row_id
int64 0
48.4k
| init_message
stringlengths 1
342k
| conversation_hash
stringlengths 32
32
| scores
dict |
|---|---|---|---|
40,558
|
What would be the easyest and prefered way to parse customer mails and automaticly create an offer based on a product table with product numbers and descriptions.
|
b66138a429e13aa8b2d90f49a6398e2e
|
{
"intermediate": 0.3716697096824646,
"beginner": 0.11418884247541428,
"expert": 0.5141414999961853
}
|
40,559
|
Can you please help me to handle exceptions in this snippet of C++? I would like to collect error like permission denied as a new entry in the vector differences.
~~~
std::vector<FileDiff> compare_directories(const fs::path &dir1, const fs::path &dir2)
{
std::queue<std::pair<fs::path, fs::path>> dirs_queue;
dirs_queue.push({dir1, dir2});
std::vector<FileDiff> differences;
while (!dirs_queue.empty())
{
auto [current_dir1, current_dir2] = dirs_queue.front();
dirs_queue.pop();
std::set<std::string> entries1, entries2;
for (const auto &entry : fs::directory_iterator(current_dir1))
{
if (!fs::is_directory(entry))
entries1.insert(entry.path().filename());
}
for (const auto &entry : fs::directory_iterator(current_dir2))
{
if (!fs::is_directory(entry))
entries2.insert(entry.path().filename());
}
for (const auto &entry : entries1)
{
if (entries2.find(entry) == entries2.end())
{
differences.push_back({(current_dir1 / entry).string(), fs::path(), "", ""});
}
else
{
auto file1_path = current_dir1 / entry;
auto file2_path = current_dir2 / entry;
if (fs::file_size(file1_path) != fs::file_size(file2_path))
{
differences.push_back({file1_path, file2_path, "Size differs", ""});
}
else
{
auto hash1 = hash_file(file1_path);
auto hash2 = hash_file(file2_path);
if (hash1 != hash2)
{
differences.push_back({file1_path, file2_path, hash1, hash2});
}
}
}
}
for (const auto &entry : entries2)
{
if (entries1.find(entry) == entries1.end())
{
differences.push_back({fs::path(), (current_dir2 / entry).string(), "Folder not found in path1", ""});
}
}
for (const auto &entry : fs::directory_iterator(current_dir1))
{
if (fs::is_directory(entry))
{
auto other_entry = current_dir2 / entry.path().filename();
if (fs::exists(other_entry))
{
dirs_queue.push({entry.path(), other_entry});
}
else
{
differences.push_back({entry, other_entry, "", "Folder not found in path2"});
}
}
}
// this looks at the second folder if there are subfolders missing in the first folder
for (const auto &entry : fs::directory_iterator(current_dir2))
{
if (fs::is_directory(entry))
{
auto other_entry = current_dir1 / entry.path().filename();
if (!fs::exists(other_entry))
{
differences.push_back({entry, other_entry, "", ""});
}
}
}
}
return differences;
}
|
669fc16d714bd8de43175e3ddda15177
|
{
"intermediate": 0.3699547350406647,
"beginner": 0.4716866612434387,
"expert": 0.15835855901241302
}
|
40,560
|
How do I print the state of the toggled switch
@IBAction func switchToggled(_ sender: Any) {
print("toggled lol " + (sender.description));
}
|
f21d0693ce34bd768db78f1e1dd5b9e0
|
{
"intermediate": 0.6338320374488831,
"beginner": 0.28198692202568054,
"expert": 0.08418108522891998
}
|
40,561
|
generate webpage html, css, js, bootstrap with the attached image
|
1a708ee2a821f2be329535446af6240d
|
{
"intermediate": 0.3352429270744324,
"beginner": 0.2752044200897217,
"expert": 0.38955265283584595
}
|
40,562
|
CREAR NOTAS
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:app="http://schemas.android.com/apk/res-auto"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent" //
android:layout_height="match_parent" //
android:orientation="vertical" //
tools:context=".MainActivity" //
android:gravity="top" //
android:background="#FFFFFF" //
>
<LinearLayout
android:layout_width="match_parent" //
android:layout_height="50dp" //
android:orientation="horizontal" //
android:paddingStart="10dp" //
android:paddingEnd="10dp" //
android:background="#000000"> //
<TextView
android:id="@+id/textView" //
android:layout_width="wrap_content" //
android:layout_height="wrap_content" //
android:textColor="#FFFFFF" //
android:layout_gravity="center" //
android:textSize="20sp" //
android:textStyle="bold" //
android:text="CREAR NOTA"/> //
</LinearLayout>
<LinearLayout
android:layout_width="match_parent" //
android:layout_height="wrap_content" //
android:orientation="vertical" //
android:paddingTop="20dp" //
android:paddingLeft="20dp" //
android:paddingRight="20dp"> //
<TextView
android:id="@+id/textView3" //
android:layout_width="wrap_content" //
android:layout_height="wrap_content" //
android:text="Título" //
android:textStyle="bold"/> //
<EditText
android:id="@+id/inputTitulo" //
android:layout_width="match_parent" //
android:layout_height="wrap_content" //
android:layout_marginBottom="20dp" //
android:inputType="textEmailAddress" /> //
<TextView
android:id="@+id/textView4" //
android:layout_width="wrap_content" //
android:layout_height="wrap_content" //
android:text="Descripción" //
android:textStyle="bold"/> //
<EditText
android:id="@+id/editTextTextMultiLine" //
android:layout_width="match_parent" //
android:layout_height="125dp" //
android:layout_marginBottom="20dp" //
android:gravity="start|top" //
android:inputType="textMultiLine" /> //
<ImageView
android:id="@+id/imageView1" //
android:layout_width="match_parent" //
android:layout_height="280dp" //
android:layout_gravity="center" //
android:layout_marginBottom="20dp"
android:src="@tools:sample/avatars" //
app:srcCompat="@color/material_dynamic_neutral70" /> //
<LinearLayout
android:layout_width="match_parent" //
android:layout_height="wrap_content" //
android:orientation="horizontal" //
>
<Button
android:id="@+id/btnRegistrar" //
android:layout_width="wrap_content" //
android:layout_height="wrap_content" //
android:layout_weight="1" //
android:backgroundTint="#000000" //
android:layout_marginEnd="10dp" //
android:text="Registrar"/> //
<Button
android:id="@+id/btnImagen" //
android:layout_width="wrap_content" //
android:layout_height="wrap_content" //
android:layout_weight="1" //
android:backgroundTint="#000000" //
android:layout_marginStart="10dp" //
android:text="Añadir Imagen" /> //
</LinearLayout>
</LinearLayout>
</LinearLayout>
- explica linea por linea el codigo que es de android studio
|
21fb38bc3c3eabc6cbcc04130044c941
|
{
"intermediate": 0.38495776057243347,
"beginner": 0.4508223235607147,
"expert": 0.16421997547149658
}
|
40,563
|
The net chargeable income is salaries minus allowances and deductions. For simplicity, assume the only deductible is the mandatory contribution to MPF, and the only allowance is the single/married person allowance.1 A single person will receive an allowance of HKD 132,000, and a married person will receive HKD 264,000.
Write a Python program to calculate the income tax.
1) Ask the user to enter the salary, marriage status, and mandatory contributions to MPF.
2) Display the tax due. Round it to the nearest dollar amount. If the net chargeable income
is negative, display 0 for the tax due.
The program should be capable of the following. Each screenshot corresponds to running the program once. Follow the same submission requirement (.py file and screenshot) as before.
