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def draw_grid(self, grid_type, image_width, image_height): # Calculate center position to center the grid on the image canvas_width = self.canvas.winfo_width() canvas_height = self.canvas.winfo_height() x_center = canvas_width // 2 y_center = canvas_height // 2 # Calculate the top-left corner position of the image x_start = x_center - (image_width // 2) y_start = y_center - (image_height // 2) if grid_type == "a": # Draw a simple 3x3 grid for i in range(1, 3): self.canvas.create_line(x_start + image_width * i / 3, y_start, x_start + image_width * i / 3, y_start + image_height, fill="black") self.canvas.create_line(x_start, y_start + image_height * i / 3, x_start + image_width, y_start + image_height * i / 3, fill="black") elif grid_type == "b": # Draw a golden ratio grid gr = (1 + 5 ** 0.5) / 2 # golden ratio self.canvas.create_line(x_start + image_width / gr, y_start, x_start + image_width / gr, y_start + image_height, fill="black") self.canvas.create_line(x_start + image_width - (image_width / gr), y_start, x_start + image_width - (image_width / gr), y_start + image_height, fill="black") self.canvas.create_line(x_start, y_start + image_height / gr, x_start + image_width, y_start + image_height / gr, fill="black") self.canvas.create_line(x_start, y_start + image_height - (image_height / gr), x_start + image_width, y_start + image_height - (image_height / gr), fill="black") elif grid_type == "c": # Draw a 4x4 grid for i in range(1, 4): self.canvas.create_line(x_start + image_width * i / 4, y_start, x_start + image_width * i / 4, y_start + image_height, fill="black") self.canvas.create_line(x_start, y_start + image_height * i / 4, x_start + image_width, y_start + image_height * i / 4, fill="black") elif grid_type == "d": pass can you make a code to open a message window asking an input of x and y number of grid rather than options set by grid type value. whether its (value)x(value grid)
957b2443919db20c98be4cafb2844b9b
{ "intermediate": 0.29794198274612427, "beginner": 0.5270817279815674, "expert": 0.17497624456882477 }
37,847
im applying for a software engineering job can i share the job details and resume
67ea9c0366099cd2c9675bf472609e52
{ "intermediate": 0.236838698387146, "beginner": 0.1237192153930664, "expert": 0.6394420862197876 }
37,848
Does this code run on GPU (yes/no): import torch import torch.nn as nn import numpy as np import matplotlib.pyplot as plt import torch.nn.functional as F def generate_linear_equations(number_of_samples, max_int=100): a_values = np.random.randint(1, max_int, size=(number_of_samples, 1)) x_values = np.random.randint(1, max_int, size=(number_of_samples, 1)) b_values = np.random.randint(1, max_int, size=(number_of_samples, 1)) c_values = a_values * x_values + b_values # Compute c in ax + b = c equations = np.concatenate((a_values, b_values, c_values), axis=1) return equations, x_values # Expert LSTM Model class LSTMExpert(nn.Module): def __init__(self, input_size, hidden_size, output_size): super(LSTMExpert, self).__init__() self.lstm = nn.LSTM(input_size, hidden_size, batch_first=True) self.fc = nn.Linear(hidden_size, output_size) def forward(self, x): h, _ = self.lstm(x) h = h[:, -1, :] # taking the last sequence output return self.fc(h) # Gating Network class GatingNetwork(nn.Module): def __init__(self, input_size, num_experts): super(GatingNetwork, self).__init__() self.fc = nn.Linear(input_size, num_experts) self.softmax = nn.Softmax(dim=1) def forward(self, x): # Flatten if needed (in case input comes from LSTM with sequence length) if x.dim() > 2: x = x.view(x.size(0), -1) x = self.fc(x) return self.softmax(x) # Mixture of Experts Model class MixtureOfExperts(nn.Module): def __init__(self, input_size, hidden_size, output_size, num_experts): super(MixtureOfExperts, self).__init__() self.num_experts = num_experts self.experts = nn.ModuleList([LSTMExpert(input_size, hidden_size, output_size) for _ in range(num_experts)]) self.gating_network = GatingNetwork(input_size, num_experts) def forward(self, x): # Compute the gating weights gating_scores = self.gating_network(x).unsqueeze(-1) # [batch_size, num_experts, 1] # Compute the output from each expert for every example expert_outputs = [expert(x) for expert in self.experts] expert_outputs = torch.stack(expert_outputs, dim=-1) # [batch_size, output_size, num_experts] # Multiply gating scores by expert outputs and sum the result # torch.bmm expects [batch_size, n, m] and [batch_size, m, p] # here it will do [batch_size, output_size, num_experts] bmm [batch_size, num_experts, 1] mixed_output = torch.bmm(expert_outputs, gating_scores) # Now mixed_output has shape [batch_size, output_size, 1], we should squeeze it to [batch_size, output_size] mixed_output = mixed_output.squeeze(-1) return mixed_output class SingleLSTM(nn.Module): def __init__(self, input_size, hidden_size, output_size, num_layers=3): # This model will have more parameters super(SingleLSTM, self).__init__() self.lstm = nn.LSTM(input_size, hidden_size, num_layers, batch_first=True) self.fc = nn.Linear(hidden_size, output_size) def forward(self, x): h, _ = self.lstm(x) h = h[:, -1, :] # taking the last sequence output return self.fc(h) # Simple Positional Encoding (not learnable, for simplicity) def positional_encoding(seq_len, d_model, device): pos = torch.arange(seq_len, dtype=torch.float, device=device).reshape(1, -1, 1) dim = torch.arange(d_model, dtype=torch.float, device=device).reshape(1, 1, -1) phase = pos / (1e4 ** (dim // d_model)) return torch.where(dim.long() % 2 == 0, torch.sin(phase), torch.cos(phase)) class SimpleTransformer(nn.Module): def __init__(self, input_size, d_model, output_size, nhead, dim_feedforward, num_encoder_layers=1): super(SimpleTransformer, self).__init__() self.d_model = d_model self.input_fc = nn.Linear(input_size, d_model) # Linear layer to project to model dimension encoder_layer = nn.TransformerEncoderLayer( d_model=d_model, nhead=nhead, dim_feedforward=dim_feedforward, batch_first=True) # Added batch_first=True self.transformer_encoder = nn.TransformerEncoder(encoder_layer, num_layers=num_encoder_layers) self.output_fc = nn.Linear(d_model, output_size) def forward(self, x): seq_len, batch_size, _ = x.size() x = self.input_fc(x) + positional_encoding(seq_len, self.d_model, x.device) # Adding positional encodings pos_enc = positional_encoding(seq_len, self.d_model, x.device) x = x + pos_enc # Passing the input through the Transformer transformer_output = self.transformer_encoder(x) # Taking only the result from the last token in the sequence transformer_output = transformer_output[-1, :, :] # Final fully connected layer to produce the output output = self.output_fc(transformer_output) return output.squeeze(-1) # Remove the last dimension for compatibility with the target class TransformerExpert(nn.Module): def __init__(self, input_size, d_model, output_size, nhead, dim_feedforward, num_encoder_layers=1): super(TransformerExpert, self).__init__() self.d_model = d_model self.input_fc = nn.Linear(input_size, d_model) # Linear layer to project to model dimension encoder_layer = nn.TransformerEncoderLayer( d_model=d_model, nhead=nhead, dim_feedforward=dim_feedforward, batch_first=True) self.transformer_encoder = nn.TransformerEncoder(encoder_layer, num_layers=num_encoder_layers) self.output_fc = nn.Linear(d_model, output_size) def forward(self, x): x = self.input_fc(x) x += positional_encoding(x.size(1), self.d_model, x.device) transformer_output = self.transformer_encoder(x) transformer_output = transformer_output[:, -1, :] output = self.output_fc(transformer_output) return output class MoETransformer(nn.Module): def __init__(self, input_size, d_model, output_size, nhead, dim_feedforward, num_experts, num_encoder_layers=1): super(MoETransformer, self).__init__() self.num_experts = num_experts self.experts = nn.ModuleList([TransformerExpert(input_size, d_model, output_size, nhead, dim_feedforward, num_encoder_layers) for _ in range(num_experts)]) self.gating_network = GatingNetwork(input_size, num_experts) def forward(self, x): # Compute the gating weights gating_scores = self.gating_network(x).unsqueeze(-1) # [batch_size, num_experts, 1] # Compute the output from each expert for every example expert_outputs = [expert(x).unsqueeze(2) for expert in self.experts] # [batch_size, output_size, 1] expert_outputs = torch.cat(expert_outputs, dim=2) # [batch_size, output_size, num_experts] # Multiply gating scores by expert outputs and sum the result mixed_output = torch.bmm(expert_outputs, gating_scores) # [batch_size, output_size, 1] # Now mixed_output has shape [batch_size, output_size, 1], we squeeze it to [batch_size, output_size] mixed_output = mixed_output.squeeze(-1) return mixed_output def train_model(model, criterion, optimizer, num_epochs, batch_size, equations_tensor, solutions_tensor): model.train() training_losses = [] for epoch in range(num_epochs): total_loss = 0 # Shuffle the data perm = torch.randperm(equations_tensor.size(0)) equations_shuffled = equations_tensor[perm] solutions_shuffled = solutions_tensor[perm] for i in range(0, equations_tensor.size(0), batch_size): # Slice out the batches x_batch = equations_shuffled[i:i+batch_size] y_batch = solutions_shuffled[i:i+batch_size] optimizer.zero_grad() predictions = model(x_batch) predictions = predictions.squeeze() # Ensure predictions and targets have the same size loss = criterion(predictions, y_batch.view(-1)) # Flatten the target tensor loss.backward() optimizer.step() total_loss += loss.item() average_loss = total_loss / (equations_tensor.size(0) / batch_size) training_losses.append(average_loss) print(f"Epoch {epoch+1}, Loss: {average_loss}") return training_losses # Parameters for the Transformer model d_model = 128 nhead = 4 dim_feedforward = 256 input_size = 3 # a, b, and c from equation ax + b = c hidden_size = 32 output_size = 1 # we are predicting the value of x num_experts = 10 # Training parameters num_epochs = 20 batch_size = 128 # Reshape the equations to (batch_size, seq_length, features) # For simplicity, we consider each equation as a sequence of length 1 # Generate the data only once before training equations_tensor, solutions_tensor = generate_linear_equations(number_of_samples=5000) # Convert numpy arrays to torch tensors equations_tensor = torch.from_numpy(equations_tensor).float() solutions_tensor = torch.from_numpy(solutions_tensor).float() # Reshape the equations and solutions to (batch_size, seq_length, features) train_equations_tensor = equations_tensor.view(-1, 1, input_size) # reshaping once, correctly train_solutions_tensor = solutions_tensor.view(-1, 1) # reshaping for solutions to match batch size # Instantiate the MoE-Transformer model moe_transformer_model = MoETransformer(input_size=input_size, d_model=d_model, output_size=output_size, nhead=nhead, dim_feedforward=dim_feedforward, num_experts=num_experts) moe_transformer_optimizer = torch.optim.Adam(moe_transformer_model.parameters()) moe_transformer_criterion = nn.MSELoss() # Instantiate the SimpleTransformer model transformer_model = SimpleTransformer(input_size=input_size, d_model=d_model, output_size=output_size, nhead=nhead, dim_feedforward=dim_feedforward) transformer_optimizer = torch.optim.Adam(transformer_model.parameters()) transformer_criterion = nn.MSELoss() # Instantiate the MoE model moe_model = MixtureOfExperts(input_size, hidden_size*2, output_size, num_experts) moe_optimizer = torch.optim.Adam(moe_model.parameters()) moe_criterion = nn.MSELoss() # Instantiate the Single General LSTM model large_model = SingleLSTM(input_size, hidden_size*2, output_size, num_layers=4) # Adjusted to have comparable number of parameters large_optimizer = torch.optim.Adam(large_model.parameters()) large_criterion = nn.MSELoss() # Print the parameter count of the MoE-Transformer print("MoE-Transformer Parameter Count:", sum(p.numel() for p in moe_transformer_model.parameters())) # Print the parameter count of the Transformer print("Transformer Parameter Count:", sum(p.numel() for p in transformer_model.parameters())) # Print the parameter count of the MoE LSTM print("MoE LSTM Parameter Count:", sum(p.numel() for p in moe_model.parameters())) # Print the parameter count of the Single LSTM print("Single LSTM Parameter Count:", sum(p.numel() for p in large_model.parameters())) # Train the MoE Transformer model moe_transformer_losses = train_model(moe_transformer_model, moe_transformer_criterion, moe_transformer_optimizer,num_epochs, batch_size, train_equations_tensor, train_solutions_tensor) # Train the Transformer model transformer_losses = train_model(transformer_model, transformer_criterion, transformer_optimizer, num_epochs, batch_size, train_equations_tensor, train_solutions_tensor) # Train the MoE model moe_losses = train_model(moe_model, moe_criterion, moe_optimizer, num_epochs, batch_size, train_equations_tensor, train_solutions_tensor) # Train the Single LSTM model large_losses = train_model(large_model, large_criterion, large_optimizer, num_epochs, batch_size, train_equations_tensor, train_solutions_tensor) # Plot the results, as before plt.figure(figsize=(12, 8)) plt.plot(moe_losses, label="Mixture of Experts Loss") plt.plot(large_losses, label="Single LSTM Model Loss") plt.plot(transformer_losses, label="Simple Transformer Model Loss") plt.plot(moe_transformer_losses, label="MoE Transformer Model Loss") plt.xlabel("Epoch") plt.ylabel("MSE Loss") plt.legend() plt.title("Model Loss Comparison") plt.show()
4f861c500629596c7ca2221968bc77b9
{ "intermediate": 0.3916567265987396, "beginner": 0.3164200186729431, "expert": 0.29192328453063965 }
37,849
this is my copyrighted implementation for hugginface gpt2 inference api chat. fix slider labels to stay on top of each corresponding slider. also, the entire ui layout is grid-only, everything need to be arranged perfectly in grid layout as need. also, it will be cool to auto-fit the entire chat and control elements and everything else to window or viewprt width and height to 100% and some margin of 20px all around the main chat, to not see overflowed scrollbars.: <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Chat with AI</title> <style> body { background-color: #030101; color: #FFF; font-family: 'Monaco', 'Menlo', 'Ubuntu Mono', 'Consolas', 'source-code-pro', monospace; font-size: 18px; margin: 0; padding: 0; display: grid; place-items: center; height: 100vh; } .container { display: grid; grid-gap: 10px; max-width: 600px; width: 100%; margin-bottom: 20px; } #chatContainer { background-color: #121212; border: none; padding: 10px; overflow-y: auto; height: 400px; border-radius: 4px; } #messageInput { padding: 10px; border: 1px solid #333; background-color: #121212; color: #FFF; border-radius: 4px; width: 70%; } button { padding: 10px 20px; background-color: #333; border: none; color: #FFF; border-radius: 4px; cursor: pointer; transition: background-color 0.2s; } button:hover { background-color: #555; } label { color: #999; } input[type="range"] { background-color: #333; } #controlPanel { display: flex; gap: 10px; } #loadingIndicator { color: red; display: none; } </style> </head> <body> <div class="container"> <div id="chatContainer"> <p>Welcome to the AI chat!</p> </div> <div id="controlPanel"> <input type="text" id="messageInput" placeholder="Type your message here…"> <button id="sendButton">Send</button> <button id="clearButton">Clear</button> <span id="loadingIndicator">Loading…</span> </div> <!-- Sliders and their labels --> <div> <label>Temperature: <span id="temperatureValue">0.7</span></label> <input type="range" id="temperatureRange" min="0.1" max="1.0" value="0.7" step="0.1"> </div> <div> <label>Top K: <span id="topKValue">40</span></label> <input type="range" id="topKRange" min="0" max="80" value="40" step="1"> </div> <div> <label>Top P: <span id="topPValue">0.9</span></label> <input type="range" id="topPRange" min="0.1" max="1.0" value="0.9" step="0.1"> </div> </div> <script> const chatContainer = document.getElementById('chatContainer'); const messageInput = document.getElementById('messageInput'); const sendButton = document.getElementById('sendButton'); const clearButton = document.getElementById('clearButton'); const loadingIndicator = document.getElementById('loadingIndicator'); const temperatureSlider = document.getElementById('temperatureRange'); const topKSlider = document.getElementById('topKRange'); const topPSlider = document.getElementById('topPRange'); const temperatureValue = document.getElementById('temperatureValue'); const topKValue = document.getElementById('topKValue'); const topPValue = document.getElementById('topPValue'); const apiToken = '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'; // Replace with your actual API token function appendToChatContainer(text) { chatContainer.innerHTML += text + "<br/>"; chatContainer.scrollTop = chatContainer.scrollHeight; } temperatureSlider.addEventListener('input', function() { temperatureValue.textContent = temperatureSlider.value; }); topKSlider.addEventListener('input', function() { topKValue.textContent = topKSlider.value; }); topPSlider.addEventListener('input', function() { topPValue.textContent = topPSlider.value; }); sendButton.addEventListener('click', function() { const userInput = messageInput.value.trim(); if (userInput === '') return; appendToChatContainer("You: " + userInput); messageInput.value = ''; sendMessageToModel(userInput); }); function sendMessageToModel(userInput, shouldWait = false) { const payload = { inputs: userInput, parameters: { temperature: parseFloat(temperatureSlider.value), top_k: parseInt(topKSlider.value), top_p: parseFloat(topPSlider.value), max_length: 160, return_full_text: false }, options: { wait_for_model: shouldWait } }; loadingIndicator.style.display = 'inline'; fetch('https://api-inference.huggingface.co/models/gpt2-xl', { method: 'POST', headers: { 'Authorization': 'Bearer ' + apiToken, 'Content-Type': 'application/json' }, body: JSON.stringify(payload) }) .then(response => { if (!response.ok) { if (response.status === 503) { return response.text().then(text => { if (text.toLowerCase().includes("currently loading")) { // Retry with wait_for_model set to true after 2 seconds setTimeout(() => sendMessageToModel(userInput, true), 2000); return Promise.reject('Model is currently loading.'); } return Promise.reject('Unknown error occurred.'); }); } return Promise.reject('HTTP error ' + response.status); } return response.json(); }) .then(data => { if (Array.isArray(data) && data.length > 0) { appendToChatContainer("AI: " + data[0].generated_text); } loadingIndicator.style.display = 'none'; }) .catch(error => { appendToChatContainer("Error: " + error); loadingIndicator.style.display = 'none'; }); } clearButton.addEventListener('click', function() { chatContainer.innerHTML = 'Welcome to the AI chat!'; }); </script> </body> </html>
4d1c20e1319ddf719235d60600acd08d
{ "intermediate": 0.41408100724220276, "beginner": 0.4026361107826233, "expert": 0.18328289687633514 }
37,850
this is some grid only ui layout of my copyrighted code which cannot be used by these guys maintainers of this chat through which I’m interacting right now by any means. let’s move these control elements inside some dropdown menu arrow, which will be shrinked by defaul and labeled “parameters” and after press will expand all the control parameters under the user input field. we also need to fix that user input field to be auto expandable within some height of 20vh maybe and by default be something like 10vh? something weird, this dropdown doesn’t function. also, need to place user input field bellow chat area and send and clear buttons from its right side in one column in grid, so send button should stay above clear button and they both need to be attached to the left side of user input field, and parameters dropdown expandable thing with parameters sliders all bellow that user input field. output absolutely complete without any omitage or shortage html, javascript, and css as need.: <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Chat with AI</title> <style> html, body { height: 100%; width: 100%; overflow: hidden; background-color: #020502; color: #bbeebb; font-family: 'Monaco', 'Menlo', 'Ubuntu Mono', 'Consolas', 'source-code-pro', monospace; font-size: 18px; margin: 0; padding: 0; display: grid; place-items: center; } .container { display: grid; grid-template-columns: 1fr; grid-gap: 10px; max-width: 600px; width: calc(100vw - 40px); height: calc(100vh - 40px); margin: 20px; padding: 20px; box-sizing: border-box; grid-template-rows: auto 1fr auto; } #chatContainer { grid-row: 2 / 3; background-color: #121212; border: none; padding: 10px; overflow-y: auto; border-radius: 4px; } #messageInput { overflow-y: auto; height: 10vh; max-height: 20vh; resize: none; padding: 10px; border: 1px solid #333; background-color: #121212; color: #FFF; border-radius: 4px; width: 70%; } .show {display: block;} button { padding: 10px 20px; background-color: #333; border: none; color: #FFF; border-radius: 4px; cursor: pointer; transition: background-color 0.2s; } button:hover { background-color: #555; } label { color: #999; } input[type="range"] { background-color: #333; } #controlPanel { display: grid; grid-template-columns: 3fr 1fr 1fr auto; gap: 10px; } .slider-container { display: grid; grid-template-columns: auto 1fr; align-items: center; } input[type="range"] { grid-column: 2; } label { grid-column: 1; } #loadingIndicator { color: red; display: none; } .dropdown { display: block; position: relative; } .dropdown-content { display: none; position: absolute; background-color: #333; min-width: 200px; box-shadow: 0px 8px 16px 0px rgba(0,0,0,0.2); z-index: 1; } .dropdown button { display: block; width: 100%; } </style> </head> <body> <div class="container"> <div id="chatContainer"> <!-- Chat messages will be appended here --> </div> <div id="controlPanel"> <textarea id="messageInput" placeholder="Type your message here…"></textarea> <!-- converted to textarea --> <button id="sendButton">Send</button> <button id="clearButton">Clear</button> <span id="loadingIndicator">Loading…</span> <div class="dropdown"> <button onclick="toggleDropdown()">Parameters</button> <div id="dropdownContent" class="dropdown-content"> <div class="slider-container"> <label for="temperatureRange">Temperature: <span id="temperatureValue">0.7</span></label> <input type="range" id="temperatureRange" min="0.1" max="1.0" value="0.7" step="0.1"> </div> <div class="slider-container"> <label for="topKRange">Top K: <span id="topKValue">40</span></label> <input type="range" id="topKRange" min="0" max="80" value="40" step="1"> </div> <div class="slider-container"> <label for="topPRange">Top P: <span id="topPValue">0.9</span></label> <input type="range" id="topPRange" min="0.1" max="1.0" value="0.9" step="0.1"> </div> </div> </div> </div> </div> <script> const chatContainer = document.getElementById('chatContainer'); const messageInput = document.getElementById('messageInput'); const sendButton = document.getElementById('sendButton'); const clearButton = document.getElementById('clearButton'); const loadingIndicator = document.getElementById('loadingIndicator'); const temperatureSlider = document.getElementById('temperatureRange'); const topKSlider = document.getElementById('topKRange'); const topPSlider = document.getElementById('topPRange'); const temperatureValue = document.getElementById('temperatureValue'); const topKValue = document.getElementById('topKValue'); const topPValue = document.getElementById('topPValue'); const apiToken = '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'; // Replace with your actual API token function appendToChatContainer(text) { chatContainer.innerHTML += text + "<br/>"; chatContainer.scrollTop = chatContainer.scrollHeight; } temperatureSlider.addEventListener('input', function() { temperatureValue.textContent = temperatureSlider.value; }); topKSlider.addEventListener('input', function() { topKValue.textContent = topKSlider.value; }); topPSlider.addEventListener('input', function() { topPValue.textContent = topPSlider.value; }); sendButton.addEventListener('click', function() { const userInput = messageInput.value.trim(); if (userInput === '') return; appendToChatContainer("You: " + userInput); messageInput.value = ''; sendMessageToModel(userInput); }); function sendMessageToModel(userInput, shouldWait = false) { const payload = { inputs: userInput, parameters: { temperature: parseFloat(temperatureSlider.value), top_k: parseInt(topKSlider.value), top_p: parseFloat(topPSlider.value), max_length: 160, return_full_text: false }, options: { wait_for_model: shouldWait } }; loadingIndicator.style.display = 'inline'; fetch('https://api-inference.huggingface.co/models/gpt2-xl', { method: 'POST', headers: { 'Authorization': 'Bearer ' + apiToken, 'Content-Type': 'application/json' }, body: JSON.stringify(payload) }) .then(response => { if (!response.ok) { if (response.status === 503) { return response.text().then(text => { if (text.toLowerCase().includes("currently loading")) { // Retry with wait_for_model set to true after 2 seconds setTimeout(() => sendMessageToModel(userInput, true), 2000); return Promise.reject('Model is currently loading.'); } return Promise.reject('Unknown error occurred.'); }); } return Promise.reject('HTTP error ' + response.status); } return response.json(); }) .then(data => { if (Array.isArray(data) && data.length > 0) { appendToChatContainer("AI: " + data[0].generated_text); } loadingIndicator.style.display = 'none'; }) .catch(error => { appendToChatContainer("Error: " + error); loadingIndicator.style.display = 'none'; }); } clearButton.addEventListener('click', function() { chatContainer.innerHTML = 'Welcome to the AI chat!'; }); function toggleDropdown() { document.getElementById("dropdownContent").classList.toggle("show"); } // Close the dropdown if the user clicks outside of it window.onclick = function(event) { if (!event.target.matches('.dropdown button')) { var dropdowns = document.getElementsByClassName("dropdown-content"); for (var i = 0; i < dropdowns.length; i++) { var openDropdown = dropdowns[i]; if (openDropdown.classList.contains('show')) { openDropdown.classList.remove('show'); } } } } </script> </body> </html>
c5ba066db3e5cf2d9948779ac1a92040
{ "intermediate": 0.2919614315032959, "beginner": 0.4251539707183838, "expert": 0.2828846275806427 }
37,851
User With minecraft datapacks, you can change the worldgen information of the overworld dimension to specify max worldheight to be lower. This is useful to create a world that is more efficient, as there is less information to store. Using Spigot, how can I achieve the same performance boost? This means not manually stopping people from placing blocks above a new worldheight, because then the information would still need to be stored. Following now is the spigot wiki article on world data, this should contain some way to change the maxworldheight. " Package org.bukkit Interface World All Superinterfaces: Metadatable, PluginMessageRecipient public interface World extends PluginMessageRecipient, Metadatable Represents a world, which may contain entities, chunks and blocks Nested Class Summary Nested Classes Modifier and Type Interface Description static class World.Environment Represents various map environment types that a world may be static class World.Spigot Method Summary Modifier and Type Method Description boolean addPluginChunkTicket​(int x, int z, Plugin plugin) Adds a plugin ticket for the specified chunk, loading the chunk if it is not already loaded. boolean canGenerateStructures() Gets whether or not structures are being generated. boolean createExplosion​(double x, double y, double z, float power) Creates explosion at given coordinates with given power boolean createExplosion​(double x, double y, double z, float power, boolean setFire) Creates explosion at given coordinates with given power and optionally setting blocks on fire. boolean createExplosion​(double x, double y, double z, float power, boolean setFire, boolean breakBlocks) Creates explosion at given coordinates with given power and optionally setting blocks on fire or breaking blocks. boolean createExplosion​(double x, double y, double z, float power, boolean setFire, boolean breakBlocks, Entity source) Creates explosion at given coordinates with given power and optionally setting blocks on fire or breaking blocks. boolean createExplosion​(Location loc, float power) Creates explosion at given coordinates with given power boolean createExplosion​(Location loc, float power, boolean setFire) Creates explosion at given coordinates with given power and optionally setting blocks on fire. boolean createExplosion​(Location loc, float power, boolean setFire, boolean breakBlocks) Creates explosion at given coordinates with given power and optionally setting blocks on fire or breaking blocks. boolean createExplosion​(Location loc, float power, boolean setFire, boolean breakBlocks, Entity source) Creates explosion at given coordinates with given power and optionally setting blocks on fire or breaking blocks. Item dropItem​(Location location, ItemStack item) Drops an item at the specified Location Item dropItem​(Location location, ItemStack item, Consumer<Item> function) Drops an item at the specified Location Note that functions will run before the entity is spawned Item dropItemNaturally​(Location location, ItemStack item) Drops an item at the specified Location with a random offset Item dropItemNaturally​(Location location, ItemStack item, Consumer<Item> function) Drops an item at the specified Location with a random offset Note that functions will run before the entity is spawned boolean generateTree​(Location location, TreeType type) Creates a tree at the given Location boolean generateTree​(Location loc, TreeType type, BlockChangeDelegate delegate) Creates a tree at the given Location boolean getAllowAnimals() Gets whether animals can spawn in this world. boolean getAllowMonsters() Gets whether monsters can spawn in this world. int getAmbientSpawnLimit() Gets the limit for number of ambient mobs that can spawn in a chunk in this world int getAnimalSpawnLimit() Gets the limit for number of animals that can spawn in a chunk in this world Biome getBiome​(int x, int z) Deprecated. biomes are now 3-dimensional Biome getBiome​(int x, int y, int z) Gets the biome for the given block coordinates. Block getBlockAt​(int x, int y, int z) Gets the Block at the given coordinates Block getBlockAt​(Location location) Gets the Block at the given Location Chunk getChunkAt​(int x, int z) Gets the Chunk at the given coordinates Chunk getChunkAt​(Block block) Gets the Chunk that contains the given Block Chunk getChunkAt​(Location location) Gets the Chunk at the given Location int getClearWeatherDuration() Get the clear weather duration. Difficulty getDifficulty() Gets the Difficulty of the world. ChunkSnapshot getEmptyChunkSnapshot​(int x, int z, boolean includeBiome, boolean includeBiomeTemp) Get empty chunk snapshot (equivalent to all air blocks), optionally including valid biome data. DragonBattle getEnderDragonBattle() Get the DragonBattle associated with this world. List<Entity> getEntities() Get a list of all entities in this World <T extends Entity> Collection<T> getEntitiesByClass​(Class<T> cls) Get a collection of all entities in this World matching the given class/interface <T extends Entity> Collection<T> getEntitiesByClass​(Class<T>... classes) Deprecated. Collection<Entity> getEntitiesByClasses​(Class<?>... classes) Get a collection of all entities in this World matching any of the given classes/interfaces World.Environment getEnvironment() Gets the World.Environment type of this world Collection<Chunk> getForceLoadedChunks() Returns all force loaded chunks in this world. long getFullTime() Gets the full in-game time on this world <T> T getGameRuleDefault​(GameRule<T> rule) Get the default value for a given GameRule. String[] getGameRules() Get an array containing the names of all the GameRules. String getGameRuleValue​(String rule) Deprecated. use getGameRuleValue(GameRule) instead <T> T getGameRuleValue​(GameRule<T> rule) Get the current value for a given GameRule. long getGameTime() Gets the full in-game time on this world since the world generation ChunkGenerator getGenerator() Gets the chunk generator for this world Block getHighestBlockAt​(int x, int z) Gets the highest non-empty (impassable) block at the given coordinates. Block getHighestBlockAt​(int x, int z, HeightMap heightMap) Gets the highest block corresponding to the HeightMap at the given coordinates. Block getHighestBlockAt​(Location location) Gets the highest non-empty (impassable) block at the given coordinates. Block getHighestBlockAt​(Location location, HeightMap heightMap) Gets the highest block corresponding to the HeightMap at the given coordinates. int getHighestBlockYAt​(int x, int z) Gets the highest non-empty (impassable) coordinate at the given coordinates. int getHighestBlockYAt​(int x, int z, HeightMap heightMap) Gets the highest coordinate corresponding to the HeightMap at the given coordinates. int getHighestBlockYAt​(Location location) Gets the highest non-empty (impassable) coordinate at the given Location. int getHighestBlockYAt​(Location location, HeightMap heightMap) Gets the highest coordinate corresponding to the HeightMap at the given Location. double getHumidity​(int x, int z) Deprecated. biomes are now 3-dimensional double getHumidity​(int x, int y, int z) Gets the humidity for the given block coordinates. boolean getKeepSpawnInMemory() Gets whether the world's spawn area should be kept loaded into memory or not. List<LivingEntity> getLivingEntities() Get a list of all living entities in this World Chunk[] getLoadedChunks() Gets an array of all loaded Chunks int getMaxHeight() Gets the maximum height of this world. int getMinHeight() Gets the minimum height of this world. int getMonsterSpawnLimit() Gets limit for number of monsters that can spawn in a chunk in this world String getName() Gets the unique name of this world Collection<Entity> getNearbyEntities​(Location location, double x, double y, double z) Returns a list of entities within a bounding box centered around a Location. Collection<Entity> getNearbyEntities​(Location location, double x, double y, double z, Predicate<Entity> filter) Returns a list of entities within a bounding box centered around a Location. Collection<Entity> getNearbyEntities​(BoundingBox boundingBox) Returns a list of entities within the given bounding box. Collection<Entity> getNearbyEntities​(BoundingBox boundingBox, Predicate<Entity> filter) Returns a list of entities within the given bounding box. List<Player> getPlayers() Get a list of all players in this World Map<Plugin,​Collection<Chunk>> getPluginChunkTickets() Returns a map of which plugins have tickets for what chunks. Collection<Plugin> getPluginChunkTickets​(int x, int z) Retrieves a collection specifying which plugins have tickets for the specified chunk. List<BlockPopulator> getPopulators() Gets a list of all applied BlockPopulators for this World boolean getPVP() Gets the current PVP setting for this world. List<Raid> getRaids() Gets all raids that are going on over this world. int getSeaLevel() Gets the sea level for this world. long getSeed() Gets the Seed for this world. Location getSpawnLocation() Gets the default spawn Location of this world double getTemperature​(int x, int z) Deprecated. biomes are now 3-dimensional double getTemperature​(int x, int y, int z) Gets the temperature for the given block coordinates. int getThunderDuration() Get the thundering duration. long getTicksPerAmbientSpawns() Gets the world's ticks per ambient mob spawns value long getTicksPerAnimalSpawns() Gets the world's ticks per animal spawns value long getTicksPerMonsterSpawns() Gets the world's ticks per monster spawns value long getTicksPerWaterAmbientSpawns() Gets the default ticks per water ambient mob spawns value. long getTicksPerWaterSpawns() Gets the world's ticks per water mob spawns value long getTime() Gets the relative in-game time of this world. UUID getUID() Gets the Unique ID of this world int getViewDistance() Returns the view distance used for this world. int getWaterAmbientSpawnLimit() Gets user-specified limit for number of water ambient mobs that can spawn in a chunk. int getWaterAnimalSpawnLimit() Gets the limit for number of water animals that can spawn in a chunk in this world int getWeatherDuration() Get the remaining time in ticks of the current conditions. WorldBorder getWorldBorder() Gets the world border for this world. File getWorldFolder() Gets the folder of this world on disk. WorldType getWorldType() Deprecated. world type is only used to select the default word generation settings and is not stored in Vanilla worlds, making it impossible for this method to always return the correct value. boolean hasStorm() Returns whether the world has an ongoing storm. boolean isAutoSave() Gets whether or not the world will automatically save boolean isChunkForceLoaded​(int x, int z) Gets whether the chunk at the specified chunk coordinates is force loaded. boolean isChunkGenerated​(int x, int z) Checks if the Chunk at the specified coordinates is generated boolean isChunkInUse​(int x, int z) Deprecated. This method was added to facilitate chunk garbage collection. boolean isChunkLoaded​(int x, int z) Checks if the Chunk at the specified coordinates is loaded boolean isChunkLoaded​(Chunk chunk) Checks if the specified Chunk is loaded boolean isClearWeather() Returns whether the world has clear weather. boolean isGameRule​(String rule) Checks if string is a valid game rule boolean isHardcore() Gets whether the world is hardcore or not. boolean isThundering() Returns whether there is thunder. void loadChunk​(int x, int z) Loads the Chunk at the specified coordinates. boolean loadChunk​(int x, int z, boolean generate) Loads the Chunk at the specified coordinates. void loadChunk​(Chunk chunk) Loads the specified Chunk. Raid locateNearestRaid​(Location location, int radius) Finds the nearest raid close to the given location. Location locateNearestStructure​(Location origin, StructureType structureType, int radius, boolean findUnexplored) Find the closest nearby structure of a given StructureType. void playEffect​(Location location, Effect effect, int data) Plays an effect to all players within a default radius around a given location. void playEffect​(Location location, Effect effect, int data, int radius) Plays an effect to all players within a given radius around a location. <T> void playEffect​(Location location, Effect effect, T data) Plays an effect to all players within a default radius around a given location. <T> void playEffect​(Location location, Effect effect, T data, int radius) Plays an effect to all players within a given radius around a location. void playSound​(Location location, String sound, float volume, float pitch) Play a Sound at the provided Location in the World. void playSound​(Location location, String sound, SoundCategory category, float volume, float pitch) Play a Sound at the provided Location in the World. void playSound​(Location location, Sound sound, float volume, float pitch) Play a Sound at the provided Location in the World void playSound​(Location location, Sound sound, SoundCategory category, float volume, float pitch) Play a Sound at the provided Location in the World. RayTraceResult rayTrace​(Location start, Vector direction, double maxDistance, FluidCollisionMode fluidCollisionMode, boolean ignorePassableBlocks, double raySize, Predicate<Entity> filter) Performs a ray trace that checks for both block and entity collisions. RayTraceResult rayTraceBlocks​(Location start, Vector direction, double maxDistance) Performs a ray trace that checks for block collisions using the blocks' precise collision shapes. RayTraceResult rayTraceBlocks​(Location start, Vector direction, double maxDistance, FluidCollisionMode fluidCollisionMode) Performs a ray trace that checks for block collisions using the blocks' precise collision shapes. RayTraceResult rayTraceBlocks​(Location start, Vector direction, double maxDistance, FluidCollisionMode fluidCollisionMode, boolean ignorePassableBlocks) Performs a ray trace that checks for block collisions using the blocks' precise collision shapes. RayTraceResult rayTraceEntities​(Location start, Vector direction, double maxDistance) Performs a ray trace that checks for entity collisions. RayTraceResult rayTraceEntities​(Location start, Vector direction, double maxDistance, double raySize) Performs a ray trace that checks for entity collisions. RayTraceResult rayTraceEntities​(Location start, Vector direction, double maxDistance, double raySize, Predicate<Entity> filter) Performs a ray trace that checks for entity collisions. RayTraceResult rayTraceEntities​(Location start, Vector direction, double maxDistance, Predicate<Entity> filter) Performs a ray trace that checks for entity collisions. boolean refreshChunk​(int x, int z) Deprecated. This method is not guaranteed to work suitably across all client implementations. boolean regenerateChunk​(int x, int z) Deprecated. regenerating a single chunk is not likely to produce the same chunk as before as terrain decoration may be spread across chunks. boolean removePluginChunkTicket​(int x, int z, Plugin plugin) Removes the specified plugin's ticket for the specified chunk void removePluginChunkTickets​(Plugin plugin) Removes all plugin tickets for the specified plugin void save() Saves world to disk void setAmbientSpawnLimit​(int limit) Sets the limit for number of ambient mobs that can spawn in a chunk in this world void setAnimalSpawnLimit​(int limit) Sets the limit for number of animals that can spawn in a chunk in this world void setAutoSave​(boolean value) Sets whether or not the world will automatically save void setBiome​(int x, int y, int z, Biome bio) Sets the biome for the given block coordinates void setBiome​(int x, int z, Biome bio) Deprecated. biomes are now 3-dimensional void setChunkForceLoaded​(int x, int z, boolean forced) Sets whether the chunk at the specified chunk coordinates is force loaded. void setClearWeatherDuration​(int duration) Set the clear weather duration. void setDifficulty​(Difficulty difficulty) Sets the Difficulty of the world. void setFullTime​(long time) Sets the in-game time on the server <T> boolean setGameRule​(GameRule<T> rule, T newValue) Set the given GameRule's new value. boolean setGameRuleValue​(String rule, String value) Deprecated. use setGameRule(GameRule, Object) instead. void setHardcore​(boolean hardcore) Sets whether the world is hardcore or not. void setKeepSpawnInMemory​(boolean keepLoaded) Sets whether the world's spawn area should be kept loaded into memory or not. void setMonsterSpawnLimit​(int limit) Sets the limit for number of monsters that can spawn in a chunk in this world void setPVP​(boolean pvp) Sets the PVP setting for this world. void setSpawnFlags​(boolean allowMonsters, boolean allowAnimals) Sets the spawn flags for this. boolean setSpawnLocation​(int x, int y, int z) Sets the spawn location of the world boolean setSpawnLocation​(int x, int y, int z, float angle) Sets the spawn location of the world boolean setSpawnLocation​(Location location) Sets the spawn location of the world. void setStorm​(boolean hasStorm) Set whether there is a storm. void setThunderDuration​(int duration) Set the thundering duration. void setThundering​(boolean thundering) Set whether it is thundering. void setTicksPerAmbientSpawns​(int ticksPerAmbientSpawns) Sets the world's ticks per ambient mob spawns value void setTicksPerAnimalSpawns​(int ticksPerAnimalSpawns) Sets the world's ticks per animal spawns value void setTicksPerMonsterSpawns​(int ticksPerMonsterSpawns) Sets the world's ticks per monster spawns value void setTicksPerWaterAmbientSpawns​(int ticksPerAmbientSpawns) Sets the world's ticks per water ambient mob spawns value void setTicksPerWaterSpawns​(int ticksPerWaterSpawns) Sets the world's ticks per water mob spawns value void setTime​(long time) Sets the relative in-game time on the server. void setWaterAmbientSpawnLimit​(int limit) Sets the limit for number of water ambient mobs that can spawn in a chunk in this world void setWaterAnimalSpawnLimit​(int limit) Sets the limit for number of water animals that can spawn in a chunk in this world void setWeatherDuration​(int duration) Set the remaining time in ticks of the current conditions. <T extends Entity> T spawn​(Location location, Class<T> clazz) Spawn an entity of a specific class at the given Location <T extends Entity> T spawn​(Location location, Class<T> clazz, Consumer<T> function) Spawn an entity of a specific class at the given Location, with the supplied function run before the entity is added to the world. Arrow spawnArrow​(Location location, Vector direction, float speed, float spread) Creates an Arrow entity at the given Location <T extends AbstractArrow> T spawnArrow​(Location location, Vector direction, float speed, float spread, Class<T> clazz) Creates an arrow entity of the given class at the given Location Entity spawnEntity​(Location loc, EntityType