `_tokenId` is owned by someone. function _addTokenTo(address _to, uint256 _tokenId) internal { // Throws if `_tokenId` is owned by someone assert(idToOwner[_tokenId] == address(0)); // Change the owner idToOwner[_tokenId] = _to; // Update owner token index tracking _addTokenToOwnerList(_to, _tokenId); // Change count tracking ownerToNFTokenCount[_to] += 1; } /// @dev Remove a NFT from a given address /// Throws if `_from` is not the current owner. function _removeTokenFrom(address _from, uint256 _tokenId) internal { // Throws if `_from` is not the current owner assert(idToOwner[_tokenId] == _from); // Change the owner idToOwner[_tokenId] = address(0); // Update owner token index tracking _removeTokenFromOwnerList(_from, _tokenId); // Change count tracking ownerToNFTokenCount[_from] -= 1; } /// @dev Clear an approval of a given address /// Throws if `_owner` is not the current owner. function _clearApproval(address _owner, uint256 _tokenId) internal { // Throws if `_owner` is not the current owner assert(idToOwner[_tokenId] == _owner); if (idToApprovals[_tokenId] != address(0)) { // Reset approvals idToApprovals[_tokenId] = address(0); } } /// @dev Exeute transfer of a NFT. /// Throws unless `msg.sender` is the current owner, an authorized operator, or the approved /// address for this NFT. (NOTE: `msg.sender` not allowed in internal function so pass `_sender`.) /// Throws if `_to` is the zero address. /// Throws if `_from` is not the current owner. /// Throws if `_tokenId` is not a valid NFT. function _transferFrom( address _from, address _to, uint256 _tokenId, address _sender ) internal { // Check requirements require(_isApprovedOrOwner(_sender, _tokenId), "not approved sender"); // Clear approval. Throws if `_from` is not the current owner _clearApproval(_from, _tokenId); // Remove NFT. Throws if `_tokenId` is not a valid NFT _removeTokenFrom(_from, _tokenId); // Add NFT _addTokenTo(_to, _tokenId); // Set the block of ownership transfer (for Flash NFT protection) ownershipChange[_tokenId] = block.number; // Log the transfer emit Transfer(_from, _to, _tokenId); } /* TRANSFER FUNCTIONS */ /// @dev Throws unless `msg.sender` is the current owner, an authorized operator, or the approved address for this NFT. /// Throws if `_from` is not the current owner. /// Throws if `_to` is the zero address. /// Throws if `_tokenId` is not a valid NFT. /// @notice The caller is responsible to confirm that `_to` is capable of receiving NFTs or else /// they maybe be permanently lost. /// @param _from The current owner of the NFT. /// @param _to The new owner. /// @param _tokenId The NFT to transfer. function transferFrom( address _from, address _to, uint256 _tokenId ) external override { _transferFrom(_from, _to, _tokenId, msg.sender); } function _isContract(address account) internal view returns (bool) { // This method relies on extcodesize, which returns 0 for contracts in // construction, since the code is only stored at the end of the // constructor execution. uint256 size; assembly { size := extcodesize(account) } return size > 0; } /// @dev Transfers the ownership of an NFT from one address to another address. /// Throws unless `msg.sender` is the current owner, an authorized operator, or the /// approved address for this NFT. /// Throws if `_from` is not the current owner. /// Throws if `_to` is the zero address. /// Throws if `_tokenId` is not a valid NFT. /// If `_to` is a smart contract, it calls `onERC721Received` on `_to` and throws if /// the return value is not `bytes4(keccak256("onERC721Received(address,address,uint,bytes)"))`. /// @param _from The current owner of the NFT. /// @param _to The new owner. /// @param _tokenId The NFT to transfer. /// @param _data Additional data with no specified format, sent in call to `_to`. function safeTransferFrom( address _from, address _to, uint256 _tokenId, bytes memory _data ) public override { _transferFrom(_from, _to, _tokenId, msg.sender); if (_isContract(_to)) { // Throws if transfer destination is a contract which does not implement 'onERC721Received' try IERC721Receiver(_to).onERC721Received( msg.sender, _from, _tokenId, _data ) returns (bytes4) {} catch (bytes memory reason) { if (reason.length == 0) { revert( "ERC721: transfer to non ERC721Receiver implementer" ); } else { assembly { revert(add(32, reason), mload(reason)) } } } } } /// @dev Transfers the ownership of an NFT from one address to another address. /// Throws unless `msg.sender` is the current owner, an authorized operator, or the /// approved address for this NFT. /// Throws if `_from` is not the current owner. /// Throws if `_to` is the zero address. /// Throws if `_tokenId` is not a valid NFT. /// If `_to` is a smart contract, it calls `onERC721Received` on `_to` and throws if /// the return value is not `bytes4(keccak256("onERC721Received(address,address,uint,bytes)"))`. /// @param _from The current owner of the NFT. /// @param _to The new owner. /// @param _tokenId The NFT to transfer. function safeTransferFrom( address _from, address _to, uint256 _tokenId ) external override { safeTransferFrom(_from, _to, _tokenId, ""); } /// @dev Set or reaffirm the approved address for an NFT. The zero address indicates there is no approved address. /// Throws unless `msg.sender` is the current NFT owner, or an authorized operator of the current owner. /// Throws if `_tokenId` is not a valid NFT. (NOTE: This is not written the EIP) /// Throws if `_approved` is the current owner. (NOTE: This is not written the EIP) /// @param _approved Address to be approved for the given NFT ID. /// @param _tokenId ID of the token to be approved. function _approve(address _approved, uint256 _tokenId) internal { address owner = idToOwner[_tokenId]; // Throws if `_tokenId` is not a valid NFT require(owner != address(0), "owner is 0x0"); // Throws if `_approved` is the current owner require(_approved != owner, "not owner"); // Check requirements bool senderIsOwner = (idToOwner[_tokenId] == msg.sender); bool senderIsApprovedForAll = (ownerToOperators[owner])[msg.sender]; require(senderIsOwner || senderIsApprovedForAll, "invalid sender"); // Set the approval idToApprovals[_tokenId] = _approved; emit Approval(owner, _approved, _tokenId); } /// @dev Set or reaffirm the approved address for an NFT. The zero address indicates there is no approved address. /// Throws unless `msg.sender` is the current NFT owner, or an authorized operator of the current owner. /// Throws if `_tokenId` is not a valid NFT. (NOTE: This is not written the EIP) /// Throws if `_approved` is the current owner. (NOTE: This is not written the EIP) /// @param _approved Address to be approved for the given NFT ID. /// @param _tokenId ID of the token to be approved. function approve(address _approved, uint256 _tokenId) external override { _approve(_approved, _tokenId); } /// @dev Enables or disables approval for a third party ("operator") to manage all of /// `msg.sender`'s assets. It also emits the ApprovalForAll event. /// Throws if `_operator` is the `msg.sender`. (NOTE: This is not written the EIP) /// @notice This works even if sender doesn't own any tokens at the time. /// @param _operator Address to add to the set of authorized operators. /// @param _approved True if the operators is approved, false to revoke approval. function setApprovalForAll( address _operator, bool _approved ) external override { // Throws if `_operator` is the `msg.sender` assert(_operator != msg.sender); ownerToOperators[msg.sender][_operator] = _approved; emit ApprovalForAll(msg.sender, _operator, _approved); } /// @dev Function to mint tokens /// Throws if `_to` is zero address. /// Throws if `_tokenId` is owned by someone. /// @param _to The address that will receive the minted tokens. /// @param _tokenId The token id to mint. /// @return A boolean that indicates if the operation was successful. function _mint(address _to, uint256 _tokenId) internal returns (bool) { // Throws if `_to` is zero address assert(_to != address(0)); // Add NFT. Throws if `_tokenId` is owned by someone _addTokenTo(_to, _tokenId); emit Transfer(address(0), _to, _tokenId); return true; } /// @notice Record global and per-user data to checkpoint /// @param _tokenId NFT token ID. No user checkpoint if 0 /// @param oldLocked Pevious locked amount / end lock time for the user /// @param newLocked New locked amount / end lock time for the user function _checkpoint( uint256 _tokenId, LockedBalance memory oldLocked, LockedBalance memory newLocked ) internal { Point memory uOld; Point memory uNew; int128 oldDslope = 0; int128 newDslope = 0; uint256 _epoch = epoch; if (_tokenId != 0) { // Calculate slopes and biases // Kept at zero when they have to if (oldLocked.end > block.timestamp && oldLocked.amount > 0) { uOld.slope = oldLocked.amount / iMAXTIME; uOld.bias = uOld.slope * int128(int256(oldLocked.end - block.timestamp)); } if (newLocked.end > block.timestamp && newLocked.amount > 0) { uNew.slope = newLocked.amount / iMAXTIME; uNew.bias = uNew.slope * int128(int256(newLocked.end - block.timestamp)); } // Read values of scheduled changes in the slope // oldLocked.end can be in the past and in the future // newLocked.end can ONLY by in the FUTURE unless everything expired: than zeros oldDslope = slopeChanges[oldLocked.end]; if (newLocked.end != 0) { if (newLocked.end == oldLocked.end) { newDslope = oldDslope; } else { newDslope = slopeChanges[newLocked.end]; } } } Point memory lastPoint = Point({ bias: 0, slope: 0, ts: block.timestamp, blk: block.number }); if (_epoch > 0) { lastPoint = _pointHistory[_epoch]; } uint256 lastCheckpoint = lastPoint.ts; // initialLastPoint is used for extrapolation to calculate block number // (approximately, for *At methods) and save them // as we cannot figure that out exactly from inside the contract Point memory initialLastPoint = lastPoint; uint256 blockSlope = 0; // dblock/dt if (block.timestamp > lastPoint.ts) { blockSlope = (MULTIPLIER * (block.number - lastPoint.blk)) / (block.timestamp - lastPoint.ts); } // If last point is already recorded in this block, slope=0 // But that's ok b/c we know the block in such case // Go over weeks to fill history and calculate what the current point is { uint256 tI = (lastCheckpoint / WEEK) * WEEK; for (uint256 i = 0; i < 255; ++i) { // Hopefully it won't happen that this won't get used in 5 years! // If it does, users will be able to withdraw but vote weight will be broken tI += WEEK; int128 dSlope = 0; if (tI > block.timestamp) { tI = block.timestamp; } else { dSlope = slopeChanges[tI]; } lastPoint.bias -= lastPoint.slope * int128(int256(tI - lastCheckpoint)); lastPoint.slope += dSlope; if (lastPoint.bias < 0) { // This can happen lastPoint.bias = 0; } if (lastPoint.slope < 0) { // This cannot happen - just in case lastPoint.slope = 0; } lastCheckpoint = tI; lastPoint.ts = tI; lastPoint.blk = initialLastPoint.blk + (blockSlope * (tI - initialLastPoint.ts)) / MULTIPLIER; _epoch += 1; if (tI == block.timestamp) { lastPoint.blk = block.number; break; } else { _pointHistory[_epoch] = lastPoint; } } } epoch = _epoch; // Now _pointHistory is filled until t=now if (_tokenId != 0) { // If last point was in this block, the slope change has been applied already // But in such case we have 0 slope(s) lastPoint.slope += (uNew.slope - uOld.slope); lastPoint.bias += (uNew.bias - uOld.bias); if (lastPoint.slope < 0) { lastPoint.slope = 0; } if (lastPoint.bias < 0) { lastPoint.bias = 0; } } // Record the changed point into history _pointHistory[_epoch] = lastPoint; if (_tokenId != 0) { // Schedule the slope changes (slope is going down) // We subtract new_user_slope from [newLocked.end] // and add old_user_slope to [oldLocked.end] if (oldLocked.end > block.timestamp) { // oldDslope was <something> - uOld.slope, so we cancel that oldDslope += uOld.slope; if (newLocked.end == oldLocked.end) { oldDslope -= uNew.slope; // It was a new deposit, not extension } slopeChanges[oldLocked.end] = oldDslope; } if (newLocked.end > block.timestamp) { if (newLocked.end > oldLocked.end) { newDslope -= uNew.slope; // old slope disappeared at this point slopeChanges[newLocked.end] = newDslope; } // else: we recorded it already in oldDslope } // Now handle user history uint256 userEpoch = userPointEpoch[_tokenId] + 1; userPointEpoch[_tokenId] = userEpoch; uNew.ts = block.timestamp; uNew.blk = block.number; _userPointHistory[_tokenId][userEpoch] = uNew; } } /// @notice Deposit and lock tokens for a user /// @param _tokenId NFT that holds lock /// @param _value Amount to deposit /// @param unlockTime New time when to unlock the tokens, or 0 if unchanged /// @param lockedBalance Previous locked amount / timestamp /// @param depositType The type of deposit function _depositFor( uint256 _tokenId, uint256 _value, uint256 unlockTime, LockedBalance memory lockedBalance, DepositType depositType ) internal { LockedBalance memory _locked = lockedBalance; uint256 supplyBefore = supply; supply = supplyBefore + _value; LockedBalance memory oldLocked; (oldLocked.amount, oldLocked.end) = (_locked.amount, _locked.end); // Adding to existing lock, or if a lock is expired - creating a new one _locked.amount += int128(int256(_value)); if (unlockTime != 0) { _locked.end = unlockTime; } if (depositType == DepositType.CREATE_LOCK_TYPE) { _locked.start = block.timestamp; } locked[_tokenId] = _locked; // Possibilities: // Both oldLocked.end could be current or expired (>/< block.timestamp) // value == 0 (extend lock) or value > 0 (add to lock or extend lock) // _locked.end > block.timestamp (always) _checkpoint(_tokenId, oldLocked, _locked); address from = msg.sender; if (_value != 0 && depositType != DepositType.MERGE_TYPE) { assert(underlying.transferFrom(from, address(this), _value)); } emit Deposit( from, _tokenId, _value, _locked.end, depositType, block.timestamp ); emit Supply(supplyBefore, supplyBefore + _value); } function merge(uint256 _from, uint256 _to) external override { require(_from != _to, "same nft"); require(_isApprovedOrOwner(msg.sender, _from), "from not approved"); require(_isApprovedOrOwner(msg.sender, _to), "to not approved"); LockedBalance memory _locked0 = locked[_from]; LockedBalance memory _locked1 = locked[_to]; uint256 value0 = uint256(int256(_locked0.amount)); uint256 end = _locked0.end >= _locked1.end ? _locked0.end : _locked1.end; locked[_from] = LockedBalance(0, 0, 0); _checkpoint(_from, _locked0, LockedBalance(0, 0, 0)); _burn(_from); _depositFor(_to, value0, end, _locked1, DepositType.MERGE_TYPE); } function blockNumber() external view override returns (uint256) { return block.number; } /// @notice Record global data to checkpoint function checkpoint() external override { _checkpoint(0, LockedBalance(0, 0, 0), LockedBalance(0, 0, 0)); } /// @notice Deposit `_value` tokens for `_tokenId` and add to the lock /// @dev Anyone (even a smart contract) can deposit for someone else, but /// cannot extend their locktime and deposit for a brand new user /// @param _tokenId lock NFT /// @param _value Amount to add to user's lock function depositFor( uint256 _tokenId, uint256 _value ) external override nonReentrant { LockedBalance memory _locked = locked[_tokenId]; require(_value > 0, "value = 0"); // dev: need non-zero value require(_locked.amount > 0, "No existing lock found"); require(_locked.end > block.timestamp, "Cannot add to expired lock."); _depositFor(_tokenId, _value, 0, _locked, DepositType.DEPOSIT_FOR_TYPE); } /// @notice Deposit `_value` tokens for `_to` and lock for `_lockDuration` /// @param _value Amount to deposit /// @param _lockDuration Number of seconds to lock tokens for (rounded down to nearest week) /// @param _to Address to deposit function _createLock( uint256 _value, uint256 _lockDuration, address _to ) internal returns (uint256) { uint256 unlockTime = ((block.timestamp + _lockDuration) / WEEK) * WEEK; // Locktime is rounded down to weeks require(_value > 0, "value = 0"); // dev: need non-zero value require(unlockTime > block.timestamp, "Can only lock in the future"); require( unlockTime <= block.timestamp + MAXTIME, "Voting lock can be 4 years max" ); ++tokenId; uint256 _tokenId = tokenId; _mint(_to, _tokenId); _depositFor( _tokenId, _value, unlockTime, locked[_tokenId], DepositType.CREATE_LOCK_TYPE ); return _tokenId; } /// @notice Deposit `_value` tokens for `_to` and lock for `_lockDuration` /// @param _value Amount to deposit /// @param _lockDuration Number of seconds to lock tokens for (rounded down to nearest week) /// @param _to Address to deposit function createLockFor( uint256 _value, uint256 _lockDuration, address _to ) external override nonReentrant returns (uint256) { return _createLock(_value, _lockDuration, _to); } /// @notice Deposit `_value` tokens for `msg.sender` and lock for `_lockDuration` /// @param _value Amount to deposit /// @param _lockDuration Number of seconds to lock tokens for (rounded down to nearest week) function createLock( uint256 _value, uint256 _lockDuration ) external override nonReentrant returns (uint256) { return _createLock(_value, _lockDuration, msg.sender); } /// @notice Deposit `_value` additional tokens for `_tokenId` without modifying the unlock time /// @param _value Amount of tokens to deposit and add to the lock function increaseAmount( uint256 _tokenId, uint256 _value ) external nonReentrant { require( _isApprovedOrOwner(msg.sender, _tokenId), "caller is not owner nor approved" ); LockedBalance memory _locked = locked[_tokenId]; assert(_value > 0); // dev: need non-zero value require(_locked.amount > 0, "No existing lock found"); require(_locked.end > block.timestamp, "Cannot add to expired lock."); _depositFor( _tokenId, _value, 0, _locked, DepositType.INCREASE_LOCK_AMOUNT ); } /// @notice Extend the unlock time for `_tokenId` /// @param _lockDuration New number of seconds until tokens unlock function increaseUnlockTime( uint256 _tokenId, uint256 _lockDuration ) external nonReentrant { require( _isApprovedOrOwner(msg.sender, _tokenId), "caller is not owner nor approved" ); LockedBalance memory _locked = locked[_tokenId]; uint256 unlockTime = ((block.timestamp + _lockDuration) / WEEK) * WEEK; // Locktime is rounded down to weeks require(_locked.end > block.timestamp, "Lock expired"); require(_locked.amount > 0, "Nothing is locked"); require(unlockTime > _locked.end, "Can only increase lock duration"); require( unlockTime <= block.timestamp + MAXTIME, "Voting lock can be 4 years max" ); require( unlockTime <= _locked.start + MAXTIME, "Voting lock can be 4 years max" ); _depositFor( _tokenId, 0, unlockTime, _locked, DepositType.INCREASE_UNLOCK_TIME ); } /// @notice Withdraw all tokens for `_tokenId` /// @dev Only possible if the lock has expired function withdraw(uint256 _tokenId) external nonReentrant { require( _isApprovedOrOwner(msg.sender, _tokenId), "caller is not owner nor approved" ); LockedBalance memory _locked = locked[_tokenId]; require(block.timestamp >= _locked.end, "The lock didn't expire"); uint256 value = uint256(int256(_locked.amount)); locked[_tokenId] = LockedBalance(0, 0, 0); uint256 supplyBefore = supply; supply = supplyBefore - value; // oldLocked can have either expired <= timestamp or zero end // _locked has only 0 end // Both can have >= 0 amount _checkpoint(_tokenId, _locked, LockedBalance(0, 0, 0)); assert(underlying.transfer(msg.sender, value)); // Burn the NFT _burn(_tokenId); emit Withdraw(msg.sender, _tokenId, value, block.timestamp); emit Supply(supplyBefore, supplyBefore - value); } // The following ERC20/minime-compatible methods are not real balanceOf and supply! // They measure the weights for the purpose of voting, so they don't represent // real coins. /// @notice Binary search to estimate timestamp for block number /// @param _block Block to find /// @param maxEpoch Don't go beyond this epoch /// @return Approximate timestamp for block function _findBlockEpoch( uint256 _block, uint256 maxEpoch ) internal view returns (uint256) { // Binary search uint256 _min = 0; uint256 _max = maxEpoch; for (uint256 i = 0; i < 128; ++i) { // Will be always enough for 128-bit numbers if (_min >= _max) { break; } uint256 _mid = (_min + _max + 1) / 2; if (_pointHistory[_mid].blk <= _block) { _min = _mid; } else { _max = _mid - 1; } } return _min; } /// @notice Get the current voting power for `_tokenId` /// @dev Adheres to the ERC20 `balanceOf` interface for Aragon compatibility /// @param _tokenId NFT for lock /// @param _t Epoch time to return voting power at /// @return User voting power function _balanceOfNFT( uint256 _tokenId, uint256 _t ) internal view returns (uint256) { uint256 _epoch = userPointEpoch[_tokenId]; if (_epoch == 0) { return 0; } else { Point memory lastPoint = _userPointHistory[_tokenId][_epoch]; lastPoint.bias -= lastPoint.slope * int128(int256(_t) - int256(lastPoint.ts)); if (lastPoint.bias < 0) { lastPoint.bias = 0; } return uint256(int256(lastPoint.bias)); } } function balanceOfNFT( uint256 _tokenId ) external view override returns (uint256) { if (ownershipChange[_tokenId] == block.number) return 0; return _balanceOfNFT(_tokenId, block.timestamp); } function balanceOfNFTAt( uint256 _tokenId, uint256 _t ) external view returns (uint256) { return _balanceOfNFT(_tokenId, _t); } /// @notice Measure voting power of `_tokenId` at block height `_block` /// @dev Adheres to MiniMe `balanceOfAt` interface: https://github.com/Giveth/minime /// @param _tokenId User's wallet NFT /// @param _block Block to calculate the voting power at /// @return Voting power function _balanceOfAtNFT( uint256 _tokenId, uint256 _block ) internal view returns (uint256) { // Copying and pasting totalSupply code because Vyper cannot pass by // reference yet assert(_block <= block.number); // Binary search uint256 _min = 0; uint256 _max = userPointEpoch[_tokenId]; for (uint256 i = 0; i < 128; ++i) { // Will be always enough for 128-bit numbers if (_min >= _max) { break; } uint256 _mid = (_min + _max + 1) / 2; if (_userPointHistory[_tokenId][_mid].blk <= _block) { _min = _mid; } else { _max = _mid - 1; } } Point memory upoint = _userPointHistory[_tokenId][_min]; uint256 maxEpoch = epoch; uint256 _epoch = _findBlockEpoch(_block, maxEpoch); Point memory point0 = _pointHistory[_epoch]; uint256 dBlock = 0; uint256 dT = 0; if (_epoch < maxEpoch) { Point memory point1 = _pointHistory[_epoch + 1]; dBlock = point1.blk - point0.blk; dT = point1.ts - point0.ts; } else { dBlock = block.number - point0.blk; dT = block.timestamp - point0.ts; } uint256 blockTime = point0.ts; if (dBlock != 0) { blockTime += (dT * (_block - point0.blk)) / dBlock; } upoint.bias -= upoint.slope * int128(int256(blockTime - upoint.ts)); if (upoint.bias >= 0) { return uint256(uint128(upoint.bias)); } else { return 0; } } function balanceOfAtNFT( uint256 _tokenId, uint256 _block ) external view returns (uint256) { return _balanceOfAtNFT(_tokenId, _block); } /// @notice Calculate total voting power at some point in the past /// @param point The point (bias/slope) to start search from /// @param t Time to calculate the total voting power at /// @return Total voting power at that time function _supplyAt( Point memory point, uint256 t ) internal view returns (uint256) { Point memory lastPoint = point; uint256 tI = (lastPoint.ts / WEEK) * WEEK; for (uint256 i = 0; i < 255; ++i) { tI += WEEK; int128 dSlope = 0; if (tI > t) { tI = t; } else { dSlope = slopeChanges[tI]; } lastPoint.bias -= lastPoint.slope * int128(int256(tI - lastPoint.ts)); if (tI == t) { break; } lastPoint.slope += dSlope; lastPoint.ts = tI; } if (lastPoint.bias < 0) { lastPoint.bias = 0; } return uint256(uint128(lastPoint.bias)); } /// @notice Calculate total voting power /// @dev Adheres to the ERC20 `totalSupply` interface for Aragon compatibility /// @return Total voting power function totalSupplyAtT(uint256 t) public view returns (uint256) { uint256 _epoch = epoch; Point memory lastPoint = _pointHistory[_epoch]; return _supplyAt(lastPoint, t); } function totalSupply() external view override returns (uint256) { return totalSupplyAtT(block.timestamp); } /// @notice Calculate total voting power at some point in the past /// @param _block Block to calculate the total voting power at /// @return Total voting power at `_block` function totalSupplyAt( uint256 _block ) external view override returns (uint256) { assert(_block <= block.number); uint256 _epoch = epoch; uint256 targetEpoch = _findBlockEpoch(_block, _epoch); Point memory point = _pointHistory[targetEpoch]; uint256 dt = 0; if (targetEpoch < _epoch) { Point memory pointNext = _pointHistory[targetEpoch + 1]; if (point.blk != pointNext.blk) { dt = ((_block - point.blk) * (pointNext.ts - point.ts)) / (pointNext.blk - point.blk); } } else { if (point.blk != block.number) { dt = ((_block - point.blk) * (block.timestamp - point.ts)) / (block.number - point.blk); } } // Now dt contains info on how far are we beyond point return _supplyAt(point, point.ts + dt); } function _burn(uint256 _tokenId) internal { require( _isApprovedOrOwner(msg.sender, _tokenId), "caller is not owner nor approved" ); address owner = _ownerOf(_tokenId); // Clear approval _approve(address(0), _tokenId); // Remove token _removeTokenFrom(msg.sender, _tokenId); emit Transfer(owner, address(0), _tokenId); } } This contract seems to manage locked tokens, providing functionality for creating locks, depositing tokens, merging locks, and withdrawing tokens after the lock expires. Could you tell me more about the interactions between users and the contract? For example, how do users initiate a token lock, and what are the key steps in that process? witth details to finc rhe valid issues
fb535ef0843feef8cee1f42d3db3800c
{ "intermediate": 0.33124735951423645, "beginner": 0.26777634024620056, "expert": 0.4009762704372406 }
37,349
How do users manage their locks, such as merging locks, withdrawing tokens, or transferring NFTs? Could you describe these processes? // SPDX-License-Identifier: UNLICENSED pragma solidity ^0.8.20; // ███████╗███████╗██████╗ ██████╗ // ╚══███╔╝██╔════╝██╔══██╗██╔═══██╗ // ███╔╝ █████╗ ██████╔╝██║ ██║ // ███╔╝ ██╔══╝ ██╔══██╗██║ ██║ // ███████╗███████╗██║ ██║╚██████╔╝ // ╚══════╝╚══════╝╚═╝ ╚═╝ ╚═════╝ // Website: https://zerolend.xyz // Discord: https://discord.gg/zerolend // Twitter: https://twitter.com/zerolendxyz import {IERC20} from "@openzeppelin/contracts/interfaces/IERC20.sol"; import {ERC2981, IERC165} from "@openzeppelin/contracts/token/common/ERC2981.sol"; import {IERC721Receiver} from "@openzeppelin/contracts/interfaces/IERC721Receiver.sol"; import {ReentrancyGuard} from "@openzeppelin/contracts/security/ReentrancyGuard.sol"; import {ERC721Enumerable} from "@openzeppelin/contracts/token/ERC721/extensions/ERC721Enumerable.sol"; import {IZeroLocker} from "./interfaces/IZeroLocker.sol"; import {Initializable} from "@openzeppelin/contracts-upgradeable/proxy/utils/Initializable.sol"; // This is a 4 year locker contract very similar to Curve and Solidly finance. contract ZeroLocker is Initializable, ReentrancyGuard, IZeroLocker, ERC2981 { uint256 internal WEEK; uint256 internal MAXTIME; int128 internal iMAXTIME; uint256 internal MULTIPLIER; IERC20 public underlying; uint256 public supply; mapping(uint256 => LockedBalance) public locked; mapping(uint256 => uint256) public ownershipChange; uint256 public override epoch; mapping(uint256 => Point) internal _pointHistory; // epoch -> unsigned point mapping(uint256 => Point[1000000000]) internal _userPointHistory; // user -> Point[userEpoch] mapping(uint256 => uint256) public override userPointEpoch; mapping(uint256 => int128) public slopeChanges; // time -> signed slope change string public name; string public symbol; string public version; uint8 public decimals; /// @dev Current count of token uint256 public tokenId; /// @dev Mapping from NFT ID to the address that owns it. mapping(uint256 => address) internal idToOwner; /// @dev Mapping from NFT ID to approved address. mapping(uint256 => address) internal idToApprovals; /// @dev Mapping from owner address to count of his tokens. mapping(address => uint256) internal ownerToNFTokenCount; /// @dev Mapping from owner address to mapping of index to tokenIds mapping(address => mapping(uint256 => uint256)) internal ownerToNFTokenIdList; /// @dev Mapping from NFT ID to index of owner mapping(uint256 => uint256) internal tokenToOwnerIndex; /// @dev Mapping from owner address to mapping of operator addresses. mapping(address => mapping(address => bool)) internal ownerToOperators; // /// @custom:oz-upgrades-unsafe-allow constructor // constructor() { // _disableInitializers(); // } function initialize(address _underlying) public initializer { WEEK = 1 weeks; MAXTIME = 4 * 365 * 86400; iMAXTIME = 4 * 365 * 86400; MULTIPLIER = 1 ether; name = "Locked ZERO"; symbol = "weZERO"; version = "1.0.0"; decimals = 18; underlying = IERC20(_underlying); _pointHistory[0].blk = block.number; _pointHistory[0].ts = block.timestamp; } /// @dev Interface identification is specified in ERC-165. /// @param _interfaceID Id of the interface function supportsInterface( bytes4 _interfaceID ) public view override(ERC2981, IERC165) returns (bool) { return bytes4(0x01ffc9a7) == _interfaceID || // ERC165 bytes4(0x80ac58cd) == _interfaceID || // ERC721 bytes4(0x5b5e139f) == _interfaceID || // ERC721Metadata super.supportsInterface(_interfaceID); } function totalSupplyWithoutDecay() external view override returns (uint256) { return supply; } function pointHistory( uint256 val ) external view override returns (Point memory) { return _pointHistory[val]; } function userPointHistory( uint256 val, uint256 loc ) external view override returns (Point memory) { return _userPointHistory[val][loc]; } /// @notice Get the most recently recorded rate of voting power decrease for `_tokenId` /// @param _tokenId token of the NFT /// @return Value of the slope function getLastUserSlope(uint256 _tokenId) external view returns (int128) { uint256 uepoch = userPointEpoch[_tokenId]; return _userPointHistory[_tokenId][uepoch].slope; } /// @notice Get the timestamp for checkpoint `_idx` for `_tokenId` /// @param _tokenId token of the NFT /// @param _idx User epoch number /// @return Epoch time of the checkpoint function userPointHistoryTs( uint256 _tokenId, uint256 _idx ) external view returns (uint256) { return _userPointHistory[_tokenId][_idx].ts; } /// @notice Get timestamp when `_tokenId`'s lock finishes /// @param _tokenId User NFT /// @return Epoch time of the lock end function lockedEnd(uint256 _tokenId) external view returns (uint256) { return locked[_tokenId].end; } /// @dev Returns the number of NFTs owned by `_owner`. /// Throws if `_owner` is the zero address. NFTs assigned to the zero address are considered invalid. /// @param _owner Address for whom to query the balance. function _balance(address _owner) internal view returns (uint256) { return ownerToNFTokenCount[_owner]; } /// @dev Returns the number of NFTs owned by `_owner`. /// Throws if `_owner` is the zero address. NFTs assigned to the zero address are considered invalid. /// @param _owner Address for whom to query the balance. function balanceOf( address _owner ) external view override returns (uint256) { return _balance(_owner); } /// @dev Returns the address of the owner of the NFT. /// @param _tokenId The identifier for an NFT. function _ownerOf(uint256 _tokenId) internal view returns (address) { return idToOwner[_tokenId]; } /// @dev Returns the address of the owner of the NFT. /// @param _tokenId The identifier for an NFT. function ownerOf( uint256 _tokenId ) external view override returns (address) { return _ownerOf(_tokenId); } /// @dev Returns the voting power of the `_owner`. /// Throws if `_owner` is the zero address. NFTs assigned to the zero address are considered invalid. /// @param _owner Address for whom to query the voting power of. function votingPowerOf( address _owner ) external view returns (uint256 _power) { for (uint256 index = 0; index < ownerToNFTokenCount[_owner]; index++) { uint256 _tokenId = ownerToNFTokenIdList[_owner][index]; _power += _balanceOfNFT(_tokenId, block.timestamp); } } /// @dev Get the approved address for a single NFT. /// @param _tokenId ID of the NFT to query the approval of. function getApproved( uint256 _tokenId ) external view override returns (address) { return idToApprovals[_tokenId]; } /// @dev Checks if `_operator` is an approved operator for `_owner`. /// @param _owner The address that owns the NFTs. /// @param _operator The address that acts on behalf of the owner. function isApprovedForAll( address _owner, address _operator ) external view override returns (bool) { return (ownerToOperators[_owner])[_operator]; } /// @dev Get token by index function tokenOfOwnerByIndex( address _owner, uint256 _tokenIndex ) external view returns (uint256) { return ownerToNFTokenIdList[_owner][_tokenIndex]; } /// @dev Returns whether the given spender can transfer a given token ID /// @param _spender address of the spender to query /// @param _tokenId uint ID of the token to be transferred /// @return bool whether the msg.sender is approved for the given token ID, is an operator of the owner, or is the owner of the token function _isApprovedOrOwner( address _spender, uint256 _tokenId ) internal view returns (bool) { address owner = idToOwner[_tokenId]; bool spenderIsOwner = owner == _spender; bool spenderIsApproved = _spender == idToApprovals[_tokenId]; bool spenderIsApprovedForAll = (ownerToOperators[owner])[_spender]; return spenderIsOwner || spenderIsApproved || spenderIsApprovedForAll; } function isApprovedOrOwner( address _spender, uint256 _tokenId ) external view override returns (bool) { return _isApprovedOrOwner(_spender, _tokenId); } /// @dev Add a NFT to an index mapping to a given address /// @param _to address of the receiver /// @param _tokenId uint ID Of the token to be added function _addTokenToOwnerList(address _to, uint256 _tokenId) internal { uint256 currentCount = _balance(_to); ownerToNFTokenIdList[_to][currentCount] = _tokenId; tokenToOwnerIndex[_tokenId] = currentCount; } /// @dev Remove a NFT from an index mapping to a given address /// @param _from address of the sender /// @param _tokenId uint ID Of the token to be removed function _removeTokenFromOwnerList( address _from, uint256 _tokenId ) internal { // Delete uint256 currentCount = _balance(_from) - 1; uint256 currentIndex = tokenToOwnerIndex[_tokenId]; if (currentCount == currentIndex) { // update ownerToNFTokenIdList ownerToNFTokenIdList[_from][currentCount] = 0; // update tokenToOwnerIndex tokenToOwnerIndex[_tokenId] = 0; } else { uint256 lastTokenId = ownerToNFTokenIdList[_from][currentCount]; // Add // update ownerToNFTokenIdList ownerToNFTokenIdList[_from][currentIndex] = lastTokenId; // update tokenToOwnerIndex tokenToOwnerIndex[lastTokenId] = currentIndex; // Delete // update ownerToNFTokenIdList ownerToNFTokenIdList[_from][currentCount] = 0; // update tokenToOwnerIndex tokenToOwnerIndex[_tokenId] = 0; } } /// @dev Add a NFT to a given address /// Throws if `_tokenId` is owned by someone. function _addTokenTo(address _to, uint256 _tokenId) internal { // Throws if `_tokenId` is owned by someone assert(idToOwner[_tokenId] == address(0)); // Change the owner idToOwner[_tokenId] = _to; // Update owner token index tracking _addTokenToOwnerList(_to, _tokenId); // Change count tracking ownerToNFTokenCount[_to] += 1; } /// @dev Remove a NFT from a given address /// Throws if `_from` is not the current owner. function _removeTokenFrom(address _from, uint256 _tokenId) internal { // Throws if `_from` is not the current owner assert(idToOwner[_tokenId] == _from); // Change the owner idToOwner[_tokenId] = address(0); // Update owner token index tracking _removeTokenFromOwnerList(_from, _tokenId); // Change count tracking ownerToNFTokenCount[_from] -= 1; } /// @dev Clear an approval of a given address /// Throws if `_owner` is not the current owner. function _clearApproval(address _owner, uint256 _tokenId) internal { // Throws if `_owner` is not the current owner assert(idToOwner[_tokenId] == _owner); if (idToApprovals[_tokenId] != address(0)) { // Reset approvals idToApprovals[_tokenId] = address(0); } } /// @dev Exeute transfer of a NFT. /// Throws unless `msg.sender` is the current owner, an authorized operator, or the approved /// address for this NFT. (NOTE: `msg.sender` not allowed in internal function so pass `_sender`.) /// Throws if `_to` is the zero address. /// Throws if `_from` is not the current owner. /// Throws if `_tokenId` is not a valid NFT. function _transferFrom( address _from, address _to, uint256 _tokenId, address _sender ) internal { // Check requirements require(_isApprovedOrOwner(_sender, _tokenId), "not approved sender"); // Clear approval. Throws if `_from` is not the current owner _clearApproval(_from, _tokenId); // Remove NFT. Throws if `_tokenId` is not a valid NFT _removeTokenFrom(_from, _tokenId); // Add NFT _addTokenTo(_to, _tokenId); // Set the block of ownership transfer (for Flash NFT protection) ownershipChange[_tokenId] = block.number; // Log the transfer emit