|
93bec7018b4953dec816686d5a3353ba
|
{
"intermediate": 0.41575098037719727,
"beginner": 0.23039522767066956,
"expert": 0.3538537323474884
}
|
40,564
|
in cisco nexus dashboard, how to see the VLAN ID configured during cluster bringup? where is that information stored
|
5521081dd5527d1d3a950d54d5070742
|
{
"intermediate": 0.38150978088378906,
"beginner": 0.34656453132629395,
"expert": 0.2719257175922394
}
|
40,565
|
-- inventory.lua
-- Предметы инвентаря по классам и действия, которые можно с ними выполнить
inventoryItems = {
["Weapons"] = {
["Primary Weapon"] = {
{"М4А1 CCO",3},
{"CZ550",3},
{"Винчестер 1866",3},
{"SPAZ-12 Combat Shotgun",3},
{"Sawn-Off Shotgun",3},
{"AK-74",3},
{"Lee Enfield",3},
--{"Heat-Seeking RPG",5},
--{"M136 Rocket Launcher",5},
},
["Secondary Weapon"] = {
{"M1911",2},
{"M9 SD",2},
{"PDW",2},
--{"TEC-9",2},
{"MP5A5",3},
{"Револьвер",2},
{"Охотничий нож",1},
{"Топор",2},
{"Бейсбольная бита",2},
{"Лопата",2},
{"Клюшка для гольфа",2},
},
["Specially Weapon"] = {
{"Парашют",1},
{"Tear Gas",1},
{"Оск. граната M67",1},
{"Бинокль",1}
},
},
["Ammo"] = {
{"M1911 Mag",0.085},
{"M9 SD Mag",0.085},
{".45ACP",0.085},
{"PDW Mag",0.025},
{"MP5A5 Mag",0.025},
{"AK",0.035},
{"STANAG",0.035},
{"1866 Slug",0.067},
{"2Rnd. Slug",0.067},
{"SPAZ-12 Pellet",0.067},
{"CZ550 Mag",0.1},
{"Lee Enfield Mag",0.1},
--{"M136 Rocket",2},
},
["Food"] = {
{"Фляга",1},
{"Банка макарон",1},
{"Банка бобов",1},
{"Гамбургер",1},
{"Пицца",1},
{"Банка соды",1},
{"Молоко",1},
{"Сырое мясо",1},
},
["Items"] = {
{"Дрова",2},
{"Бинт",1,"Перевязаться"},
{"Фаер",1,"Зажечь"},
{"Пустая канистра",2},
{"Наполненная канистра",2},
{"Аптечка",2,"Исп."},
{"Грелка",1,"Исп."},
{"Болеутоляющие",1,"Исп."},
{"Морфий",1,"Исп."},
{"Пакет крови",1,"Исп."},
{"Колючая проволока",1,"Поставить проволоку"},
{"Жареное мясо",1},
{"Колесо",2},
{"Двигатель",5},
{"Бензобак",3},
{"Палатка",3,"Разложить"},
{"Армейский камуфляж",1,"Переодется"},
{"Женский скин",1,"Переодется"},
{"Одежда выжившего",1,"Переодется"},
{"Камуфляж снайпера",1,"Переодется"},
{"Пустая фляга",1,"Наполнить"},
{"Пустая банка соды",1},
{"Объедки",1},
{"Assault Pack (ACU)",1},
{"Alice Pack",1},
{"Czech Backpack",1},
{"Coyote Backpack",1},
},
["Toolbelt"] = {
{"Очки ночного видения",1},
{"Инфокрасные очки",1},
{"Карта",1},
{"Спички",1,"Поджечь"},
{"Часы",1},
{"GPS",1},
{"Инструменты",1},
{"Рация",1},
},
}
-- Код инвентаря
local headline = {}
local gridlistItems = {}
local buttonItems = {}
inventoryWindows = guiCreateWindow(0.15, 0.28, 0.72, 0.63, "", true)
-- inventoryWindows = guiCreateStaticImage(0.25,0.25,0.5,0.5,"images/scrollmenu_1.png",true)
headline["loot"] = guiCreateLabel(0.06, 0.05, 0.34, 0.09,"Обыскать",true,inventoryWindows)
guiLabelSetHorizontalAlign (headline["loot"],"center")
guiSetFont (headline["loot"], "default-bold-small" )
headline["inventory"] = guiCreateLabel(0.60, 0.05, 0.34, 0.09,"Инвентарь",true,inventoryWindows)
guiLabelSetHorizontalAlign (headline["inventory"],"center")
guiSetFont (headline["inventory"], "default-bold-small" )
gridlistItems["loot"] = guiCreateGridList (0.03, 0.10, 0.39, 0.83,true,inventoryWindows)
gridlistItems["loot_colum"] = guiGridListAddColumn( gridlistItems["loot"], "Inventory", 0.7 )
gridlistItems["loot_colum_amount"] = guiGridListAddColumn( gridlistItems["loot"], "", 0.2 )
gridlistItems["inventory"] = guiCreateGridList (0.57, 0.11, 0.39, 0.83,true,inventoryWindows)
gridlistItems["inventory_colum"] = guiGridListAddColumn( gridlistItems["inventory"], "Inventory", 0.7 )
gridlistItems["inventory_colum_amount"] = guiGridListAddColumn( gridlistItems["inventory"], "", 0.2 )
buttonItems["loot"] = guiCreateButton(0.42, 0.17, 0.04, 0.69, "->", true,inventoryWindows)
buttonItems["inventory"] = guiCreateButton(0.53, 0.17, 0.04, 0.69, "<-", true,inventoryWindows)
headline["slots"] = guiCreateLabel(0.62, 0.94, 0.29, 0.04,"Слоты:",true,inventoryWindows)
guiLabelSetHorizontalAlign (headline["slots"],"center")
guiLabelSetVerticalAlign (headline["slots"],"center")
guiSetFont (headline["slots"], "default-bold-small" )
headline["slots_loot"] = guiCreateLabel(0.07, 0.94, 0.29, 0.04,"Слоты:",true,inventoryWindows)
guiLabelSetHorizontalAlign (headline["slots_loot"],"center")
guiLabelSetVerticalAlign (headline["slots_loot"],"center")
guiSetFont (headline["slots_loot"], "default-bold-small" )
guiSetVisible(inventoryWindows,false)
function showInventory (key,keyState)
if getElementData(getLocalPlayer(),"logedin") then
if ( keyState == "down" ) then
guiSetVisible(inventoryWindows,not guiGetVisible(inventoryWindows))
showCursor(not isCursorShowing())
refreshInventory()
if guiGetVisible(inventoryWindows) == true then
onClientOpenInventoryStopMenu ()
else
hideRightClickInventoryMenu ()
end
if isPlayerInLoot() then
local col = getElementData(getLocalPlayer(),"currentCol")
local gearName = getElementData(getLocalPlayer(),"lootname")
refreshLoot(col,gearName)
end
end
end
end
bindKey ( "j", "down", showInventory )
function showInventoryManual ()
guiSetVisible(inventoryWindows,not guiGetVisible(inventoryWindows))
showCursor(not isCursorShowing())
refreshInventory()
if guiGetVisible(inventoryWindows) == true then
onClientOpenInventoryStopMenu ()
end
end
function hideInventoryManual ()
guiSetVisible(inventoryWindows,false)
showCursor(false)
hideRightClickInventoryMenu ()
end
addEvent("hideInventoryManual",true)
addEventHandler("hideInventoryManual",getLocalPlayer(),hideInventoryManual)
function refreshInventoryManual ()
refreshInventory()
end
addEvent("refreshInventoryManual",true)
addEventHandler("refreshInventoryManual",getLocalPlayer(),refreshInventoryManual)
function refreshLootManual (loot)
refreshLoot(loot)
end
addEvent("refreshLootManual",true)
addEventHandler("refreshLootManual",getLocalPlayer(),refreshLootManual)
function refreshInventory()
if ( gridlistItems["inventory_colum"] ) then --If the column has been created, fill it with players
row1,column1 = guiGridListGetSelectedItem ( gridlistItems["inventory"] )
guiGridListClear(gridlistItems["inventory"])
local row = guiGridListAddRow ( gridlistItems["inventory"] )
--guiGridListSetItemText ( gridlistItems["inventory"], row, gridlistItems["inventory_colum"],"ITEMS", false, false )
local row = guiGridListAddRow ( gridlistItems["inventory"] )
guiGridListSetItemText ( gridlistItems["inventory"], row, gridlistItems["inventory_colum"],"Основное оружие", true, false )
for id, item in ipairs(inventoryItems["Weapons"]["Primary Weapon"]) do
if getElementData(getLocalPlayer(),item[1]) and getElementData(getLocalPlayer(),item[1]) >= 1 then
local row = guiGridListAddRow ( gridlistItems["inventory"] )
guiGridListSetItemText ( gridlistItems["inventory"], row, gridlistItems["inventory_colum"],item[1], false, false )
guiGridListSetItemText ( gridlistItems["inventory"], row, gridlistItems["inventory_colum_amount"],getElementData(getLocalPlayer(),item[1]), false, false )
end
end
local row = guiGridListAddRow ( gridlistItems["inventory"] )
guiGridListSetItemText ( gridlistItems["inventory"], row, gridlistItems["inventory_colum"],"Дополнительное оружие", true, false )
for id, item in ipairs(inventoryItems["Weapons"]["Secondary Weapon"]) do
if getElementData(getLocalPlayer(),item[1]) and getElementData(getLocalPlayer(),item[1]) >= 1 then
local row = guiGridListAddRow ( gridlistItems["inventory"] )
guiGridListSetItemText ( gridlistItems["inventory"], row, gridlistItems["inventory_colum"],item[1], false, false )
guiGridListSetItemText ( gridlistItems["inventory"], row, gridlistItems["inventory_colum_amount"],getElementData(getLocalPlayer(),item[1]), false, false )
end
end
local row = guiGridListAddRow ( gridlistItems["inventory"] )
guiGridListSetItemText ( gridlistItems["inventory"], row, gridlistItems["inventory_colum"],"Специальное оружие", true, false )
for id, item in ipairs(inventoryItems["Weapons"]["Specially Weapon"]) do
if getElementData(getLocalPlayer(),item[1]) and getElementData(getLocalPlayer(),item[1]) >= 1 then
local row = guiGridListAddRow ( gridlistItems["inventory"] )
guiGridListSetItemText ( gridlistItems["inventory"], row, gridlistItems["inventory_colum"],item[1], false, false )
guiGridListSetItemText ( gridlistItems["inventory"], row, gridlistItems["inventory_colum_amount"],getElementData(getLocalPlayer(),item[1]), false, false )
end
end
local row = guiGridListAddRow ( gridlistItems["inventory"] )