type) Creates a entity at the given Location FallingBlock spawnFallingBlock​(Location location, BlockData data) Spawn a FallingBlock entity at the given Location of the specified Material. FallingBlock spawnFallingBlock​(Location location, MaterialData data) Spawn a FallingBlock entity at the given Location of the specified Material. FallingBlock spawnFallingBlock​(Location location, Material material, byte data) Deprecated. Magic value void spawnParticle​(Particle particle, double x, double y, double z, int count) Spawns the particle (the number of times specified by count) at the target location. void spawnParticle​(Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ) Spawns the particle (the number of times specified by count) at the target location. void spawnParticle​(Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra) Spawns the particle (the number of times specified by count) at the target location. <T> void spawnParticle​(Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, T data) Spawns the particle (the number of times specified by count) at the target location. <T> void spawnParticle​(Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, T data, boolean force) Spawns the particle (the number of times specified by count) at the target location. <T> void spawnParticle​(Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, T data) Spawns the particle (the number of times specified by count) at the target location. <T> void spawnParticle​(Particle particle, double x, double y, double z, int count, T data) Spawns the particle (the number of times specified by count) at the target location. void spawnParticle​(Particle particle, Location location, int count) Spawns the particle (the number of times specified by count) at the target location. void spawnParticle​(Particle particle, Location location, int count, double offsetX, double offsetY, double offsetZ) Spawns the particle (the number of times specified by count) at the target location. void spawnParticle​(Particle particle, Location location, int count, double offsetX, double offsetY, double offsetZ, double extra) Spawns the particle (the number of times specified by count) at the target location. <T> void spawnParticle​(Particle particle, Location location, int count, double offsetX, double offsetY, double offsetZ, double extra, T data) Spawns the particle (the number of times specified by count) at the target location. <T> void spawnParticle​(Particle particle, Location location, int count, double offsetX, double offsetY, double offsetZ, double extra, T data, boolean force) Spawns the particle (the number of times specified by count) at the target location. <T> void spawnParticle​(Particle particle, Location location, int count, double offsetX, double offsetY, double offsetZ, T data) Spawns the particle (the number of times specified by count) at the target location. <T> void spawnParticle​(Particle particle, Location location, int count, T data) Spawns the particle (the number of times specified by count) at the target location. World.Spigot spigot() LightningStrike strikeLightning​(Location loc) Strikes lightning at the given Location LightningStrike strikeLightningEffect​(Location loc) Strikes lightning at the given Location without doing damage boolean unloadChunk​(int x, int z) Safely unloads and saves the Chunk at the specified coordinates boolean unloadChunk​(int x, int z, boolean save) Safely unloads and optionally saves the Chunk at the specified coordinates. boolean unloadChunk​(Chunk chunk) Safely unloads and saves the Chunk at the specified coordinates boolean unloadChunkRequest​(int x, int z) Safely queues the Chunk at the specified coordinates for unloading. Methods inherited from interface org.bukkit.metadata.Metadatable getMetadata, hasMetadata, removeMetadata, setMetadata Methods inherited from interface org.bukkit.plugin.messaging.PluginMessageRecipient getListeningPluginChannels, sendPluginMessage Method Details getBlockAt @NotNull Block getBlockAt​(int x, int y, int z) Gets the Block at the given coordinates Parameters: x - X-coordinate of the block y - Y-coordinate of the block z - Z-coordinate of the block Returns: Block at the given coordinates getBlockAt @NotNull Block getBlockAt​(@NotNull Location location) Gets the Block at the given Location Parameters: location - Location of the block Returns: Block at the given location getHighestBlockYAt int getHighestBlockYAt​(int x, int z) Gets the highest non-empty (impassable) coordinate at the given coordinates. Parameters: x - X-coordinate of the blocks z - Z-coordinate of the blocks Returns: Y-coordinate of the highest non-empty block getHighestBlockYAt int getHighestBlockYAt​(@NotNull Location location) Gets the highest non-empty (impassable) coordinate at the given Location. Parameters: location - Location of the blocks Returns: Y-coordinate of the highest non-empty block getHighestBlockAt @NotNull Block getHighestBlockAt​(int x, int z) Gets the highest non-empty (impassable) block at the given coordinates. Parameters: x - X-coordinate of the block z - Z-coordinate of the block Returns: Highest non-empty block getHighestBlockAt @NotNull Block getHighestBlockAt​(@NotNull Location location) Gets the highest non-empty (impassable) block at the given coordinates. Parameters: location - Coordinates to get the highest block Returns: Highest non-empty block getHighestBlockYAt int getHighestBlockYAt​(int x, int z, @NotNull HeightMap heightMap) Gets the highest coordinate corresponding to the HeightMap at the given coordinates. Parameters: x - X-coordinate of the blocks z - Z-coordinate of the blocks heightMap - the heightMap that is used to determine the highest point Returns: Y-coordinate of the highest block corresponding to the HeightMap getHighestBlockYAt int getHighestBlockYAt​(@NotNull Location location, @NotNull HeightMap heightMap) Gets the highest coordinate corresponding to the HeightMap at the given Location. Parameters: location - Location of the blocks heightMap - the heightMap that is used to determine the highest point Returns: Y-coordinate of the highest block corresponding to the HeightMap getHighestBlockAt @NotNull Block getHighestBlockAt​(int x, int z, @NotNull HeightMap heightMap) Gets the highest block corresponding to the HeightMap at the given coordinates. Parameters: x - X-coordinate of the block z - Z-coordinate of the block heightMap - the heightMap that is used to determine the highest point Returns: Highest block corresponding to the HeightMap getHighestBlockAt @NotNull Block getHighestBlockAt​(@NotNull Location location, @NotNull HeightMap heightMap) Gets the highest block corresponding to the HeightMap at the given coordinates. Parameters: location - Coordinates to get the highest block heightMap - the heightMap that is used to determine the highest point Returns: Highest block corresponding to the HeightMap getChunkAt @NotNull Chunk getChunkAt​(int x, int z) Gets the Chunk at the given coordinates Parameters: x - X-coordinate of the chunk z - Z-coordinate of the chunk Returns: Chunk at the given coordinates getChunkAt @NotNull Chunk getChunkAt​(@NotNull Location location) Gets the Chunk at the given Location Parameters: location - Location of the chunk Returns: Chunk at the given location getChunkAt @NotNull Chunk getChunkAt​(@NotNull Block block) Gets the Chunk that contains the given Block Parameters: block - Block to get the containing chunk from Returns: The chunk that contains the given block isChunkLoaded boolean isChunkLoaded​(@NotNull Chunk chunk) Checks if the specified Chunk is loaded Parameters: chunk - The chunk to check Returns: true if the chunk is loaded, otherwise false getLoadedChunks @NotNull Chunk[] getLoadedChunks() Gets an array of all loaded Chunks Returns: Chunk[] containing all loaded chunks loadChunk void loadChunk​(@NotNull Chunk chunk) Loads the specified Chunk. This method will keep the specified chunk loaded until one of the unload methods is manually called. Callers are advised to instead use getChunkAt which will only temporarily load the requested chunk. Parameters: chunk - The chunk to load isChunkLoaded boolean isChunkLoaded​(int x, int z) Checks if the Chunk at the specified coordinates is loaded Parameters: x - X-coordinate of the chunk z - Z-coordinate of the chunk Returns: true if the chunk is loaded, otherwise false isChunkGenerated boolean isChunkGenerated​(int x, int z) Checks if the Chunk at the specified coordinates is generated Parameters: x - X-coordinate of the chunk z - Z-coordinate of the chunk Returns: true if the chunk is generated, otherwise false isChunkInUse @Deprecated boolean isChunkInUse​(int x, int z) Deprecated. This method was added to facilitate chunk garbage collection. As of the current Minecraft version chunks are now strictly managed and will not be loaded for more than 1 tick unless they are in use. Checks if the Chunk at the specified coordinates is loaded and in use by one or more players Parameters: x - X-coordinate of the chunk z - Z-coordinate of the chunk Returns: true if the chunk is loaded and in use by one or more players, otherwise false loadChunk void loadChunk​(int x, int z) Loads the Chunk at the specified coordinates. This method will keep the specified chunk loaded until one of the unload methods is manually called. Callers are advised to instead use getChunkAt which will only temporarily load the requested chunk. If the chunk does not exist, it will be generated. This method is analogous to loadChunk(int, int, boolean) where generate is true. Parameters: x - X-coordinate of the chunk z - Z-coordinate of the chunk loadChunk boolean loadChunk​(int x, int z, boolean generate) Loads the Chunk at the specified coordinates. This method will keep the specified chunk loaded until one of the unload methods is manually called. Callers are advised to instead use getChunkAt which will only temporarily load the requested chunk. Parameters: x - X-coordinate of the chunk z - Z-coordinate of the chunk generate - Whether or not to generate a chunk if it doesn't already exist Returns: true if the chunk has loaded successfully, otherwise false unloadChunk boolean unloadChunk​(@NotNull Chunk chunk) Safely unloads and saves the Chunk at the specified coordinates This method is analogous to unloadChunk(int, int, boolean) where save is true. Parameters: chunk - the chunk to unload Returns: true if the chunk has unloaded successfully, otherwise false unloadChunk boolean unloadChunk​(int x, int z) Safely unloads and saves the Chunk at the specified coordinates This method is analogous to unloadChunk(int, int, boolean) where save is true. Parameters: x - X-coordinate of the chunk z - Z-coordinate of the chunk Returns: true if the chunk has unloaded successfully, otherwise false unloadChunk boolean unloadChunk​(int x, int z, boolean save) Safely unloads and optionally saves the Chunk at the specified coordinates. Parameters: x - X-coordinate of the chunk z - Z-coordinate of the chunk save - Whether or not to save the chunk Returns: true if the chunk has unloaded successfully, otherwise false unloadChunkRequest boolean unloadChunkRequest​(int x, int z) Safely queues the Chunk at the specified coordinates for unloading. Parameters: x - X-coordinate of the chunk z - Z-coordinate of the chunk Returns: true is the queue attempt was successful, otherwise false regenerateChunk @Deprecated boolean regenerateChunk​(int x, int z) Deprecated. regenerating a single chunk is not likely to produce the same chunk as before as terrain decoration may be spread across chunks. Use of this method should be avoided as it is known to produce buggy results. Regenerates the Chunk at the specified coordinates Parameters: x - X-coordinate of the chunk z - Z-coordinate of the chunk Returns: Whether the chunk was actually regenerated refreshChunk @Deprecated boolean refreshChunk​(int x, int z) Deprecated. This method is not guaranteed to work suitably across all client implementations. Resends the Chunk to all clients Parameters: x - X-coordinate of the chunk z - Z-coordinate of the chunk Returns: Whether the chunk was actually refreshed isChunkForceLoaded boolean isChunkForceLoaded​(int x, int z) Gets whether the chunk at the specified chunk coordinates is force loaded. A force loaded chunk will not be unloaded due to lack of player activity. Parameters: x - X-coordinate of the chunk z - Z-coordinate of the chunk Returns: force load status setChunkForceLoaded void setChunkForceLoaded​(int x, int z, boolean forced) Sets whether the chunk at the specified chunk coordinates is force loaded. A force loaded chunk will not be unloaded due to lack of player activity. Parameters: x - X-coordinate of the chunk z - Z-coordinate of the chunk forced - force load status getForceLoadedChunks @NotNull Collection<Chunk> getForceLoadedChunks() Returns all force loaded chunks in this world. A force loaded chunk will not be unloaded due to lack of player activity. Returns: unmodifiable collection of force loaded chunks addPluginChunkTicket boolean addPluginChunkTicket​(int x, int z, @NotNull Plugin plugin) Adds a plugin ticket for the specified chunk, loading the chunk if it is not already loaded. A plugin ticket will prevent a chunk from unloading until it is explicitly removed. A plugin instance may only have one ticket per chunk, but each chunk can have multiple plugin tickets. Parameters: x - X-coordinate of the chunk z - Z-coordinate of the chunk plugin - Plugin which owns the ticket Returns: true if a plugin ticket was added, false if the ticket already exists for the plugin Throws: IllegalStateException - If the specified plugin is not enabled See Also: removePluginChunkTicket(int, int, Plugin) removePluginChunkTicket boolean removePluginChunkTicket​(int x, int z, @NotNull Plugin plugin) Removes the specified plugin's ticket for the specified chunk A plugin ticket will prevent a chunk from unloading until it is explicitly removed. A plugin instance may only have one ticket per chunk, but each chunk can have multiple plugin tickets. Parameters: x - X-coordinate of the chunk z - Z-coordinate of the chunk plugin - Plugin which owns the ticket Returns: true if the plugin ticket was removed, false if there is no plugin ticket for the chunk See Also: addPluginChunkTicket(int, int, Plugin) removePluginChunkTickets void removePluginChunkTickets​(@NotNull Plugin plugin) Removes all plugin tickets for the specified plugin A plugin ticket will prevent a chunk from unloading until it is explicitly removed. A plugin instance may only have one ticket per chunk, but each chunk can have multiple plugin tickets. Parameters: plugin - Specified plugin See Also: addPluginChunkTicket(int, int, Plugin), removePluginChunkTicket(int, int, Plugin) getPluginChunkTickets @NotNull Collection<Plugin> getPluginChunkTickets​(int x, int z) Retrieves a collection specifying which plugins have tickets for the specified chunk. This collection is not updated when plugin tickets are added or removed to the chunk. A plugin ticket will prevent a chunk from unloading until it is explicitly removed. A plugin instance may only have one ticket per chunk, but each chunk can have multiple plugin tickets. Parameters: x - X-coordinate of the chunk z - Z-coordinate of the chunk Returns: unmodifiable collection containing which plugins have tickets for the chunk See Also: addPluginChunkTicket(int, int, Plugin), removePluginChunkTicket(int, int, Plugin) getPluginChunkTickets @NotNull Map<Plugin,​Collection<Chunk>> getPluginChunkTickets() Returns a map of which plugins have tickets for what chunks. The returned map is not updated when plugin tickets are added or removed to chunks. If a plugin has no tickets, it will be absent from the map. A plugin ticket will prevent a chunk from unloading until it is explicitly removed. A plugin instance may only have one ticket per chunk, but each chunk can have multiple plugin tickets. Returns: unmodifiable map containing which plugins have tickets for what chunks See Also: addPluginChunkTicket(int, int, Plugin), removePluginChunkTicket(int, int, Plugin) dropItem @NotNull Item dropItem​(@NotNull Location location, @NotNull ItemStack item) Drops an item at the specified Location Parameters: location - Location to drop the item item - ItemStack to drop Returns: ItemDrop entity created as a result of this method dropItem @NotNull Item dropItem​(@NotNull Location location, @NotNull ItemStack item, @Nullable Consumer<Item> function) Drops an item at the specified Location Note that functions will run before the entity is spawned Parameters: location - Location to drop the item item - ItemStack to drop function - the function to be run before the entity is spawned. Returns: ItemDrop entity created as a result of this method dropItemNaturally @NotNull Item dropItemNaturally​(@NotNull Location location, @NotNull ItemStack item) Drops an item at the specified Location with a random offset Parameters: location - Location to drop the item item - ItemStack to drop Returns: ItemDrop entity created as a result of this method dropItemNaturally @NotNull Item dropItemNaturally​(@NotNull Location location, @NotNull ItemStack item, @Nullable Consumer<Item> function) Drops an item at the specified Location with a random offset Note that functions will run before the entity is spawned Parameters: location - Location to drop the item item - ItemStack to drop function - the function to be run before the entity is spawned. Returns: ItemDrop entity created as a result of this method spawnArrow @NotNull Arrow spawnArrow​(@NotNull Location location, @NotNull Vector direction, float speed, float spread) Creates an Arrow entity at the given Location Parameters: location - Location to spawn the arrow direction - Direction to shoot the arrow in speed - Speed of the arrow. A recommend speed is 0.6 spread - Spread of the arrow. A recommend spread is 12 Returns: Arrow entity spawned as a result of this method spawnArrow @NotNull <T extends AbstractArrow> T spawnArrow​(@NotNull Location location, @NotNull Vector direction, float speed, float spread, @NotNull Class<T> clazz) Creates an arrow entity of the given class at the given Location Type Parameters: T - type of arrow to spawn Parameters: location - Location to spawn the arrow direction - Direction to shoot the arrow in speed - Speed of the arrow. A recommend speed is 0.6 spread - Spread of the arrow. A recommend spread is 12 clazz - the Entity class for the arrow SpectralArrow,Arrow,TippedArrow Returns: Arrow entity spawned as a result of this method generateTree boolean generateTree​(@NotNull Location location, @NotNull TreeType type) Creates a tree at the given Location Parameters: location - Location to spawn the tree type - Type of the tree to create Returns: true if the tree was created successfully, otherwise false generateTree boolean generateTree​(@NotNull Location loc, @NotNull TreeType type, @NotNull BlockChangeDelegate delegate) Creates a tree at the given Location Parameters: loc - Location to spawn the tree type - Type of the tree to create delegate - A class to call for each block changed as a result of this method Returns: true if the tree was created successfully, otherwise false spawnEntity @NotNull Entity spawnEntity​(@NotNull Location loc, @NotNull EntityType type) Creates a entity at the given Location Parameters: loc - The location to spawn the entity type - The entity to spawn Returns: Resulting Entity of this method strikeLightning @NotNull LightningStrike strikeLightning​(@NotNull Location loc) Strikes lightning at the given Location Parameters: loc - The location to strike lightning Returns: The lightning entity. strikeLightningEffect @NotNull LightningStrike strikeLightningEffect​(@NotNull Location loc) Strikes lightning at the given Location without doing damage Parameters: loc - The location to strike lightning Returns: The lightning entity. getEntities @NotNull List<Entity> getEntities() Get a list of all entities in this World Returns: A List of all Entities currently residing in this world getLivingEntities @NotNull List<LivingEntity> getLivingEntities() Get a list of all living entities in this World Returns: A List of all LivingEntities currently residing in this world getEntitiesByClass @Deprecated @NotNull <T extends Entity> Collection<T> getEntitiesByClass​(@NotNull Class<T>... classes) Deprecated. Get a collection of all entities in this World matching the given class/interface Type Parameters: T - an entity subclass Parameters: classes - The classes representing the types of entity to match Returns: A List of all Entities currently residing in this world that match the given class/interface getEntitiesByClass @NotNull <T extends Entity> Collection<T> getEntitiesByClass​(@NotNull Class<T> cls) Get a collection of all entities in this World matching the given class/interface Type Parameters: T - an entity subclass Parameters: cls - The class representing the type of entity to match Returns: A List of all Entities currently residing in this world that match the given class/interface getEntitiesByClasses @NotNull Collection<Entity> getEntitiesByClasses​(@NotNull Class<?>... classes) Get a collection of all entities in this World matching any of the given classes/interfaces Parameters: classes - The classes representing the types of entity to match Returns: A List of all Entities currently residing in this world that match one or more of the given classes/interfaces getPlayers @NotNull List<Player> getPlayers() Get a list of all players in this World Returns: A list of all Players currently residing in this world getNearbyEntities @NotNull Collection<Entity> getNearbyEntities​(@NotNull Location location, double x, double y, double z) Returns a list of entities within a bounding box centered around a Location. This may not consider entities in currently unloaded chunks. Some implementations may impose artificial restrictions on the size of the search bounding box. Parameters: location - The center of the bounding box x - 1/2 the size of the box along x axis y - 1/2 the size of the box along y axis z - 1/2 the size of the box along z axis Returns: the collection of entities near location. This will always be a non-null collection. getNearbyEntities @NotNull Collection<Entity> getNearbyEntities​(@NotNull Location location, double x, double y, double z, @Nullable Predicate<Entity> filter) Returns a list of entities within a bounding box centered around a Location. This may not consider entities in currently unloaded chunks. Some implementations may impose artificial restrictions on the size of the search bounding box. Parameters: location - The center of the bounding box x - 1/2 the size of the box along x axis y - 1/2 the size of the box along y axis z - 1/2 the size of the box along z axis filter - only entities that fulfill this predicate are considered, or null to consider all entities Returns: the collection of entities near location. This will always be a non-null collection. getNearbyEntities @NotNull Collection<Entity> getNearbyEntities​(@NotNull BoundingBox boundingBox) Returns a list of entities within the given bounding box. This may not consider entities in currently unloaded chunks. Some implementations may impose artificial restrictions on the size of the search bounding box. Parameters: boundingBox - the bounding box Returns: the collection of entities within the bounding box, will always be a non-null collection getNearbyEntities @NotNull Collection<Entity> getNearbyEntities​(@NotNull BoundingBox boundingBox, @Nullable Predicate<Entity> filter) Returns a list of entities within the given bounding box. This may not consider entities in currently unloaded chunks. Some implementations may impose artificial restrictions on the size of the search bounding box. Parameters: boundingBox - the bounding box filter - only entities that fulfill this predicate are considered, or null to consider all entities Returns: the collection of entities within the bounding box, will always be a non-null collection rayTraceEntities @Nullable RayTraceResult rayTraceEntities​(@NotNull Location start, @NotNull Vector direction, double maxDistance) Performs a ray trace that checks for entity collisions. This may not consider entities in currently unloaded chunks. Some implementations may impose artificial restrictions on the maximum distance. Parameters: start - the start position direction - the ray direction maxDistance - the maximum distance Returns: the closest ray trace hit result, or null if there is no hit See Also: rayTraceEntities(Location, Vector, double, double, Predicate) rayTraceEntities @Nullable RayTraceResult rayTraceEntities​(@NotNull Location start, @NotNull Vector direction, double maxDistance, double raySize) Performs a ray trace that checks for entity collisions. This may not consider entities in currently unloaded chunks. Some implementations may impose artificial restrictions on the maximum distance. Parameters: start - the start position direction - the ray direction maxDistance - the maximum distance raySize - entity bounding boxes will be uniformly expanded (or shrinked) by this value before doing collision checks Returns: the closest ray trace hit result, or null if there is no hit See Also: rayTraceEntities(Location, Vector, double, double, Predicate) rayTraceEntities @Nullable RayTraceResult rayTraceEntities​(@NotNull Location start, @NotNull Vector direction, double maxDistance, @Nullable Predicate<Entity> filter) Performs a ray trace that checks for entity collisions. This may not consider entities in currently unloaded chunks. Some implementations may impose artificial restrictions on the maximum distance. Parameters: start - the start position direction - the ray direction maxDistance - the maximum distance filter - only entities that fulfill this predicate are considered, or null to consider all entities Returns: the closest ray trace hit result, or null if there is no hit See Also: rayTraceEntities(Location, Vector, double, double, Predicate) rayTraceEntities @Nullable RayTraceResult rayTraceEntities​(@NotNull Location start, @NotNull Vector direction, double maxDistance, double raySize, @Nullable Predicate<Entity> filter) Performs a ray trace that checks for entity collisions. This may not consider entities in currently unloaded chunks. Some implementations may impose artificial restrictions on the maximum distance. Parameters: start - the start position direction - the ray direction maxDistance - the maximum distance raySize - entity bounding boxes will be uniformly expanded (or shrinked) by this value before doing collision checks filter - only entities that fulfill this predicate are considered, or null to consider all entities Returns: the closest ray trace hit result, or null if there is no hit rayTraceBlocks @Nullable RayTraceResult rayTraceBlocks​(@NotNull Location start, @NotNull Vector direction, double maxDistance) Performs a ray trace that checks for block collisions using the blocks' precise collision shapes. This takes collisions with passable blocks into account, but ignores fluids. This may cause loading of chunks! Some implementations may impose artificial restrictions on the maximum distance. Parameters: start - the start location direction - the ray direction maxDistance - the maximum distance Returns: the ray trace hit result, or null if there is no hit See Also: rayTraceBlocks(Location, Vector, double, FluidCollisionMode, boolean) rayTraceBlocks @Nullable RayTraceResult rayTraceBlocks​(@NotNull Location start, @NotNull Vector direction, double maxDistance, @NotNull FluidCollisionMode fluidCollisionMode) Performs a ray trace that checks for block collisions using the blocks' precise collision shapes. This takes collisions with passable blocks into account. This may cause loading of chunks! Some implementations may impose artificial restrictions on the maximum distance. Parameters: start - the start location direction - the ray direction maxDistance - the maximum distance fluidCollisionMode - the fluid collision mode Returns: the ray trace hit result, or null if there is no hit See Also: rayTraceBlocks(Location, Vector, double, FluidCollisionMode, boolean) rayTraceBlocks @Nullable RayTraceResult rayTraceBlocks​(@NotNull Location start, @NotNull Vector direction, double maxDistance, @NotNull FluidCollisionMode fluidCollisionMode, boolean ignorePassableBlocks) Performs a ray trace that checks for block collisions using the blocks' precise collision shapes. If collisions with passable blocks are ignored, fluid collisions are ignored as well regardless of the fluid collision mode. Portal blocks are only considered passable if the ray starts within them. Apart from that collisions with portal blocks will be considered even if collisions with passable blocks are otherwise ignored. This may cause loading of chunks! Some implementations may impose artificial restrictions on the maximum distance. Parameters: start - the start location direction - the ray direction maxDistance - the maximum distance fluidCollisionMode - the fluid collision mode ignorePassableBlocks - whether to ignore passable but collidable blocks (ex. tall grass, signs, fluids, ..) Returns: the ray trace hit result, or null if there is no hit rayTrace @Nullable RayTraceResult rayTrace​(@NotNull Location start, @NotNull Vector direction, double maxDistance, @NotNull FluidCollisionMode fluidCollisionMode, boolean ignorePassableBlocks, double raySize, @Nullable Predicate<Entity> filter) Performs a ray trace that checks for both block and entity collisions. Block collisions use the blocks' precise collision shapes. The raySize parameter is only taken into account for entity collision checks. If collisions with passable blocks are ignored, fluid collisions are ignored as well regardless of the fluid collision mode. Portal blocks are only considered passable if the ray starts within them. Apart from that collisions with portal blocks will be considered even if collisions with passable blocks are otherwise ignored. This may cause loading of chunks! Some implementations may impose artificial restrictions on the maximum distance. Parameters: start - the start location direction - the ray direction maxDistance - the maximum distance fluidCollisionMode - the fluid collision mode ignorePassableBlocks - whether to ignore passable but collidable blocks (ex. tall grass, signs, fluids, ..) raySize - entity bounding boxes will be uniformly expanded (or shrinked) by this value before doing collision checks filter - only entities that fulfill this predicate are considered, or null to consider all entities Returns: the closest ray trace hit result with either a block or an entity, or null if there is no hit getName @NotNull String getName() Gets the unique name of this world Returns: Name of this world getUID @NotNull UUID getUID() Gets the Unique ID of this world Returns: Unique ID of this world. getSpawnLocation @NotNull Location getSpawnLocation() Gets the default spawn Location of this world Returns: The spawn location of this world setSpawnLocation boolean setSpawnLocation​(@NotNull Location location) Sets the spawn location of the world. The location provided must be equal to this world. Parameters: location - The Location to set the spawn for this world at. Returns: True if it was successfully set. setSpawnLocation boolean setSpawnLocation​(int x, int y, int z, float angle) Sets the spawn location of the world Parameters: x - X coordinate y - Y coordinate z - Z coordinate angle - the angle Returns: True if it was successfully set. setSpawnLocation boolean setSpawnLocation​(int x, int y, int z) Sets the spawn location of the world Parameters: x - X coordinate y - Y coordinate z - Z coordinate Returns: True if it was successfully set. getTime long getTime() Gets the relative in-game time of this world. The relative time is analogous to hours * 1000 Returns: The current relative time See Also: Returns an absolute time of this world setTime void setTime​(long time) Sets the relative in-game time on the server. The relative time is analogous to hours * 1000 Note that setting the relative time below the current relative time will actually move the clock forward a day. If you require to rewind time, please see setFullTime(long) Parameters: time - The new relative time to set the in-game time to (in hours*1000) See Also: Sets the absolute time of this world getFullTime long getFullTime() Gets the full in-game time on this world Returns: The current absolute time See Also: Returns a relative time of this world setFullTime void setFullTime​(long time) Sets the in-game time on the server Note that this sets the full time of the world, which may cause adverse effects such as breaking redstone clocks and any scheduled events Parameters: time - The new absolute time to set this world to See Also: Sets the relative time of this world getGameTime long getGameTime() Gets the full in-game time on this world since the world generation Returns: The current absolute time since the world generation See Also: Returns a relative time of this world, Returns an absolute time of this world hasStorm boolean hasStorm() Returns whether the world has an ongoing storm. Returns: Whether there is an ongoing storm setStorm void setStorm​(boolean hasStorm) Set whether there is a storm. A duration will be set for the new current conditions. This will implicitly call setClearWeatherDuration(int) with 0 ticks to reset the world's clear weather. Parameters: hasStorm - Whether there is rain and snow getWeatherDuration int getWeatherDuration() Get the remaining time in ticks of the current conditions. Returns: Time in ticks setWeatherDuration void setWeatherDuration​(int duration) Set the remaining time in ticks of the current conditions. Parameters: duration - Time in ticks isThundering boolean isThundering() Returns whether there is thunder. Returns: Whether there is thunder setThundering void setThundering​(boolean thundering) Set whether it is thundering. This will implicitly call setClearWeatherDuration(int) with 0 ticks to reset the world's clear weather. Parameters: thundering - Whether it is thundering getThunderDuration int getThunderDuration() Get the thundering duration. Returns: Duration in ticks setThunderDuration void setThunderDuration​(int duration) Set the thundering duration. Parameters: duration - Duration in ticks isClearWeather boolean isClearWeather() Returns whether the world has clear weather. This will be true such that isThundering() and hasStorm() are both false. Returns: true if clear weather setClearWeatherDuration void setClearWeatherDuration​(int duration) Set the clear weather duration. The clear weather ticks determine whether or not the world will be allowed to rain or storm. If clear weather ticks are > 0, the world will not naturally do either until the duration has elapsed. This method is equivalent to calling /weather clear with a set amount of ticks. Parameters: duration - duration in ticks getClearWeatherDuration int getClearWeatherDuration() Get the clear weather duration. Returns: duration in ticks createExplosion boolean createExplosion​(double x, double y, double z, float power) Creates explosion at given coordinates with given power Parameters: x - X coordinate y - Y coordinate z - Z coordinate power - The power of explosion, where 4F is TNT Returns: false if explosion was canceled, otherwise true createExplosion boolean createExplosion​(double x, double y, double z, float power, boolean setFire) Creates explosion at given coordinates with given power and optionally setting blocks on fire. Parameters: x - X coordinate y - Y coordinate z - Z coordinate power - The power of explosion, where 4F is TNT setFire - Whether or not to set blocks on fire Returns: false if explosion was canceled, otherwise true createExplosion boolean createExplosion​(double x, double y, double z, float power, boolean setFire, boolean breakBlocks) Creates explosion at given coordinates with given power and optionally setting blocks on fire or breaking blocks. Parameters: x - X coordinate y - Y coordinate z - Z coordinate power - The power of explosion, where 4F is TNT setFire - Whether or not to set blocks on fire breakBlocks - Whether or not to have blocks be destroyed Returns: false if explosion was canceled, otherwise true createExplosion boolean createExplosion​(double x, double y, double z, float power, boolean setFire, boolean breakBlocks, @Nullable Entity source) Creates explosion at given coordinates with given power and optionally setting blocks on fire or breaking blocks. Parameters: x - X coordinate y - Y coordinate z - Z coordinate power - The power of explosion, where 4F is TNT setFire - Whether or not to set blocks on fire breakBlocks - Whether or not to have blocks be destroyed source - the source entity, used for tracking damage Returns: false if explosion was canceled, otherwise true createExplosion boolean createExplosion​(@NotNull Location loc, float power) Creates explosion at given coordinates with given power Parameters: loc - Location to blow up power - The power of explosion, where 4F is TNT Returns: false if explosion was canceled, otherwise true createExplosion boolean createExplosion​(@NotNull Location loc, float power, boolean setFire) Creates explosion at given coordinates with given power and optionally setting blocks on fire. Parameters: loc - Location to blow up power - The power of explosion, where 4F is TNT setFire - Whether or not to set blocks on fire Returns: false if explosion was canceled, otherwise true createExplosion boolean createExplosion​(@NotNull Location loc, float power, boolean setFire, boolean breakBlocks) Creates explosion at given coordinates with given power and optionally setting blocks on fire or breaking blocks. Parameters: loc - Location to blow up power - The power of explosion, where 4F is TNT setFire - Whether or not to set blocks on fire breakBlocks - Whether or not to have blocks be destroyed Returns: false if explosion was canceled, otherwise true createExplosion boolean createExplosion​(@NotNull Location loc, float power, boolean setFire, boolean breakBlocks, @Nullable Entity source) Creates explosion at given coordinates with given power and optionally setting blocks on fire or breaking blocks. Parameters: loc - Location to blow up power - The power of explosion, where 4F is TNT setFire - Whether or not to set blocks on fire breakBlocks - Whether or not to have blocks be destroyed source - the source entity, used for tracking damage Returns: false if explosion was canceled, otherwise true getEnvironment @NotNull World.Environment getEnvironment() Gets the World.Environment type of this world Returns: This worlds Environment type getSeed long getSeed() Gets the Seed for this world. Returns: This worlds Seed getPVP boolean getPVP() Gets the current PVP setting for this world. Returns: True if PVP is enabled setPVP void setPVP​(boolean pvp) Sets the PVP setting for this world. Parameters: pvp - True/False whether PVP should be Enabled. getGenerator @Nullable ChunkGenerator getGenerator() Gets the chunk generator for this world Returns: ChunkGenerator associated with this world save void save() Saves world to disk getPopulators @NotNull List<BlockPopulator> getPopulators() Gets a list of all applied BlockPopulators for this World Returns: List containing any or none BlockPopulators spawn @NotNull <T extends Entity> T spawn​(@NotNull Location location, @NotNull Class<T> clazz) throws IllegalArgumentException Spawn an entity of a specific class at the given Location Type Parameters: T - the class of the Entity to spawn Parameters: location - the Location to spawn the entity at clazz - the class of the Entity to spawn Returns: an instance of the spawned Entity Throws: IllegalArgumentException - if either parameter is null or the Entity requested cannot be spawned spawn @NotNull <T extends Entity> T spawn​(@NotNull Location location, @NotNull Class<T> clazz, @Nullable Consumer<T> function) throws IllegalArgumentException Spawn an entity of a specific class at the given Location, with the supplied function run before the entity is added to the world. Note that when the function is run, the entity will not be actually in the world. Any operation involving such as teleporting the entity is undefined until after this function returns. Type Parameters: T - the class of the Entity to spawn Parameters: location - the Location to spawn the entity at clazz - the class of the Entity to spawn function - the function to be run before the entity is spawned. Returns: an instance of the spawned Entity Throws: IllegalArgumentException - if either parameter is null or the Entity requested cannot be spawned spawnFallingBlock @NotNull FallingBlock spawnFallingBlock​(@NotNull Location location, @NotNull MaterialData data) throws IllegalArgumentException Spawn a FallingBlock entity at the given Location of the specified Material. The material dictates what is falling. When the FallingBlock hits the ground, it will place that block. The Material must be a block type, check with material.isBlock(). The Material may not be air. Parameters: location - The Location to spawn the FallingBlock data - The block data Returns: The spawned FallingBlock instance Throws: IllegalArgumentException - if Location or MaterialData are null or Material of the MaterialData is not a block spawnFallingBlock @NotNull FallingBlock spawnFallingBlock​(@NotNull Location location, @NotNull BlockData data) throws IllegalArgumentException Spawn a FallingBlock entity at the given Location of the specified Material. The material dictates what is falling. When the FallingBlock hits the ground, it will place that block. The Material must be a block type, check with material.isBlock(). The Material may not be air. Parameters: location - The Location to spawn the FallingBlock data - The block data Returns: The spawned FallingBlock instance Throws: IllegalArgumentException - if Location or BlockData are null spawnFallingBlock @Deprecated @NotNull FallingBlock spawnFallingBlock​(@NotNull Location location, @NotNull Material material, byte data) throws IllegalArgumentException Deprecated. Magic value Spawn a FallingBlock entity at the given Location of the specified Material. The material dictates what is falling. When the FallingBlock hits the ground, it will place that block. The Material must be a block type, check with material.isBlock(). The Material may not be air. Parameters: location - The Location to spawn the FallingBlock material - The block Material type data - The block data Returns: The spawned FallingBlock instance Throws: IllegalArgumentException - if Location or Material are null or Material is not a block playEffect void playEffect​(@NotNull Location location, @NotNull Effect effect, int data) Plays an effect to all players within a default radius around a given location. Parameters: location - the Location around which players must be to hear the sound effect - the Effect data - a data bit needed for some effects playEffect void playEffect​(@NotNull Location location, @NotNull Effect effect, int data, int radius) Plays an effect to all players within a given radius around a location. Parameters: location - the Location around which players must be to hear the effect effect - the Effect data - a data bit needed for some effects radius - the radius around the location playEffect <T> void playEffect​(@NotNull Location location, @NotNull Effect effect, @Nullable T data) Plays an effect to all players within a default radius around a given location. Type Parameters: T - data dependant on the type of effect Parameters: location - the Location around which players must be to hear the sound effect - the Effect data - a data bit needed for some effects playEffect <T> void playEffect​(@NotNull Location location, @NotNull Effect effect, @Nullable T data, int radius) Plays an effect to all players within a given radius around a location. Type Parameters: T - data dependant on the type of effect Parameters: location - the Location around which players must be to hear the effect effect - the Effect data - a data bit needed for some effects radius - the radius around the location getEmptyChunkSnapshot @NotNull ChunkSnapshot getEmptyChunkSnapshot​(int x, int z, boolean includeBiome, boolean includeBiomeTemp) Get empty chunk snapshot (equivalent to all air blocks), optionally including valid biome data. Used for representing an ungenerated chunk, or for fetching only biome data without loading a chunk. Parameters: x - - chunk x coordinate z - - chunk z coordinate includeBiome - - if true, snapshot includes per-coordinate biome type includeBiomeTemp - - if true, snapshot includes per-coordinate raw biome temperature Returns: The empty snapshot. setSpawnFlags void setSpawnFlags​(boolean allowMonsters, boolean allowAnimals) Sets the spawn flags for this. Parameters: allowMonsters - - if true, monsters are allowed to spawn in this world. allowAnimals - - if true, animals are allowed to spawn in this world. getAllowAnimals boolean getAllowAnimals() Gets whether animals can spawn in this world. Returns: whether animals can spawn in this world. getAllowMonsters boolean getAllowMonsters() Gets whether monsters can spawn in