Transfer(_from, _to, _tokenId); } /* TRANSFER FUNCTIONS */ /// @dev Throws unless `msg.sender` is the current owner, an authorized operator, or the approved address for this NFT. /// Throws if `_from` is not the current owner. /// Throws if `_to` is the zero address. /// Throws if `_tokenId` is not a valid NFT. /// @notice The caller is responsible to confirm that `_to` is capable of receiving NFTs or else /// they maybe be permanently lost. /// @param _from The current owner of the NFT. /// @param _to The new owner. /// @param _tokenId The NFT to transfer. function transferFrom( address _from, address _to, uint256 _tokenId ) external override { _transferFrom(_from, _to, _tokenId, msg.sender); } function _isContract(address account) internal view returns (bool) { // This method relies on extcodesize, which returns 0 for contracts in // construction, since the code is only stored at the end of the // constructor execution. uint256 size; assembly { size := extcodesize(account) } return size > 0; } /// @dev Transfers the ownership of an NFT from one address to another address. /// Throws unless `msg.sender` is the current owner, an authorized operator, or the /// approved address for this NFT. /// Throws if `_from` is not the current owner. /// Throws if `_to` is the zero address. /// Throws if `_tokenId` is not a valid NFT. /// If `_to` is a smart contract, it calls `onERC721Received` on `_to` and throws if /// the return value is not `bytes4(keccak256("onERC721Received(address,address,uint,bytes)"))`. /// @param _from The current owner of the NFT. /// @param _to The new owner. /// @param _tokenId The NFT to transfer. /// @param _data Additional data with no specified format, sent in call to `_to`. function safeTransferFrom( address _from, address _to, uint256 _tokenId, bytes memory _data ) public override { _transferFrom(_from, _to, _tokenId, msg.sender); if (_isContract(_to)) { // Throws if transfer destination is a contract which does not implement 'onERC721Received' try IERC721Receiver(_to).onERC721Received( msg.sender, _from, _tokenId, _data ) returns (bytes4) {} catch (bytes memory reason) { if (reason.length == 0) { revert( "ERC721: transfer to non ERC721Receiver implementer" ); } else { assembly { revert(add(32, reason), mload(reason)) } } } } } /// @dev Transfers the ownership of an NFT from one address to another address. /// Throws unless `msg.sender` is the current owner, an authorized operator, or the /// approved address for this NFT. /// Throws if `_from` is not the current owner. /// Throws if `_to` is the zero address. /// Throws if `_tokenId` is not a valid NFT. /// If `_to` is a smart contract, it calls `onERC721Received` on `_to` and throws if /// the return value is not `bytes4(keccak256("onERC721Received(address,address,uint,bytes)"))`. /// @param _from The current owner of the NFT. /// @param _to The new owner. /// @param _tokenId The NFT to transfer. function safeTransferFrom( address _from, address _to, uint256 _tokenId ) external override { safeTransferFrom(_from, _to, _tokenId, ""); } /// @dev Set or reaffirm the approved address for an NFT. The zero address indicates there is no approved address. /// Throws unless `msg.sender` is the current NFT owner, or an authorized operator of the current owner. /// Throws if `_tokenId` is not a valid NFT. (NOTE: This is not written the EIP) /// Throws if `_approved` is the current owner. (NOTE: This is not written the EIP) /// @param _approved Address to be approved for the given NFT ID. /// @param _tokenId ID of the token to be approved. function _approve(address _approved, uint256 _tokenId) internal { address owner = idToOwner[_tokenId]; // Throws if `_tokenId` is not a valid NFT require(owner != address(0), "owner is 0x0"); // Throws if `_approved` is the current owner require(_approved != owner, "not owner"); // Check requirements bool senderIsOwner = (idToOwner[_tokenId] == msg.sender); bool senderIsApprovedForAll = (ownerToOperators[owner])[msg.sender]; require(senderIsOwner || senderIsApprovedForAll, "invalid sender"); // Set the approval idToApprovals[_tokenId] = _approved; emit Approval(owner, _approved, _tokenId); } /// @dev Set or reaffirm the approved address for an NFT. The zero address indicates there is no approved address. /// Throws unless `msg.sender` is the current NFT owner, or an authorized operator of the current owner. /// Throws if `_tokenId` is not a valid NFT. (NOTE: This is not written the EIP) /// Throws if `_approved` is the current owner. (NOTE: This is not written the EIP) /// @param _approved Address to be approved for the given NFT ID. /// @param _tokenId ID of the token to be approved. function approve(address _approved, uint256 _tokenId) external override { _approve(_approved, _tokenId); } /// @dev Enables or disables approval for a third party ("operator") to manage all of /// `msg.sender`'s assets. It also emits the ApprovalForAll event. /// Throws if `_operator` is the `msg.sender`. (NOTE: This is not written the EIP) /// @notice This works even if sender doesn't own any tokens at the time. /// @param _operator Address to add to the set of authorized operators. /// @param _approved True if the operators is approved, false to revoke approval. function setApprovalForAll( address _operator, bool _approved ) external override { // Throws if `_operator` is the `msg.sender` assert(_operator != msg.sender); ownerToOperators[msg.sender][_operator] = _approved; emit ApprovalForAll(msg.sender, _operator, _approved); } /// @dev Function to mint tokens /// Throws if `_to` is zero address. /// Throws if `_tokenId` is owned by someone. /// @param _to The address that will receive the minted tokens. /// @param _tokenId The token id to mint. /// @return A boolean that indicates if the operation was successful. function _mint(address _to, uint256 _tokenId) internal returns (bool) { // Throws if `_to` is zero address assert(_to != address(0)); // Add NFT. Throws if `_tokenId` is owned by someone _addTokenTo(_to, _tokenId); emit Transfer(address(0), _to, _tokenId); return true; } /// @notice Record global and per-user data to checkpoint /// @param _tokenId NFT token ID. No user checkpoint if 0 /// @param oldLocked Pevious locked amount / end lock time for the user /// @param newLocked New locked amount / end lock time for the user function _checkpoint( uint256 _tokenId, LockedBalance memory oldLocked, LockedBalance memory newLocked ) internal { Point memory uOld; Point memory uNew; int128 oldDslope = 0; int128 newDslope = 0; uint256 _epoch = epoch; if (_tokenId != 0) { // Calculate slopes and biases // Kept at zero when they have to if (oldLocked.end > block.timestamp && oldLocked.amount > 0) { uOld.slope = oldLocked.amount / iMAXTIME; uOld.bias = uOld.slope * int128(int256(oldLocked.end - block.timestamp)); } if (newLocked.end > block.timestamp && newLocked.amount > 0) { uNew.slope = newLocked.amount / iMAXTIME; uNew.bias = uNew.slope * int128(int256(newLocked.end - block.timestamp)); } // Read values of scheduled changes in the slope // oldLocked.end can be in the past and in the future // newLocked.end can ONLY by in the FUTURE unless everything expired: than zeros oldDslope = slopeChanges[oldLocked.end]; if (newLocked.end != 0) { if (newLocked.end == oldLocked.end) { newDslope = oldDslope; } else { newDslope = slopeChanges[newLocked.end]; } } } Point memory lastPoint = Point({ bias: 0, slope: 0, ts: block.timestamp, blk: block.number }); if (_epoch > 0) { lastPoint = _pointHistory[_epoch]; } uint256 lastCheckpoint = lastPoint.ts; // initialLastPoint is used for extrapolation to calculate block number // (approximately, for *At methods) and save them // as we cannot figure that out exactly from inside the contract Point memory initialLastPoint = lastPoint; uint256 blockSlope = 0; // dblock/dt if (block.timestamp > lastPoint.ts) { blockSlope = (MULTIPLIER * (block.number - lastPoint.blk)) / (block.timestamp - lastPoint.ts); } // If last point is already recorded in this block, slope=0 // But that's ok b/c we know the block in such case // Go over weeks to fill history and calculate what the current point is { uint256 tI = (lastCheckpoint / WEEK) * WEEK; for (uint256 i = 0; i < 255; ++i) { // Hopefully it won't happen that this won't get used in 5 years! // If it does, users will be able to withdraw but vote weight will be broken tI += WEEK; int128 dSlope = 0; if (tI > block.timestamp) { tI = block.timestamp; } else { dSlope = slopeChanges[tI]; } lastPoint.bias -= lastPoint.slope * int128(int256(tI - lastCheckpoint)); lastPoint.slope += dSlope; if (lastPoint.bias < 0) { // This can happen lastPoint.bias = 0; } if (lastPoint.slope < 0) { // This cannot happen - just in case lastPoint.slope = 0; } lastCheckpoint = tI; lastPoint.ts = tI; lastPoint.blk = initialLastPoint.blk + (blockSlope * (tI - initialLastPoint.ts)) / MULTIPLIER; _epoch += 1; if (tI == block.timestamp) { lastPoint.blk = block.number; break; } else { _pointHistory[_epoch] = lastPoint; } } } epoch = _epoch; // Now _pointHistory is filled until t=now if (_tokenId != 0) { // If last point was in this block, the slope change has been applied already // But in such case we have 0 slope(s) lastPoint.slope += (uNew.slope - uOld.slope); lastPoint.bias += (uNew.bias - uOld.bias); if (lastPoint.slope < 0) { lastPoint.slope = 0; } if (lastPoint.bias < 0) { lastPoint.bias = 0; } } // Record the changed point into history _pointHistory[_epoch] = lastPoint; if (_tokenId != 0) { // Schedule the slope changes (slope is going down) // We subtract new_user_slope from [newLocked.end] // and add old_user_slope to [oldLocked.end] if (oldLocked.end > block.timestamp) { // oldDslope was <something> - uOld.slope, so we cancel that oldDslope += uOld.slope; if (newLocked.end == oldLocked.end) { oldDslope -= uNew.slope; // It was a new deposit, not extension } slopeChanges[oldLocked.end] = oldDslope; } if (newLocked.end > block.timestamp) { if (newLocked.end > oldLocked.end) { newDslope -= uNew.slope; // old slope disappeared at this point slopeChanges[newLocked.end] = newDslope; } // else: we recorded it already in oldDslope } // Now handle user history uint256 userEpoch = userPointEpoch[_tokenId] + 1; userPointEpoch[_tokenId] = userEpoch; uNew.ts = block.timestamp; uNew.blk = block.number; _userPointHistory[_tokenId][userEpoch] = uNew; } } /// @notice Deposit and lock tokens for a user /// @param _tokenId NFT that holds lock /// @param _value Amount to deposit /// @param unlockTime New time when to unlock the tokens, or 0 if unchanged /// @param lockedBalance Previous locked amount / timestamp /// @param depositType The type of deposit function _depositFor( uint256 _tokenId, uint256 _value, uint256 unlockTime, LockedBalance memory lockedBalance, DepositType depositType ) internal { LockedBalance memory _locked = lockedBalance; uint256 supplyBefore = supply; supply = supplyBefore + _value; LockedBalance memory oldLocked; (oldLocked.amount, oldLocked.end) = (_locked.amount, _locked.end); // Adding to existing lock, or if a lock is expired - creating a new one _locked.amount += int128(int256(_value)); if (unlockTime != 0) { _locked.end = unlockTime; } if (depositType == DepositType.CREATE_LOCK_TYPE) { _locked.start = block.timestamp; } locked[_tokenId] = _locked; // Possibilities: // Both oldLocked.end could be current or expired (>/< block.timestamp) // value == 0 (extend lock) or value > 0 (add to lock or extend lock) // _locked.end > block.timestamp (always) _checkpoint(_tokenId, oldLocked, _locked); address from = msg.sender; if (_value != 0 && depositType != DepositType.MERGE_TYPE) { assert(underlying.transferFrom(from, address(this), _value)); } emit Deposit( from, _tokenId, _value, _locked.end, depositType, block.timestamp ); emit Supply(supplyBefore, supplyBefore + _value); } function merge(uint256 _from, uint256 _to) external override { require(_from != _to, "same nft"); require(_isApprovedOrOwner(msg.sender, _from), "from not approved"); require(_isApprovedOrOwner(msg.sender, _to), "to not approved"); LockedBalance memory _locked0 = locked[_from]; LockedBalance memory _locked1 = locked[_to]; uint256 value0 = uint256(int256(_locked0.amount)); uint256 end = _locked0.end >= _locked1.end ? _locked0.end : _locked1.end; locked[_from] = LockedBalance(0, 0, 0); _checkpoint(_from, _locked0, LockedBalance(0, 0, 0)); _burn(_from); _depositFor(_to, value0, end, _locked1, DepositType.MERGE_TYPE); } function blockNumber() external view override returns (uint256) { return block.number; } /// @notice Record global data to checkpoint function checkpoint() external override { _checkpoint(0, LockedBalance(0, 0, 0), LockedBalance(0, 0, 0)); } /// @notice Deposit `_value` tokens for `_tokenId` and add to the lock /// @dev Anyone (even a smart contract) can deposit for someone else, but /// cannot extend their locktime and deposit for a brand new user /// @param _tokenId lock NFT /// @param _value Amount to add to user's lock function depositFor( uint256 _tokenId, uint256 _value ) external override nonReentrant { LockedBalance memory _locked = locked[_tokenId]; require(_value > 0, "value = 0"); // dev: need non-zero value require(_locked.amount > 0, "No existing lock found"); require(_locked.end > block.timestamp, "Cannot add to expired lock."); _depositFor(_tokenId, _value, 0, _locked, DepositType.DEPOSIT_FOR_TYPE); } /// @notice Deposit `_value` tokens for `_to` and lock for `_lockDuration` /// @param _value Amount to deposit /// @param _lockDuration Number of seconds to lock tokens for (rounded down to nearest week) /// @param _to Address to deposit function _createLock( uint256 _value, uint256 _lockDuration, address _to ) internal returns (uint256) { uint256 unlockTime = ((block.timestamp + _lockDuration) / WEEK) * WEEK; // Locktime is rounded down to weeks require(_value > 0, "value = 0"); // dev: need non-zero value require(unlockTime > block.timestamp, "Can only lock in the future"); require( unlockTime <= block.timestamp + MAXTIME, "Voting lock can be 4 years max" ); ++tokenId; uint256 _tokenId = tokenId; _mint(_to, _tokenId); _depositFor( _tokenId, _value, unlockTime, locked[_tokenId], DepositType.CREATE_LOCK_TYPE ); return _tokenId; } /// @notice Deposit `_value` tokens for `_to` and lock for `_lockDuration` /// @param _value Amount to deposit /// @param _lockDuration Number of seconds to lock tokens for (rounded down to nearest week) /// @param _to Address to deposit function createLockFor( uint256 _value, uint256 _lockDuration, address _to ) external override nonReentrant returns (uint256) { return _createLock(_value, _lockDuration, _to); } /// @notice Deposit `_value` tokens for `msg.sender` and lock for `_lockDuration` /// @param _value Amount to deposit /// @param _lockDuration Number of seconds to lock tokens for (rounded down to nearest week) function createLock( uint256 _value, uint256 _lockDuration ) external override nonReentrant returns (uint256) { return _createLock(_value, _lockDuration, msg.sender); } /// @notice Deposit `_value` additional tokens for `_tokenId` without modifying the unlock time /// @param _value Amount of tokens to deposit and add to the lock function increaseAmount( uint256 _tokenId, uint256 _value ) external nonReentrant { require( _isApprovedOrOwner(msg.sender, _tokenId), "caller is not owner nor approved" ); LockedBalance memory _locked = locked[_tokenId]; assert(_value > 0); // dev: need non-zero value require(_locked.amount > 0, "No existing lock found"); require(_locked.end > block.timestamp, "Cannot add to expired lock."); _depositFor( _tokenId, _value, 0, _locked, DepositType.INCREASE_LOCK_AMOUNT ); } /// @notice Extend the unlock time for `_tokenId` /// @param _lockDuration New number of seconds until tokens unlock function increaseUnlockTime( uint256 _tokenId, uint256 _lockDuration ) external nonReentrant { require( _isApprovedOrOwner(msg.sender, _tokenId), "caller is not owner nor approved" ); LockedBalance memory _locked = locked[_tokenId]; uint256 unlockTime = ((block.timestamp + _lockDuration) / WEEK) * WEEK; // Locktime is rounded down to weeks require(_locked.end > block.timestamp, "Lock expired"); require(_locked.amount > 0, "Nothing is locked"); require(unlockTime > _locked.end, "Can only increase lock duration"); require( unlockTime <= block.timestamp + MAXTIME, "Voting lock can be 4 years max" ); require( unlockTime <= _locked.start + MAXTIME, "Voting lock can be 4 years max" ); _depositFor( _tokenId, 0, unlockTime, _locked, DepositType.INCREASE_UNLOCK_TIME ); } /// @notice Withdraw all tokens for `_tokenId` /// @dev Only possible if the lock has expired function withdraw(uint256 _tokenId) external nonReentrant { require( _isApprovedOrOwner(msg.sender, _tokenId), "caller is not owner nor approved" ); LockedBalance memory _locked = locked[_tokenId]; require(block.timestamp >= _locked.end, "The lock didn't expire"); uint256 value = uint256(int256(_locked.amount)); locked[_tokenId] = LockedBalance(0, 0, 0); uint256 supplyBefore = supply; supply = supplyBefore - value; // oldLocked can have either expired <= timestamp or zero end // _locked has only 0 end // Both can have >= 0 amount _checkpoint(_tokenId, _locked, LockedBalance(0, 0, 0)); assert(underlying.transfer(msg.sender, value)); // Burn the NFT _burn(_tokenId); emit Withdraw(msg.sender, _tokenId, value, block.timestamp); emit Supply(supplyBefore, supplyBefore - value); } // The following ERC20/minime-compatible methods are not real balanceOf and supply! // They measure the weights for the purpose of voting, so they don't represent // real coins. /// @notice Binary search to estimate timestamp for block number /// @param _block Block to find /// @param maxEpoch Don't go beyond this epoch /// @return Approximate timestamp for block function _findBlockEpoch( uint256 _block, uint256 maxEpoch ) internal view returns (uint256) { // Binary search uint256 _min = 0; uint256 _max = maxEpoch; for (uint256 i = 0; i < 128; ++i) { // Will be always enough for 128-bit numbers if (_min >= _max) { break; } uint256 _mid = (_min + _max + 1) / 2; if (_pointHistory[_mid].blk <= _block) { _min = _mid; } else { _max = _mid - 1; } } return _min; } /// @notice Get the current voting power for `_tokenId` /// @dev Adheres to the ERC20 `balanceOf` interface for Aragon compatibility /// @param _tokenId NFT for lock /// @param _t Epoch time to return voting power at /// @return User voting power function _balanceOfNFT( uint256 _tokenId, uint256 _t ) internal view returns (uint256) { uint256 _epoch = userPointEpoch[_tokenId]; if (_epoch == 0) { return 0; } else { Point memory lastPoint = _userPointHistory[_tokenId][_epoch]; lastPoint.bias -= lastPoint.slope * int128(int256(_t) - int256(lastPoint.ts)); if (lastPoint.bias < 0) { lastPoint.bias = 0; } return uint256(int256(lastPoint.bias)); } } function balanceOfNFT( uint256 _tokenId ) external view override returns (uint256) { if (ownershipChange[_tokenId] == block.number) return 0; return _balanceOfNFT(_tokenId, block.timestamp); } function balanceOfNFTAt( uint256 _tokenId, uint256 _t ) external view returns (uint256) { return _balanceOfNFT(_tokenId, _t); } /// @notice Measure voting power of `_tokenId` at block height `_block` /// @dev Adheres to MiniMe `balanceOfAt` interface: https://github.com/Giveth/minime /// @param _tokenId User's wallet NFT /// @param _block Block to calculate the voting power at /// @return Voting power function _balanceOfAtNFT( uint256 _tokenId, uint256 _block ) internal view returns (uint256) { // Copying and pasting totalSupply code because Vyper cannot pass by // reference yet assert(_block <= block.number); // Binary search uint256 _min = 0; uint256 _max = userPointEpoch[_tokenId]; for (uint256 i = 0; i < 128; ++i) { // Will be always enough for 128-bit numbers if (_min >= _max) { break; } uint256 _mid = (_min + _max + 1) / 2; if (_userPointHistory[_tokenId][_mid].blk <= _block) { _min = _mid; } else { _max = _mid - 1; } } Point memory upoint = _userPointHistory[_tokenId][_min]; uint256 maxEpoch = epoch; uint256 _epoch = _findBlockEpoch(_block, maxEpoch); Point memory point0 = _pointHistory[_epoch]; uint256 dBlock = 0; uint256 dT = 0; if (_epoch < maxEpoch) { Point memory point1 = _pointHistory[_epoch + 1]; dBlock = point1.blk - point0.blk; dT = point1.ts - point0.ts; } else { dBlock = block.number - point0.blk; dT = block.timestamp - point0.ts; } uint256 blockTime = point0.ts; if (dBlock != 0) { blockTime += (dT * (_block - point0.blk)) / dBlock; } upoint.bias -= upoint.slope * int128(int256(blockTime - upoint.ts)); if (upoint.bias >= 0) { return uint256(uint128(upoint.bias)); } else { return 0; } } function balanceOfAtNFT( uint256 _tokenId, uint256 _block ) external view returns (uint256) { return _balanceOfAtNFT(_tokenId, _block); } /// @notice Calculate total voting power at some point in the past /// @param point The point (bias/slope) to start search from /// @param t Time to calculate the total voting power at /// @return Total voting power at that time function _supplyAt( Point memory point, uint256 t ) internal view returns (uint256) { Point memory lastPoint = point; uint256 tI = (lastPoint.ts / WEEK) * WEEK; for (uint256 i = 0; i < 255; ++i) { tI += WEEK; int128 dSlope = 0; if (tI > t) { tI = t; } else { dSlope = slopeChanges[tI]; } lastPoint.bias -= lastPoint.slope * int128(int256(tI - lastPoint.ts)); if (tI == t) { break; } lastPoint.slope += dSlope; lastPoint.ts = tI; } if (lastPoint.bias < 0) { lastPoint.bias = 0; } return uint256(uint128(lastPoint.bias)); } /// @notice Calculate total voting power /// @dev Adheres to the ERC20 `totalSupply` interface for Aragon compatibility /// @return Total voting power function totalSupplyAtT(uint256 t) public view returns (uint256) { uint256 _epoch = epoch; Point memory lastPoint = _pointHistory[_epoch]; return _supplyAt(lastPoint, t); } function totalSupply() external view override returns (uint256) { return totalSupplyAtT(block.timestamp); } /// @notice Calculate total voting power at some point in the past /// @param _block Block to calculate the total voting power at /// @return Total voting power at `_block` function totalSupplyAt( uint256 _block ) external view override returns (uint256) { assert(_block <= block.number); uint256 _epoch = epoch; uint256 targetEpoch = _findBlockEpoch(_block, _epoch); Point memory point = _pointHistory[targetEpoch]; uint256 dt = 0; if (targetEpoch < _epoch) { Point memory pointNext = _pointHistory[targetEpoch + 1]; if (point.blk != pointNext.blk) { dt = ((_block - point.blk) * (pointNext.ts - point.ts)) / (pointNext.blk - point.blk); } } else { if (point.blk != block.number) { dt = ((_block - point.blk) * (block.timestamp - point.ts)) / (block.number - point.blk); } } // Now dt contains info on how far are we beyond point return _supplyAt(point, point.ts + dt); } function _burn(uint256 _tokenId) internal { require( _isApprovedOrOwner(msg.sender, _tokenId), "caller is not owner nor approved" ); address owner = _ownerOf(_tokenId); // Clear approval _approve(address(0), _tokenId); // Remove token _removeTokenFrom(msg.sender, _tokenId); emit Transfer(owner, address(0), _tokenId); } }
0a5172d548c12dd20ebbcb9215a3de35
{ "intermediate": 0.497389018535614, "beginner": 0.2948576509952545, "expert": 0.20775333046913147 }
37,350
starting with the addFees function and how it updates the cumulativeFeePerToken. We’ll then proceed to the onBalanceChange and fee claiming functions (claimFees and batchClaiming). the process of adding fees to a token’s fee pool and updating the cumulative fee per token. Next, we’ll expand on the balance change and fee claiming processes. Does this initial flowchart align with your understanding of the addFees function? // SPDX-License-Identifier: MIT pragma solidity ^0.8.7; import “./Curves.sol”; import “./Security.sol”; import “@openzeppelin/contracts/token/ERC20/IERC20.sol”; contract FeeSplitter is Security { Curves public curves; uint256 constant PRECISION = 1e18; // Custom errors error NoFeesToClaim(); error NoTokenHolders(); struct TokenData { uint256 cumulativeFeePerToken; mapping(address => uint256) userFeeOffset; mapping(address => uint256) unclaimedFees; } struct UserClaimData { uint256 claimableFees; address token; } mapping(address => TokenData) internal tokensData; mapping(address => address[]) internal userTokens; event FeesClaimed(address indexed token, address indexed user, uint256 amount); constructor() Security() {} function setCurves(Curves curves_) public { curves = curves_; } function balanceOf(address token, address account) public view returns (uint256) { return curves.curvesTokenBalance(token, account) * PRECISION; } function totalSupply(address token) public view returns (uint256) { //@dev: this is the amount of tokens that are not locked in the contract. The locked tokens are in the ERC20 contract return (curves.curvesTokenSupply(token) - curves.curvesTokenBalance(token, address(curves))) * PRECISION; } function getUserTokens(address user) public view returns (address[] memory) { return userTokens[user]; } function getUserTokensAndClaimable(address user) public view returns (UserClaimData[] memory) { address[] memory tokens = getUserTokens(user); UserClaimData[] memory result = new UserClaimData; for (uint256 i = 0; i < tokens.length; i++) { address token = tokens[i]; uint256 claimable = getClaimableFees(token, user); result[i] = UserClaimData(claimable, token); } return result; } function updateFeeCredit(address token, address account) internal { TokenData storage data = tokensData[token]; uint256 balance = balanceOf(token, account); if (balance > 0) { uint256 owed = (data.cumulativeFeePerToken - data.userFeeOffset[account]) * balance; data.unclaimedFees[account] += owed / PRECISION; data.userFeeOffset[account] = data.cumulativeFeePerToken; } } function getClaimableFees(address token, address account) public view returns (uint256) { TokenData storage data = tokensData[token]; uint256 balance = balanceOf(token, account); uint256 owed = (data.cumulativeFeePerToken - data.userFeeOffset[account]) * balance; return (owed / PRECISION) + data.unclaimedFees[account]; } function claimFees(address token) external { updateFeeCredit(token, msg.sender); uint256 claimable = getClaimableFees(token, msg.sender); if (claimable == 0) revert NoFeesToClaim(); tokensData[token].unclaimedFees[msg.sender] = 0; payable(msg.sender).transfer(claimable); emit FeesClaimed(token, msg.sender, claimable); } function addFees(address token) public payable onlyManager { uint256 totalSupply_ = totalSupply(token); if (totalSupply_ == 0) revert NoTokenHolders(); TokenData storage data = tokensData[token]; data.cumulativeFeePerToken += (msg.value * PRECISION) / totalSupply_; } function onBalanceChange(address token, address account) public onlyManager { TokenData storage data = tokensData[token]; data.userFeeOffset[account] = data.cumulativeFeePerToken; if (balanceOf(token, account) > 0) userTokens[account].push(token); } //@dev: this may fail if the the list is long. Get first the list with getUserTokens to estimate and prepare the batch function batchClaiming(address[] calldata tokenList) external { uint256 totalClaimable = 0; for (uint256 i = 0; i < tokenList.length; i++) { address token = tokenList[i]; updateFeeCredit(token, msg.sender); uint256 claimable = getClaimableFees(token, msg.sender); if (claimable > 0) { tokensData[token].unclaimedFees[msg.sender] = 0; totalClaimable += claimable; emit FeesClaimed(token, msg.sender, claimable); } } if (totalClaimable == 0) revert NoFeesToClaim(); payable(msg.sender).transfer(totalClaimable); } receive() external payable {} }
2647030e250cc17989751d8cd3ed8d29
{ "intermediate": 0.4268982410430908, "beginner": 0.29349830746650696, "expert": 0.27960342168807983 }
37,351
in this contract // SPDX-License-Identifier: MIT pragma solidity 0.8.7; import “./CurvesERC20.sol”; contract CurvesERC20Factory { function deploy(string memory name, string memory symbol, address owner) public returns (address) { CurvesERC20 tokenContract = new CurvesERC20(name, symbol, owner); return address(tokenContract); } } a factory that deploys ERC20 tokens. Let’s start diagramming this. We’ll begin with the CurvesERC20Factory contract and its deploy function. Could you tell me more about the CurvesERC20 contract and its constructor parameters?v
b5f63a370c08e0338627b6d7eb5577dd
{ "intermediate": 0.48714640736579895, "beginner": 0.28481534123420715, "expert": 0.22803829610347748 }
37,352
provide more details on any additional setup that might occur within the CurvesERC20 constructor or any other functions and modifiers that are part of the CurvesERC20 contract? here is the contract // SPDX-License-Identifier: MIT pragma solidity 0.8.7; import "./CurvesERC20.sol"; contract CurvesERC20Factory { function deploy(string memory name, string memory symbol, address owner) public returns (address) { CurvesERC20 tokenContract = new CurvesERC20(name, symbol, owner); return address(tokenContract); } } and here is the CurvesERC20.sol // SPDX-License-Identifier: MIT pragma solidity 0.8.7; import "@openzeppelin/contracts/access/Ownable.sol"; import "@openzeppelin/contracts/token/ERC20/ERC20.sol"; contract CurvesERC20 is ERC20, Ownable { constructor(string memory name_, string memory symbol_, address owner) ERC20(name_, symbol_) { transferOwnership(owner); } function mint(address to, uint256 amount) public onlyOwner { _mint(to, amount); } function burn(address from, uint256 amount) public onlyOwner { _burn(from, amount); } }
09c882f5b1011ae909b2f8be5544d7b5
{ "intermediate": 0.40331318974494934, "beginner": 0.43801262974739075, "expert": 0.15867416560649872 }
37,353
Please provide proper indentation import pygame import sys # Set up display screen = pygame.display.set_mode((900, 700)) # Set up colors (RGB format) kirby_pink_color = (255, 105, 180) kirby_yellow_color = (0,0,0) ground_color = (0, 255, 0) # Kirby properties circle_radius1 = 25 # Initial radius circle_radius2 = 25 # Initial radius circle_y_offset1 = 25 # Offset from the top of the circle circle_y_offset2 = 25 # Offset from the top of the circle crouch_scale1 = 0.5 # Scale factor for crouching crouch_scale2 = 0.5 # Scale factor for crouching # Kirby1 position and velocity kirby1_x, kirby1_y = 425, 500 kirby1_x_speed, kirby_y_speed1 = 0, 0 gravity1 = 1 jump_height1 = -15 # Set jump height # Kirby2 position and velocity kirby2_x, kirby2_y = 425, 500 kirby2_x_speed, kirby2_y_speed = 0, 0 gravity2 = 1 jump_height2 = -15 # Set jump height # Kirby1 crouching and in air states is_crouching1 = False in_air1 = False # Kirby2 crouching and in air states is_crouching2 = False in_air2 = False # Kirby1 movement flags is_moving_left1 = False is_moving_right1 = False is_floating1 = False # Kirby 2 movement flags is_moving_left2 = False is_moving_right2 = False is_floating2 = 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_crouching1: is_crouching1 = True elif event.key == pygame.K_w and not in_air1: kirby_y_speed1 = jump_height1 in_air1 = True elif event.key == pygame.K_e and not is_crouching1: is_floating1 = True elif event.key == pygame.K_r: is_floating1 = False elif event.key == pygame.K_a: is_moving_left1 = True elif event.key == pygame.K_d: is_moving_right1 = True elif event.type == pygame.KEYUP: if event.key == pygame.K_s: is_crouching1 = False elif event.key == pygame.K_a: is_moving_left1 = False elif event.key == pygame.K_d: is_moving_right1 = False # Kirby1 Floating set up if is_floating1: gravity1 = 0.3 jump_height1 = -6.5 in_air1 = False is_crouching1 = False circle_radius1 = 35 circle_y_offset1 = 35 else: gravity1 = 1 jump_height1 = -15 in_air1 = True circle_radius1 = 25 circle_y_offset1 = 25 # Kirby2 Floating set up if is_floating2: gravity2 = 0.3 jump_height2 = -6.5 in_air2 = False is_crouching2 = False circle_radius2 = 35 circle_y_offset2 = 35 else: gravity2 = 1 jump_height2 = -15 in_air2 = True circle_radius2 = 25 circle_y_offset2 = 25 # Apply gravity to Kirby1 kirby_y_speed1 += gravity1 # Apply gravity to Kirby2 kirby2_y_speed += gravity2 # Apply horizontal motion for Kirby1 if is_moving_left1: kirby1_x_speed = -5 elif is_moving_right1: kirby1_x_speed = 5 else: kirby1_x_speed = 0 # Apply horizontal motion for Kirby 2 if is_moving_left2: kirby2_x_speed = -5 elif is_moving_right2: kirby2_x_speed = 5 else: kirby2_x_speed = 0 # Update Kirby1 position kirby1_x += kirby1_x_speed kirby1_y += kirby_y_speed1 # Update Kirby2 position kirby2_x += kirby2_x_speed kirby2_y += kirby2_y_speed # Collision with the ground for Kirby1 if kirby1_y + circle_radius1 >= 575: kirby1_y = 575 - circle_radius1 kirby_y_speed1 = 0 gravity1 = 1 jump_height1 = -15 is_floating1 = False in_air1 = False # Circle is on the ground # Collision with the ground for Kirby2 if kirby2_y + circle_radius2 >= 575: kirby2_y = 575 - circle_radius2 kirby2_y_speed = 0 gravity2 = 1 jump_height2 = -15 is_floating2 = False in_air2 = False # Circle is on the ground # Collision with the sides of the screen for Kirby1 if kirby1_x < 0: kirby1_x = 0 elif kirby1_x > 900 - 2 * circle_radius1: kirby1_x = 900 - 2 * circle_radius1 # Collision with the sides of the screen for Kirby2 if kirby2_x < 0: kirby2_x = 0 elif kirby2_x > 900 - 2 * circle_radius2: kirby2_x = 900 - 2 * circle_radius2 # 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_crouching1: pygame.draw.ellipse(screen, kirby_pink_color, (int(kirby1_x), int(kirby1_y + circle_radius1 * (1.6 - crouch_scale1)), int(2 * circle_radius1), int(crouch_scale1 * 2 * circle_radius1))) # Scale and draw the Kirby face when crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius1), int(2 * circle_radius1 * crouch_scale1))) screen.blit(kirby_face_scaled, (int(kirby1_x), int(kirby1_y + circle_radius1 * (1.6 - crouch_scale1)))) else: pygame.draw.circle(screen, kirby_pink_color, (int(kirby1_x + circle_radius1), int(kirby1_y + circle_radius1)), circle_radius1) # Scale and draw the Kirby face when not crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius1), int(1.8 * circle_radius1))) screen.blit(kirby_face_scaled, (int(kirby1_x), int(kirby1_y))) # Update the display pygame.display.flip() # Cap the frame rate pygame.time.Clock().tick(60)
29437e885b3dcfefb7b717d73a0d7e5c
{ "intermediate": 0.29394689202308655, "beginner": 0.4360091984272003, "expert": 0.27004390954971313 }
37,354
Fix the issues pls. import pygame import sys # Set up display screen = pygame.display.set_mode((900, 700)) # Set up colors (RGB format) kirby_pink_color = (255, 105, 180) kirby_yellow_color = (0,0,0) ground_color = (0, 255, 0) # Kirby properties circle_radius1 = 25 # Initial radius circle_radius2 = 25 # Initial radius circle_y_offset1 = 25 # Offset from the top of the circle circle_y_offset2 = 25 # Offset from the top of the circle crouch_scale1 = 0.5 # Scale factor for crouching crouch_scale2 = 0.5 # Scale factor for crouching # Kirby1 position and velocity kirby1_x, kirby1_y = 425, 500 kirby1_x_speed, kirby1_y_speed = 0, 0 gravity1 = 1 jump_height1 = -15 # Set jump height # Kirby2 position and velocity kirby2_x, kirby2_y = 425, 500 kirby2_x_speed, kirby2_y_speed = 0, 0 gravity1 = 1 jump_height1 = -15 # Set jump height # Kirby1 crouching and in air states is_crouching1 = False in_air1 = False # Kirby2 crouching and in air states is_crouching2 = False in_air2 = False # Kirby1 movement flags is_moving_left1 = False is_moving_right1 = False is_floating1 = False # Kirby 2 movement flags is_moving_left2 = False is_moving_right2 = False is_floating2 = 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_crouching1: is_crouching1 = True elif event.key == pygame.K_w and not in_air1: kirby1_y_speed = jump_height1 in_air = True elif event.key == pygame.K_e and not is_crouching1: is_floating1 = True elif event.key == pygame.K_r: is_floating1 = False elif event.key == pygame.K_a: is_moving_left1 = True elif event.key == pygame.K_d: is_moving_right1 = True elif event.type == pygame.KEYUP: if event.key == pygame.K_s: is_crouching1 = False elif event.key == pygame.K_a: is_moving_left1 = False elif event.key == pygame.K_d: is_moving_right1 = False # Kirby1 Floating set up if is_floating1: gravity1 = 0.3 jump_height1 = -6.5 in_air1 = False is_crouching1 = False circle_radius = 35 circle_y_offset = 35 else: gravity1 = 1 jump_height1 = -15 in_air1 = True circle_radius1 = 25 circle_y_offset1 = 25 # Kirby2 Floating set up if is_floating2: gravity2 = 0.3 jump_height2 = -6.5 in_air2 = False is_crouching2 = False circle_radius2 = 35 circle_y_offset2 = 35 else: gravity2 = 1 jump_height2 = -15 in_air2 = True circle_radius2 = 25 circle_y_offset2 = 25 # Apply gravity to Kirby1 kirby1_y_speed += gravity1 # Apply gravity to Kirby2 kirby2_y_speed += gravity2 # Apply horizontal motion for Kirby1 if is_moving_left1: kirby_x_speed1 = -5 elif is_moving_right1: kirby_x_speed1 = 5 else: kirby_x_speed1 = 0 # Apply horizontal motion for Kirby 2 if is_moving_left2: kirby_x_speed2 = -5 elif is_moving_right2: kirby_x_speed2 = 5 else: kirby_x_speed2 = 0 # Update Kirby1 position kirby1_x += kirby1_x_speed kirby1_y += kirby2_y_speed # Update Kirby2 position kirby2_x += kirby2_x_speed kirby2_x += kirby2_y_speed # Collision with the ground for Kirby1 if kirby1_y + circle_radius1 >= 575: kirby1_y = 575 - circle_radius1 kirby_y_speed1 = 0 gravity1 = 1 jump_height1 = -15 is_floating1 = False in_air1 = False # Circle is on the ground # Collision with the ground for Kirby2 if kirby2_y + circle_radius2 >= 575: kirby2_y = 575 - circle_radius2 kirby2_y_speed = 0 gravity2 = 1 jump_height2 = -15 is_floating2 = False in_air2 = False # Circle is on the ground # Collision with the sides of the screen for Kirby1 if kirby1_x < 0: kirby1_x = 0 elif kirby1_x > 900 - 2 * circle_radius1: kirby1_x = 900 - 2 * circle_radius1 # Collision with the sides of the screen for Kirby2 if kirby2_x < 0: kirby2_x = 0 elif kirby2_x > 900 - 2 * circle_radius2: kirby2_x = 900 - 2 * circle_radius2 # 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_crouching1: pygame.draw.ellipse(screen, kirby_pink_color, (int(kirby1_x), int(kirby1_y + circle_radius1 * (1.6 - crouch_scale1)), int(2 * circle_radius1), int(crouch_scale1 * 2 * circle_radius1))) # Scale and draw the Kirby face when crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius1), int(2 * circle_radius1 * crouch_scale1))) screen.blit(kirby_face_scaled, (int(kirby1_x), int(kirby1_y + circle_radius1 * (1.6 - crouch_scale1)))) else: pygame.draw.circle(screen, kirby_pink_color, (int(kirby1_x + circle_radius1), int(kirby1_y + circle_radius1)), circle_radius1) # Scale and draw the Kirby face when not crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius1), int(1.8 * circle_radius1))) screen.blit(kirby_face_scaled, (int(kirby1_x), int(kirby1_y))) # Update the display pygame.display.flip() # Cap the frame rate pygame.time.Clock().tick(60)