guiGridListSetItemText ( gridlistItems["inventory"], row, gridlistItems["inventory_colum"],"Боеприпасы", true, false )
for id, item in ipairs(inventoryItems["Ammo"]) do
if getElementData(getLocalPlayer(),item[1]) and getElementData(getLocalPlayer(),item[1]) >= 1 then
local row = guiGridListAddRow ( gridlistItems["inventory"] )
guiGridListSetItemText ( gridlistItems["inventory"], row, gridlistItems["inventory_colum"],item[1], false, false )
guiGridListSetItemText ( gridlistItems["inventory"], row, gridlistItems["inventory_colum_amount"],getElementData(getLocalPlayer(),item[1]), false, false )
end
end
local row = guiGridListAddRow ( gridlistItems["inventory"] )
guiGridListSetItemText ( gridlistItems["inventory"], row, gridlistItems["inventory_colum"],"Еда и вода", true, false )
for id, item in ipairs(inventoryItems["Food"]) do
if getElementData(getLocalPlayer(),item[1]) and getElementData(getLocalPlayer(),item[1]) >= 1 then
local row = guiGridListAddRow ( gridlistItems["inventory"] )
guiGridListSetItemText ( gridlistItems["inventory"], row, gridlistItems["inventory_colum"],item[1], false, false )
guiGridListSetItemText ( gridlistItems["inventory"], row, gridlistItems["inventory_colum_amount"],getElementData(getLocalPlayer(),item[1]), false, false )
end
end
local row = guiGridListAddRow ( gridlistItems["inventory"] )
guiGridListSetItemText ( gridlistItems["inventory"], row, gridlistItems["inventory_colum"],"Прочее", true, false )
for id, item in ipairs(inventoryItems["Items"]) do
if getElementData(getLocalPlayer(),item[1]) and getElementData(getLocalPlayer(),item[1]) >= 1 then
local row = guiGridListAddRow ( gridlistItems["inventory"] )
guiGridListSetItemText ( gridlistItems["inventory"], row, gridlistItems["inventory_colum"],item[1], false, false )
guiGridListSetItemText ( gridlistItems["inventory"], row, gridlistItems["inventory_colum_amount"],getElementData(getLocalPlayer(),item[1]), false, false )
end
end
local row = guiGridListAddRow ( gridlistItems["inventory"] )
guiGridListSetItemText ( gridlistItems["inventory"], row, gridlistItems["inventory_colum"],"Инструменты", true, false )
for id, item in ipairs(inventoryItems["Toolbelt"]) do
if getElementData(getLocalPlayer(),item[1]) and getElementData(getLocalPlayer(),item[1]) >= 1 then
local row = guiGridListAddRow ( gridlistItems["inventory"] )
guiGridListSetItemText ( gridlistItems["inventory"], row, gridlistItems["inventory_colum"],item[1], false, false )
guiGridListSetItemText ( gridlistItems["inventory"], row, gridlistItems["inventory_colum_amount"],getElementData(getLocalPlayer(),item[1]), false, false )
end
end
if row1 and column1 then
guiGridListSetSelectedItem ( gridlistItems["inventory"], row1,column1)
end
guiSetText(headline["slots"],"Слоты: "..getPlayerCurrentSlots().."/"..getPlayerMaxAviableSlots())
end
end
function refreshLoot(loot,gearName)
if loot == false then
guiGridListClear(gridlistItems["loot"])
guiSetText(headline["loot"],"Пусто")
return
end
if ( gridlistItems["loot_colum"] ) then
row2,column2 = guiGridListGetSelectedItem ( gridlistItems["inventory"] )
guiGridListClear(gridlistItems["loot"])
if gearName then
guiSetText(headline["loot"],gearName)
end
local row = guiGridListAddRow ( gridlistItems["loot"] )
--guiGridListSetItemText ( gridlistItems["loot"], row, gridlistItems["loot_colum"],"Weapons", true, false )
local row = guiGridListAddRow ( gridlistItems["loot"] )
guiGridListSetItemText ( gridlistItems["loot"], row, gridlistItems["loot_colum"],"Основное оружие", true, false )
for id, item in ipairs(inventoryItems["Weapons"]["Primary Weapon"]) do
if getElementData(loot,item[1]) and getElementData(loot,item[1]) >= 1 then
local row = guiGridListAddRow ( gridlistItems["loot"] )
guiGridListSetItemText ( gridlistItems["loot"], row, gridlistItems["loot_colum"],item[1], false, false )
guiGridListSetItemText ( gridlistItems["loot"], row, gridlistItems["loot_colum_amount"],getElementData(loot,item[1]), false, false )
end
end
local row = guiGridListAddRow ( gridlistItems["loot"] )
guiGridListSetItemText ( gridlistItems["loot"], row, gridlistItems["loot_colum"],"Дополнительное оружие", true, false )
for id, item in ipairs(inventoryItems["Weapons"]["Secondary Weapon"]) do
if getElementData(loot,item[1]) and getElementData(loot,item[1]) >= 1 then
local row = guiGridListAddRow ( gridlistItems["loot"] )
guiGridListSetItemText ( gridlistItems["loot"], row, gridlistItems["loot_colum"],item[1], false, false )
guiGridListSetItemText ( gridlistItems["loot"], row, gridlistItems["loot_colum_amount"],getElementData(loot,item[1]), false, false )
end
end
local row = guiGridListAddRow ( gridlistItems["loot"] )
guiGridListSetItemText ( gridlistItems["loot"], row, gridlistItems["loot_colum"],"Специальное оружие", true, false )
for id, item in ipairs(inventoryItems["Weapons"]["Specially Weapon"]) do
if getElementData(loot,item[1]) and getElementData(loot,item[1]) >= 1 then
local row = guiGridListAddRow ( gridlistItems["loot"] )
guiGridListSetItemText ( gridlistItems["loot"], row, gridlistItems["loot_colum"],item[1], false, false )
guiGridListSetItemText ( gridlistItems["loot"], row, gridlistItems["loot_colum_amount"],getElementData(loot,item[1]), false, false )
end
end
local row = guiGridListAddRow ( gridlistItems["loot"] )
guiGridListSetItemText ( gridlistItems["loot"], row, gridlistItems["loot_colum"],"Боеприпасы", true, false )
for id, item in ipairs(inventoryItems["Ammo"]) do
if getElementData(loot,item[1]) and getElementData(loot,item[1]) >= 1 then
local row = guiGridListAddRow ( gridlistItems["loot"] )
guiGridListSetItemText ( gridlistItems["loot"], row, gridlistItems["loot_colum"],item[1], false, false )
guiGridListSetItemText ( gridlistItems["loot"], row, gridlistItems["loot_colum_amount"],getElementData(loot,item[1]), false, false )
end
end
local row = guiGridListAddRow ( gridlistItems["loot"] )
guiGridListSetItemText ( gridlistItems["loot"], row, gridlistItems["loot_colum"],"Еда и вода", true, false )
for id, item in ipairs(inventoryItems["Food"]) do
if getElementData(loot,item[1]) and getElementData(loot,item[1]) >= 1 then
local row = guiGridListAddRow ( gridlistItems["loot"] )
guiGridListSetItemText ( gridlistItems["loot"], row, gridlistItems["loot_colum"],item[1], false, false )
guiGridListSetItemText ( gridlistItems["loot"], row, gridlistItems["loot_colum_amount"],getElementData(loot,item[1]), false, false )
end
end
local row = guiGridListAddRow ( gridlistItems["loot"] )
guiGridListSetItemText ( gridlistItems["loot"], row, gridlistItems["loot_colum"],"Прочее", true, false )
for id, item in ipairs(inventoryItems["Items"]) do
if getElementData(loot,item[1]) and getElementData(loot,item[1]) >= 1 then
local row = guiGridListAddRow ( gridlistItems["loot"] )
guiGridListSetItemText ( gridlistItems["loot"], row, gridlistItems["loot_colum"],item[1], false, false )
guiGridListSetItemText ( gridlistItems["loot"], row, gridlistItems["loot_colum_amount"],getElementData(loot,item[1]), false, false )
end
end
local row = guiGridListAddRow ( gridlistItems["loot"] )
guiGridListSetItemText ( gridlistItems["loot"], row, gridlistItems["loot_colum"],"Инструменты", true, false )
for id, item in ipairs(inventoryItems["Toolbelt"]) do
if getElementData(loot,item[1]) and getElementData(loot,item[1]) >= 1 then
local row = guiGridListAddRow ( gridlistItems["loot"] )
guiGridListSetItemText ( gridlistItems["loot"], row, gridlistItems["loot_colum"],item[1], false, false )
guiGridListSetItemText ( gridlistItems["loot"], row, gridlistItems["loot_colum_amount"],getElementData(loot,item[1]), false, false )
end
end
if row2 and column2 then
--guiGridListSetSelectedItem ( gridlistItems["loot"], row2,column2)
end
guiSetText(headline["slots_loot"],"Слоты: "..getLootCurrentSlots(loot).."/"..(getLootMaxAviableSlots(loot)or 0))
end
end
function getPlayerMaxAviableSlots()
return getElementData(getLocalPlayer(),"MAX_Slots")
end
function getLootMaxAviableSlots(loot)
return getElementData(loot,"MAX_Slots")
end
function getPlayerCurrentSlots()
local current_SLOTS = 0
for id, item in ipairs(inventoryItems["Weapons"]["Primary Weapon"]) do
if getElementData(getLocalPlayer(),item[1]) and getElementData(getLocalPlayer(),item[1]) >= 1 then
current_SLOTS = current_SLOTS + item[2]*getElementData(getLocalPlayer(),item[1])
end
end
for id, item in ipairs(inventoryItems["Weapons"]["Secondary Weapon"]) do