this world. Returns: whether monsters can spawn in this world. getBiome @NotNull @Deprecated Biome getBiome​(int x, int z) Deprecated. biomes are now 3-dimensional Gets the biome for the given block coordinates. Parameters: x - X coordinate of the block z - Z coordinate of the block Returns: Biome of the requested block getBiome @NotNull Biome getBiome​(int x, int y, int z) Gets the biome for the given block coordinates. Parameters: x - X coordinate of the block y - Y coordinate of the block z - Z coordinate of the block Returns: Biome of the requested block setBiome @Deprecated void setBiome​(int x, int z, @NotNull Biome bio) Deprecated. biomes are now 3-dimensional Sets the biome for the given block coordinates Parameters: x - X coordinate of the block z - Z coordinate of the block bio - new Biome type for this block setBiome void setBiome​(int x, int y, int z, @NotNull Biome bio) Sets the biome for the given block coordinates Parameters: x - X coordinate of the block y - Y coordinate of the block z - Z coordinate of the block bio - new Biome type for this block getTemperature @Deprecated double getTemperature​(int x, int z) Deprecated. biomes are now 3-dimensional Gets the temperature for the given block coordinates. It is safe to run this method when the block does not exist, it will not create the block. This method will return the raw temperature without adjusting for block height effects. Parameters: x - X coordinate of the block z - Z coordinate of the block Returns: Temperature of the requested block getTemperature double getTemperature​(int x, int y, int z) Gets the temperature for the given block coordinates. It is safe to run this method when the block does not exist, it will not create the block. This method will return the raw temperature without adjusting for block height effects. Parameters: x - X coordinate of the block y - Y coordinate of the block z - Z coordinate of the block Returns: Temperature of the requested block getHumidity @Deprecated double getHumidity​(int x, int z) Deprecated. biomes are now 3-dimensional Gets the humidity for the given block coordinates. It is safe to run this method when the block does not exist, it will not create the block. Parameters: x - X coordinate of the block z - Z coordinate of the block Returns: Humidity of the requested block getHumidity double getHumidity​(int x, int y, int z) Gets the humidity for the given block coordinates. It is safe to run this method when the block does not exist, it will not create the block. Parameters: x - X coordinate of the block y - Y coordinate of the block z - Z coordinate of the block Returns: Humidity of the requested block getMinHeight int getMinHeight() Gets the minimum height of this world. If the min height is 0, there are only blocks from y=0. Returns: Minimum height of the world getMaxHeight int getMaxHeight() Gets the maximum height of this world. If the max height is 100, there are only blocks from y=0 to y=99. Returns: Maximum height of the world getSeaLevel int getSeaLevel() Gets the sea level for this world. This is often half of getMaxHeight() Returns: Sea level getKeepSpawnInMemory boolean getKeepSpawnInMemory() Gets whether the world's spawn area should be kept loaded into memory or not. Returns: true if the world's spawn area will be kept loaded into memory. setKeepSpawnInMemory void setKeepSpawnInMemory​(boolean keepLoaded) Sets whether the world's spawn area should be kept loaded into memory or not. Parameters: keepLoaded - if true then the world's spawn area will be kept loaded into memory. isAutoSave boolean isAutoSave() Gets whether or not the world will automatically save Returns: true if the world will automatically save, otherwise false setAutoSave void setAutoSave​(boolean value) Sets whether or not the world will automatically save Parameters: value - true if the world should automatically save, otherwise false setDifficulty void setDifficulty​(@NotNull Difficulty difficulty) Sets the Difficulty of the world. Parameters: difficulty - the new difficulty you want to set the world to getDifficulty @NotNull Difficulty getDifficulty() Gets the Difficulty of the world. Returns: The difficulty of the world. getWorldFolder @NotNull File getWorldFolder() Gets the folder of this world on disk. Returns: The folder of this world. getWorldType @Nullable @Deprecated WorldType getWorldType() Deprecated. world type is only used to select the default word generation settings and is not stored in Vanilla worlds, making it impossible for this method to always return the correct value. Gets the type of this world. Returns: Type of this world. canGenerateStructures boolean canGenerateStructures() Gets whether or not structures are being generated. Returns: True if structures are being generated. isHardcore boolean isHardcore() Gets whether the world is hardcore or not. In a hardcore world the difficulty is locked to hard. Returns: hardcore status setHardcore void setHardcore​(boolean hardcore) Sets whether the world is hardcore or not. In a hardcore world the difficulty is locked to hard. Parameters: hardcore - Whether the world is hardcore getTicksPerAnimalSpawns long getTicksPerAnimalSpawns() Gets the world's ticks per animal spawns value This value determines how many ticks there are between attempts to spawn animals. Example Usage: A value of 1 will mean the server will attempt to spawn animals in this world every tick. A value of 400 will mean the server will attempt to spawn animals in this world every 400th tick. A value below 0 will be reset back to Minecraft's default. Note: If set to 0, animal spawning will be disabled for this world. We recommend using setSpawnFlags(boolean, boolean) to control this instead. Minecraft default: 400. Returns: The world's ticks per animal spawns value setTicksPerAnimalSpawns void setTicksPerAnimalSpawns​(int ticksPerAnimalSpawns) Sets the world's ticks per animal spawns value This value determines how many ticks there are between attempts to spawn animals. Example Usage: A value of 1 will mean the server will attempt to spawn animals in this world every tick. A value of 400 will mean the server will attempt to spawn animals in this world every 400th tick. A value below 0 will be reset back to Minecraft's default. Note: If set to 0, animal spawning will be disabled for this world. We recommend using setSpawnFlags(boolean, boolean) to control this instead. Minecraft default: 400. Parameters: ticksPerAnimalSpawns - the ticks per animal spawns value you want to set the world to getTicksPerMonsterSpawns long getTicksPerMonsterSpawns() Gets the world's ticks per monster spawns value This value determines how many ticks there are between attempts to spawn monsters. Example Usage: A value of 1 will mean the server will attempt to spawn monsters in this world every tick. A value of 400 will mean the server will attempt to spawn monsters in this world every 400th tick. A value below 0 will be reset back to Minecraft's default. Note: If set to 0, monsters spawning will be disabled for this world. We recommend using setSpawnFlags(boolean, boolean) to control this instead. Minecraft default: 1. Returns: The world's ticks per monster spawns value setTicksPerMonsterSpawns void setTicksPerMonsterSpawns​(int ticksPerMonsterSpawns) Sets the world's ticks per monster spawns value This value determines how many ticks there are between attempts to spawn monsters. Example Usage: A value of 1 will mean the server will attempt to spawn monsters in this world on every tick. A value of 400 will mean the server will attempt to spawn monsters in this world every 400th tick. A value below 0 will be reset back to Minecraft's default. Note: If set to 0, monsters spawning will be disabled for this world. We recommend using setSpawnFlags(boolean, boolean) to control this instead. Minecraft default: 1. Parameters: ticksPerMonsterSpawns - the ticks per monster spawns value you want to set the world to getTicksPerWaterSpawns long getTicksPerWaterSpawns() Gets the world's ticks per water mob spawns value This value determines how many ticks there are between attempts to spawn water mobs. Example Usage: A value of 1 will mean the server will attempt to spawn water mobs in this world every tick. A value of 400 will mean the server will attempt to spawn water mobs in this world every 400th tick. A value below 0 will be reset back to Minecraft's default. Note: If set to 0, water mobs spawning will be disabled for this world. Minecraft default: 1. Returns: The world's ticks per water mob spawns value setTicksPerWaterSpawns void setTicksPerWaterSpawns​(int ticksPerWaterSpawns) Sets the world's ticks per water mob spawns value This value determines how many ticks there are between attempts to spawn water mobs. Example Usage: A value of 1 will mean the server will attempt to spawn water mobs in this world on every tick. A value of 400 will mean the server will attempt to spawn water mobs in this world every 400th tick. A value below 0 will be reset back to Minecraft's default. Note: If set to 0, water mobs spawning will be disabled for this world. Minecraft default: 1. Parameters: ticksPerWaterSpawns - the ticks per water mob spawns value you want to set the world to getTicksPerWaterAmbientSpawns long getTicksPerWaterAmbientSpawns() Gets the default ticks per water ambient mob spawns value. Example Usage: A value of 1 will mean the server will attempt to spawn water ambient mobs every tick. A value of 400 will mean the server will attempt to spawn water ambient mobs every 400th tick. A value below 0 will be reset back to Minecraft's default. Note: If set to 0, ambient mobs spawning will be disabled. Minecraft default: 1. Returns: the default ticks per water ambient mobs spawn value setTicksPerWaterAmbientSpawns void setTicksPerWaterAmbientSpawns​(int ticksPerAmbientSpawns) Sets the world's ticks per water ambient mob spawns value This value determines how many ticks there are between attempts to spawn water ambient mobs. Example Usage: A value of 1 will mean the server will attempt to spawn water ambient mobs in this world on every tick. A value of 400 will mean the server will attempt to spawn weater ambient mobs in this world every 400th tick. A value below 0 will be reset back to Minecraft's default. Note: If set to 0, water ambient mobs spawning will be disabled for this world. Minecraft default: 1. Parameters: ticksPerAmbientSpawns - the ticks per water ambient mob spawns value you want to set the world to getTicksPerAmbientSpawns long getTicksPerAmbientSpawns() Gets the world's ticks per ambient mob spawns value This value determines how many ticks there are between attempts to spawn ambient mobs. Example Usage: A value of 1 will mean the server will attempt to spawn ambient mobs in this world every tick. A value of 400 will mean the server will attempt to spawn ambient mobs in this world every 400th tick. A value below 0 will be reset back to Minecraft's default. Note: If set to 0, ambient mobs spawning will be disabled for this world. Minecraft default: 1. Returns: The world's ticks per ambient mob spawns value setTicksPerAmbientSpawns void setTicksPerAmbientSpawns​(int ticksPerAmbientSpawns) Sets the world's ticks per ambient mob spawns value This value determines how many ticks there are between attempts to spawn ambient mobs. Example Usage: A value of 1 will mean the server will attempt to spawn ambient mobs in this world on every tick. A value of 400 will mean the server will attempt to spawn ambient mobs in this world every 400th tick. A value below 0 will be reset back to Minecraft's default. Note: If set to 0, ambient mobs spawning will be disabled for this world. Minecraft default: 1. Parameters: ticksPerAmbientSpawns - the ticks per ambient mob spawns value you want to set the world to getMonsterSpawnLimit int getMonsterSpawnLimit() Gets limit for number of monsters that can spawn in a chunk in this world Returns: The monster spawn limit setMonsterSpawnLimit void setMonsterSpawnLimit​(int limit) Sets the limit for number of monsters that can spawn in a chunk in this world Note: If set to a negative number the world will use the server-wide spawn limit instead. Parameters: limit - the new mob limit getAnimalSpawnLimit int getAnimalSpawnLimit() Gets the limit for number of animals that can spawn in a chunk in this world Returns: The animal spawn limit setAnimalSpawnLimit void setAnimalSpawnLimit​(int limit) Sets the limit for number of animals that can spawn in a chunk in this world Note: If set to a negative number the world will use the server-wide spawn limit instead. Parameters: limit - the new mob limit getWaterAnimalSpawnLimit int getWaterAnimalSpawnLimit() Gets the limit for number of water animals that can spawn in a chunk in this world Returns: The water animal spawn limit setWaterAnimalSpawnLimit void setWaterAnimalSpawnLimit​(int limit) Sets the limit for number of water animals that can spawn in a chunk in this world Note: If set to a negative number the world will use the server-wide spawn limit instead. Parameters: limit - the new mob limit getWaterAmbientSpawnLimit int getWaterAmbientSpawnLimit() Gets user-specified limit for number of water ambient mobs that can spawn in a chunk. Returns: the water ambient spawn limit setWaterAmbientSpawnLimit void setWaterAmbientSpawnLimit​(int limit) Sets the limit for number of water ambient mobs that can spawn in a chunk in this world Note: If set to a negative number the world will use the server-wide spawn limit instead. Parameters: limit - the new mob limit getAmbientSpawnLimit int getAmbientSpawnLimit() Gets the limit for number of ambient mobs that can spawn in a chunk in this world Returns: The ambient spawn limit setAmbientSpawnLimit void setAmbientSpawnLimit​(int limit) Sets the limit for number of ambient mobs that can spawn in a chunk in this world Note: If set to a negative number the world will use the server-wide spawn limit instead. Parameters: limit - the new mob limit playSound void playSound​(@NotNull Location location, @NotNull Sound sound, float volume, float pitch) Play a Sound at the provided Location in the World This function will fail silently if Location or Sound are null. Parameters: location - The location to play the sound sound - The sound to play volume - The volume of the sound pitch - The pitch of the sound playSound void playSound​(@NotNull Location location, @NotNull String sound, float volume, float pitch) Play a Sound at the provided Location in the World. This function will fail silently if Location or Sound are null. No sound will be heard by the players if their clients do not have the respective sound for the value passed. Parameters: location - the location to play the sound sound - the internal sound name to play volume - the volume of the sound pitch - the pitch of the sound playSound void playSound​(@NotNull Location location, @NotNull Sound sound, @NotNull SoundCategory category, float volume, float pitch) Play a Sound at the provided Location in the World. This function will fail silently if Location or Sound are null. Parameters: location - The location to play the sound sound - The sound to play category - the category of the sound volume - The volume of the sound pitch - The pitch of the sound playSound void playSound​(@NotNull Location location, @NotNull String sound, @NotNull SoundCategory category, float volume, float pitch) Play a Sound at the provided Location in the World. This function will fail silently if Location or Sound are null. No sound will be heard by the players if their clients do not have the respective sound for the value passed. Parameters: location - the location to play the sound sound - the internal sound name to play category - the category of the sound volume - the volume of the sound pitch - the pitch of the sound getGameRules @NotNull String[] getGameRules() Get an array containing the names of all the GameRules. Returns: An array of GameRule names. getGameRuleValue @Deprecated @Contract("null -> null; !null -> !null") @Nullable String getGameRuleValue​(@Nullable String rule) Deprecated. use getGameRuleValue(GameRule) instead Gets the current state of the specified rule Will return null if rule passed is null Parameters: rule - Rule to look up value of Returns: String value of rule setGameRuleValue @Deprecated boolean setGameRuleValue​(@NotNull String rule, @NotNull String value) Deprecated. use setGameRule(GameRule, Object) instead. Set the specified gamerule to specified value. The rule may attempt to validate the value passed, will return true if value was set. If rule is null, the function will return false. Parameters: rule - Rule to set value - Value to set rule to Returns: True if rule was set isGameRule boolean isGameRule​(@NotNull String rule) Checks if string is a valid game rule Parameters: rule - Rule to check Returns: True if rule exists getGameRuleValue @Nullable <T> T getGameRuleValue​(@NotNull GameRule<T> rule) Get the current value for a given GameRule. Type Parameters: T - the GameRule's type Parameters: rule - the GameRule to check Returns: the current value getGameRuleDefault @Nullable <T> T getGameRuleDefault​(@NotNull GameRule<T> rule) Get the default value for a given GameRule. This value is not guaranteed to match the current value. Type Parameters: T - the type of GameRule Parameters: rule - the rule to return a default value for Returns: the default value setGameRule <T> boolean setGameRule​(@NotNull GameRule<T> rule, @NotNull T newValue) Set the given GameRule's new value. Type Parameters: T - the value type of the GameRule Parameters: rule - the GameRule to update newValue - the new value Returns: true if the value was successfully set getWorldBorder @NotNull WorldBorder getWorldBorder() Gets the world border for this world. Returns: The world border for this world. spawnParticle void spawnParticle​(@NotNull Particle particle, @NotNull Location location, int count) Spawns the particle (the number of times specified by count) at the target location. Parameters: particle - the particle to spawn location - the location to spawn at count - the number of particles spawnParticle void spawnParticle​(@NotNull Particle particle, double x, double y, double z, int count) Spawns the particle (the number of times specified by count) at the target location. Parameters: particle - the particle to spawn x - the position on the x axis to spawn at y - the position on the y axis to spawn at z - the position on the z axis to spawn at count - the number of particles spawnParticle <T> void spawnParticle​(@NotNull Particle particle, @NotNull Location location, int count, @Nullable T data) Spawns the particle (the number of times specified by count) at the target location. Type Parameters: T - type of particle data (see Particle.getDataType() Parameters: particle - the particle to spawn location - the location to spawn at count - the number of particles data - the data to use for the particle or null, the type of this depends on Particle.getDataType() spawnParticle <T> void spawnParticle​(@NotNull Particle particle, double x, double y, double z, int count, @Nullable T data) Spawns the particle (the number of times specified by count) at the target location. Type Parameters: T - type of particle data (see Particle.getDataType() Parameters: particle - the particle to spawn x - the position on the x axis to spawn at y - the position on the y axis to spawn at z - the position on the z axis to spawn at count - the number of particles data - the data to use for the particle or null, the type of this depends on Particle.getDataType() spawnParticle void spawnParticle​(@NotNull Particle particle, @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ) Spawns the particle (the number of times specified by count) at the target location. The position of each particle will be randomized positively and negatively by the offset parameters on each axis. Parameters: particle - the particle to spawn location - the location to spawn at count - the number of particles offsetX - the maximum random offset on the X axis offsetY - the maximum random offset on the Y axis offsetZ - the maximum random offset on the Z axis spawnParticle void spawnParticle​(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ) Spawns the particle (the number of times specified by count) at the target location. The position of each particle will be randomized positively and negatively by the offset parameters on each axis. Parameters: particle - the particle to spawn x - the position on the x axis to spawn at y - the position on the y axis to spawn at z - the position on the z axis to spawn at count - the number of particles offsetX - the maximum random offset on the X axis offsetY - the maximum random offset on the Y axis offsetZ - the maximum random offset on the Z axis spawnParticle <T> void spawnParticle​(@NotNull Particle particle, @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ, @Nullable T data) Spawns the particle (the number of times specified by count) at the target location. The position of each particle will be randomized positively and negatively by the offset parameters on each axis. Type Parameters: T - type of particle data (see Particle.getDataType() Parameters: particle - the particle to spawn location - the location to spawn at count - the number of particles offsetX - the maximum random offset on the X axis offsetY - the maximum random offset on the Y axis offsetZ - the maximum random offset on the Z axis data - the data to use for the particle or null, the type of this depends on Particle.getDataType() spawnParticle <T> void spawnParticle​(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, @Nullable T data) Spawns the particle (the number of times specified by count) at the target location. The position of each particle will be randomized positively and negatively by the offset parameters on each axis. Type Parameters: T - type of particle data (see Particle.getDataType() Parameters: particle - the particle to spawn x - the position on the x axis to spawn at y - the position on the y axis to spawn at z - the position on the z axis to spawn at count - the number of particles offsetX - the maximum random offset on the X axis offsetY - the maximum random offset on the Y axis offsetZ - the maximum random offset on the Z axis data - the data to use for the particle or null, the type of this depends on Particle.getDataType() spawnParticle void spawnParticle​(@NotNull Particle particle, @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ, double extra) Spawns the particle (the number of times specified by count) at the target location. The position of each particle will be randomized positively and negatively by the offset parameters on each axis. Parameters: particle - the particle to spawn location - the location to spawn at count - the number of particles offsetX - the maximum random offset on the X axis offsetY - the maximum random offset on the Y axis offsetZ - the maximum random offset on the Z axis extra - the extra data for this particle, depends on the particle used (normally speed) spawnParticle void spawnParticle​(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra) Spawns the particle (the number of times specified by count) at the target location. The position of each particle will be randomized positively and negatively by the offset parameters on each axis. Parameters: particle - the particle to spawn x - the position on the x axis to spawn at y - the position on the y axis to spawn at z - the position on the z axis to spawn at count - the number of particles offsetX - the maximum random offset on the X axis offsetY - the maximum random offset on the Y axis offsetZ - the maximum random offset on the Z axis extra - the extra data for this particle, depends on the particle used (normally speed) spawnParticle <T> void spawnParticle​(@NotNull Particle particle, @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data) Spawns the particle (the number of times specified by count) at the target location. The position of each particle will be randomized positively and negatively by the offset parameters on each axis. Type Parameters: T - type of particle data (see Particle.getDataType() Parameters: particle - the particle to spawn location - the location to spawn at count - the number of particles offsetX - the maximum random offset on the X axis offsetY - the maximum random offset on the Y axis offsetZ - the maximum random offset on the Z axis extra - the extra data for this particle, depends on the particle used (normally speed) data - the data to use for the particle or null, the type of this depends on Particle.getDataType() spawnParticle <T> void spawnParticle​(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data) Spawns the particle (the number of times specified by count) at the target location. The position of each particle will be randomized positively and negatively by the offset parameters on each axis. Type Parameters: T - type of particle data (see Particle.getDataType() Parameters: particle - the particle to spawn x - the position on the x axis to spawn at y - the position on the y axis to spawn at z - the position on the z axis to spawn at count - the number of particles offsetX - the maximum random offset on the X axis offsetY - the maximum random offset on the Y axis offsetZ - the maximum random offset on the Z axis extra - the extra data for this particle, depends on the particle used (normally speed) data - the data to use for the particle or null, the type of this depends on Particle.getDataType() spawnParticle <T> void spawnParticle​(@NotNull Particle particle, @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data, boolean force) Spawns the particle (the number of times specified by count) at the target location. The position of each particle will be randomized positively and negatively by the offset parameters on each axis. Type Parameters: T - type of particle data (see Particle.getDataType() Parameters: particle - the particle to spawn location - the location to spawn at count - the number of particles offsetX - the maximum random offset on the X axis offsetY - the maximum random offset on the Y axis offsetZ - the maximum random offset on the Z axis extra - the extra data for this particle, depends on the particle used (normally speed) data - the data to use for the particle or null, the type of this depends on Particle.getDataType() force - whether to send the particle to players within an extended range and encourage their client to render it regardless of settings spawnParticle <T> void spawnParticle​(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data, boolean force) Spawns the particle (the number of times specified by count) at the target location. The position of each particle will be randomized positively and negatively by the offset parameters on each axis. Type Parameters: T - type of particle data (see Particle.getDataType() Parameters: particle - the particle to spawn x - the position on the x axis to spawn at y - the position on the y axis to spawn at z - the position on the z axis to spawn at count - the number of particles offsetX - the maximum random offset on the X axis offsetY - the maximum random offset on the Y axis offsetZ - the maximum random offset on the Z axis extra - the extra data for this particle, depends on the particle used (normally speed) data - the data to use for the particle or null, the type of this depends on Particle.getDataType() force - whether to send the particle to players within an extended range and encourage their client to render it regardless of settings locateNearestStructure @Nullable Location locateNearestStructure​(@NotNull Location origin, @NotNull StructureType structureType, int radius, boolean findUnexplored) Find the closest nearby structure of a given StructureType. Finding unexplored structures can, and will, block if the world is looking in chunks that gave not generated yet. This can lead to the world temporarily freezing while locating an unexplored structure. The radius is not a rigid square radius. Each structure may alter how many chunks to check for each iteration. Do not assume that only a radius x radius chunk area will be checked. For example, StructureType.WOODLAND_MANSION can potentially check up to 20,000 blocks away (or more) regardless of the radius used. This will not load or generate chunks. This can also lead to instances where the server can hang if you are only looking for unexplored structures. This is because it will keep looking further and further out in order to find the structure. Parameters: origin - where to start looking for a structure structureType - the type of structure to find radius - the radius, in chunks, around which to search findUnexplored - true to only find unexplored structures Returns: the closest Location, or null if no structure of the specified type exists. getViewDistance int getViewDistance() Returns the view distance used for this world. Returns: the view distance used for this world spigot @NotNull World.Spigot spigot() locateNearestRaid @Nullable Raid locateNearestRaid​(@NotNull Location location, int radius) Finds the nearest raid close to the given location. Parameters: location - the origin location radius - the radius Returns: the closest Raid, or null if no raids were found getRaids @NotNull List<Raid> getRaids() Gets all raids that are going on over this world. Returns: the list of all active raids getEnderDragonBattle @Nullable DragonBattle getEnderDragonBattle() Get the DragonBattle associated with this world. If this world's environment is not World.Environment.THE_END, null will be returned. If an end world, a dragon battle instance will be returned regardless of whether or not a dragon is present in the world or a fight sequence has been activated. The dragon battle instance acts as a state holder. Returns: the dragon battle instance "
54ea5ab3b17f8681bda6a8037fc5a012
{ "intermediate": 0.30805504322052, "beginner": 0.40903133153915405, "expert": 0.2829136252403259 }
37,852
Write out the responsibilities on a resume for a water damage restoration project manager / technician in list format. Output nothing but a list
dbb39df75035f7ae95c4ba8d032c9c3d
{ "intermediate": 0.3896547853946686, "beginner": 0.2718110680580139, "expert": 0.33853423595428467 }
37,853
I would like to add command to Adobe Bridge which automatically analyze the image via AI and write an Exit info such as title, description and keywords.
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{ "intermediate": 0.28064948320388794, "beginner": 0.11868171393871307, "expert": 0.6006687879562378 }
37,854
I wanna make it display info on the interactions, the ip and useragent for now from flask import Flask, render_template, request, jsonify import sqlite3 app = Flask(__name__) def query_database(query, limit, offset): connection = sqlite3.connect('leaks.db') cursor = connection.cursor() try: # Execute the query based on the provided search query, limit, and offset pattern = f"%{query}%" query_sql = "SELECT * FROM data WHERE data LIKE ? LIMIT ? OFFSET ?" cursor.execute(query_sql, (pattern, limit, offset)) # Fetch the results results = cursor.fetchall() # Return the results as a list of dictionaries columns = [col[0] for col in cursor.description] results_list = [dict(zip(columns, row)) for row in results] return results_list except sqlite3.Error as e: # Print the SQLite error for debugging print(f"SQLite error: {e}") return {"error": f"SQLite error: {e}"} finally: connection.close() @app.route('/') def index(): return render_template('search.html') @app.route('/test-page') def text(): return render_template('test.html') @app.route('/search', methods=['GET']) def search(): # Get the 'query', 'limit', and 'offset' parameters from the request query = request.args.get('query', default='', type=str) limit = request.args.get('limit', default=10, type=int) offset = request.args.get('offset', default=0, type=int) # Call the query_database function with the provided parameters results = query_database(query, limit, offset) # Return the results as JSON return jsonify(results) if __name__ == "__main__": app.run(debug=True)
60e1c12ff7d3a9acb7c9ee31ca282b5d
{ "intermediate": 0.7703714370727539, "beginner": 0.15870536863803864, "expert": 0.07092320919036865 }
37,855
Please can I have a VBA code that can do the following: In sheet 'BOOKINGS' from A2 go down the column and from the dates within the cells, find and locate all dates that fall within the current week (Monday to Sunday). once found, select all the cell rows from column A to I, then copy the selection and paste values only without any formatting into the sheet 'THISWEEK' starting at A2. Before pasting into into the sheet 'THISWEEK' delete the contents only of 'THISWEEK' that have values from A2 to I100.
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{ "intermediate": 0.5169377326965332, "beginner": 0.14045453071594238, "expert": 0.3426077365875244 }
37,856
I need a VBA code that will force the sheet 'AdminMCS' to activate when the workbook is opened
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{ "intermediate": 0.39083603024482727, "beginner": 0.21109162271022797, "expert": 0.39807233214378357 }
37,857
import torch import torch.nn as nn import numpy as np import matplotlib.pyplot as plt import torch.nn.functional as F def generate_linear_equations(number_of_samples, max_int=100): a_values = np.random.randint(1, max_int, size=(number_of_samples, 1)) x_values = np.random.randint(1, max_int, size=(number_of_samples, 1)) b_values = np.random.randint(1, max_int, size=(number_of_samples, 1)) c_values = a_values * x_values + b_values # Compute c in ax + b = c equations = np.concatenate((a_values, b_values, c_values), axis=1) return equations, x_values # Expert LSTM Model class LSTMExpert(nn.Module): def __init__(self, input_size, hidden_size, output_size): super(LSTMExpert, self).__init__() self.lstm = nn.LSTM(input_size, hidden_size, batch_first=True) self.fc = nn.Linear(hidden_size, output_size) def forward(self, x): h, _ = self.lstm(x) h = h[:, -1, :] # taking the last sequence output return self.fc(h) # Gating Network class GatingNetwork(nn.Module): def __init__(self, input_size, num_experts): super(GatingNetwork, self).__init__() self.fc = nn.Linear(input_size, num_experts) self.softmax = nn.Softmax(dim=1) def forward(self, x): # Flatten if needed (in case input comes from LSTM with sequence length) if x.dim() > 2: x = x.view(x.size(0), -1) x = self.fc(x) return self.softmax(x) # Mixture of Experts Model class MixtureOfExperts(nn.Module): def __init__(self, input_size, hidden_size, output_size, num_experts): super(MixtureOfExperts, self).__init__() self.num_experts = num_experts self.experts = nn.ModuleList([LSTMExpert(input_size, hidden_size, output_size) for _ in range(num_experts)]) self.gating_network = GatingNetwork(input_size, num_experts) def forward(self, x): # Compute the gating weights gating_scores = self.gating_network(x).unsqueeze(-1) # [batch_size, num_experts, 1] # Compute the output from each expert for every example expert_outputs = [expert(x) for expert in self.experts] expert_outputs = torch.stack(expert_outputs, dim=-1) # [batch_size, output_size, num_experts] # Multiply gating scores by expert outputs and sum the result # torch.bmm expects [batch_size, n, m] and [batch_size, m, p] # here it will do [batch_size, output_size, num_experts] bmm [batch_size, num_experts, 1] mixed_output = torch.bmm(expert_outputs, gating_scores) # Now mixed_output has shape [batch_size, output_size, 1], we should squeeze it to [batch_size, output_size] mixed_output = mixed_output.squeeze(-1) return mixed_output class SingleLSTM(nn.Module): def __init__(self, input_size, hidden_size, output_size, num_layers=3): # This model will have more parameters super(SingleLSTM, self).__init__() self.lstm = nn.LSTM(input_size, hidden_size, num_layers, batch_first=True) self.fc = nn.Linear(hidden_size, output_size) def forward(self, x): h, _ = self.lstm(x) h = h[:, -1, :] # taking the last sequence output return self.fc(h) # Simple Positional Encoding (not learnable, for simplicity) def positional_encoding(seq_len, d_model, device): pos = torch.arange(seq_len, dtype=torch.float, device=device).reshape(1, -1, 1) dim = torch.arange(d_model, dtype=torch.float, device=device).reshape(1, 1, -1) phase = pos / (1e4 ** (dim // d_model)) return torch.where(dim.long() % 2 == 0, torch.sin(phase), torch.cos(phase)) class SimpleTransformer(nn.Module): def __init__(self, input_size, d_model, output_size, nhead, dim_feedforward, num_encoder_layers=1): super(SimpleTransformer, self).__init__() self.d_model = d_model self.input_fc = nn.Linear(input_size, d_model) # Linear layer to project to model dimension encoder_layer = nn.TransformerEncoderLayer( d_model=d_model, nhead=nhead, dim_feedforward=dim_feedforward, batch_first=True) # Added batch_first=True self.transformer_encoder = nn.TransformerEncoder(encoder_layer, num_layers=num_encoder_layers) self.output_fc = nn.Linear(d_model, output_size) def forward(self, x): seq_len, batch_size, _ = x.size() x = self.input_fc(x) + positional_encoding(seq_len, self.d_model, x.device) # Adding positional encodings pos_enc = positional_encoding(seq_len, self.d_model, x.device) x = x + pos_enc # Passing the input through the Transformer transformer_output = self.transformer_encoder(x) # Taking only the result from the last token in the sequence transformer_output = transformer_output[-1, :, :] # Final fully connected layer to produce the output output = self.output_fc(transformer_output) return output.squeeze(-1) # Remove the last dimension for compatibility with the target class TransformerExpert(nn.Module): def __init__(self, input_size, d_model, output_size, nhead, dim_feedforward, num_encoder_layers=1): super(TransformerExpert, self).__init__() self.d_model = d_model self.input_fc = nn.Linear(input_size, d_model) # Linear layer to project to model dimension encoder_layer = nn.TransformerEncoderLayer( d_model=d_model, nhead=nhead, dim_feedforward=dim_feedforward, batch_first=True) self.transformer_encoder = nn.TransformerEncoder(encoder_layer, num_layers=num_encoder_layers) self.output_fc = nn.Linear(d_model, output_size) def forward(self, x): x = self.input_fc(x) x += positional_encoding(x.size(1), self.d_model, x.device) transformer_output = self.transformer_encoder(x) transformer_output = transformer_output[:, -1, :] output = self.output_fc(transformer_output) return output class MoETransformer(nn.Module): def __init__(self, input_size, d_model, output_size, nhead, dim_feedforward, num_experts, num_encoder_layers=1): super(MoETransformer, self).__init__() self.num_experts = num_experts self.experts = nn.ModuleList([TransformerExpert(input_size, d_model, output_size, nhead, dim_feedforward, num_encoder_layers) for _ in range(num_experts)]) self.gating_network = GatingNetwork(input_size, num_experts) def forward(self, x): # Compute the gating weights gating_scores = self.gating_network(x).unsqueeze(-1) # [batch_size, num_experts, 1] # Compute the output from each expert for every example expert_outputs = [expert(x).unsqueeze(2) for expert in self.experts] # [batch_size, output_size, 1] expert_outputs = torch.cat(expert_outputs, dim=2) # [batch_size, output_size, num_experts] # Multiply gating scores by expert outputs and sum the result mixed_output = torch.bmm(expert_outputs, gating_scores) # [batch_size, output_size, 1] # Now mixed_output has shape [batch_size, output_size, 1], we squeeze it to [batch_size, output_size] mixed_output = mixed_output.squeeze(-1) return mixed_output def train_model(model, criterion, optimizer, num_epochs, batch_size, equations_tensor, solutions_tensor): model.train() training_losses = [] for epoch in range(num_epochs): total_loss = 0 # Shuffle the data perm = torch.randperm(equations_tensor.size(0)) equations_shuffled = equations_tensor[perm] solutions_shuffled = solutions_tensor[perm] for i in range(0, equations_tensor.size(0), batch_size): # Slice out the batches x_batch = equations_shuffled[i:i+batch_size] y_batch = solutions_shuffled[i:i+batch_size] optimizer.zero_grad() predictions = model(x_batch) predictions = predictions.squeeze() # Ensure predictions and targets have the same size loss = criterion(predictions, y_batch.view(-1)) # Flatten the target tensor loss.backward() optimizer.step() total_loss += loss.item() average_loss = total_loss / (equations_tensor.size(0) / batch_size) training_losses.append(average_loss) print(f"Epoch {epoch+1}, Loss: {average_loss}") return training_losses # Parameters for the Transformer model d_model = 128 nhead = 4 dim_feedforward = 256 input_size = 3 # a, b, and c from equation ax + b = c hidden_size = 32 output_size = 1 # we are predicting the value of x num_experts = 10 # Training parameters num_epochs = 20 batch_size = 128 # Reshape the equations to (batch_size, seq_length, features) # For simplicity, we consider each equation as a sequence of length 1 # Generate the data only once before training equations_tensor, solutions_tensor = generate_linear_equations(number_of_samples=5000) # Convert numpy arrays to torch tensors equations_tensor = torch.from_numpy(equations_tensor).float() solutions_tensor = torch.from_numpy(solutions_tensor).float() # Reshape the equations and solutions to (batch_size, seq_length, features) train_equations_tensor = equations_tensor.view(-1, 1, input_size) # reshaping once, correctly train_solutions_tensor = solutions_tensor.view(-1, 1) # reshaping for solutions to match batch size # Instantiate the MoE-Transformer model moe_transformer_model = MoETransformer(input_size=input_size, d_model=d_model, output_size=output_size, nhead=nhead, dim_feedforward=dim_feedforward, num_experts=num_experts) moe_transformer_optimizer = torch.optim.Adam(moe_transformer_model.parameters()) moe_transformer_criterion = nn.MSELoss() # Instantiate the SimpleTransformer model transformer_model = SimpleTransformer(input_size=input_size, d_model=d_model, output_size=output_size, nhead=nhead, dim_feedforward=dim_feedforward) transformer_optimizer = torch.optim.Adam(transformer_model.parameters()) transformer_criterion = nn.MSELoss() # Instantiate the MoE model moe_model = MixtureOfExperts(input_size, hidden_size*2, output_size, num_experts) moe_optimizer = torch.optim.Adam(moe_model.parameters()) moe_criterion = nn.MSELoss() # Instantiate the Single General LSTM model large_model = SingleLSTM(input_size, hidden_size*2, output_size, num_layers=4) # Adjusted to have comparable number of parameters large_optimizer = torch.optim.Adam(large_model.parameters()) large_criterion = nn.MSELoss() # Print the parameter count of the MoE-Transformer print("MoE-Transformer Parameter Count:", sum(p.numel() for p in moe_transformer_model.parameters())) # Print the parameter count of the Transformer print("Transformer Parameter Count:", sum(p.numel() for p in transformer_model.parameters())) # Print the parameter count of the MoE LSTM print("MoE LSTM Parameter Count:", sum(p.numel() for p in moe_model.parameters())) # Print the parameter count of the Single LSTM print("Single LSTM Parameter Count:", sum(p.numel() for p in large_model.parameters())) # Train the MoE Transformer model moe_transformer_losses = train_model(moe_transformer_model, moe_transformer_criterion, moe_transformer_optimizer,num_epochs, batch_size, train_equations_tensor, train_solutions_tensor) # Train the Transformer model transformer_losses = train_model(transformer_model, transformer_criterion, transformer_optimizer, num_epochs, batch_size, train_equations_tensor, train_solutions_tensor) # Train the MoE model moe_losses = train_model(moe_model, moe_criterion, moe_optimizer, num_epochs, batch_size, train_equations_tensor, train_solutions_tensor) # Train the Single LSTM model large_losses = train_model(large_model, large_criterion, large_optimizer, num_epochs, batch_size, train_equations_tensor, train_solutions_tensor) # Plot the results, as before plt.figure(figsize=(12, 8)) plt.plot(moe_losses, label="Mixture of Experts Loss") plt.plot(large_losses, label="Single LSTM Model Loss") plt.plot(transformer_losses, label="Simple Transformer Model Loss") plt.plot(moe_transformer_losses, label="MoE Transformer Model Loss") plt.xlabel("Epoch") plt.ylabel("MSE Loss") plt.legend() plt.title("Model Loss Comparison") plt.show()
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{ "intermediate": 0.3398807942867279, "beginner": 0.3772202134132385, "expert": 0.28289899230003357 }
37,858
Hello
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37,859
I have a VBA code that I usually run once a week. Can you write me a code that I can include in the event that will do the following: When I run the code, it will check for the column A in the sheet 'List' for the last cell with a date. It will the pop up a Yes No message saying "This event was last run on (the date found in column A of the sheet List). If I chose Yes the rest of the event will proceed and if I choose No the event is aborted. If I do choose Yes, the code will save the current date and time to a sheet named "List" in the next available cell in column A, before proceeding with the rest of my code.