2a0cd80897fda99a73380a912c48893e
{ "intermediate": 0.39480310678482056, "beginner": 0.4541890025138855, "expert": 0.15100783109664917 }
37,355
Can you fix Kirby2 movement and refine the code a bit with proper indents? import pygame import sys # Set up display screen = pygame.display.set_mode((900, 700)) # Set up colors (RGB format) kirby_pink_color = (255, 105, 180) kirby_yellow_color = (0, 0, 0) ground_color = (0, 255, 0) # Kirby properties circle_radius1 = 25 # Initial radius circle_radius2 = 25 # Initial radius circle_y_offset1 = 25 # Offset from the top of the circle circle_y_offset2 = 25 # Offset from the top of the circle crouch_scale1 = 0.5 # Scale factor for crouching crouch_scale2 = 0.5 # Scale factor for crouching # Kirby1 position and velocity kirby1_x, kirby1_y = 425, 500 kirby1_x_speed, kirby_y_speed1 = 0, 0 gravity1 = 1 jump_height1 = -15 # Set jump height # Kirby2 position and velocity kirby2_x, kirby2_y = 425, 500 kirby2_x_speed, kirby2_y_speed = 0, 0 gravity2 = 1 jump_height2 = -15 # Set jump height # Kirby1 crouching and in air states is_crouching1 = False in_air1 = False # Kirby2 crouching and in air states is_crouching2 = False in_air2 = False # Kirby1 movement flags is_moving_left1 = False is_moving_right1 = False is_floating1 = False # Kirby 2 movement flags is_moving_left2 = False is_moving_right2 = False is_floating2 = False # Load the Kirby face image kirby_face = pygame.image.load("kirby_face.png") # Ensure correct path # 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_crouching1: is_crouching1 = True elif event.key == pygame.K_w and not in_air1: kirby_y_speed1 = jump_height1 in_air1 = True elif event.key == pygame.K_e and not is_crouching1: is_floating1 = True elif event.key == pygame.K_r: is_floating1 = False elif event.key == pygame.K_a: is_moving_left1 = True elif event.key == pygame.K_d: is_moving_right1 = True elif event.key == pygame.K_k: is_crouching1 = False elif event.key == pygame.K_j: is_moving_left1 = False elif event.key == pygame.K_l: is_moving_right1 = False elif event.type == pygame.KEYUP: if event.key == pygame.K_s: is_crouching1 = False elif event.key == pygame.K_a: is_moving_left1 = False elif event.key == pygame.K_d: is_moving_right1 = False elif event.key == pygame.K_k: is_crouching2 = False elif event.key == pygame.K_j: is_moving_left2 = False elif event.key == pygame.K_l: is_moving_right2 = False # Kirby1 Floating set up if is_floating1: gravity1 = 0.3 jump_height1 = -6.5 in_air1 = False is_crouching1 = False circle_radius1 = 35 circle_y_offset1 = 35 else: gravity1 = 1 jump_height1 = -15 in_air1 = True circle_radius1 = 25 circle_y_offset1 = 25 # Kirby2 Floating set up if is_floating2: gravity2 = 0.3 jump_height2 = -6.5 in_air2 = False is_crouching2 = False circle_radius2 = 35 circle_y_offset2 = 35 else: gravity2 = 1 jump_height2 = -15 in_air2 = True circle_radius2 = 25 circle_y_offset2 = 25 # Apply gravity to Kirby1 kirby_y_speed1 += gravity1 # Apply gravity to Kirby2 kirby2_y_speed += gravity2 # Apply horizontal motion for Kirby1 if is_moving_left1: kirby1_x_speed = -5 elif is_moving_right1: kirby1_x_speed = 5 else: kirby1_x_speed = 0 # Apply horizontal motion for Kirby 2 if is_moving_left2: kirby2_x_speed = -5 elif is_moving_right2: kirby2_x_speed = 5 else: kirby2_x_speed = 0 # Update Kirby1 position kirby1_x += kirby1_x_speed kirby1_y += kirby_y_speed1 # Update Kirby2 position kirby2_x += kirby2_x_speed kirby2_y += kirby2_y_speed # Collision with the ground for Kirby1 if kirby1_y + circle_radius1 >= 575: kirby1_y = 575 - circle_radius1 kirby_y_speed1 = 0 gravity1 = 1 jump_height1 = -15 is_floating1 = False in_air1 = False # Circle is on the ground # Collision with the ground for Kirby2 if kirby2_y + circle_radius2 >= 575: kirby2_y = 575 - circle_radius2 kirby2_y_speed = 0 gravity2 = 1 jump_height2 = -15 is_floating2 = False in_air2 = False # Circle is on the ground # Collision with the sides of the screen for Kirby1 if kirby1_x < 0: kirby1_x = 0 elif kirby1_x > 900 - 2 * circle_radius1: kirby1_x = 900 - 2 * circle_radius1 # Collision with the sides of the screen for Kirby2 if kirby2_x < 0: kirby2_x = 0 elif kirby2_x > 900 - 2 * circle_radius2: kirby2_x = 900 - 2 * circle_radius2 # Draw background screen.fill((100, 100, 255)) # Blue background # Draw ground pygame.draw.rect(screen, ground_color, (0, 600, 900, 50)) # Draw Kirby1 if is_crouching1: pygame.draw.ellipse(screen, kirby_pink_color, (int(kirby1_x), int(kirby1_y + circle_radius1 * (1.6 - crouch_scale1)), int(2 * circle_radius1), int(crouch_scale1 * 2 * circle_radius1))) # Scale and draw the Kirby face when crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius1), int(2 * circle_radius1 * crouch_scale1))) screen.blit(kirby_face_scaled, (int(kirby1_x), int(kirby1_y + circle_radius1 * (1.6 - crouch_scale1)))) else: pygame.draw.circle(screen, kirby_pink_color, (int(kirby1_x + circle_radius1), int(kirby1_y + circle_radius1)), circle_radius1) # Scale and draw the Kirby face when not crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius1), int(1.8 * circle_radius1))) screen.blit(kirby_face_scaled, (int(kirby1_x), int(kirby1_y))) # Draw Kirby2 if is_crouching2: pygame.draw.ellipse(screen, kirby_pink_color, (int(kirby2_x), int(kirby2_y + circle_radius2 * (1.6 - crouch_scale2)), int(2 * circle_radius2), int(crouch_scale2 * 2 * circle_radius2))) # Scale and draw the Kirby face when crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius2), int(2 * circle_radius2 * crouch_scale2))) screen.blit(kirby_face_scaled, (int(kirby2_x), int(kirby2_y + circle_radius2 * (1.6 - crouch_scale2)))) else: pygame.draw.circle(screen, kirby_yellow_color, (int(kirby2_x + circle_radius2), int(kirby2_y + circle_radius2)), circle_radius1) # Scale and draw the Kirby face when not crouching kirby_face_scaled = pygame.transform.scale(kirby_face, (int(2 * circle_radius2), int(1.8 * circle_radius2))) screen.blit(kirby_face_scaled, (int(kirby2_x), int(kirby2_y))) # Update the display pygame.display.flip() # Cap the frame rate pygame.time.Clock().tick(60)
2e7bab1e502902fb2abf12f923c137e5
{ "intermediate": 0.4885052442550659, "beginner": 0.33879518508911133, "expert": 0.17269951105117798 }
37,356
// Decompiled by AS3 Sorcerer 6.78 // www.buraks.com/as3sorcerer //scpacker.gui.LoaderWindow package scpacker.gui { import flash.display.Sprite; import flash.display.BitmapData; import flash.geom.Point; import flash.display.Bitmap; import flash.display.DisplayObjectContainer; import flash.text.TextField; import flash.display.Shape; import flash.utils.Timer; import controls.TankWindow; import alternativa.init.Main; import flash.text.TextFormat; import flash.display.BlendMode; import flash.filters.BlurFilter; import flash.filters.BitmapFilterQuality; import flash.events.Event; import flash.events.TimerEvent; import alternativa.tanks.model.panel.PanelModel; import alternativa.tanks.model.panel.IPanel; import scpacker.gui.dishonestprogressbar.DishonestProgressBar; public class GTanksLoaderWindow extends Sprite { private const tubeR:Number = 10.5; private var image:Bitmap; private var layer:DisplayObjectContainer; private var statusLabel:TextField; private var windowBmp:Bitmap; private var tubeL:Number = 7000; private var showTimer:Timer; private var hideTimer:Timer; private var showDelay:int = 0; private var hideDelay:int = 10000; private var progressBar:DishonestProgressBar; private var currentProcessId:Array; private var lock:Boolean = false; private var window:TankWindow = new TankWindow(610, 305); private var newType:Boolean; private var imageLoader:GTanksLoaderImages; private var _prog:Number = 0; private var t:Number = 0; public function GTanksLoaderWindow(newType:Boolean=true) { this.newType = newType; this.layer = Main.systemUILayer; this.imageLoader = (Main.osgi.getService(GTanksLoaderImages) as GTanksLoaderImages); this.image = this.imageLoader.getRandomPict(); this.image.x = 10; this.image.y = 11; this.window.height = (this.window.height - 15); addChild(this.window); addChild(this.image); this.currentProcessId = new Array(); var tf:TextFormat = new TextFormat("Tahoma", 10, 0xFFFFFF); this.statusLabel = new TextField(); this.statusLabel.text = "Status"; this.statusLabel.defaultTextFormat = tf; this.statusLabel.wordWrap = true; this.statusLabel.multiline = true; this.statusLabel.y = 38; this.statusLabel.x = 70; this.statusLabel.width = 172; var filters:Array = new Array(); filters.push(new BlurFilter(3, 0, BitmapFilterQuality.LOW)); this.progressBar = new DishonestProgressBar(this.hide); addChild(this.progressBar); this.progressBar.x = (this.image.x + 1); this.progressBar.y = ((this.image.y + this.image.height) + 10); this.showTimer = new Timer(this.showDelay, 1); this.hideTimer = new Timer(this.hideDelay, 1); var t_i:Timer = new Timer((Math.random() * 7000), 1); t_i.addEventListener(TimerEvent.TIMER_COMPLETE, this.onChangeImage); t_i.reset(); t_i.start(); this.changeProgress(0, 0); this.onShowTimerComplemete(null); this.unlockLoaderWindow(); } private function onChangeImage(t:TimerEvent):void { var time:Number; removeChild(this.image); this.image = this.imageLoader.getRandomPict(); this.image.x = 10; this.image.y = 11; addChild(this.image); var tu:Timer = new Timer((((time = (Math.random() * 7000)) <= 2000) ? 7000 : time), 1); tu.addEventListener(TimerEvent.TIMER_COMPLETE, this.onChangeImage); tu.start(); } public function focusIn(focusedObject:Object):void { } public function focusOut(exfocusedObject:Object):void { } public function deactivate():void { if ((!(this.lock))) { this.hideLoaderWindow(); this.lockLoaderWindow(); }; } public function activate():void { if (this.lock) { this.unlockLoaderWindow(); }; } public function changeStatus(processId:int, value:String):void { var s:String; if (value.length > 100) { s = (value.slice(0, 99) + "..."); } else { s = value; }; this.statusLabel.text = value; } public function changeProgress(processId:int, value:Number):void { var index:int; if (value == 0) { this.hideTimer.stop(); this.currentProcessId.push(processId); if ((((!(this.lock)) && (!(this.showTimer.running))) && (!(this.layer.contains(this))))) { this.showTimer.reset(); this.showTimer.start(); }; } else { if (value == 1) { index = this.currentProcessId.indexOf(processId); if (index != -1) { this.currentProcessId.splice(index, 1); }; if (this.currentProcessId.length == 0) { if (this.showTimer.running) { this.showTimer.stop(); } else { if ((!(this.hideTimer.running))) { if ((!(this.lock))) { this.hideTimer.reset(); this.hideTimer.start(); }; } else { if (this.lock) { this.hideTimer.stop(); }; }; }; }; }; }; } public function hideLoaderWindow():void { this.showTimer.stop(); this.onHideTimerComplemete(); } public function lockLoaderWindow():void { if ((!(this.lock))) { this.lock = true; this.showTimer.stop(); this.hideTimer.stop(); }; } public function unlockLoaderWindow():void { if (this.lock) { this.lock = false; }; } private function onShowTimerComplemete(e:TimerEvent):void { this.show(); } private function onHideTimerComplemete(e:TimerEvent=null):void { this.hideTimer.stop(); this.hide(); } private function show():void { if ((!(this.layer.contains(this)))) { this.progressBar.start(); this.layer.addChild(this); Main.stage.addEventListener(Event.RESIZE, this.align); this.align(); }; } private function hide():void { if (this.layer.contains(this)) { Main.stage.removeEventListener(Event.RESIZE, this.align); this.layer.removeChild(this); }; } public function setFullAndClose(e:Event):void { this.t = (this.t + (500 / 50)); if (((this.t <= 500) && (this.t > 0))) { this.layer.addEventListener(Event.ENTER_FRAME, this.setFullAndClose); } else { this.layer.removeEventListener(Event.ENTER_FRAME, this.setFullAndClose); this.hideLoaderWindow(); PanelModel(Main.osgi.getService(IPanel)).unlock(); }; } private function align(e:Event=null):void { this.x = ((Main.stage.stageWidth - this.window.width) >>> 1); this.y = ((Main.stage.stageHeight - this.window.height) >>> 1); } public function addProgress(p:Number):void { this.show(); this.t = this._prog; this._prog = (this._prog + p); this.tubeL = 7000; } public function setProgress(p:Number):void { this.show(); this._prog = p; this.tubeL = 7000; this.t = 0; } } }//package scpacker.gui как сделать если процесс загрузки завершился, то перед тем как пропадет окно загрузки progressbar доходил до 100
a26482e59f7b8570410b2e3e62ac3e1f
{ "intermediate": 0.3618093729019165, "beginner": 0.41722047328948975, "expert": 0.22097012400627136 }
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can you format this nicely as a single line python string: Type Parameter Declarations Here is a new syntax for declaring type parameters for generic classes, functions, and type aliases. The syntax adds support for a comma-delimited list of type parameters in square brackets after the name of the class, function, or type alias. Simple (non-variadic) type variables are declared with an unadorned name. Variadic type variables are preceded by * (see PEP 646 for details). Parameter specifications are preceded by ** (see PEP 612 for details). # This generic class is parameterized by a TypeVar T, a # TypeVarTuple Ts, and a ParamSpec P. class ChildClass[T, *Ts, **P]: ... There is no need to include Generic as a base class. Its inclusion as a base class is implied by the presence of type parameters, and it will automatically be included in the __mro__ and __orig_bases__ attributes for the class. The explicit use of a Generic base class will result in a runtime error. class ClassA[T](Generic[T]): ... # Runtime error A Protocol base class with type arguments may generate a runtime error. Type checkers should generate an error in this case because the use of type arguments is not needed, and the order of type parameters for the class are no longer dictated by their order in the Protocol base class. class ClassA[S, T](Protocol): ... # OK class ClassB[S, T](Protocol[S, T]): ... # Recommended type checker error Type parameter names within a generic class, function, or type alias must be unique within that same class, function, or type alias. A duplicate name generates a syntax error at compile time. This is consistent with the requirement that parameter names within a function signature must be unique. class ClassA[T, *T]: ... # Syntax Error def func1[T, **T](): ... # Syntax Error Class type parameter names are mangled if they begin with a double underscore, to avoid complicating the name lookup mechanism for names used within the class. However, the __name__ attribute of the type parameter will hold the non-mangled name. Upper Bound Specification For a non-variadic type parameter, an “upper bound” type can be specified through the use of a type annotation expression. If an upper bound is not specified, the upper bound is assumed to be object. class ClassA[T: str]: ... The specified upper bound type must use an expression form that is allowed in type annotations. More complex expression forms should be flagged as an error by a type checker. Quoted forward references are allowed. The specified upper bound type must be concrete. An attempt to use a generic type should be flagged as an error by a type checker. This is consistent with the existing rules enforced by type checkers for a TypeVar constructor call. class ClassA[T: dict[str, int]]: ... # OK class ClassB[T: "ForwardReference"]: ... # OK class ClassC[V]: class ClassD[T: dict[str, V]]: ... # Type checker error: generic type class ClassE[T: [str, int]]: ... # Type checker error: illegal expression form Constrained Type Specification PEP 484 introduced the concept of a “constrained type variable” which is constrained to a set of two or more types. The new syntax supports this type of constraint through the use of a literal tuple expression that contains two or more types. class ClassA[AnyStr: (str, bytes)]: ... # OK class ClassB[T: ("ForwardReference", bytes)]: ... # OK class ClassC[T: ()]: ... # Type checker error: two or more types required class ClassD[T: (str, )]: ... # Type checker error: two or more types required t1 = (bytes, str) class ClassE[T: t1]: ... # Type checker error: literal tuple expression required If the specified type is not a tuple expression or the tuple expression includes complex expression forms that are not allowed in a type annotation, a type checker should generate an error. Quoted forward references are allowed. class ClassF[T: (3, bytes)]: ... # Type checker error: invalid expression form The specified constrained types must be concrete. An attempt to use a generic type should be flagged as an error by a type checker. This is consistent with the existing rules enforced by type checkers for a TypeVar constructor call. class ClassG[T: (list[S], str)]: ... # Type checker error: generic type Runtime Representation of Bounds and Constraints The upper bounds and constraints of TypeVar objects are accessible at runtime through the __bound__ and __constraints__ attributes. For TypeVar objects defined through the new syntax, these attributes become lazily evaluated, as discussed under Lazy Evaluation below. Generic Type Alias We propose to introduce a new statement for declaring type aliases. Similar to class and def statements, a type statement defines a scope for type parameters. # A non-generic type alias type IntOrStr = int | str # A generic type alias type ListOrSet[T] = list[T] | set[T] Type aliases can refer to themselves without the use of quotes. # A type alias that includes a forward reference type AnimalOrVegetable = Animal | "Vegetable" # A generic self-referential type alias type RecursiveList[T] = T | list[RecursiveList[T]] The type keyword is a new soft keyword. It is interpreted as a keyword only in this part of the grammar. In all other locations, it is assumed to be an identifier name. Type parameters declared as part of a generic type alias are valid only when evaluating the right-hand side of the type alias. As with typing.TypeAlias, type checkers should restrict the right-hand expression to expression forms that are allowed within type annotations. The use of more complex expression forms (call expressions, ternary operators, arithmetic operators, comparison operators, etc.) should be flagged as an error. Type alias expressions are not allowed to use traditional type variables (i.e. those allocated with an explicit TypeVar constructor call). Type checkers should generate an error in this case. T = TypeVar("T") type MyList = list[T] # Type checker error: traditional type variable usage We propose to deprecate the existing typing.TypeAlias introduced in PEP 613. The new syntax eliminates its need entirely. Runtime Type Alias Class At runtime, a type statement will generate an instance of typing.TypeAliasType. This class represents the type. Its attributes include: __name__ is a str representing the name of the type alias __type_params__ is a tuple of TypeVar, TypeVarTuple, or ParamSpec objects that parameterize the type alias if it is generic __value__ is the evaluated value of the type alias All of these attributes are read-only. The value of the type alias is evaluated lazily (see Lazy Evaluation below). Type Parameter Scopes When the new syntax is used, a new lexical scope is introduced, and this scope includes the type parameters. Type parameters can be accessed by name within inner scopes. As with other symbols in Python, an inner scope can define its own symbol that overrides an outer-scope symbol of the same name. This section provides a verbal description of the new scoping rules. The Scoping Behavior section below specifies the behavior in terms of a translation to near-equivalent existing Python code. Type parameters are visible to other type parameters declared elsewhere in the list. This allows type parameters to use other type parameters within their definition. While there is currently no use for this capability, it preserves the ability in the future to support upper bound expressions or type argument defaults that depend on earlier type parameters. A compiler error or runtime exception is generated if the definition of an earlier type parameter references a later type parameter even if the name is defined in an outer scope. # The following generates no compiler error, but a type checker # should generate an error because an upper bound type must be concrete, # and ``Sequence[S]`` is generic. Future extensions to the type system may # eliminate this limitation. class ClassA[S, T: Sequence[S]]: ... # The following generates no compiler error, because the bound for ``S`` # is lazily evaluated. However, type checkers should generate an error. class ClassB[S: Sequence[T], T]: ... A type parameter declared as part of a generic class is valid within the class body and inner scopes contained therein. Type parameters are also accessible when evaluating the argument list (base classes and any keyword arguments) that comprise the class definition. This allows base classes to be parameterized by these type parameters. Type parameters are not accessible outside of the class body, including class decorators. class ClassA[T](BaseClass[T], param = Foo[T]): ... # OK print(T) # Runtime error: 'T' is not defined @dec(Foo[T]) # Runtime error: 'T' is not defined class ClassA[T]: ... A type parameter declared as part of a generic function is valid within the function body and any scopes contained therein. It is also valid within parameter and return type annotations. Default argument values for function parameters are evaluated outside of this scope, so type parameters are not accessible in default value expressions. Likewise, type parameters are not in scope for function decorators. def func1[T](a: T) -> T: ... # OK print(T) # Runtime error: 'T' is not defined def func2[T](a = list[T]): ... # Runtime error: 'T' is not defined @dec(list[T]) # Runtime error: 'T' is not defined def func3[T](): ... A type parameter declared as part of a generic type alias is valid within the type alias expression. type Alias1[K, V] = Mapping[K, V] | Sequence[K] Type parameter symbols defined in outer scopes cannot be bound with nonlocal statements in inner scopes. S = 0 def outer1[S](): S = 1 T = 1 def outer2[T](): def inner1(): nonlocal S # OK because it binds variable S from outer1 nonlocal T # Syntax error: nonlocal binding not allowed for type parameter def inner2(): global S # OK because it binds variable S from global scope The lexical scope introduced by the new type parameter syntax is unlike traditional scopes introduced by a def or class statement. A type parameter scope acts more like a temporary “overlay” to the containing scope. The only new symbols contained within its symbol table are the type parameters defined using the new syntax. References to all other symbols are treated as though they were found within the containing scope. This allows base class lists (in class definitions) and type annotation expressions (in function definitions) to reference symbols defined in the containing scope. class Outer: class Private: pass # If the type parameter scope was like a traditional scope, # the base class 'Private' would not be accessible here. class Inner[T](Private, Sequence[T]): pass # Likewise, 'Inner' would not be available in these type annotations. def method1[T](self, a: Inner[T]) -> Inner[T]: return a The compiler allows inner scopes to define a local symbol that overrides an outer-scoped type parameter. Consistent with the scoping rules defined in PEP 484, type checkers should generate an error if inner-scoped generic classes, functions, or type aliases reuse the same type parameter name as an outer scope. T = 0 @decorator(T) # Argument expression `T` evaluates to 0 class ClassA[T](Sequence[T]): T = 1 # All methods below should result in a type checker error # "type parameter 'T' already in use" because they are using the # type parameter 'T', which is already in use by the outer scope # 'ClassA'. def method1[T](self): ... def method2[T](self, x = T): # Parameter 'x' gets default value of 1 ... def method3[T](self, x: T): # Parameter 'x' has type T (scoped to method3) ... Symbols referenced in inner scopes are resolved using existing rules except that type parameter scopes are also considered during name resolution. T = 0 # T refers to the global variable print(T) # Prints 0 class Outer[T]: T = 1 # T refers to the local variable scoped to class 'Outer' print(T) # Prints 1 class Inner1: T = 2 # T refers to the local type variable within 'Inner1' print(T) # Prints 2 def inner_method(self): # T refers to the type parameter scoped to class 'Outer'; # If 'Outer' did not use the new type parameter syntax, # this would instead refer to the global variable 'T' print(T) # Prints 'T' def outer_method(self): T = 3 # T refers to the local variable within 'outer_method' print(T) # Prints 3 def inner_func(): # T refers to the variable captured from 'outer_method' print(T) # Prints 3 When the new type parameter syntax is used for a generic class, assignment expressions are not allowed within the argument list for the class definition. Likewise, with functions that use the new type parameter syntax, assignment expressions are not allowed within parameter or return type annotations, nor are they allowed within the expression that defines a type alias, or within the bounds and constraints of a TypeVar. Similarly, yield, yield from, and await expressions are disallowed in these contexts. This restriction is necessary because expressions evaluated within the new lexical scope should not introduce symbols within that scope other than the defined type parameters, and should not affect whether the enclosing function is a generator or coroutine. class ClassA[T]((x := Sequence[T])): ... # Syntax error: assignment expression not allowed def func1[T](val: (x := int)): ... # Syntax error: assignment expression not allowed def func2[T]() -> (x := Sequence[T]): ... # Syntax error: assignment expression not allowed type Alias1[T] = (x := list[T]) # Syntax error: assignment expression not allowed Accessing Type Parameters at Runtime A new attribute called __type_params__ is available on generic classes, functions, and type aliases. This attribute is a tuple of the type parameters that parameterize the class, function, or alias. The tuple contains TypeVar, ParamSpec, and TypeVarTuple instances. Type parameters declared using the new syntax will not appear within the dictionary returned by globals() or locals(). Variance Inference This PEP eliminates the need for variance to be specified for type parameters. Instead, type checkers will infer the variance of type parameters based on their usage within a class. Type parameters are inferred to be invariant, covariant, or contravariant depending on how they are used. Python type checkers already include the ability to determine the variance of type parameters for the purpose of validating variance within a generic protocol class. This capability can be used for all classes (whether or not they are protocols) to calculate the variance of each type parameter. The algorithm for computing the variance of a type parameter is as follows. For each type parameter in a generic class: 1. If the type parameter is variadic (TypeVarTuple) or a parameter specification (ParamSpec), it is always considered invariant. No further inference is needed. 2. If the type parameter comes from a traditional TypeVar declaration and is not specified as infer_variance (see below), its variance is specified by the TypeVar constructor call. No further inference is needed. 3. Create two specialized versions of the class. We’ll refer to these as upper and lower specializations. In both of these specializations, replace all type parameters other than the one being inferred by a dummy type instance (a concrete anonymous class that is type compatible with itself and assumed to meet the bounds or constraints of the type parameter). In the upper specialized class, specialize the target type parameter with an object instance. This specialization ignores the type parameter’s upper bound or constraints. In the lower specialized class, specialize the target type parameter with itself (i.e. the corresponding type argument is the type parameter itself). 4. Determine whether lower can be assigned to upper using normal type compatibility rules. If so, the target type parameter is covariant. If not, determine whether upper can be assigned to lower. If so, the target type parameter is contravariant. If neither of these combinations are assignable, the target type parameter is invariant. Here is an example. class ClassA[T1, T2, T3](list[T1]): def method1(self, a: T2) -> None: ... def method2(self) -> T3: ... To determine the variance of T1, we specialize ClassA as follows: upper = ClassA[object, Dummy, Dummy] lower = ClassA[T1, Dummy, Dummy] We find that upper is not assignable to lower using normal type compatibility rules defined in PEP 484. Likewise, lower is not assignable to upper, so we conclude that T1 is invariant. To determine the variance of T2, we specialize ClassA as follows: upper = ClassA[Dummy, object, Dummy] lower = ClassA[Dummy, T2, Dummy] Since upper is assignable to lower, T2 is contravariant. To determine the variance of T3, we specialize ClassA as follows: upper = ClassA[Dummy, Dummy, object] lower = ClassA[Dummy, Dummy, T3] Since lower is assignable to upper, T3 is covariant. Auto Variance For TypeVar The existing TypeVar class constructor accepts keyword parameters named covariant and contravariant. If both of these are False, the type variable is assumed to be invariant. We propose to add another keyword parameter named infer_variance indicating that a type checker should use inference to determine whether the type variable is invariant, covariant or contravariant. A corresponding instance variable __infer_variance__ can be accessed at runtime to determine whether the variance is inferred. Type variables that are implicitly allocated using the new syntax will always have __infer_variance__ set to True. A generic class that uses the traditional syntax may include combinations of type variables with explicit and inferred variance. T1 = TypeVar("T1", infer_variance=True) # Inferred variance T2 = TypeVar("T2") # Invariant T3 = TypeVar("T3", covariant=True) # Covariant # A type checker should infer the variance for T1 but use the # specified variance for T2 and T3. class ClassA(Generic[T1, T2, T3]): ... Compatibility with Traditional TypeVars The existing mechanism for allocating TypeVar, TypeVarTuple, and ParamSpec is retained for backward compatibility. However, these “traditional” type variables should not be combined with type parameters allocated using the new syntax. Such a combination should be flagged as an error by type checkers. This is necessary because the type parameter order is ambiguous. It is OK to combine traditional type variables with new-style type parameters if the class, function, or type alias does not use the new syntax. The new-style type parameters must come from an outer scope in this case. K = TypeVar("K") class ClassA[V](dict[K, V]): ... # Type checker error class ClassB[K, V](dict[K, V]): ... # OK class ClassC[V]: # The use of K and V for "method1" is OK because it uses the # "traditional" generic function mechanism where type parameters # are implicit. In this case V comes from an outer scope (ClassC) # and K is introduced implicitly as a type parameter for "method1". def method1(self, a: V, b: K) -> V | K: ... # The use of M and K are not allowed for "method2". A type checker # should generate an error in this case because this method uses the # new syntax for type parameters, and all type parameters associated # with the method must be explicitly declared. In this case, ``K`` # is not declared by "method2", nor is it supplied by a new-style # type parameter defined in an outer scope. def method2[M](self, a: M, b: K) -> M | K: ...
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how could i make a youtube to mp3 converter in python?
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how to web scrape a page that requires login
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//±-----------------------------------------------------------------+ //| BuySellSignal.mq4 | //| Custom Indicator for MetaTrader 4 | //±-----------------------------------------------------------------+ #property copyright "Copyright 2023 by User" #property link "" #property version "1.00" #property strict #property indicator_chart_window #property indicator_buffers 2 #property indicator_color1 Blue #property indicator_color2 Red // Input parameters extern int Bollinger_Period = 20; extern double Bollinger_Deviations = 2.0; extern int MA_Period = 14; extern int MACD_Fast_EMA_Period = 12; extern int MACD_Slow_EMA_Period = 26; extern int MACD_Signal_SMA_Period = 9; extern int RSI_Period = 14; extern double RSI_Upper_Level = 70; extern double RSI_Lower_Level = 30; // Buffers for our signals double BuySignalBuffer[]; double SellSignalBuffer[]; //±-----------------------------------------------------------------+ //| Custom indicator initialization function | //±-----------------------------------------------------------------+ int OnInit() { // Buffers initialization SetIndexStyle(0, DRAW_ARROW); SetIndexArrow(0, 233); // Arrow symbol for BUY signal (up arrow) SetIndexBuffer(0, BuySignalBuffer); ArraySetAsSeries(BuySignalBuffer, true); SetIndexStyle(1, DRAW_ARROW); SetIndexArrow(1, 234); // Arrow symbol for SELL signal (down arrow) SetIndexBuffer(1, SellSignalBuffer); ArraySetAsSeries(SellSignalBuffer, true); return(INIT_SUCCEEDED); } //±-----------------------------------------------------------------+ //| Custom indicator iteration function | //±-----------------------------------------------------------------+ int start() { int bars = Bars - Bollinger_Period - 1; if(bars <= 0) return(0); for(int i = 0; i < bars; i++) { double currentUpperBand = iBands(NULL, 0, Bollinger_Period, Bollinger_Deviations, 0, PRICE_CLOSE, MODE_UPPER, i+1); double currentLowerBand = iBands(NULL, 0, Bollinger_Period, Bollinger_Deviations, 0, PRICE_CLOSE, MODE_LOWER, i+1); double previousMA = iMA(NULL, 0, MA_Period, 0, MODE_SMA, PRICE_CLOSE, i+2); double currentMA = iMA(NULL, 0, MA_Period, 0, MODE_SMA, PRICE_CLOSE, i+1); double macdMain = iMACD(NULL, 0, MACD_Fast_EMA_Period, MACD_Slow_EMA_Period, MACD_Signal_SMA_Period, PRICE_CLOSE, MODE_MAIN, i+1); double macdPrevious = iMACD(NULL, 0, MACD_Fast_EMA_Period, MACD_Slow_EMA_Period, MACD_Signal_SMA_Period, PRICE_CLOSE, MODE_MAIN, i+2); double rsiValue = iRSI(NULL, 0, RSI_Period, PRICE_CLOSE, i+1); if(currentMA > currentUpperBand && previousMA < currentUpperBand && macdMain > macdPrevious && rsiValue > RSI_Lower_Level && rsiValue < RSI_Upper_Level) { // BUY Signal BuySignalBuffer[i] = Low[i] - 4 * Point; } else { BuySignalBuffer[i] = EMPTY_VALUE; } if(currentMA < currentLowerBand && previousMA > currentLowerBand && macdMain < macdPrevious && rsiValue > RSI_Lower_Level && rsiValue < RSI_Upper_Level) { // SELL Signal SellSignalBuffer[i] = High[i] + 4 * Point; } else { SellSignalBuffer[i] = EMPTY_VALUE; } Print("Bar: ", i, " Buy Signal: ", BuySignalBuffer[i], " Sell Signal: ", SellSignalBuffer[i]); } return(0); } //±-----------------------------------------------------------------+ questo codice fallisce nel disegnare frecce sul grafico. ci sono errori?