if getElementData(getLocalPlayer(),item[1]) and getElementData(getLocalPlayer(),item[1]) >= 1 then
current_SLOTS = current_SLOTS + item[2]*getElementData(getLocalPlayer(),item[1])
end
end
for id, item in ipairs(inventoryItems["Weapons"]["Specially Weapon"]) do
if getElementData(getLocalPlayer(),item[1]) and getElementData(getLocalPlayer(),item[1]) >= 1 then
current_SLOTS = current_SLOTS + item[2]*getElementData(getLocalPlayer(),item[1])
end
end
for id, item in ipairs(inventoryItems["Ammo"]) do
if getElementData(getLocalPlayer(),item[1]) and getElementData(getLocalPlayer(),item[1]) >= 1 then
current_SLOTS = current_SLOTS + item[2]*getElementData(getLocalPlayer(),item[1])
end
end
for id, item in ipairs(inventoryItems["Food"]) do
if getElementData(getLocalPlayer(),item[1]) and getElementData(getLocalPlayer(),item[1]) >= 1 then
current_SLOTS = current_SLOTS + item[2]*getElementData(getLocalPlayer(),item[1])
end
end
for id, item in ipairs(inventoryItems["Items"]) do
if getElementData(getLocalPlayer(),item[1]) and getElementData(getLocalPlayer(),item[1]) >= 1 then
current_SLOTS = current_SLOTS + item[2]*getElementData(getLocalPlayer(),item[1])
end
end
return math.floor(current_SLOTS)
end
function getLootCurrentSlots(loot)
local current_SLOTS = 0
for id, item in ipairs(inventoryItems["Weapons"]["Primary Weapon"]) do
if getElementData(loot,item[1]) and getElementData(loot,item[1]) >= 1 then
current_SLOTS = current_SLOTS + item[2]*getElementData(loot,item[1])
end
end
for id, item in ipairs(inventoryItems["Weapons"]["Secondary Weapon"]) do
if getElementData(loot,item[1]) and getElementData(loot,item[1]) >= 1 then
current_SLOTS = current_SLOTS + item[2]*getElementData(loot,item[1])
end
end
for id, item in ipairs(inventoryItems["Weapons"]["Specially Weapon"]) do
if getElementData(loot,item[1]) and getElementData(loot,item[1]) >= 1 then
current_SLOTS = current_SLOTS + item[2]*getElementData(loot,item[1])
end
end
for id, item in ipairs(inventoryItems["Ammo"]) do
if getElementData(loot,item[1]) and getElementData(loot,item[1]) >= 1 then
current_SLOTS = current_SLOTS + item[2]*getElementData(loot,item[1])
end
end
for id, item in ipairs(inventoryItems["Food"]) do
if getElementData(loot,item[1]) and getElementData(loot,item[1]) >= 1 then
current_SLOTS = current_SLOTS + item[2]*getElementData(loot,item[1])
end
end
for id, item in ipairs(inventoryItems["Items"]) do
if getElementData(loot,item[1]) and getElementData(loot,item[1]) >= 1 then
current_SLOTS = current_SLOTS + item[2]*getElementData(loot,item[1])
end
end
return math.floor(current_SLOTS)
end
function getItemSlots(itema)
local current_SLOTS = 0
for id, item in ipairs(inventoryItems["Weapons"]["Primary Weapon"]) do
if itema == item[1] then
return item[2]
end
end
for id, item in ipairs(inventoryItems["Weapons"]["Secondary Weapon"]) do
if itema == item[1] then
return item[2]
end
end
for id, item in ipairs(inventoryItems["Weapons"]["Specially Weapon"]) do
if itema == item[1] then
return item[2]
end
end
for id, item in ipairs(inventoryItems["Ammo"]) do
if itema == item[1] then
return item[2]
end
end
for id, item in ipairs(inventoryItems["Food"]) do
if itema == item[1] then
return item[2]
end
end
for id, item in ipairs(inventoryItems["Items"]) do
if itema == item[1] then
return item[2]
end
end
return false
end
function isToolbeltItem(itema)
local current_SLOTS = 0
for id, item in ipairs(inventoryItems["Toolbelt"]) do
if itema == item[1] then
return true
end
end
return false
end
vehicleAddonsInfo = {
-- {Model ID, Колеса, Двигатель, Бензобак}
{422,4,1,1},
{470,4,1,1},
{468,2,1,1},
{433,6,1,1},
{437,6,1,1},
{509,0,0,0},
{487,0,1,1},
{497,0,1,1},
{453,0,1,1},
}
function getVehicleAddonInfos (id)
for i,veh in ipairs(vehicleAddonsInfo) do
if veh[1] == id then
return veh[2],veh[3], veh[4]
end
end
end
--OTHER ITEM STUFF
vehicleFuelTable = {
-- {Model ID, Max Бензин}
{411,80},
{500,80},
{471,30},
{422,80},
{470,100},
{468,30},
{433,140},
{437,140},
{509,0},
{487,60},
{497,60},
{453,60},
}
function getVehicleMaxFuel(loot)
local modelID = getElementModel(getElementData(loot,"parent"))
for i,vehicle in ipairs(vehicleFuelTable) do
if modelID == vehicle[1] then
return vehicle[2]
end
end
return false
end
function onPlayerMoveItemOutOfInventory ()
if playerMovedInInventory then startRollMessage2("Inventory", "Не торопись!", 255, 22, 0 ) return end -- [ID:0000005 - Several grammar + spelling mistakes and typos] //L
local itemName = guiGridListGetItemText ( gridlistItems["inventory"], guiGridListGetSelectedItem ( gridlistItems["inventory"] ), 1 )
if getElementData(getLocalPlayer(),itemName) and getElementData(getLocalPlayer(),itemName) >= 1 then
if isPlayerInLoot() then
local isVehicle = getElementData(isPlayerInLoot(),"vehicle")
local isTent = getElementData(isPlayerInLoot(),"tent")
if isVehicle and not isTent then
local veh = getElementData(isPlayerInLoot(),"parent")
local tires,engine,parts = getVehicleAddonInfos (getElementModel(veh))
if itemName == "Колесо" and (getElementData(isPlayerInLoot(),"Колесо_inVehicle") or 0) < tires or itemName == "Двигатель" and (getElementData(isPlayerInLoot(),"Двигатель_inVehicle") or 0) < engine or itemName == "Бензобак" and (getElementData(isPlayerInLoot(),"Parts_inVehicle") or 0) < parts then
if itemName == "Бензобак" then itemName = "Parts" end
triggerEvent("onPlayerMoveItemOutOFInventory",getLocalPlayer(),itemName.."_inVehicle",isPlayerInLoot())
playerMovedInInventory = true
setTimer(function()
playerMovedInInventory = false
end,700,1)
elseif isToolbeltItem(itemName) then
triggerEvent("onPlayerMoveItemOutOFInventory",getLocalPlayer(),itemName,isPlayerInLoot())
playerMovedInInventory = true
setTimer(function()
playerMovedInInventory = false
end,700,1)
elseif getLootCurrentSlots(getElementData(getLocalPlayer(),"currentCol")) + getItemSlots(itemName) <= getLootMaxAviableSlots(isPlayerInLoot()) then
triggerEvent("onPlayerMoveItemOutOFInventory",getLocalPlayer(),itemName,isPlayerInLoot())
playerMovedInInventory = true
setTimer(function()
playerMovedInInventory = false
end,700,1)
else
startRollMessage2("Inventory", "Инвентарь полон!", 255, 22, 0 )
return
end
elseif isToolbeltItem(itemName) then
triggerEvent("onPlayerMoveItemOutOFInventory",getLocalPlayer(),itemName,isPlayerInLoot())
playerMovedInInventory = true
setTimer(function()
playerMovedInInventory = false
end,700,1)
elseif getLootCurrentSlots(getElementData(getLocalPlayer(),"currentCol")) + getItemSlots(itemName) <= getLootMaxAviableSlots(isPlayerInLoot()) then
triggerEvent("onPlayerMoveItemOutOFInventory",getLocalPlayer(),itemName,isPlayerInLoot())
playerMovedInInventory = true
setTimer(function()
playerMovedInInventory = false
end,700,1)
else
startRollMessage2("Inventory", "Инвентарь полон!", 255, 22, 0 )
return
end
else
triggerEvent("onPlayerMoveItemOutOFInventory",getLocalPlayer(),itemName,isPlayerInLoot())
playerMovedInInventory = true
setTimer(function()
playerMovedInInventory = false
end,700,1)
end
end
local gearName = guiGetText(headline["loot"])
local col = getElementData(getLocalPlayer(),"currentCol")
setTimer(refreshInventory,200,2)
if isPlayerInLoot() then
setTimer(refreshLoot,200,2,col,gearName)
end
end
addEventHandler ( "onClientGUIClick", buttonItems["inventory"], onPlayerMoveItemOutOfInventory )
function onPlayerMoveItemOutOFInventory (itemName,loot)
local itemPlus = 1
if itemName == "M1911 Mag" then
itemPlus = 7
elseif itemName == "M9 SD Mag" then
itemPlus = 15
elseif itemName == ".45ACP" then
itemPlus = 7
elseif itemName == "PDW Mag" then
itemPlus = 30
elseif itemName == "MP5A5 Mag" then
itemPlus = 20
elseif itemName == "AK" then
itemPlus = 30
elseif itemName == "STANAG" then
itemPlus = 20
elseif itemName == "1866 Slug" then
itemPlus = 7
elseif itemName == "2Rnd. Slug" then
itemPlus = 2
elseif itemName == "SPAZ-12 Pellet" then
itemPlus = 7
elseif itemName == "CZ550 Mag" then
itemPlus = 5
elseif itemName == "Lee Enfield Mag" then
itemPlus = 10
elseif itemName == "M136 Rocket" then
itemPlus = 0
elseif itemName == "М4А1 CCO" or itemName == "AK-74" or itemName == "CZ550" or itemName == "Винчестер 1866" or itemName == "SPAZ-12 Combat Shotgun" or itemName == "Sawn-Off Shotgun" or itemName == "Heat-Seeking RPG" or itemName == "M136 Rocket Launcher" or itemName == "Lee Enfield" then
triggerServerEvent("removeBackWeaponOnDrop",getLocalPlayer())
end
if loot then