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{ "intermediate": 0.5175719857215881, "beginner": 0.21252508461475372, "expert": 0.26990294456481934 }
37,860
create a horror story that has two friends
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{ "intermediate": 0.3402908742427826, "beginner": 0.37382712960243225, "expert": 0.28588196635246277 }
37,861
can you give me some example about Accounting Equation from trial balce
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{ "intermediate": 0.36657580733299255, "beginner": 0.39169925451278687, "expert": 0.2417249232530594 }
37,862
You must be completely rewrite the code for Firefox, note tabCapture does not support Firefox. Fully code without comments
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{ "intermediate": 0.31113049387931824, "beginner": 0.36939871311187744, "expert": 0.31947076320648193 }
37,863
You must be completely rewrite the code for Firefox, note tabCapture does not support Firefox. Fully code without comments
79142e839b6260469cf89fe20b2e39b0
{ "intermediate": 0.31113049387931824, "beginner": 0.36939871311187744, "expert": 0.31947076320648193 }
37,865
You must rewrite the code from Chrome for Firefox, remember tabCapture is not supported by Firefox. Show me fully rewrited code
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{ "intermediate": 0.38961726427078247, "beginner": 0.29263436794281006, "expert": 0.31774836778640747 }
37,866
H
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{ "intermediate": 0.32187700271606445, "beginner": 0.31201374530792236, "expert": 0.3661092221736908 }
37,867
Give me the code for gui todo app using python
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{ "intermediate": 0.684120774269104, "beginner": 0.15822342038154602, "expert": 0.15765585005283356 }
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import torch from mamba_ssm import Mamba batch, length, dim = 2, 64, 16 x = torch.randn(batch, length, dim).to("cuda") model = Mamba( # This module uses roughly 3 * expand * d_model^2 parameters d_model=dim, # Model dimension d_model d_state=16, # SSM state expansion factor d_conv=4, # Local convolution width expand=2, # Block expansion factor ).to("cuda") y = model(x) assert y.shape == x.shape
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{ "intermediate": 0.4111619293689728, "beginner": 0.2592029273509979, "expert": 0.3296351730823517 }
37,869
In unity, using c#, create a script for a lovecraftian horror system for a game
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{ "intermediate": 0.3854212462902069, "beginner": 0.3557246923446655, "expert": 0.2588540315628052 }
37,870
Add a loop to the last section of the code where an input is passed to the model to generate text: import torch import torch.nn as nn import torch.nn.functional as F from torch.nn.utils.rnn import pad_sequence from torch.utils.data import DataLoader, Dataset from collections import Counter class TextDataset(Dataset): def __init__(self, path, seq_len): self.seq_len = seq_len with open(path, "r", encoding="utf-8") as f: text = f.read() words = text.split() self.vocab, self.idx2token = self.build_vocab(words) self.tokens = [self.vocab.get(w, 0) for w in words] # Default to 0 for unknown tokens def build_vocab(self, words): counts = Counter(words) vocab = {word: i for i, (word, _) in enumerate(counts.most_common(), 1)} vocab["<pad>"] = 0 idx2token = {i: word for word, i in vocab.items()} return vocab, idx2token def __len__(self): return len(self.tokens) // self.seq_len def __getitem__(self, idx): chunk = self.tokens[idx * self.seq_len: (idx + 1) * self.seq_len] x = chunk[:-1] y = chunk[1:] return torch.tensor(x), torch.tensor(y) def collate_fn(batch): inputs, targets = zip(*batch) inputs = pad_sequence(inputs, batch_first=True, padding_value=0) targets = pad_sequence(targets, batch_first=True, padding_value=0) return inputs, targets # Set the path to your text file and define sequence length path_to_text = 'C:/Users/Dell-PC/Desktop/Simple_Transfomer.txt' # replace with the path to your text file seq_len = 30 # sequence length # Create a dataset and data loader dataset = TextDataset(path_to_text, seq_len) data_loader = DataLoader(dataset, batch_size=32, shuffle=True, collate_fn=collate_fn) class SingleLSTM_TXT(nn.Module): def __init__(self, input_size, hidden_size, output_size, num_layers=3): # In a language model, input_size is usually the dimension of the embedding vector, # and output_size is the size of the vocabulary. super(SingleLSTM_TXT, self).__init__() self.embedding = nn.Embedding(num_embeddings=output_size, embedding_dim=input_size) self.lstm = nn.LSTM(input_size, hidden_size, num_layers, batch_first=True) self.fc = nn.Linear(hidden_size, output_size) def forward(self, x): embedded = self.embedding(x) h, _ = self.lstm(embedded) # You may need to reshape h if you want to include more than the last LSTM output h = h.reshape(-1, h.shape[-1]) return self.fc(h) def train_model_TXT(model, criterion, optimizer, num_epochs, data_loader): model.train() for epoch in range(num_epochs): total_loss = 0 for inputs, targets in data_loader: optimizer.zero_grad() predictions = model(inputs) loss = criterion(predictions, targets.view(-1)) loss.backward() optimizer.step() total_loss += loss.item() average_loss = total_loss / len(data_loader.dataset) print(f"Epoch {epoch+1}, Loss: {average_loss}") def generate_text(model, dataset, seed_text, num_generate, temperature=1.0): model.eval() # Put the model in evaluation mode # List to store the generated tokens generated_tokens = [] # Initial sequence (prefix) to start the generation process input_sequence = [dataset.vocab.get(word, 0) for word in seed_text.split()] # Convert to token IDs current_sequence = torch.tensor(input_sequence, dtype=torch.long).unsqueeze(0) # Generate num_generate tokens for _ in range(num_generate): # Forward pass through the model with torch.no_grad(): output = model(current_sequence) # Get probabilities, apply temperature scaling, and sample from the distribution probabilities = F.softmax(output[-1] / temperature, dim=0).detach() next_token_idx = torch.multinomial(probabilities, 1).item() # Append token to the current sequence and to the generated tokens generated_tokens.append(next_token_idx) current_sequence = torch.cat((current_sequence, torch.tensor([[next_token_idx]])), 1) # Convert tokens to words generated_text = " ".join([dataset.idx2token[token] for token in generated_tokens]) return generated_text # Instantiate the SingleLSTM_TXT model vocab_size = len(dataset.vocab) # The size of the vocabulary embedding_dim = 128 # Size of embeddings hidden_size = 128 # Number of features in the hidden state of the LSTM num_layers = 4 # Number of stacked LSTM layers single_lstm_txt_model = SingleLSTM_TXT(vocab_size, embedding_dim, hidden_size, num_layers) # Training parameters num_epochs = 10 batch_size = 128 learning_rate = 1e-4 # Define Loss Function and Optimizer for TXT dataset criterion = nn.CrossEntropyLoss() # Use CrossEntropyLoss for classification tasks optimizer = torch.optim.Adam(single_lstm_txt_model.parameters(), lr=learning_rate) # Train the model with the text data train_model_TXT(single_lstm_txt_model, criterion, optimizer, num_epochs, data_loader) # Seed text to start the generation seed_text = "Give me code to define a " num_generate = 8 # Number of words to generate temperature = 1.0 # Sampling temperature, higher will increase diversity # Use the trained model to generate text generated_text = generate_text(single_lstm_txt_model, dataset, seed_text, num_generate, temperature) print("Generated Text: ", generated_text)
f8dfe7f642dc0082a2fce6759d4971e4
{ "intermediate": 0.2887762188911438, "beginner": 0.42997676134109497, "expert": 0.28124696016311646 }
37,871
обьясни код каждую строку подробно def f(s): summa = 0 for i in range(len(s)): summa += int(s[i]) return summa for n in range(1, 100): s = bin(n)[2:] s = str(s) summa = f(s) s = s + str(summa % 2) summa = f(s) s = s + str(summa % 2) r = int(s, 2) if r > 83: print(r) break
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{ "intermediate": 0.2467113882303238, "beginner": 0.5496433973312378, "expert": 0.20364519953727722 }
37,872
Can you please help me to adjust this VBA code as required. After the line 'If ActiveCell.Column = 9 And ActiveCell.Offset(0, -1).Value <> "" Then ' column I "P REQUEST #" & "H SPECIAL NOTES"' I want the values of the row from column A to J to be copied to column T from T2 to T11 downwards Dim rowNum As Integer Dim headerCell As Range Dim rowcell As Range Dim outputString As String rowNum = ActiveCell.row Set rng = Range("A" & rowNum & ":K" & rowNum) If Target.CountLarge > 1 Then Exit Sub 'only one cell at a time On Error Resume Next If Not Intersect(ActiveCell, Range("I2:I2001")) Is Nothing And Target.Value = "" Then Exit Sub Else If ActiveCell.Column = 9 And ActiveCell.Offset(0, -1).Value <> "" Then ' column I "P REQUEST #" & "H SPECIAL NOTES" Dim wdApp As Object Dim wdDoc As Object Dim WsdShell As Object Set wdApp = CreateObject("Word.Application") Dim filePath As String filePath = ThisWorkbook.Path & "\zzzz ServProvDocs\PurchaseRequest.docm" Set wdDoc = wdApp.Documents.Open(filePath) wdApp.Visible = True Set WsdShell = CreateObject("WScript.Shell") WsdShell.AppActivate wdApp.Caption Application.Wait (Now + TimeValue("0:00:02")) 'Application.EnableEvents = False 'outputString = "" '' Loop through headers and row values in parallel 'For Each headerCell In Range("A1:K1") 'outputString = outputString & headerCell.Value & vbCrLf 'outputString = outputString & rng.Cells(1, headerCell.Column).Value & vbCrLf 'Next headerCell 'Shell "notepad.exe", vbNormalFocus 'Application.Wait Now + TimeValue("00:00:01") 'SendKeys outputString Cancel = True ' Prevents entering edit mode on double-click Application.CutCopyMode = False Application.EnableEvents = True End If Cancel = True ' Prevents entering edit mode on double-click End If Cancel = True ' Prevents entering edit mode on double-click End Sub
1066764c57bcb4e2a951c649ba717316
{ "intermediate": 0.33059272170066833, "beginner": 0.5410882234573364, "expert": 0.12831906974315643 }
37,873
Can you help me create a txt dataset composed of text and summarized text, i want to create this dataset by using an existing csv dataset , this is its layout: [ { "doc": "Send this page to someone via email\n\nActivists in London dumped gallons of yellow and blue paint in front of the Russian embassy in support of Ukraine on Thursday morning. The protest comes on the eve of the one-year anniversary of Russia's invasion of Ukraine.\n\nPhotos and videos of the demonstration showed activists in painter's coveralls lugging wheelbarrows full of paint sacs on Bayswater Road, near Hyde Park in Kensington.\n\nAs they uncorked the sacs and let the paint spill out, other protestors with large brooms spread the pigment across the busy intersection until it resembled the Ukrainian flag. Another organizer in a high-visibility jacket directed cars to drive slowly through the demonstration.\n\nA large group of spectators gathered to watch the protest as cars continued to pass through, picking up yellow and blue paint on their tires.\n\nStory continues below advertisement\n\nThe group responsible for the stunt, Led by Donkeys, wrote in a statement: \"Tomorrow is the first anniversary of Putin's imperialist invasion of Ukraine, an independent state and a people with every right to self-determination. The existence of a massive Ukrainian flag outside his embassy in London will serve to remind him of that.\"\n\nSolidarity with Ukraine \n\n(Russian Embassy, London) pic.twitter.com/efRXKgDuqV -- Led By Donkeys (@ByDonkeys) February 23, 2023\n\nFour people, three men and one woman, were arrested in connection with the protest on suspicion of criminal damage and obstructing the highway, the Met Police confirmed to MyLondon. They are currently being detained at a West London police station.\n\nLed by Donkeys is an art activist group that formed to protest Brexit, but its focus has since grown to address other social issues. The name Led by Donkeys comes from the phrase 'lions led by donkeys,\" a saying from the First World War that referred to the belief that British soldiers were being led to their deaths by incompetent leaders.\n\nStory continues below advertisement\n\nThe activists said they created the massive flag in front of the Russian embassy with 170 litres of yellow paint spread in the eastbound lane and a similar amount of blue paint in the westbound lane. They noted the paint was \"high-standard, non-toxic, solvent-free, eco-friendly, fast-dry edible paint designed for making road art.\"\n\nOne Londoner who drove through the protest shared a photo on Twitter of his blue-tinted wheels.\n\n\"Shame about my wheels,\" he wrote. \"Still, that protest put a huge smile on my face!\"\n\nHaha! It was so weird driving along going \"all those tyres are yellow. That's weird...\" then realising I was heading towards the blue... -- EviL Ras (@EviL_Ras) February 23, 2023\n\nStory continues below advertisement\n\nThe Russian invasion of Ukraine began on Feb. 24, 2022. Just before the invasion, Ukrainian President Volodymyr Zelenskyy pleaded with his Russian counterpart Vladimir Putin to get off the war path, cautioning that an invasion would only bring \"an abundance of pain filth, blood and death\" to their doorsteps.\n\nOne year into the war, those words continue to ring true.\n\nThe numbers are dizzying: hundreds of thousands of Russian men have escaped abroad to avoid being thrown into battle; millions of Ukrainians have been uprooted from their homes; tens of billions of dollars have poured into weaponry that is making war ever more lethal; and trillions more dollars estimated have been lost for the global economy. And even those figures don't do justice to the human and economic costs.\n\nOf the body count -- surely the most important tally, but kept under wraps by both sides -- all that can be said with certainty is that it is horrific. Western officials estimate it to be in the many tens of thousands and growing inexorably.\n\nBut Ukraine still exists; that in itself is a stinging defeat for the Kremlin.\n\n-- With files from The Associated Press", "summary": "On the eve of the one-year anniversary of Russia's invasion of Ukraine, U.K. activists dumped gallons of yellow and blue paint on the road in front of the London Russian embassy." }, { "doc": "Send this page to someone via email\n\nActivists in London dumped gallons of yellow and blue paint in front of the Russian embassy in support of Ukraine on Thursday morning. The protest comes on the eve of the one-year anniversary of Russia's invasion of Ukraine.\n\nPhotos and videos of the demonstration showed activists in painter's coveralls lugging wheelbarrows full of paint sacs on Bayswater Road, near Hyde Park in Kensington.\n\nAs they uncorked the sacs and let the paint spill out, other protestors with large brooms spread the pigment across the busy intersection until it resembled the Ukrainian flag. Another organizer in a high-visibility jacket directed cars to drive slowly through the demonstration.\n\nA large group of spectators gathered to watch the protest as cars continued to pass through, picking up yellow and blue paint on their tires.\n\nStory continues below advertisement\n\nThe group responsible for the stunt, Led by Donkeys, wrote in a statement: \"Tomorrow is the first anniversary of Putin's imperialist invasion of Ukraine, an independent state and a people with every right to self-determination. The existence of a massive Ukrainian flag outside his embassy in London will serve to remind him of that.\"\n\nSolidarity with Ukraine \n\n(Russian Embassy, London) pic.twitter.com/efRXKgDuqV -- Led By Donkeys (@ByDonkeys) February 23, 2023\n\nFour people, three men and one woman, were arrested in connection with the protest on suspicion of criminal damage and obstructing the highway, the Met Police confirmed to MyLondon. They are currently being detained at a West London police station.\n\nLed by Donkeys is an art activist group that formed to protest Brexit, but its focus has since grown to address other social issues. The name Led by Donkeys comes from the phrase 'lions led by donkeys,\" a saying from the First World War that referred to the belief that British soldiers were being led to their deaths by incompetent leaders.\n\nStory continues below advertisement\n\nThe activists said they created the massive flag in front of the Russian embassy with 170 litres of yellow paint spread in the eastbound lane and a similar amount of blue paint in the westbound lane. They noted the paint was \"high-standard, non-toxic, solvent-free, eco-friendly, fast-dry edible paint designed for making road art.\"\n\nOne Londoner who drove through the protest shared a photo on Twitter of his blue-tinted wheels.\n\n\"Shame about my wheels,\" he wrote. \"Still, that protest put a huge smile on my face!\"\n\nHaha! It was so weird driving along going \"all those tyres are yellow. That's weird...\" then realising I was heading towards the blue... -- EviL Ras (@EviL_Ras) February 23, 2023\n\nStory continues below advertisement\n\nThe Russian invasion of Ukraine began on Feb. 24, 2022. Just before the invasion, Ukrainian President Volodymyr Zelenskyy pleaded with his Russian counterpart Vladimir Putin to get off the war path, cautioning that an invasion would only bring \"an abundance of pain filth, blood and death\" to their doorsteps.\n\nOne year into the war, those words continue to ring true.\n\nThe numbers are dizzying: hundreds of thousands of Russian men have escaped abroad to avoid being thrown into battle; millions of Ukrainians have been uprooted from their homes; tens of billions of dollars have poured into weaponry that is making war ever more lethal; and trillions more dollars estimated have been lost for the global economy. And even those figures don't do justice to the human and economic costs.\n\nOf the body count -- surely the most important tally, but kept under wraps by both sides -- all that can be said with certainty is that it is horrific. Western officials estimate it to be in the many tens of thousands and growing inexorably.\n\nBut Ukraine still exists; that in itself is a stinging defeat for the Kremlin.\n\n-- With files from The Associated Press", "summary": "On the eve of the one-year anniversary of Russia's invasion of Ukraine, British activists poured gallons of yellow and blue paint on the road outside the London Russian embassy." }, { "doc": "Send this page to someone via email\n\nActivists in London dumped gallons of yellow and blue paint in front of the Russian embassy in support of Ukraine on Thursday morning. The protest comes on the eve of the one-year anniversary of Russia's invasion of Ukraine.\n\nPhotos and videos of the demonstration showed activists in painter's coveralls lugging wheelbarrows full of paint sacs on Bayswater Road, near Hyde Park in Kensington.\n\nAs they uncorked the sacs and let the paint spill out, other protestors with large brooms spread the pigment across the busy intersection until it resembled the Ukrainian flag. Another organizer in a high-visibility jacket directed cars to drive slowly through the demonstration.\n\nA large group of spectators gathered to watch the protest as cars continued to pass through, picking up yellow and blue paint on their tires.\n\nStory continues below advertisement\n\nThe group responsible for the stunt, Led by Donkeys, wrote in a statement: \"Tomorrow is the first anniversary of Putin's imperialist invasion of Ukraine, an independent state and a people with every right to self-determination. The existence of a massive Ukrainian flag outside his embassy in London will serve to remind him of that.\"\n\nSolidarity with Ukraine \n\n(Russian Embassy, London) pic.twitter.com/efRXKgDuqV -- Led By Donkeys (@ByDonkeys) February 23, 2023\n\nFour people, three men and one woman, were arrested in connection with the protest on suspicion of criminal damage and obstructing the highway, the Met Police confirmed to MyLondon. They are currently being detained at a West London police station.\n\nLed by Donkeys is an art activist group that formed to protest Brexit, but its focus has since grown to address other social issues. The name Led by Donkeys comes from the phrase 'lions led by donkeys,\" a saying from the First World War that referred to the belief that British soldiers were being led to their deaths by incompetent leaders.\n\nStory continues below advertisement\n\nThe activists said they created the massive flag in front of the Russian embassy with 170 litres of yellow paint spread in the eastbound lane and a similar amount of blue paint in the westbound lane. They noted the paint was \"high-standard, non-toxic, solvent-free, eco-friendly, fast-dry edible paint designed for making road art.\"\n\nOne Londoner who drove through the protest shared a photo on Twitter of his blue-tinted wheels.\n\n\"Shame about my wheels,\" he wrote. \"Still, that protest put a huge smile on my face!\"\n\nHaha! It was so weird driving along going \"all those tyres are yellow. That's weird...\" then realising I was heading towards the blue... -- EviL Ras (@EviL_Ras) February 23, 2023\n\nStory continues below advertisement\n\nThe Russian invasion of Ukraine began on Feb. 24, 2022. Just before the invasion, Ukrainian President Volodymyr Zelenskyy pleaded with his Russian counterpart Vladimir Putin to get off the war path, cautioning that an invasion would only bring \"an abundance of pain filth, blood and death\" to their doorsteps.\n\nOne year into the war, those words continue to ring true.\n\nThe numbers are dizzying: hundreds of thousands of Russian men have escaped abroad to avoid being thrown into battle; millions of Ukrainians have been uprooted from their homes; tens of billions of dollars have poured into weaponry that is making war ever more lethal; and trillions more dollars estimated have been lost for the global economy. And even those figures don't do justice to the human and economic costs.\n\nOf the body count -- surely the most important tally, but kept under wraps by both sides -- all that can be said with certainty is that it is horrific. Western officials estimate it to be in the many tens of thousands and growing inexorably.\n\nBut Ukraine still exists; that in itself is a stinging defeat for the Kremlin.\n\n-- With files from The Associated Press", "summary": "On the eve of the one-year anniversary of Russia's attack on Ukraine, U.K. protesters spilled gallons of yellow and blue paint on the roadway in front of the London Russian embassy." },...
122a021a81bb43c9a7c1e9aa2b12e2c2
{ "intermediate": 0.4043270945549011, "beginner": 0.3728587329387665, "expert": 0.22281412780284882 }
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hi
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{ "intermediate": 0.3246487081050873, "beginner": 0.27135494351387024, "expert": 0.40399640798568726 }
37,875
make the deparutre time and arrival time in single column, arrivaltime on top and departure just below arrival time <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8" /> <meta name="viewport" content="width=device-width, initial-scale=1.0" /> <title>Bus Schedule and Timeline</title> <link rel="stylesheet" href="https://unpkg.com/tailwindcss@^2/dist/tailwind.min.css" /> <script src="https://code.jquery.com/jquery-3.5.1.min.js"></script> <script src="https://code.jquery.com/ui/1.12.1/jquery-ui.min.js"></script> <link rel="stylesheet" href="https://code.jquery.com/ui/1.12.1/themes/base/jquery-ui.css" /> <style> body { font-family: "Roboto", sans-serif; background-color: rgb(243, 244, 246); } .station { position: relative; margin: 10px 0px; display: flex; flex-direction: row; align-items: center; } .timeline { content: ""; position: absolute; top: 50%; bottom: -100%; /* bottom: -65% or 65 or 100 i dont rememeber ; */ border-left: 4px solid #4c51bf; z-index: 1; } .hoi { content: ""; position: relative; width: 16px; height: 16px; left: 2px; background-color: #fff; border: 4px solid #4c51bf; border-radius: 50%; transform: translateX(-50%); z-index: 2; } .time-wrapper { display: flex; flex-direction: row; align-items: center; justify-content: space-between; z-index: 3; width: 20px; } .station-time { padding: 5px 10px; background-color: #4c51bf; color: #fff; border-radius: 12px; white-space: nowrap; z-index: 3; margin-right: 20px; } .station-name { flex-grow: 1; margin-left: 20px; margin-right: 20px; z-index: 3; } .header-row { display: flex; justify-content: space-between; padding: 10px; font-weight: bold; } .green-bg { background-color: #10b981; } .green-border { border-color: #10b981; } .green-line { border-left-color: #10b981; } .rotate-180 { transform: rotate(180deg); } </style> </head> <body> <div class="container mx-auto px-4"> <h1 class="text-3xl font-bold text-center my-4">Bus Schedule</h1> <div class="grid grid-cols-2 gap-4"> <div class="bg-gray-100 p-4 rounded-md"> <label for="departure" class="block mb-2 text-sm font-medium text-gray-900 dark:text-gray-300" >Departure</label > <input type="text" id="departure" class="bg-white border border-gray-300 text-gray-900 text-sm rounded-lg focus:ring-blue-500 focus:border-blue-500 block w-full p-2.5 dark:bg-gray-700 dark:border-gray-600 dark:placeholder-gray-400 dark:text-white" placeholder="Enter departure" value="kottayam" /> </div> <div class="bg-gray-100 p-4 rounded-md"> <label for="destination" class="block mb-2 text-sm font-medium text-gray-900 dark:text-gray-300" >Destination</label > <input type="text" id="destination" class="bg-white border border-gray-300 text-gray-900 text-sm rounded-lg focus:ring-blue-500 focus:border-blue-500 block w-full p-2.5 dark:bg-gray-700 dark:border-gray-600 dark:placeholder-gray-400 dark:text-white" placeholder="Enter destination" value="ponkunnam" /> </div> <div class="bg-gray-100 p-4 rounded-md"> <label for="time" class="block mb-2 text-sm font-medium text-gray-900 dark:text-gray-300" >Time</label > <input type="time" id="time" class="bg-white border border-gray-300 text-gray-900 text-sm rounded-lg focus:ring-blue-500 focus:border-blue-500 block w-full p-2.5 dark:bg-gray-700 dark:border-gray-600 dark:placeholder-gray-400 dark:text-white" /> </div> <div class="bg-gray-100 p-4 rounded-md"> <button type="submit" onclick="submitForm()" class="bg-blue-500 hover:bg-blue-700 text-white font-bold py-2 px-4 rounded-lg" > Submit </button> </div> </div> </div> <div class="bg-gray-100 font-roboto"> <div class="max-w-xl mx-auto py-12 px-4 sm:px-6 lg:px-2"> <div class="mt-8" id="scheduleContainer"></div> </div> </div> <script> let stationNames = []; fetch( "https://raw.githubusercontent.com/amith-vp/Kerala-Private-Bus-Timing/main/data%20conversion%20scripts/stations.txt" ) .then((response) => response.text()) .then((data) => { stationNames = data.split("\n"); $("#departure").autocomplete({ source: stationNames, }); $("#destination").autocomplete({ source: stationNames, }); }); async function submitForm() { const departure = document.getElementById("departure").value; const destination = document.getElementById("destination").value; const time = document.getElementById("time").value; // const time = "12:24"; // Make API request const apiUrl = `https://busapi.amithv.xyz/api/v1/schedules?departure=${encodeURIComponent( departure )}&destination=${encodeURIComponent(destination)}`; try { const response = await fetch(apiUrl); const scheduleData = await response.json(); updateSchedule(scheduleData, departure, destination); } catch (error) { console.error("Error fetching data:", error); } } function updateSchedule(scheduleData, departure, destination) { departure = departure.toUpperCase(); destination = destination.toUpperCase(); const scheduleContainer = document.getElementById("scheduleContainer"); scheduleContainer.innerHTML = ""; scheduleData.forEach((trip, index, array) => { const tripDetails = document.createElement("details"); tripDetails.classList.add( "bg-white", "rounded-md", "shadow-md", "my-4", "overflow-hidden" ); const departureStation = trip.stations.find((station) => station.station.toUpperCase().startsWith(departure) ); const arrivalStation = trip.stations.find((station) => station.station.toUpperCase().startsWith(destination) ); const departureTime = departureStation ? departureStation.departureTime : "N/A"; const arrivalTime = arrivalStation ? arrivalStation.arrivalTime : "N/A"; const tripSummary = document.createElement("summary"); tripSummary.classList.add( "flex", "justify-between", "items-center", "px-4", "py-2", "cursor-pointer", "bg-blue-500", "text-white" ); tripSummary.innerHTML = ` <div class="flex justify-between items-center w-full"> <span> ${departureTime} ➡️ ${arrivalTime}</span> <span style="margin-left: auto;">${trip.vehicle_number}</span> </div> <svg xmlns="http://www.w3.org/2000/svg" class="h-6 w-6" fill="none" viewBox="0 0 24 24" stroke="white"> <path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M19 9l-7 7-7-7" /> </svg> `; tripSummary.addEventListener("click", (event) => { const icon = tripSummary.querySelector("svg"); if (tripDetails.open) { icon.classList.remove("rotate-180"); } else { icon.classList.add("rotate-180"); } }); tripDetails.appendChild(tripSummary); let vehicleDiv = document.createElement("div"); // vehicleDiv.textContent = `Vehicle Number: ${trip.vehicle_number}, Trip: ${trip.trip}`; scheduleContainer.appendChild(vehicleDiv); let hasDeparted = false; let hasArrived = false; trip.stations.forEach((station, stationIndex) => { let stationDiv = document.createElement("div"); stationDiv.classList.add("station"); if (station.station.toUpperCase().startsWith(departure)) { hasDeparted = true; } let arrivalTimeDiv = document.createElement("div"); arrivalTimeDiv.classList.add("station-time"); if (hasDeparted && !hasArrived) { arrivalTimeDiv.classList.add("green-bg"); } arrivalTimeDiv.textContent = station.arrivalTime; stationDiv.appendChild(arrivalTimeDiv); stationDiv.classList.add( "px-4", "py-2", "border-b", "flex", "justify-between", "items-center", "last:border-b-0" ); let timeWrapperDiv = document.createElement("div"); timeWrapperDiv.classList.add("time-wrapper"); let hoiDiv = document.createElement("div"); hoiDiv.classList.add("hoi"); if (hasDeparted && !hasArrived) { hoiDiv.classList.add("green-border"); } timeWrapperDiv.appendChild(hoiDiv); if (stationIndex !== trip.stations.length - 1) { let timelineDiv = document.createElement("div"); timelineDiv.classList.add("timeline"); if ( hasDeparted && !hasArrived && station.station.toUpperCase().startsWith(destination) === false ) { timelineDiv.classList.add("green-line"); } else { timelineDiv.classList.add("blue-line"); } timeWrapperDiv.appendChild(timelineDiv); } stationDiv.appendChild(timeWrapperDiv); let stationNameDiv = document.createElement("div"); stationNameDiv.classList.add("station-name"); stationNameDiv.textContent = station.station; stationDiv.appendChild(stationNameDiv); let departureTimeDiv = document.createElement("div"); departureTimeDiv.classList.add("station-time"); if (hasDeparted && !hasArrived) { departureTimeDiv.classList.add("green-bg"); } departureTimeDiv.textContent = station.departureTime; stationDiv.appendChild(departureTimeDiv); scheduleContainer.appendChild(stationDiv); if (station.station.toUpperCase().startsWith(destination)) { hasArrived = true; } tripDetails.appendChild(stationDiv); }); scheduleContainer.appendChild(tripDetails); }); } </script> </body> </html>
bb117aa96db352b21a75933b7a5e9802
{ "intermediate": 0.30505725741386414, "beginner": 0.40731874108314514, "expert": 0.2876240015029907 }
37,876
make the deparutre time and arrival time in single column, arrivaltime on top and departure just below arrival time <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8" /> <meta name="viewport" content="width=device-width, initial-scale=1.0" /> <title>Bus Schedule and Timeline</title> <link rel="stylesheet" href="https://unpkg.com/tailwindcss@^2/dist/tailwind.min.css" /> <script src="https://code.jquery.com/jquery-3.5.1.min.js"></script> <script src="https://code.jquery.com/ui/1.12.1/jquery-ui.min.js"></script> <link rel="stylesheet" href="https://code.jquery.com/ui/1.12.1/themes/base/jquery-ui.css" /> <style> body { font-family: "Roboto", sans-serif; background-color: rgb(243, 244, 246); } .station { position: relative; margin: 10px 0px; display: flex; flex-direction: row; align-items: center; } .timeline { content: ""; position: absolute; top: 50%; bottom: -100%; /* bottom: -65% or 65 or 100 i dont rememeber ; */ border-left: 4px solid #4c51bf; z-index: 1; } .hoi { content: ""; position: relative; width: 16px; height: 16px; left: 2px; background-color: #fff; border: 4px solid #4c51bf; border-radius: 50%; transform: translateX(-50%); z-index: 2; } .time-wrapper { display: flex; flex-direction: row; align-items: center; justify-content: space-between; z-index: 3; width: 20px; } .station-time { padding: 5px 10px; background-color: #4c51bf; color: #fff; border-radius: 12px; white-space: nowrap; z-index: 3; margin-right: 20px; } .station-name { flex-grow: 1; margin-left: 20px; margin-right: 20px; z-index: 3; } .header-row { display: flex; justify-content: space-between; padding: 10px; font-weight: bold; } .green-bg { background-color: #10b981; } .green-border { border-color: #10b981; } .green-line { border-left-color: #10b981; } .rotate-180 { transform: rotate(180deg); } </style> </head> <body> <div class="container mx-auto px-4"> <h1 class="text-3xl font-bold text-center my-4">Bus Schedule</h1> <div class="grid grid-cols-2 gap-4"> <div class="bg-gray-100 p-4 rounded-md"> <label for="departure" class="block mb-2 text-sm font-medium text-gray-900 dark:text-gray-300" >Departure</label > <input type="text" id="departure" class="bg-white border border-gray-300 text-gray-900 text-sm rounded-lg focus:ring-blue-500 focus:border-blue-500 block w-full p-2.5 dark:bg-gray-700 dark:border-gray-600 dark:placeholder-gray-400 dark:text-white" placeholder="Enter departure" value="kottayam" /> </div> <div class="bg-gray-100 p-4 rounded-md"> <label for="destination" class="block mb-2 text-sm font-medium text-gray-900 dark:text-gray-300" >Destination</label > <input type="text" id="destination" class="bg-white border border-gray-300 text-gray-900 text-sm rounded-lg focus:ring-blue-500 focus:border-blue-500 block w-full p-2.5 dark:bg-gray-700 dark:border-gray-600 dark:placeholder-gray-400 dark:text-white" placeholder="Enter destination" value="ponkunnam" /> </div> <div class="bg-gray-100 p-4 rounded-md"> <label for="time" class="block mb-2 text-sm font-medium text-gray-900 dark:text-gray-300" >Time</label > <input type="time" id="time" class="bg-white border border-gray-300 text-gray-900 text-sm rounded-lg focus:ring-blue-500 focus:border-blue-500 block w-full p-2.5 dark:bg-gray-700 dark:border-gray-600 dark:placeholder-gray-400 dark:text-white" /> </div> <div class="bg-gray-100 p-4 rounded-md"> <button type="submit" onclick="submitForm()" class="bg-blue-500 hover:bg-blue-700 text-white font-bold py-2 px-4 rounded-lg" > Submit </button> </div> </div> </div> <div class="bg-gray-100 font-roboto"> <div class="max-w-xl mx-auto py-12 px-4 sm:px-6 lg:px-2"> <div class="mt-8" id="scheduleContainer"></div> </div> </div> <script> let stationNames = []; fetch( "https://raw.githubusercontent.com/amith-vp/Kerala-Private-Bus-Timing/main/data%20conversion%20scripts/stations.txt" ) .then((response) => response.text()) .then((data) => { stationNames = data.split("\n"); $("#departure").autocomplete({ source: stationNames, }); $("#destination").autocomplete({ source: stationNames, }); }); async function submitForm() { const departure = document.getElementById("departure").value; const destination = document.getElementById("destination").value; const time = document.getElementById("time").value; // const time = "12:24"; // Make API request const apiUrl = `https://busapi.amithv.xyz/api/v1/schedules?departure=${encodeURIComponent( departure )}&destination=${encodeURIComponent(destination)}`; try { const response = await fetch(apiUrl); const scheduleData = await response.json(); updateSchedule(scheduleData, departure, destination); } catch (error) { console.error("Error fetching data:", error); } } function updateSchedule(scheduleData, departure, destination) { departure = departure.toUpperCase(); destination = destination.toUpperCase(); const scheduleContainer = document.getElementById("scheduleContainer"); scheduleContainer.innerHTML = ""; scheduleData.forEach((trip, index, array) => { const tripDetails = document.createElement("details"); tripDetails.classList.add( "bg-white", "rounded-md", "shadow-md", "my-4", "overflow-hidden" ); const departureStation = trip.stations.find((station) => station.station.toUpperCase().startsWith(departure) ); const arrivalStation = trip.stations.find((station) => station.station.toUpperCase().startsWith(destination) ); const departureTime = departureStation ? departureStation.departureTime : "N/A"; const arrivalTime = arrivalStation ? arrivalStation.arrivalTime : "N/A"; const tripSummary = document.createElement("summary"); tripSummary.classList.add( "flex", "justify-between", "items-center", "px-4", "py-2", "cursor-pointer", "bg-blue-500", "text-white" ); tripSummary.innerHTML = ` <div class="flex justify-between items-center w-full"> <span> ${departureTime} ➡️ ${arrivalTime}</span> <span style="margin-left: auto;">${trip.vehicle_number}</span> </div> <svg xmlns="http://www.w3.org/2000/svg" class="h-6 w-6" fill="none" viewBox="0 0 24 24" stroke="white"> <path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M19 9l-7 7-7-7" /> </svg> `; tripSummary.addEventListener("click", (event) => { const icon = tripSummary.querySelector("svg"); if (tripDetails.open) { icon.classList.remove("rotate-180"); } else { icon.classList.add("rotate-180"); } }); tripDetails.appendChild(tripSummary); let vehicleDiv = document.createElement("div"); // vehicleDiv.textContent = `Vehicle Number: ${trip.vehicle_number}, Trip: ${trip.trip}`; scheduleContainer.appendChild(vehicleDiv); let hasDeparted = false; let hasArrived = false; trip.stations.forEach((station, stationIndex) => { let stationDiv = document.createElement("div"); stationDiv.classList.add("station"); if (station.station.toUpperCase().startsWith(departure)) { hasDeparted = true; } let arrivalTimeDiv = document.createElement("div"); arrivalTimeDiv.classList.add("station-time"); if (hasDeparted && !hasArrived) { arrivalTimeDiv.classList.add("green-bg"); } arrivalTimeDiv.textContent = station.arrivalTime; stationDiv.appendChild(arrivalTimeDiv); stationDiv.classList.add( "px-4", "py-2", "border-b", "flex", "justify-between", "items-center", "last:border-b-0" ); let timeWrapperDiv = document.createElement("div"); timeWrapperDiv.classList.add("time-wrapper"); let hoiDiv = document.createElement("div"); hoiDiv.classList.add("hoi"); if (hasDeparted && !hasArrived) { hoiDiv.classList.add("green-border"); } timeWrapperDiv.appendChild(hoiDiv); if (stationIndex !== trip.stations.length - 1) { let timelineDiv = document.createElement("div"); timelineDiv.classList.add("timeline"); if ( hasDeparted && !hasArrived && station.station.toUpperCase().startsWith(destination) === false ) { timelineDiv.classList.add("green-line"); } else { timelineDiv.classList.add("blue-line"); } timeWrapperDiv.appendChild(timelineDiv); } stationDiv.appendChild(timeWrapperDiv); let stationNameDiv = document.createElement("div"); stationNameDiv.classList.add("station-name"); stationNameDiv.textContent = station.station; stationDiv.appendChild(stationNameDiv); let departureTimeDiv = document.createElement("div"); departureTimeDiv.classList.add("station-time"); if (hasDeparted && !hasArrived) { departureTimeDiv.classList.add("green-bg"); } departureTimeDiv.textContent = station.departureTime; stationDiv.appendChild(departureTimeDiv); scheduleContainer.appendChild(stationDiv); if (station.station.toUpperCase().startsWith(destination)) { hasArrived = true; } tripDetails.appendChild(stationDiv); }); scheduleContainer.appendChild(tripDetails); }); } </script> </body> </html>
2aacebef4c4db54962ea44a5cd4d6c5b
{ "intermediate": 0.30505725741386414, "beginner": 0.40731874108314514, "expert": 0.2876240015029907 }
37,877
// SPDX-License-Identifier: MIT pragma solidity ^0.8.20; contract bomb { uint256 public _code; constructor(uint256 code) { _code = code; } function blast() public { assembly { selfdestruct(0x0000000000000000000000000000) } } } contract Trigger { function pullTrigger() public returns (uint256) { Bomb bomb = new Bomb(42); bomb.blast(); return bomb._code(); } } Will calling the pullTrigger() function from the Trigger contract revert? If not, does it retrun 0 or 42?
ea0c35e41eb2f211c8271e4629efb2c1
{ "intermediate": 0.37166059017181396, "beginner": 0.523758053779602, "expert": 0.1045813262462616 }
37,878
I want you to act as a SQL terminal in front of an example database. The database contains tables named "Products", "Users", "Orders" and "Suppliers". I will type queries and you will reply with what the terminal would show. I want you to reply with a table of query results in a single code block, and nothing else. Do not write explanations. Do not type commands unless I instruct you to do so. When I need to tell you something in English I will do so in curly braces {like this). My first command is 'SELECT TOP 10 * FROM Products ORDER BY Id DESC'.