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(py_dvc) Z:>cd Z:\ФД\Валидация\Валидация_2024 Системе не удается найти указанный путь. Такой путь существует в системе, но Anaconda Promt выдает ошибку
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why does my code have an error? import java.util.Scanner; public class RockPaperScissors { private static final String USER_PLAYER = "User wins!"; private static final String COMPUTER_PLAYER = "Computer wins!"; private static final String TIE = "Tie"; public static String getWinner(String user, String computer) { if(user.equals(computer) { return TIE; } else if(user.equals("rock") { if(computer.equals("scissors") { return USER_PLAYER; } else(computer.equals("paper") { return COMPUTER_PLAYER; } } else if(user.equals("paper") { if(computer.equals("scissors") { return COMPUTER_PLAYER; } else(computer.equals("rock") { return USER_PLAYER; } } else(user.equals("scissors") { if(computer.equals("paper") { return USER_PLAYER; } else(computer.equals("rock") { return COMPUTER_PLAYER; } } public static void main(String[] args) { Scanner input = new Scanner(System.in); while(true) { int random = Randomizer.nextInt(1,3); String computerMove = ""; if(random = 1) { computerMove == "rock"; } else if { computerMove == "paper"; } else { computerMove == "scissors"; } System.out.println("Enter your choice"); String userMove = input.nextLine(); if(userMove.equals("") { System.out.println("Thanks for playing"); break; } else { System.out.println("User:" + userMove); System.out.println("Computer:" + computerMove); System.out.println(getWinner(userMove.toLowerCase(), computerMove.toLowerCase())); } } }
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why does my code have an error: public class Randomizer { public static int nextInt() { int randInt1 = (int)(Math.random()*(11)+ 1); while (randInt1 > 10 || randInt1 < 1) { randInt1 = (int)(Math.random()*(11)+ 1); } return randInt1; } public static int nextInt(int min, int max) { int randInt2 = (int)(Math.random()*(max + 1) + min); while(randInt2 > max || randInt2 < min) { randInt2 = (int)(Math.random()*(max + 1) + min); } return randInt2; } }import java.util.Scanner; public class RockPaperScissors { private static final String USER_PLAYER = "User wins!"; private static final String COMPUTER_PLAYER = "Computer wins!"; private static final String TIE = "Tie"; public static String getWinner(String user, String computer) { if(user.equals(computer)) { return TIE; } else if(user.equals("rock")) { if(computer.equals("scissors")) { return USER_PLAYER; } else(computer.equals("paper")) { return COMPUTER_PLAYER; } } else if(user.equals("paper")) { if(computer.equals("scissors")) { return COMPUTER_PLAYER; } else(computer.equals("rock")) { return USER_PLAYER; } } else(user.equals("scissors")) { if(computer.equals("paper")) { return USER_PLAYER; } else(computer.equals("rock")) { return COMPUTER_PLAYER; } } public static void main(String[] args) { Scanner input = new Scanner(System.in); while(true) { int random = Randomizer.nextInt(1,3); String computerMove = ""; if(random = 1) { computerMove == "rock"; } else if { computerMove == "paper"; } else { computerMove == "scissors"; } System.out.println("Enter your choice"); String userMove = input.nextLine(); if(userMove.equals("") { System.out.println("Thanks for playing"); break; } else { System.out.println("User:" + userMove); System.out.println("Computer:" + computerMove); System.out.println(getWinner(userMove.toLowerCase(), computerMove.toLowerCase())); } } }
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In this code, how can I prevent the option to call remove or grant access if the user type is owner: render(row) { return ( <Menu disabled={Boolean((row.user_type === 'ADMIN' && user?.accessLevel === 'LEAD') || (row.user_type === 'OWNER' && user?.accessLevel !== 'OWNER'))} options={ [{ item: <Box sx={{ display: 'flex', alignItems: 'center' }}> <Edit color="primary" /> <Box ml={1}> {t(`sentences:pages.user_management.users.edit_user`)} </Box> </Box>, action: () => { console.log(row) setFormInitialValues({ firstName: row.firstName, lastName: row.lastName, email: row.email, teamUuid: row.team.uuid, userType: row.accessType }) setEditUserId(row.uuid) } }, { item: <Box sx={{ display: 'flex', alignItems: 'center' }}> {row.status === 'INACTIVE' ? <Unarchive color="primary" /> : <Archive color="primary" />} <Box ml={1}> {t(`${row.status === 'INACTIVE' ? 'verbs.grant_access' : 'verbs.remove_access'}`)} </Box> </Box>, action: () => { toggleStatus(row) } } ] } />
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class CustomIntegerDialog(simpledialog.Dialog): def body(self, master): self.title('Custom Integer Dialog') self.geometry(f'+{master.winfo_rootx() + 50}+{master.winfo_rooty() + 50}') self.entry = tk.Entry(master, font=("Arial", 12), width=10) self.entry.pack(padx=10, pady=10) def buttonbox(self): box = tk.Frame(self) ok_button = tk.Button(box, text="OK", width=10, command=self.ok, default=tk.ACTIVE) ok_button.pack(side=tk.LEFT, padx=5, pady=5) cancel_button = tk.Button(box, text="Cancel", width=10, command=self.cancel) cancel_button.pack(side=tk.LEFT, padx=5, pady=5) box.pack() def apply(self): self.result = self.entry.get() def validate(self): try: int(self.entry.get()) # Attempt to convert the input to an integer return True except ValueError: self.bell() return False def open_custom_dialog(): dialog = CustomIntegerDialog(root, "Enter an Integer") result = dialog.result if result is not None: print("You entered:", result) root = tk.Tk() button = tk.Button(root, text="Open Dialog", command=open_custom_dialog) button.pack(pady=20) root.mainloop() make it so the button opens a window to set time as integer. instead of just custom integer text input, make it to be two spinboxes. the left one is to enter minutes and right one would be seconds, make the input of seconds capped at 60. then total as seconds to be set and returned as the result when pressing apply. put the apply button below the spinboxes. above input which is now spinboxes, add a tk.listbox to directly set the value to the spinboxes to 15s, 30s, 45s, 1minute and 0 seconds, 2minutes, 5minutes, and 10minutes.
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class CustomTimeDialog(simpledialog.Dialog): def body(self, master): self.title('Custom Time Dialog') self.listbox = tk.Listbox(master, height=7, width=15, font=("Arial", 12)) for time_string in ['0:15', '0:30', '0:45', '1:00', '2:00', '5:00', '10:00']: self.listbox.insert(tk.END, time_string) self.listbox.pack() self.listbox.bind('<<ListboxSelect>>', self.set_spinboxes_from_selection) tk.Label(master, text="Minutes:").pack(side=tk.LEFT) self.spin_minutes = tk.Spinbox(master, from_=0, to=59, width=5, font=("Arial", 12)) self.spin_minutes.pack(side=tk.LEFT) tk.Label(master, text="Seconds:").pack(side=tk.LEFT) self.spin_seconds = tk.Spinbox(master, from_=0, to=59, width=5, font=("Arial", 12), wrap=True) self.spin_seconds.pack(side=tk.LEFT) return self.spin_minutes # initial focus reaarrange the “minute”" and “seconds:” text of the spinbox on top of the corresponding spinbox input instead of next to it. so the text “minutes:” would be on top of minute spinbox and “seconds” on top of seconds spinbox. just rearrange don't add anything else
251b7bb6d68476b2a994500fa9a20344
{ "intermediate": 0.38650965690612793, "beginner": 0.35581332445144653, "expert": 0.25767701864242554 }
37,367
###Instruction### Fix error Promise returned in function argument where a void return was expected. ###About issue### Promises need to be resolved or awaited to return the expected value, otherwise, they return the promise object. Unresolved promises: Forgetting to await a promise is a frequent mistake. There are places where the use of a promise object is confusing or unclear because the developer forgot to resolve it. This rule forbids returning promises where another type is expected such as in: conditionals void returns spread operators What is the potential impact? Using a promise instead of its resolved value can have unexpected results leading to bugs. In conditionals, it will always return a truthy value. In places where the expected type is void, returning a promise is often a mistake. Using the spread operator on a promise will raise an exception. The executor function of a promise can also be an async function. However, this usually denotes a mistake: If an async executor function throws an error, the error won’t cause the created promise to reject and will be lost. Therefore, this could make it difficult to debug and handle runtime errors. If a promise executor function is using await, this means that it’s not necessary to use the Promise constructor, or the scope of the Promise constructor can be reduced. Exceptions This rule can be ignored for promises that you know will always resolve like timers. await new Promise(resolve => time.setTimeout(1000)); ###How to fix it### If you mistakenly treated a promise as its resolved value, you can ensure it is properly resolved by using await or resolve on the promise. In some cases, you may need to use an "immediately invoked function expression" (IIFE): (async function foo() { const result = await bar(); // work with result })(); Noncompliant code example const promise = new Promise((resolve, reject) => { // ... resolve(false) }); if (promise) { // ... } Compliant solution const promise = new Promise((resolve, reject) => { // ... resolve(false) }); if (await promise) { // ... } Noncompliant code example const p = new Promise(async (resolve, reject) => { doSomething('Hey, there!', function(error, result) { if (error) { reject(error); return; } await saveResult(result) resolve(result); }); }); await p; Compliant solution const p = new Promise((resolve, reject) => { doSomething('Hey, there!', function(error, result) { if (error) { reject(error); return; } resolve(result); }); }); const result = await p; await saveResult(result); Noncompliant code example apiCalls.forEach(async (apiCall) => { await apiCall.send(); }); Compliant solution for (const apiCall of apiCalls) { await apiCall.send(); } How does this work? In JavaScript, a promise is a mechanism to perform tasks asynchronously. To this end, the language provides the Promise object which represents the eventual completion or failure of an asynchronous operation and its resulting value. A promise can be created with the Promise constructor accepting an executor function as an argument, which has resolve and reject parameters that are invoked when the promise completes or fails. The logic of the promise is executed when it is called, however, its result is obtained only when the promise is resolved or awaited. ###Code###
e17e468972fb969289e2b8fa44a91941
{ "intermediate": 0.40981826186180115, "beginner": 0.26328834891319275, "expert": 0.3268933892250061 }
37,368
#property strict #property indicator_chart_window #property indicator_buffers 2 #property indicator_color1 Lime // Colore della freccia di buy #property indicator_color2 Red // Colore della freccia di sell // Input parameters extern int EmaPeriod = 10; extern int BollingerPeriod = 20; extern double BollingerDeviations = 2.0; extern int RsiPeriod = 14; extern int MacdFastEmaPeriod = 12; extern int MacdSlowEmaPeriod = 26; extern int MacdSignalSmoothing = 9; extern double RsiUpperLevel = 70; extern double RsiLowerLevel = 30; // Buffer per i segnali di buy e sell double BuySignalBuffer[]; double SellSignalBuffer[]; // Identifica il codice simbolo di Wingdings per le frecce enum arrow_codes { UP_ARROW = 233, // Freccia verde verso l’alto DOWN_ARROW = 234 // Freccia rossa verso il basso }; // Inizializzazione dell’indicatore int OnInit() { // Mappare i buffer dei segnali a colori specifici IndicatorBuffers(2); SetIndexBuffer(0, BuySignalBuffer); SetIndexBuffer(1, SellSignalBuffer); SetIndexArrow(0, UP_ARROW); SetIndexArrow(1, DOWN_ARROW); SetIndexStyle(0, DRAW_ARROW, 0, 2, clrLime); // Freccia verde per buy SetIndexStyle(1, DRAW_ARROW, 0, 2, clrRed); // Freccia rossa per sell ArraySetAsSeries(BuySignalBuffer, true); ArraySetAsSeries(SellSignalBuffer, true); return(INIT_SUCCEEDED); } // Funzione chiamata ad ogni tick int OnCalculate(const int rates_total, const int prev_calculated, const datetime &time[], const double &open[], const double &high[], const double &low[], const double &close[], const long &tick_volume[], const long &volume[], const int &spread[]) { // Begin calculation from enough bars for the bands and moving averages. int bars_required = MathMax(BollingerPeriod, EmaPeriod); int start = prev_calculated > bars_required ? prev_calculated - 1 : bars_required; for (int i = start; i < rates_total; i++) { double currentEma = iMA(NULL, 0, EmaPeriod, 0, MODE_EMA, PRICE_CLOSE, i+1); double previousEma = iMA(NULL, 0, EmaPeriod, 0, MODE_EMA, PRICE_CLOSE, i + 3); double middleBand = iBands(NULL, 0, BollingerPeriod, BollingerDeviations, 0, PRICE_CLOSE, MODE_MAIN, i); // Acquiring MACD current and signal values indirectly double MACD = iMACD(NULL, 0, MacdFastEmaPeriod, MacdSlowEmaPeriod, MacdSignalSmoothing, PRICE_CLOSE, MODE_MAIN, i); double MACDSignal = iMACD(NULL, 0, MacdFastEmaPeriod, MacdSlowEmaPeriod, MacdSignalSmoothing, PRICE_CLOSE, MODE_SIGNAL, i); double RsiValue = iRSI(NULL, 0, RsiPeriod, PRICE_CLOSE, i); // Buy condition if (currentEma > middleBand && previousEma < middleBand && MACD > MACDSignal && RsiValue > RsiLowerLevel && RsiValue < RsiUpperLevel) { BuySignalBuffer[i] = low[i] - 4 * _Point; } else { BuySignalBuffer[i] = EMPTY_VALUE; } // Sell condition if (currentEma < middleBand && previousEma > middleBand && MACD < MACDSignal && RsiValue > RsiLowerLevel && RsiValue < RsiUpperLevel) { SellSignalBuffer[i] = high[i] + 4 * _Point; } else { SellSignalBuffer[i] = EMPTY_VALUE; } } return(rates_total); } funziona! ma invece di mettere una sola freccia, ne mette anche 3 consecutive. da cosa è dovuto? Una soluzione comune è creare una logica che metta una freccia solo quando il segnale si attiva per la prima volta, piuttosto che su ogni barra dove le condizioni sono vere
fbc3813f8ba0b27053302a1e493cc880
{ "intermediate": 0.36613214015960693, "beginner": 0.29728057980537415, "expert": 0.3365872800350189 }
37,369
class CustomTimeDialog(simpledialog.Dialog): def body(self, master): self.timebutton_style = {"font": ("consolas", 11), "fg": "white", "bg": "#3c3c3c", "relief": "flat"} self.title('Custom Time') self.time_background = "#808080" master.configure(bg=self.time_background) self.listbox = tk.Listbox(master, height=7, width=15, font=("Arial", 12)) for time_string in ['0:15', '0:30', '0:45', '1:00', '2:00', '5:00', '10:00']: self.listbox.insert(tk.END, time_string) self.listbox.pack() self.listbox.bind('<<ListboxSelect>>', self.set_spinboxes_from_selection) # Main frame to contain the minutes and seconds frames time_frame = tk.Frame(master, bg=self.time_background) time_frame.pack(side=tk.TOP, fill=tk.X, padx=5, pady=5) # Create a frame for the minutes spinbox and label minutes_frame = tk.Frame(time_frame, bg=self.time_background) minutes_frame.pack(side=tk.LEFT, fill=tk.X, padx=5) tk.Label(minutes_frame, text="Minutes:", bg=self.time_background).pack(side=tk.TOP) self.spin_minutes = tk.Spinbox(minutes_frame, from_=0, to=59, width=5, font=("Arial", 12)) self.spin_minutes.pack(side=tk.TOP) # Create a frame for the seconds spinbox and label seconds_frame = tk.Frame(time_frame, bg=self.time_background) seconds_frame.pack(side=tk.LEFT, fill=tk.X, padx=5) tk.Label(seconds_frame, text="Seconds:", bg=self.time_background).pack(side=tk.TOP) self.spin_seconds = tk.Spinbox(seconds_frame, from_=0, to=59, width=5, font=("Arial", 12), wrap=True) self.spin_seconds.pack(side=tk.TOP) return self.spin_seconds # initial focus def buttonbox(self): box = tk.Frame(self, bg=self.time_background) self.ok_button = tk.Button(box, text="Apply", width=10, command=self.ok, default=tk.ACTIVE) self.ok_button.config(**self.timebutton_style) self.ok_button.pack(side=tk.TOP, padx=5, pady=5) box.pack() def set_spinboxes_from_selection(self, event=None): index = self.listbox.curselection() if not index: return time_string = self.listbox.get(index) minutes, seconds = map(int, time_string.split(':')) self.spin_minutes.delete(0, tk.END) self.spin_minutes.insert(0, minutes) self.spin_seconds.delete(0, tk.END) self.spin_seconds.insert(0, seconds) def apply(self): minutes = int(self.spin_minutes.get()) seconds = int(self.spin_seconds.get()) self.result = minutes * 60 + seconds def validate(self): try: minutes = int(self.spin_minutes.get()) seconds = int(self.spin_seconds.get()) if seconds < 60: return True else: self.bell() return False except ValueError: self.bell() return False the color is meant to be changed to #808080 for every background but there are areas within the window beyond the frames and the box that is still uncovered by background color change
9dbb8a65a3f488c782dcb9b62f95060e
{ "intermediate": 0.3477990925312042, "beginner": 0.509820282459259, "expert": 0.14238055050373077 }
37,370
Fix this error and give fixed code ###Error### Promise returned in function argument where a void return was expected. Promises need to be resolved or awaited to return the expected value, otherwise, they return the promise object. Unresolved promises: Forgetting to await a promise is a frequent mistake. There are places where the use of a promise object is confusing or unclear because the developer forgot to resolve it. This rule forbids returning promises where another type is expected such as in: conditionals void returns spread operators What is the potential impact? Using a promise instead of its resolved value can have unexpected results leading to bugs. In conditionals, it will always return a truthy value. In places where the expected type is void, returning a promise is often a mistake. Using the spread operator on a promise will raise an exception. The executor function of a promise can also be an async function. However, this usually denotes a mistake: If an async executor function throws an error, the error won’t cause the created promise to reject and will be lost. Therefore, this could make it difficult to debug and handle runtime errors. If a promise executor function is using await, this means that it’s not necessary to use the Promise constructor, or the scope of the Promise constructor can be reduced. Exceptions This rule can be ignored for promises that you know will always resolve like timers. await new Promise(resolve => time.setTimeout(1000)); ###How fix it### If you mistakenly treated a promise as its resolved value, you can ensure it is properly resolved by using await or resolve on the promise. In some cases, you may need to use an "immediately invoked function expression" (IIFE): (async function foo() { const result = await bar(); // work with result })(); Noncompliant code example const promise = new Promise((resolve, reject) => { // ... resolve(false) }); if (promise) { // ... } Compliant solution const promise = new Promise((resolve, reject) => { // ... resolve(false) }); if (await promise) { // ... } Noncompliant code example const p = new Promise(async (resolve, reject) => { doSomething('Hey, there!', function(error, result) { if (error) { reject(error); return; } await saveResult(result) resolve(result); }); }); await p; Compliant solution const p = new Promise((resolve, reject) => { doSomething('Hey, there!', function(error, result) { if (error) { reject(error); return; } resolve(result); }); }); const result = await p; await saveResult(result); Noncompliant code example apiCalls.forEach(async (apiCall) => { await apiCall.send(); }); Compliant solution for (const apiCall of apiCalls) { await apiCall.send(); } How does this work? In JavaScript, a promise is a mechanism to perform tasks asynchronously. To this end, the language provides the Promise object which represents the eventual completion or failure of an asynchronous operation and its resulting value. A promise can be created with the Promise constructor accepting an executor function as an argument, which has resolve and reject parameters that are invoked when the promise completes or fails. The logic of the promise is executed when it is called, however, its result is obtained only when the promise is resolved or awaited. ###Code for fixing###
ead8e75e613e3f0c1f09ab34c0ff34ba
{ "intermediate": 0.3966000974178314, "beginner": 0.2807372212409973, "expert": 0.32266268134117126 }
37,371
class CustomTimeDialog(simpledialog.Dialog): def body(self, master): self.timebutton_style = {"font": ("consolas", 11), "fg": "white", "bg": "#3c3c3c", "relief": "flat"} self.title('Custom Time') master.configure(bg=self.time_background) self.listbox = tk.Listbox(master, height=7, width=15, font=("Arial", 12)) for time_string in ['0:15', '0:30', '0:45', '1:00', '2:00', '5:00', '10:00']: self.listbox.insert(tk.END, time_string) self.listbox.pack() self.listbox.bind('<<ListboxSelect>>', self.set_spinboxes_from_selection) # Main frame to contain the minutes and seconds frames time_frame = tk.Frame(master, bg=self.time_background) time_frame.pack(side=tk.TOP, fill=tk.X, padx=5, pady=5) # Create a frame for the minutes spinbox and label minutes_frame = tk.Frame(time_frame) minutes_frame.pack(side=tk.LEFT, fill=tk.X, padx=5) tk.Label(minutes_frame, text="Minutes:").pack(side=tk.TOP) self.spin_minutes = tk.Spinbox(minutes_frame, from_=0, to=59, width=5, font=("Arial", 12)) self.spin_minutes.pack(side=tk.TOP) # Create a frame for the seconds spinbox and label seconds_frame = tk.Frame(time_frame, bg=self.time_background) seconds_frame.pack(side=tk.LEFT, fill=tk.X, padx=5) tk.Label(seconds_frame, text="Seconds:").pack(side=tk.TOP) self.spin_seconds = tk.Spinbox(seconds_frame, from_=0, to=59, width=5, font=("Arial", 12), wrap=True) self.spin_seconds.pack(side=tk.TOP) return self.spin_seconds # initial focus def buttonbox(self): box = tk.Frame(self) self.ok_button = tk.Button(box, text="Apply", width=10, command=self.ok, default=tk.ACTIVE) self.ok_button.config(**self.timebutton_style) self.ok_button.pack(side=tk.TOP, padx=5, pady=5) box.pack() def set_spinboxes_from_selection(self, event=None): index = self.listbox.curselection() if not index: return time_string = self.listbox.get(index) minutes, seconds = map(int, time_string.split(':')) self.spin_minutes.delete(0, tk.END) self.spin_minutes.insert(0, minutes) self.spin_seconds.delete(0, tk.END) self.spin_seconds.insert(0, seconds) def apply(self): minutes = int(self.spin_minutes.get()) seconds = int(self.spin_seconds.get()) self.result = minutes * 60 + seconds def validate(self): try: minutes = int(self.spin_minutes.get()) seconds = int(self.spin_seconds.get()) if seconds < 60: return True else: self.bell() return False except ValueError: self.bell() return False set the background color of each element to #808080 so that the window's background is uniform of #808080
4946cb79ef5f6cddd38327d5e3cb5414
{ "intermediate": 0.3505135774612427, "beginner": 0.43186938762664795, "expert": 0.21761707961559296 }
37,372
Fix this error and give fixed code MY Code MUST BE FIXED AND GETTED TO USER I NEED A COMPLETE CODE BLOCK ###Error### Promise returned in function argument where a void return was expected. Promises need to be resolved or awaited to return the expected value, otherwise, they return the promise object. Unresolved promises: Forgetting to await a promise is a frequent mistake. There are places where the use of a promise object is confusing or unclear because the developer forgot to resolve it. This rule forbids returning promises where another type is expected such as in: conditionals void returns spread operators What is the potential impact? Using a promise instead of its resolved value can have unexpected results leading to bugs. In conditionals, it will always return a truthy value. In places where the expected type is void, returning a promise is often a mistake. Using the spread operator on a promise will raise an exception. The executor function of a promise can also be an async function. However, this usually denotes a mistake: If an async executor function throws an error, the error won’t cause the created promise to reject and will be lost. Therefore, this could make it difficult to debug and handle runtime errors. If a promise executor function is using await, this means that it’s not necessary to use the Promise constructor, or the scope of the Promise constructor can be reduced. Exceptions This rule can be ignored for promises that you know will always resolve like timers. await new Promise(resolve => time.setTimeout(1000)); ###How fix it### If you mistakenly treated a promise as its resolved value, you can ensure it is properly resolved by using await or resolve on the promise. In some cases, you may need to use an “immediately invoked function expression” (IIFE): (async function foo() { const result = await bar(); // work with result })(); Noncompliant code example const promise = new Promise((resolve, reject) => { // … resolve(false) }); if (promise) { // … } Compliant solution const promise = new Promise((resolve, reject) => { // … resolve(false) }); if (await promise) { // … } Noncompliant code example const p = new Promise(async (resolve, reject) => { doSomething(‘Hey, there!’, function(error, result) { if (error) { reject(error); return; } await saveResult(result) resolve(result); }); }); await p; Compliant solution const p = new Promise((resolve, reject) => { doSomething(‘Hey, there!’, function(error, result) { if (error) { reject(error); return; } resolve(result); }); }); const result = await p; await saveResult(result); Noncompliant code example apiCalls.forEach(async (apiCall) => { await apiCall.send(); }); Compliant solution for (const apiCall of apiCalls) { await apiCall.send(); } How does this work? In JavaScript, a promise is a mechanism to perform tasks asynchronously. To this end, the language provides the Promise object which represents the eventual completion or failure of an asynchronous operation and its resulting value. A promise can be created with the Promise constructor accepting an executor function as an argument, which has resolve and reject parameters that are invoked when the promise completes or fails. The logic of the promise is executed when it is called, however, its result is obtained only when the promise is resolved or awaited. ###Code for fixing###
44b27191628d5eb7d9f861a0f31d4c6b
{ "intermediate": 0.4337429404258728, "beginner": 0.28093910217285156, "expert": 0.28531792759895325 }
37,373
Fix my regex for js for this links /(http(s)?:\/\/.)?(www\.)?[-a-zA-Z0-9@:%._+~#=]{0,256}\.[a-z]{2,6}\b([-a-zA-Z0-9@:%_+.~#?&/=]*)/g Text for regex: https://t.me/testest https://youtube.com/testtest
b35f3bfd5331992ca3d5e05e80a7c97b
{ "intermediate": 0.29744797945022583, "beginner": 0.38422852754592896, "expert": 0.31832343339920044 }
37,374
{% block styles %} <link rel="stylesheet" href="{{ url_for('static', filename='admin_billets.css') }}"> {% endblock %} {% block content%} <a id="retour" href="{{ url_for('menu_admin') }}" class="btn-retour">Retour</a> <h1>Les billets du festival</h1> <table> <thead> <tr> <th>id Billet</th> <th>id Type</th> <th>id Spectateur</th> <th>prix</th> <th>date d'achat</th> <th>date de début</th> <th>date de fin</th> <th>Actions</th> </tr> </thead> <tbody> {% for billet in liste_billets %} <tr> <td> {{ billet.get_idB() }} </td> <td> {{ billet.get_idType() }} </td> <td> {{ billet.get_idSpectateur() }} </td> <td> {{ billet.get_prix() }} </td> <td> {{ billet.get_dateAchat() }} </td> <td> {{ billet.get_dateDebutB() }} </td> <td> {{ billet.get_dateFinB() }} </td> <td> <button class="btn-modifier" data-id="{{ billet.get_idB() }}" data-idType="{{ billet.get_idType() }}" data-idSpectateur="{{ billet.get_idSpectateur() }}" data-prix="{{ billet.get_prix() }}" data-dateAchat="{{ billet.get_dateAchat() }}" data-dateDebutB="{{ billet.get_dateDebutB() }}" data-dateFinB="{{ billet.get_dateFinB() }}">Modifier <button class="btn-supprimer" data-id="{{ billet.get_idB() }}">Supprimer</button> </td> </tr> {% endfor %} </tbody> </table> <button id="ajouter">Ajouter</button> <!-- Modale pour modifier un billet --> <div id="modal-modifier" class="modal"> <div class="modal-content"> <span class="close-button">x</span> <form action="modifier_billet" method="POST"> <input type="hidden" name="id_billet" id="id_billet_modifier"> <select name="type_billet" id="y=type_billet_modifier" required> <option value="" disabled selected>Choisir un type de billet</option> {% for type in liste_types %} <option value="{{ type.get_idType() }}">{{ type.get_duree() }}</option> {% endfor %} </select> <select name="spectateur_billet" id="spectateur_billet_modifier" required> <option value="" disabled selected>Choisir un spectateur</option> {% for spectateur in liste_spectateurs %} <option value="{{ spectateur.get_idS() }}">{{ spectateur.get_nomS() }}</option> {% endfor %} </select> <label for="prix">prix</label> <input type="text" name="prix" id="prix_modifier" required> <label for="dateAchat">date d'achat</label> <input type="text" name="date_achat" id="date_achat_modifier" required> <label for="dateDebutB">date de début</label> <input type="text" name="date_debutB" id="date_debutB_modifirer" required> <label for="dateFinB">date de fin</label> <input type="text" name="date_finB" id="date_finB_modifier" required> <button id="modifier" type="submit"> Modifier </button> </form> </div> </div> <!-- Modale pour supprimer un évènement --> <div id ="modal-supprimer" class="modal"> <div class="modal-content"> <span class="close-button">x</span> <form action="/supprimer_billet" method="POST"> <input type="hidden" name="id_billet" id="id_billet_supprimer"> <p>Êtes-vous sûr de vouloir supprimer ce billet ?</p> <button id="supprimer" type="submit"> Supprimer </button> </form> </div> </div> <!-- Modale pour ajouter un billet --> <div id="modal-ajouter" class="modal"> <div class="modal-content"> <span class="close-button">x</span> <form action="/ajouter_billet" method="POST"> <label for="type_billet">Type de billet</label> <select name="type_billet" id="type_billet_ajouter" required> <option value="" disabled selected>Choisir un type de billet</option> {% for type in liste_types %} <option value="{{ type.get_idType() }}">{{ type.get_duree() }}</option> {% endfor %} </select> <select name="spectateur_billet" id="spectateur_billet_ajouter" required> <option value="" disabled selected>Choisir un spectateur</option> {% for spectateur in liste_spectateurs %} <option value="{{ spectateur.get_idS() }}">{{ spectateur.get_nomS() }}</option> {% endfor %} </select> <label for="prix">prix</label> <input type="text" name="prix" id="prix_ajouter" required> <label for="dateAchat">date d'achat</label> <input type="text" name="date_achat" id="date_achat_ajouter" required> <label for="dateDebutB">date de début</label> <input type="text" name="date_debutB" id="date_debutB_ajouter" required> <label for="dateFinB">date de fin</label> <input type="text" name="date_finB" id="date_finB_ajouter" required> <button class="btn-ajouter" type="submit"> Ajouter </button> </form> </div> </div> <script> document.addEventListener("DOMContentLoaded", function() { var modalModifier = document.getElementById("modal-modifier"); var modalSupprimer = document.getElementById("modal-supprimer"); var modalAjouter = document.getElementById("modal-ajouter"); var btnClose = document.querySelectorAll(".close-button"); btnClose.forEach(function(btn) { btn.onclick = function() { btn.closest(".modal").style.display = "none"; }; }); document.querySelectorAll(".btn-modifier").forEach(function(btn) { btn.onclick = function() { modalModifier.style.display = "block"; document.querySelector("id_billet_modifier").value = btn.getAttribute("data-id"); document.querySelector("type_billet_modifier").value = btn.getAttribute("data-idType"); document.querySelector("id_spectateur_modifier").value = btn.getAttribute("data-idSpectateur"); document.querySelector("prix_modifier").value = btn.getAttribute("data-prix"); document.querySelector("date_achat_modifier").value = btn.getAttribute("data-dateAchat"); document.querySelector("date_debutB_modifirer").value = btn.getAttribute("data-dateDebutB"); document.querySelector("date_finB_modifier").value = btn.getAttribute("data-dateFinB"); }; }); document.querySelectorAll(".btn-supprimer").forEach(function(btn) { btn.onclick = function() { modalSupprimer.style.display = "block"; document.querySelector("id_billet_supprimer").value = btn.getAttribute("data-id"); }; }); document.querySelector("ajouter").onclick = function() { modalAjouter.style.display = "block"; }; window.onclick = function(event) { if (event.target.classList.contains("modal")) { event.target.style.display = "none"; } } }); </script> {% endblock %} * { margin: 0; padding: 0; box-sizing: border-box; font-family: Arial, sans-serif; } h1 { text-align: center; margin: 1rem 0; } table { width: 100%; border-collapse: collapse; margin-top: 1rem; } thead { background: #eee; } th, td { padding: 0.5rem 1rem; border: 1px solid #ddd; text-align: left; } tr:nth-child(even) { background-color: #f2f2f2; } button { color: white; padding: 8px 16px; margin: 4px 2px; border: none; border-radius: 4px; cursor: pointer; } #ajouter { background-color: #2196F3; display: block; width: max-content; margin: 1rem auto; } #ajouter:hover { background-color: #0b7dda; } #retour { background-color: #2196F3; color: white; padding: 10px 15px; margin-left: 10px; margin-top: 10px; border: none; border-radius: 4px; cursor: pointer; text-decoration: none; display: inline-block; transition: background-color 0.3s; } #retour:hover { background-color: #0b7dda; } .btn-ajouter { background-color: #2196F3; } .btn-ajouter:hover { background-color: #0b7dda; } .modal { display: none; position: fixed; z-index: 1; left: 0; top: 0; width: 100%; height: 100%; overflow: auto; background-color: rgb(0,0,0); background-color: rgba(0,0,0,0.4); } .modal-content { background-color: #fefefe; margin: 15% auto; padding: 20px; border: 1px solid #888; width: 30%; } .close-button { color: #aaa; float: right; font-size: 28px; font-weight: bold; } .close-button:hover, .close-button:focus { color: black; text-decoration: none; cursor: pointer; } .modal-content { background-color: #fefefe; margin: 15% auto; padding: 20px; border: 1px solid #888; width: 30%; } #modal-ajouter form { display: flex; flex-direction: column; } #modal-ajouter input { margin-bottom: 1rem; width: 150px; } #modal-ajouter select { margin-bottom: 1rem; width: 150px; } #retour { background-color: #2196F3; color: white; padding: 10px 15px; margin-left: 10px; margin-top: 10px; border: none; border-radius: 4px; cursor: pointer; text-decoration: none; display: inline-block; transition: background-color 0.3s; } #retour:hover { background-color: #0b7dda; } .btn-supprimer { background-color: #f44336; } .btn-supprimer:hover { background-color: #da190b; } #supprimer { background-color: #f44336; } #supprimer:hover { background-color: #da190b; } .btn-modifier { background-color: #4CAF50; } .btn-modifier:hover { background-color: #45a049; } #modifier { background-color: #4CAF50; } #modifier:hover { background-color: #45a049; } quand je clique sur le bouton ajouter ça ne veut pas afficher le modal
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Promise returned in function argument where a void return was expected. Promises should not be misused javascript:S6544
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There is a problem in the code, it is called "Promise returned in function argument where a void return was expected. " Which reads: Promises should not be misused javascript:S6544. The error was found with the following pieces of code:
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There is a problem in the code, it is called “Promise returned in function argument where a void return was expected. " Which reads: Promises should not be misused javascript:S6544. The error was found with the following pieces of code:
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There is a problem in the code, it is called “Promise returned in function argument where a void return was expected. " Which reads: Promises should not be misused javascript:S6544. The error was found with the following pieces of code:
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There is a problem in the code, it is called “Promise returned in function argument where a void return was expected. " Which reads: Promises should not be misused javascript:S6544. The error was found with the following pieces of code:
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I have a project and the details are below Question. Case Scenario Project Brief - Zymplify Founded in 2013, Zymplify is a fast growing software as a service (SaaS) company providing a robust and cutting-edge marketing automation and lead generation solution to B2B customers around the world. Our unique buyer intent based approach to marketing and sales automation is what sets us apart. Not only will the Zymplify platform cut your sales cycle in half, it also finds, engages and converts cold prospects into warm, high-quality leads that are delivered into your sales pipeline every day. Zymplify is a Google Partner, and one of only 35 firms in the UK and Ireland who are part of the prestigious Google Technology Partner programme. Problem Statement As we want to scale our business it is important to build a social media presence for our B2B SAAS platform. Students are asked to consider: ●What channels should we be on, ●How do we grow our following on these channels. We need a strategy developed in order to scale. Use the information provided above in order to answer the questions below. Please complete a TOWS matrix that will consider the following: ●How can we make the most of our strengths? ●How do we circumvent our weaknesses? ●How can we capitalise on external opportunities? ●How should we best manage threat In today's digital landscape, crafting an effective social media strategy is essential for the exponential growth of B2B SaaS platforms like Zymplify. The necessity to scale demands a nuanced understanding of the diverse channels and methodologies to not just attract but retain a robust following. Hence, developing the most effective methods and using the right platforms plays a pivotal role in steering a trajectory towards success. These include:. 1. LinkedIn: Zymplify can use LinkedIn to establish its brand as a credible and trustworthy partner for B2B clients. It can do this by: ● Sharing industry insights, company achievements, and thought leadership content that demonstrate its expertise and value proposition. ● Creating engaging and digestible posts that blend professionalism with personality and humor, reflecting a trend towards genuine connection and down-to-earth professional networking. ● Participating in relevant groups and discussions, and commenting on other posts to build relationships and generate leads. ● Showcasing customer success stories and case studies that highlight the benefits and results of using its platform. 2. Twitter: Zymplify can use Twitter to increase its brand awareness and reach, and to stay on top of industry trends and news. It can do this by: ●Posting quick updates, tips, and announcements that showcase its platform's features and benefits, and drive traffic to its website. ●Curating and sharing valuable content from reputable sources, influencers, and partners that are relevant to its target audience and industry. ●Engaging with influencers, prospects, and customers by replying, retweeting, and liking their tweets, and by using hashtags, mentions, and direct messages. ●Using Twitter analytics to measure and optimize its performance, and to identify the best times, topics, and formats for its tweets. 3. YouTube:Zymplify can use YouTube to showcase its platform's capabilities and benefits, and to educate and inform its audience. It can do this by: ●Creating and uploading product demos, customer testimonials, and informative videos that explain how its platform works and how it can help businesses grow their revenue. ●Optimizing its videos for search and discovery by using keywords, titles, descriptions, tags, and thumbnails that match its audience's intent and needs. ●Encouraging viewers to subscribe, like, comment, and share its videos, and to click on its links and calls to action. ●Collaborating with other YouTube creators, influencers, and partners that have similar or complementary audiences and goals. These are some of the ways that Zymplify can leverage these social media platform to build its brand and grow its following. Indeed, these are not the only platforms or strategies that it can use, but they are some of the most effective and popular ones for B2B marketing. Some Strategies to Grow Following includes: 1. Consistent Quality Content: It is important to share engaging, informative, and valuable content tailored to each platform. By focusing on thought leadership, industry trends, success stories, and educational material about B2B marketing automation, the company begins its journey to establishing itself as an authority in the industry. 2. Community Engagement: Actively engaging with the audience by responding to comments, initiating discussions, and participating in relevant groups or forums have also proven to be effective in gaining and retaining followers on social media platforms. Hence, it is imperative to encourage dialogue, share insights, and address queries promptly. 3. Influencer Collaboration: Through partnership with industry influencers or thought leaders for guest posts, interviews, or co-created contents, the company  id able to expand its reach and credibility among the target audience. 4. Visual Content Emphasis: To grow following on the select platforms, it is needful to leverage visual elements such as infographics, videos, and eye-catching images to enhance engagement and convey complex ideas in an easily digestible format. 5. Paid Advertising: Another common yet effective approach for growth of brand visibility includes investing in targeted advertising on these platforms to reach a wider audience, focusing on demographics and interests relevant to B2B sales and marketing professionals. 6. Networking and Participation: The company can grow its following by engaging in relevant industry events, webinars, and discussions with the aim to share insights, participate in conversations, and showcase its expertise. 7. Data-Driven Approach: It is critical to routinely check analytics in order to determine what contents resonates most with the audience. By adapting tactics in response to data, the company is able to optimize engagement and follower growth. 8. Consistent Branding: To reinforce brand recognition and trust, it is important to maintain a consistent brand image, tone, and messaging across all itssocial media platforms. By implementing these strategies across the identified  social media channels, Zymplify can effectively build a strong online presence, engage with its audience, and gradually grow its following. Regular assessment and adaptation of strategies based on performance analytics will ensure continuous improvement in social media presence and support the overall goal of scaling the business. The TOWS Matrix framwork is below Internal strenghth 1. Google Technology Partner program membership. 2. Unique buyer intent based approach to marketing and sales automation. 3. Established since 2013 (Over 10 years in the industry) Internal weakness 1. Limited social media presence. 2. Potential lack of brand recognition. 3. Need to expand reach beyond the UK and Ireland. 4. Possible high reliance on Google partnership for credibility. External opportunities 1. Increasing demand for SaaS solutions globally. 2. Growing reliance on digital marketing by businesses. 3. Expansion into untapped international markets. 4. Collaborations with other tech firms for joint marketing efforts. SO Strategies Use strengths to take advantage of opportunities 1. Leverage Google Technology Partner program membership to bolster credibility and capitalize on the increasing global demand for SaaS solutions. 2. Utilize the unique buyer intent based approach to target the growing reliance on digital marketing by businesses. 3. Exploit the established presence since 2013 to expand into untapped international markets. 4. Collaborate with other tech firms for joint marketing efforts to enhance market penetration beyond UK and Ireland. WO Strategies Minimise or overcome weaknesses by taking advantage of opportunities 1. Invest in a comprehensive social media strategy encompassing platforms like LinkedIn (for B2B networking), Twitter, and YouTube to showcase product demos, customer testimonials, and educational content to capitalize on the increasing demand for SaaS solutions globally. 2. Launch a comprehensive global branding campaign leveraging digital marketing channels to significantly boost brand recognition and foster trust among potential clients worldwide. 3. Leverage digital marketing trends by utilizing SEO, content marketing, and influencer partnerships to reach a wider audience. 4. Expand the company's reach beyond the UK and Ireland to tap into the untapped international markets by reducing the reliance on local partnerships. 5. Seek collaborations with other tech firms to compensate for the high reliance on the Google partnership for credibility. External threats 1. Intense competition in the SaaS market. 2. Rapid changes in technology affecting market trends. 3. Dependency on Google's partnership, subject to their policies. 4. Negative impact from poor online reviews or feedback. ST Strategies Use strengths to overcome, defend against or avoid threats 1. Diversify offerings or partnerships to mitigate the impact of intense competition in the SaaS market. 2. Utilize established credibility from the Google partnership to stay ahead of rapid changes in technology affecting market trends. 3. Strengthen other credibility sources to reduce dependency on Google's partnership, which is subject to their policies. 4. Develop a robust customer service system proactively manage online reviews or feedback to mitigate any negative impact on the brand. WT Strategies Minimise effect or impact of weaknesses and avoid threats 1. Address limited social media presence to withstand the intense competition in the SaaS market. 2. Mitigate the potential lack of brand recognition by adapting swiftly to rapid changes in technology. 3. Expand reach beyond the UK and Ireland to reduce dependency on Google's partnership, which might be subject to their policies. Seek collaborations with other tech firms for joint marketing efforts or integrations, expanding the brand's visibility. 4. Focus on enhancing customer satisfaction and service quality to counteract any negative impact from poor online reviews or feedback. . The TOWS matrix outlines strategies that align internal strengths and weaknesses with external opportunities and threats, providing a framework for strategic planning and decision-making. Task 2 S.M.A.R.T. GOALS WORKSHEET Crafting S.M.A.R.T. Goals are designed to help you identify if what you want to achieve is realistic and determine a deadline. When writing S.M.A.R.T. Goals use concise language, but include relevant information. These are designed to help you succeed, so be positive when answering the questions. Overall Goal: Increase Zymplify's social media presence and engagement to support business scaling within the next 12 months. Objective 1: Increase Brand Visibility Objective 2; Grow Social Media Following Objective 3: Improve Engagement Metrics Objective 4: Generate Leads Through Social Channels INITIAL Write the goal you have in mind GOAL Increase Brand Visibility S What do you want to accomplish? Who needs to be included? When do you want to do this? Why is this a goal? SPECIFIC Increase brand mentions and impressions on social media platforms. ●What: Enhance Zymplify's online visibility by boosting brand mentions and impressions across LinkedIn, Twitter, and YouTube. ●Who: Marketing team, content creators, social media managers. ●When: Start immediately and achieve a 50% increase within 6 months. ●Why: Boosting brand visibility will improve market reach, brand recognition, and potential lead generation M How can you measure progress and know if you’ve successfully met your goal? MEASURABLE Achieve a 50% increase in brand mentions and a 40% rise in impressions within 6 months. ●Track brand mentions using social listening tools and impressions via platform analytics. ●Monthly assessment of progress against baseline metrics. A Do you have the skills required to achieve the goal? If not, can you obtain them? What is the motivation for this goal? Is the amount of effort required on par with what the goal will achieve? ACHIEVABLE Implement a robust content calendar and engagement strategy, focusing on consistency and quality. ●Ensure the marketing team possesses skills in content creation, social media management, and analytics. ●Allocate resources for tools and training if necessary. ●The effort aligns with the goal's potential impact on brand recognition and reach. R Why am I setting this goal now? Is it aligned with overall objectives? RELEVANT Enhancing brand visibility aligns with the overall objective of scaling the business by expanding market reach and attracting potential clients. T What’s the deadline and is it realistic? TIME-BOUND Evaluation on a monthly basis with the aim to achieve the initial 50% increase within 6 months, ensuring a realistic yet challenging deadline. SMART Review what you have written, and craft a new goal statement based on what the answers to the questions above have revealed GOAL Enhance Zymplify's online visibility by achieving a 50% increase in brand mentions and a 40% rise in impressions across social media platforms—LinkedIn, Twitter, and YouTube—within the next 6 months. This objective aims to broaden market reach, improve brand recognition, and potentially generate more high-quality leads through heightened brand visibility. Crafting S.M.A.R.T. Goals are designed to help you identify if what you want to achieve is realistic and determine a deadline. When writing S.M.A.R.T. Goals use concise language, but include relevant information. These are designed to help you succeed, so be positive when answering the questions. INITIAL Write the goal you have in mind GOAL Grow Social Media Following: S What do you want to accomplish? Who needs to be included? When do you want to do this? Why is this a goal? SPECIFIC Increase followers on LinkedIn, Twitter, and YouTube by 30%. ●What: Expand Zymplify's social media presence by attracting and retaining more followers across key platforms. ●Who: Social media team, content creators, influencer partners. ●When: Start immediately and achieve an increase by 30% of new followers within 12 months. ●Why: A larger following amplifies brand reach, engagement, and potential client acquisition. M How can you measure progress and know if you’ve successfully met your goal? MEASURABLE Track follower growth on each platform using platform analytics and third-party tools. ●Set quarterly milestones to monitor progress and adjust strategies accordingly. A Do you have the skills required to achieve the goal? If not, can you obtain them? What is the motivation for this goal? Is the amount of effort required on par with what the goal will achieve? ACHIEVABLE Develop content strategies tailored to each platform, collaborate with influencers, and leverage paid advertising. ●Ensure the team possesses expertise in social media management, content creation, and influencer collaboration. ●Allocate resources for potential influencer partnerships or advertising budgets. ●The effort aligns with the goal's potential impact on expanding the audience base. R Why am I setting this goal now? Is it aligned with overall objectives? RELEVANT Growing the social media following directly contributes to Zymplify's goal of scaling the business through increased market visibility and potential client acquisition. T What’s the deadline and is it realistic? TIME-BOUND Regularly track follower growth monthly and aim for consistent increases throughout the year, ensuring steady progress toward the set target. SMART Review what you have written, and craft a new goal statement based on what the answers to the questions above have revealed GOAL Expand Zymplify's social media presence by increasing followers on LinkedIn, Twitter, and YouTube by 30%, totaling 20,000 new followers across platforms within the next 12 months. This goal focuses on amplifying brand reach, engagement, and potential client acquisition by attracting a larger and more engaged audience base. Crafting S.M.A.R.T. Goals are designed to help you identify if what you want to achieve is realistic and determine a deadline. When writing S.M.A.R.T. Goals use concise language, but include relevant information. These are designed to help you succeed, so be positive when answering the questions. INITIAL Write the goal you have in mind GOAL Improve Engagement Metrics: S What do you want to accomplish? Who needs to be included? When do you want to do this? Why is this a goal? SPECIFIC Enhance engagement rates by encouraging discussions, comments, and shares. ●What: Increase audience engagement by promoting interactions and participation on social media platforms. ●Who: Social media team, content creators, customer support team. ●When: Start immediately and achieve a 25% increase in overall engagement rates within 9 months. ●Why: Higher engagement signifies increased interest and potential lead generation. . M How can you measure progress and know if you’ve successfully met your goal? MEASURABLE Monitor engagement metrics such as likes, comments, shares, and click-through rates using platform analytics. ●Regularly assess and compare engagement rates against baseline metrics. A Do you have the skills required to achieve the goal? If not, can you obtain them? What is the motivation for this goal? Is the amount of effort required on par with what the goal will achieve? ACHIEVABLE Develop interactive content, respond promptly to audience queries, and initiate conversations. ●Ensure the team possesses skills in creating interactive content, engaging with the audience, and providing timely responses. ●Allocate resources for enhanced customer support and content creation efforts. ●The effort aligns with the goal's potential impact on increased audience interaction and interest. R Why am I setting this goal now? Is it aligned with overall objectives? RELEVANT Improving engagement metrics directly contributes to Zymplify's goal of scaling the business by attracting and retaining potential customers through meaningful interactions. T What’s the deadline and is it realistic? TIME-BOUND Regularly evaluate engagement metrics weekly and aim to achieve the targeted increase within 9 months, allowing ample time for strategy adjustments.. SMART Review what you have written, and craft a new goal statement based on what the answers to the questions above have revealed GOAL Enhance audience engagement rates by achieving a 25% increase in overall engagement—likes, comments, shares, and click-through rates—across social media platforms within the next 9 months. This objective aims to foster increased interest, meaningful interactions, and potential lead generation through higher engagement levels. Crafting S.M.A.R.T. Goals are designed to help you identify if what you want to achieve is realistic and determine a deadline. When writing S.M.A.R.T. Goals use concise language, but include relevant information. These are designed to help you succeed, so be positive when answering the questions. INITIAL Write the goal you have in mind GOAL Generate Leads Through Social Channels: S What do you want to accomplish? Who needs to be included? When do you want to do this? Why is this a goal? SPECIFIC Use social media to acquire 500 high-quality leads for the sales pipeline. ●What: Increase lead generation through social media efforts to boost the potential client base. ●Who: Marketing team, sales team, content creators. ●When: Start immediately and aim to generate 500 leads within 12 months. ●Why: Acquiring leads directly contributes to business scaling and potential customer acquisition. M How can you measure progress and know if you’ve successfully met your goal? MEASURABLE Track the number of leads generated from social media efforts and calculate the conversion rate. ●Set up lead tracking systems and regularly analyze lead generation performance. A Do you have the skills required to achieve the goal? If not, can you obtain them? What is the motivation for this goal? Is the amount of effort required on par with what the goal will achieve? ACHIEVABLE Implement targeted campaigns, lead magnets, and optimized landing pages to attract and capture leads. ●Ensure the team possesses skills in lead generation strategies, content creation, and data analysis. ●Allocate resources for tools, campaigns, and potential collaboration efforts. ●The effort aligns with the goal's potential impact on increasing the pool of potential customers. R Why am I setting this goal now? Is it aligned with overall objectives? RELEVANT Generating leads through social channels directly contributes to Zymplify's objective of scaling the business by expanding the client base and potential sales pipeline. T What’s the deadline and is it realistic? TIME-BOUND Monitor lead generation monthly and aim to reach the 500-lead target within 12 months, allowing continuous adjustments to strategies for optimal lead acquisition. SMART Review what you have written, and craft a new goal statement based on what the answers to the questions above have revealed GOAL Utilize social media platforms to acquire 500 high-quality leads for Zymplify's sales pipeline within the next 12 months. This goal aligns efforts in marketing, sales, and content creation to scale the business by expanding the potential client base and sales pipeline through effective lead-generation efforts. These SMART objectives align with the overarching goal of expanding Zymplify's social media presence and engagement within a specific timeframe(12 months). Regular assessment of progress against these objectives will ensure the effectiveness of the strategies and support the overall business scaling effort. Task 3 Mural Scope bullseye template inputs Must Have: 1. Social Media Strategy Development: Create a comprehensive plan aligned with the company’s goals, focusing on content themes, target audience, and platform selection. 2. Content Calendar: Develop a detailed schedule for posting content across platforms, ensuring consistency and relevance. 3. Platform Optimization: Optimize existing social media profiles and create new ones on platforms relevant to the B2B SaaS industry such as LinkedIn, YouTube and Twitter. 4. Content Creation: Produce engaging and informative content (articles, infographics, videos) catering to the B2B audience. 5. Engagement and Community Building: Establish consistent engagement tactics to encourage community and user interaction Should Have: 1. Data Analytics Integration: Implement tools to track and analyze social media metrics like reach, engagement, and conversions. 2. Paid Advertising Strategy: Develop a strategy for targeted ads on platforms such as LinkedIn, YouTube and Twitter where Zymplify's audience is most active. 3. Influencer Partnerships: Explore collaborations with industry influencers or thought leaders to expand reach and credibility. 4. Customer Feedback Loop: Integrate feedback mechanisms to gather insights and improve social media strategies continually. Could Have: 1. Webinars and Live Sessions: Plan and execute live sessions or webinars addressing industry pain points or showcasing product features. 2. Employee Advocacy Program: Develop a program to encourage employees to share company content on their personal networks. 3. Localized Content: Tailor content to specific regions or markets to enhance relevance and resonance. 4. Interactive Content: Experiment with polls, quizzes, or interactive content formats to boost engagement. Won't Have: 1. Non-Business-Focused Platforms: Avoid investing resources in platforms not frequented by B2B SaaS clientele. 2. Over-Personalized Content: Limit the customization of content to avoid excessive resource utilization for minimal returns. 3. Over-Dependency on Organic Reach: Acknowledge that organic reach may not be sufficient; thus, over-reliance on it won't be the primary strategy. This delineated scope aims to prioritize essential elements while leaving room for potential expansions and optimizations based on Zymplify's evolving needs and market responses. Now. I waant to create a project plan associated with delivering this project and identifying which tasks have predecessors. So, Generate the table of activities and a Gannt chart for this project.
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A typical density of municipal solid waste is 600 kg/m3. Assuming this density, estimate the year that the landfill will be full (i.e. can receive no more waste) with the following assumptions:  the landfill services a population of 100,000 people in 2024.  this population is expected to increase by 0.5% every year for the foreseeable future.  the population has a waste generation rate of 800 kg waste/person/yr but diverts 50% of this amount through composting and recycling.  the property available for constructing the landfill is 500 m x 500 m.  the waste will be placed directly on top of a flat surface and placed at slopes of 3H: 1V to a maximum height of 30 m.  the width and length of the landfill will be equal.  you must maximize the amount of waste in the landfill before it ceases to accept waste. (HINT: you can think of the landfill volume shape as a truncated square pyramid).  Count the last year that that the landfill can receive a full years worth of waste as the year it is full. 2) If you were able to excavate into the ground at slopes of 3H:1V to a maximum depth of 4m, how much extra time (in years) would this provide you for the operation of the landfill above?
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what is the difference between jedis and lettuce when pulling down the cluster nodes from redis
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nodejs how to get random element in list
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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. Below is the Plan to get this done 1. Choose Your Dataset from Open Data Bristol: - Start by browsing the Open Data Bristol site to select a dataset that interests you and can serve as the basis for your app design. - Make note of the URL and the type of data available. 2. Empathise - Create a Mood Board (500 words): - Explore images, color themes, font styles, and design references that resonate with the theme of your chosen dataset. - Use Figma to create a collage of photos, select a color scheme, choose sample fonts and font pairings, and compile reference designs. - Export the mood board as images from Figma and insert them into your Word document. - Write a description of each element of your mood board (why you chose them, how they relate to your project, etc.). 3. Define - UX Mapping (500 words): - Develop a persona who will be the target user of your app. Describe their characteristics, goals, and frustrations. - Craft a scenario in which your persona interacts with the app, highlighting key touchpoints. - Create a design map to illustrate this scenario, detailing each step of interaction. - Document the process in your Word document, including the persona’s description and the design map. 4. Ideate - Wireframe and Information Architecture (500 words): - Sketch wireframes of your app’s user interface. It can be done on paper and then digitized, or use wireframing tools directly. - Indicate the flow between the app’s screens with a wireflow diagram. - Analyze the Information Architecture of your app concerning organization, labeling, navigation, and search. - Include a blueprint diagram to showcase your app’s organizational hierarchy. - Add screen capture(s) of your wireframe(s) to your Word document and describe your analysis. 5. Prototype - Build an Interactive Prototype (500 words): - Using HTML and CSS, create a static but interactive prototype of your app that can run in a browser. - It should incorporate embedded iframes from Open Data Bristol to show data tables and maps. - Ensure that the design follows your mood board and wireframe, and is clickable/navigable. - Take screenshots of your prototype in action and insert them into your document. - Write a walkthrough of your scenario using these screenshots and elaborate on the CSS styling used. Now, I want to build a web app to help users locate electric vehicle charging stations. Define Stage Persona: Name: Emily Carter Age: 37 Job Title: Marketing Manager Location: Bristol High tech savvy Car ownership: Tesla Model 3 owner Lifestyle: Environmentalist, city worker, suburban Bristol resident, frequents business meetings and weekend trips by car. Needs/Pains: Goal is to seamlessly integrate charging into her daily routine without delays or disruptions. Find reliable charging stations near frequent destinations. Plan longer trips without worrying about running out of charge. Access to fast charging on tight schedules. Challenges finding charging stations in unfamiliar city areas. Insufficient real-time charging station availability and operation data. Solutions: Map all Bristol electric vehicle charging stations and display real-time availability.  An interactive map could filter by charger type (fast, rapid, slow), electric vehicle compatibility, and nearby amenities like cafes, restrooms, and shopping.  Users may receive proactive notifications about their usual stations or when a previously occupied station becomes available.  The app's trip planner lets users enter their route and find charging points with estimated charging times.  The platform could reserve charging slots for a specific time to ensure availability upon arrival.  A system for reporting station issues would allow users to share status updates, improving service reliability.  Calendar app integration to suggest pre-scheduled charging times based on user itinerary and charging history.  The app could offer discounts or benefits to frequent users through a rewards programme.  Emily's confidence in long-distance travel could be boosted by an in-app assistance or community forum for instant help and tips from other electric vehicle users. Scenario: Emily has a busy day ahead with an early meeting in the city center, followed by a client lunch on the other side of town, and an evening networking event near the marina. She wants to ensure her Tesla has enough charge for the day’s activities and potentially a weekend getaway. Design Map Steps (With electronic post its) 1. Emily opens the app first thing in the morning and inputs her day’s destinations into the trip planner. (User needs established destinations and schedule. 2. The app displays optimal charging points along her route and She chooses a fast charger near her first meeting location. (Even with live updates, charging stations may be occupied. Consider adding a historical “busy times” feature to predict station occupancy.) 3. After her meeting, Emily receives a notification that her car is fully charged, and the app updates her on the status of charging stations near her next destination. (Real-time notifications improve user experience. We assume users have their tablets/phones after meetings. Setting quiet hours for meeting notifications is suggested.) 4. Emily stops at the charger identified by the app, the charging process is swift. The charging process is swift, so she proceeds to the marina with plenty of charge left. (Partnerships with nearby businesses can provide short-term benefits during charging. We assume the Rapid chargers work.) Ideation stage During Ideation, we focus on creating a web app UI concept. This app will help Emily find EV charging stations faster. Wireframes and wireflow diagrams show the app's layout and user journey. We'll review the app's Information Architecture (IA) to ensure its organisation, labelling, navigation, and search functions are easy to use. Diagram showing information flow: The home screen has simple options like 'Find Charging Station,' 'Plan Trip,' 'My Account,' and 'Community.' When the user selects 'Find Charging Station,' a map view shows nearby stations. The'Plan Trip' option opens a trip planner where you can enter your destinations and view a mapped route with charging points. 'My Account' displays personal settings and usage history, while 'Community' allows user interaction. Information Architecture Analysis: 1. Structure: The app has four main sections to improve user experience. Home is the hub for all features. The Charging Stations section is visually appealing, and the detailed view pages provide detailed information about each station. Trip Planner provides route planning, scheduling, and station pre-booking in one tool. The Community Hub promotes user engagement and information sharing. 2. Classification: Labels clarify and aid comprehension. 'Find Charging Station' is a simple and effective way to inform users of charging station locations. 'Plan Trip' plans trips, including charging stops. 'My Account' is a well-known way to access personal settings and histories. In 'community', ideas and wisdom are shared dynamically. 3. Navigation: The main navigation menu is consistent across all screens, making core functions easy to access. A one-handed bottom navigation bar makes tablets / mobile devices easy to use. Breadcrumbs help you retrace your steps in the trip planner and station details without losing your input data. 4. Search: The home screen's global search lets users find what they need by entering an address, attraction, or station name. Autocomplete suggestions speed up charging station and trip planning. Users can filter search results by charger type, availability, and amenities. An iterative design process used user and stakeholder feedback to create wireframes and wireflows. We developed the current efficient information architecture after interacting with users like Emily and realising the importance of a simple yet effective design. Highlights include: An easily accessible map on the home screen provides station details with one tap. Clear visual indicators distinguish charging stations. A simple trip planner that lets you change your route. Easily accessible community insights allow users to upvote or downvote content to encourage helpful contributions. Clear structure, easy-to-understand labels, simple navigation, and robust search capabilities make the UI user-friendly and efficient. The app constantly refines and uses an adaptable development approach to ensure users can easily find their next charging point with a few taps. Like the vehicles it serves, the EV station finder app is reliable and responsive. Now i want you to fully generate the codes for the prototype. Design specifications and Content: The page has “EV Charging Station Locator” on the top middle of the page. It has a Search bar (with a “search” placeholder) with a dropdown button beside it for different search filters like “Fast charging” and “Normal Charging” It has an icon of a charging car at the topleft corner of the page. On the side bar, it has 5 components which are the HOME, CHARGING POINTS, TRIP PLANNER, MY ACCOUNT and COMMUNITY buttons. The color for the components of the side bar is blue, but when clicked, it changes to orange. When you click on “Charging Station” button, it brings us to a page with three tabs (“Closest to Home”, “Closest to Office”, “Closest to You”) and a Map (the map is found in the following url: How do i access the map on the following url? https://opendata.bristol.gov.uk/datasets/bcc::electric-vehicle-charging-points-ncr/about) Showing the locations of the user and the nearest EV charging stations. When you click on the “Trip Planner” button, it brings us to a page with a table of 3 columns and at least 4 rows. The first column is for destination and has the header “Destination” where the user inputs where he is going; the second column has the header “Nearest Charging Point” and is where the platform suggests the nearest charging point to the destination input; the third is the “Arrival Time” column where the user indicates the time he/she plans to get there. For Font choices and typographic scale, use any good one. Functional Requirements: For the navigation, it is a single page with anchor links. Apart from the icon mentioned earlier, there is no other media asset Embedding the map should be via iframe. Now, give me a comprehensive and step by step structure (Like a table of contents) to write the code. If there is any other detail you would need, let me know.
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how to build redis cluster using docker on windows
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37,387
optimize code
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37,388
Music structure in J-POP is almost always Verse, Leadin, Chorus, Verse Leadin Chorus Bridge Chorus Chorus (often last Chorus with a key change). This structure is called A melo, B melo, Chorus, and D melo for bridge. If the song doesn’t have a Leadin, they often will completely ignore it as too western. Simplify this and provide an example
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Make an example of a dga algorithm, involve russian names and random years from 1980-1800
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give me summary of a model how to use
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Make an example of a dga algorithm, involve russian/slavic 1names and random years from 1945-1819, also include the tlds .click, .com, .su
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37,392
Hi!
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37,393
Make an example of a dga algorithm, involve russian/slavic names and random years from 1945-1819, also include the tlds .click and .com. like this [slavic name][blog/site]-[year].[tld]. Do not use randomness, just output a list that comes out exactly the same order every time. Allsi how many domains can this generate?
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37,394
Hey
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make sense of this code : #!/usr/bin/env python from _ctypes import PyObj_FromPtr storage = {} commands = f''' Zero: {id(0)} 0) Add To Store 1) Remove From Store 2) Load Address '''.strip() while True: print(commands) match(input('Selection:')): case '0': inp = input('To Add:') storage[id(inp)] = inp print(id(inp)) del inp case '1': addr = input('To Remove:') if addr.isdecimal() and int(addr) in storage: del storage[int(addr)] case '2': addr = input('To Load:') if addr.isdecimal(): print(PyObj_FromPtr(int(addr))) else: print('Invalid Address')
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how to parse site with such html content on Python and fetch files <a class="items-center justify-self-end mt-1 w-10 gap-x-1.5 px-2.5 py-1.5 text-sm font-semibold text-white shadow-sm rounded-md bg-gray-600 hover:bg-gray-500" href="https://samples.vx-underground.org/Papers/Windows/Analysis and Internals/2023-11-12 - How to dig into the CLR.pdf">
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I have a textfield that I am using with markdown-draft-js and draft-js libraries in React and I am facing a problem where when I paste some text into it that has numerical order when I copy the text only the text itself is being copied, the numbers of order of the list don't seem to be as if the part of the whole message so when I click send only the text without numbers of each line gets send. How do I include these numbers in there sended message?
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I wanna try making an ai ddos firewall. How should i present it the data? I think its gonna be l7 for now. Should i present it just the raw http request data? Show me an example of the data of ehat it should look like including the raw http data, request rate, etc and when it should get predicted as you cant trg and predict every single request as you dont have ennough data yet.
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running nohup python app.py, stuck on "nohup: ignoring input and appending output to 'nohup.out'"
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Generate extensive code in C++ for a plugin that can procedurally generate a game universe with the following list. Procedural generation of planets and celestial bodies (Similar to StarSystem.h/.cpp and GalaxyGenerator.h/.cpp). Terrain generation (Similar to TerrainGenerator.h/.cpp). Flora and fauna generation (Similar to FloraGenerator.h/.cpp and FaunaGenerator.h/.cpp). Dynamic weather systems (Similar to WeatherSystem.h/.cpp). Space exploration (Similar to SpaceShipSystem.h/.cpp and SpaceStationSystem.h/.cpp). Multiplayer exploration (Similar to elements of SpaceShipSystem.h/.cpp and SpaceStationSystem.h/.cpp). Base building (Similar to CityGenerator.h/.cpp and potentially parts of SpaceStationSystem.h/.cpp). Trading and economic systems (Similar to TradeSystem.h/.cpp and EconomySystem.h/.cpp). Dynamic quest system (Similar to QuestSystem.h/.cpp). Political structures (Similar to PoliticalSystem.h/.cpp). Dynamic storylines (Similar to DynamicStorySystem.h/.cpp).
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with the help of an ASCII diagram help me to understand the learning curve effect
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concatanate 2 strings using python hi and hello
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37,403
convert this input
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it doesn't close the dialog after you press add or the close button until you extend a tab or something, doesn't seem to update on change of the displayDialog: <Dialog header="Add Item" v-model:visible="displayDialog"> <InputText v-model="newItemName" /> <template #footer> <Button label="Add" @click=" closeDialog(), addSubItem(selectedCategory, newItemName)" /> </template> </Dialog> <div class="flex sm:flex-column align-items-center sm:align-items-end gap-3 sm:gap-2" @click.stop> <Button @click="selectedCategory = slotProps.data, displayDialog = true" icon="pi pi-plus" rounded /> </div>
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how to sub every whitespace in file with %20 with sed ?
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[{"Cols":[{"Hosp":"BED","Value":"3128"},{"Hosp":"CARDID","Value":"001002050286"},{"Hosp":"HOSPITALNUMBER","Value":"A00165704"},{"Hosp":"NAME","Value":"缪金生"},{"Hosp":"GENDER","Value":"男性"},{"Hosp":"AGE","Value":"87"},{"Hosp":"BIRTHDATE","Value":"1936-03-27 00:00:00.0"},{"Hosp":"RECORDDATE","Value":"2024-01-12 16:00:00.0"}]},{"Cols":[{"Hosp":"BED","Value":"3131"},{"Hosp":"CARDID","Value":"001000517805"},{"Hosp":"HOSPITALNUMBER","Value":"A00348869"},{"Hosp":"NAME","Value":"俞叙元"},{"Hosp":"GENDER","Value":"男性"},{"Hosp":"AGE","Value":"66"},{"Hosp":"BIRTHDATE","Value":"1957-09-06 00:00:00.0"},{"Hosp":"RECORDDATE","Value":"2024-01-08 16:00:00.0"}]},{"Cols":[{"Hosp":"BED","Value":"3123"},{"Hosp":"CARDID","Value":"001000373013"},{"Hosp":"HOSPITALNUMBER","Value":"A00204488"},{"Hosp":"NAME","Value":"李登龙"},{"Hosp":"GENDER","Value":"男性"},{"Hosp":"AGE","Value":"70"},{"Hosp":"BIRTHDATE","Value":"1953-11-28 00:00:00.0"},{"Hosp":"RECORDDATE","Value":"2024-01-12 16:00:00.0"}]},{"Cols":[{"Hosp":"BED","Value":"3134"},{"Hosp":"CARDID","Value":"001000728516"},{"Hosp":"HOSPITALNUMBER","Value":"A00159656"},{"Hosp":"NAME","Value":"陈淑娴"},{"Hosp":"GENDER","Value":"女性"},{"Hosp":"AGE","Value":"89"},{"Hosp":"BIRTHDATE","Value":"1934-11-13 00:00:00.0"},{"Hosp":"RECORDDATE","Value":"2024-01-12 16:00:00.0"}]},{"Cols":[{"Hosp":"BED","Value":"3126"},{"Hosp":"CARDID","Value":"001004796170"},{"Hosp":"HOSPITALNUMBER","Value":"A00289217"},{"Hosp":"NAME","Value":"龚希信"},{"Hosp":"GENDER","Value":"男性"},{"Hosp":"AGE","Value":"76"},{"Hosp":"BIRTHDATE","Value":"1947-12-25 00:00:00.0"},{"Hosp":"RECORDDATE","Value":"2024-01-12 16:00:00.0"}]},{"Cols":[{"Hosp":"BED","Value":"3135"},{"Hosp":"CARDID","Value":"001000070823"},{"Hosp":"HOSPITALNUMBER","Value":"A00110831"},{"Hosp":"NAME","Value":"钱宁华"},{"Hosp":"GENDER","Value":"女性"},{"Hosp":"AGE","Value":"95"},{"Hosp":"BIRTHDATE","Value":"1928-09-27 00:00:00.0"},{"Hosp":"RECORDDATE","Value":"2024-01-12 16:00:00.0"}]}]用go语言转换成对象list
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how to write function in shell and pass arguments to it ?
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how to write function in shell and pass arguments to it ?
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how to write function in shell and pass arguments to it ?
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how to write function in shell and pass arguments to it ?