if not getElementData(loot,"itemloot") and getElementType(getElementData(loot,"parent")) == "vehicle" then
if itemName == "Наполненная канистра" then
if getElementData(loot,"fuel")+20 < getVehicleMaxFuel(loot) then
addingfuel = 20
elseif getElementData(loot,"fuel")+20 > getVehicleMaxFuel(loot)+15 then
triggerEvent ("displayClientInfo", getLocalPlayer(),"Vehicle","Бензобак полон!",255,22,0)
return
else
addingfuel = getVehicleMaxFuel(loot)-getElementData(loot,"fuel")
end
setElementData(loot,"fuel",getElementData(loot,"fuel")+addingfuel)
setElementData(getLocalPlayer(),itemName,getElementData(getLocalPlayer(),itemName)-itemPlus)
setElementData(getLocalPlayer(),"Пустая канистра",(getElementData(getLocalPlayer(),"Пустая канистра") or 0)+itemPlus)
triggerEvent ("displayClientInfo", getLocalPlayer(),"Vehicle","Вы заправили транспорт на 20 литров!",22,255,0)
return
end
end
end
itemName2 = itemName
if itemName == "Колесо_inVehicle" then itemName2 = "Колесо" end
if itemName == "Двигатель_inVehicle" then itemName2 = "Двигатель" end
if itemName == "Parts_inVehicle" then itemName2 = "Бензобак" end
if (getElementData(getLocalPlayer(),itemName2) or 0)/itemPlus < 1 then
triggerEvent ("displayClientInfo", getLocalPlayer(),"Inventory","Вы не можете использовать это!",255,22,0)
return
end
if loot then
setElementData(loot,itemName,(getElementData(loot,itemName) or 0)+1)
local players = getElementsWithinColShape (loot,"player")
if #players > 1 then
triggerServerEvent("onPlayerChangeLoot",getRootElement(),loot)
end
if not getElementData(loot,"itemloot") and getElementType(getElementData(loot,"parent")) == "vehicle" then
end
else
triggerServerEvent("playerDropAItem",getLocalPlayer(),itemName)
end
if itemName == "Колесо_inVehicle" then itemName = "Колесо" end
if itemName == "Двигатель_inVehicle" then itemName = "Двигатель" end
if itemName == "Parts_inVehicle" then itemName = "Бензобак" end
setElementData(getLocalPlayer(),itemName,getElementData(getLocalPlayer(),itemName)-itemPlus)
if loot and getElementData(loot,"itemloot") then
triggerServerEvent("refreshItemLoot",getRootElement(),loot,getElementData(loot,"parent"))
end
end
addEvent( "onPlayerMoveItemOutOFInventory", true )
addEventHandler( "onPlayerMoveItemOutOFInventory", getRootElement(), onPlayerMoveItemOutOFInventory )
function onPlayerMoveItemInInventory ()
local itemName = guiGridListGetItemText ( gridlistItems["loot"], guiGridListGetSelectedItem ( gridlistItems["loot"] ), 1 )
if isPlayerInLoot() then
if getElementData(isPlayerInLoot(),itemName) and getElementData(isPlayerInLoot(),itemName) >= 1 then
if not isToolbeltItem(itemName) then
if getPlayerCurrentSlots() + getItemSlots(itemName) <= getPlayerMaxAviableSlots() then
if not playerMovedInInventory then
triggerEvent("onPlayerMoveItemInInventory",getLocalPlayer(),itemName,isPlayerInLoot())
playerMovedInInventory = true
setTimer(function()
playerMovedInInventory = false
end,700,1)
else
startRollMessage2("Inventory", "Не торопись!", 255, 22, 0 )
return
end
else
startRollMessage2("Inventory", "Инвентарь полон!", 255, 22, 0 )
return
end
else
playerMovedInInventory = true
setTimer(function()
playerMovedInInventory = false
end,700,1)
triggerEvent("onPlayerMoveItemInInventory",getLocalPlayer(),itemName,isPlayerInLoot())
end
end
if isPlayerInLoot() then
local gearName = guiGetText(headline["loot"])
local col = getElementData(getLocalPlayer(),"currentCol")
setTimer(refreshInventory,200,2)
setTimer(refreshLoot,200,2,col,gearName)
end
end
end
addEventHandler ( "onClientGUIClick", buttonItems["loot"], onPlayerMoveItemInInventory )
function onPlayerMoveItemInInventory (itemName,loot)
local itemPlus = 1
if itemName == "M1911 Mag" then
itemPlus = 7
elseif itemName == "M9 SD Mag" then
itemPlus = 15
elseif itemName == ".45ACP" then
itemPlus = 7
elseif itemName == "PDW Mag" then
itemPlus = 30
elseif itemName == "MP5A5 Mag" then
itemPlus = 20
elseif itemName == "AK" then
itemPlus = 30
elseif itemName == "STANAG" then
itemPlus = 20
elseif itemName == "1866 Slug" then
itemPlus = 7
elseif itemName == "2Rnd. Slug" then
itemPlus = 2
elseif itemName == "SPAZ-12 Pellet" then
itemPlus = 7
elseif itemName == "CZ550 Mag" then
itemPlus = 5
elseif itemName == "Lee Enfield Mag" then
itemPlus = 10
elseif itemName == "M136 Rocket" then
itemPlus = 0
elseif itemName == "Assault Pack (ACU)" then
if getElementData(getLocalPlayer(),"MAX_Slots") == 12 then triggerEvent (getLocalPlayer(), "displayClientInfo", getLocalPlayer(),"Inventory","You are using this backpack already!",255,22,0) return end
if getElementData(getLocalPlayer(),"MAX_Slots") > 12 then triggerEvent (getLocalPlayer(), "displayClientInfo", getLocalPlayer(),"Inventory","The currently equipped backpack has more space!",255,22,0) return end
setElementData(getLocalPlayer(),"MAX_Slots",12)
setElementData(loot,itemName,getElementData(loot,itemName)-1)
itemPlus = 0
elseif itemName == "Alice Pack" then
if getElementData(getLocalPlayer(),"MAX_Slots") == 16 then triggerEvent (getLocalPlayer(), "displayClientInfo", getLocalPlayer(),"Inventory","You are using this backpack already!",255,22,0) return end
if getElementData(getLocalPlayer(),"MAX_Slots") > 16 then triggerEvent (getLocalPlayer(), "displayClientInfo", getLocalPlayer(),"Inventory","The currently equipped backpack has more space!",255,22,0) return end
setElementData(getLocalPlayer(),"MAX_Slots",16)
setElementData(loot,itemName,getElementData(loot,itemName)-1)
itemPlus = 0
elseif itemName == "Czech Backpack" then
if getElementData(getLocalPlayer(),"MAX_Slots") == 26 then triggerEvent (getLocalPlayer(), "displayClientInfo", getLocalPlayer(),"Inventory","You are using this backpack already!",255,22,0) return end
if getElementData(getLocalPlayer(),"MAX_Slots") > 26 then triggerEvent (getLocalPlayer(), "displayClientInfo", getLocalPlayer(),"Inventory","The currently equipped backpack has more space!",255,22,0) return end
setElementData(getLocalPlayer(),"MAX_Slots",26)
setElementData(loot,itemName,getElementData(loot,itemName)-1)
itemPlus = 0
elseif itemName == "Coyote Backpack" then
if getElementData(getLocalPlayer(),"MAX_Slots") == 36 then triggerEvent (getLocalPlayer(), "displayClientInfo", getLocalPlayer(),"Inventory","You already have the best backpack!",255,22,0) return end
if getElementData(getLocalPlayer(),"MAX_Slots") > 36 then triggerEvent (getLocalPlayer(), "displayClientInfo", getLocalPlayer(),"Inventory","The currently equipped backpack has more space!",255,22,0) return end
setElementData(getLocalPlayer(),"MAX_Slots",36)
setElementData(loot,itemName,getElementData(loot,itemName)-1)
itemPlus = 0
end
if loot then
--if itemPlus > (getElementData(loot,itemName) or 0) then
--itemPlus = getElementData(loot,itemName)
--end
setElementData(getLocalPlayer(),itemName,(getElementData(getLocalPlayer(),itemName) or 0)+itemPlus)
if itemPlus == 0 then
setElementData(loot,itemName,getElementData(loot,itemName)-0)
else
setElementData(loot,itemName,getElementData(loot,itemName)-1)
end
local players = getElementsWithinColShape (loot,"player")
if #players > 1 then
triggerServerEvent("onPlayerChangeLoot",getRootElement(),loot)
end
end
if getElementData(loot,"itemloot") then
triggerServerEvent("refreshItemLoot",getRootElement(),loot,getElementData(loot,"parent"))
end
end
addEvent( "onPlayerMoveItemInInventory", true )
addEventHandler( "onPlayerMoveItemInInventory", getRootElement(), onPlayerMoveItemInInventory )
function onClientOpenInventoryStopMenu ()
triggerEvent("disableMenu",getLocalPlayer())
end
function isPlayerInLoot()
if getElementData(getLocalPlayer(),"loot") then
return getElementData(getLocalPlayer(),"currentCol")
end
return false
end
------------------------------------------------------------------------------
--right-click menu
function onPlayerPressRightKeyInInventory ()
local itemName = guiGridListGetItemText ( gridlistItems["inventory"], guiGridListGetSelectedItem ( gridlistItems["inventory"] ), 1 )
local itemName,itemInfo = getInventoryInfosForRightClickMenu(itemName)
if isCursorShowing() and guiGetVisible(inventoryWindows) and itemInfo then
if itemName == "Спички" then
if getElementData(getLocalPlayer(),"Дрова") == 0 then
return
end
end
if itemName == "Бинт" then
if getElementData(getLocalPlayer(),"bleeding") == 0 then
return
end
end
if itemName == "Аптечка" then
if getElementData(getLocalPlayer(),"blood") > 10500 then
return
end
end
if itemName == "Грелка" then