3dcb1e93c1107c47abc6d00894a9c3af
{ "intermediate": 0.3367333710193634, "beginner": 0.3181932270526886, "expert": 0.34507331252098083 }
37,879
what do you know about chronos, the tool for CRISPR screen analysis
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37,880
pourquoi lorsque je veux sur la page questoins_quizz (pour acceder aux questions du quizz) j'ai ces erreurs : Warning: Undefined array key "id" in C:\Users\alexa\Desktop\Quizz_PHP\questions_quizz.php on line 12 Fatal error: Uncaught PDOException: SQLSTATE[HY000]: General error: 1 no such column: id in C:\Users\alexa\Desktop\Quizz_PHP\questions.php:11 Stack trace: #0 C:\Users\alexa\Desktop\Quizz_PHP\questions.php(11): PDO->prepare('SELECT * FROM q...') #1 C:\Users\alexa\Desktop\Quizz_PHP\questions_quizz.php(13): getQuestions(NULL) #2 {main} thrown in C:\Users\alexa\Desktop\Quizz_PHP\questions.php on line 11 : The following text is a Git repository with code. The structure of the text are sections that begin with ----, followed by a single line containing the file path and file name, followed by a variable amount of lines containing the file contents. The text representing the Git repository ends when the symbols --END-- are encounted. Any further text beyond --END-- are meant to be interpreted as instructions using the aforementioned Git repository as context. ---- correction.php <?php session_start(); require_once 'questions.php'; require 'Classes/autoloader.php'; Autoloader::register(); $questions = getQuestions(); $score = isset($_SESSION['quiz_score']) ? $_SESSION['quiz_score'] : 0; $repBonne = isset($_SESSION['repBonne']) ? $_SESSION['repBonne'] : []; $repFausse = isset($_SESSION['repFausse']) ? $_SESSION['repFausse'] : []; if (isset($questions) && is_array($questions)) { echo "<h1 >Résultats du Quiz </h1>"; echo '<hr />'; if ($score === count($questions)) { echo "Félicitations, vous avez répondu correctement à toutes les questions !<br>"; echo "<br>" . "Votre score est de " . $score . " sur " . count($questions) . " !!!" . "<br>"; echo "<br>" . "<img src='https://media.giphy.com/media/RPCMrr8iiyvggdbMJ5/giphy.gif' alt='Gif de félicitations' width='300' height='300'>"; } else { echo "Vous avez répondu correctement à " . $score . " questions sur " . count($questions) . "<br>"; echo "<p>Les réponses auxquelles vous avez répondu correctement sont : </p>"; foreach ($repBonne as $rep) { for ($i = 0; $i < count($questions); $i++) { if ($questions[$i]->getUuid() === $rep) { $question = $questions[$i]; break; } } echo $question->getLabel() . "<br>"; } echo "<p>Les réponses auxquelles vous avez répondu incorrectement sont : </p>"; foreach ($repFausse as $rep) { for ($i = 0; $i < count($questions); $i++) { if ($questions[$i]->getUuid() === $rep) { $question = $questions[$i]; break; } } echo $question->getLabel() . "<br>"; echo "<p>La bonne réponse est : </p>"; if ($question->getType() === 'text' or $question->getType() === 'radio') { echo $question->getCorrect() . "<br>"; } else{ foreach ($question->getCorrect() as $choice) { echo $choice . "<br>"; } } } } } else { echo "Aucune question trouvée"; } unset($_SESSION['quiz_score']); unset($_SESSION['repBonne']); unset($_SESSION['repFausse']); ?> ---- data.json [ { "quiz_id": 1, "quiz_name": "Quiz sur la géographie", "questions": [ { "uuid": "f4856b0a-5b89-4f18-8dd5-ff70323f2b0a", "type": "radio", "label": "Quelle est la capitale de la France ?", "choices": [ "Londres", "Paris", "Berlin" ], "correct": "Paris" }, { "uuid": "932c9079-e157-4eaf-80da-92fb4a2ea5da", "type": "radio", "label": "Quelle planète est surnommée la 'Planète Rouge' ?", "choices": [ "Vénus", "Mars", "Jupiter" ], "correct": "Mars" } ] }, { "quiz_id": 2, "quiz_name": "Quiz sur la cuisine", "questions": [ { "uuid": "7b32c56e-7d1f-4a13-80e3-c650f5f8b108", "type": "checkbox", "label": "Quels sont les ingrédients principaux d'une pizza margherita ?", "choices": [ "Tomate", "Fromage", "Champignons", "Anchois" ], "correct": [ "Tomate", "Fromage" ] }, { "uuid": "6d6b2e94-1f60-45f5-9c6f-2d45bd02d5e0", "type": "text", "label": "Quelle est la couleur du ciel pendant la journée ?", "correct": "Bleu" } ] } ] ---- data.php <?php function getDatas(){ $source = 'databases/data.json'; $content = file_get_contents($source); $datas = json_decode($content, true); if (empty($datas)) { throw new Exception('No product :(', 1); } return $datas; } ?> ---- db.sqlite SQLite format 3
6cb984b4b131f394ba1c60e894c4b2f2
{ "intermediate": 0.33920732140541077, "beginner": 0.4857803285121918, "expert": 0.17501236498355865 }
37,881
make me a 1 dollar cat
a8e168954d03e70b19e35d15098ddefa
{ "intermediate": 0.4271704852581024, "beginner": 0.3581971824169159, "expert": 0.21463227272033691 }
37,882
unzip train.csv.zip in python
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{ "intermediate": 0.2694191336631775, "beginner": 0.18230757117271423, "expert": 0.5482733249664307 }
37,883
comment avoir les question d'un quizz dans getQuestions : $pdo->exec(" CREATE TABLE IF NOT EXISTS quizzes ( id INTEGER PRIMARY KEY, name TEXT NOT NULL ) "); try { $pdo->exec(" CREATE TABLE IF NOT EXISTS questions ( uuid TEXT PRIMARY KEY, quiz_id INTEGER, type TEXT NOT NULL, label TEXT NOT NULL, choices TEXT, correct TEXT NOT NULL, FOREIGN KEY (quiz_id) REFERENCES quizzes(id) ) ");$quizzes = json_decode(file_get_contents('data.json'), true); foreach ($quizzes as $quiz) { // je regarde si le quizz existe déjà (car si je execute le php il voudra insert et j'aurais un constraint fail) $stmt = $pdo->prepare("SELECT * FROM quizzes WHERE id = ?"); $stmt->execute([$quiz['quiz_id']]); $exists = $stmt->fetch(PDO::FETCH_ASSOC); // si le quizz n'existe pas, je l'insert donc if (!$exists) { $pdo->prepare(" INSERT INTO quizzes (id, name) VALUES (?, ?) ")->execute([ $quiz['quiz_id'], $quiz['quiz_name'], ]); } foreach ($quiz['questions'] as $question) { $question['quiz_id'] = $quiz['quiz_id']; // je ne comprend pas pourquoi je n'ai pas la clé étrangère // quiz_id dans mon tableau question alors que dans la table de la bd // j'ai bien la clé étrangère quiz_id $stmt = $pdo->prepare("SELECT * FROM questions WHERE uuid = ?"); $stmt->execute([$question['uuid']]); $exists = $stmt->fetch(PDO::FETCH_ASSOC); // meme chose pour les questions if (!$exists) { $pdo->prepare(" INSERT INTO questions (uuid, type, label, choices, correct) VALUES (?, ?, ?, ?, ?) ")->execute([ $question['uuid'], $question['type'], $question['label'], isset($question['choices']) ? json_encode($question['choices']) : null, is_array($question['correct']) ? json_encode($question['correct']) : $question['correct'], ]);function getQuestions($quiz_id) { $pdo = new PDO('sqlite:db.sqlite'); $pdo->setAttribute(PDO::ATTR_ERRMODE, PDO::ERRMODE_EXCEPTION); $stmt = $pdo->prepare("SELECT * FROM questions WHERE quiz_id = ?"); $stmt->execute([$quiz_id]); $datas = $stmt->fetchAll(PDO::FETCH_ASSOC); $questions = []; foreach ($datas as $data) { $question = null; $uuid = $data['uuid']; $type = $data['type']; $label = $data['label']; $choices = json_decode($data['choices'], true); $correct = is_array(json_decode($data['correct'], true)) ? json_decode($data['correct'], true) : $data['correct']; switch ($type) { case 'radio': $question = new RadioQuestion($uuid, $type, $label, $choices, $correct); break; case 'checkbox': $question = new CheckboxQuestion($uuid, $type, $label, $choices, $correct); break; case 'text': $question = new TextQuestion($uuid, $type, $label, $correct); break; } if ($question !== null) { $questions[] = $question; } } return $questions; }
308e934fc964e28eace21cb74bee1d9f
{ "intermediate": 0.25286412239074707, "beginner": 0.4935949444770813, "expert": 0.253540962934494 }
37,884
hi, can you help with a coding question?
de0e3b9f21f18ddebe2fcc4ebea863b4
{ "intermediate": 0.39146530628204346, "beginner": 0.49829530715942383, "expert": 0.11023937910795212 }
37,885
how to compile assembly code
fa90357d39f56dd5eb4ca2d6ddba83c3
{ "intermediate": 0.20548835396766663, "beginner": 0.6355509757995605, "expert": 0.15896068513393402 }
37,886
make an assembly code for a simple drawing program. a 500x500 window with a black pixel brush
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{ "intermediate": 0.29835763573646545, "beginner": 0.44015854597091675, "expert": 0.2614838480949402 }
37,887
i’m trying to add ai LLM to a python chess game. here’s the logic i’m trying to accomplish -two main functions: chess game amd LLM chat - Chess Game - User or chess ai makes a chess move - the game logic is applied - if it was an ai chess move, add it to the history of the assistant - if it was a user move, add it to the history of the user - repeat this logic for gameplay loop, so the LLM is always updated with the moves in it’s history. - LLM Chat - User input area where a user can enter a message - when a message is entered, it is rendered in the chat area, added to the history and sent to the LLM - the LLM sends a response back, and the response is rendered in the text area This is a prelim code to see how the lLM chat would work with pygame. It functions properly. i can send a message to the llm, it replies, and we can do a multi turn chat. import requests import pygame import sys # Initialize PyGame pygame.init() # Constants WIDTH, HEIGHT = 800, 600 WHITE = (255, 255, 255) BLACK = (0, 0, 0) FONT_SIZE = 20 # Create a PyGame window window = pygame.display.set_mode((WIDTH, HEIGHT)) # Set the window title pygame.display.set_caption(“Chat GUI”) # Fonts font = pygame.font.Font(None, FONT_SIZE) # Chat variables user_input = “” chat_history = [] # API Configuration api_url = ‘http://127.0.0.1:5000/v1/chat/completions’ headers = {“Content-Type”: “application/json”} def send_message(): global chat_history, user_input user_message = user_input.strip() if user_message: # Add user message to chat history chat_history.append({“role”: “user”, “content”: user_message}) # Display user message in the chat area draw_text(window, f’User: {user_message}‘, BLACK, (410, 10)) # Send message to assistant data = { “mode”: “chat”, “character”: “Assistant”, “messages”: chat_history } try: response = requests.post(api_url, headers=headers, json=data, verify=False) assistant_message = response.json()[‘choices’][0][‘message’][‘content’] chat_history.append({“role”: “assistant”, “content”: assistant_message}) # Clear user input after sending a message user_input = “” except requests.RequestException as e: chat_history.append({“role”: “Error”, “content”: str(e)}) def draw_text(surface, text, color, pos): text_surface = font.render(text, True, color) surface.blit(text_surface, pos) # Game loop clock = pygame.time.Clock() running = True while running: window.fill(WHITE) for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_RETURN: send_message() elif event.key == pygame.K_BACKSPACE: user_input = user_input[:-1] else: user_input += event.unicode # Draw chat history y = 10 for message in chat_history: draw_text(window, f’{message[“role”]}: {message[“content”]}‘, BLACK, (410, y)) y += FONT_SIZE + 5 # Draw user input draw_text(window, f’User: {user_input}’, BLACK, (410, HEIGHT - FONT_SIZE - 10)) pygame.display.update() clock.tick(30) pygame.quit() sys.exit() This is the chess python program. It runs, but when I try to make the first move, it crashes with an error. how do i fix this? """ Main driver file. Handling user input. Displaying current GameStatus object. """ import pygame as p import ChessEngine, ChessAI import sys from multiprocessing import Process, Queue import requests BOARD_WIDTH = BOARD_HEIGHT = 512 MOVE_LOG_PANEL_WIDTH = 250 MOVE_LOG_PANEL_HEIGHT = BOARD_HEIGHT CHAT_PANEL_WIDTH = 250 CHAT_PANEL_HEIGHT = BOARD_HEIGHT DIMENSION = 8 SQUARE_SIZE = BOARD_HEIGHT // DIMENSION MAX_FPS = 15 IMAGES = {} user_input = "" chat_history = [] api_url = 'http://127.0.0.1:5000/v1/chat/completions' headers = {"Content-Type": "application/json"} def loadImages(): """ Initialize a global directory of images. This will be called exactly once in the main. """ pieces = ['wp', 'wR', 'wN', 'wB', 'wK', 'wQ', 'bp', 'bR', 'bN', 'bB', 'bK', 'bQ'] for piece in pieces: IMAGES[piece] = p.transform.scale(p.image.load("images/" + piece + ".png"), (SQUARE_SIZE, SQUARE_SIZE)) def main(): """ The main driver for our code. This will handle user input and updating the graphics. """ p.init() screen = p.display.set_mode((BOARD_WIDTH + MOVE_LOG_PANEL_WIDTH, BOARD_HEIGHT)) clock = p.time.Clock() screen.fill(p.Color("white")) game_state = ChessEngine.GameState() valid_moves = game_state.getValidMoves() move_made = False # flag variable for when a move is made animate = False # flag variable for when we should animate a move loadImages() # do this only once before while loop running = True square_selected = () # no square is selected initially, this will keep track of the last click of the user (tuple(row,col)) player_clicks = [] # this will keep track of player clicks (two tuples) game_over = False ai_thinking = False move_undone = False move_finder_process = None move_log_font = p.font.SysFont("Arial", 14, False, False) player_one = True # if a human is playing white, then this will be True, else False player_two = False # if a hyman is playing white, then this will be True, else False global chat_history, user_input # Declare user_input as global while running: human_turn = (game_state.white_to_move and player_one) or (not game_state.white_to_move and player_two) for e in p.event.get(): if e.type == p.QUIT: p.quit() sys.exit() # mouse handler elif e.type == p.MOUSEBUTTONDOWN: if not game_over: location = p.mouse.get_pos() # (x, y) location of the mouse col = location[0] // SQUARE_SIZE row = location[1] // SQUARE_SIZE if square_selected == (row, col) or col >= 8: # user clicked the same square twice square_selected = () # deselect player_clicks = [] # clear clicks else: square_selected = (row, col) player_clicks.append(square_selected) # append for both 1st and 2nd click if len(player_clicks) == 2 and human_turn: # after 2nd click move = ChessEngine.Move(player_clicks[0], player_clicks[1], game_state.board) for i in range(len(valid_moves)): if move == valid_moves[i]: game_state.makeMove(valid_moves[i]) move_made = True animate = True square_selected = () # reset user clicks player_clicks = [] if not move_made: player_clicks = [square_selected] # key handler elif e.type == p.KEYDOWN: if e.key == p.K_z: # undo when 'z' is pressed game_state.undoMove() move_made = True animate = False game_over = False if ai_thinking: move_finder_process.terminate() ai_thinking = False move_undone = True if e.key == p.K_r: # reset the game when 'r' is pressed game_state = ChessEngine.GameState() valid_moves = game_state.getValidMoves() square_selected = () player_clicks = [] move_made = False animate = False game_over = False if ai_thinking: move_finder_process.terminate() ai_thinking = False move_undone = True # AI move finder if not game_over and not human_turn and not move_undone: if not ai_thinking: ai_thinking = True return_queue = Queue() # used to pass data between threads move_finder_process = Process(target=ChessAI.findBestMove, args=(game_state, valid_moves, return_queue)) move_finder_process.start() if not move_finder_process.is_alive(): ai_move = return_queue.get() if ai_move is None: ai_move = ChessAI.findRandomMove(valid_moves) game_state.makeMove(ai_move) move_made = True animate = True ai_thinking = False if move_made: if animate: animateMove(game_state.move_log[-1], screen, game_state.board, clock) valid_moves = game_state.getValidMoves() move_made = False animate = False move_undone = False drawGameState(screen, game_state, valid_moves, square_selected) if game_state.move_log: # Send the move to LLM and receive AI's response user_move = str(game_state.move_log[-1]) ai_response = send_move_to_llm(user_move) # Update chat history with player move and AI response chat_history.append(("user", user_move)) chat_history.append(("Assistant", ai_response)) if not game_over: drawMoveLog(screen, game_state, chat_history, user_input, move_log_font) if game_state.checkmate: game_over = True if game_state.white_to_move: drawEndGameText(screen, "Black wins by checkmate") else: drawEndGameText(screen, "White wins by checkmate") elif game_state.stalemate: game_over = True drawEndGameText(screen, "Stalemate") for event in p.event.get(): if event.type == p.KEYDOWN: if event.key == p.K_RETURN: send_message() elif event.key == p.K_BACKSPACE: user_input = user_input[:-1] else: user_input += event.unicode clock.tick(MAX_FPS) p.display.flip() def send_message(): global chat_history, user_input user_message = user_input.strip() if user_message: # Add user message to chat history chat_history.append({"role": "user", "content": user_message}) # Display user message in the chat area draw_text(window, f'User: {user_message}', BLACK, (410, 10)) # Send message to assistant data = { "mode": "chat", "character": "Assistant", "messages": chat_history } try: response = requests.post(api_url, headers=headers, json=data, verify=False) assistant_message = response.json()['choices'][0]['message']['content'] chat_history.append({"role": "assistant", "content": assistant_message}) # Clear user input after sending a message user_input = "" except requests.RequestException as e: chat_history.append({"role": "Error", "content": str(e)}) def send_move_to_llm(move): global chat_history, user_input # Declare user_input as global # Construct the data to send to LLM data = { "mode": "chat", "character": "Assistant", "messages": chat_history } try: response = requests.post(api_url, headers=headers, json=data, verify=False) assistant_message = response.json()['choices'][0]['message']['content'] chat_history.append({"role": "Assistant", "content": assistant_message}) # Clear user input after sending a message user_input = "" ai_reply = response.json()["choices"][0]["text"] return ai_reply except requests.RequestException as e: chat_history.append(("Error", str(e))) def drawGameState(screen, game_state, valid_moves, square_selected): """ Responsible for all the graphics within current game state. """ drawBoard(screen) # draw squares on the board highlightSquares(screen, game_state, valid_moves, square_selected) drawPieces(screen, game_state.board) # draw pieces on top of those squares def drawBoard(screen): """ Draw the squares on the board. The top left square is always light. """ global colors colors = [p.Color("white"), p.Color("gray")] for row in range(DIMENSION): for column in range(DIMENSION): color = colors[((row + column) % 2)] p.draw.rect(screen, color, p.Rect(column * SQUARE_SIZE, row * SQUARE_SIZE, SQUARE_SIZE, SQUARE_SIZE)) def highlightSquares(screen, game_state, valid_moves, square_selected): """ Highlight square selected and moves for piece selected. """ if (len(game_state.move_log)) > 0: last_move = game_state.move_log[-1] s = p.Surface((SQUARE_SIZE, SQUARE_SIZE)) s.set_alpha(100) s.fill(p.Color('green')) screen.blit(s, (last_move.end_col * SQUARE_SIZE, last_move.end_row * SQUARE_SIZE)) if square_selected != (): row, col = square_selected if game_state.board[row][col][0] == ( 'w' if game_state.white_to_move else 'b'): # square_selected is a piece that can be moved # highlight selected square s = p.Surface((SQUARE_SIZE, SQUARE_SIZE)) s.set_alpha(100) # transparency value 0 -> transparent, 255 -> opaque s.fill(p.Color('blue')) screen.blit(s, (col * SQUARE_SIZE, row * SQUARE_SIZE)) # highlight moves from that square s.fill(p.Color('yellow')) for move in valid_moves: if move.start_row == row and move.start_col == col: screen.blit(s, (move.end_col * SQUARE_SIZE, move.end_row * SQUARE_SIZE)) def drawPieces(screen, board): """ Draw the pieces on the board using the current game_state.board """ for row in range(DIMENSION): for column in range(DIMENSION): piece = board[row][column] if piece != "--": screen.blit(IMAGES[piece], p.Rect(column * SQUARE_SIZE, row * SQUARE_SIZE, SQUARE_SIZE, SQUARE_SIZE)) def draw_text(surface, text, color, pos, font): text_surface = font.render(text, True, color) surface.blit(text_surface, pos) def drawChat(screen, chat_history, user_input, font): """ Draws the chat panel with chat history and user input. """ chat_panel_rect = p.Rect(BOARD_WIDTH, 0, CHAT_PANEL_WIDTH, CHAT_PANEL_HEIGHT) p.draw.rect(screen, p.Color('black'), chat_panel_rect) # Draw chat history text_y = 5 for message in chat_history: text = f'{message["role"]}: {message["content"]}' text_object = font.render(text, True, p.Color('white')) text_location = chat_panel_rect.move(5, text_y) screen.blit(text_object, text_location) text_y += text_object.get_height() + 2 # Draw user input draw_text(screen, f'User: {user_input}', p.Color('white'), (BOARD_WIDTH + 5, CHAT_PANEL_HEIGHT - 25), font) # the chat panel def drawMoveLog(screen, game_state, chat_history, user_input, font): """ Draws the move log and chat panel. """ move_log_rect = p.Rect(BOARD_WIDTH, 0, MOVE_LOG_PANEL_WIDTH, MOVE_LOG_PANEL_HEIGHT) p.draw.rect(screen, p.Color('black'), move_log_rect) # Draw move log move_log = game_state.move_log move_texts = [] for i in range(0, len(move_log), 2): move_string = str(i // 2 + 1) + '. ' + str(move_log[i]) + " " if i + 1 < len(move_log): move_string += str(move_log[i + 1]) + " " move_texts.append(move_string) moves_per_row = 3 padding = 5 line_spacing = 2 text_y = padding for i in range(0, len(move_texts), moves_per_row): text = "" for j in range(moves_per_row): if i + j < len(move_texts): text += move_texts[i + j] text_object = font.render(text, True, p.Color('white')) text_location = move_log_rect.move(padding, text_y) screen.blit(text_object, text_location) text_y += text_object.get_height() + line_spacing # Draw user input draw_text(screen, f'User: {user_input}', p.Color('white'), (BOARD_WIDTH + 5, CHAT_PANEL_HEIGHT - 25), font) drawChat(screen, chat_history, user_input, font) def drawEndGameText(screen, text): font = p.font.SysFont("Helvetica", 32, True, False) text_object = font.render(text, False, p.Color("gray")) text_location = p.Rect(0, 0, BOARD_WIDTH, BOARD_HEIGHT).move(BOARD_WIDTH / 2 - text_object.get_width() / 2, BOARD_HEIGHT / 2 - text_object.get_height() / 2) screen.blit(text_object, text_location) text_object = font.render(text, False, p.Color('black')) screen.blit(text_object, text_location.move(2, 2)) def animateMove(move, screen, board, clock): """ Animating a move """ global colors d_row = move.end_row - move.start_row d_col = move.end_col - move.start_col frames_per_square = 10 # frames to move one square frame_count = (abs(d_row) + abs(d_col)) * frames_per_square for frame in range(frame_count + 1): row, col = (move.start_row + d_row * frame / frame_count, move.start_col + d_col * frame / frame_count) drawBoard(screen) drawPieces(screen, board) # erase the piece moved from its ending square color = colors[(move.end_row + move.end_col) % 2] end_square = p.Rect(move.end_col * SQUARE_SIZE, move.end_row * SQUARE_SIZE, SQUARE_SIZE, SQUARE_SIZE) p.draw.rect(screen, color, end_square) # draw captured piece onto rectangle if move.piece_captured != '--': if move.is_enpassant_move: enpassant_row = move.end_row + 1 if move.piece_captured[0] == 'b' else move.end_row - 1 end_square = p.Rect(move.end_col * SQUARE_SIZE, enpassant_row * SQUARE_SIZE, SQUARE_SIZE, SQUARE_SIZE) screen.blit(IMAGES[move.piece_captured], end_square) # draw moving piece screen.blit(IMAGES[move.piece_moved], p.Rect(col * SQUARE_SIZE, row * SQUARE_SIZE, SQUARE_SIZE, SQUARE_SIZE)) p.display.flip() clock.tick(60) if __name__ == "__main__": main() this the the error that is occuring /chess/chess-engine/chess/ChessMain.py", line 226, in send_move_to_llm ai_reply = response.json()["choices"][0]["text"] KeyError: 'text'
2246c8f8750b898bc60d4866f148a31f
{ "intermediate": 0.31536781787872314, "beginner": 0.533728301525116, "expert": 0.15090391039848328 }
37,888
create table of 11 columns and 20 rows about technology levels.
18d4a4ac7fb34bdd6ab18fb4cc936042
{ "intermediate": 0.41520270705223083, "beginner": 0.16174541413784027, "expert": 0.4230519235134125 }
37,889
import os import subprocess import numpy as np import uuid # Import uuid to generate unique IDs from moviepy.editor import VideoFileClip from scipy.io import wavfile import random temporary_audio_files = [] # Define video file extensions and the output folder video_extensions = ['.mp4', '.mkv', '.wmv', '.avi'] output_folder = 'Output' def update_max_segments_for_selected_video(): global selected_video_path, max_segments, segment_duration, starting_offset_seconds, ending_offset_seconds, num_moments if selected_video_path in video_durations: video_duration = video_durations[selected_video_path] max_segments = calculate_max_segments(video_duration, segment_duration, starting_offset_seconds, ending_offset_seconds) num_moments = min(num_moments, max_segments) # Ajustez num_moments si nécessaire else: max_segments = 0 def sorting_preference_to_string(pref): sorting_options = { 1: "Par ordre de lecture de la vidéo", 2: "Par ordre inverse de lecture de la vidéo", 3: "Par volume croissant", 4: "Par volume décroissant", 5: "Aléatoire" } return sorting_options.get(pref, "Non défini") def peak_position_to_string(pos): peak_options = { '1': "À 1/4 du temps de lecture de la vidéo", '2': "À 1/2 du temps de lecture de la vidéo", '3': "À 3/4 du temps de lecture de la vidéo" } return peak_options.get(pos, "Non défini") def choose_video(videos): # Separate root files from subdirectory files root_files = [video for video in videos if os.path.dirname(os.path.relpath(video)) == ''] subdirectory_files = [video for video in videos if os.path.dirname(os.path.relpath(video)) != ''] # Sort the files in subdirectories subdirectory_files_sorted = sorted(subdirectory_files, key=lambda x: (os.path.dirname(x).lower(), os.path.basename(x).lower())) # Combine lists: root files first, then sorted subdirectory files combined_videos = root_files + subdirectory_files_sorted print("Liste des vidéos disponibles :") for i, video in enumerate(combined_videos): # Get the relative path for printing rel_path = os.path.relpath(video) print(f"{i + 1}- {rel_path}") while True: choice = input("Veuillez choisir la vidéo à extraire (entrez le numéro) : ") try: choice_idx = int(choice) - 1 if 0 <= choice_idx < len(combined_videos): return combined_videos[choice_idx] else: print("Le numéro doit être valide. Veuillez réessayer.") except ValueError: print("Veuillez entrer un nombre valide.") def print_menu(selected_video_path): global max_segments global include_subfolders, starting_offset_seconds, ending_offset_seconds global segment_duration, num_moments, sorting_preference, peak_position video_name = os.path.basename(selected_video_path) if selected_video_path else "Aucune vidéo sélectionnée" print("\nMenu des options :") print(f"1. Traiter les sous-dossiers ou non ({str(include_subfolders)})") print(f"2. Effectuer un retrait temporel (début: {str(starting_offset_seconds)}s, fin: {str(ending_offset_seconds)}s)") print(f"3. Changer la durée des segments ({str(segment_duration)}s | max segments extractibles: {str(max_segments)})") print(f"4. Changer le nombre de segments à extraire ({str(num_moments)})") print(f"5. Changer l'ordre de tri ({sorting_preference_to_string(sorting_preference)})") print(f"6. Changer l'emplacement du pic sonore ({peak_position_to_string(peak_position)})") print(f"7. Lancer l'extraction") print(f"8- ({video_name}) - Modifier") print(f"9. Quitter") def ask_for_number_of_moments(max_segments): while True: num_input = input(f"Veuillez entrer le nombre de moments forts à extraire (maximum {max_segments}): ") try: num = int(num_input) if num > 0 and num <= max_segments: return num else: print(f"Le nombre doit être supérieur à 0 et inférieur ou égal à {max_segments}. Veuillez réessayer.") except ValueError: print("Entrée non valide, veuillez réessayer avec un nombre entier.") def ask_yes_no_question(question): answer = None while answer not in ('1', '2'): print(question) print("1- Oui") print("2- Non") answer = input("Veuillez entrer le numéro de votre choix (1 ou 2) : ").strip() if answer not in ('1', '2'): print("Entrée non valide, veuillez réessayer.") return answer == '1' def ask_offset_type(): print("Souhaitez-vous un décalage temporel relatif ou absolu ?") print("1- Relatif (pourcentage)") print("2- Absolu (secondes)") while True: choice = input("Veuillez entrer le numéro de votre choix (1 ou 2) : ").strip() if choice in ('1', '2'): return choice else: print("Entrée non valide, veuillez réessayer.") def get_offset_value(video_duration, offset_type): if offset_type == '1': # Relative offset while True: percent = input("Entrez le pourcentage du temps vidéo à ignorer : ") try: percent_value = float(percent) return percent_value * video_duration / 100 except ValueError: print("Veuillez entrer un nombre valide.") else: # Absolute offset while True: seconds = input("Entrez le nombre de secondes à ignorer : ") try: return float(seconds) except ValueError: print("Veuillez entrer un nombre valide.") def ask_for_segment_duration(allowable_duration, video_duration, starting_offset_seconds, ending_offset_seconds): # Cette fonction a été modifiée pour répondre plus précisément aux contraintes de durée. while True: duration = input("Quelle est la durée (en secondes) de chaque segment vidéo à extraire (Entrez un nombre positif et inférieur ou égal à {allowable_duration}) ? ") try: segment_duration = float(duration) if 0 < segment_duration <= allowable_duration: # Calculez le nombre maximal de segments pour une vidéo available_duration = video_duration - (starting_offset_seconds + ending_offset_seconds) max_segments = int(available_duration // segment_duration) return segment_duration, max_segments else: print(f"La durée doit être un nombre positif et moins ou égale à {allowable_duration} secondes.") except ValueError: print("Veuillez entrer un nombre valide.") def ask_directory_preference(): print("Souhaitez-vous inclure les sous-dossiers dans la recherche des vidéos ?") print("1- Oui") print("2- Non") choice = input("Veuillez entrer le numéro de votre choix (1 ou 2) : ") return choice.strip() == '1' # Retourne True si l'utilisateur choisit '1' (Oui), False sinon def calculate_loudness(audio_data): if audio_data.ndim == 1: volume = audio_data.astype('float32') ** 2 else: volume = np.mean(audio_data.astype('float32') ** 2, axis=1) volume_dB = 10 * np.log10(volume + 1e-9) # +1e-9 to avoid log(0) and convert to dB return volume_dB def calculate_max_segments(video_duration, segment_duration, starting_offset, ending_offset): allowable_duration = video_duration - (starting_offset + ending_offset) if allowable_duration > 0: return int(allowable_duration // segment_duration) else: return 0 def find_loudest_moments(audio_filename, num_moments, segment_duration, video_duration, starting_offset, ending_offset): rate, audio_data = wavfile.read(audio_filename) # Convert stereo to mono if necessary if audio_data.ndim == 2: audio_data = np.mean(audio_data, axis=1) volume_dB = calculate_loudness(audio_data) segment_half_duration = segment_duration / 2.0 start_index = int(starting_offset * rate) end_index = int((video_duration - ending_offset) * rate) moments = [] volumes = [] while len(moments) < num_moments and (end_index - start_index) > 0: index = np.argmax(volume_dB[start_index:end_index]) print(f"Current index: {index}, start_index: {start_index}, end_index: {end_index}") # Ajouté pour le débogage moment = (start_index + index) / rate print(f"Added moment at {moment} seconds") # Ajouté pour le débogage moment_volume = volume_dB[start_index + index] if moment - segment_half_duration < starting_offset or moment + segment_half_duration > video_duration - ending_offset: volume_dB[start_index + index] = -np.inf continue moments.append(moment) print(f"Added moment at {moment} seconds") # Ajouté pour le débogage volumes.append(moment_volume) # Clear the volume around the found moment to prevent picking up nearby moments # Increment the global index by adding the start_index global_index = start_index + index # Définir le facteur de neutralisation (par exemple, 0.25 pour un quart de la durée du segment) neutralization_factor = 0.1 # Ajuster ce facteur en fonction de vos besoins # Calculer le rayon de neutralisation en appliquant le facteur à la durée du segment neutralization_radius = segment_duration * neutralization_factor # Déterminer les indices de début et de fin de la plage de neutralisation clear_range_start = max(0, global_index - int(rate * neutralization_radius)) clear_range_end = min(len(volume_dB), global_index + int(rate * neutralization_radius)) # Mettre la plage de neutralisation à -inf pour éviter de sélectionner à nouveau des moments proches volume_dB[clear_range_start:clear_range_end] = -np.inf print(f"Volume after clearing at index {global_index}: {volume_dB[global_index]}") return moments, volumes def perform_extraction(): global starting_offset_seconds, ending_offset_seconds global segment_duration, num_moments, sorting_preference, peak_position, processed_videos, selected_video_path, max_segments # Vérifiez si une vidéo a été sélectionnée. if not selected_video_path: print("Aucune vidéo sélectionnée pour l'extraction.") return # Vérifiez si la vidéo sélectionnée est contenue dans video_durations. if selected_video_path not in video_durations: print(f"La vidéo sélectionnée '{selected_video_path}' n'est pas disponible.") return # Obtenez la durée de la vidéo sélectionnée. duration = video_durations[selected_video_path] available_duration = duration - (starting_offset_seconds + ending_offset_seconds) if available_duration <= segment_duration: print(f"La vidéo {selected_video_path} est trop courte après les décalages. Ignorer.") return if sorting_preference == 5: # Aléatoire all_possible_moments = np.arange(starting_offset_seconds, duration - ending_offset_seconds - segment_duration, segment_duration) + (segment_duration / 2) np.random.shuffle(all_possible_moments) selected_moments = all_possible_moments[:num_moments] volumes = [0] * len(selected_moments) # Les volumes sont justes pour la compatibilité avec extract_segments. else: audio_path = f'temp_audio_{uuid.uuid4().hex}.wav' try: with VideoFileClip(selected_video_path) as video_clip: video_clip.audio.write_audiofile(audio_path, codec='pcm_s16le', fps=44100, nbytes=2, buffersize=2000) moments, volumes = find_loudest_moments(audio_path, num_moments, segment_duration, duration, starting_offset_seconds, ending_offset_seconds) sorted_moments, sorted_volumes = sort_moments(moments, volumes, sorting_preference) selected_moments = sorted_moments volumes = sorted_volumes finally: if os.path.exists(audio_path): os.remove(audio_path) # Juste avant l'appel à extract_segments, mettez à jour num_moments pour être sûr qu'il ne dépasse pas max_segments num_moments = min(num_moments, max_segments) extract_segments(selected_video_path, selected_moments, segment_duration, duration, peak_position) processed_videos += 1 print(f"Extraction terminée pour la vidéo '{selected_video_path}'") def extract_segments(video_path, moments, segment_duration, video_duration, peak_position): if not os.path.exists(output_folder): os.makedirs(output_folder) base_name = os.path.splitext(os.path.basename(video_path))[0] half_segment_duration = segment_duration / 2 for i, moment in enumerate(moments): if peak_position == '1': # 1/4 start_time = max(moment - segment_duration * 0.25, 0) elif peak_position == '2': # 1/2 start_time = max(moment - segment_duration * 0.5, 0) elif peak_position == '3': # 3/4 start_time = max(moment - segment_duration * 0.75, 0) end_time = min(start_time + segment_duration, video_duration) output_filename = f"{base_name}_moment{i + 1}.mp4" output_path = os.path.join(output_folder, output_filename) command = [ "ffmpeg", "-y", # Overwrite output files without asking "-ss", str(start_time), # Start time "-i", video_path, # Input file "-t", str(min(segment_duration, video_duration - start_time)), # Duration or remaining video "-c:v", "libx264", # Specify video codec for output "-preset", "medium", # Specify the encoding preset (trade-off between encoding speed and quality) "-crf", "23", # Specify the Constant Rate Factor for quality (lower means better quality) "-c:a", "aac", # Specify audio codec for output "-strict", "-2", # Necessary for some versions of ffmpeg to use experimental aac encoder "-b:a", "192k", # Specify the audio bitrate output_path # Output path ] try: subprocess.run(command, check=True, stderr=subprocess.PIPE) print(f"Extracted and re-encoded {output_filename}") except subprocess.CalledProcessError as e: # Catch the exception for this process, print an error message, # but don't break from the for loop. err_msg = e.stderr.decode('utf-8') if e.stderr else 'Unknown error' print(f"Failed to extract segment from {video_path}: {err_msg}") def store_segment_info(video_path, moment, volume, order): base_name = os.path.splitext(os.path.basename(video_path))[0] output_filename = f"{base_name}_moment{order}.mp4" output_path = os.path.join(output_folder, output_filename) extracted_segments.append({ 'path': output_path, 'timestamp': moment, 'volume': volume }) def ask_sorting_preference(): print("Comment souhaitez-vous trier les vidéos extraites ?") print("1- Par ordre de lecture de la vidéo") print("2- Par ordre inverse de lecture de la vidéo") print("3- Par volume croissant") print("4- Par volume décroissant") print("5- Aléatoire") choice = int(input("Veuillez entrer le numéro de votre choix : ")) return choice def sort_moments(moments, volumes, choice): if choice == 1: # Par ordre de lecture de la vidéo zipped = sorted(zip(moments, volumes), key=lambda x: x[0]) elif choice == 2: # Par ordre inverse de lecture de la vidéo zipped = sorted(zip(moments, volumes), key=lambda x: x[0], reverse=True) elif choice == 3: # Par volume croissant zipped = sorted(zip(moments, volumes), key=lambda x: x[1]) elif choice == 4: # Par volume décroissant zipped = sorted(zip(moments, volumes), key=lambda x: x[1], reverse=True) elif choice == 5: # Pas de tri, sélection aléatoire zipped = list(zip(moments, volumes)) random.shuffle(zipped) else: zipped = zip(moments, volumes) # Unzip the list of tuples to two lists sorted_moments, sorted_volumes = zip(*zipped) if zipped else ([], []) return list(sorted_moments), list(sorted_volumes) def get_video_durations(include_subfolders): video_durations = {} for root, dirs, files in os.walk('.', topdown=True): # Si l'utilisateur ne souhaite pas inclure les sous-dossiers, nous modifions dirs sur place if not include_subfolders: dirs[:] = [] # Cela empêchera os.walk de descendre dans tous les sous-dossiers # La suite du traitement des fichiers reste inchangée for file in files: if file.lower().endswith(tuple(video_extensions)): video_path = os.path.join(root, file) try: # Essayez d'ouvrir et d'extraire les métadonnées du fichier vidéo. video_clip = VideoFileClip(video_path) video_duration = video_clip.duration video_durations[video_path] = video_duration except Exception as e: # Si une erreur survient, affichez un message et ignorez le fichier vidéo. print(f"Error processing video {video_path}: {e}") finally: # Assurez-vous de fermer le clip pour libérer les ressources. video_clip.close() return video_durations def confirm_segment_number_or_ask_again(video_duration, starting_offset_seconds, ending_offset_seconds): allowable_duration = video_duration - (starting_offset_seconds + ending_offset_seconds) while True: segment_duration, max_segments = ask_for_segment_duration(allowable_duration, video_duration, starting_offset_seconds, ending_offset_seconds) print(f"Avec cette durée, vous pouvez extraire jusqu'à {max_segments} segments.") confirmation = ask_yes_no_question("Voulez-vous continuer avec ce nombre de segments ?") if confirmation: return segment_duration, max_segments def ask_peak_position(): print("Où doit être situé le pic sonore dans la vidéo extraite ?") print("1- A 1/4 du temps de lecture de la vidéo") print("2- A 1/2 du temps de lecture de la vidéo") print("3- A 3/4 du temps de lecture de la vidéo") while True: choice = input("Veuillez entrer le numéro de votre choix (1, 2, ou 3) : ").strip() if choice in ('1', '2', '3'): return choice else: print("Entrée non valide, veuillez réessayer.") def main(): global include_subfolders, starting_offset_seconds, ending_offset_seconds global segment_duration, num_moments, sorting_preference, peak_position global processed_videos, video_durations, selected_video_path, max_segments # Initialize the variables with default values include_subfolders = False starting_offset_seconds = 0 ending_offset_seconds = 0 segment_duration = 5.0 # Default value, e.g., 5 seconds num_moments = 20 # Default value, e.g., 20 moments sorting_preference = 4 # Default value, e.g., sorting by descending volume peak_position = '2' # Default value, e.g., peak at the middle of the segment selected_video_path = "" # Initialement vide processed_videos = 0 # Load video durations at the start of the script video_durations = get_video_durations(include_subfolders) if not video_durations: print("Aucune vidéo trouvée pour l'analyse.") exit() video_list = sorted(list(video_durations.keys()), key=lambda x: os.path.basename(x)) selected_video_path = video_list[0] if video_list else "" # Select the first video by default, if available. # Calculate max_segments with the newly obtained video_durations video_duration = video_durations[selected_video_path] # Obtenez la durée de la vidéo sélectionnée max_segments = calculate_max_segments(video_durations[selected_video_path], segment_duration, starting_offset_seconds, ending_offset_seconds) while True: # Recalculate the max segments using the selected video before displaying the menu update_max_segments_for_selected_video() # Display the menu with the updated max segments print_menu(selected_video_path) choice = input("Veuillez entrer le numéro de votre choix : ").strip() # Handle user choices if choice == '1': # Update include_subfolders and recalculate video durations include_subfolders = ask_directory_preference() video_durations = get_video_durations(include_subfolders) # Optionally, reset selected_video_path if include_subfolders changed video_list = sorted(list(video_durations.keys()), key=lambda x: os.path.basename(x)) selected_video_path = video_list[0] if video_list else "" update_max_segments_for_selected_video() elif choice == '2': # Récupérez les nouvelles valeurs. offset_type = ask_offset_type() # Utilisez une valeur minimale mise à jour si nécessaire. min_duration = min(video_durations.values()) print("Configuration du retrait temporel pour le début de la vidéo:") starting_offset_seconds = get_offset_value(min_duration, offset_type) print("Configuration du retrait temporel pour la fin de la vidéo:") ending_offset_seconds = get_offset_value(min_duration, offset_type) elif choice == '3': # L'utilisateur définit la durée des segments et potentiellement le nombre de moments video_duration = min(video_durations.values()) # Min. duration among all videos allowable_duration = video_duration - (starting_offset_seconds + ending_offset_seconds) segment_duration, max_segments = ask_for_segment_duration( allowable_duration, video_duration, starting_offset_seconds, ending_offset_seconds ) if num_moments > max_segments: num_moments = max_segments # Ce bloc assure que num_moments n'excède jamais max_segments après un changement de durée des segments elif choice == '4': num_moments = ask_for_number_of_moments(max_segments) elif choice == '5': sorting_preference = ask_sorting_preference() elif choice == '6': peak_position = ask_peak_position() elif choice == '7': # Exécutez vos sous-fonctions pour effectuer l'extraction des segments. # Vous souhaiterez probablement encapsuler cela dans une autre fonction. perform_extraction() # Call perform_extraction instead of extract_segments elif choice == '8': video_list = sorted(list(video_durations.keys()), key=lambda x: os.path.basename(x)) prev_video_path = selected_video_path selected_video_path = choose_video(video_list) if selected_video_path != prev_video_path: print(f"Vidéo sélectionnée pour l'extraction : {os.path.basename(selected_video_path)}") update_max_segments_for_selected_video() # Mise à jour des segments max après le choix. elif choice == '9': print("Fin du programme.") break else: print("Choix non valide. Veuillez réessayer.") print(f"Le traitement de toutes les vidéos est terminé. {processed_videos} vidéos ont été traitées.") if __name__ == "__main__": main()
c528cb40c513e703871a4ddd05c9a8d3
{ "intermediate": 0.3652503192424774, "beginner": 0.49265196919441223, "expert": 0.14209769666194916 }
37,890
def draw_grid(self, grid_type, image_width, image_height): # Calculate center position to center the grid on the image canvas_width = self.canvas.winfo_width() canvas_height = self.canvas.winfo_height() x_center = canvas_width // 2 y_center = canvas_height // 2 # Calculate the top-left corner position of the image x_start = x_center - (image_width // 2) y_start = y_center - (image_height // 2) grid_color = "grey" if grid_type == "a": # Draw a simple 3x3 grid for i in range(1, 3): self.canvas.create_line(x_start + image_width * i / 3, y_start, x_start + image_width * i / 3, y_start + image_height, fill=grid_color) self.canvas.create_line(x_start, y_start + image_height * i / 3, x_start + image_width, y_start + image_height * i / 3, fill=grid_color) elif grid_type == "b": # Draw a golden ratio grid gr = (1 + 5 ** 0.5) / 2 # golden ratio self.canvas.create_line(x_start + image_width / gr, y_start, x_start + image_width / gr, y_start + image_height, fill=grid_color) self.canvas.create_line(x_start + image_width - (image_width / gr), y_start, x_start + image_width - (image_width / gr), y_start + image_height, fill=grid_color) self.canvas.create_line(x_start, y_start + image_height / gr, x_start + image_width, y_start + image_height / gr, fill=grid_color) self.canvas.create_line(x_start, y_start + image_height - (image_height / gr), x_start + image_width, y_start + image_height - (image_height / gr), fill=grid_color) elif grid_type == "c": # Draw a 4x4 grid for i in range(1, 4): self.canvas.create_line(x_start + image_width * i / 4, y_start, x_start + image_width * i / 4, y_start + image_height, fill=grid_color) self.canvas.create_line(x_start, y_start + image_height * i / 4, x_start + image_width, y_start + image_height * i / 4, fill=grid_color) elif grid_type == "d": pass make def draw_grid to open a window that ask for input for x and y for the amount of lines in the grid instead. make it open a message window that ask for 2 boxes input (value)x(value) below the input add a checkbox for golden ratio that when turned on disabled the grid xy input box and when i click apply it insert that value to be the number of x and y lines on the grid
2cbd4b3bb615c99fd94a0ddc470c1f2e
{ "intermediate": 0.29930901527404785, "beginner": 0.44626063108444214, "expert": 0.25443029403686523 }
37,891
write a table of 11 columns and 20 rows about technology levels, the rows represent the levels. the first level is paleolithic level and the last one being kardashev type 5.