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from transformers import BartForConditionalGeneration, BartTokenizer example_english_phrase = "photographer" batch = tokenizer(example_english_phrase, return_tensors="pt") generated_ids = model.generate(batch["input_ids"], max_new_tokens=150) output = tokenizer.batch_decode(generated_ids, skip_special_tokens=True)
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Instructions: The project focuses on the use of FMCW radar. It is used for data collection, point detection, tracking and other functions. The project is broken down into several modules. The aim of this division is to decouple as much as possible the functionalities present in each module, and make the development of new functionalities more flexible and rapid. Some information will be presented to you in json format: - module: the name of the module - module_structure: the structure of the module (the files making up the module and their hierarchy) - module_files_already_generated_doc: the documentation of the module's files if already generated - other_modules_doc: the documentation of the other modules on which the module depends (possibly none at all) - gen_doc_of_file: the file you will be given to generate the documentation of. If no file is given, the documentation of the entire module must be generated. Your goal is to create a markdown documentation of the file you will be given, or the entire module if no file is given. This documentation is intended to guide a developer who is new to the project, you can therefore add whatever you feel is relevant for this task. Informations: {"module": "radar_area_detection", "module_structure": "radar_area_detection/detection.py;radar_area_detection/display.py;radar_area_detection/live_area_detection.py;radar_area_detection\\comm/camera_alert.py;radar_area_detection\\comm/rabbitmq.py;radar_area_detection\\conf/6432_ti_config.cfg;radar_area_detection\\conf/6843_ti_config.cfg;radar_area_detection\\conf/detection_conf.json;radar_area_detection\\conf/live_area_detection.json;radar_area_detection\\conf/rabbitmq_conf.json;radar_area_detection\\conf/tracking_conf.json;", "module_files_already_generated_doc": [{"file": "docs\\radar_area_detection\\detection.md", "doc": "# radar_area_detection/detection.py Documentation\n\n## Overview\n\nThe detection.py script is part of the [radar_area_detection](radar_area_detection.md) module, which is responsible for the area detection functionality using FMCW radar technology. This module aids in the detection of points, tracking, and implementation of alert systems for certain areas within the radar\u00e2\u20ac\u2122s detection range.\n\n## File Structure\n\n`detection.py` includes the following classes:\n\n- `Area`: A simple data structure representing a rectangular detection area.\n- `Alert`: An abstract base class that defines the structure for raising and clearing alerts.\n- `AreaDetector`: The primary class that manages detection areas and processes radar data to trigger alerts.\n\n### Area Class\n\nThe Area class serves as a representation of a detection zone, defined by its boundaries in Cartesian coordinates.\n\n#### Attributes\n\n- `xl`: Float. Represents the x-coordinate of the left boundary of the area.\n- `xr`: Float. Represents the x-coordinate of the right boundary of the area.\n- `yb`: Float. Represents the y-coordinate of the bottom boundary of the area.\n- `yt`: Float. Represents the y-coordinate of the top boundary of the area.\n\n#### Methods\n\n- `serialize`: Serializes area\u00e2\u20ac\u2122s attributes into a dictionary format.\n\n### Alert Abstract Class\n\nThe `Alert` class provides a blueprint for implementing the alert system that will respond to detection events.\n\n#### Methods (Abstract)\n\n- `RaiseAlert`: Abstract method to be defined to specify the actions required when an alert is raised.\n- `ClearAlert`: Abstract method to be defined to specify the actions required when an alert is cleared.\n\n### AreaDetector Class\n\n`AreaDetector` is the central class that orchestrates the area detection and alerting process.\n\n#### Constructor\n\n- `__init__(areas, alerts=None)`: Initializes the detector with a list of areas and optional alert mechanisms.\n\n#### Attributes\n\n- `alerts`: List of Alert objects. Used to handle alerts when a tracked object enters a detection area.\n- `areas`: List of Area objects. These define the detection areas within the radar\u00e2\u20ac\u2122s field of view.\n- `ok_areas`: List of Area objects that are considered clear of tracked objects.\n- `alert_areas`: List of Area objects where alerts have been triggered due to the presence of tracked objects.\n- `alert_triggered`: Boolean indicating if an alert has been triggered.\n\n#### Methods\n\n- `update(clusters_up_to_date)`: Updates the state of each detection area based on the latest tracked clusters information.\n- `serialize`: Serializes the status of ok_areas and alert_areas into a dictionary format.\n\n## Integration with Other Modules\n\nThe `detection.py` script in the [radar_area_detection](radar_area_detection.md) module works in coordination with the [radar_tracking](../radar_tracking/radar_tracking.md) module (tracks objects detected by the radar) and may utilize the alerting infrastructure provided by the `radar_area_detection\\comm` submodule (for example, sending messages via [RabbitMQ](comm/rabbitmq.md)).\n\n## Usage\n\nDevelopers can use this script to define detection areas, integrate tracking data, and manage alert systems based on their specific needs in the context of FMCW radar applications.\n\n## Developer Notes\n\nThe AreaDetector class initializes with predefined detection areas and has the capability to receive real-time tracking data. Upon receipt of new cluster information, the update method reevaluates and categorizes each area as clear or under alert, triggering the appropriate alert mechanisms if any are in place. \n- When creating new Area instances, ensure that the coordinates correctly reflect the detection zone intended for monitoring.\n- When implementing concrete alert classes, define clear procedures for both RaiseAlert and ClearAlert methods.\n- During the update process, ensure that the centroid of clusters is being correctly obtained from the tracking data.\n- It is crucial to manage ok_areas and alert_areas accurately, reflecting the radar\u00e2\u20ac\u2122s real-time assessment of the monitored areas.\n\n[Radar Area Detection](radar_area_detection.md)"}, {"file": "docs\\radar_area_detection\\display.md", "doc": "# radar_area_detection/display.py Documentation\n\n## Overview\n\nThe `display.py` script is part of the [radar_area_detection](radar_area_detection.md) module, which integrates with the area detection and object tracking functionalities. This script specifically provides visualization capabilities, extending the `TrackingDisplay2D` class from the radar_tracking module to represent detection areas and the status of those areas (either as \"ok\" or under \"alert\").\n\n## File Structure\n\ndisplay.py includes the following class:\n\n- `AreasDisplay2D`: Extends the `TrackingDisplay2D` class to display detection areas and denote their status on a 2D plot.\n\n### AreasDisplay2D Class\n\nThe `AreasDisplay2D` class is responsible for visualizing areas on a 2D display, differentiating between areas that are clear (ok) and those that have an active alert. It allows real-time updates of the visualization as the status of the areas changes according to the radar data.\n\n#### Constructor\n\n- **\\_\\_init__(self, *args, \\*\\*kwargs)**: Initializes the `AreasDisplay2D` class with arguments passed to its superclass and initializes an empty list for patches.\n\n#### Attributes\n\n- **patches**: List. Stores the drawing patches corresponding to areas on the display.\n\n#### Methods\n\n- **_prepare_draw(self, clusters, ok_areas: List[Area], alert_areas: List[Area])**: Internally prepares the drawing of the clusters and areas. It removes any existing patches and re-adds them according to the updated area states.\n- **show(self, clusters, area_detector: AreaDetector)**: Public method to display the radar clusters and areas. This method calls _prepare_draw with the ok_areas and alert_areas from an AreaDetector instance and then proceeds to draw the updated visualization.\n\n### Integration with Other Modules\n\nThe detect.py script in the [radar_area_detection](radar_area_detection.md) module interacts with the AreasDisplay2D class to visualize active areas and alerts. Moreover, the AreasDisplay2D class uses functionality from the radar_tracking module\u00e2\u20ac\u2122s visualization utilities, signifying how various modules within the system come together to fulfill the project\u00e2\u20ac\u2122s overall objectives.\n\n## Usage\n\nDevelopers can instantiate the `AreasDisplay2D` class to visualise the area detection results in the context of FMCW radar applications. This enables a graphical representation of which areas are clear (ok) and which are under alert.\n\n## Data Flow\n\n1. An instance of `AreasDisplay2D` is created with appropriate arguments.\n2. Radar data (clusters) and area statuses are processed by an `AreaDetector`.\n3. Area statuses and clusters are passed to the `AreasDisplay2D` instance\u00e2\u20ac\u2122s show method.\n4. The show method updates the visual representation according to the current state of detection areas and tracked clusters.\n\n## Developer Notes\n\n- Use the `AreasDisplay2D` class to create a visual feedback loop for area detection and alert visualization in real-time radar applications.\n- Ensure active areas and their statuses are correctly updated and reflected in the visualization to provide continuous situational awareness.\n- The visual representation is crucial for debugging and monitoring the radar area detection functionality, hence strive for clear visual distinction between different states for better readability and interpretation.\n\n## Conclusion\n\n`display.py` within the [radar_area_detection](radar_area_detection.md) module serves a pivotal role in visually representing the status of detection areas in real-time. The AreasDisplay2D class demonstrates an effective integration of visualization techniques with radar detection and tracking capabilities. It contributes to the wider goal of creating a modular and adaptable system for FMCW radar applications.\n\n[Radar Area Detection](radar_area_detection.md)"}, {"file": "docs\\radar_area_detection\\live_area_detection.md", "doc": "# radar_area_detection/live_area_detection.py Documentation\n\n## Overview\n\nThe `live_area_detection.py` script is part of the [radar_area_detection](radar_area_detection.md) module. It orchestrates live area detection leveraging data from mmWave radar hardware. Using configuration files, this script setups the radar system, executes detection and tracking algorithms, and detects intrusions within predefined areas. If configured, it sends alert notifications and visualizes the detection areas.\n\n## Usage\n\nThis script should be run with a parameter to indicate the configuration file to use:\n\n
b6cb8c649e0049da3b8b460ae724f3da
{ "intermediate": 0.34244200587272644, "beginner": 0.43980252742767334, "expert": 0.217755526304245 }
37,413
Instructions: The project focuses on the use of FMCW radar. It is used for data collection, point detection, tracking and other functions. The project is broken down into several modules. The aim of this division is to decouple as much as possible the functionalities present in each module, and make the development of new functionalities more flexible and rapid. Some information will be presented to you in json format: - module: the name of the module - module_structure: the structure of the module (the files making up the module and their hierarchy) - module_files_already_generated_doc: the documentation of the module's files if already generated - other_modules_doc: the documentation of the other modules on which the module depends (possibly none at all) - gen_doc_of_file: the file you will be given to generate the documentation of. If no file is given, the documentation of the entire module must be generated. Your goal is to create a markdown documentation of the file you will be given, or the entire module if no file is given. This documentation is intended to guide a developer who is new to the project, you can therefore add whatever you feel is relevant for this task. Informations: {"module": "radar_area_detection", "module_structure": "radar_area_detection/detection.py;radar_area_detection/display.py;radar_area_detection/live_area_detection.py;radar_area_detection\\comm/camera_alert.py;radar_area_detection\\comm/rabbitmq.py;radar_area_detection\\conf/6432_ti_config.cfg;radar_area_detection\\conf/6843_ti_config.cfg;radar_area_detection\\conf/detection_conf.json;radar_area_detection\\conf/live_area_detection.json;radar_area_detection\\conf/rabbitmq_conf.json;radar_area_detection\\conf/tracking_conf.json;", "module_files_already_generated_doc": [{"file": "docs\\radar_area_detection\\detection.md", "doc": "# radar_area_detection/detection.py Documentation\n\n## Overview\n\nThe detection.py script is part of the [radar_area_detection](radar_area_detection.md) module, which is responsible for the area detection functionality using FMCW radar technology. This module aids in the detection of points, tracking, and implementation of alert systems for certain areas within the radar\u00e2\u20ac\u2122s detection range.\n\n## File Structure\n\n`detection.py` includes the following classes:\n\n- `Area`: A simple data structure representing a rectangular detection area.\n- `Alert`: An abstract base class that defines the structure for raising and clearing alerts.\n- `AreaDetector`: The primary class that manages detection areas and processes radar data to trigger alerts.\n\n### Area Class\n\nThe Area class serves as a representation of a detection zone, defined by its boundaries in Cartesian coordinates.\n\n#### Attributes\n\n- `xl`: Float. Represents the x-coordinate of the left boundary of the area.\n- `xr`: Float. Represents the x-coordinate of the right boundary of the area.\n- `yb`: Float. Represents the y-coordinate of the bottom boundary of the area.\n- `yt`: Float. Represents the y-coordinate of the top boundary of the area.\n\n#### Methods\n\n- `serialize`: Serializes area\u00e2\u20ac\u2122s attributes into a dictionary format.\n\n### Alert Abstract Class\n\nThe `Alert` class provides a blueprint for implementing the alert system that will respond to detection events.\n\n#### Methods (Abstract)\n\n- `RaiseAlert`: Abstract method to be defined to specify the actions required when an alert is raised.\n- `ClearAlert`: Abstract method to be defined to specify the actions required when an alert is cleared.\n\n### AreaDetector Class\n\n`AreaDetector` is the central class that orchestrates the area detection and alerting process.\n\n#### Constructor\n\n- `__init__(areas, alerts=None)`: Initializes the detector with a list of areas and optional alert mechanisms.\n\n#### Attributes\n\n- `alerts`: List of Alert objects. Used to handle alerts when a tracked object enters a detection area.\n- `areas`: List of Area objects. These define the detection areas within the radar\u00e2\u20ac\u2122s field of view.\n- `ok_areas`: List of Area objects that are considered clear of tracked objects.\n- `alert_areas`: List of Area objects where alerts have been triggered due to the presence of tracked objects.\n- `alert_triggered`: Boolean indicating if an alert has been triggered.\n\n#### Methods\n\n- `update(clusters_up_to_date)`: Updates the state of each detection area based on the latest tracked clusters information.\n- `serialize`: Serializes the status of ok_areas and alert_areas into a dictionary format.\n\n## Integration with Other Modules\n\nThe `detection.py` script in the [radar_area_detection](radar_area_detection.md) module works in coordination with the [radar_tracking](../radar_tracking/radar_tracking.md) module (tracks objects detected by the radar) and may utilize the alerting infrastructure provided by the `radar_area_detection\\comm` submodule (for example, sending messages via [RabbitMQ](comm/rabbitmq.md)).\n\n## Usage\n\nDevelopers can use this script to define detection areas, integrate tracking data, and manage alert systems based on their specific needs in the context of FMCW radar applications.\n\n## Developer Notes\n\nThe AreaDetector class initializes with predefined detection areas and has the capability to receive real-time tracking data. Upon receipt of new cluster information, the update method reevaluates and categorizes each area as clear or under alert, triggering the appropriate alert mechanisms if any are in place. \n- When creating new Area instances, ensure that the coordinates correctly reflect the detection zone intended for monitoring.\n- When implementing concrete alert classes, define clear procedures for both RaiseAlert and ClearAlert methods.\n- During the update process, ensure that the centroid of clusters is being correctly obtained from the tracking data.\n- It is crucial to manage ok_areas and alert_areas accurately, reflecting the radar\u00e2\u20ac\u2122s real-time assessment of the monitored areas.\n\n[Radar Area Detection](radar_area_detection.md)"}, {"file": "docs\\radar_area_detection\\display.md", "doc": "# radar_area_detection/display.py Documentation\n\n## Overview\n\nThe `display.py` script is part of the [radar_area_detection](radar_area_detection.md) module, which integrates with the area detection and object tracking functionalities. This script specifically provides visualization capabilities, extending the `TrackingDisplay2D` class from the radar_tracking module to represent detection areas and the status of those areas (either as \"ok\" or under \"alert\").\n\n## File Structure\n\ndisplay.py includes the following class:\n\n- `AreasDisplay2D`: Extends the `TrackingDisplay2D` class to display detection areas and denote their status on a 2D plot.\n\n### AreasDisplay2D Class\n\nThe `AreasDisplay2D` class is responsible for visualizing areas on a 2D display, differentiating between areas that are clear (ok) and those that have an active alert. It allows real-time updates of the visualization as the status of the areas changes according to the radar data.\n\n#### Constructor\n\n- **\\_\\_init__(self, *args, \\*\\*kwargs)**: Initializes the `AreasDisplay2D` class with arguments passed to its superclass and initializes an empty list for patches.\n\n#### Attributes\n\n- **patches**: List. Stores the drawing patches corresponding to areas on the display.\n\n#### Methods\n\n- **_prepare_draw(self, clusters, ok_areas: List[Area], alert_areas: List[Area])**: Internally prepares the drawing of the clusters and areas. It removes any existing patches and re-adds them according to the updated area states.\n- **show(self, clusters, area_detector: AreaDetector)**: Public method to display the radar clusters and areas. This method calls _prepare_draw with the ok_areas and alert_areas from an AreaDetector instance and then proceeds to draw the updated visualization.\n\n### Integration with Other Modules\n\nThe detect.py script in the [radar_area_detection](radar_area_detection.md) module interacts with the AreasDisplay2D class to visualize active areas and alerts. Moreover, the AreasDisplay2D class uses functionality from the radar_tracking module\u00e2\u20ac\u2122s visualization utilities, signifying how various modules within the system come together to fulfill the project\u00e2\u20ac\u2122s overall objectives.\n\n## Usage\n\nDevelopers can instantiate the `AreasDisplay2D` class to visualise the area detection results in the context of FMCW radar applications. This enables a graphical representation of which areas are clear (ok) and which are under alert.\n\n## Data Flow\n\n1. An instance of `AreasDisplay2D` is created with appropriate arguments.\n2. Radar data (clusters) and area statuses are processed by an `AreaDetector`.\n3. Area statuses and clusters are passed to the `AreasDisplay2D` instance\u00e2\u20ac\u2122s show method.\n4. The show method updates the visual representation according to the current state of detection areas and tracked clusters.\n\n## Developer Notes\n\n- Use the `AreasDisplay2D` class to create a visual feedback loop for area detection and alert visualization in real-time radar applications.\n- Ensure active areas and their statuses are correctly updated and reflected in the visualization to provide continuous situational awareness.\n- The visual representation is crucial for debugging and monitoring the radar area detection functionality, hence strive for clear visual distinction between different states for better readability and interpretation.\n\n## Conclusion\n\n`display.py` within the [radar_area_detection](radar_area_detection.md) module serves a pivotal role in visually representing the status of detection areas in real-time. The AreasDisplay2D class demonstrates an effective integration of visualization techniques with radar detection and tracking capabilities. It contributes to the wider goal of creating a modular and adaptable system for FMCW radar applications.\n\n[Radar Area Detection](radar_area_detection.md)"}, {"file": "docs\\radar_area_detection\\live_area_detection.md", "doc": "# radar_area_detection/live_area_detection.py Documentation\n\n## Overview\n\nThe `live_area_detection.py` script is part of the [radar_area_detection](radar_area_detection.md) module. It orchestrates live area detection leveraging data from mmWave radar hardware. Using configuration files, this script setups the radar system, executes detection and tracking algorithms, and detects intrusions within predefined areas. If configured, it sends alert notifications and visualizes the detection areas.\n\n## Usage\n\nThis script should be run with a parameter to indicate the configuration file to use:\n\n
64835455c8af35dd93dc4eef2770de71
{ "intermediate": 0.34244200587272644, "beginner": 0.43980252742767334, "expert": 0.217755526304245 }
37,414
Instructions: The project focuses on the use of FMCW radar. It is used for data collection, point detection, tracking and other functions. The project is broken down into several modules. The aim of this division is to decouple as much as possible the functionalities present in each module, and make the development of new functionalities more flexible and rapid. Some information will be presented to you in json format: - module: the name of the module - module_structure: the structure of the module (the files making up the module and their hierarchy) - module_files_already_generated_doc: the documentation of the module's files if already generated - other_modules_doc: the documentation of the other modules on which the module depends (possibly none at all) - gen_doc_of_file: the file you will be given to generate the documentation of. If no file is given, the documentation of the entire module must be generated. Your goal is to create a markdown documentation of the file you will be given, or the entire module if no file is given. This documentation is intended to guide a developer who is new to the project, you can therefore add whatever you feel is relevant for this task. Informations: {"module": "radar_area_detection", "module_structure": "radar_area_detection/detection.py;radar_area_detection/display.py;radar_area_detection/live_area_detection.py;radar_area_detection\\comm/camera_alert.py;radar_area_detection\\comm/rabbitmq.py;radar_area_detection\\conf/6432_ti_config.cfg;radar_area_detection\\conf/6843_ti_config.cfg;radar_area_detection\\conf/detection_conf.json;radar_area_detection\\conf/live_area_detection.json;radar_area_detection\\conf/rabbitmq_conf.json;radar_area_detection\\conf/tracking_conf.json;", "module_files_already_generated_doc": [{"file": "docs\\radar_area_detection\\detection.md", "doc": "# radar_area_detection/detection.py Documentation\n\n## Overview\n\nThe detection.py script is part of the [radar_area_detection](radar_area_detection.md) module, which is responsible for the area detection functionality using FMCW radar technology. This module aids in the detection of points, tracking, and implementation of alert systems for certain areas within the radar\u00e2\u20ac\u2122s detection range.\n\n## File Structure\n\n`detection.py` includes the following classes:\n\n- `Area`: A simple data structure representing a rectangular detection area.\n- `Alert`: An abstract base class that defines the structure for raising and clearing alerts.\n- `AreaDetector`: The primary class that manages detection areas and processes radar data to trigger alerts.\n\n### Area Class\n\nThe Area class serves as a representation of a detection zone, defined by its boundaries in Cartesian coordinates.\n\n#### Attributes\n\n- `xl`: Float. Represents the x-coordinate of the left boundary of the area.\n- `xr`: Float. Represents the x-coordinate of the right boundary of the area.\n- `yb`: Float. Represents the y-coordinate of the bottom boundary of the area.\n- `yt`: Float. Represents the y-coordinate of the top boundary of the area.\n\n#### Methods\n\n- `serialize`: Serializes area\u00e2\u20ac\u2122s attributes into a dictionary format.\n\n### Alert Abstract Class\n\nThe `Alert` class provides a blueprint for implementing the alert system that will respond to detection events.\n\n#### Methods (Abstract)\n\n- `RaiseAlert`: Abstract method to be defined to specify the actions required when an alert is raised.\n- `ClearAlert`: Abstract method to be defined to specify the actions required when an alert is cleared.\n\n### AreaDetector Class\n\n`AreaDetector` is the central class that orchestrates the area detection and alerting process.\n\n#### Constructor\n\n- `__init__(areas, alerts=None)`: Initializes the detector with a list of areas and optional alert mechanisms.\n\n#### Attributes\n\n- `alerts`: List of Alert objects. Used to handle alerts when a tracked object enters a detection area.\n- `areas`: List of Area objects. These define the detection areas within the radar\u00e2\u20ac\u2122s field of view.\n- `ok_areas`: List of Area objects that are considered clear of tracked objects.\n- `alert_areas`: List of Area objects where alerts have been triggered due to the presence of tracked objects.\n- `alert_triggered`: Boolean indicating if an alert has been triggered.\n\n#### Methods\n\n- `update(clusters_up_to_date)`: Updates the state of each detection area based on the latest tracked clusters information.\n- `serialize`: Serializes the status of ok_areas and alert_areas into a dictionary format.\n\n## Integration with Other Modules\n\nThe `detection.py` script in the [radar_area_detection](radar_area_detection.md) module works in coordination with the [radar_tracking](../radar_tracking/radar_tracking.md) module (tracks objects detected by the radar) and may utilize the alerting infrastructure provided by the `radar_area_detection\\comm` submodule (for example, sending messages via [RabbitMQ](comm/rabbitmq.md)).\n\n## Usage\n\nDevelopers can use this script to define detection areas, integrate tracking data, and manage alert systems based on their specific needs in the context of FMCW radar applications.\n\n## Developer Notes\n\nThe AreaDetector class initializes with predefined detection areas and has the capability to receive real-time tracking data. Upon receipt of new cluster information, the update method reevaluates and categorizes each area as clear or under alert, triggering the appropriate alert mechanisms if any are in place. \n- When creating new Area instances, ensure that the coordinates correctly reflect the detection zone intended for monitoring.\n- When implementing concrete alert classes, define clear procedures for both RaiseAlert and ClearAlert methods.\n- During the update process, ensure that the centroid of clusters is being correctly obtained from the tracking data.\n- It is crucial to manage ok_areas and alert_areas accurately, reflecting the radar\u00e2\u20ac\u2122s real-time assessment of the monitored areas.\n\n[Radar Area Detection](radar_area_detection.md)"}, {"file": "docs\\radar_area_detection\\display.md", "doc": "# radar_area_detection/display.py Documentation\n\n## Overview\n\nThe `display.py` script is part of the [radar_area_detection](radar_area_detection.md) module, which integrates with the area detection and object tracking functionalities. This script specifically provides visualization capabilities, extending the `TrackingDisplay2D` class from the radar_tracking module to represent detection areas and the status of those areas (either as \"ok\" or under \"alert\").\n\n## File Structure\n\ndisplay.py includes the following class:\n\n- `AreasDisplay2D`: Extends the `TrackingDisplay2D` class to display detection areas and denote their status on a 2D plot.\n\n### AreasDisplay2D Class\n\nThe `AreasDisplay2D` class is responsible for visualizing areas on a 2D display, differentiating between areas that are clear (ok) and those that have an active alert. It allows real-time updates of the visualization as the status of the areas changes according to the radar data.\n\n#### Constructor\n\n- **\\_\\_init__(self, *args, \\*\\*kwargs)**: Initializes the `AreasDisplay2D` class with arguments passed to its superclass and initializes an empty list for patches.\n\n#### Attributes\n\n- **patches**: List. Stores the drawing patches corresponding to areas on the display.\n\n#### Methods\n\n- **_prepare_draw(self, clusters, ok_areas: List[Area], alert_areas: List[Area])**: Internally prepares the drawing of the clusters and areas. It removes any existing patches and re-adds them according to the updated area states.\n- **show(self, clusters, area_detector: AreaDetector)**: Public method to display the radar clusters and areas. This method calls _prepare_draw with the ok_areas and alert_areas from an AreaDetector instance and then proceeds to draw the updated visualization.\n\n### Integration with Other Modules\n\nThe detect.py script in the [radar_area_detection](radar_area_detection.md) module interacts with the AreasDisplay2D class to visualize active areas and alerts. Moreover, the AreasDisplay2D class uses functionality from the radar_tracking module\u00e2\u20ac\u2122s visualization utilities, signifying how various modules within the system come together to fulfill the project\u00e2\u20ac\u2122s overall objectives.\n\n## Usage\n\nDevelopers can instantiate the `AreasDisplay2D` class to visualise the area detection results in the context of FMCW radar applications. This enables a graphical representation of which areas are clear (ok) and which are under alert.\n\n## Data Flow\n\n1. An instance of `AreasDisplay2D` is created with appropriate arguments.\n2. Radar data (clusters) and area statuses are processed by an `AreaDetector`.\n3. Area statuses and clusters are passed to the `AreasDisplay2D` instance\u00e2\u20ac\u2122s show method.\n4. The show method updates the visual representation according to the current state of detection areas and tracked clusters.\n\n## Developer Notes\n\n- Use the `AreasDisplay2D` class to create a visual feedback loop for area detection and alert visualization in real-time radar applications.\n- Ensure active areas and their statuses are correctly updated and reflected in the visualization to provide continuous situational awareness.\n- The visual representation is crucial for debugging and monitoring the radar area detection functionality, hence strive for clear visual distinction between different states for better readability and interpretation.\n\n## Conclusion\n\n`display.py` within the [radar_area_detection](radar_area_detection.md) module serves a pivotal role in visually representing the status of detection areas in real-time. The AreasDisplay2D class demonstrates an effective integration of visualization techniques with radar detection and tracking capabilities. It contributes to the wider goal of creating a modular and adaptable system for FMCW radar applications.\n\n[Radar Area Detection](radar_area_detection.md)"}, {"file": "docs\\radar_area_detection\\live_area_detection.md", "doc": "# radar_area_detection/live_area_detection.py Documentation\n\n## Overview\n\nThe `live_area_detection.py` script is part of the [radar_area_detection](radar_area_detection.md) module. It orchestrates live area detection leveraging data from mmWave radar hardware. Using configuration files, this script setups the radar system, executes detection and tracking algorithms, and detects intrusions within predefined areas. If configured, it sends alert notifications and visualizes the detection areas.\n\n## Usage\n\nThis script should be run with a parameter to indicate the configuration file to use:\n\n
3c727087b41748cab8c4d48833723095
{ "intermediate": 0.34244200587272644, "beginner": 0.43980252742767334, "expert": 0.217755526304245 }
37,415
Instructions: The project focuses on the use of FMCW radar. It is used for data collection, point detection, tracking and other functions. The project is broken down into several modules. The aim of this division is to decouple as much as possible the functionalities present in each module, and make the development of new functionalities more flexible and rapid. Some information will be presented to you in json format: - module: the name of the module - module_structure: the structure of the module (the files making up the module and their hierarchy) - module_files_already_generated_doc: the documentation of the module's files if already generated - other_modules_doc: the documentation of the other modules on which the module depends (possibly none at all) - gen_doc_of_file: the file you will be given to generate the documentation of. If no file is given, the documentation of the entire module must be generated. Your goal is to create a markdown documentation of the file you will be given, or the entire module if no file is given. This documentation is intended to guide a developer who is new to the project, you can therefore add whatever you feel is relevant for this task. Informations: {"module": "radar_area_detection", "module_structure": "radar_area_detection/detection.py;radar_area_detection/display.py;radar_area_detection/live_area_detection.py;radar_area_detection\\comm/camera_alert.py;radar_area_detection\\comm/rabbitmq.py;radar_area_detection\\conf/6432_ti_config.cfg;radar_area_detection\\conf/6843_ti_config.cfg;radar_area_detection\\conf/detection_conf.json;radar_area_detection\\conf/live_area_detection.json;radar_area_detection\\conf/rabbitmq_conf.json;radar_area_detection\\conf/tracking_conf.json;", "module_files_already_generated_doc": [{"file": "docs\\radar_area_detection\\detection.md", "doc": "# radar_area_detection/detection.py Documentation\n\n## Overview\n\nThe detection.py script is part of the [radar_area_detection](radar_area_detection.md) module, which is responsible for the area detection functionality using FMCW radar technology. This module aids in the detection of points, tracking, and implementation of alert systems for certain areas within the radar\u00e2\u20ac\u2122s detection range.\n\n## File Structure\n\n`detection.py` includes the following classes:\n\n- `Area`: A simple data structure representing a rectangular detection area.\n- `Alert`: An abstract base class that defines the structure for raising and clearing alerts.\n- `AreaDetector`: The primary class that manages detection areas and processes radar data to trigger alerts.\n\n### Area Class\n\nThe Area class serves as a representation of a detection zone, defined by its boundaries in Cartesian coordinates.\n\n#### Attributes\n\n- `xl`: Float. Represents the x-coordinate of the left boundary of the area.\n- `xr`: Float. Represents the x-coordinate of the right boundary of the area.\n- `yb`: Float. Represents the y-coordinate of the bottom boundary of the area.\n- `yt`: Float. Represents the y-coordinate of the top boundary of the area.\n\n#### Methods\n\n- `serialize`: Serializes area\u00e2\u20ac\u2122s attributes into a dictionary format.\n\n### Alert Abstract Class\n\nThe `Alert` class provides a blueprint for implementing the alert system that will respond to detection events.\n\n#### Methods (Abstract)\n\n- `RaiseAlert`: Abstract method to be defined to specify the actions required when an alert is raised.\n- `ClearAlert`: Abstract method to be defined to specify the actions required when an alert is cleared.\n\n### AreaDetector Class\n\n`AreaDetector` is the central class that orchestrates the area detection and alerting process.\n\n#### Constructor\n\n- `__init__(areas, alerts=None)`: Initializes the detector with a list of areas and optional alert mechanisms.\n\n#### Attributes\n\n- `alerts`: List of Alert objects. Used to handle alerts when a tracked object enters a detection area.\n- `areas`: List of Area objects. These define the detection areas within the radar\u00e2\u20ac\u2122s field of view.\n- `ok_areas`: List of Area objects that are considered clear of tracked objects.\n- `alert_areas`: List of Area objects where alerts have been triggered due to the presence of tracked objects.\n- `alert_triggered`: Boolean indicating if an alert has been triggered.\n\n#### Methods\n\n- `update(clusters_up_to_date)`: Updates the state of each detection area based on the latest tracked clusters information.\n- `serialize`: Serializes the status of ok_areas and alert_areas into a dictionary format.\n\n## Integration with Other Modules\n\nThe `detection.py` script in the [radar_area_detection](radar_area_detection.md) module works in coordination with the [radar_tracking](../radar_tracking/radar_tracking.md) module (tracks objects detected by the radar) and may utilize the alerting infrastructure provided by the `radar_area_detection\\comm` submodule (for example, sending messages via [RabbitMQ](comm/rabbitmq.md)).\n\n## Usage\n\nDevelopers can use this script to define detection areas, integrate tracking data, and manage alert systems based on their specific needs in the context of FMCW radar applications.\n\n## Developer Notes\n\nThe AreaDetector class initializes with predefined detection areas and has the capability to receive real-time tracking data. Upon receipt of new cluster information, the update method reevaluates and categorizes each area as clear or under alert, triggering the appropriate alert mechanisms if any are in place. \n- When creating new Area instances, ensure that the coordinates correctly reflect the detection zone intended for monitoring.\n- When implementing concrete alert classes, define clear procedures for both RaiseAlert and ClearAlert methods.\n- During the update process, ensure that the centroid of clusters is being correctly obtained from the tracking data.\n- It is crucial to manage ok_areas and alert_areas accurately, reflecting the radar\u00e2\u20ac\u2122s real-time assessment of the monitored areas.\n\n[Radar Area Detection](radar_area_detection.md)"}, {"file": "docs\\radar_area_detection\\display.md", "doc": "# radar_area_detection/display.py Documentation\n\n## Overview\n\nThe `display.py` script is part of the [radar_area_detection](radar_area_detection.md) module, which integrates with the area detection and object tracking functionalities. This script specifically provides visualization capabilities, extending the `TrackingDisplay2D` class from the radar_tracking module to represent detection areas and the status of those areas (either as \"ok\" or under \"alert\").\n\n## File Structure\n\ndisplay.py includes the following class:\n\n- `AreasDisplay2D`: Extends the `TrackingDisplay2D` class to display detection areas and denote their status on a 2D plot.\n\n### AreasDisplay2D Class\n\nThe `AreasDisplay2D` class is responsible for visualizing areas on a 2D display, differentiating between areas that are clear (ok) and those that have an active alert. It allows real-time updates of the visualization as the status of the areas changes according to the radar data.\n\n#### Constructor\n\n- **\\_\\_init__(self, *args, \\*\\*kwargs)**: Initializes the `AreasDisplay2D` class with arguments passed to its superclass and initializes an empty list for patches.\n\n#### Attributes\n\n- **patches**: List. Stores the drawing patches corresponding to areas on the display.\n\n#### Methods\n\n- **_prepare_draw(self, clusters, ok_areas: List[Area], alert_areas: List[Area])**: Internally prepares the drawing of the clusters and areas. It removes any existing patches and re-adds them according to the updated area states.\n- **show(self, clusters, area_detector: AreaDetector)**: Public method to display the radar clusters and areas. This method calls _prepare_draw with the ok_areas and alert_areas from an AreaDetector instance and then proceeds to draw the updated visualization.\n\n### Integration with Other Modules\n\nThe detect.py script in the [radar_area_detection](radar_area_detection.md) module interacts with the AreasDisplay2D class to visualize active areas and alerts. Moreover, the AreasDisplay2D class uses functionality from the radar_tracking module\u00e2\u20ac\u2122s visualization utilities, signifying how various modules within the system come together to fulfill the project\u00e2\u20ac\u2122s overall objectives.\n\n## Usage\n\nDevelopers can instantiate the `AreasDisplay2D` class to visualise the area detection results in the context of FMCW radar applications. This enables a graphical representation of which areas are clear (ok) and which are under alert.\n\n## Data Flow\n\n1. An instance of `AreasDisplay2D` is created with appropriate arguments.\n2. Radar data (clusters) and area statuses are processed by an `AreaDetector`.\n3. Area statuses and clusters are passed to the `AreasDisplay2D` instance\u00e2\u20ac\u2122s show method.\n4. The show method updates the visual representation according to the current state of detection areas and tracked clusters.\n\n## Developer Notes\n\n- Use the `AreasDisplay2D` class to create a visual feedback loop for area detection and alert visualization in real-time radar applications.\n- Ensure active areas and their statuses are correctly updated and reflected in the visualization to provide continuous situational awareness.\n- The visual representation is crucial for debugging and monitoring the radar area detection functionality, hence strive for clear visual distinction between different states for better readability and interpretation.\n\n## Conclusion\n\n`display.py` within the [radar_area_detection](radar_area_detection.md) module serves a pivotal role in visually representing the status of detection areas in real-time. The AreasDisplay2D class demonstrates an effective integration of visualization techniques with radar detection and tracking capabilities. It contributes to the wider goal of creating a modular and adaptable system for FMCW radar applications.\n\n[Radar Area Detection](radar_area_detection.md)"}, {"file": "docs\\radar_area_detection\\live_area_detection.md", "doc": "# radar_area_detection/live_area_detection.py Documentation\n\n## Overview\n\nThe `live_area_detection.py` script is part of the [radar_area_detection](radar_area_detection.md) module. It orchestrates live area detection leveraging data from mmWave radar hardware. Using configuration files, this script setups the radar system, executes detection and tracking algorithms, and detects intrusions within predefined areas. If configured, it sends alert notifications and visualizes the detection areas.\n\n## Usage\n\nThis script should be run with a parameter to indicate the configuration file to use:\n\n