if getElementData(getLocalPlayer(),"temperature") > 35 then
return
end
end
if itemName == "Болеутоляющие" then
if not getElementData(getLocalPlayer(),"pain") then
return
end
end
if itemName == "Морфий" then
if not getElementData(getLocalPlayer(),"brokenbone") then
return
end
end
if itemName == "Пакет крови" then
--if getElementData(getLocalPlayer(),"blood") < 1150 then
return
--end
end
showRightClickInventoryMenu (itemName,itemInfo)
end
end
bindKey("mouse2","down",onPlayerPressRightKeyInInventory)
function getInventoryInfosForRightClickMenu(itemName)
for i,itemInfo in ipairs(inventoryItems["Weapons"]["Primary Weapon"]) do
if itemName == itemInfo[1] then
return itemName,"Взять осн. оружие"
end
end
for i,itemInfo in ipairs(inventoryItems["Weapons"]["Secondary Weapon"]) do
if itemName == itemInfo[1] then
return itemName,"Взять доп. оружие"
end
end
for i,itemInfo in ipairs(inventoryItems["Weapons"]["Specially Weapon"]) do
if itemName == itemInfo[1] then
return itemName,"Взять спец. оружие"
end
end
for i,itemInfo in ipairs(inventoryItems["Ammo"]) do
if itemName == itemInfo[1] then
return itemName,false
end
end
for i,itemInfo in ipairs(inventoryItems["Food"]) do
if itemName == itemInfo[1] then
if itemInfo[1] == "Фляга" or itemInfo[1] == "Молоко" or itemInfo[1] == "Банка соды" then
info = "Выпить"
else
info = "Съесть"
end
return itemName,info
end
end
for i,itemInfo in ipairs(inventoryItems["Items"]) do
if itemName == itemInfo[1] then
return itemName,itemInfo[3] or false
end
end
for i,itemInfo in ipairs(inventoryItems["Toolbelt"]) do
if itemName == itemInfo[1] then
return itemName,itemInfo[3] or false
end
end
end
rightclickWindow = guiCreateStaticImage(0,0,0.05,0.0215,"images/scrollmenu_1.png",true)
headline["rightclickmenu"] = guiCreateLabel(0,0,1,1,"",true,rightclickWindow)
guiLabelSetHorizontalAlign (headline["rightclickmenu"],"center")
guiLabelSetVerticalAlign (headline["rightclickmenu"],"center")
guiSetFont (headline["rightclickmenu"], "default-bold-small" )
guiSetVisible(rightclickWindow,false)
function showRightClickInventoryMenu (itemName,itemInfo)
if itemInfo then
local screenx, screeny, worldx, worldy, worldz = getCursorPosition()
guiSetVisible(rightclickWindow,true)
guiSetText(headline["rightclickmenu"],itemInfo)
local whith = guiLabelGetTextExtent (headline["rightclickmenu"])
guiSetPosition(rightclickWindow,screenx,screeny,true)
local x,y = guiGetSize(rightclickWindow,false)
guiSetSize(rightclickWindow,whith,y,false)
guiBringToFront(rightclickWindow)
setElementData(rightclickWindow,"iteminfo",{itemName,itemInfo})
end
end
function hideRightClickInventoryMenu ()
guiSetVisible(rightclickWindow,false)
end
function onPlayerClickOnRightClickMenu (button,state)
if button == "left" then
local itemName,itemInfo = getElementData(rightclickWindow,"iteminfo")[1],getElementData(rightclickWindow,"iteminfo")[2]
hideRightClickInventoryMenu ()
playerUseItem(itemName,itemInfo)
end
end
addEventHandler("onClientGUIClick",headline["rightclickmenu"],onPlayerClickOnRightClickMenu,false)
local playerFire = {}
local fireCounter = 0
function playerUseItem(itemName,itemInfo)
if itemInfo == "Выпить" then
triggerServerEvent("onPlayerRequestChangingStats",getLocalPlayer(),itemName,itemInfo,"thirst")
elseif itemInfo == "Съесть" then
triggerServerEvent("onPlayerRequestChangingStats",getLocalPlayer(),itemName,itemInfo,"food")
elseif itemInfo == "Переодется" then
triggerServerEvent("onPlayerChangeSkin",getLocalPlayer(),itemName)
elseif itemName == "Пустая фляга" then
triggerServerEvent("onPlayerRefillWaterBottle",getLocalPlayer(),itemName)
elseif itemName == "Палатка" then
triggerServerEvent("onPlayerPitchATent",getLocalPlayer(),itemName)
elseif itemInfo == "Поставить проволоку" then
triggerServerEvent("onPlayerBuildAWireFence",getLocalPlayer(),itemName)
elseif itemName == "Фаер" then
triggerServerEvent("onPlayerPlaceRoadflare",getLocalPlayer(),itemName)
elseif itemInfo == "Поджечь" then
triggerServerEvent("onPlayerMakeAFire",getLocalPlayer(),itemName)
elseif itemInfo == "Исп." then
triggerServerEvent("onPlayerUseMedicObject",getLocalPlayer(),itemName)
elseif itemName == "Бинт" then
triggerServerEvent("onPlayerUseMedicObject",getLocalPlayer(),itemName)
elseif itemInfo == "Исп. Googles" then
triggerServerEvent("onPlayerChangeView",getLocalPlayer(),itemName)
elseif itemInfo == "Взять осн. оружие" then
triggerServerEvent("onPlayerRearmWeapon",getLocalPlayer(),itemName,1)
elseif itemInfo == "Взять доп. оружие" then
triggerServerEvent("onPlayerRearmWeapon",getLocalPlayer(),itemName,2)
elseif itemInfo == "Взять спец. оружие" then
triggerServerEvent("onPlayerRearmWeapon",getLocalPlayer(),itemName,3)
end
end
weaponAmmoTable = {
["M1911 Mag"] = {
{"M1911",22},
},
["M9 SD Mag"] = {
{"M9 SD",23},
},
[".45ACP"] = {
{"Револьвер",24},
},
["PDW Mag"] = {
{"PDW",28},
},
["MP5A5 Mag"] = {
{"MP5A5",29},
},
["AK"] = {
{"AK-74",30},
},
["STANAG"] = {
{"М4А1 CCO",31},
},
["1866 Slug"] = {
{"Винчестер 1866",25},
},
["2Rnd. Slug"] = {
{"Sawn-Off Shotgun",26},
},
["SPAZ-12 Pellet"] = {
{"SPAZ-12 Combat Shotgun",27},
},
["CZ550 Mag"] = {
{"CZ550",34},
},
["Lee Enfield Mag"] = {
{"Lee Enfield",33},
},
["M136 Rocket"] = {
{"Heat-Seeking RPG",36},
{"M136 Rocket Launcher",35},
},
["others"] = {
{"Парашют",46},
{"Satchel",39},
{"Tear Gas",17},
{"Оск. граната M67",16},
{"Охотничий нож",4},
{"Топор",8},
{"Бинокль",43},
{"Бейсбольная бита",5},
{"Лопата",6},
{"Клюшка для гольфа",2},
},
}
function getWeaponAmmoType2 (weaponName)
for i,weaponData in ipairs(weaponAmmoTable["others"]) do
if weaponName == weaponData[2] then
return weaponData[1],weaponData[2]
end
end
for i,weaponData in ipairs(weaponAmmoTable["M1911 Mag"]) do
if weaponName == weaponData[2] then
return "M1911 Mag",weaponData[2]
end
end
for i,weaponData in ipairs(weaponAmmoTable["M9 SD Mag"]) do
if weaponName == weaponData[2] then
return "M9 SD Mag",weaponData[2]
end
end
for i,weaponData in ipairs(weaponAmmoTable[".45ACP"]) do
if weaponName == weaponData[2] then
return ".45ACP",weaponData[2]
end
end
for i,weaponData in ipairs(weaponAmmoTable["PDW Mag"]) do
if weaponName == weaponData[2] then
return "PDW Mag",weaponData[2]
end
end
for i,weaponData in ipairs(weaponAmmoTable["MP5A5 Mag"]) do
if weaponName == weaponData[2] then
return "MP5A5 Mag",weaponData[2]
end
end
for i,weaponData in ipairs(weaponAmmoTable["AK"]) do
if weaponName == weaponData[2] then
return "AK",weaponData[2]
end
end
for i,weaponData in ipairs(weaponAmmoTable["STANAG"]) do
if weaponName == weaponData[2] then
return "STANAG",weaponData[2]
end
end
for i,weaponData in ipairs(weaponAmmoTable["1866 Slug"]) do
if weaponName == weaponData[2] then
return "1866 Slug",weaponData[2]
end
end
for i,weaponData in ipairs(weaponAmmoTable["SPAZ-12 Pellet"]) do
if weaponName == weaponData[2] then
return "SPAZ-12 Pellet",weaponData[2]
end
end
for i,weaponData in ipairs(weaponAmmoTable["2Rnd. Slug"]) do
if weaponName == weaponData[2] then
return "2Rnd. Slug",weaponData[2]
end
end
for i,weaponData in ipairs(weaponAmmoTable["CZ550 Mag"]) do
if weaponName == weaponData[2] then
return "CZ550 Mag",weaponData[2]
end
end
for i,weaponData in ipairs(weaponAmmoTable["Lee Enfield Mag"]) do
if weaponName == weaponData[2] then
return "Lee Enfield Mag",weaponData[2]
end
end
for i,weaponData in ipairs(weaponAmmoTable["M136 Rocket"]) do
if weaponName == weaponData[2] then
return "M136 Rocket",weaponData[2]
end
end
end
function weaponSwitch (weapon)
if source == getLocalPlayer() then
local ammoName,_ = getWeaponAmmoType2 (weapon)
if getElementData(getLocalPlayer(),ammoName) > 0 then
setElementData(getLocalPlayer(),ammoName,getElementData(getLocalPlayer(),ammoName)-1)
end
end
end
addEventHandler ( "onClientPlayerWeaponFire", getLocalPlayer(), weaponSwitch )
bindKey("mouse_wheel_up", "down", function(key, state)
setRadioChannel ( 0 )
end)
bindKey("mouse_wheel_down", "down", function(key, state)
setRadioChannel ( 0 )
end)
bindKey("r", "down", function(key, state)
setRadioChannel ( 0 )
end)
addEventHandler ( "onClientPlayerVehicleEnter", localPlayer,
function ( )
setRadioChannel ( 0 )
setPlayerHudComponentVisible ("radio",false)
end)
-- pickups.lua
getResourceRootElement(getThisResource())
function checkResourceRequirements ( res )
local reason = false
if getResourceName(getThisResource()) ~= "DayZ" then
reason = "Игровой ник of resource does not match (DayZ)!"