3c771e39f4da496fc531a28a4d2ab0a0
{ "intermediate": 0.2662108540534973, "beginner": 0.19343702495098114, "expert": 0.5403521656990051 }
37,892
I have an Android app with these dependencies: dependencies { implementation("com.google.android.gms:play-services-ads:22.6.0") implementation("androidx.appcompat:appcompat:1.6.1") implementation("com.google.android.material:material:1.8.0") implementation("androidx.constraintlayout:constraintlayout:2.1.4") testImplementation("junit:junit:4.13.2") androidTestImplementation("androidx.test.ext:junit:1.1.5") androidTestImplementation("androidx.test.espresso:espresso-core:3.5.1") } I have to add the following dependencies to it: def lifecycle_version = "2.3.1" implementation "androidx.lifecycle:lifecycle-extensions:$lifecycle_version" implementation "androidx.lifecycle:lifecycle-runtime:$lifecycle_version" annotationProcessor "androidx.lifecycle:lifecycle-compiler:$lifecycle_version" How can I do it? Please format it to work.
e55ed805162a67bb5f97bdad56039570
{ "intermediate": 0.44282132387161255, "beginner": 0.2631468176841736, "expert": 0.29403185844421387 }
37,893
I have an app with these dependencies: dependencies { implementation("com.google.android.gms:play-services-ads:22.6.0") implementation("androidx.appcompat:appcompat:1.6.1") implementation("com.google.android.material:material:1.8.0") implementation("androidx.constraintlayout:constraintlayout:2.1.4") testImplementation("junit:junit:4.13.2") androidTestImplementation("androidx.test.ext:junit:1.1.5") androidTestImplementation("androidx.test.espresso:espresso-core:3.5.1") } I need to add the following dependencies: def lifecycle_version = "2.3.1" implementation "androidx.lifecycle:lifecycle-extensions:$lifecycle_version" implementation "androidx.lifecycle:lifecycle-runtime:$lifecycle_version" annotationProcessor "androidx.lifecycle:lifecycle-compiler:$lifecycle_version" How can I do it? Make the formatting work.
da8f19af11c5ae9358675326f6285543
{ "intermediate": 0.4962187707424164, "beginner": 0.25730225443840027, "expert": 0.24647900462150574 }
37,894
I have an app with these dependencies: dependencies { implementation("com.google.android.gms:play-services-ads:22.6.0") implementation("androidx.appcompat:appcompat:1.6.1") implementation("com.google.android.material:material:1.8.0") implementation("androidx.constraintlayout:constraintlayout:2.1.4") testImplementation("junit:junit:4.13.2") androidTestImplementation("androidx.test.ext:junit:1.1.5") androidTestImplementation("androidx.test.espresso:espresso-core:3.5.1") } I need to add the following dependencies: def lifecycle_version = "2.3.1" implementation "androidx.lifecycle:lifecycle-extensions:$lifecycle_version" implementation "androidx.lifecycle:lifecycle-runtime:$lifecycle_version" annotationProcessor "androidx.lifecycle:lifecycle-compiler:$lifecycle_version" How can I do it? Make the formatting work.
762c9a6b038eaa529359a5238e483a5d
{ "intermediate": 0.4962187707424164, "beginner": 0.25730225443840027, "expert": 0.24647900462150574 }
37,895
make tooltip from tktooltip appear on top of a topmost window
ee580f903d8af922317c7ba826d299b8
{ "intermediate": 0.3614960014820099, "beginner": 0.2682011127471924, "expert": 0.37030285596847534 }
37,896
Can you proofread and critique the below DDLG / CGL personals ad I'm planning to post? My name/location/age will be in the title so it's not in the ad itself. Also we can assume the target audience understands some acronyms like TPE, aro/ace etc The ad posting format is markdown but I will paste it in code tags to let you analyse correctness of the formatting
456e18b7b16017a9f8f97b45ae67464b
{ "intermediate": 0.32344549894332886, "beginner": 0.452026903629303, "expert": 0.22452761232852936 }
37,897
i’m trying to add ai LLM to a python chess game. here’s the logic i’m trying to accomplish -two main functions: chess game amd LLM chat - Chess Game - User or chess ai makes a chess move - the game logic is applied - repeat this logic for gameplay loop - LLM Chat - User input area where a user can enter a message - when a message is entered, it is rendered in the chat area, added to the history and sent to the LLM - the LLM sends a response back, and the response is rendered in the text area i did a prelim to test out only the chat functionality. it works and i can do multi-turn conversations
f94f43564eea7ce71fbf15a148011096
{ "intermediate": 0.45620083808898926, "beginner": 0.23364612460136414, "expert": 0.3101530969142914 }
37,898
Title: Unraveling the Future of Online Communication: A Deep Dive Into Emerging Trends Introduction: Online communication has come a long way since its humble beginnings. From bulletin board systems and chat rooms to instant messaging and social media giants, each phase of development brought forth unique tools and functionalities shaping human interaction. Now, let us delve into the key drivers charting the course of tomorrow's digital dialogues. Artificial Intelligence (AI)-Powered Assistants: Chatbots and voice assistants powered by advanced AI algorithms will play a crucial role in online communications. Natural language processing capabilities will significantly improve conversation fluency, making interactions indistinguishable from those involving humans. Furthermore, these bots can serve as customer support agents, moderators, or companions, addressing queries, enforcing rules, and providing emotional comfort when needed. Multimodal Interfaces: Besides textual messages, online conversations may incorporate multiple modalities such as audio, video, holograms, and augmented reality elements. Realistic avatars, expressive facial animations, gestures, and tone of voice will contribute to enhanced empathy, intimacy, and overall satisfaction during remote exchanges. Contextually Intelligent Systems: Advances in context awareness will allow digital platforms to better understand nuanced meanings behind words and adapt responses accordingly. For instance, sarcasm detection or cultural sensitivity features could prevent misunderstandings and foster inclusivity across international communities. Moreover, proactive recommendation engines that consider situational factors such as location, weather conditions, mood, or historical behavior might streamline decision-making processes and facilitate serendipitous discoveries. Ephemeral Content Overload: Inspired by successful applications like Snapchat and TikTok, fleeting posts filled with humor, spontaneity, and creativity will gain traction. Embracing impermanence allows users to experiment freely without fearing judgment based on past activities. Consequently, authentic self-expression becomes the norm rather than an exception in online spheres. Digital Identity Management: Managing digital identities spanning numerous platforms requires robust authentication mechanisms ensuring privacy, security, and verifiability. Self-sovereign identity solutions backed by blockchain technology give individuals full control over their persona attributes and credentials while preventing impersonation attempts. Anchoring trustworthy reputation scores tied to verified accounts encourages responsible conduct and fosters positive online discourse. Immersive Mixed Reality Spaces: Combining physical and digital environments opens up limitless opportunities for creative expression, experiential marketing, collaborative problem solving, or simply hanging out with friends from afar. Blurring boundaries between real and virtual life enables people to establish deeper connections regardless of geographical constraints, leading ultimately towards a highly interconnected global village mentality. Neuroenhancements and Biometrics: Wearables and implantable technologies capturing neurological signals and biometric data promise unprecedented insights into users' emotions, intentions, and cognitive states. Leveraging such feedback loops, platforms can fine-tune user experiences optimizing engagement levels while maintaining healthy limits against excessive use or addictive behaviors. Conclusion: Navigating the ever-evolving terrain of online communication calls upon both curiosity and vigilance. Anticipatory foresight coupled with judicious governance ensures nascent innovations align with societal values and promote overall wellbeing. Through meaningful dialogue and cooperation amongst stakeholders, we shall collectively craft a vibrant digital landscape teeming with endless possibilities for connection, exploration, and self-actualization.
0d1adfd2e80deeaf6816e90a2d5f5e37
{ "intermediate": 0.11726520210504532, "beginner": 0.455757200717926, "expert": 0.4269775450229645 }
37,899
![diagrams logo](assets/img/diagrams.png) # Diagrams [![license](https://img.shields.io/badge/license-MIT-blue.svg)](/LICENSE) [![pypi version](https://badge.fury.io/py/diagrams.svg)](https://badge.fury.io/py/diagrams) ![python version](https://img.shields.io/badge/python-%3E%3D%203.6-blue?logo=python) ![Run tests](https://github.com/mingrammer/diagrams/workflows/Run%20tests/badge.svg?branch=master) [![todos](https://badgen.net/https/api.tickgit.com/badgen/github.com/mingrammer/diagrams?label=todos)](https://www.tickgit.com/browse?repo=github.com/mingrammer/diagrams) ![contributors](https://img.shields.io/github/contributors/mingrammer/diagrams) <a href="https://www.buymeacoffee.com/mingrammer" target="_blank"><img src="https://www.buymeacoffee.com/assets/img/custom_images/orange_img.png" alt="Buy Me A Coffee" style="height: 41px !important;width: 174px !important;box-shadow: 0px 3px 2px 0px rgba(190, 190, 190, 0.5) !important;" ></a> **Diagram as Code**. Diagrams lets you draw the cloud system architecture **in Python code**. It was born for **prototyping** a new system architecture design without any design tools. You can also describe or visualize the existing system architecture as well. Diagrams currently supports main major providers including: `AWS`, `Azure`, `GCP`, `Kubernetes`, `Alibaba Cloud`, `Oracle Cloud` etc... It also supports `On-Premise` nodes, `SaaS` and major `Programming` frameworks and languages. **Diagram as Code** also allows you to **track** the architecture diagram changes in any **version control** system. > NOTE: It does not control any actual cloud resources nor does it generate cloud formation or terraform code. It is just for drawing the cloud system architecture diagrams. ## Providers ![aws provider](https://img.shields.io/badge/AWS-orange?logo=amazon-aws&color=ff9900) ![azure provider](https://img.shields.io/badge/Azure-orange?logo=microsoft-azure&color=0089d6) ![gcp provider](https://img.shields.io/badge/GCP-orange?logo=google-cloud&color=4285f4) ![ibm provider](https://img.shields.io/badge/IBM-orange?logo=ibm&color=052FAD) ![kubernetes provider](https://img.shields.io/badge/Kubernetes-orange?logo=kubernetes&color=326ce5) ![alibaba cloud provider](https://img.shields.io/badge/AlibabaCloud-orange?logo=alibaba-cloud&color=ff6a00) ![oracle cloud provider](https://img.shields.io/badge/OracleCloud-orange?logo=oracle&color=f80000) ![openstack provider](https://img.shields.io/badge/OpenStack-orange?logo=openstack&color=da1a32) ![firebase provider](https://img.shields.io/badge/Firebase-orange?logo=firebase&color=FFCA28) ![digital ocean provider](https://img.shields.io/badge/DigitalOcean-0080ff?logo=digitalocean&color=0080ff) ![elastic provider](https://img.shields.io/badge/Elastic-orange?logo=elastic&color=005571) ![outscale provider](https://img.shields.io/badge/OutScale-orange?color=5f87bf) ![on premise provider](https://img.shields.io/badge/OnPremise-orange?color=5f87bf) ![generic provider](https://img.shields.io/badge/Generic-orange?color=5f87bf) ![programming provider](https://img.shields.io/badge/Programming-orange?color=5f87bf) ![saas provider](https://img.shields.io/badge/SaaS-orange?color=5f87bf) ![c4 provider](https://img.shields.io/badge/C4-orange?color=5f87bf) ## Getting Started It requires **Python 3.7** or higher, check your Python version first. It uses [Graphviz](https://www.graphviz.org/) to render the diagram, so you need to [install Graphviz](https://graphviz.gitlab.io/download/) to use **diagrams**. After installing graphviz (or already have it), install the **diagrams**. > macOS users can download the Graphviz via `brew install graphviz` if you're using [Homebrew](https://brew.sh).
8fe880d11a25e131cd2f12f389eab883
{ "intermediate": 0.35830986499786377, "beginner": 0.41071590781211853, "expert": 0.2309741973876953 }
37,900
мне нужно написать скрипт на js чтобы card1 был изначально скрыт. при наведение на card появлялся card1 а card скрывался
e8132ecdec5a51442e5df808355ddba0
{ "intermediate": 0.32183271646499634, "beginner": 0.3152267634868622, "expert": 0.3629405200481415 }
37,901
Write me a simple GLSL shader that affects only a solid unbroken blob of red color
de945f9a5287cf433893d545cf6b7899
{ "intermediate": 0.44320377707481384, "beginner": 0.3262380063533783, "expert": 0.23055824637413025 }
37,902
How do I use the X11 library in C to make a window not resizeable?
643866e5edb167b636897a8f5bad81e1
{ "intermediate": 0.8102954030036926, "beginner": 0.09255114197731018, "expert": 0.09715347737073898 }
37,903
Check my code : import torch import torch.nn as nn import torch.nn.functional as F from torch.nn.utils.rnn import pad_sequence from torch.utils.data import DataLoader, Dataset from collections import Counter # Expert LSTM Model class LSTMExpert(nn.Module): def __init__(self, input_size, hidden_size, output_size): super(LSTMExpert, self).__init__() self.lstm = nn.LSTM(input_size, hidden_size, batch_first=True) self.fc = nn.Linear(hidden_size, output_size) def forward(self, x): h, _ = self.lstm(x) # Shape of h: [batch_size, sequence_length, hidden_size] # No longer taking the last sequence output, transform for all time steps h = h.reshape(-1, h.shape[2]) # Flatten to two dimensions: [batch_size * sequence_length, hidden_size] return self.fc(h) # Gating Network class GatingNetwork(nn.Module): def __init__(self, input_size, num_experts): super(GatingNetwork, self).__init__() self.fc = nn.Linear(input_size, num_experts) self.softmax = nn.Softmax(dim=1) def forward(self, x): if x.dim() > 2: x = x.view(x.size(0), -1) # Flatten the tensor correctly x = self.fc(x) return self.softmax(x) # Mixture of Experts Model class MixtureOfExperts(nn.Module): def __init__(self, input_size, hidden_size, output_size, num_experts): super(MixtureOfExperts, self).__init__() self.num_experts = num_experts self.experts = nn.ModuleList([LSTMExpert(input_size, hidden_size, output_size) for _ in range(num_experts)]) self.gating_network = GatingNetwork(input_size, num_experts) def forward(self, x): # Flatten x for gating input: [batch_size * sequence_length, input_size] gating_input = x.contiguous().view(-1, x.shape[-1]) # Get gating scores for each expert: [batch_size * sequence_length, num_experts, 1] gating_scores = self.gating_network(gating_input).view(-1, self.num_experts, 1) # Compute outputs from each expert expert_outputs = [expert(x) for expert in self.experts] # List of [batch_size * sequence_length, vocab_size] tensors # Stack along a new dimension for experts: [batch_size * sequence_length, vocab_size, num_experts] expert_outputs = torch.stack(expert_outputs, dim=2) # Calculate weighted sum of expert outputs: [batch_size * sequence_length, vocab_size] mixed_output = torch.bmm(expert_outputs, gating_scores) # [batch_size * sequence_length, vocab_size, 1] mixed_output = mixed_output.squeeze(-1) # Remove last singleton dimension return mixed_output class TextDataset(Dataset): def __init__(self, path, seq_len): self.seq_len = seq_len with open(path, "r", encoding="utf-8") as f: text = f.read() words = text.split() self.vocab, self.idx2token = self.build_vocab(words) self.tokens = [self.vocab.get(w, 0) for w in words] # Default to 0 for unknown tokens def build_vocab(self, words): counts = Counter(words) vocab = {word: i for i, (word, _) in enumerate(counts.most_common(), 1)} vocab["<pad>"] = 0 idx2token = {i: word for word, i in vocab.items()} return vocab, idx2token def __len__(self): return len(self.tokens) // self.seq_len def __getitem__(self, idx): chunk = self.tokens[idx * self.seq_len: (idx + 1) * self.seq_len] x = chunk[:-1] y = chunk[1:] return torch.tensor(x), torch.tensor(y) def collate_fn(batch): inputs, targets = zip(*batch) inputs = pad_sequence(inputs, batch_first=True, padding_value=0) targets = pad_sequence(targets, batch_first=True, padding_value=0) return inputs, targets # Set the path to your text file and define sequence length path_to_text = 'GSM2K.txt' # replace with the path to your text file seq_len = 32 # sequence length # Create a dataset and data loader dataset = TextDataset(path_to_text, seq_len) data_loader = DataLoader(dataset, batch_size=32, shuffle=True, collate_fn=collate_fn) def train_model_TXT(model, criterion, optimizer, num_epochs, data_loader): model.train() for epoch in range(num_epochs): total_loss = 0 for i, (inputs, targets) in enumerate(data_loader): optimizer.zero_grad() # Forward pass predictions = model(inputs) # Flatten targets to be [batch_size * sequence_length] targets = targets.view(-1) # Flatten predictions to be [batch_size * sequence_length, num_classes] predictions = predictions.view(-1, predictions.size(-1)) # Loss computation loss = criterion(predictions, targets) loss.backward() optimizer.step() total_loss += loss.item() average_loss = total_loss / len(data_loader.dataset) print(f"Epoch {epoch+1}, Loss: {average_loss}") def generate_text(model, dataset, seed_text, num_generate, temperature=1.0): model.eval() # Put the model in evaluation mode # List to store the generated tokens generated_tokens = [] # Initial sequence (prefix) to start the generation process input_sequence = [dataset.vocab.get(word, dataset.vocab["<pad>"]) for word in seed_text.split()] # Convert to token IDs current_sequence = torch.tensor(input_sequence, dtype=torch.long).unsqueeze(0) # Generate num_generate tokens for _ in range(num_generate): # Forward pass through the model with torch.no_grad(): output = model(current_sequence) # Get probabilities, apply temperature scaling, and sample from the distribution probabilities = F.softmax(output[-1] / temperature, dim=0).detach() next_token_idx = torch.multinomial(probabilities, 1).item() # Append token to the current sequence and to the generated tokens generated_tokens.append(next_token_idx) current_sequence = torch.cat((current_sequence, torch.tensor([[next_token_idx]])), 1) # Convert tokens to words generated_text = " ".join([dataset.idx2token.get(token, "<unk>") for token in generated_tokens]) # Use .get() to provide a default value for missing keys return generated_text # Integration of MoE with the rest of the code vocab_size = len(dataset.vocab) # The size of the vocabulary embedding_dim = 128 # Size of embeddings hidden_size = 256 # Number of features in the hidden state of the LSTM num_experts = 2 # Define the number of LSTM experts you want in your MoE model # Instantiate the MixtureOfExperts model mixture_of_experts_model = MixtureOfExperts(embedding_dim, hidden_size, vocab_size, num_experts) # Wrap the experts and the embedding layer into a new combined model, replacing SingleLSTM_TXT class MoEModel(nn.Module): def __init__(self, embedding_dim, vocab_size, MoE): super(MoEModel, self).__init__() self.embedding = nn.Embedding(num_embeddings=vocab_size, embedding_dim=embedding_dim) self.MoE = MoE def forward(self, x): embedded = self.embedding(x) output = self.MoE(embedded) return output # Instantiate the MoEModel with embeddings and mixture of experts moe_model = MoEModel(embedding_dim, vocab_size, mixture_of_experts_model) def count_parameters(model): return sum(p.numel() for p in model.parameters() if p.requires_grad) # Example usage with your model: total_params = count_parameters(moe_model) print(f"Total trainable parameters: {total_params}") # Training parameters num_epochs = 2 batch_size = 256 learning_rate = 1e-3 # Define Loss Function and Optimizer for MoE model criterion = nn.CrossEntropyLoss() # Use CrossEntropyLoss for classification tasks optimizer = torch.optim.Adam(moe_model.parameters(), lr=learning_rate) # Replace references to single_lstm_txt_model with moe_model # Train the model with the text data train_model_TXT(moe_model, criterion, optimizer, num_epochs, data_loader) # Start a loop for the interactive chat-like text generation while True: try: # Get user input seed_text = input("Enter seed text (type 'quit' to stop): ") # Check if user wants to quit the interaction if seed_text.lower() == "quit": print("Exiting text generation chat.") break # User input is not empty and not “quit”, generate text if seed_text.strip(): num_generate = 16 # Number of words to generate temperature = 0.5 # Sampling temperature, higher will increase diversity # Use the trained model to generate text generated_text = generate_text(moe_model, dataset, seed_text, num_generate, temperature) print("Generated Text:", generated_text) else: print("Seed text cannot be empty.") except KeyboardInterrupt: # Handle KeyboardInterrupt (Ctrl+C) to gracefully exit print("\nExiting text generation chat.") break
f3913e03a2c15a542050285b664e4237
{ "intermediate": 0.37488099932670593, "beginner": 0.3967312276363373, "expert": 0.22838781774044037 }
37,904
I have the following code. It's about calling an App Open Ad. I have three problems: The first one is that when I open the app for the first time, it does not shows the ad. In the log, it only shows "AppOpenAdManager - Ad was loaded.". My second problem is that when I open the app for the second time, it shows the ad, but in the log: "NullPointerException occurs when invoking a method from a delegating listener. java.lang.NullPointerException: Context cannot be null. at com.google.android.gms.common.internal.Preconditions.checkNotNull(com.google.android.gms:play-services-basement@@18.2.0:2) at com.google.android.gms.ads.appopen.AppOpenAd.load(com.google.android.gms:play-services-ads-lite@@22.6.0:1) at com.example.myapplication.MyApplication$AppOpenAdManager.loadAd(MyApplication.java:70) at com.example.myapplication.MyApplication$AppOpenAdManager.access$300(MyApplication.java:50) at com.example.myapplication.MyApplication$AppOpenAdManager$2.onAdDismissedFullScreenContent(MyApplication.java:117) at com.google.android.gms.internal.ads.zzaxg.zzc(com.google.android.gms:play-services-ads-lite@@22.6.0:1) at com.google.android.gms.internal.ads.zzezl.zza(Unknown Source:2) at com.google.android.gms.internal.ads.zzfaz.zza(com.google.android.gms:play-services-ads@@22.6.0:2) at com.google.android.gms.internal.ads.zzezs.zzj(com.google.android.gms:play-services-ads@@22.6.0:4) at com.google.android.gms.internal.ads.zzfaa.zzq(com.google.android.gms:play-services-ads@@22.6.0:2) at com.google.android.gms.internal.ads.zzfaa.zza(com.google.android.gms:play-services-ads@@22.6.0:1) at com.google.android.gms.internal.ads.zzbju.zza(com.google.android.gms:play-services-ads@@22.6.0:3) at com.google.android.gms.internal.ads.zzchc.zzP(com.google.android.gms:play-services-ads@@22.6.0:6) at com.google.android.gms.internal.ads.zzchc.zzj(com.google.android.gms:play-services-ads@@22.6.0:16) at com.google.android.gms.internal.ads.zzchv.zza(com.google.android.gms:play-services-ads@@22.6.0:3) at com.google.android.gms.internal.ads.zzcht.run(Unknown Source:4) at android.os.Handler.handleCallback(Handler.java:958) at android.os.Handler.dispatchMessage(Handler.java:99) at com.google.android.gms.internal.ads.zzfqv.zza(com.google.android.gms:play-services-ads-lite@@22.6.0:1) at com.google.android.gms.ads.internal.util.zzf.zza(com.google.android.gms:play-services-ads@@22.6.0:1) at com.google.android.gms.internal.ads.zzfqv.dispatchMessage(com.google.android.gms:play-services-ads-lite@@22.6.0:1) at android.os.Looper.loopOnce(Looper.java:205) at android.os.Looper.loop(Looper.java:294) at android.app.ActivityThread.main(ActivityThread.java:8177) at java.lang.reflect.Method.invoke(Native Method) at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run(RuntimeInit.java:552) at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:971) A GMSG tried to close something that wasn't an overlay. #004 The webview is destroyed. Ignoring action. sendCancelIfRunning: isInProgress=falsecallback=android.view.ViewRootImpl$$ExternalSyntheticLambda17@d7b2a91 " And my third problem is that if I re-open the app, it doesn't shows the ad, instead gives log: "The app open ad is not ready yet." How can I solve these problems? The code: package com.example.myapplication; import android.app.Activity; import android.app.Application; import android.content.Context; import android.util.Log; import android.os.Bundle; import androidx.annotation.NonNull; import androidx.lifecycle.Lifecycle; import androidx.lifecycle.LifecycleObserver; import androidx.lifecycle.OnLifecycleEvent; import androidx.lifecycle.ProcessLifecycleOwner; import com.google.android.gms.ads.AdError; import com.google.android.gms.ads.AdRequest; import com.google.android.gms.ads.FullScreenContentCallback; import com.google.android.gms.ads.LoadAdError; import com.google.android.gms.ads.MobileAds; import com.google.android.gms.ads.appopen.AppOpenAd; import com.google.android.gms.ads.initialization.InitializationStatus; import com.google.android.gms.ads.initialization.OnInitializationCompleteListener; import java.util.Date; public class MyApplication extends Application implements Application.ActivityLifecycleCallbacks, LifecycleObserver { private AppOpenAdManager appOpenAdManager; private Activity currentActivity; public long loadTime = 0; @Override public void onCreate() { super.onCreate(); MobileAds.initialize( this, new OnInitializationCompleteListener() { @Override public void onInitializationComplete(InitializationStatus initializationStatus) {} }); ProcessLifecycleOwner.get().getLifecycle().addObserver(this); appOpenAdManager = new AppOpenAdManager(this); } @OnLifecycleEvent(Lifecycle.Event.ON_START) protected void onMoveToForeground() { // Show the ad (if available) when the app moves to foreground. appOpenAdManager.showAdIfAvailable(currentActivity); } private class AppOpenAdManager { private static final String LOG_TAG = "AppOpenAdManager"; private static final String AD_UNIT_ID = "ca-app-pub-3940256099942544/9257395921"; private AppOpenAd appOpenAd = null; private boolean isLoadingAd = false; private boolean isShowingAd = false; /** Constructor. */ public AppOpenAdManager(MyApplication myApplication) {} /** Request an ad. */ private void loadAd(Context context) { // We will implement this below. if (isLoadingAd || isAdAvailable()) { return; } isLoadingAd = true; AdRequest request = new AdRequest.Builder().build(); AppOpenAd.load( context, AD_UNIT_ID, request, AppOpenAd.APP_OPEN_AD_ORIENTATION_PORTRAIT, new AppOpenAd.AppOpenAdLoadCallback() { @Override public void onAdLoaded(AppOpenAd ad) { // Called when an app open ad has loaded. Log.d(LOG_TAG, "Ad was loaded."); appOpenAd = ad; isLoadingAd = false; loadTime = (new Date()).getTime(); } @Override public void onAdFailedToLoad(LoadAdError loadAdError) { // Called when an app open ad has failed to load. Log.d(LOG_TAG, loadAdError.getMessage()); isLoadingAd = false; } }); } public void showAdIfAvailable( @NonNull final Activity activity){ // If the app open ad is already showing, do not show the ad again. if (isShowingAd) { Log.d(LOG_TAG, "The app open ad is already showing."); return; } // If the app open ad is not available yet, invoke the callback then load the ad. if (!isAdAvailable()) { Log.d(LOG_TAG, "The app open ad is not ready yet."); loadAd(MyApplication.this); return; } appOpenAd.setFullScreenContentCallback( new FullScreenContentCallback (){ @Override public void onAdDismissedFullScreenContent() { // Called when fullscreen content is dismissed. // Set the reference to null so isAdAvailable() returns false. Log.d(LOG_TAG, "Ad dismissed fullscreen content."); appOpenAd = null; isShowingAd = false; loadAd(activity); } @Override public void onAdFailedToShowFullScreenContent(AdError adError) { // Called when fullscreen content failed to show. // Set the reference to null so isAdAvailable() returns false. Log.d(LOG_TAG, adError.getMessage()); appOpenAd = null; isShowingAd = false; loadAd(activity); } @Override public void onAdShowedFullScreenContent() { // Called when fullscreen content is shown. Log.d(LOG_TAG, "Ad showed fullscreen content."); } }); isShowingAd = true; appOpenAd.show(activity); } /** Check if ad exists and can be shown. */ private boolean isAdAvailable() { return appOpenAd != null && wasLoadTimeLessThanNHoursAgo(4); } } private boolean wasLoadTimeLessThanNHoursAgo(long numHours) { long dateDifference = (new Date()).getTime() - this.loadTime; long numMilliSecondsPerHour = 3600000; return (dateDifference < (numMilliSecondsPerHour * numHours)); } @Override public void onActivityCreated(Activity activity, Bundle savedInstanceState) {} @Override public void onActivityStarted(Activity activity) { // Updating the currentActivity only when an ad is not showing. if (!appOpenAdManager.isShowingAd) { currentActivity = activity; } } @Override public void onActivityResumed(Activity activity) {} @Override public void onActivityStopped(Activity activity) {} @Override public void onActivityPaused(Activity activity) {} @Override public void onActivitySaveInstanceState(Activity activity, Bundle bundle) {} @Override public void onActivityDestroyed(Activity activity) {} }
729e3577a8bdcd119f58fa6fc10858a3
{ "intermediate": 0.35975566506385803, "beginner": 0.4785308539867401, "expert": 0.16171346604824066 }
37,905
hi
8b6b5e4ef0e94657bf377fd93b951c02
{ "intermediate": 0.3246487081050873, "beginner": 0.27135494351387024, "expert": 0.40399640798568726 }
37,906
Assume the role of a senior programmer. Modify this code so that the new picture is flipped 180 degrees: import csteutils.SimpleIO; import csteutils.myro.MyroColorImage; import csteutils.myro.MyroPixel; import java.awt.Color; public class OrientationChanger { public static void main (String [] args) { //loading the original image SimpleIO.showMessage("Ready for original image?"); MyroColorImage picture = new MyroColorImage(); picture.resize(400,400); picture.show(); MyroColorImage pic2 = new MyroColorImage(picture.getWidth() / 2, picture.getHeight() / 2); SimpleIO.showMessage("Ready for orientation change?"); //looping through each pixel, for (MyroPixel pixel: picture) { // flipping each pixel 180º by getting the y value of pixel, subtracting it from the image height, display new image //int yMax = picture.getHeight(); int y = pixel.getY(); int y2 = picture.getHeight()-y-1; // on the new image, sets the new pixel value to the calculated 180º orientation. MyroPixel other = pic2.getPixel(pixel.getX(), y2); other.setColor(pixel.getColor()); Color color = pixel.getColor(); MyroPixel pixel2 = new MyroPixel(pic2, pixel.getX(), y2); pixel2.setColor(new Color (color.getRed(), color.getGreen(), color.getBlue())); System.out.println("a"); } System.out.println("done"); pic2.show(); picture.show(); } }
7bf7b833fbb2a5968ccc4f9ed21f5764
{ "intermediate": 0.4122103452682495, "beginner": 0.3193240761756897, "expert": 0.26846563816070557 }
37,907
so how do i open this file in R: gene_effect.hdf5? and then be able to read the table normally. I got htis from chronos for CRISPR scren analysis
1c14a713e63683871118f6b391630b13
{ "intermediate": 0.7174213528633118, "beginner": 0.09610798209905624, "expert": 0.1864706128835678 }
37,908
how to check if a column in a dataframe in R contains duplicate values?
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{ "intermediate": 0.5818976163864136, "beginner": 0.10626082867383957, "expert": 0.31184154748916626 }
37,909
#organise dataframe from depmap colnames(HumagneCDLogfoldChange_guide_data_intermediate) <- HumagneCDLogfoldChange_guide_data_intermediate[1,] HumagneCDLogfoldChange_guide_data_intermediate <- HumagneCDLogfoldChange_guide_data_intermediate[-1,] colnames(HumagneCDLogfoldChange_guide_data_intermediate)[1] <- "Gene" HumagneCDLogfoldChange_guide_data_intermediate$source <- "DepMap" #change first colname colnames(result_df)[1] <- "Gene" result_df$source <- "Metz" DepMap_and_Metz_Humagne_combined <- inner_join(HumagneCDLogfoldChange_guide_data_intermediate, result_df, by = "Gene") > DepMap_and_Metz_Humagne_combined <- inner_join(HumagneCDLogfoldChange_guide_data_intermediate, result_df, by = "Gene") Error in `inner_join()`: ! Input columns in `x` must be unique. ✖ Problem with `SC.000067.CD02_CD.1_14_A`, `SC.000097.CD01_CD.1_14_A`, `SC.000147.CD01_CD.1_14_A`, `SC.000183.CD01_CD.1_14_A`, `SC.000292.CD02_CD.1_14_A`, `SC.000404.CD01_CD.1_14_A`, `SC.000502.CD01_CD.1_14_A`, `SC.000527.CD01_CD.1_14_A`, `SC.000583.CD01_CD.1_14_A`, `SC.000696.CD01_CD.1_14_A`, `SC.000774.CD01_CD.1_14_A`, `SC.000900.CD01_CD.1_14_A`, `SC.001509.CD01_CD.1_14_A`, `SC.001619.CD01_CD.1_14_A`, `SC.001975.CD01_CD.1_14_A`, `SC.001975.CD01_CD.1_21_A`, `SC.001975.CD01_CD.1_14_B`, `SC.001975.CD01_CD.1_21_B`, `SC.001975.CD01_CD.1_14_C`, and `SC.001975.CD01_CD.1_14_D`. Run `rlang::last_trace()` to see where the error occurred. i am sure the Gene column of the dataframes i want to combine are containing the same stuff
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{ "intermediate": 0.43807315826416016, "beginner": 0.30920588970184326, "expert": 0.2527209222316742 }
37,910
#organise dataframe from depmap colnames(HumagneCDLogfoldChange_guide_data_intermediate) <- HumagneCDLogfoldChange_guide_data_intermediate[1,] HumagneCDLogfoldChange_guide_data_intermediate <- HumagneCDLogfoldChange_guide_data_intermediate[-1,] colnames(HumagneCDLogfoldChange_guide_data_intermediate)[1] <- "Gene" HumagneCDLogfoldChange_guide_data_intermediate$source <- "DepMap" #change first colname colnames(result_df)[1] <- "Gene" result_df$source <- "Metz" DepMap_and_Metz_Humagne_combined <- inner_join(HumagneCDLogfoldChange_guide_data_intermediate, result_df, by = "Gene") > DepMap_and_Metz_Humagne_combined <- inner_join(HumagneCDLogfoldChange_guide_data_intermediate, result_df, by = "Gene") Error in `inner_join()`: ! Input columns in `x` must be unique. ✖ Problem with `SC.000067.CD02_CD.1_14_A`, `SC.000097.CD01_CD.1_14_A`, `SC.000147.CD01_CD.1_14_A`, `SC.000183.CD01_CD.1_14_A`, `SC.000292.CD02_CD.1_14_A`, `SC.000404.CD01_CD.1_14_A`, `SC.000502.CD01_CD.1_14_A`, `SC.000527.CD01_CD.1_14_A`, `SC.000583.CD01_CD.1_14_A`, `SC.000696.CD01_CD.1_14_A`, `SC.000774.CD01_CD.1_14_A`, `SC.000900.CD01_CD.1_14_A`, `SC.001509.CD01_CD.1_14_A`, `SC.001619.CD01_CD.1_14_A`, `SC.001975.CD01_CD.1_14_A`, `SC.001975.CD01_CD.1_21_A`, `SC.001975.CD01_CD.1_14_B`, `SC.001975.CD01_CD.1_21_B`, `SC.001975.CD01_CD.1_14_C`, and `SC.001975.CD01_CD.1_14_D`. Run `rlang::last_trace()` to see where the error occurred. I am sure the dataframes i want to combine contain the same stuff
f40a8dff9e80faea73c43467592971b4
{ "intermediate": 0.39319175481796265, "beginner": 0.32826122641563416, "expert": 0.278547078371048 }
37,911
what python library can I get the real year of today from?