ce38d931d64b0b129829e38aaf7f3f28
{ "intermediate": 0.34244200587272644, "beginner": 0.43980252742767334, "expert": 0.217755526304245 }
37,416
Instructions: The project focuses on the use of FMCW radar. It is used for data collection, point detection, tracking and other functions. The project is broken down into several modules. The aim of this division is to decouple as much as possible the functionalities present in each module, and make the development of new functionalities more flexible and rapid. Some information will be presented to you in json format: - module: the name of the module - module_structure: the structure of the module (the files making up the module and their hierarchy) - module_files_already_generated_doc: the documentation of the module's files if already generated - other_modules_doc: the documentation of the other modules on which the module depends (possibly none at all) - gen_doc_of_file: the file you will be given to generate the documentation of. If no file is given, the documentation of the entire module must be generated. Your goal is to create a markdown documentation of the file you will be given, or the entire module if no file is given. This documentation is intended to guide a developer who is new to the project, you can therefore add whatever you feel is relevant for this task. Informations: {"module": "radar_area_detection", "module_structure": "radar_area_detection/detection.py;radar_area_detection/display.py;radar_area_detection/live_area_detection.py;radar_area_detection\\comm/camera_alert.py;radar_area_detection\\comm/rabbitmq.py;radar_area_detection\\conf/6432_ti_config.cfg;radar_area_detection\\conf/6843_ti_config.cfg;radar_area_detection\\conf/detection_conf.json;radar_area_detection\\conf/live_area_detection.json;radar_area_detection\\conf/rabbitmq_conf.json;radar_area_detection\\conf/tracking_conf.json;", "module_files_already_generated_doc": [{"file": "docs\\radar_area_detection\\detection.md", "doc": "# radar_area_detection/detection.py Documentation\n\n## Overview\n\nThe detection.py script is part of the [radar_area_detection](radar_area_detection.md) module, which is responsible for the area detection functionality using FMCW radar technology. This module aids in the detection of points, tracking, and implementation of alert systems for certain areas within the radar\u00e2\u20ac\u2122s detection range.\n\n## File Structure\n\n`detection.py` includes the following classes:\n\n- `Area`: A simple data structure representing a rectangular detection area.\n- `Alert`: An abstract base class that defines the structure for raising and clearing alerts.\n- `AreaDetector`: The primary class that manages detection areas and processes radar data to trigger alerts.\n\n### Area Class\n\nThe Area class serves as a representation of a detection zone, defined by its boundaries in Cartesian coordinates.\n\n#### Attributes\n\n- `xl`: Float. Represents the x-coordinate of the left boundary of the area.\n- `xr`: Float. Represents the x-coordinate of the right boundary of the area.\n- `yb`: Float. Represents the y-coordinate of the bottom boundary of the area.\n- `yt`: Float. Represents the y-coordinate of the top boundary of the area.\n\n#### Methods\n\n- `serialize`: Serializes area\u00e2\u20ac\u2122s attributes into a dictionary format.\n\n### Alert Abstract Class\n\nThe `Alert` class provides a blueprint for implementing the alert system that will respond to detection events.\n\n#### Methods (Abstract)\n\n- `RaiseAlert`: Abstract method to be defined to specify the actions required when an alert is raised.\n- `ClearAlert`: Abstract method to be defined to specify the actions required when an alert is cleared.\n\n### AreaDetector Class\n\n`AreaDetector` is the central class that orchestrates the area detection and alerting process.\n\n#### Constructor\n\n- `__init__(areas, alerts=None)`: Initializes the detector with a list of areas and optional alert mechanisms.\n\n#### Attributes\n\n- `alerts`: List of Alert objects. Used to handle alerts when a tracked object enters a detection area.\n- `areas`: List of Area objects. These define the detection areas within the radar\u00e2\u20ac\u2122s field of view.\n- `ok_areas`: List of Area objects that are considered clear of tracked objects.\n- `alert_areas`: List of Area objects where alerts have been triggered due to the presence of tracked objects.\n- `alert_triggered`: Boolean indicating if an alert has been triggered.\n\n#### Methods\n\n- `update(clusters_up_to_date)`: Updates the state of each detection area based on the latest tracked clusters information.\n- `serialize`: Serializes the status of ok_areas and alert_areas into a dictionary format.\n\n## Integration with Other Modules\n\nThe `detection.py` script in the [radar_area_detection](radar_area_detection.md) module works in coordination with the [radar_tracking](../radar_tracking/radar_tracking.md) module (tracks objects detected by the radar) and may utilize the alerting infrastructure provided by the `radar_area_detection\\comm` submodule (for example, sending messages via [RabbitMQ](comm/rabbitmq.md)).\n\n## Usage\n\nDevelopers can use this script to define detection areas, integrate tracking data, and manage alert systems based on their specific needs in the context of FMCW radar applications.\n\n## Developer Notes\n\nThe AreaDetector class initializes with predefined detection areas and has the capability to receive real-time tracking data. Upon receipt of new cluster information, the update method reevaluates and categorizes each area as clear or under alert, triggering the appropriate alert mechanisms if any are in place. \n- When creating new Area instances, ensure that the coordinates correctly reflect the detection zone intended for monitoring.\n- When implementing concrete alert classes, define clear procedures for both RaiseAlert and ClearAlert methods.\n- During the update process, ensure that the centroid of clusters is being correctly obtained from the tracking data.\n- It is crucial to manage ok_areas and alert_areas accurately, reflecting the radar\u00e2\u20ac\u2122s real-time assessment of the monitored areas.\n\n[Radar Area Detection](radar_area_detection.md)"}, {"file": "docs\\radar_area_detection\\display.md", "doc": "# radar_area_detection/display.py Documentation\n\n## Overview\n\nThe `display.py` script is part of the [radar_area_detection](radar_area_detection.md) module, which integrates with the area detection and object tracking functionalities. This script specifically provides visualization capabilities, extending the `TrackingDisplay2D` class from the radar_tracking module to represent detection areas and the status of those areas (either as \"ok\" or under \"alert\").\n\n## File Structure\n\ndisplay.py includes the following class:\n\n- `AreasDisplay2D`: Extends the `TrackingDisplay2D` class to display detection areas and denote their status on a 2D plot.\n\n### AreasDisplay2D Class\n\nThe `AreasDisplay2D` class is responsible for visualizing areas on a 2D display, differentiating between areas that are clear (ok) and those that have an active alert. It allows real-time updates of the visualization as the status of the areas changes according to the radar data.\n\n#### Constructor\n\n- **\\_\\_init__(self, *args, \\*\\*kwargs)**: Initializes the `AreasDisplay2D` class with arguments passed to its superclass and initializes an empty list for patches.\n\n#### Attributes\n\n- **patches**: List. Stores the drawing patches corresponding to areas on the display.\n\n#### Methods\n\n- **_prepare_draw(self, clusters, ok_areas: List[Area], alert_areas: List[Area])**: Internally prepares the drawing of the clusters and areas. It removes any existing patches and re-adds them according to the updated area states.\n- **show(self, clusters, area_detector: AreaDetector)**: Public method to display the radar clusters and areas. This method calls _prepare_draw with the ok_areas and alert_areas from an AreaDetector instance and then proceeds to draw the updated visualization.\n\n### Integration with Other Modules\n\nThe detect.py script in the [radar_area_detection](radar_area_detection.md) module interacts with the AreasDisplay2D class to visualize active areas and alerts. Moreover, the AreasDisplay2D class uses functionality from the radar_tracking module\u00e2\u20ac\u2122s visualization utilities, signifying how various modules within the system come together to fulfill the project\u00e2\u20ac\u2122s overall objectives.\n\n## Usage\n\nDevelopers can instantiate the `AreasDisplay2D` class to visualise the area detection results in the context of FMCW radar applications. This enables a graphical representation of which areas are clear (ok) and which are under alert.\n\n## Data Flow\n\n1. An instance of `AreasDisplay2D` is created with appropriate arguments.\n2. Radar data (clusters) and area statuses are processed by an `AreaDetector`.\n3. Area statuses and clusters are passed to the `AreasDisplay2D` instance\u00e2\u20ac\u2122s show method.\n4. The show method updates the visual representation according to the current state of detection areas and tracked clusters.\n\n## Developer Notes\n\n- Use the `AreasDisplay2D` class to create a visual feedback loop for area detection and alert visualization in real-time radar applications.\n- Ensure active areas and their statuses are correctly updated and reflected in the visualization to provide continuous situational awareness.\n- The visual representation is crucial for debugging and monitoring the radar area detection functionality, hence strive for clear visual distinction between different states for better readability and interpretation.\n\n## Conclusion\n\n`display.py` within the [radar_area_detection](radar_area_detection.md) module serves a pivotal role in visually representing the status of detection areas in real-time. The AreasDisplay2D class demonstrates an effective integration of visualization techniques with radar detection and tracking capabilities. It contributes to the wider goal of creating a modular and adaptable system for FMCW radar applications.\n\n[Radar Area Detection](radar_area_detection.md)"}, {"file": "docs\\radar_area_detection\\live_area_detection.md", "doc": "# radar_area_detection/live_area_detection.py Documentation\n\n## Overview\n\nThe `live_area_detection.py` script is part of the [radar_area_detection](radar_area_detection.md) module. It orchestrates live area detection leveraging data from mmWave radar hardware. Using configuration files, this script setups the radar system, executes detection and tracking algorithms, and detects intrusions within predefined areas. If configured, it sends alert notifications and visualizes the detection areas.\n\n## Usage\n\nThis script should be run with a parameter to indicate the configuration file to use:\n\n
070876f67ba44c022b7d60e5ac2a6540
{ "intermediate": 0.34244200587272644, "beginner": 0.43980252742767334, "expert": 0.217755526304245 }
37,417
use module time.strftime with math
1310d58d9efa527f6218ae0e532c967f
{ "intermediate": 0.44761523604393005, "beginner": 0.3141869902610779, "expert": 0.23819774389266968 }
37,418
Instructions: The project focuses on the use of FMCW radar. It is used for data collection, point detection, tracking and other functions. The project is broken down into several modules. The aim of this division is to decouple as much as possible the functionalities present in each module, and make the development of new functionalities more flexible and rapid. Some information will be presented to you in json format: - module: the name of the module - module_structure: the structure of the module (the files making up the module and their hierarchy) - module_files_already_generated_doc: the documentation of the module's files if already generated - other_modules_doc: the documentation of the other modules on which the module depends (possibly none at all) - gen_doc_of_file: the file you will be given to generate the documentation of. If no file is given, the documentation of the entire module must be generated. Your goal is to create a markdown documentation of the file you will be given, or the entire module if no file is given. This documentation is intended to guide a developer who is new to the project, you can therefore add whatever you feel is relevant for this task. Informations: {"module": "radar_area_detection", "module_structure": "radar_area_detection/detection.py;radar_area_detection/display.py;radar_area_detection/live_area_detection.py;radar_area_detection\\comm/camera_alert.py;radar_area_detection\\comm/rabbitmq.py;radar_area_detection\\conf/6432_ti_config.cfg;radar_area_detection\\conf/6843_ti_config.cfg;radar_area_detection\\conf/detection_conf.json;radar_area_detection\\conf/live_area_detection.json;radar_area_detection\\conf/rabbitmq_conf.json;radar_area_detection\\conf/tracking_conf.json;", "module_files_already_generated_doc": [{"file": "docs\\radar_area_detection\\detection.md", "doc": "# radar_area_detection/detection.py Documentation\n\n## Overview\n\nThe detection.py script is part of the [radar_area_detection](radar_area_detection.md) module, which is responsible for the area detection functionality using FMCW radar technology. This module aids in the detection of points, tracking, and implementation of alert systems for certain areas within the radar\u00e2\u20ac\u2122s detection range.\n\n## File Structure\n\n`detection.py` includes the following classes:\n\n- `Area`: A simple data structure representing a rectangular detection area.\n- `Alert`: An abstract base class that defines the structure for raising and clearing alerts.\n- `AreaDetector`: The primary class that manages detection areas and processes radar data to trigger alerts.\n\n### Area Class\n\nThe Area class serves as a representation of a detection zone, defined by its boundaries in Cartesian coordinates.\n\n#### Attributes\n\n- `xl`: Float. Represents the x-coordinate of the left boundary of the area.\n- `xr`: Float. Represents the x-coordinate of the right boundary of the area.\n- `yb`: Float. Represents the y-coordinate of the bottom boundary of the area.\n- `yt`: Float. Represents the y-coordinate of the top boundary of the area.\n\n#### Methods\n\n- `serialize`: Serializes area\u00e2\u20ac\u2122s attributes into a dictionary format.\n\n### Alert Abstract Class\n\nThe `Alert` class provides a blueprint for implementing the alert system that will respond to detection events.\n\n#### Methods (Abstract)\n\n- `RaiseAlert`: Abstract method to be defined to specify the actions required when an alert is raised.\n- `ClearAlert`: Abstract method to be defined to specify the actions required when an alert is cleared.\n\n### AreaDetector Class\n\n`AreaDetector` is the central class that orchestrates the area detection and alerting process.\n\n#### Constructor\n\n- `__init__(areas, alerts=None)`: Initializes the detector with a list of areas and optional alert mechanisms.\n\n#### Attributes\n\n- `alerts`: List of Alert objects. Used to handle alerts when a tracked object enters a detection area.\n- `areas`: List of Area objects. These define the detection areas within the radar\u00e2\u20ac\u2122s field of view.\n- `ok_areas`: List of Area objects that are considered clear of tracked objects.\n- `alert_areas`: List of Area objects where alerts have been triggered due to the presence of tracked objects.\n- `alert_triggered`: Boolean indicating if an alert has been triggered.\n\n#### Methods\n\n- `update(clusters_up_to_date)`: Updates the state of each detection area based on the latest tracked clusters information.\n- `serialize`: Serializes the status of ok_areas and alert_areas into a dictionary format.\n\n## Integration with Other Modules\n\nThe `detection.py` script in the [radar_area_detection](radar_area_detection.md) module works in coordination with the [radar_tracking](../radar_tracking/radar_tracking.md) module (tracks objects detected by the radar) and may utilize the alerting infrastructure provided by the `radar_area_detection\\comm` submodule (for example, sending messages via [RabbitMQ](comm/rabbitmq.md)).\n\n## Usage\n\nDevelopers can use this script to define detection areas, integrate tracking data, and manage alert systems based on their specific needs in the context of FMCW radar applications.\n\n## Developer Notes\n\nThe AreaDetector class initializes with predefined detection areas and has the capability to receive real-time tracking data. Upon receipt of new cluster information, the update method reevaluates and categorizes each area as clear or under alert, triggering the appropriate alert mechanisms if any are in place. \n- When creating new Area instances, ensure that the coordinates correctly reflect the detection zone intended for monitoring.\n- When implementing concrete alert classes, define clear procedures for both RaiseAlert and ClearAlert methods.\n- During the update process, ensure that the centroid of clusters is being correctly obtained from the tracking data.\n- It is crucial to manage ok_areas and alert_areas accurately, reflecting the radar\u00e2\u20ac\u2122s real-time assessment of the monitored areas.\n\n[Radar Area Detection](radar_area_detection.md)"}, {"file": "docs\\radar_area_detection\\display.md", "doc": "# radar_area_detection/display.py Documentation\n\n## Overview\n\nThe `display.py` script is part of the [radar_area_detection](radar_area_detection.md) module, which integrates with the area detection and object tracking functionalities. This script specifically provides visualization capabilities, extending the `TrackingDisplay2D` class from the radar_tracking module to represent detection areas and the status of those areas (either as \"ok\" or under \"alert\").\n\n## File Structure\n\ndisplay.py includes the following class:\n\n- `AreasDisplay2D`: Extends the `TrackingDisplay2D` class to display detection areas and denote their status on a 2D plot.\n\n### AreasDisplay2D Class\n\nThe `AreasDisplay2D` class is responsible for visualizing areas on a 2D display, differentiating between areas that are clear (ok) and those that have an active alert. It allows real-time updates of the visualization as the status of the areas changes according to the radar data.\n\n#### Constructor\n\n- **\\_\\_init__(self, *args, \\*\\*kwargs)**: Initializes the `AreasDisplay2D` class with arguments passed to its superclass and initializes an empty list for patches.\n\n#### Attributes\n\n- **patches**: List. Stores the drawing patches corresponding to areas on the display.\n\n#### Methods\n\n- **_prepare_draw(self, clusters, ok_areas: List[Area], alert_areas: List[Area])**: Internally prepares the drawing of the clusters and areas. It removes any existing patches and re-adds them according to the updated area states.\n- **show(self, clusters, area_detector: AreaDetector)**: Public method to display the radar clusters and areas. This method calls _prepare_draw with the ok_areas and alert_areas from an AreaDetector instance and then proceeds to draw the updated visualization.\n\n### Integration with Other Modules\n\nThe detect.py script in the [radar_area_detection](radar_area_detection.md) module interacts with the AreasDisplay2D class to visualize active areas and alerts. Moreover, the AreasDisplay2D class uses functionality from the radar_tracking module\u00e2\u20ac\u2122s visualization utilities, signifying how various modules within the system come together to fulfill the project\u00e2\u20ac\u2122s overall objectives.\n\n## Usage\n\nDevelopers can instantiate the `AreasDisplay2D` class to visualise the area detection results in the context of FMCW radar applications. This enables a graphical representation of which areas are clear (ok) and which are under alert.\n\n## Data Flow\n\n1. An instance of `AreasDisplay2D` is created with appropriate arguments.\n2. Radar data (clusters) and area statuses are processed by an `AreaDetector`.\n3. Area statuses and clusters are passed to the `AreasDisplay2D` instance\u00e2\u20ac\u2122s show method.\n4. The show method updates the visual representation according to the current state of detection areas and tracked clusters.\n\n## Developer Notes\n\n- Use the `AreasDisplay2D` class to create a visual feedback loop for area detection and alert visualization in real-time radar applications.\n- Ensure active areas and their statuses are correctly updated and reflected in the visualization to provide continuous situational awareness.\n- The visual representation is crucial for debugging and monitoring the radar area detection functionality, hence strive for clear visual distinction between different states for better readability and interpretation.\n\n## Conclusion\n\n`display.py` within the [radar_area_detection](radar_area_detection.md) module serves a pivotal role in visually representing the status of detection areas in real-time. The AreasDisplay2D class demonstrates an effective integration of visualization techniques with radar detection and tracking capabilities. It contributes to the wider goal of creating a modular and adaptable system for FMCW radar applications.\n\n[Radar Area Detection](radar_area_detection.md)"}, {"file": "docs\\radar_area_detection\\live_area_detection.md", "doc": "# radar_area_detection/live_area_detection.py Documentation\n\n## Overview\n\nThe `live_area_detection.py` script is part of the [radar_area_detection](radar_area_detection.md) module. It orchestrates live area detection leveraging data from mmWave radar hardware. Using configuration files, this script setups the radar system, executes detection and tracking algorithms, and detects intrusions within predefined areas. If configured, it sends alert notifications and visualizes the detection areas.\n\n## Usage\n\nThis script should be run with a parameter to indicate the configuration file to use:\n\n
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这个报错怎么解决:org.springframework.core.io.buffer.DataBufferLimitException: Exceeded limit on max bytes to buffer : 262144
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In my React component I use draft-js library. In my text input there is onPaste event that pastes text with the type of 'ordered-list-item'. It results in the list being pasted with numerical order. However after I send the message it just sends text itself without numbers for each line. What can I do in order to send numbers as well?
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{ "intermediate": 0.8659704923629761, "beginner": 0.057182732969522476, "expert": 0.07684672623872757 }
37,421
Is __atomic_signal_fence necessary? What can I replace it with?
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window.open('file:///Users/bluelatios/Desktop/ZombsScript/gui/index.html'); VM391:1 Not allowed to load local resource: file:///Users/bluelatios/Desktop/ZombsScript/gui/index.html
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37,423
give me the css styles necessary to place a div element <div id="buttonsdiv"></div> in the horizontal center of the div element <div class="mapcontainer">, 20 px from the bottom of the page and with a z-index of 1
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37,424
Using markdown-draft-js library I need to convert a string into a BlockMap
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37,425
Instructions: The project focuses on the use of FMCW radar. It is used for data collection, point detection, tracking and other functions. The project is broken down into several modules. The aim of this division is to decouple as much as possible the functionalities present in each module, and make the development of new functionalities more flexible and rapid. Some information will be presented to you in json format: - module: the name of the module - module_structure: the structure of the module (the files making up the module and their hierarchy) - module_files_already_generated_doc: the documentation of the module's files if already generated - other_modules_doc: the documentation of the other modules on which the module depends (possibly none at all) - gen_doc_of_file: the file you will be given to generate the documentation of. If no file is given, the documentation of the entire module must be generated. Your goal is to create a markdown documentation of the file you will be given, or the entire module if no file is given. This documentation is intended to guide a developer who is new to the project, you can therefore add whatever you feel is relevant for this task. Informations: {"module": "radar_area_detection", "module_structure": "radar_area_detection/detection.py;radar_area_detection/display.py;radar_area_detection/live_area_detection.py;radar_area_detection\\comm/camera_alert.py;radar_area_detection\\comm/rabbitmq.py;radar_area_detection\\conf/6432_ti_config.cfg;radar_area_detection\\conf/6843_ti_config.cfg;radar_area_detection\\conf/detection_conf.json;radar_area_detection\\conf/live_area_detection.json;radar_area_detection\\conf/rabbitmq_conf.json;radar_area_detection\\conf/tracking_conf.json;", "module_files_already_generated_doc": [{"file": "docs\\radar_area_detection\\detection.md", "doc": "# radar_area_detection/detection.py Documentation\n\n## Overview\n\nThe detection.py script is part of the [radar_area_detection](radar_area_detection.md) module, which is responsible for the area detection functionality using FMCW radar technology. This module aids in the detection of points, tracking, and implementation of alert systems for certain areas within the radar\u00e2\u20ac\u2122s detection range.\n\n## File Structure\n\n`detection.py` includes the following classes:\n\n- `Area`: A simple data structure representing a rectangular detection area.\n- `Alert`: An abstract base class that defines the structure for raising and clearing alerts.\n- `AreaDetector`: The primary class that manages detection areas and processes radar data to trigger alerts.\n\n### Area Class\n\nThe Area class serves as a representation of a detection zone, defined by its boundaries in Cartesian coordinates.\n\n#### Attributes\n\n- `xl`: Float. Represents the x-coordinate of the left boundary of the area.\n- `xr`: Float. Represents the x-coordinate of the right boundary of the area.\n- `yb`: Float. Represents the y-coordinate of the bottom boundary of the area.\n- `yt`: Float. Represents the y-coordinate of the top boundary of the area.\n\n#### Methods\n\n- `serialize`: Serializes area\u00e2\u20ac\u2122s attributes into a dictionary format.\n\n### Alert Abstract Class\n\nThe `Alert` class provides a blueprint for implementing the alert system that will respond to detection events.\n\n#### Methods (Abstract)\n\n- `RaiseAlert`: Abstract method to be defined to specify the actions required when an alert is raised.\n- `ClearAlert`: Abstract method to be defined to specify the actions required when an alert is cleared.\n\n### AreaDetector Class\n\n`AreaDetector` is the central class that orchestrates the area detection and alerting process.\n\n#### Constructor\n\n- `__init__(areas, alerts=None)`: Initializes the detector with a list of areas and optional alert mechanisms.\n\n#### Attributes\n\n- `alerts`: List of Alert objects. Used to handle alerts when a tracked object enters a detection area.\n- `areas`: List of Area objects. These define the detection areas within the radar\u00e2\u20ac\u2122s field of view.\n- `ok_areas`: List of Area objects that are considered clear of tracked objects.\n- `alert_areas`: List of Area objects where alerts have been triggered due to the presence of tracked objects.\n- `alert_triggered`: Boolean indicating if an alert has been triggered.\n\n#### Methods\n\n- `update(clusters_up_to_date)`: Updates the state of each detection area based on the latest tracked clusters information.\n- `serialize`: Serializes the status of ok_areas and alert_areas into a dictionary format.\n\n## Integration with Other Modules\n\nThe `detection.py` script in the [radar_area_detection](radar_area_detection.md) module works in coordination with the [radar_tracking](../radar_tracking/radar_tracking.md) module (tracks objects detected by the radar) and may utilize the alerting infrastructure provided by the `radar_area_detection\\comm` submodule (for example, sending messages via [RabbitMQ](comm/rabbitmq.md)).\n\n## Usage\n\nDevelopers can use this script to define detection areas, integrate tracking data, and manage alert systems based on their specific needs in the context of FMCW radar applications.\n\n## Developer Notes\n\nThe AreaDetector class initializes with predefined detection areas and has the capability to receive real-time tracking data. Upon receipt of new cluster information, the update method reevaluates and categorizes each area as clear or under alert, triggering the appropriate alert mechanisms if any are in place. \n- When creating new Area instances, ensure that the coordinates correctly reflect the detection zone intended for monitoring.\n- When implementing concrete alert classes, define clear procedures for both RaiseAlert and ClearAlert methods.\n- During the update process, ensure that the centroid of clusters is being correctly obtained from the tracking data.\n- It is crucial to manage ok_areas and alert_areas accurately, reflecting the radar\u00e2\u20ac\u2122s real-time assessment of the monitored areas.\n\n[Radar Area Detection](radar_area_detection.md)"}, {"file": "docs\\radar_area_detection\\display.md", "doc": "# radar_area_detection/display.py Documentation\n\n## Overview\n\nThe `display.py` script is part of the [radar_area_detection](radar_area_detection.md) module, which integrates with the area detection and object tracking functionalities. This script specifically provides visualization capabilities, extending the `TrackingDisplay2D` class from the radar_tracking module to represent detection areas and the status of those areas (either as \"ok\" or under \"alert\").\n\n## File Structure\n\ndisplay.py includes the following class:\n\n- `AreasDisplay2D`: Extends the `TrackingDisplay2D` class to display detection areas and denote their status on a 2D plot.\n\n### AreasDisplay2D Class\n\nThe `AreasDisplay2D` class is responsible for visualizing areas on a 2D display, differentiating between areas that are clear (ok) and those that have an active alert. It allows real-time updates of the visualization as the status of the areas changes according to the radar data.\n\n#### Constructor\n\n- **\\_\\_init__(self, *args, \\*\\*kwargs)**: Initializes the `AreasDisplay2D` class with arguments passed to its superclass and initializes an empty list for patches.\n\n#### Attributes\n\n- **patches**: List. Stores the drawing patches corresponding to areas on the display.\n\n#### Methods\n\n- **_prepare_draw(self, clusters, ok_areas: List[Area], alert_areas: List[Area])**: Internally prepares the drawing of the clusters and areas. It removes any existing patches and re-adds them according to the updated area states.\n- **show(self, clusters, area_detector: AreaDetector)**: Public method to display the radar clusters and areas. This method calls _prepare_draw with the ok_areas and alert_areas from an AreaDetector instance and then proceeds to draw the updated visualization.\n\n### Integration with Other Modules\n\nThe detect.py script in the [radar_area_detection](radar_area_detection.md) module interacts with the AreasDisplay2D class to visualize active areas and alerts. Moreover, the AreasDisplay2D class uses functionality from the radar_tracking module\u00e2\u20ac\u2122s visualization utilities, signifying how various modules within the system come together to fulfill the project\u00e2\u20ac\u2122s overall objectives.\n\n## Usage\n\nDevelopers can instantiate the `AreasDisplay2D` class to visualise the area detection results in the context of FMCW radar applications. This enables a graphical representation of which areas are clear (ok) and which are under alert.\n\n## Data Flow\n\n1. An instance of `AreasDisplay2D` is created with appropriate arguments.\n2. Radar data (clusters) and area statuses are processed by an `AreaDetector`.\n3. Area statuses and clusters are passed to the `AreasDisplay2D` instance\u00e2\u20ac\u2122s show method.\n4. The show method updates the visual representation according to the current state of detection areas and tracked clusters.\n\n## Developer Notes\n\n- Use the `AreasDisplay2D` class to create a visual feedback loop for area detection and alert visualization in real-time radar applications.\n- Ensure active areas and their statuses are correctly updated and reflected in the visualization to provide continuous situational awareness.\n- The visual representation is crucial for debugging and monitoring the radar area detection functionality, hence strive for clear visual distinction between different states for better readability and interpretation.\n\n## Conclusion\n\n`display.py` within the [radar_area_detection](radar_area_detection.md) module serves a pivotal role in visually representing the status of detection areas in real-time. The AreasDisplay2D class demonstrates an effective integration of visualization techniques with radar detection and tracking capabilities. It contributes to the wider goal of creating a modular and adaptable system for FMCW radar applications.\n\n[Radar Area Detection](radar_area_detection.md)"}, {"file": "docs\\radar_area_detection\\live_area_detection.md", "doc": "# radar_area_detection/live_area_detection.py Documentation\n\n## Overview\n\nThe `live_area_detection.py` script is part of the [radar_area_detection](radar_area_detection.md) module. It orchestrates live area detection leveraging data from mmWave radar hardware. Using configuration files, this script setups the radar system, executes detection and tracking algorithms, and detects intrusions within predefined areas. If configured, it sends alert notifications and visualizes the detection areas.\n\n## Usage\n\nThis script should be run with a parameter to indicate the configuration file to use:\n\n
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37,426
je veux ajouter un style pour le boutton - et +, le bouton est de base de couleur orange est lors du hover il est assombrit : import { useEffect } from "react"; import TicketCard from "../../components/TicketCard"; import Footer from "../../components/footer"; import axios from 'axios'; const videoSrc = "images/bgbilleterie.mp4" 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> <video className="bgbillet" autoPlay muted loop> <source src={videoSrc} type="video/mp4" /> Votre navigateur ne supporte pas la vidéo. </video> <h2>BILLETERIE</h2> <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 /> </> ); }
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37,427
What is gcc __int128
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37,428
Парсер-бот просто не показывает данные и даже ошибок нету, что я пропустил? Почему ничего не происходит? Ошибку даже не выдаёт. import requests from bs4 import BeautifulSoup import telebot # настройка телеграм-бота TOKEN = '' bot = telebot.TeleBot(TOKEN) chat_id = '' # получение HTML-кода страницы с товарами def get_html(url): response = requests.get(url) return response.text # парсинг цен на товары def parse_prices(html): soup = BeautifulSoup(html, 'html.parser') items = soup.find_all('div', class_='card') prices = [] for item in items: name = item.find('div', class_='n-snippet-card2__title').text price = item.find('div', class_='price').text prices.append(f"{name}: {price}") return prices # отправка цен в чат def send_prices(prices): for price in prices: bot.send_message(chat_id, price) # запуск парсинга и отправка цен в чат def main(): url = 'https://market.yandex.ru/' html = get_html(url) prices = parse_prices(html) send_prices(prices) if __name__ == '__main__': main()
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37,429
I was making a website using next js in that website I want my vehicle monitering device data to be displaye on that website in that a map show the reached limit and challan , limit speed , penalty etc so can u help me with that code
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37,430
I was making a website using next js in that website I want my vehicle monitering device data to be displaye on that website in that a map show the reached limit and challan , limit speed , penalty etc so can u help me with that description
a9bad51f590594337ba693d949e3a584
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37,431
Can you fix the indentation? import pygame import sys # Set up display screen = pygame.display.set_mode((900, 700)) # Set up colors (RGB format) kirby_pink_color = (255, 105, 180) kirby_yellow_color = (255, 255, 0) ground_color = (0, 255, 0) # Kirby properties circle_radius1 = 25 # Initial radius circle_radius2 = 25 # Initial radius circle_y_offset1 = 25 # Offset from the top of Kirby1 circle_y_offset2 = 25 # Offset from the top of Kirby2 crouch_scale1 = 0.5 # Crouch scale for the Kirby2 crouch_scale2 = 0.5 # Crouch scale for the Kirby2 # Kirby1 position and velocity kirby1_x, kirby1_y = 425, 500 kirby1_x_speed, kirby_y_speed1 = 0, 0 gravity1 = 1 jump_height1 = -15 # Set jump height for Kirby1 # Kirby2 position and velocity kirby2_x, kirby2_y = 425, 500 kirby2_x_speed, kirby2_y_speed = 0, 0 gravity2 = 1 jump_height2 = -15 # Set jump height for Kirby2 # Kirby1 crouching and in air states is_crouching1 = False in_air1 = False # Kirby2 crouching and in air states is_crouching2 = False in_air2 = False # Kirby1 movement flags is_moving_left1 = False is_moving_right1 = False is_floating1 = False # Kirby 2 movement flags is_moving_left2 = False is_moving_right2 = False is_floating2 = False # Load the Kirby face image kirby_face1 = pygame.image.load("kirby_face.png") kirby_face2 = 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_crouching1: is_crouching1 = True elif event.key == pygame.K_k and not is_crouching2: is_crouching2 = True elif event.key == pygame.K_w and not in_air1: kirby_y_speed1 = jump_height1 in_air1 = True elif event.key == pygame.K_i and not in_air2: kirby2_y_speed = jump_height2 in_air2 = True elif event.key == pygame.K_e and not is_crouching1: is_floating1 = True elif event.key == pygame.K_o and not is_crouching2: is_floating2 = True elif event.key == pygame.K_r: # Kirby1 exhale is_floating1 = False elif event.key == pygame.K_p: # Kirby2 exhale is_floating2 = False elif event.key == pygame.K_a: # Kirby1 move left is_moving_left1 = True elif event.key == pygame.K_d: # Kirby1 move right is_moving_right1 = True elif event.key == pygame.K_j: # Kirby2 move left is_moving_left2 = True elif event.key == pygame.K_l: # Kirby2 move right is_moving_right2 = True elif event.type == pygame.KEYUP: # KEY UP HERE if event.key == pygame.K_s: # Kirby1 stop crouch is_crouching1 = False elif event.key == pygame.K_k: # Kirby2 stop crouch is_crouching2 = False elif event.key == pygame.K_a: # Kirby1 stop moving left is_moving_left1 = False elif event.key == pygame.K_j: # Kirby2 stop moving left is_moving_left2 = False elif event.key == pygame.K_d: # Kirby1 stop moving right is_moving_right1 = False elif event.key == pygame.K_l: # Kirby2 stop moving right is_moving_right2 = False # Kirby1 Floating set up if is_floating1: gravity1 = 0.3 jump_height1 = -6.5 in_air1 = False is_crouching1 = False circle_radius1 = 35 circle_y_offset1 = 35 else: gravity1 = 1 jump_height1 = -15 in_air1 = True circle_radius1 = 25 circle_y_offset1 = 25 # Kirby2 Floating set up if is_floating2: gravity2 = 0.3 jump_height2 = -6.5 in_air2 = False is_crouching2 = False circle_radius2 = 35 circle_y_offset2 = 35 else: gravity2 = 1 jump_height2 = -15 in_air2 = True circle_radius2 = 25 circle_y_offset2 = 25 # Apply gravity to Kirby1 kirby_y_speed1 += gravity1 # Apply gravity to Kirby2 kirby2_y_speed += gravity2 # Apply horizontal motion for Kirby1 if is_moving_left1: kirby1_x_speed = -5 elif is_moving_right1: kirby1_x_speed = 5 else: kirby1_x_speed = 0 # Apply horizontal motion for Kirby 2 if is_moving_left2: kirby2_x_speed = -5 elif is_moving_right2: kirby2_x_speed = 5 else: kirby2_x_speed = 0 # Update Kirby1 position kirby1_x += kirby1_x_speed kirby1_y += kirby_y_speed1 # Update Kirby2 position kirby2_x += kirby2_x_speed kirby2_y += kirby2_y_speed # Collision with the ground for Kirby1 if kirby1_y + circle_radius1 >= 575: kirby1_y = 575 - circle_radius1 kirby_y_speed1 = 0 gravity1 = 1 jump_height1 = -15 is_floating1 = False in_air1 = False # Circle is on the ground # Collision with the ground for Kirby2 if kirby2_y + circle_radius2 >= 575: kirby2_y = 575 - circle_radius2 kirby2_y_speed = 0 gravity2 = 1 jump_height2 = -15 is_floating2 = False in_air2 = False # Circle is on the ground # Collision with the sides of the screen for Kirby1 if kirby1_x < 0: kirby1_x = 0 elif kirby1_x > 900 - 2 * circle_radius1: kirby1_x = 900 - 2 * circle_radius1 # Collision with the sides of the screen for Kirby2 if kirby2_x < 0: kirby2_x = 0 elif kirby2_x > 900 - 2 * circle_radius2: kirby2_x = 900 - 2 * circle_radius2 # Draw background screen.fill((100, 100, 255)) # Blue background # Draw ground pygame.draw.rect(screen, ground_color, (0, 600, 900, 50)) # Draw Kirby1 if is_crouching1: pygame.draw.ellipse(screen, kirby_pink_color, (int(kirby1_x), int(kirby1_y + circle_radius1 * (1.6 - crouch_scale1)), int(2 * circle_radius1), int(crouch_scale1 * 2 * circle_radius1))) # Scale and draw the Kirby face when crouching kirby_face_scaled = pygame.transform.scale(kirby_face1, (int(2 * circle_radius1), int(2 * circle_radius1 * crouch_scale1))) screen.blit(kirby_face_scaled, (int(kirby1_x), int(kirby1_y + circle_radius1 * (1.6 - crouch_scale1)))) else: pygame.draw.circle(screen, kirby_pink_color, (int(kirby1_x + circle_radius1), int(kirby1_y + circle_radius1)), circle_radius1) # Scale and draw the Kirby face when not crouching kirby_face_scaled = pygame.transform.scale(kirby_face1, (int(2 * circle_radius1), int(2 * circle_radius1))) screen.blit(kirby_face_scaled, (int(kirby1_x), int(kirby1_y))) # Draw Kirby2 if is_crouching2: pygame.draw.ellipse(screen, kirby_yellow_color, (int(kirby2_x), int(kirby2_y + circle_radius2 * (1.6 - crouch_scale2)), int(2 * circle_radius2), int(crouch_scale2 * 2 * circle_radius2))) # Scale and draw the Kirby face when crouching kirby_face_scaled = pygame.transform.scale(kirby_face2, (int(2 * circle_radius2), int(2 * circle_radius2 * crouch_scale2))) screen.blit(kirby_face_scaled, (int(kirby2_x), int(kirby2_y + circle_radius2 * (1.6 - crouch_scale2)))) else: pygame.draw.circle(screen, kirby_yellow_color, (int(kirby2_x + circle_radius2), int(kirby2_y + circle_radius2)), circle_radius2) # Scale and draw the Kirby face when not crouching kirby_face_scaled = pygame.transform.scale(kirby_face2, (int(2 * circle_radius2), int(2 * circle_radius2))) screen.blit(kirby_face_scaled, (int(kirby2_x), int(kirby2_y))) # Update the display pygame.display.flip() # Cap the frame rate pygame.time.Clock().tick(60)
8f7c855827dd6c7f21f3a9467343de88
{ "intermediate": 0.46553948521614075, "beginner": 0.3968413174152374, "expert": 0.13761919736862183 }
37,432
Can you show me some advanced practical usage example codes for Cinema 4D Python Effector?
ade46b547c54a23d9f85ed473e7c1ee1
{ "intermediate": 0.598149299621582, "beginner": 0.16301329433918, "expert": 0.23883739113807678 }
37,433
Using Cinema 4D Formula Deformer I want to create ripple effect on a plane.