end
if reason ~= false then
outputServerLog ( "Resource " .. getResourceName(res) .. " wasn't started: ("..reason..")." )
outputChatBox ( "Resource " .. getResourceName(res) .. " wasn't started: ("..reason..").", getRootElement(), 255, 255, 255 )
outputConsole ( "Resource " .. getResourceName(res) .. " wasn't started: ("..reason..")." )
outputDebugString ( "Resource " .. getResourceName(res) .. " wasn't started: ("..reason..")." )
cancelEvent()
end
end
addEventHandler ( "onResourceStart", getResourceRootElement(getThisResource()), checkResourceRequirements )
local itemTable = {
----------------------
["farm"] = {
{"Дрова",1463,0.4,0,13},
{"Бинт",1578,0.5,0,4},
{"Фляга",2683,1,0,6},
{"Банка макарон",2770,1,0,6},
{"Банка бобов",2601,1,0,6},
{"Гамбургер",2768,1,0,6},
{"Пустая банка соды",2673,0.5,0,12},
{"Объедки",2675,0.5,0,12},
{"Банка соды",2647,1,0,9},
{"Пустая канистра",1650,1,0,10},
{"Охотничий нож",335,1,90,4},
{"Спички",328,0.4,90,8},
{"Револьвер",348,1,90,0.2},
{"Морфий",1579,1,0,4},
{"Палатка",1279,1,0,0.5},
{"M1911",346,1,90,4},
{"Болеутоляющие",2709,3,0,3.5},
{"Lee Enfield",357,1,90,0.3},
{"Винчестер 1866",349,1,90,0.3},
{"Колесо",1073,1,0,2},
{"Бензобак",1008,1,0.8,2},
{"Женский скин",1241,2,0,2.5},
{"Карта",1277,0.8,90,6},
{"GPS",2976,0.15,0,2},
},
----------------------
["residential"] = {
{"Спички",328,0.4,90,5},
{"Дрова",1463,0.4,0,5},
{"M1911",346,1,90,1.5},
{"M9 SD",347,1,90,1.9},
{"Винчестер 1866",349,1,90,0.1},
{"PDW",352,1,90,1},
{"Охотничий нож",335,1,90,3},
{"Топор",339,1,90,1},
{"Пицца",1582,1,0,7},
{"Банка соды",2647,1,0,7},
{"Пустая канистра",1650,1,0,9},
{"Фаер",324,1,90,9},
{"Молоко",2856,1,0,7},
{"Assault Pack (ACU)",3026,1,0,6},
{"Болеутоляющие",2709,3,0,7},
{"Пустая банка соды",2673,0.5,0,12},
{"Объедки",2675,0.5,0,12},
{"Оск. граната M67",342,1,0,0.01},
{"Револьвер",348,1,90,0.4},
{"Sawn-Off Shotgun",350,1,90,0.3},
{"SPAZ-12 Combat Shotgun",351,1,90,0.4},
{"MP5A5",353,1,90,0.4},
{"Часы",2710,1,0,3},
{"Грелка",1576,5,0,6},
{"Колючая проволока",933,0.25,0,1},
{"Lee Enfield",357,1,90,0.3},
{"Alice Pack",1248,1,0,1.5},
{"Колесо",1073,1,0,1},
{"Бензобак",1008,0.8,0,1},
{"Морфий",1579,1,0,2},
{"Женский скин",1241,2,0,9},
{"Карта",1277,0.8,90,10},
{"GPS",2976,0.15,0,3},
{"Банка макарон",2770,1,0,7},
{"Банка бобов",2601,1,0,7},
--{"TEC-9",372,1,90,0},
{"Гамбургер",2768,1,0,7},
{"Клюшка для гольфа",333,1,90,3},
{"Бейсбольная бита",336,1,90,3},
{"Лопата",337,1,90,3},
},
----------------------
["military"] = {
{"Спички",328,0.4,90,2},
{"M1911",346,1,90,5},
{"M9 SD",347,1,90,4},
{"Винчестер 1866",349,1,90,3},
{"PDW",352,1,90,4},
{"Охотничий нож",335,1,90,2.4},
{"Топор",339,1,90,2.1},
{"Пицца",1582,1,0,2},
{"Банка соды",2647,1,0,2},
{"Пустая канистра",1650,1,0,4},
{"Фаер",324,1,90,4},
{"Молоко",2856,1,0,1},
{"Болеутоляющие",2709,3,0,4},
{"Пустая банка соды",2673,0.5,0,12},
{"Объедки",2675,0.5,0,12},
{"Оск. граната M67",342,1,0,0.5},
{"Sawn-Off Shotgun",350,1,90,2.3},
{"SPAZ-12 Combat Shotgun",351,1,90,2.3},
{"MP5A5",353,1,90,2.8},
{"Часы",2710,1,0,4},
{"Грелка",1576,5,0,3},
{"Колючая проволока",933,0.25,0,1},
{"Lee Enfield",357,1,90,3.5},
{"Alice Pack",1248,1,0,4},
{"Очки ночного видения",368,1,90,4},
{"Бинокль",369,1,0,4},
{"Колесо",1073,1,0,2},
{"Бензобак",1008,0.8,0,2},
{"Морфий",1579,1,0,4},
{"Армейский камуфляж",1247,2,0,4.5},
{"Женский скин",1241,2,0,3},
--{"TEC-9",372,1,90,3},
{"AK-74",355,1,90,3.8},
{"GPS",2976,0.15,0,3},
{"Карта",1277,0.8,90,7},
{"Инструменты",2969,0.5,0,1},
{"Двигатель",929,0.3,0,2},
{"Палатка",1279,1,0,4.5},
{"Камуфляж снайпера",1213,2,0,0.3},
{"М4А1 CCO",356,1,90,2.4},
{"CZ550",358,1,90,0.4},
{"Инфокрасные очки",369,1,90,3},
{"Assault Pack (ACU)",3026,1,0,5},
{"Czech Backpack",1239,1,0,2},
{"Рация",330,1,0,6},
{"Coyote Backpack",1252,1,0,0.9},
{"Лопата",337,1,90,1},
},
----------------------
["industrial"] = {
{"Колючая проволока",933,0.25,0,7},
{"Инструменты",2969,0.5,0,3},
{"Колесо",1073,1,0,4},
{"Двигатель",929,0.3,0,3.5},
{"Бензобак",1008,1,0.8,4},
{"Винчестер 1866",349,1,90,3},
{"Фляга",2683,1,0,4},
{"Банка макарон",2770,1,0,4},
{"Банка бобов",2601,1,0,4},
{"Гамбургер",2768,1,0,4},
{"Пустая банка соды",2673,0.5,0,12},
{"Объедки",2675,0.5,0,10},
{"Банка соды",2647,1,0,4},
{"Пустая канистра",1650,1,0,6},
{"Наполненная канистра",1650,1,0,1.5},
{"Карта",1277,0.8,90,3},
{"Часы",2710,1,0,2},
{"Спички",328,0.4,90,5},
{"Дрова",1463,0.4,0,2},
{"M1911",346,1,90,1.5},
{"PDW",352,1,90,2},
{"Охотничий нож",335,1,90,2},
{"Топор",339,1,90,1.5},
{"Пицца",1582,1,0,4},
{"Фаер",324,1,90,5},
{"Молоко",2856,1,0,4},
{"Assault Pack (ACU)",3026,1,0,6},
{"Coyote Backpack",1252,1,0,0.5},
{"Рация",330,1,0,6},
{"Клюшка для гольфа",333,1,90,1.5},
{"Бейсбольная бита",336,1,90,1.5},
{"Лопата",337,1,90,1.5},
{"Очки ночного видения",368,1,90,1.5},
},
----------------------
["supermarket"] = {
{"Жареное мясо",2804,0.5,90,8},
{"Спички",328,0.4,90,5},
{"Дрова",1463,0.4,0,5},
{"M1911",346,1,90,3.5},
{"PDW",352,1,90,2},
{"Охотничий нож",335,1,90,3},
{"Топор",339,1,90,2.1},
{"Пицца",1582,1,0,7},
{"Банка соды",2647,1,0,7},
{"Пустая канистра",1650,1,0,5},
{"Фаер",324,1,90,6},
{"Молоко",2856,1,0,7},
{"Assault Pack (ACU)",3026,1,0,6},
{"Банка макарон",2770,1,0,7},
{"Банка бобов",2601,1,0,7},
{"Гамбургер",2768,1,0,7},
{"Болеутоляющие",2709,3,0,7},
{"Пустая банка соды",2673,0.5,0,12},
{"Объедки",2675,0.5,0,12},
{"MP5A5",353,1,90,0.5},
{"Часы",2710,1,0,3},
{"Грелка",1576,5,0,6},
{"Колючая проволока",933,0.25,0,1},
{"Lee Enfield",357,1,90,0.2},
{"Alice Pack",1248,1,0,0.5},
{"Колесо",1073,1,0,1},
{"Бензобак",1008,1,0.8,2},
{"Морфий",1579,1,0,2},
{"Женский скин",1241,2,0,3.5},
{"Карта",1277,0.8,90,4},
{"GPS",2976,0.15,0,1},
{"Рация",330,1,0,6},
{"Клюшка для гольфа",333,1,90,1.9},
{"Бейсбольная бита",336,1,90,1.4},