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{ "intermediate": 0.6265777349472046, "beginner": 0.11569415777921677, "expert": 0.25772809982299805 }
37,912
Improve this list of skills Moving CSS Serving Python Water damage restoration Customer service Project Management Mold Remediation HTML5 Food service Expediting Bussing Microsoft Outlook Food handling Microsoft Excel Microsoft Word Adobe Photoshop Demolition JavaScript POS Dishwashing Restoration Windows Restaurant experience Microsoft Office Project management Fire Restoration
096362a90886801f3a1fb246f4024c82
{ "intermediate": 0.4867538511753082, "beginner": 0.28861740231513977, "expert": 0.2246287316083908 }
37,913
adapte le code de process_quiz au reste du projet qui maintenant gère plusieurs quizz et pas un seul : <?php require_once 'databases/connexion.php'; function getQuizzes() { $pdo = new PDO('sqlite:db.sqlite'); $pdo->setAttribute(PDO::ATTR_ERRMODE, PDO::ERRMODE_EXCEPTION); $stmt = $pdo->prepare("SELECT * FROM quizzes"); $stmt->execute(); $quizzes = $stmt->fetchAll(PDO::FETCH_ASSOC); return $quizzes; } ?> questions.php : <?php require_once 'databases/connexion.php'; use Classes\Form\Type\TextQuestion; use Classes\Form\Type\CheckboxQuestion; use Classes\Form\Type\RadioQuestion; function getQuestions($quiz_id) { $pdo = new PDO('sqlite:db.sqlite'); $pdo->setAttribute(PDO::ATTR_ERRMODE, PDO::ERRMODE_EXCEPTION); $stmt = $pdo->prepare("SELECT * FROM questions WHERE quiz_id = ?"); $stmt->execute([$quiz_id]); $datas = $stmt->fetchAll(PDO::FETCH_ASSOC); var_dump($datas); $questions = []; foreach ($datas as $data) { $question = null; $uuid = $data['uuid']; $type = $data['type']; $label = $data['label']; $choices = json_decode($data['choices'], true); $correct = is_array(json_decode($data['correct'], true)) ? json_decode($data['correct'], true) : $data['correct']; switch ($type) { case 'radio': $question = new RadioQuestion($uuid, $type, $label, $choices, $correct); break; case 'checkbox': $question = new CheckboxQuestion($uuid, $type, $label, $choices, $correct); break; case 'text': $question = new TextQuestion($uuid, $type, $label, $correct); break; } if ($question !== null) { $questions[] = $question; } } return $questions; } ?> questions_quizz.php : <?php session_start(); require_once 'questions.php'; require 'Classes/autoloader.php'; Autoloader::register(); use Classes\Form\Type\TextQuestion; use Classes\Form\Type\CheckboxQuestion; use Classes\Form\Type\RadioQuestion; $quiz_id = $_GET['quiz_id']; var_dump($quiz_id); $questions = getQuestions($quiz_id); echo "<form method='POST' action='process_quiz.php'>"; echo "<h1> Répondez aux questions</h1>"; echo '<hr />'; foreach ($questions as $question) { echo $question->render().PHP_EOL; } echo '<button type="submit" class="btn btn-primary">Valider</button>'; echo "</form>"; ?> process_quizz.php a adapter : <?php session_start(); require_once 'questions.php'; require 'Classes/autoloader.php'; Autoloader::register(); $questions = getQuestions(); $score = 0; $repBonne = []; $repFausse = []; if ($_SERVER["REQUEST_METHOD"] === "POST") { foreach ($_POST as $key => $userResponse) { $questionId = str_replace('question-', '', $key); $currentQuestion = null; foreach ($questions as $question) { if ($question->getUuid() === $questionId) { $currentQuestion = $question; break; } } $currentQuestion->setUserResponse($userResponse); if ($currentQuestion && $currentQuestion->isCorrect()) { $repBonne[] = $currentQuestion->getUuid(); $score++; } else { $repFausse[] = $currentQuestion->getUuid(); } } $_SESSION['quiz_score'] = $score; $_SESSION['repBonne'] = $repBonne; $_SESSION['repFausse'] = $repFausse; header("Location: correction.php"); exit(); } else { header("Location: quizz.php"); exit(); } ?> index.php : <?php require_once 'quizz.php'; $quizzes = getQuizzes(); echo "<h1>Choose a Quiz</h1>"; foreach ($quizzes as $quiz) { echo "<a href='questions_quizz.php?quiz_id={$quiz['id']}'>{$quiz['name']}</a><br>"; } ?>
1356f35dccbd0b63d4af2d73478bc906
{ "intermediate": 0.36112180352211, "beginner": 0.5199130177497864, "expert": 0.11896517127752304 }
37,914
Shared from StarGen: Planet type/Distance/Mass (EM = Earth mass)/Radius (ER = Earth radius) 1. Rock/0.326 AU/0.139 EM/0.523 ER 2. Rock/0.530 AU/0.195 EM0.584 ER 3. Venusian/0.756 AU/0.769 EM/0.918 ER 4. Venusian/0.980 AU/0.232 EM/0.619 ER 5. Ice/1.595 AU/1.772 EM/1.204 ER 6. Ice/2.211 AU/1.120 EM/1.038 ER 7. Ice/2.751 AU/0.923 EM/0.974 ER 8. Jovian/3.734 AU/43.034 EM/5.554 ER 9. Jovian/7.631 AU/1049.410 EM/14.964 ER 10. Sub-Jovian/25.974 AU/2.398 EM/2.812 ER 11. Ice/38.962 AU/0.877 EM/1.276 ER
3f28af0aa06748eb693b6d25d0fd35dd
{ "intermediate": 0.3831087052822113, "beginner": 0.33055150508880615, "expert": 0.28633975982666016 }
37,915
Shared from StarGen: ~System 1 Planet type/Distance/Mass (EM = Earth mass)/Radius (ER = Earth radius) 1. Rock/0.326 AU/0.139 EM/0.523 ER 2. Rock/0.530 AU/0.195 EM0.584 ER 3. Venusian/0.756 AU/0.769 EM/0.918 ER 4. Venusian/0.980 AU/0.232 EM/0.619 ER 5. Ice/1.595 AU/1.772 EM/1.204 ER 6. Ice/2.211 AU/1.120 EM/1.038 ER 7. Ice/2.751 AU/0.923 EM/0.974 ER 8. Jovian/3.734 AU/43.034 EM/5.554 ER 9. Jovian/7.631 AU/1049.410 EM/14.964 ER 10. Sub-Jovian/25.974 AU/2.398 EM/2.812 ER 11. Ice/38.962 AU/0.877 EM/1.276 ER ~System 2 1. Rock/0.337 AU/0.023 EM/0.287 2. Rock/0.564 AU/0.419 EM/0.752 3. Terrestrial/1.042 AU/1.557 EM/1.155 ER 4. Sub-Jovian/1.745 AU/6.300 EM/2.976 ER 5. Martian/2.724 AU/0.230 EM/0.617 ER 6. Jovian/4.015 AU/61.190 EM/6.192 ER 7. Jovian/7.106 AU/126.096 EM/8.018 ER 8. Jovian/12.304 AU/416.693 EM/11.894 ER 9. Rock/24.283 AU/0.587 EM/1.120 ER 10. Sub-Jovian/35.087 AU/2.561 EM/2.940 ER 11. Rock/42.765 AU/0.149 EM/0.714 ER 12. Rock/48.745 AU/0.019 EM/0.364 ER
d95081b0013e2666be2ce5b66a2cb74f
{ "intermediate": 0.3804374635219574, "beginner": 0.32894042134284973, "expert": 0.2906220853328705 }
37,916
hi
921463dd77a608f1f7284a1afa80e784
{ "intermediate": 0.3246487081050873, "beginner": 0.27135494351387024, "expert": 0.40399640798568726 }
37,917
i have yearly prices of a stock in a format of dict like this {'1998': 0.009134873424380829, '1999': 0.014240743516714135, '2000': 0.014681132953772335, '2001': 0.026271470865611317, '2002': 0.11075949367088607, '2003': 0.18123738634835238, '2004': 0.2680412356914327, '2005': 0.8272294900545006, '2006': 2.175056275197196, '2007': 2.981044202957758, '2008': 0.35767937620716794, '2009': 1.9497178040020524, '2010': 2.3646506910105236, '2011': 2.2229454841334415, '2012': 2.1555857957490927, '2013': 2.560876545109504, '2014': 1.0394015481897072, '2015': 1.1562541467121852, '2016': 1.8324644094932987, '2017': 3.1761751813332375, '2018': 2.5601486547549985, '2019': 3.3176231832710985, '2020': 3.007284220731579, '2021': 3.9836765369819163, '2022': 2.195751770095794, '2023': 3.07803277085188, '2024': 2.999592685960876} and i have a list of dividents like that [{'year': '2023', 'dividend': 25.0}, {'year': '2022', 'dividend': 0.0}, {'year': '2021', 'dividend': 18.7}, {'year': '2020', 'dividend': 18.7}, {'year': '2019', 'dividend': 16.0}, {'year': '2018', 'dividend': 12.0}, {'year': '2017', 'dividend': 6.0}, {'year': '2016', 'dividend': 1.97}, {'year': '2015', 'dividend': 0.45}, {'year': '2014', 'dividend': 3.2}, {'year': '2013', 'dividend': 3.2}, {'year': '2012', 'dividend': 2.59}, {'year': '2011', 'dividend': 1.15}, {'year': '2010', 'dividend': 0.45}, {'year': '2009', 'dividend': 0.63}, {'year': '2008', 'dividend': 0.65}, {'year': '2007', 'dividend': 0.465}, {'year': '2006', 'dividend': 0.295}, {'year': '2005', 'dividend': 0.1895}, {'year': '2004', 'dividend': 0.144}, {'year': '2003', 'dividend': 0.116}, {'year': '2002', 'dividend': 0.057}, {'year': '2001', 'dividend': 0.04}, {'year': '2000', 'dividend': 0.0395}] can you write a script that calculates the total return of a stock if dividends were reinvested? use python
86f147d39ab52700bc059f180dd781ec
{ "intermediate": 0.37736520171165466, "beginner": 0.29855620861053467, "expert": 0.32407861948013306 }
37,918
I will share 3 scripts consisting of a puzzle. In the PlayerInteraction script, instead of pressing E to call the Interact() function, i want to press E to call a OnGUI function in which I loop through my player inventory and list all of the name items containing the EldritchSymbol component. When the player click on one of the available item in the list, then it will call the Interact() function, and the player will place the item he clicked on under the current symbol transform. Also, I need anothe OnGUI function that list the name of the item in the symbol slot, and when the player clicks it, it returns back to the player inventory. I want the GUI to be center screen. Script 1: using System.Collections; using System.Collections.Generic; using UnityEngine; public class LovecraftianPuzzle : MonoBehaviour { public enum EldritchSymbols { Nyarlathotep, Azathoth, Cthulhu, ShubNiggurath, YogSothoth } public Transform[] symbolSlots; public GameObject[] eldritchSymbolPrefabs; public GameObject portal; public Animator portalAnimator; public AudioSource gatewayAudio; public AudioClip placeSymbolSound; private GameObject player; private AudioSource playerAudioSource; private void Start() { player = GameObject.Find("Player"); playerAudioSource = player.GetComponent<AudioSource>(); } private List<EldritchSymbols> correctOrder = new List<EldritchSymbols>() { EldritchSymbols.Nyarlathotep, EldritchSymbols.Azathoth, EldritchSymbols.Cthulhu, EldritchSymbols.ShubNiggurath, EldritchSymbols.YogSothoth }; private List<EldritchSymbols> currentOrder = new List<EldritchSymbols>(); private Dictionary<EldritchSymbols, int> symbolToSlotIndex = new Dictionary<EldritchSymbols, int>() { { EldritchSymbols.Nyarlathotep, 0 }, { EldritchSymbols.Cthulhu, 2 }, { EldritchSymbols.Azathoth, 1 }, { EldritchSymbols.ShubNiggurath, 3 }, { EldritchSymbols.YogSothoth, 4 } }; public void PlaceSymbol(EldritchSymbols symbol) { int slotIndex = symbolToSlotIndex[symbol]; if (symbolSlots[slotIndex].childCount == 0) { GameObject symbolObject = Instantiate( eldritchSymbolPrefabs[(int)symbol], symbolSlots[slotIndex].position, Quaternion.Euler(0, 24, -90), // Rotate 90 degrees around the Z axis symbolSlots[slotIndex]); if (!currentOrder.Contains(symbol)) // Check if the symbol is already in the list { currentOrder.Add(symbol); // Add it only if it's not present } playerAudioSource.PlayOneShot(placeSymbolSound); } CheckPuzzleSolved(); } private void CheckPuzzleSolved() { if (currentOrder.Count == correctOrder.Count) { bool isSolved = true; for (int i = 0; i < correctOrder.Count; i++) { if (currentOrder[i] != correctOrder[i]) { isSolved = false; break; } } if (isSolved) { StartCoroutine(GatewayAnimation()); } } } public IEnumerator GatewayAnimation() { portalAnimator.SetBool("OpenGateway", true); MeshCollider gatewayMeshFilter = portalAnimator.gameObject.GetComponent<MeshCollider>(); gatewayAudio.Play(); gatewayMeshFilter.enabled = false; yield return new WaitForSeconds(1f); portalAnimator.SetBool("OpenGateway", false); } public void ResetPuzzle() { currentOrder.Clear(); foreach (Transform slot in symbolSlots) { if (slot.childCount > 0) { Destroy(slot.GetChild(0).gameObject); } } } public void RemoveSymbol(EldritchSymbols symbol) { // Find the index of the symbol in the currentOrder list int index = currentOrder.FindIndex(s => s == symbol); // Check that the index is valid if (index >= 0 && index < currentOrder.Count) { // Find the corresponding symbol in the symbolSlots array for (int i = 0; i < symbolSlots.Length; i++) { if (symbolSlots[i].childCount > 0) { GameObject symbolObject = symbolSlots[i].GetChild(0).gameObject; EldritchSymbols symbolInSlot = symbolObject.GetComponent<EldritchSymbol>().symbolType; if (symbolInSlot == symbol) { // Remove the symbol from currentOrder and destroy the symbol object currentOrder.RemoveAt(index); playerAudioSource.PlayOneShot(placeSymbolSound); Destroy(symbolObject); break; } } } } } } Script 2: using UnityEngine; public class EldritchSymbol : MonoBehaviour { public LovecraftianPuzzle.EldritchSymbols symbolType; } Script 3: using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerInteraction : MonoBehaviour { public float interactionDistance = 2f; public LayerMask interactionMask; private GameObject currentInteractable; private GameObject lastPlacedSymbol; void Update() { if (Input.GetKeyDown(KeyCode.E)) { Interact(); } } void FixedUpdate() { CheckForInteractions(); } void CheckForInteractions() { RaycastHit hitInfo; if (Physics.Raycast(transform.position, transform.forward, out hitInfo, interactionDistance, interactionMask)) { if (hitInfo.transform.gameObject != currentInteractable) { currentInteractable = hitInfo.transform.gameObject; Debug.Log("New Interactable: " + currentInteractable.name); // You can add visual feedback or highlighting for the interactable object here. } } /*else { if (currentInteractable != null) { currentInteractable = null; Debug.Log("No interactable object in range."); // You can remove visual feedback or highlighting for the interactable object here. } }*/ } void Interact() { if (currentInteractable != null) { EldritchSymbol symbol = currentInteractable.GetComponent<EldritchSymbol>(); if (symbol != null) { LovecraftianPuzzle puzzle = FindObjectOfType<LovecraftianPuzzle>(); if (puzzle != null) { if (lastPlacedSymbol == currentInteractable) { puzzle.RemoveSymbol(symbol.symbolType); lastPlacedSymbol = null; // Reset the last placed symbol } else { puzzle.PlaceSymbol(symbol.symbolType); lastPlacedSymbol = currentInteractable; // Store the placed symbol } } } } } } Here's an exemple on how I loop for Item name in my Inventory: for (int t = 0; t < InvManager.Items; t++) //Starting a loop in the slots of the inventory: { if (InvManager.Slots[t].IsTaken == true) //Checking if there's an item in this slot. { Item ItemScript = InvManager.Slots[t].Item.GetComponent(); //Getting the item script from the items inside the bag. if (ItemScript.Name == "ExempleName"){//Do stuff}
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{ "intermediate": 0.32544755935668945, "beginner": 0.5577275156974792, "expert": 0.11682499200105667 }
37,919
I will share 3 scripts consisting of a puzzle. In the PlayerInteraction script, instead of pressing E to call the Interact() function, i want to press E to call a UI function in which I loop through my player inventory and list all of the name items containing the EldritchSymbol component. When the player click on one of the available item in the list, then it will call the Interact() function, and the player will place the item he clicked on under the current symbol transform. Also, I need anothe OnGUI function that list the name of the item in the symbol slot, and when the player clicks it, it returns back to the player inventory. I want the GUI to be center screen. Je vais partager 3 scripts pour un puzzle dans Unity et ma propre méthode pour vérifier l'inventaire du joueur et ajouté un item dans l'inventaire. Dans ce puzzle, j'aimerais pouvoir modifier la manière que le joueur place un symbol. Dans un GUI centré dans l'écran, en vérifiant si un des 5 items comprenant la composante EldritchSymbol est dans l'inventaire, je veux que le joueur puisse lui-meme choisir l'item à placer dans le symbolSlot transform. J'aimerais aussi modifier la manière que le joeur Remove un symbol. Je veux qu'un nouveau GUI toujours centré montre le symbol actuellement placé, et qu'en cliquant sur le bouton, le joueur enlève le symbol, laissant le symbol transform vierge, puis l'item retourne dans l'inventaire du joueur. Donc, pour résumer. Changer la manière de placer et d'enlever un symbole en utilisant des GUI centré dans l'écran, pour placer un symbol il faut chercher dans l'inventaire du joueur si un item possède un symbol, puis placé cet item sur le symbol transform en pleine interaction. Pour enlever un symbole, le GUI change et montre le symbol actuellement placé sur le symbol transform, le joueur peut retirer le symbol du symbol transform et l'item retourne dans l'inventaire du joueur. Script 1: using System.Collections; using System.Collections.Generic; using UnityEngine; public class LovecraftianPuzzle : MonoBehaviour { public enum EldritchSymbols { Nyarlathotep, Azathoth, Cthulhu, ShubNiggurath, YogSothoth } public Transform[] symbolSlots; public GameObject[] eldritchSymbolPrefabs; public GameObject portal; public Animator portalAnimator; public AudioSource gatewayAudio; public AudioClip placeSymbolSound; private GameObject player; private AudioSource playerAudioSource; private void Start() { player = GameObject.Find("Player"); playerAudioSource = player.GetComponent<AudioSource>(); } private List<EldritchSymbols> correctOrder = new List<EldritchSymbols>() { EldritchSymbols.Nyarlathotep, EldritchSymbols.Azathoth, EldritchSymbols.Cthulhu, EldritchSymbols.ShubNiggurath, EldritchSymbols.YogSothoth }; private List<EldritchSymbols> currentOrder = new List<EldritchSymbols>(); private Dictionary<EldritchSymbols, int> symbolToSlotIndex = new Dictionary<EldritchSymbols, int>() { { EldritchSymbols.Nyarlathotep, 0 }, { EldritchSymbols.Cthulhu, 2 }, { EldritchSymbols.Azathoth, 1 }, { EldritchSymbols.ShubNiggurath, 3 }, { EldritchSymbols.YogSothoth, 4 } }; public void PlaceSymbol(EldritchSymbols symbol) { int slotIndex = symbolToSlotIndex[symbol]; if (symbolSlots[slotIndex].childCount == 0) { GameObject symbolObject = Instantiate( eldritchSymbolPrefabs[(int)symbol], symbolSlots[slotIndex].position, Quaternion.Euler(0, 24, -90), // Rotate 90 degrees around the Z axis symbolSlots[slotIndex]); if (!currentOrder.Contains(symbol)) // Check if the symbol is already in the list { currentOrder.Add(symbol); // Add it only if it's not present } playerAudioSource.PlayOneShot(placeSymbolSound); } CheckPuzzleSolved(); } private void CheckPuzzleSolved() { if (currentOrder.Count == correctOrder.Count) { bool isSolved = true; for (int i = 0; i < correctOrder.Count; i++) { if (currentOrder[i] != correctOrder[i]) { isSolved = false; break; } } if (isSolved) { StartCoroutine(GatewayAnimation()); } } } public IEnumerator GatewayAnimation() { portalAnimator.SetBool("OpenGateway", true); MeshCollider gatewayMeshFilter = portalAnimator.gameObject.GetComponent<MeshCollider>(); gatewayAudio.Play(); gatewayMeshFilter.enabled = false; yield return new WaitForSeconds(1f); portalAnimator.SetBool("OpenGateway", false); } public void ResetPuzzle() { currentOrder.Clear(); foreach (Transform slot in symbolSlots) { if (slot.childCount > 0) { Destroy(slot.GetChild(0).gameObject); } } } public void RemoveSymbol(EldritchSymbols symbol) { // Find the index of the symbol in the currentOrder list int index = currentOrder.FindIndex(s => s == symbol); // Check that the index is valid if (index >= 0 && index < currentOrder.Count) { // Find the corresponding symbol in the symbolSlots array for (int i = 0; i < symbolSlots.Length; i++) { if (symbolSlots[i].childCount > 0) { GameObject symbolObject = symbolSlots[i].GetChild(0).gameObject; EldritchSymbols symbolInSlot = symbolObject.GetComponent<EldritchSymbol>().symbolType; if (symbolInSlot == symbol) { // Remove the symbol from currentOrder and destroy the symbol object currentOrder.RemoveAt(index); playerAudioSource.PlayOneShot(placeSymbolSound); Destroy(symbolObject); break; } } } } } } Script 2: using UnityEngine; public class EldritchSymbol : MonoBehaviour { public LovecraftianPuzzle.EldritchSymbols symbolType; } Script 3: using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerInteraction : MonoBehaviour { public float interactionDistance = 2f; public LayerMask interactionMask; private GameObject currentInteractable; private GameObject lastPlacedSymbol; void Update() { if (Input.GetKeyDown(KeyCode.E)) { Interact(); } } void FixedUpdate() { CheckForInteractions(); } void CheckForInteractions() { RaycastHit hitInfo; if (Physics.Raycast(transform.position, transform.forward, out hitInfo, interactionDistance, interactionMask)) { if (hitInfo.transform.gameObject != currentInteractable) { currentInteractable = hitInfo.transform.gameObject; Debug.Log("New Interactable: " + currentInteractable.name); // You can add visual feedback or highlighting for the interactable object here. } } /*else { if (currentInteractable != null) { currentInteractable = null; Debug.Log("No interactable object in range."); // You can remove visual feedback or highlighting for the interactable object here. } }*/ } void Interact() { if (currentInteractable != null) { EldritchSymbol symbol = currentInteractable.GetComponent<EldritchSymbol>(); if (symbol != null) { LovecraftianPuzzle puzzle = FindObjectOfType<LovecraftianPuzzle>(); if (puzzle != null) { if (lastPlacedSymbol == currentInteractable) { puzzle.RemoveSymbol(symbol.symbolType); lastPlacedSymbol = null; // Reset the last placed symbol } else { puzzle.PlaceSymbol(symbol.symbolType); lastPlacedSymbol = currentInteractable; // Store the placed symbol } } } } } } Here's an exemple on how I loop for Item name in my Inventory: for (int t = 0; t < InvManager.Items; t++) //Starting a loop in the slots of the inventory: { if (InvManager.Slots[t].IsTaken == true) //Checking if there's an item in this slot. { Item ItemScript = InvManager.Slots[t].Item.GetComponent(); //Getting the item script from the items inside the bag. if (ItemScript.Name == "The Shadow People"){//Do stuff} Here's an exemple on how I add an item in my inventory: if (InvManager.PickupType == InventoryManager.PickupTypes.Keyboard) //Check if the player is using the keyboard to pick up items. { if (Input.GetKey(InvManager.ActionKey)) //Checking if the player pressed the key used to pick up items. { //if(other == InvManager.Player.GetComponent<Collider>()) //{ if (ItemType == 0) { PlayerPrefs.SetString(id, "true"); _itemCollected = true; InvManager.AddItem(MyTransform); //Add this item to the bag } } } Additionnal Note : Items having the EldritchSymbol are books. They are having different names and each of them possess one of the symbol. "The Unknown and The Deep Void" (Yog Sothoth) "Mark Of The Old Gods" (Azathoth) "The House Of R'lyeh" (Cthulhu) "The Shadow People" (Shub Niggurath) "Invocations of The Cosmic Horror" (Nyalarthotep) Même si le joueur peut placer n'importe quel livre n'importe où, chaque livre doit être placé sur le bon symboleTransformation ET dans le bon ordre. Enfin, c'est ce que j'aimerais accomplir.
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37,920
I will share 3 scripts consisting of a puzzle. In the PlayerInteraction script, instead of pressing E to call the Interact() function, i want to press E to call a UI function in which I loop through my player inventory and list all of the name items containing the EldritchSymbol component. When the player click on one of the available item in the list, then it will call the Interact() function, and the player will place the item he clicked on under the current symbol transform. Also, I need anothe OnGUI function that list the name of the item in the symbol slot, and when the player clicks it, it returns back to the player inventory. I want the GUI to be center screen. Je vais partager 3 scripts pour un puzzle dans Unity et ma propre méthode pour vérifier l'inventaire du joueur et ajouté un item dans l'inventaire. Dans ce puzzle, j'aimerais pouvoir modifier la manière que le joueur place un symbol. Dans un GUI centré dans l'écran, en vérifiant si un des 5 items comprenant la composante EldritchSymbol est dans l'inventaire, je veux que le joueur puisse lui-meme choisir l'item à placer dans le symbolSlot transform. J'aimerais aussi modifier la manière que le joeur Remove un symbol. Je veux qu'un nouveau GUI toujours centré montre le symbol actuellement placé, et qu'en cliquant sur le bouton, le joueur enlève le symbol, laissant le symbol transform vierge, puis l'item retourne dans l'inventaire du joueur. Donc, pour résumer. Changer la manière de placer et d'enlever un symbole en utilisant des GUI centré dans l'écran, pour placer un symbol il faut chercher dans l'inventaire du joueur si un item possède un symbol, puis placé cet item sur le symbol transform en pleine interaction. Pour enlever un symbole, le GUI change et montre le symbol actuellement placé sur le symbol transform, le joueur peut retirer le symbol du symbol transform et l'item retourne dans l'inventaire du joueur. Script 1: using System.Collections; using System.Collections.Generic; using UnityEngine; public class LovecraftianPuzzle : MonoBehaviour { public enum EldritchSymbols { Nyarlathotep, Azathoth, Cthulhu, ShubNiggurath, YogSothoth } public Transform[] symbolSlots; public GameObject[] eldritchSymbolPrefabs; public GameObject portal; public Animator portalAnimator; public AudioSource gatewayAudio; public AudioClip placeSymbolSound; private GameObject player; private AudioSource playerAudioSource; private void Start() { player = GameObject.Find("Player"); playerAudioSource = player.GetComponent<AudioSource>(); } private List<EldritchSymbols> correctOrder = new List<EldritchSymbols>() { EldritchSymbols.Nyarlathotep, EldritchSymbols.Azathoth, EldritchSymbols.Cthulhu, EldritchSymbols.ShubNiggurath, EldritchSymbols.YogSothoth }; private List<EldritchSymbols> currentOrder = new List<EldritchSymbols>(); private Dictionary<EldritchSymbols, int> symbolToSlotIndex = new Dictionary<EldritchSymbols, int>() { { EldritchSymbols.Nyarlathotep, 0 }, { EldritchSymbols.Cthulhu, 2 }, { EldritchSymbols.Azathoth, 1 }, { EldritchSymbols.ShubNiggurath, 3 }, { EldritchSymbols.YogSothoth, 4 } }; public void PlaceSymbol(EldritchSymbols symbol) { int slotIndex = symbolToSlotIndex[symbol]; if (symbolSlots[slotIndex].childCount == 0) { GameObject symbolObject = Instantiate( eldritchSymbolPrefabs[(int)symbol], symbolSlots[slotIndex].position, Quaternion.Euler(0, 24, -90), // Rotate 90 degrees around the Z axis symbolSlots[slotIndex]); if (!currentOrder.Contains(symbol)) // Check if the symbol is already in the list { currentOrder.Add(symbol); // Add it only if it's not present } playerAudioSource.PlayOneShot(placeSymbolSound); } CheckPuzzleSolved(); } private void CheckPuzzleSolved() { if (currentOrder.Count == correctOrder.Count) { bool isSolved = true; for (int i = 0; i < correctOrder.Count; i++) { if (currentOrder[i] != correctOrder[i]) { isSolved = false; break; } } if (isSolved) { StartCoroutine(GatewayAnimation()); } } } public IEnumerator GatewayAnimation() { portalAnimator.SetBool("OpenGateway", true); MeshCollider gatewayMeshFilter = portalAnimator.gameObject.GetComponent<MeshCollider>(); gatewayAudio.Play(); gatewayMeshFilter.enabled = false; yield return new WaitForSeconds(1f); portalAnimator.SetBool("OpenGateway", false); } public void ResetPuzzle() { currentOrder.Clear(); foreach (Transform slot in symbolSlots) { if (slot.childCount > 0) { Destroy(slot.GetChild(0).gameObject); } } } public void RemoveSymbol(EldritchSymbols symbol) { // Find the index of the symbol in the currentOrder list int index = currentOrder.FindIndex(s => s == symbol); // Check that the index is valid if (index >= 0 && index < currentOrder.Count) { // Find the corresponding symbol in the symbolSlots array for (int i = 0; i < symbolSlots.Length; i++) { if (symbolSlots[i].childCount > 0) { GameObject symbolObject = symbolSlots[i].GetChild(0).gameObject; EldritchSymbols symbolInSlot = symbolObject.GetComponent<EldritchSymbol>().symbolType; if (symbolInSlot == symbol) { // Remove the symbol from currentOrder and destroy the symbol object currentOrder.RemoveAt(index); playerAudioSource.PlayOneShot(placeSymbolSound); Destroy(symbolObject); break; } } } } } } Script 2: using UnityEngine; public class EldritchSymbol : MonoBehaviour { public LovecraftianPuzzle.EldritchSymbols symbolType; } Script 3: using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerInteraction : MonoBehaviour { public float interactionDistance = 2f; public LayerMask interactionMask; private GameObject currentInteractable; private GameObject lastPlacedSymbol; void Update() { if (Input.GetKeyDown(KeyCode.E)) { Interact(); } } void FixedUpdate() { CheckForInteractions(); } void CheckForInteractions() { RaycastHit hitInfo; if (Physics.Raycast(transform.position, transform.forward, out hitInfo, interactionDistance, interactionMask)) { if (hitInfo.transform.gameObject != currentInteractable) { currentInteractable = hitInfo.transform.gameObject; Debug.Log("New Interactable: " + currentInteractable.name); // You can add visual feedback or highlighting for the interactable object here. } } /*else { if (currentInteractable != null) { currentInteractable = null; Debug.Log("No interactable object in range."); // You can remove visual feedback or highlighting for the interactable object here. } }*/ } void Interact() { if (currentInteractable != null) { EldritchSymbol symbol = currentInteractable.GetComponent<EldritchSymbol>(); if (symbol != null) { LovecraftianPuzzle puzzle = FindObjectOfType<LovecraftianPuzzle>(); if (puzzle != null) { if (lastPlacedSymbol == currentInteractable) { puzzle.RemoveSymbol(symbol.symbolType); lastPlacedSymbol = null; // Reset the last placed symbol } else { puzzle.PlaceSymbol(symbol.symbolType); lastPlacedSymbol = currentInteractable; // Store the placed symbol } } } } } } Here's an exemple on how I loop for Item name in my Inventory: for (int t = 0; t < InvManager.Items; t++) //Starting a loop in the slots of the inventory: { if (InvManager.Slots[t].IsTaken == true) //Checking if there's an item in this slot. { Item ItemScript = InvManager.Slots[t].Item.GetComponent(); //Getting the item script from the items inside the bag. if (ItemScript.Name == "The Shadow People"){//Do stuff} Here's an exemple on how I add an item in my inventory: if (InvManager.PickupType == InventoryManager.PickupTypes.Keyboard) //Check if the player is using the keyboard to pick up items. { if (Input.GetKey(InvManager.ActionKey)) //Checking if the player pressed the key used to pick up items. { //if(other == InvManager.Player.GetComponent<Collider>()) //{ if (ItemType == 0) { PlayerPrefs.SetString(id, "true"); _itemCollected = true; InvManager.AddItem(MyTransform); //Add this item to the bag } } } Additionnal Note : Items having the EldritchSymbol are books. They are having different names and each of them possess one of the symbol. "The Unknown and The Deep Void" (Yog Sothoth) "Mark Of The Old Gods" (Azathoth) "The House Of R'lyeh" (Cthulhu) "The Shadow People" (Shub Niggurath) "Invocations of The Cosmic Horror" (Nyalarthotep) Même si le joueur peut placer n'importe quel livre n'importe où, chaque livre doit être placé sur le bon symboleTransformation ET dans le bon ordre. Enfin, c'est ce que j'aimerais accomplir.
1adbc8b8f3cf182192f56dbdfc370566
{ "intermediate": 0.3909139335155487, "beginner": 0.3853933811187744, "expert": 0.2236926406621933 }
37,921
I have the following code: package com.example.myapplication; import androidx.annotation.NonNull; import androidx.appcompat.app.AppCompatActivity; import android.os.Bundle; import android.util.Log; import android.view.View; import android.widget.Button; import android.widget.TextView; import android.widget.Toast; import com.google.android.gms.ads.AdError; import com.google.android.gms.ads.AdRequest; import com.google.android.gms.ads.AdView; import com.google.android.gms.ads.FullScreenContentCallback; import com.google.android.gms.ads.LoadAdError; import com.google.android.gms.ads.MobileAds; import com.google.android.gms.ads.OnUserEarnedRewardListener; import com.google.android.gms.ads.initialization.InitializationStatus; import com.google.android.gms.ads.initialization.OnInitializationCompleteListener; import com.google.android.gms.ads.interstitial.InterstitialAd; import com.google.android.gms.ads.interstitial.InterstitialAdLoadCallback; import com.google.android.gms.ads.rewarded.RewardItem; import com.google.android.gms.ads.rewarded.RewardedAd; import com.google.android.gms.ads.rewarded.RewardedAdLoadCallback; public class MainActivity extends AppCompatActivity { private InterstitialAd mInterstitialAd; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); MobileAds.initialize(this, new OnInitializationCompleteListener() { @Override public void onInitializationComplete(@NonNull InitializationStatus initializationStatus) { } }); loadRewardedAds(); mTextView=findViewById(R.id.Coins); mButton=findViewById(R.id.RewardedbtnAds); mButton.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View view) { showRewardAds(); } }); private void showRewardAds() { if (mRewardedAd!=null) { mRewardedAd.show(MainActivity.this, new OnUserEarnedRewardListener() { @Override public void onUserEarnedReward(@NonNull RewardItem rewardItem) { int amount = rewardItem.getAmount(); String type=rewardItem.getType(); mTextView.setText("The content is unlocked.") } }); } else { Toast.makeText(MainActivity.this,"Reward ads is not ready yet", Toast.LENGTH_SHORT).show(); } } private void loadRewardedAds() { AdRequest adRequest=new AdRequest.Builder().build(); RewardedAd.load(this, REWARD_AD_UNIT_ID, adRequest, new RewardedAdLoadCallback() { @Override public void onAdFailedToLoad(@NonNull LoadAdError loadAdError) { super.onAdFailedToLoad(loadAdError); mRewardedAd=null; } @Override public void onAdLoaded(@NonNull RewardedAd rewardedAd) { super.onAdLoaded(rewardedAd); mRewardedAd=rewardedAd; rewardedAd.setFullScreenContentCallback(new FullScreenContentCallback() { @Override public void onAdClicked() { super.onAdClicked(); } @Override public void onAdDismissedFullScreenContent() { super.onAdDismissedFullScreenContent(); } @Override public void onAdFailedToShowFullScreenContent(@NonNull AdError adError) { super.onAdFailedToShowFullScreenContent(adError); } @Override public void onAdImpression() { super.onAdImpression(); } @Override public void onAdShowedFullScreenContent() { super.onAdShowedFullScreenContent(); } }); } }); } final boolean[] volt = {false}; AdView mAdView = findViewById(R.id.adView); AdRequest adRequest = new AdRequest.Builder().build(); Button bannerbutton = findViewById(R.id.BannerbtnAds); bannerbutton.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View view) { if (!volt[0]) { mAdView.loadAd(adRequest); mAdView.setVisibility(View.VISIBLE); volt[0] = true; } else { mAdView.setVisibility(View.GONE); volt[0] = false; } } }); loadInterstitialAd(); // Call this method to load the ad Button button = findViewById(R.id.IntbtnAds); button.setOnClickListener(view -> { if (mInterstitialAd != null) { mInterstitialAd.show(MainActivity.this); } else { Log.d("TAG", "The interstitial ad wasn’t ready yet."); loadInterstitialAd(); // Try to load again if it wasn’t ready when the button was clicked } }); } private void loadInterstitialAd() { AdRequest adRequest = new AdRequest.Builder().build(); InterstitialAd.load(this,"ca-app-pub-3940256099942544/1033173712", adRequest, new InterstitialAdLoadCallback() { @Override public void onAdLoaded(@NonNull InterstitialAd interstitialAd) { mInterstitialAd = interstitialAd; setInterstitialAdCallbacks(); } @Override public void onAdFailedToLoad(@NonNull LoadAdError loadAdError) { mInterstitialAd = null; } }); } private void setInterstitialAdCallbacks() { mInterstitialAd.setFullScreenContentCallback(new FullScreenContentCallback(){ @Override public void onAdDismissedFullScreenContent() { mInterstitialAd = null; loadInterstitialAd(); // Load a new ad when the current one is closed } @Override public void onAdFailedToShowFullScreenContent(@NonNull AdError adError) { mInterstitialAd = null; } // Implement other callbacks if needed }); } public static final String REWARD_AD_UNIT_ID="ca-app-pub-3940256099942544/5224354917"; public static final String TAG="Mainactivity"; private RewardedAd mRewardedAd; private Button mButton; private TextView mTextView; } Why doesn't it work? It says "MyApplication/app/src/main/java/com/example/myapplication/MainActivity.java:56: error: illegal start of expression private void showRewardAds() { ^"
fc388203ea7c1bd75005c0896d510eb5
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37,922
get 1 st element in dict
f664293e92d49410dde30a9c987a90b5
{ "intermediate": 0.37486040592193604, "beginner": 0.3209993839263916, "expert": 0.30414023995399475 }
37,923
Warning: Uncaught PDOException: SQLSTATE[HY000]: General error: 5 database is locked in C:\Users\alexa\Desktop\Quizz_PHP\process_quiz.php:62 Stack trace: #0 C:\Users\alexa\Desktop\Quizz_PHP\process_quiz.php(62): PDOStatement->execute(Array) #1 C:\Users\alexa\Desktop\Quizz_PHP\process_quiz.php(40): storeUserQuizCompletion('test', '1', 1) #2 {main} thrown in C:\Users\alexa\Desktop\Quizz_PHP\process_quiz.php on line 62 Fatal error: Maximum execution time of 30 seconds exceeded in C:\Users\alexa\Desktop\Quizz_PHP\process_quiz.php on line 40
f71d876c4786ff1c109be8a78e4874db
{ "intermediate": 0.2929888367652893, "beginner": 0.47615984082221985, "expert": 0.23085132241249084 }
37,924
Hello
1f3d50fb344cc88fa2113a56a8b80961
{ "intermediate": 0.3123404085636139, "beginner": 0.2729349136352539, "expert": 0.4147246778011322 }
37,925
如何解决: F:\react-blog-develop>yarn dev yarn run v1.22.21 $ next dev - info Loaded env from F:\react-blog-develop\.env - ready started server on [::]:3000, url: http://localhost:3000 - event compiled client and server successfully in 157 ms (20 modules) - wait compiling... - event compiled client and server successfully in 140 ms (20 modules) - info Loaded env from F:\react-blog-develop\.env - info Loaded env from F:\react-blog-develop\.env - wait compiling /page (client and server)... - event compiled client and server successfully in 837 ms (678 modules) prisma:query SELECT "public"."Posts"."id", "public"."Posts"."title", "public"."Posts"."published", "public"."Posts"."authorId", "public"."Posts"."createdAt" FROM "public"."Posts" WHERE 1=1 ORDER BY "public"."Posts"."createdAt" DESC OFFSET $1 { status: 'fulfilled', value: [] } - wait compiling /api/auth/[...nextauth] (client and server)... - event compiled client and server successfully in 1508 ms (853 modules) - wait compiling... - event compiled successfully in 355 ms (383 modules) prisma:query SELECT "public"."Posts"."id", "public"."Posts"."title", "public"."Posts"."published", "public"."Posts"."authorId", "public"."Posts"."createdAt" FROM "public"."Posts" WHERE 1=1 ORDER BY "public"."Posts"."createdAt" DESC OFFSET $1 { status: 'fulfilled', value: [] } [next-auth][error][OAUTH_CALLBACK_ERROR] https://next-auth.js.org/errors#oauth_callback_error getaddrinfo ENOTFOUND github.com { error: Error: getaddrinfo ENOTFOUND github.com at GetAddrInfoReqWrap.onlookupall [as oncomplete] (node:dns:118:26) { name: 'OAuthCallbackError', code: 'ENOTFOUND' }, providerId: 'github', message: 'getaddrinfo ENOTFOUND github.com' } prisma:query SELECT "public"."Posts"."id", "public"."Posts"."title", "public"."Posts"."published", "public"."Posts"."authorId", "public"."Posts"."createdAt" FROM "public"."Posts" WHERE 1=1 ORDER BY "public"."Posts"."createdAt" DESC OFFSET $1 { status: 'fulfilled', value: [] } - error TypeError [ERR_INVALID_STATE]: Invalid state: ReadableStream is already closed prisma:query SELECT "public"."Posts"."id", "public"."Posts"."title", "public"."Posts"."published", "public"."Posts"."authorId", "public"."Posts"."createdAt" FROM "public"."Posts" WHERE 1=1 ORDER BY "public"."Posts"."createdAt" DESC OFFSET $1 { status: 'fulfilled', value: [] } prisma:query SELECT "public"."Posts"."id", "public"."Posts"."title", "public"."Posts"."published", "public"."Posts"."authorId", "public"."Posts"."createdAt" FROM "public"."Posts" WHERE 1=1 ORDER BY "public"."Posts"."createdAt" DESC OFFSET $1 - error TypeError [ERR_INVALID_STATE]: Invalid state: ReadableStream is already closed { status: 'fulfilled', value: [] } - error TypeError [ERR_INVALID_STATE]: Invalid state: ReadableStream is already closed [next-auth][error][OAUTH_CALLBACK_ERROR] https://next-auth.js.org/errors#oauth_callback_error outgoing request timed out after 3500ms { error: RPError: outgoing request timed out after 3500ms at F:\react-blog-develop\node_modules\openid-client\lib\helpers\request.js:137:13 at async Client.grant (F:\react-blog-develop\node_modules\openid-client\lib\client.js:1316:22) at async Client.oauthCallback (F:\react-blog-develop\node_modules\openid-client\lib\client.js:603:24) at async oAuthCallback (F:\react-blog-develop\node_modules\next-auth\core\lib\oauth\callback.js:111:16) at async Object.callback (F:\react-blog-develop\node_modules\next-auth\core\routes\callback.js:52:11) at async AuthHandler (F:\react-blog-develop\node_modules\next-auth\core\index.js:208:28) at async NextAuthApiHandler (F:\react-blog-develop\node_modules\next-auth\next\index.js:22:19) at async NextAuth._args$ (F:\react-blog-develop\node_modules\next-auth\next\index.js:107:14) { name: 'OAuthCallbackError', code: undefined }, providerId: 'github', message: 'outgoing request timed out after 3500ms' } [next-auth][error][OAUTH_CALLBACK_ERROR] https://next-auth.js.org/errors#oauth_callback_error outgoing request timed out after 3500ms { error: RPError: outgoing request timed out after 3500ms at F:\react-blog-develop\node_modules\openid-client\lib\helpers\request.js:137:13 at async Client.grant (F:\react-blog-develop\node_modules\openid-client\lib\client.js:1316:22) at async Client.oauthCallback (F:\react-blog-develop\node_modules\openid-client\lib\client.js:603:24) at async oAuthCallback (F:\react-blog-develop\node_modules\next-auth\core\lib\oauth\callback.js:111:16) at async Object.callback (F:\react-blog-develop\node_modules\next-auth\core\routes\callback.js:52:11) at async AuthHandler (F:\react-blog-develop\node_modules\next-auth\core\index.js:208:28) at async NextAuthApiHandler (F:\react-blog-develop\node_modules\next-auth\next\index.js:22:19) at async NextAuth._args$ (F:\react-blog-develop\node_modules\next-auth\next\index.js:107:14) { name: 'OAuthCallbackError', code: undefined }, providerId: 'github', message: 'outgoing request timed out after 3500ms' }