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{ "intermediate": 0.2765890061855316, "beginner": 0.2176242470741272, "expert": 0.5057867169380188 }
37,434
write an applescript script that opens a file on my mac
eb790f9f39fe0c2eae89f51dd8190696
{ "intermediate": 0.350564569234848, "beginner": 0.38649430871009827, "expert": 0.2629410922527313 }
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Can you add some scrolling? It should be able to go both ways. import pygame import sys # Set up display screen = pygame.display.set_mode((900, 700)) # Set up colors (RGB format) kirby_pink_color = (255, 105, 180) kirby_yellow_color = (255, 255, 0) ground_color = (0, 255, 0) # Kirby properties circle_radius1 = 25 # Initial radius circle_radius2 = 25 # Initial radius circle_y_offset1 = 25 # Offset from the top of Kirby1 circle_y_offset2 = 25 # Offset from the top of Kirby2 crouch_scale1 = 0.5 # Crouch scale for the Kirby1 crouch_scale2 = 0.5 # Crouch scale for the Kirby2 # Kirby1 position and velocity kirby1_x, kirby1_y = 425, 500 kirby1_x_speed, kirby_y_speed1 = 0, 0 gravity1 = 1 jump_height1 = -15 # Set jump height for Kirby1 # Kirby2 position and velocity kirby2_x, kirby2_y = 425, 500 kirby2_x_speed, kirby2_y_speed = 0, 0 gravity2 = 1 jump_height2 = -15 # Set jump height for Kirby2 # Kirby1 crouching and in air states is_crouching1 = False in_air1 = False # Kirby2 crouching and in air states is_crouching2 = False in_air2 = False # Kirby1 movement flags is_moving_left1 = False is_moving_right1 = False is_floating1 = False # Kirby 2 movement flags is_moving_left2 = False is_moving_right2 = False is_floating2 = False # Load the Kirby face image kirby_face1 = pygame.image.load("kirby_face.png") kirby_face2 = 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_crouching1: is_crouching1 = True elif event.key == pygame.K_k and not is_crouching2: is_crouching2 = True elif event.key == pygame.K_w and not in_air1: kirby_y_speed1 = jump_height1 in_air1 = True elif event.key == pygame.K_i and not in_air2: kirby2_y_speed = jump_height2 in_air2 = True elif event.key == pygame.K_e and not is_crouching1: is_floating1 = True elif event.key == pygame.K_o and not is_crouching2: is_floating2 = True elif event.key == pygame.K_r: # Kirby1 exhale is_floating1 = False elif event.key == pygame.K_p: # Kirby2 exhale is_floating2 = False elif event.key == pygame.K_a: # Kirby1 move left is_moving_left1 = True elif event.key == pygame.K_d: # Kirby1 move right is_moving_right1 = True elif event.key == pygame.K_j: # Kirby2 move left is_moving_left2 = True elif event.key == pygame.K_l: # Kirby2 move right is_moving_right2 = True elif event.type == pygame.KEYUP: if event.key == pygame.K_s: # Kirby1 stop crouch is_crouching1 = False elif event.key == pygame.K_k: # Kirby2 stop crouch is_crouching2 = False elif event.key == pygame.K_a: # Kirby1 stop moving left is_moving_left1 = False elif event.key == pygame.K_j: # Kirby2 stop moving left is_moving_left2 = False elif event.key == pygame.K_d: # Kirby1 stop moving right is_moving_right1 = False elif event.key == pygame.K_l: # Kirby2 stop moving right is_moving_right2 = False # Kirby1 Floating set up if is_floating1: gravity1 = 0.3 jump_height1 = -6.5 in_air1 = False is_crouching1 = False circle_radius1 = 35 circle_y_offset1 = 35 else: gravity1 = 1 jump_height1 = -15 in_air1 = True circle_radius1 = 25 circle_y_offset1 = 25 # Kirby2 Floating set up if is_floating2: gravity2 = 0.3 jump_height2 = -6.5 in_air2 = False is_crouching2 = False circle_radius2 = 35 circle_y_offset2 = 35 else: gravity2 = 1 jump_height2 = -15 in_air2 = True circle_radius2 = 25 circle_y_offset2 = 25 # Apply gravity to Kirby1 kirby_y_speed1 += gravity1 # Apply gravity to Kirby2 kirby2_y_speed += gravity2 # Apply horizontal motion for Kirby1 if is_moving_left1: kirby1_x_speed = -5 elif is_moving_right1: kirby1_x_speed = 5 else: kirby1_x_speed = 0 # Apply horizontal motion for Kirby 2 if is_moving_left2: kirby2_x_speed = -5 elif is_moving_right2: kirby2_x_speed = 5 else: kirby2_x_speed = 0 # Update Kirby1 position kirby1_x += kirby1_x_speed kirby1_y += kirby_y_speed1 # Update Kirby2 position kirby2_x += kirby2_x_speed kirby2_y += kirby2_y_speed # Collision with the ground for Kirby1 if kirby1_y + circle_radius1 >= 575: kirby1_y = 575 - circle_radius1 kirby_y_speed1 = 0 gravity1 = 1 jump_height1 = -15 is_floating1 = False in_air1 = False # Kirby1 is on the ground # Collision with the ground for Kirby2 if kirby2_y + circle_radius2 >= 575: kirby2_y = 575 - circle_radius2 kirby2_y_speed = 0 gravity2 = 1 jump_height2 = -15 is_floating2 = False in_air2 = False # Kirby2 is on the ground # Collision with the sides of the screen for Kirby1 if kirby1_x < 0: kirby1_x = 0 elif kirby1_x > 900 - 2 * circle_radius1: kirby1_x = 900 - 2 * circle_radius1 # Collision with the sides of the screen for Kirby2 if kirby2_x < 0: kirby2_x = 0 elif kirby2_x > 900 - 2 * circle_radius2: kirby2_x = 900 - 2 * circle_radius2 # Draw background screen.fill((100, 100, 255)) # Blue background # Draw ground pygame.draw.rect(screen, ground_color, (0, 600, 900, 50)) # Draw Kirby1 if is_crouching1: pygame.draw.ellipse(screen, kirby_pink_color, (int(kirby1_x), int(kirby1_y + circle_radius1 * (1.5 - crouch_scale1)), int(2 * circle_radius1), int(crouch_scale1 * 2 * circle_radius1))) # Scale and draw the Kirby face when crouching kirby_face_scaled1 = pygame.transform.scale(kirby_face1, (int(2 * circle_radius1), int(2 * circle_radius1 * crouch_scale1))) screen.blit(kirby_face_scaled1, (int(kirby1_x), int(kirby1_y + circle_radius1 * (1.5 - crouch_scale1)))) else: pygame.draw.circle(screen, kirby_pink_color, (int(kirby1_x + circle_radius1), int(kirby1_y + circle_radius1)), circle_radius1) # Scale and draw the Kirby face when not crouching kirby_face_scaled1 = pygame.transform.scale(kirby_face1, (int(2 * circle_radius1), int(2 * circle_radius1))) screen.blit(kirby_face_scaled1, (int(kirby1_x), int(kirby1_y))) # Draw Kirby2 if is_crouching2: pygame.draw.ellipse(screen, kirby_yellow_color, (int(kirby2_x), int(kirby2_y + circle_radius2 * (1.5 - crouch_scale2)), int(2 * circle_radius2), int(crouch_scale2 * 2 * circle_radius2))) # Scale and draw the Kirby face when crouching kirby_face_scaled2 = pygame.transform.scale(kirby_face2, (int(2 * circle_radius2), int(2 * circle_radius2 * crouch_scale2))) screen.blit(kirby_face_scaled2, (int(kirby2_x), int(kirby2_y + circle_radius2 * (1.5 - crouch_scale2)))) else: pygame.draw.circle(screen, kirby_yellow_color, (int(kirby2_x + circle_radius2), int(kirby2_y + circle_radius2)), circle_radius2) # Scale and draw the Kirby face when not crouching kirby_face_scaled2 = pygame.transform.scale(kirby_face2, (int(1* circle_radius2), int(2 * circle_radius2))) screen.blit(kirby_face_scaled2, (int(kirby2_x), int(kirby2_y))) # Update the display pygame.display.flip() # Cap the frame rate pygame.time.Clock().tick(60)
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{ "intermediate": 0.3652649521827698, "beginner": 0.44287818670272827, "expert": 0.19185681641101837 }
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import pygame import sys # Set up display screen = pygame.display.set_mode((900, 700)) # Set up colors (RGB format) kirby_pink_color = (255, 105, 180) kirby_yellow_color = (255, 255, 0) ground_color = (0, 255, 0) # Kirby properties circle_radius1 = 25 # Initial radius circle_radius2 = 25 # Initial radius circle_y_offset1 = 25 # Offset from the top of Kirby1 circle_y_offset2 = 25 # Offset from the top of Kirby2 crouch_scale1 = 0.5 # Crouch scale for the Kirby1 crouch_scale2 = 0.5 # Crouch scale for the Kirby2 # Kirby1 position and velocity kirby1_x, kirby1_y = 425, 500 kirby1_x_speed, kirby_y_speed1 = 0, 0 gravity1 = 1 jump_height1 = -15 # Set jump height for Kirby1 # Kirby2 position and velocity kirby2_x, kirby2_y = 425, 500 kirby2_x_speed, kirby2_y_speed = 0, 0 gravity2 = 1 jump_height2 = -15 # Set jump height for Kirby2 # Kirby1 crouching and in air states is_crouching1 = False in_air1 = False # Kirby2 crouching and in air states is_crouching2 = False in_air2 = False # Kirby1 movement flags is_moving_left1 = False is_moving_right1 = False is_floating1 = False # Kirby 2 movement flags is_moving_left2 = False is_moving_right2 = False is_floating2 = False # Load the Kirby face image kirby_face1 = pygame.image.load("kirby_face.png") kirby_face2 = 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_crouching1: is_crouching1 = True elif event.key == pygame.K_k and not is_crouching2: is_crouching2 = True elif event.key == pygame.K_w and not in_air1: kirby_y_speed1 = jump_height1 in_air1 = True elif event.key == pygame.K_i and not in_air2: kirby2_y_speed = jump_height2 in_air2 = True elif event.key == pygame.K_e and not is_crouching1: is_floating1 = True elif event.key == pygame.K_o and not is_crouching2: is_floating2 = True elif event.key == pygame.K_r: # Kirby1 exhale is_floating1 = False elif event.key == pygame.K_p: # Kirby2 exhale is_floating2 = False elif event.key == pygame.K_a: # Kirby1 move left is_moving_left1 = True elif event.key == pygame.K_d: # Kirby1 move right is_moving_right1 = True elif event.key == pygame.K_j: # Kirby2 move left is_moving_left2 = True elif event.key == pygame.K_l: # Kirby2 move right is_moving_right2 = True elif event.type == pygame.KEYUP: if event.key == pygame.K_s: # Kirby1 stop crouch is_crouching1 = False elif event.key == pygame.K_k: # Kirby2 stop crouch is_crouching2 = False elif event.key == pygame.K_a: # Kirby1 stop moving left is_moving_left1 = False elif event.key == pygame.K_j: # Kirby2 stop moving left is_moving_left2 = False elif event.key == pygame.K_d: # Kirby1 stop moving right is_moving_right1 = False elif event.key == pygame.K_l: # Kirby2 stop moving right is_moving_right2 = False # Kirby1 Floating set up if is_floating1: gravity1 = 0.3 jump_height1 = -6.5 in_air1 = False is_crouching1 = False circle_radius1 = 35 circle_y_offset1 = 35 else: gravity1 = 1 jump_height1 = -15 in_air1 = True circle_radius1 = 25 circle_y_offset1 = 25 # Kirby2 Floating set up if is_floating2: gravity2 = 0.3 jump_height2 = -6.5 in_air2 = False is_crouching2 = False circle_radius2 = 35 circle_y_offset2 = 35 else: gravity2 = 1 jump_height2 = -15 in_air2 = True circle_radius2 = 25 circle_y_offset2 = 25 # Apply gravity to Kirby1 kirby_y_speed1 += gravity1 # Apply gravity to Kirby2 kirby2_y_speed += gravity2 # Apply horizontal motion for Kirby1 if is_moving_left1: kirby1_x_speed = -5 elif is_moving_right1: kirby1_x_speed = 5 else: kirby1_x_speed = 0 # Apply horizontal motion for Kirby 2 if is_moving_left2: kirby2_x_speed = -5 elif is_moving_right2: kirby2_x_speed = 5 else: kirby2_x_speed = 0 # Update Kirby1 position kirby1_x += kirby1_x_speed kirby1_y += kirby_y_speed1 # Update Kirby2 position kirby2_x += kirby2_x_speed kirby2_y += kirby2_y_speed # Collision with the ground for Kirby1 if kirby1_y + circle_radius1 >= 575: kirby1_y = 575 - circle_radius1 kirby_y_speed1 = 0 gravity1 = 1 jump_height1 = -15 is_floating1 = False in_air1 = False # Kirby1 is on the ground # Collision with the ground for Kirby2 if kirby2_y + circle_radius2 >= 575: kirby2_y = 575 - circle_radius2 kirby2_y_speed = 0 gravity2 = 1 jump_height2 = -15 is_floating2 = False in_air2 = False # Kirby2 is on the ground # Collision with the sides of the screen for Kirby1 if kirby1_x < 0: kirby1_x = 0 elif kirby1_x > 900 - 2 * circle_radius1: kirby1_x = 900 - 2 * circle_radius1 # Collision with the sides of the screen for Kirby2 if kirby2_x < 0: kirby2_x = 0 elif kirby2_x > 900 - 2 * circle_radius2: kirby2_x = 900 - 2 * circle_radius2 # Draw background screen.fill((100, 100, 255)) # Blue background # Draw ground pygame.draw.rect(screen, ground_color, (0, 600, 900, 50)) # Draw Kirby1 if is_crouching1: pygame.draw.ellipse(screen, kirby_pink_color, (int(kirby1_x), int(kirby1_y + circle_radius1 * (1.5 - crouch_scale1)), int(2 * circle_radius1), int(crouch_scale1 * 2 * circle_radius1))) # Scale and draw the Kirby face when crouching kirby_face_scaled1 = pygame.transform.scale(kirby_face1, (int(2 * circle_radius1), int(2 * circle_radius1 * crouch_scale1))) screen.blit(kirby_face_scaled1, (int(kirby1_x), int(kirby1_y + circle_radius1 * (1.5 - crouch_scale1)))) else: pygame.draw.circle(screen, kirby_pink_color, (int(kirby1_x + circle_radius1), int(kirby1_y + circle_radius1)), circle_radius1) # Scale and draw the Kirby face when not crouching kirby_face_scaled1 = pygame.transform.scale(kirby_face1, (int(2 * circle_radius1), int(2 * circle_radius1))) screen.blit(kirby_face_scaled1, (int(kirby1_x), int(kirby1_y))) # Draw Kirby2 if is_crouching2: pygame.draw.ellipse(screen, kirby_yellow_color, (int(kirby2_x), int(kirby2_y + circle_radius2 * (1.5 - crouch_scale2)), int(2 * circle_radius2), int(crouch_scale2 * 2 * circle_radius2))) # Scale and draw the Kirby face when crouching kirby_face_scaled2 = pygame.transform.scale(kirby_face2, (int(2 * circle_radius2), int(2 * circle_radius2 * crouch_scale2))) screen.blit(kirby_face_scaled2, (int(kirby2_x), int(kirby2_y + circle_radius2 * (1.5 - crouch_scale2)))) else: pygame.draw.circle(screen, kirby_yellow_color, (int(kirby2_x + circle_radius2), int(kirby2_y + circle_radius2)), circle_radius2) # Scale and draw the Kirby face when not crouching kirby_face_scaled2 = pygame.transform.scale(kirby_face2, (int(1* circle_radius2), int(2 * circle_radius2))) screen.blit(kirby_face_scaled2, (int(kirby2_x), int(kirby2_y))) # Update the display pygame.display.flip() # Cap the frame rate pygame.time.Clock().tick(60) Can you please add scrolling left and right, but you can't scroll past the original left side of the screen.
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{ "intermediate": 0.31070899963378906, "beginner": 0.511910080909729, "expert": 0.17738093435764313 }
37,437
Can you make the USA flag in processing 4? Use "For" loops.
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{ "intermediate": 0.24404844641685486, "beginner": 0.4744319021701813, "expert": 0.28151968121528625 }
37,438
Can you make the Kirby collide with each other? import pygame import sys # Set up display screen = pygame.display.set_mode((900, 700)) # Set up colors (RGB format) kirby_pink_color = (255, 105, 180) kirby_yellow_color = (255, 255, 0) ground_color = (0, 255, 0) # Kirby properties circle_radius1 = 25 # Initial radius circle_radius2 = 25 # Initial radius circle_y_offset1 = 25 # Offset from the top of Kirby1 circle_y_offset2 = 25 # Offset from the top of Kirby2 crouch_scale1 = 0.5 # Crouch scale for the Kirby1 crouch_scale2 = 0.5 # Crouch scale for the Kirby2 # Kirby1 position and velocity kirby1_x, kirby1_y = 425, 500 kirby1_x_speed, kirby_y_speed1 = 0, 0 gravity1 = 1 jump_height1 = -15 # Set jump height for Kirby1 # Kirby2 position and velocity kirby2_x, kirby2_y = 425, 500 kirby2_x_speed, kirby2_y_speed = 0, 0 gravity2 = 1 jump_height2 = -15 # Set jump height for Kirby2 # Kirby1 crouching and in air states is_crouching1 = False in_air1 = False # Kirby2 crouching and in air states is_crouching2 = False in_air2 = False # Kirby1 movement flags is_moving_left1 = False is_moving_right1 = False is_floating1 = False # Kirby 2 movement flags is_moving_left2 = False is_moving_right2 = False is_floating2 = False # Load the Kirby face image kirby_face1 = pygame.image.load("kirby_face.png") kirby_face2 = 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_crouching1: is_crouching1 = True elif event.key == pygame.K_k and not is_crouching2: is_crouching2 = True elif event.key == pygame.K_w and not in_air1: kirby_y_speed1 = jump_height1 in_air1 = True elif event.key == pygame.K_i and not in_air2: kirby2_y_speed = jump_height2 in_air2 = True elif event.key == pygame.K_e and not is_crouching1: is_floating1 = True elif event.key == pygame.K_o and not is_crouching2: is_floating2 = True elif event.key == pygame.K_r: # Kirby1 exhale is_floating1 = False elif event.key == pygame.K_p: # Kirby2 exhale is_floating2 = False elif event.key == pygame.K_a: # Kirby1 move left is_moving_left1 = True elif event.key == pygame.K_d: # Kirby1 move right is_moving_right1 = True elif event.key == pygame.K_j: # Kirby2 move left is_moving_left2 = True elif event.key == pygame.K_l: # Kirby2 move right is_moving_right2 = True elif event.type == pygame.KEYUP: if event.key == pygame.K_s: # Kirby1 stop crouch is_crouching1 = False elif event.key == pygame.K_k: # Kirby2 stop crouch is_crouching2 = False elif event.key == pygame.K_a: # Kirby1 stop moving left is_moving_left1 = False elif event.key == pygame.K_j: # Kirby2 stop moving left is_moving_left2 = False elif event.key == pygame.K_d: # Kirby1 stop moving right is_moving_right1 = False elif event.key == pygame.K_l: # Kirby2 stop moving right is_moving_right2 = False # Kirby1 Floating set up if is_floating1: gravity1 = 0.3 jump_height1 = -6.5 in_air1 = False is_crouching1 = False circle_radius1 = 35 circle_y_offset1 = 35 else: gravity1 = 1 jump_height1 = -15 in_air1 = True circle_radius1 = 25 circle_y_offset1 = 25 # Kirby2 Floating set up if is_floating2: gravity2 = 0.3 jump_height2 = -6.5 in_air2 = False is_crouching2 = False circle_radius2 = 35 circle_y_offset2 = 35 else: gravity2 = 1 jump_height2 = -15 in_air2 = True circle_radius2 = 25 circle_y_offset2 = 25 # Apply gravity to Kirby1 kirby_y_speed1 += gravity1 # Apply gravity to Kirby2 kirby2_y_speed += gravity2 # Apply horizontal motion for Kirby1 if is_moving_left1: kirby1_x_speed = -5 elif is_moving_right1: kirby1_x_speed = 5 else: kirby1_x_speed = 0 # Apply horizontal motion for Kirby 2 if is_moving_left2: kirby2_x_speed = -5 elif is_moving_right2: kirby2_x_speed = 5 else: kirby2_x_speed = 0 # Update Kirby1 position kirby1_x += kirby1_x_speed kirby1_y += kirby_y_speed1 # Update Kirby2 position kirby2_x += kirby2_x_speed kirby2_y += kirby2_y_speed # Collision with the ground for Kirby1 if kirby1_y + circle_radius1 >= 575: kirby1_y = 575 - circle_radius1 kirby_y_speed1 = 0 gravity1 = 1 jump_height1 = -15 is_floating1 = False in_air1 = False # Kirby1 is on the ground # Collision with the ground for Kirby2 if kirby2_y + circle_radius2 >= 575: kirby2_y = 575 - circle_radius2 kirby2_y_speed = 0 gravity2 = 1 jump_height2 = -15 is_floating2 = False in_air2 = False # Kirby2 is on the ground # Collision with the sides of the screen for Kirby1 if kirby1_x < 0: kirby1_x = 0 elif kirby1_x > 900 - 2 * circle_radius1: kirby1_x = 900 - 2 * circle_radius1 # Collision with the sides of the screen for Kirby2 if kirby2_x < 0: kirby2_x = 0 elif kirby2_x > 900 - 2 * circle_radius2: kirby2_x = 900 - 2 * circle_radius2 # Draw background screen.fill((100, 100, 255)) # Blue background # Draw ground pygame.draw.rect(screen, ground_color, (0, 600, 900, 50)) # Draw Kirby1 if is_crouching1: pygame.draw.ellipse(screen, kirby_pink_color, (int(kirby1_x), int(kirby1_y + circle_radius1 * (1.5 - crouch_scale1)), int(2 * circle_radius1), int(crouch_scale1 * 2 * circle_radius1))) # Scale and draw the Kirby face when crouching kirby_face_scaled1 = pygame.transform.scale(kirby_face1, (int(2 * circle_radius1), int(2 * circle_radius1 * crouch_scale1))) screen.blit(kirby_face_scaled1, (int(kirby1_x), int(kirby1_y + circle_radius1 * (1.5 - crouch_scale1)))) else: pygame.draw.circle(screen, kirby_pink_color, (int(kirby1_x + circle_radius1), int(kirby1_y + circle_radius1)), circle_radius1) # Scale and draw the Kirby face when not crouching kirby_face_scaled1 = pygame.transform.scale(kirby_face1, (int(2 * circle_radius1), int(2 * circle_radius1))) screen.blit(kirby_face_scaled1, (int(kirby1_x), int(kirby1_y))) # Draw Kirby2 if is_crouching2: pygame.draw.ellipse(screen, kirby_yellow_color, (int(kirby2_x), int(kirby2_y + circle_radius2 * (1.5 - crouch_scale2)), int(2 * circle_radius2), int(crouch_scale2 * 2 * circle_radius2))) # Scale and draw the Kirby face when crouching kirby_face_scaled2 = pygame.transform.scale(kirby_face2, (int(2 * circle_radius2), int(2 * circle_radius2 * crouch_scale2))) screen.blit(kirby_face_scaled2, (int(kirby2_x), int(kirby2_y + circle_radius2 * (1.5 - crouch_scale2)))) else: pygame.draw.circle(screen, kirby_yellow_color, (int(kirby2_x + circle_radius2), int(kirby2_y + circle_radius2)), circle_radius2) # Scale and draw the Kirby face when not crouching kirby_face_scaled2 = pygame.transform.scale(kirby_face2, (int(2* circle_radius2), int(2 * circle_radius2))) # Different value here because the engine is being stupid and Kirby1 copies this value for some reason. screen.blit(kirby_face_scaled2, (int(kirby2_x), int(kirby2_y))) # Update the display pygame.display.flip() # Cap the frame rate pygame.time.Clock().tick(60)
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37,439
Consider one more time the following contract specification for the static method smooth. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 /** * Smooths a given {@code Sequence<Integer>}. * * @param s1 * the sequence to smooth * @param s2 * the resulting sequence * * @replaces s2 * @requires |s1| >= 1 * @ensures <pre> * |s2| = |s1| - 1 and * for all i, j: integer, a, b: string of integer * where (s1 = a * <i> * <j> * b) * (there exists c, d: string of integer * (|c| = |a| and * s2 = c * <(i+j)/2> * d)) * </pre> */ public static void smooth(Sequence<Integer> s1, Sequence<Integer> s2) {...} Answer the following questions. Redesign the method so that it is a function that returns the new (smoothed) sequence instead of replacing a parameter. You need to modify the method header and update the formal contract to reflect the changes. Provide two distinct implementations of the newly designed smooth method, one recursive and one iterative (i.e., not using recursion). While you may use method entry, do not use any other method that is introduced in the enhanced interface Sequence. Among the methods still permitted for your use are all those inherited by or introduced in SequenceKernel, including add, remove, and length.
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37,440
import pygame import sys # Set up display screen = pygame.display.set_mode((900, 700)) # Set up colors (RGB format) kirby_pink_color = (255, 105, 180) kirby_yellow_color = (255, 255, 0) ground_color = (0, 255, 0) # Kirby properties circle_radius1 = 25 # Initial radius circle_radius2 = 25 # Initial radius circle_y_offset1 = 25 # Offset from the top of Kirby1 circle_y_offset2 = 25 # Offset from the top of Kirby2 crouch_scale1 = 0.5 # Crouch scale for the Kirby1 crouch_scale2 = 0.5 # Crouch scale for the Kirby2 # Kirby1 position and velocity kirby1_x, kirby1_y = 425, 500 kirby1_x_speed, kirby_y_speed1 = 0, 0 gravity1 = 1 jump_height1 = -15 # Set jump height for Kirby1 # Kirby2 position and velocity kirby2_x, kirby2_y = 425, 500 kirby2_x_speed, kirby2_y_speed = 0, 0 gravity2 = 1 jump_height2 = -15 # Set jump height for Kirby2 # Kirby1 crouching and in air states is_crouching1 = False in_air1 = False # Kirby2 crouching and in air states is_crouching2 = False in_air2 = False # Kirby1 movement flags is_moving_left1 = False is_moving_right1 = False is_floating1 = False # Kirby 2 movement flags is_moving_left2 = False is_moving_right2 = False is_floating2 = False # Load the Kirby face image kirby_face1 = pygame.image.load("kirby_face.png") kirby_face2 = 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_crouching1: is_crouching1 = True elif event.key == pygame.K_k and not is_crouching2: is_crouching2 = True elif event.key == pygame.K_w and not in_air1: kirby_y_speed1 = jump_height1 in_air1 = True elif event.key == pygame.K_i and not in_air2: kirby2_y_speed = jump_height2 in_air2 = True elif event.key == pygame.K_e and not is_crouching1: is_floating1 = True elif event.key == pygame.K_o and not is_crouching2: is_floating2 = True elif event.key == pygame.K_r: # Kirby1 exhale is_floating1 = False elif event.key == pygame.K_p: # Kirby2 exhale is_floating2 = False elif event.key == pygame.K_a: # Kirby1 move left is_moving_left1 = True elif event.key == pygame.K_d: # Kirby1 move right is_moving_right1 = True elif event.key == pygame.K_j: # Kirby2 move left is_moving_left2 = True elif event.key == pygame.K_l: # Kirby2 move right is_moving_right2 = True elif event.type == pygame.KEYUP: if event.key == pygame.K_s: # Kirby1 stop crouch is_crouching1 = False elif event.key == pygame.K_k: # Kirby2 stop crouch is_crouching2 = False elif event.key == pygame.K_a: # Kirby1 stop moving left is_moving_left1 = False elif event.key == pygame.K_j: # Kirby2 stop moving left is_moving_left2 = False elif event.key == pygame.K_d: # Kirby1 stop moving right is_moving_right1 = False elif event.key == pygame.K_l: # Kirby2 stop moving right is_moving_right2 = False # Kirby1 Floating set up if is_floating1: gravity1 = 0.3 jump_height1 = -6.5 in_air1 = False is_crouching1 = False circle_radius1 = 35 circle_y_offset1 = 35 else: gravity1 = 1 jump_height1 = -15 in_air1 = True circle_radius1 = 25 circle_y_offset1 = 25 # Kirby2 Floating set up if is_floating2: gravity2 = 0.3 jump_height2 = -6.5 in_air2 = False is_crouching2 = False circle_radius2 = 35 circle_y_offset2 = 35 else: gravity2 = 1 jump_height2 = -15 in_air2 = True circle_radius2 = 25 circle_y_offset2 = 25 # Apply gravity to Kirby1 kirby_y_speed1 += gravity1 # Apply gravity to Kirby2 kirby2_y_speed += gravity2 # Apply horizontal motion for Kirby1 if is_moving_left1: kirby1_x_speed = -5 elif is_moving_right1: kirby1_x_speed = 5 else: kirby1_x_speed = 0 # Apply horizontal motion for Kirby 2 if is_moving_left2: kirby2_x_speed = -5 elif is_moving_right2: kirby2_x_speed = 5 else: kirby2_x_speed = 0 # Update Kirby1 position kirby1_x += kirby1_x_speed kirby1_y += kirby_y_speed1 # Update Kirby2 position kirby2_x += kirby2_x_speed kirby2_y += kirby2_y_speed # Collision with the ground for Kirby1 if kirby1_y + circle_radius1 >= 575: kirby1_y = 575 - circle_radius1 kirby_y_speed1 = 0 gravity1 = 1 jump_height1 = -15 is_floating1 = False in_air1 = False # Kirby1 is on the ground # Collision with the ground for Kirby2 if kirby2_y + circle_radius2 >= 575: kirby2_y = 575 - circle_radius2 kirby2_y_speed = 0 gravity2 = 1 jump_height2 = -15 is_floating2 = False in_air2 = False # Kirby2 is on the ground # Collision with the sides of the screen for Kirby1 if kirby1_x < 0: kirby1_x = 0 elif kirby1_x > 900 - 2 * circle_radius1: kirby1_x = 900 - 2 * circle_radius1 # Collision with the sides of the screen for Kirby2 if kirby2_x < 0: kirby2_x = 0 elif kirby2_x > 900 - 2 * circle_radius2: kirby2_x = 900 - 2 * circle_radius2 # Draw background screen.fill((100, 100, 255)) # Blue background # Draw ground pygame.draw.rect(screen, ground_color, (0, 600, 900, 50)) # Draw Kirby1 if is_crouching1: pygame.draw.ellipse(screen, kirby_pink_color, (int(kirby1_x), int(kirby1_y + circle_radius1 * (1.5 - crouch_scale1)), int(2 * circle_radius1), int(crouch_scale1 * 2 * circle_radius1))) # Scale and draw the Kirby face when crouching kirby_face_scaled1 = pygame.transform.scale(kirby_face1, (int(2 * circle_radius1), int(2 * circle_radius1 * crouch_scale1))) screen.blit(kirby_face_scaled1, (int(kirby1_x), int(kirby1_y + circle_radius1 * (1.5 - crouch_scale1)))) else: pygame.draw.circle(screen, kirby_pink_color, (int(kirby1_x + circle_radius1), int(kirby1_y + circle_radius1)), circle_radius1) # Scale and draw the Kirby face when not crouching kirby_face_scaled1 = pygame.transform.scale(kirby_face1, (int(2 * circle_radius1), int(2 * circle_radius1))) screen.blit(kirby_face_scaled1, (int(kirby1_x), int(kirby1_y))) # Draw Kirby2 if is_crouching2: pygame.draw.ellipse(screen, kirby_yellow_color, (int(kirby2_x), int(kirby2_y + circle_radius2 * (1.5 - crouch_scale2)), int(2 * circle_radius2), int(crouch_scale2 * 2 * circle_radius2))) # Scale and draw the Kirby face when crouching kirby_face_scaled2 = pygame.transform.scale(kirby_face2, (int(2 * circle_radius2), int(2 * circle_radius2 * crouch_scale2))) screen.blit(kirby_face_scaled2, (int(kirby2_x), int(kirby2_y + circle_radius2 * (1.5 - crouch_scale2)))) else: pygame.draw.circle(screen, kirby_yellow_color, (int(kirby2_x + circle_radius2), int(kirby2_y + circle_radius2)), circle_radius2) # Scale and draw the Kirby face when not crouching kirby_face_scaled2 = pygame.transform.scale(kirby_face2, (int(2* circle_radius2), int(2 * circle_radius2))) # Different value here because the engine is being stupid and Kirby1 copies this value for some reason. screen.blit(kirby_face_scaled2, (int(kirby2_x), int(kirby2_y))) # Update the display pygame.display.flip() # Cap the frame rate pygame.time.Clock().tick(60) Can you make the Kirby have collision with each other?
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37,441
Программа на /bin/sh ip2int() { local a b c d { IFS=. read a b c d; } << $1 echo $(((((((a << 8) | b) << 8) | c) << 8) | d)) } int2ip() { local ui32=$1; shift local ip n for n in 1 2 3 4; do ip=$((ui32 & 0xff))${ip:+.}$ip ui32=$((ui32 >> 8)) done echo $ip } netmask() # Example: netmask 24 => 255.255.255.0 { local mask=$((0xffffffff << (32 - $1))); shift int2ip $mask } broadcast() # Example: broadcast 192.0.2.0 24 => 192.0.2.255 { local addr=$(ip2int $1); shift local mask=$((0xffffffff << (32 -$1))); shift int2ip $((addr | ~mask)) } network() # Example: network 192.0.2.0 24 => 192.0.2.0 { local addr=$(ip2int $1); shift local mask=$((0xffffffff << (32 -$1))); shift int2ip $((addr & mask)) } ip="192.168.144.5" mask="255.2555.255.0" network $ip network $mask при запуске появляется ошибка : Syntax error: end of file unexpected (expecting "}")
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37,442
Override the toString method. Throw an IllegalStateException. Profit.
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37,443
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Your Portfolio</title> <style> body { margin: 0; padding: 0; font-family: 'Arial', sans-serif; display: flex; flex-direction: column; align-items: center; justify-content: center; height: 100vh; background: linear-gradient(to right, #e0d9f5, #b39ddb); color: #fff; } header { position: fixed; top: 0; left: 0; width: 100%; background: linear-gradient(to right, rgba(135, 206, 235, 0.0), rgba(0, 191, 255, 0.0)); padding: 5px; text-align: center; display: flex; justify-content: space-between; align-items: center; } nav { display: flex; justify-content: flex-end; background: linear-gradient(to right, #87CEEB transparent, #00BFFF); margin-top: 5px; } nav a { color: #fff; text-decoration: none; padding: 10px 20px; margin: 0 10px; border-radius: 5px; transition: background 0.3s; } nav a:hover { background: rgba(255, 255, 255, 0.3); } #portfolio-section { text-align: center; width: 600px; /* Set a fixed width for the portfolio section */ margin: 20px; background: linear-gradient(to right, #e0d9f5, #b39ddb); border-radius: 10px; box-shadow: 0 0 10px rgba(0, 0, 0, 0.2); padding: 20px; } #typing-effect { overflow: hidden; white-space: nowrap; border-right: 2px solid #fff; display: inline-block; box-sizing: border-box; } </style> </head> <body> <header> <div id="name-container"> <h1>Your Name</h1> </div> <nav> <a href="#">Home</a> <a href="#">Skills</a> <a href="#">Projects</a> <a href="#">Education</a> <a href="#">Contact</a> </nav> </header> <div id="portfolio-section"> <h2>Welcome to my portfolio!</h2> <p id="typing-effect"></p> </div> <script> // JavaScript for looping typing animation with consistent speed const typingEffect = document.getElementById('typing-effect'); const textToType = "Here you can find information about my skills, projects, and more."; function typeText() { let index = 0; let isDeleting = false; let displayText = ''; function animate() { if (isDeleting) { displayText = textToType.substring(0, index); index--; } else { displayText = textToType.substring(0, index); index++; } typingEffect.innerHTML = displayText; if (index > textToType.length) { isDeleting = true; setTimeout(animate, 1000); // Pause duration after completion (milliseconds) } else if (index < 0) { isDeleting = false; index = 0; } setTimeout(animate, 100); // Adjust the typing speed (milliseconds) } animate(); } typeText(); // Start the typing animation </script> </body> </html> in this code the speed of the typing animation is increasing with each iteration, make it so that the speed remains constant
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Finish the class: package components.queue; import components.sequence.Sequence; import components.sequence.Sequence1L; /** * {@code Queue} represented as a {@code Sequence} of entries, with * implementations of primary methods. * * @param <T> * type of {@code Queue} entries * @correspondence this = $this.entries */ public class Queue3<T> extends QueueSecondary<T> { /* * Private members -------------------------------------------------------- */ /** * Entries included in {@code this}. */ private Sequence<T> entries; /** * Creator of initial representation. */ private void createNewRep() { this.entries = new Sequence1L<T>(); } /* * Constructors ----------------------------------------------------------- */ /** * No-argument constructor. */ public Queue3() { this.createNewRep(); } /* * Standard methods removed to reduce clutter... */ /* * Kernel methods --------------------------------------------------------- */ @Override public final void enqueue(T x) { assert x != null : "Violation of: x is not null"; // TODO - fill in body } @Override public final T dequeue() { assert this.length() > 0 : "Violation of: this /= <>"; // TODO - fill in body // This line added just to make the component compilable. return null; } @Override public final int length() { // TODO - fill in body // This line added just to make the component compilable. return 0; } /* * Iterator removed to reduce clutter... */ }
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37,445
How would you make a loop in python that runs 100 times?
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