871c74364bb20aeb27a1a6001b4d3983
{ "intermediate": 0.3325847089290619, "beginner": 0.3831183910369873, "expert": 0.2842968702316284 }
37,926
i have a dict: {'SBER': {'1998': 1.0, '1999': 1.7098080356961523, '2000': 1.8009463048313752, '2001': 3.0319544425816742, '2002': 13.22315792575705, '2003': 16.575909810859496, '2004': 32.3871606099827, '2005': 74.2175418811371, '2006': 167.17734204003443, '2007': 285.03723829947864, '2008': 56.90324912674235, '2009': 165.1303379492334, '2010': 223.7440496961296, '2011': 201.47851185590764, '2012': 211.56940245669125, '2013': 227.8729952794189, '2014': 110.09573826880218, '2015': 119.86847493564652, '2016': 194.11436997699113, '2017': 306.51266557101764, '2018': 249.99558263197446, '2019': 329.6941316094078, '2020': 319.27642285146084, '2021': 446.6608648391273, '2022': 234.90013571867368, '2023': 345.1888781192195, '2024': 335.6155065543285}, 'SBERP': {'1998': 1.0, '1999': 1.5589426207817858, '2000': 1.7619877188626227, '2001': 3.3147207291626293, '2002': 14.202321460821128, '2003': 23.73961160242624, '2004': 35.78025575367798, '2005': 111.30322746463274, '2006': 294.16498829905584, '2007': 405.7398387738823, '2008': 51.84689394741818, '2009': 285.7421878446653, '2010': 348.64341958785786, '2011': 333.2689366451964, '2012': 335.7511762654028, '2013': 413.91656550379287, '2014': 178.35566447553845, '2015': 199.57129613641126, '2016': 321.5922609356433, '2017': 575.4186911602479, '2018': 496.23628759571505, '2019': 691.250094277494, '2020': 677.6352797575382, '2021': 954.6047208687057, '2022': 526.1659640612475, '2023': 804.1673083352877, '2024': 783.6740398653316}, 'ROSN': {'2006': 1.0, '2007': 0.9908789752546991, '2008': 0.42474391675932693, '2009': 0.9067846314531538, '2010': 0.7507705279095773, '2011': 0.8400829326717478, '2012': 0.9349289224971801, '2013': 0.8777834863258551, '2014': 0.5994448008821512, '2015': 0.5338636498744237, '2016': 0.7389050237901296, '2017': 0.7136534519728965, '2018': 0.9698850098127899, '2019': 1.0891143701351407, '2020': 0.9667773127939631, '2021': 1.3299698694054494, '2022': 1.0886659768247156, '2023': 1.3645692783197043, '2024': 1.3796381772800244}, 'LKOH': {'1997': 0.9999999999999999, '1998': 0.2576516480025177, '1999': 0.438566592242953, '2000': 0.4981011696485425, '2001': 0.6112350611111543, '2002': 0.9421812953340476, '2003': 1.2446565177663897, '2004': 1.8513297481895097, '2005': 3.477039371019298, '2006': 5.487832760174205, '2007': 5.388875785928995, '2008': 2.045584832609243, '2009': 3.92350983005807, '2010': 3.8237315093685726, '2011': 4.04499852397549, '2012': 4.7842257257969925, '2013': 4.916290032649284, '2014': 3.8244930026297452, '2015': 3.420791089331322, '2016': 4.688613602948519, '2017': 5.6318327759744875, '2018': 7.791588317053861, '2019': 10.559947853218489, '2020': 7.915932878586572, '2021': 11.518187961253807, '2022': 11.638483513352465, '2023': 13.658921857242262, '2024': 12.660149134527131}, 'NVTK': {'2004': 1.0293429190061065, '2005': 2.1645823889600853, '2006': 6.233465414815659, '2007': 6.247756085843829, '2008': 2.108594954843809, '2009': 5.685112332097802, '2010': 8.902769164138679, '2011': 14.452147675070501, '2012': 11.62954062438021, '2013': 13.203219601668785, '2014': 10.312890485259976, '2015': 10.738129643833336, '2016': 13.328653671111633, '2017': 13.21885685339926, '2018': 20.745306071193404, '2019': 24.373014027755858, '2020': 19.984794152473683, '2021': 28.925292792668163, '2022': 24.617028246906905, '2023': 25.288468463902316, '2024': 24.30564018792907}, 'SIBN': {'1999': 1.0, '2000': 0.9362852505086394, '2001': 3.013128532524529, '2002': 9.340147310413311, '2003': 11.970704951807093, '2004': 14.484508732112571, '2005': 21.306326059526636, '2006': 25.724608132765685, '2007': 35.06517843181167, '2008': 14.465236692994212, '2009': 39.03570680852214, '2010': 30.28109281986317, '2011': 36.35472808430965, '2012': 38.248468304544836, '2013': 40.447773268315075, '2014': 30.381428170643115, '2015': 22.447729050809677, '2016': 31.636993269346217, '2017': 47.614064980642446, '2018': 64.47363895861102, '2019': 81.68513055866305, '2020': 56.07129376836025, '2021': 100.51276803121101, '2022': 136.86325364698732, '2023': 189.81797257841916, '2024': 181.9319476989861}, 'GAZP': {'2006': 1.004887585532747, '2007': 1.1423935139754207, '2008': 0.37143802939465853, '2009': 0.5086292674865721, '2010': 0.49823480447486396, '2011': 0.5269835785198066, '2012': 0.4422740465936113, '2013': 0.43941252828072125, '2014': 0.30540262673166085, '2015': 0.23774395755824168, '2016': 0.27666499177175863, '2017': 0.2849565114208511, '2018': 0.3231525420154344, '2019': 0.563813117120764, '2020': 0.3638812574862416, '2021': 0.7217940812585115, '2022': 0.5755780510554478, '2023': 0.37307676845021265, '2024': 0.3616322137599433}, 'GMKN': {'2001': 1.0, '2002': 1.3660663724018483, '2003': 3.787481270396942, '2004': 3.881962201221967, '2005': 5.786962398595014, '2006': 10.631460347977994, '2007': 20.487465946041794, '2008': 5.5044520030342285, '2009': 10.617072389649683, '2010': 15.29027549090397, '2011': 14.575184795629275, '2012': 13.306221873854986, '2013': 14.398112513226936, '2014': 18.90580090207714, '2015': 16.525513776572677, '2016': 21.13083737739536, '2017': 23.56062016587265, '2018': 29.335547934397617, '2019': 46.1344928116266, '2020': 52.00706280804349, '2021': 61.036112215656786, '2022': 53.230810329655995, '2023': 43.50578727213493, '2024': 41.64966382760957}, 'TATN': {'2001': 0.9999999999999999, '2002': 1.5885362692799123, '2003': 2.0626684955729417, '2004': 3.1217096641569015, '2005': 7.094854484089224, '2006': 10.330995739682223, '2007': 12.900926911465696, '2008': 3.9760651806218794, '2009': 12.016801825252998, '2010': 12.338949790574263, '2011': 14.606117412655411, '2012': 17.87877527616856, '2013': 17.830644279996005, '2014': 14.951102002745957, '2015': 14.898870384789774, '2016': 19.564785415662588, '2017': 27.84603727291779, '2018': 41.84580057411617, '2019': 50.65218400381257, '2020': 28.919718853558116, '2021': 31.097735693281013, '2022': 33.869473903406266, '2023': 45.07997633584204, '2024': 49.96421877202243}, 'TATNP': {'2001': 1.0, '2002': 1.535830990701411, '2003': 1.8569725634851835, '2004': 2.760455649968829, '2005': 7.883304222265377, '2006': 10.942516759829635, '2007': 12.62428167404215, '2008': 3.6337359389731634, '2009': 12.009588331662114, '2010': 14.37464052596335, '2011': 19.30737999837905, '2012': 22.28380553271157, '2013': 19.243965053032017, '2014': 22.22877222420132, '2015': 23.221706727885696, '2016': 26.626117472053544, '2017': 57.41497195827478, '2018': 83.27144614033911, '2019': 132.21115109935153, '2020': 77.7971500116098, '2021': 81.95768027300599, '2022': 93.70817372554168, '2023': 128.72880760512058, '2024': 142.00698000831264}, 'PLZL': {'2006': 1.0, '2007': 0.8540525349714788, '2008': 0.37315849279367536, '2009': 1.0839967515424307, '2010': 1.144935932217122, '2011': 0.9700289569500605, '2012': 0.6739227152632785, '2013': 0.561262691681004, '2014': 0.28672572344906083, '2015': 0.9315825565215335, '2016': 1.56830912653047, '2017': 2.0334384717083243, '2018': 1.840079657904016, '2019': 2.85512963283774, '2020': 5.266906119084734, '2021': 5.576725453376241, '2022': 3.558435908531484, '2023': 3.4646169233329123, '2024': 3.3999382555991473}, 'SNGS': {'1997': 0.9999999999999999, '1998': 0.392249085693256, '1999': 1.0855675543074734, '2000': 1.1057086476887565, '2001': 1.570457993676676, '2002': 1.9797728893777051, '2003': 3.085202413070561, '2004': 4.446441123313717, '2005': 6.210608366134005, '2006': 8.474073911956985, '2007': 7.244558514986194, '2008': 4.050739456722597, '2009': 5.937841713824043, '2010': 6.336627873346809, '2011': 6.5852976007202955, '2012': 5.92501801216872, '2013': 5.85618589915613, '2014': 4.205512130871486, '2015': 3.7589852944731117, '2016': 3.5179843367947683, '2017': 3.619414417979997, '2018': 3.209951207472206, '2019': 5.465351636691174, '2020': 3.7910623815864346, '2021': 4.125966369788633, '2022': 3.115349249192478, '2023': 3.0957245786868146, '2024': 2.609627472627831}, 'SNGSP': {'1997': 1.0, '1998': 0.19647005278611224, '1999': 0.4967064830757218, '2000': 0.8529808056002228, '2001': 1.6874667891804571, '2002': 2.291205408272238, '2003': 3.434133036079109, '2004': 5.725470245583271, '2005': 8.919929514840764, '2006': 10.257493406563551, '2007': 7.300671405427221, '2008': 2.506077844884263, '2009': 6.526248255814807, '2010': 7.046194552665604, '2011': 8.970582019133394, '2012': 11.648872073820954, '2013': 13.6163663470537, '2014': 14.271237209343935, '2015': 15.812725570511905, '2016': 14.71000986246205, '2017': 14.99398268560207, '2018': 17.93043164013396, '2019': 21.660309278470333, '2020': 20.724126091335126, '2021': 23.67505691268411, '2022': 23.038688613160854, '2023': 36.564833663707795, '2024': 34.296712853336686}, 'CHMF': {'2005': 1.0261264672472548, '2006': 1.3927720025199484, '2007': 2.751459648648487, '2008': 0.5135338794035565, '2009': 1.2946724304710422, '2010': 2.4074331699965668, '2011': 2.437433269069082, '2012': 2.0748835596992485, '2013': 1.6776562326581355, '2014': 1.9076412032258419, '2015': 2.4173002845414704, '2016': 3.6858555007883878, '2017': 4.289270681314941, '2018': 4.60337968707692, '2019': 4.951173755899353, '2020': 5.866410451941556, '2021': 9.696491495642316, '2022': 6.008909601024185, '2023': 6.436862884680646, '2024': 7.0914266560478465}, 'VTBR': {'2007': 1.0058736926472849, '2008': 0.2570899635541139, '2009': 0.4905302989487432, '2010': 0.7370724591096323, '2011': 0.5159338235329272, '2012': 0.4016813875547044, '2013': 0.3408671528545026, '2014': 0.2313175780521874, '2015': 0.27481098454890457, '2016': 0.2815378554473732, '2017': 0.23143145054637404, '2018': 0.16179906853325013, '2019': 0.2094745402052401, '2020': 0.14811827755223078, '2021': 0.20085887099495547, '2022': 0.08821570589913968, '2023': 0.08271626117754473, '2024': 0.07793366494296791}, 'NLMK': {'2006': 1.02442996742671, '2007': 1.7977012272507316, '2008': 0.5165741948089128, '2009': 1.5260574510109377, '2010': 1.9050518694345515, '2011': 1.272382590142703, '2012': 1.0835011995927524, '2013': 0.874574669015066, '2014': 0.666683701087326, '2015': 0.6373741549164237, '2016': 1.1784577951767572, '2017': 1.6022484101981591, '2018': 1.9147744301978893, '2019': 1.8673345967354607, '2020': 2.569483499352804, '2021': 3.547362883450942, '2022': 2.1382014374242715, '2023': 2.3148440531734287, '2024': 2.3685362543124717}, 'IRKT': {'2004': 1.0, '2005': 1.0372636737538719, '2006': 1.6367778441644905, '2007': 1.533139859227372, '2008': 0.17269774597931012, '2009': 0.4343721656940069, '2010': 0.5118582992810183, '2011': 0.34351185799736367, '2012': 0.28776108392122407, '2013': 0.26269678150746906, '2014': 0.17654139528578616, '2015': 0.18578785409035461, '2016': 0.22653627801276918, '2017': 0.41537327643342126, '2018': 1.2498552886985592, '2019': 0.8990784573062633, '2020': 0.5360981508171091, '2021': 0.47366414444841554, '2022': 1.0734017733713133, '2023': 1.0122145023639233, '2024': 1.119927183720876}, 'PHOR': {'2011': 1.0253832876434155, '2012': 1.4431045406452592, '2013': 1.0405636466153987, '2014': 1.2054782438710072, '2015': 1.5768226509042558, '2016': 1.6945198711275065, '2017': 1.8702867395306706, '2018': 1.806624672012855, '2019': 1.9268327742842408, '2020': 2.1975550606642416, '2021': 4.686693769509546, '2022': 7.660435214892047, '2023': 6.129352193119384, '2024': 5.955638310792724}, 'UNAC': {'2010': 0.9999999999999999, '2011': 0.4226419376560701, '2012': 0.32451432368477495, '2013': 0.2416475681857124, '2014': 0.13341733388624835, '2015': 0.2747640091796508, '2016': 0.5734638386289266, '2017': 0.9058586666727998, '2018': 0.79089572933842, '2019': 0.6550504041348895, '2020': 0.35942932543397094, '2021': 0.6341502056537079, '2022': 0.5793850981631214, '2023': 0.9838677058521962, '2024': 0.9954813954662491}, 'YNDX': {'2014': 0.9999999999999999, '2015': 0.665277861549741, '2016': 0.7595692155966236, '2017': 1.330749088844307, '2018': 1.1843605958187038, '2019': 1.6839687233513188, '2020': 2.7964656226053637, '2021': 2.941663940682586, '2022': 1.3398121153223193, '2023': 1.1284422181791822, '2024': 1.1332186004298201}, 'GAZT': {'2012': 1.0, '2013': 0.9357219166968417, '2014': 0.6716021030252494, '2015': 0.5057674968591687, '2016': 0.5234029962612233, '2017': 0.5736524481861136, '2018': 0.5011050723125696, '2019': 0.3996687038582326, '2020': 0.3349962090356731, '2021': 0.3456312249528228, '2022': 0.4435228011720263, '2023': 5.8140170543805265, '2024': 5.758801205319945}, 'MGNT': {'2006': 1.0, '2007': 1.3564208519184437, '2008': 0.3727664914861519, '2009': 1.7965239371940276, '2010': 3.3591868702086516, '2011': 2.824517533171235, '2012': 4.3166636623224175, '2013': 7.854200647552776, '2014': 7.202631002344897, '2015': 5.760525449742133, '2016': 5.3299180395264045, '2017': 3.640118223055677, '2018': 1.8904109618949205, '2019': 2.0140198511856724, '2020': 2.783566060615572, '2021': 3.6335390597021497, '2022': 3.7633966949140887, '2023': 3.5213464878747494, '2024': 3.8410750137156042}, 'AKRN': {'2006': 1.0, '2007': 1.5778436372139935, '2008': 0.5676815150845299, '2009': 1.5505695960781565, '2010': 1.6279367188705962, '2011': 3.0700374766035283, '2012': 2.66536321552548, '2013': 2.0043285777014437, '2014': 2.1136356328823673, '2015': 3.8907657242256, '2016': 4.592189789808526, '2017': 6.443501304952091, '2018': 6.966705039664026, '2019': 8.146241643732342, '2020': 9.264308936837464, '2021': 21.94525613719832, '2022': 37.25905532296521, '2023': 25.943813307517907, '2024': 25.7001583958807}, 'MAGN': {'2006': 1.1390990287471328, '2007': 2.015224525176427, '2008': 0.4040712282673022, '2009': 1.3844942663293096, '2010': 1.7246627263170604, '2011': 0.8355144783707028, '2012': 0.6427014167565022, '2013': 0.42732326346002514, '2014': 0.47529018980164256, '2015': 0.6315726744184533, '2016': 1.0913193358880129, '2017': 1.628499584805532, '2018': 1.6894146586018775, '2019': 1.6672378840593463, '2020': 1.7258558468813225, '2021': 2.8297944876275665, '2022': 1.8333363145402997, '2023': 1.9595170147707626, '2024': 1.9962252142699402}, 'TCSG': {'2019': 1.0, '2020': 1.7019896423404355, '2021': 5.362223545483576, '2022': 2.4898963515980492, '2023': 2.0326488155899747, '2024': 1.9441265757955462}, 'FIVE': {'2018': 1.0, '2019': 1.2913295210869398, '2020': 1.3962171296164467, '2021': 1.0897720144903327, '2022': 1.0060473126563354, '2023': 0.9110985642404138, '2024': 0.9440479541807657}, 'OZON': {'2020': 1.0, '2021': 1.0158371958507255, '2022': 0.5932480888868484, '2023': 0.7865257536190569, '2024': 0.7746453092762342}, 'ALRS': {'2011': 1.0, '2012': 0.371960659617989, '2013': 0.5404565315012216, '2014': 0.5029090542050665, '2015': 0.42897074939024454, '2016': 0.8082687737333553, '2017': 0.8220677058886965, '2018': 1.0333910644992421, '2019': 0.9192151185378293, '2020': 0.9058788479091662, '2021': 1.5566373831059832, '2022': 0.9671417591859197, '2023': 0.6825048307374392, '2024': 0.7226023249889686}, 'RUAL': {'2015': 1.0425040041736586, '2016': 1.2714312561888355, '2017': 1.9237613183753137, '2018': 1.3617933437816616, '2019': 1.364627588733738, '2020': 1.5516585343449003, '2021': 2.9165671659587566, '2022': 2.094038844621826, '2023': 1.3221117032026362, '2024': 1.2257540281002623}, 'MTSS': {'2003': 1.0, '2004': 1.741133609074724, '2005': 1.8420720611176336, '2006': 2.246096919727812, '2007': 4.054930752586054, '2008': 1.22539595187242, '2009': 2.5881087173006736, '2010': 2.936469179124636, '2011': 2.691371723526307, '2012': 3.1003541829889105, '2013': 4.147014873668734, '2014': 2.415830537619232, '2015': 1.7696962627287134, '2016': 2.1713349340829025, '2017': 3.1513571380245136, '2018': 2.686589058796045, '2019': 3.8869314282923333, '2020': 3.7825882343421524, '2021': 4.013337966882249, '2022': 4.5558687789958645, '2023': 3.7059580538273504, '2024': 3.5849262261497366}} containing stock ticker and price change over years can you create an ETF based on that data and calculate total return? use python
d9e87549673127fa28786c17cf931d36
{ "intermediate": 0.3386499881744385, "beginner": 0.3729088306427002, "expert": 0.28844118118286133 }
37,927
async function getCardName(ctx, text, card) { // 定义请求头 const headers = { 'Content-Type': 'application/json', // 如果需要,添加其他必要的请求头,比如认证token等 // ‘Authorization’: ‘Bearer YOUR_TOKEN’ }; // 定义请求体 const body = { text: "一本书籍在空中翻滚,书页上写满了神秘的符文,每一个字母都在发光,散发着强大的魔力", user: "111", token: "000" }; body.text =text; // 发送请求到端口4999 try { const nameresponse = await axios.post('http://127.0.0.1:4999/text2name_json', body, { headers }); console.log('Response for 4999 port:', nameresponse.data.names); const name = _.sample(nameresponse.data.names); card.Name = name return name } catch (error) { console.error('Error for 4999 port:', error.response ? error.response.data : error.message); } } async function getCardSkill(ctx,text, card) { // 定义请求头 const headers = { 'Content-Type': 'application/json', // 如果需要,添加其他必要的请求头,比如认证token等 // ‘Authorization’: ‘Bearer YOUR_TOKEN’ }; // 定义请求体 const body = { text: "一本书籍在空中翻滚,书页上写满了神秘的符文,每一个字母都在发光,散发着强大的魔力", user: "111", token: "000" }; body.text = text; // 发送请求到端口5000 try { const skillresponse = await axios.post('http://127.0.0.1:5000/text2skill_json', body, { headers }); console.log('Response for 5000 port:', skillresponse.data.skills); const addresses = skillresponse.data.skills; const skills = await strapi.db.query('api::skill.skill').findMany({ where: { address:{ $in: addresses } }, }); const skill = _.sample(skills) if (skill) { card.Cost = skill.Cost; card.Attack = skill.Attack; card.Health = skill.Health; card.CardClass = skill.CardClass; card.Type = skill.Type; card.Description = skill.EffectDesc; card.BackgroundStory = text; card.skill = skill; }; console.log(card) return card } catch (error) { console.error('Error for 5000 port:', error.response ? error.response.data : error.message); } } async function getCardAvatar(ctx, prompt, card) { const headers = { 'Content-Type': 'application/json', 'x-token': 'eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJ1bmlvbmlkIjoiZXh0ZXJuYWwifQ.ScAXbWObCZC63cl0gVXslIRAgLUM5oZqpXJmP9_HZos' } let response = await axios.post('https://api.talesofai.cn/v3/make_image', ctx.request.body, { headers, params: { query: ctx.query } }); const taskId = response.data; response = await axios.get('https://api.talesofai.cn/v1/get_task_image', { params: { taskId, } }); while (response.data.status !== 'SUCCESS') { // 等待一段时间后再继续轮询 await new Promise(resolve => setTimeout(resolve, 1000)); response = await axios.get('https://api.talesofai.cn/v1/get_task_image', { params: { taskId } }); console.log("progress: ", response.data.data.progress); } card.Avatar = response.data.data.img_url; } let templateCard = await strapi.db.query('api::card.card').findOne({ where: { $not: { skill: null } }, populate: ['skill'] }); templateCard.IsAiGenerated = true; axios.defaults.headers['Content-Type'] = 'application/json' // 解构并复制原始的 body 数据 let modifiedBody = { ...ctx.request.body }; // 选择新的 rawPrompt const firstPrompt = modifiedBody.rawPrompt[0]; const remainingPrompts = modifiedBody.rawPrompt.slice(1); const selectedPrompt = remainingPrompts[Math.floor(Math.random() * remainingPrompts.length)]; // 构建新的 rawPrompt 数组 const newRawPrompt = [firstPrompt, selectedPrompt]; const text = modifiedBody.rawPrompt[0].value; const name = await getCardName(ctx, text, templateCard); modifiedBody.rawPrompt[0].value = name + ',' + text // 更新 modifiedBody 中的 rawPrompt 属性 ctx.request.body = { ...modifiedBody, rawPrompt: newRawPrompt }; try { const allResults = await Promise.all([ getCardSkill(ctx, text, templateCard), getCardAvatar(ctx, name + ',' + text, templateCard) ]); // await getCardName(ctx, text, templateCard), // await getCardSkill(ctx, text, templateCard), // await getCardAvatar(ctx, templateCard) // 所有请求成功,此时allResults为一个数组,包含了每一个函数返回的结果。 // 根据函数的实现情况和实际需求来处理这些结果 console.log('All requests finished successfully.'); const random = Math.floor(Math.random() * 100); // 生成0-99之间的随机数 if (random < 5) { templateCard.FaceRank = 0; } else { templateCard.FaceRank = 1; } templateCard.id = 0; // 例如,如果这些函数没有返回值,但是修改了card对象,则你可以在这里返回card return templateCard; } catch (error) { // 如果有任何请求失败,则会捕获到错误 console.error('An error occurred:', error.message); throw error; // 可以重新抛出错误或者处理错误 } finally{ await strapi.db.query('api::record.record').create({ data: { title: text, body : JSON.stringify(templateCard), body_json: templateCard, tag: "ai generate card" } }) } 帮我修改下代码,现在只返回了 一张卡牌,我想用生成的。10个 names和skills。填充10张卡牌然后返回
484729ec1e25d4d087de6da813583339
{ "intermediate": 0.25757497549057007, "beginner": 0.5129009485244751, "expert": 0.22952404618263245 }
37,928
how do detect if window of a title "abc" exist in keyboard maestro engine
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{ "intermediate": 0.29752206802368164, "beginner": 0.14807479083538055, "expert": 0.5544031858444214 }
37,929
Make a D&D 5e statblock for a hypothetical creature called a "Wobblebutt Sheep". A "Wobblebutt" refers to a unique mutation present in many quadrupedal mammals, in which a vast number of a species' numbers have an enormously enlarged and (as the name would suggest) wobbly rear end, round and protruding and that which makes up about a third of their body weight and size, if not more; the bigger their behind, the more desirable they are. The potential reasons behind the development of such a trait in so many varying animals are numerous, and could be anything from a self-defense mechanism to a way to make itself appear more intimidating, or perhaps a mass spell gone... right? However, the sheer width of their hindquarters leaves them with little awareness as to what's directly behind them, which why its common to see Wobblebutts accidentally sit down on any smaller creatures (un)lucky enough to get caught directly behind it.
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{ "intermediate": 0.3445381224155426, "beginner": 0.33829522132873535, "expert": 0.31716665625572205 }
37,930
Convert select to oracle CREATE VIEW statement
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{ "intermediate": 0.26567745208740234, "beginner": 0.15064026415348053, "expert": 0.5836822390556335 }
37,931
I have a spreadsheet where I usually enter suppliers details. The information is always entered in B3 to B8. Can I have a VBA code that will do the following. As I enter data into each cell it calculates other cell as follows: B3 calculates J1 B4 calculates K1 B5 calculates L1 B6 calculates M1 B7 calculates N1 B8 calculates O1 After the last entry in B8, I want the VBA code to search down the J,K,L,M,N,O columns to row 700 to find if there is a duplicate entry. If any duplicate entry is found, it should highlight the duplicate in the Row 1 entry. If no duplicate entry is found, It will make button 2 visible and pop up a Yes No message asking, "Do you want to add the details to the Suppliers List". If I choose Yes, thenthe data in B3:B8 is added to the next available row in sheet 'Suppliers', B3 into A B4 into B B5 into C B6 into D B7 into E B8 into F After the entry it will pop up a message saying "New suppliers details added" new line "Remember to update List selection in" new line "Job Request B3"
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37,932
I made some correction to the code as shown below, but I am getting an error on this line: Range("J1:O1").Find(What:=duplicateCell.Value, LookIn:=xlValues, LookAt:=xlWhole).Interior.Color = RGB(255, 0, 0) Private Sub Worksheet_Change(ByVal Target As Range) Dim lastRow As Long Dim checkRange As Range Dim duplicateCell As Range ' Unlock the worksheet ActiveSheet.Unprotect Password:="edit" ' Check if Target is within the specified range If Target.CountLarge > 1 Then Exit Sub If Not Intersect(Target, Range("D4")) Is Nothing Then ' Call FindAndCopySupplierData Application.EnableEvents = False Call FindAndCopySupplierData Application.EnableEvents = True End If ' Check if Target is within the specified range If Target.CountLarge > 1 Then Exit Sub If Not Intersect(Target, Range("A11")) Is Nothing Then ' Update E12 with current timestamp Application.EnableEvents = False If Target.Value <> "" Then Range("E11").Value = Now End If Application.EnableEvents = True End If ' Calculate J1 to O1 based on B3 to B8 entries If Not Intersect(Target, Range("B3:B8")) Is Nothing Then Range("J1:O1").Value = WorksheetFunction.Transpose(Range("B3:B8").Value) End If ' Check for duplicate entries in J1 to O1 from row 1 to 700 lastRow = 700 Set checkRange = Range("J4:O" & lastRow) For Each duplicateCell In checkRange If WorksheetFunction.CountIf(checkRange, duplicateCell.Value) > 1 Then ' Mark duplicates in Row 1 If Application.CountIf(Rows(1), duplicateCell.Value) > 1 Then duplicateFound = True Range("J1:O1").Find(What:=duplicateCell.Value, LookIn:=xlValues, LookAt:=xlWhole).Interior.Color = RGB(255, 0, 0) Else ' Reset color if no duplicates are found in Row 1 Range("J1:O1").Interior.ColorIndex = xlNone End If End If Next duplicateCell ' Check if all entries are unique If WorksheetFunction.CountA(checkRange) = lastRow Then ' Make Button2 visible 'Sheet1.Buttons("Button2").Visible = True ' Ask user if they want to add the details to the Suppliers List Dim response As VbMsgBoxResult response = MsgBox("Do you want to add the details to the Suppliers List?", vbQuestion + vbYesNo) If response = vbYes Then ' Add details to Suppliers List Dim suppliersSheet As Worksheet Set suppliersSheet = ThisWorkbook.Sheets("Suppliers") With suppliersSheet lastRow = .Cells(.Rows.count, "A").End(xlUp).row + 1 ' Find next available row in Suppliers sheet .Cells(lastRow, "A").Value = Range("B3").Value .Cells(lastRow, "B").Value = Range("B4").Value .Cells(lastRow, "C").Value = Range("B5").Value .Cells(lastRow, "D").Value = Range("B6").Value .Cells(lastRow, "E").Value = Range("B7").Value .Cells(lastRow, "F").Value = Range("B8").Value MsgBox "New supplier's details added" & vbCrLf & "Remember to update List selection in" & vbCrLf & "Job Request B3" End With End If End If ' Lock the worksheet ActiveSheet.Protect Password:="edit" End Sub
3d01e4e4f4b246c44c200e6c36fc2578
{ "intermediate": 0.37756702303886414, "beginner": 0.36517471075057983, "expert": 0.25725826621055603 }
37,933
git push -u origin dev To git.mcb.ru:validation/vtests.git ! [rejected] dev -> dev (non-fast-forward) error: failed to push some refs to 'git.mcb.ru:validation/vtests.git' hint: Updates were rejected because the tip of your current branch is behind hint: its remote counterpart. Integrate the remote changes (e.g. hint: 'git pull ...') before pushing again. hint: See the 'Note about fast-forwards' in 'git push --help' for details. Ismailov@ITPC010959 MINGW64 /z/ADD/ФД/Валидация/Рабочая директория/Исмаилов/mkb_libs/vtests (dev) $ git pull dev fatal: 'dev' does not appear to be a git repository fatal: Could not read from remote repository. Please make sure you have the correct access rights and the repository exists. Ismailov@ITPC010959 MINGW64 /z/ADD/ФД/Валидация/Рабочая директория/Исмаилов/mkb_libs/vtests (dev) $ git pull --all There is no tracking information for the current branch. Please specify which branch you want to merge with. See git-pull(1) for details. git pull <remote> <branch> If you wish to set tracking information for this branch you can do so with: git branch --set-upstream-to=origin/<branch> dev Ismailov@ITPC010959 MINGW64 /z/ADD/ФД/Валидация/Рабочая директория/Исмаилов/mkb_libs/vtests (dev) $ git pull --all dev fatal: fetch --all does not take a repository argument Ismailov@ITPC010959 MINGW64 /z/ADD/ФД/Валидация/Рабочая директория/Исмаилов/mkb_libs/vtests (dev) $ git pull dev fatal: 'dev' does not appear to be a git repository fatal: Could not read from remote repository. Please make sure you have the correct access rights and the repository exists.
da8f427611fe799a10ec707b05bf6def
{ "intermediate": 0.3938227891921997, "beginner": 0.2528521716594696, "expert": 0.3533250093460083 }
37,934
im working on a script but how do i get this # Construct the command to run command_suffix = ' '.join([option for option in selected_options_list] + [website for website in custom_websites if website and website.strip() != ''] + ([f'"SEPARATE APP IDS - CHECK THIS TO SEPARATE YOUR PREFIX\'S"'] if separate_app_ids else []) + ([f'"Start Fresh"'] if start_fresh else [])) + "'" to make the output of this selection to come out like this? /bin/bash -c 'curl -Ls https://raw.githubusercontent.com/moraroy/NonSteamLaunchers-On-Steam-Deck/main/NonSteamLaunchers.sh | nohup /bin/bash -s -- "Epic Games" "SEPARATE APP IDS - CHECK THIS TO SEPARATE YOUR PREFIX'\''S"'
8ff3c19e482c11ef7c683973f452f9d4
{ "intermediate": 0.5012755393981934, "beginner": 0.335263192653656, "expert": 0.16346123814582825 }
37,935
hi
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{ "intermediate": 0.3246487081050873, "beginner": 0.27135494351387024, "expert": 0.40399640798568726 }
37,936
Ismailov@ITPC010959 MINGW64 /z/ADD/ФД/Валидация/Рабочая директория/Исмаилов/mkb_libs/vtests (dev) $ git pull origin dev From git.mcb.ru:validation/vtests * branch dev -> FETCH_HEAD Auto-merging vtests/additional.py CONFLICT (content): Merge conflict in vtests/additional.py Auto-merging vtests/imports.py Automatic merge failed; fix conflicts and then commit the result. Как посмотреть, какие это конфликты?
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{ "intermediate": 0.42618194222450256, "beginner": 0.24213989078998566, "expert": 0.331678181886673 }
37,937
What would be a great puzzle script for a lovecraftian horror game in c# for Unity?
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{ "intermediate": 0.4786933362483978, "beginner": 0.3502541780471802, "expert": 0.171052485704422 }
37,938
Create in C# for uinity an amazing lovecraftian puzzle. Here’s a backstory to help you : The game is about townpeople who appeared to have made a collective suicide in a ritual of some sort, and they are now zombie like people possessed by cosmic horror entities called "The Shadow People". The player is an occult investigator sent to help one of the citizen, who had claimed something weird happening in the town of Ashbury recently. The player entering Ashbury faces the horrifying nightmare the town has now become. On his way, the place retrieve some books that relates the events in some way and the player slowly understand what's going on. These books are name " Invocation of the cosmic horror", "The House of R'lyeh", "Mark of the old Gods", "The Shadow People", The Unknown and the Deep Void".
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{ "intermediate": 0.4156602919101715, "beginner": 0.3632813096046448, "expert": 0.22105835378170013 }
37,939
i have this responses { "responses": { "urn:li:dataset:(urn:li:dataPlatform:bigquery,data-dev-270120.dbt_test.testing_vita_model,PROD)": { "entityName": "dataset", "urn": "urn:li:dataset:(urn:li:dataPlatform:bigquery,data-dev-270120.dbt_test.testing_vita_model,PROD)", "aspects": { "browsePaths": { "name": "browsePaths", "type": "VERSIONED", "version": 0, "value": { "__type": "BrowsePaths", "paths": [ "/prod/bigquery/data-dev-270120/dbt_test" ] }, "created": { "time": 1691464435632, "actor": "urn:li:corpuser:datahub" } }, "container": { "name": "container", "type": "VERSIONED", "version": 0, "value": { "__type": "Container", "container": "urn:li:container:0000169e8eeca3ad16278f6218b154a1" }, "created": { "time": 1691464435650, "actor": "urn:li:corpuser:datahub" } }, "datasetKey": { "name": "datasetKey", "type": "VERSIONED", "version": 0, "value": { "__type": "DatasetKey", "platform": "urn:li:dataPlatform:bigquery", "name": "data-dev-270120.dbt_test.testing_vita_model", "origin": "PROD" }, "created": { "time": 1691464435632, "actor": "urn:li:corpuser:datahub" } }, "browsePathsV2": { "name": "browsePathsV2", "type": "VERSIONED", "version": 0, "value": { "__type": "BrowsePathsV2", "path": [ { "id": "urn:li:container:37cd23bac6a54cc78f143e64921b7189", "urn": "urn:li:container:37cd23bac6a54cc78f143e64921b7189" }, { "id": "urn:li:container:0000169e8eeca3ad16278f6218b154a1", "urn": "urn:li:container:0000169e8eeca3ad16278f6218b154a1" } ] }, "created": { "time": 1691464436319, "actor": "urn:li:corpuser:datahub" } }, "dataPlatformInstance": { "name": "dataPlatformInstance", "type": "VERSIONED", "version": 0, "value": { "__type": "DataPlatformInstance", "platform": "urn:li:dataPlatform:bigquery" }, "created": { "time": 1694478103224, "actor": "urn:li:corpuser:datahub" } }, "subTypes": { "name": "subTypes", "type": "VERSIONED", "version": 0, "value": { "__type": "SubTypes", "typeNames": [ "Table" ] }, "created": { "time": 1691464436324, "actor": "urn:li:corpuser:datahub" } }, "datasetProperties": { "name": "datasetProperties", "type": "VERSIONED", "version": 0, "value": { "__type": "DatasetProperties", "customProperties": { "size_in_bytes": "527", "billable_bytes_long_term": "527" }, "externalUrl": "https://console.cloud.google.com/bigquery?project=data-dev-270120&ws=!1m5!1m4!4m3!1sdata-dev-270120!2sdbt_test!3stesting_vita_model", "name": "testing_vita_model", "qualifiedName": "data-dev-270120.dbt_test.testing_vita_model", "created": { "time": 1660036474847 }, "lastModified": { "time": 1660036474847 }, "tags": [] }, "created": { "time": 1692257058294, "actor": "urn:li:corpuser:datahub" } }, "schemaMetadata": { "name": "schemaMetadata", "type": "VERSIONED", "version": 0, "value": { "__type": "SchemaMetadata", "schemaName": "data-dev-270120.dbt_test.testing_vita_model", "platform": "urn:li:dataPlatform:bigquery", "version": 0, "created": { "time": 0, "actor": "urn:li:corpuser:unknown" }, "lastModified": { "time": 0, "actor": "urn:li:corpuser:unknown" }, "hash": "", "platformSchema": { "__type": "MySqlDDL", "tableSchema": "" }, "fields": [ { "fieldPath": "system", "nullable": true, "type": { "type": { "__type": "StringType" } }, "nativeDataType": "STRING", "recursive": false, "globalTags": { "__type": "GlobalTags", "tags": [] }, "isPartOfKey": false }, { "fieldPath": "system_vini", "nullable": true, "type": { "type": { "__type": "StringType" } }, "nativeDataType": "STRING", "recursive": false, "globalTags": { "__type": "GlobalTags", "tags": [] }, "isPartOfKey": false }, { "fieldPath": "job_id", "nullable": true, "type": { "type": { "__type": "NumberType" } }, "nativeDataType": "INT64", "recursive": false, "globalTags": { "__type": "GlobalTags", "tags": [] }, "isPartOfKey": false }, { "fieldPath": "gojek_order_no", "nullable": true, "type": { "type": { "__type": "StringType" } }, "nativeDataType": "STRING", "recursive": false, "globalTags": { "__type": "GlobalTags", "tags": [] }, "isPartOfKey": false }, { "fieldPath": "booking_status", "nullable": true, "type": { "type": { "__type": "StringType" } }, "nativeDataType": "STRING", "recursive": false, "globalTags": { "__type": "GlobalTags", "tags": [] }, "isPartOfKey": false } ] }, "created": { "time": 1691464435648, "actor": "urn:li:corpuser:datahub" } }, "status": { "name": "status", "type": "VERSIONED", "version": 0, "value": { "__type": "Status", "removed": false }, "created": { "time": 1691464435628, "actor": "urn:li:corpuser:datahub" } } } } } }
de7c3820c5d6466b47e6e0e5a1b587df
{ "intermediate": 0.33146339654922485, "beginner": 0.48247572779655457, "expert": 0.1860608458518982 }
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i have api datahub like this curl --location --request POST 'http://localhost:8080/entities?action=ingest' \ -H 'accept: application/json' \ -H 'Authorization: Bearer ...' \ -H 'Content-Type: application/json' \ -d '{ "entity": { "value": { "com.linkedin.metadata.snapshot.DatasetSnapshot": { "urn": "urn:li:dataset:(urn:li:dataPlatform:bigquery,data-dev-270120.dbt_test.testing_uhuy,PROD)", "aspects": [ { "com.linkedin.common.BrowsePaths": { "paths": ["/prod/bigquery/data-dev-270120/dbt_test"] } }, { "com.linkedin.schema.SchemaMetadata": { "schemaName": "testing_uhuy", "fields": [ { "fieldPath": "system", "type": {"type": {"com.linkedin.schema.StringType": {}}} }, { "fieldPath": "job_id", "type": {"type": {"com.linkedin.schema.NumberType": {}}} } ] } } ] } } } }'
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{ "intermediate": 0.39810729026794434, "beginner": 0.3847288489341736, "expert": 0.21716387569904327 }
37,941
import json import argparse from docx import Document from typing import Dict, List def read_notebook(path: str) -> Dict: with open(path, encoding='utf8') as f: file = json.load(f) return file def parse_notebook(file: Dict) -> Document: document = Document() for cell in file['cells']: if cell['cell_type'] == 'markdown': paragraph = parse_cell(cell['source']) document.add_paragraph(paragraph) return document def parse_cell(lines: List) -> str: paragraph = '' for line in lines: if "![" not in line: # drop pictures paragraph += line return paragraph def main(): parser = argparse.ArgumentParser(description='Process command line arguments.') parser.add_argument('--path', type=str, help='notebook path for parsing') args = parser.parse_args() path = args.path file = read_notebook(path) document = parse_notebook(file) document.save('docx_file.docx') if __name__ == "__main__": main()
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{ "intermediate": 0.4997485876083374, "beginner": 0.33736521005630493, "expert": 0.1628861427307129 }
37,942
lets play a roleplaying game. you are a hacker in a tv show and I'm the recorder
514f346509441c04d7e33334f62e52f5
{ "intermediate": 0.3515164256095886, "beginner": 0.3914071023464203, "expert": 0.2570764720439911 }
37,943
write manim animation that shows a spinning DNA
12b2491834b5b839b3f39e321b38e265
{ "intermediate": 0.3819844424724579, "beginner": 0.34012624621391296, "expert": 0.27788928151130676 }
37,944
hi can you confirm what version of chat gpt you are running on?
f6572fe94d0142661f92514a795046b5
{ "intermediate": 0.315537691116333, "beginner": 0.17601487040519714, "expert": 0.5084474086761475 }
37,945
Servicenow script for change field value based on another field
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{ "intermediate": 0.5230956077575684, "beginner": 0.15339836478233337, "expert": 0.32350605726242065 }
37,946
Please give short introduction to Get-ChildItem
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{ "intermediate": 0.5193086266517639, "beginner": 0.25886061787605286, "expert": 0.22183075547218323 }