{"Лопата",337,1,90,0.3},
},
["other"] = {
{"Жареное мясо",2804,0.5,90},
{"Сырое мясо",2806,0.5,90},
{"Наполненная канистра",1650,1,0},
{"Пустая фляга",2683,1,0},
{"Одежда выжившего",1577,2,0},
{"Очки ночного видения",368,1,90},
{"Инфокрасные очки",369,1,90},
{"1866 Slug",2358,2,0},
{"2Rnd. Slug",2358,2,0},
{"SPAZ-12 Pellet",2358,2,0},
{"MP5A5 Mag",2358,2,0},
{"AK",1271,2,0},
{"STANAG",1271,2,0},
{"M1911 Mag",3013,2,0},
{"M9 SD Mag",3013,2,0},
{".45ACP",3013,2,0},
--{"M136 Rocket",3082,0.7,90},
{"CZ550 Mag",2358,2,0},
{"Lee Enfield Mag",2358,2,0},
{"PDW Mag",2041,2,0},
{"MP5A5 Mag",2041,2,0},
{"Спички",328,0.4,90,5},
{"Дрова",1463,0.4,0,5},
{"M1911",346,1,90,3.5},
{"PDW",352,1,90,2},
{"Охотничий нож",335,1,90,2.5},
{"Топор",339,1,90,1.8},
{"Пицца",1582,1,0,7},
{"Банка соды",2647,1,0,7},
{"Пустая канистра",1650,1,0,5},
{"Фаер",324,1,90,6},
{"Молоко",2856,1,0,5},
{"Assault Pack (ACU)",3026,1,0,6},
{"Болеутоляющие",2709,3,0,7},
{"Пустая банка соды",2673,0.5,0,12},
{"Объедки",2675,0.5,0,12},
{"MP5A5",353,1,90,1.5},
{"Часы",2710,1,0,3},
{"Грелка",1576,5,0,6},
{"Колючая проволока",933,0.25,0,1},
{"Lee Enfield",357,1,90,1.5},
{"Alice Pack",1248,1,0,1.5},
{"Coyote Backpack",1252,1,0,0.7},
{"Колесо",1073,1,0,1},
{"Бензобак",1008,1,0.8,4},
{"Морфий",1579,1,0,2},
{"Женский скин",1241,2,0,3.5},
{"Карта",1277,0.8,90,4},
{"Инструменты",2969,0.5,0,3},
{"Двигатель",929,0.3,0,3.5},
{"Винчестер 1866",349,1,90,2},
{"Фляга",2683,1,0,4},
{"M9 SD",347,1,90,5},
{"Оск. граната M67",342,1,0,0.5},
{"Sawn-Off Shotgun",350,1,90,2},
{"SPAZ-12 Combat Shotgun",351,1,90,1.9},
{"Бинокль",369,1,0,4},
{"Армейский камуфляж",1247,2,0,4.5},
--{"TEC-9",372,1,90,4},
{"AK-74",355,1,90,0.9},
{"M136 Rocket Launcher",359,1,90,0},
{"Камуфляж снайпера",1213,2,0,0.01},
{"М4А1 CCO",356,1,90,0.9},
{"CZ550",358,1,90,0.3},
{"Heat-Seeking RPG",360,1,90,0},
{"Бинт",1578,0.5,0,4},
{"Банка макарон",2770,1,0,5},
{"Банка бобов",2601,1,0,6},
{"Гамбургер",2768,1,0,2},
{"Палатка",1279,1,0,0.5},
{"M1911",346,1,90,3},
{"Револьвер",348,1,90,3},
{"GPS",2976,0.15,0,1},
{"Аптечка",2891,2.2,0},
{"Пакет крови",1580,1,0},
{"Рация",2966,0.5,0,5},
{"Клюшка для гольфа",333,1,90,1.9},
{"Бейсбольная бита",336,1,90,1.4},
{"Лопата",337,1,90,1.5},
},
}
weaponAmmoTable = {
["M1911 Mag"] = {
{"M1911",22},
},
["M9 SD Mag"] = {
{"M9 SD",23},
},
[".45ACP"] = {
{"Револьвер",24},
},
["PDW Mag"] = {
{"PDW",28},
},
["MP5A5 Mag"] = {
{"MP5A5",29},
},
["AK"] = {
{"AK-74",30},
},
["STANAG"] = {
{"М4А1 CCO",31},
},
["1866 Slug"] = {
{"Винчестер 1866",25},
},
["2Rnd. Slug"] = {
{"Sawn-Off Shotgun",26},
},
["SPAZ-12 Pellet"] = {
{"SPAZ-12 Combat Shotgun",27},
},
["CZ550 Mag"] = {
{"CZ550",34},
},
["Lee Enfield Mag"] = {
{"Lee Enfield",33},
},
["M136 Rocket"] = {
{"Heat-Seeking RPG",36},
{"M136 Rocket Launcher",35},
},
["others"] = {
{"Парашют",46},
{"Satchel",39},
{"Tear Gas",17},
{"Оск. граната M67",16},
{"Охотничий нож",4},
{"Топор",8},
{"Бинокль",43},
{"Бейсбольная бита",5},
{"Клюшка для гольфа",2},
{"Лопата",6},
{"Рация",1},
},
}
function getWeaponAmmoType (weaponName,notOthers)
if not notOthers then
for i,weaponData in ipairs(weaponAmmoTable["others"]) do
if weaponName == weaponData[1] then
return weaponData[1],weaponData[2]
end
end
end
for i,weaponData in ipairs(weaponAmmoTable["M1911 Mag"]) do
if weaponName == weaponData[1] then
return "M1911 Mag",weaponData[2]
end
end
for i,weaponData in ipairs(weaponAmmoTable["M9 SD Mag"]) do
if weaponName == weaponData[1] then
return "M9 SD Mag",weaponData[2]
end
end
for i,weaponData in ipairs(weaponAmmoTable[".45ACP"]) do
if weaponName == weaponData[1] then
return ".45ACP",weaponData[2]
end
end
for i,weaponData in ipairs(weaponAmmoTable["PDW Mag"]) do
if weaponName == weaponData[1] then
return "PDW Mag",weaponData[2]
end
end
for i,weaponData in ipairs(weaponAmmoTable["MP5A5 Mag"]) do
if weaponName == weaponData[1] then
return "MP5A5 Mag",weaponData[2]
end
end
for i,weaponData in ipairs(weaponAmmoTable["AK"]) do
if weaponName == weaponData[1] then
return "AK",weaponData[2]
end
end
for i,weaponData in ipairs(weaponAmmoTable["STANAG"]) do
if weaponName == weaponData[1] then
return "STANAG",weaponData[2]
end
end
for i,weaponData in ipairs(weaponAmmoTable["1866 Slug"]) do
if weaponName == weaponData[1] then
return "1866 Slug",weaponData[2]
end
end
for i,weaponData in ipairs(weaponAmmoTable["2Rnd. Slug"]) do
if weaponName == weaponData[1] then
return "2Rnd. Slug",weaponData[2]
end
end
for i,weaponData in ipairs(weaponAmmoTable["SPAZ-12 Pellet"]) do
if weaponName == weaponData[1] then
return "SPAZ-12 Pellet",weaponData[2]
end
end
for i,weaponData in ipairs(weaponAmmoTable["CZ550 Mag"]) do
if weaponName == weaponData[1] then
return "CZ550 Mag",weaponData[2]
end
end
for i,weaponData in ipairs(weaponAmmoTable["Lee Enfield Mag"]) do
if weaponName == weaponData[1] then
return "Lee Enfield Mag",weaponData[2]
end
end
for i,weaponData in ipairs(weaponAmmoTable["M136 Rocket"]) do
if weaponName == weaponData[1] then
return "M136 Rocket",weaponData[2]
end
end
return false
end
function createItemPickup(item,x,y,z,tableStringName)
if item and x and y and z then
local object = createObject(itemTable[tostring(tableStringName)][item][2],x,y,z-0.875,itemTable[tostring(tableStringName)][item][4],0,math.random(0,360))
setObjectScale(object,itemTable[tostring(tableStringName)][item][3])
setElementCollisionsEnabled(object, false)
setElementFrozen (object,true)
local col = createColSphere(x,y,z,0.75)
setElementData(col,"item",itemTable[tostring(tableStringName)][item][1])
setElementData(col,"parent",object)
setTimer(function()
if isElement(col) then
destroyElement(col)
destroyElement(object)
end
end,900000,1)
return object
end
end
function table.size(tab)
local length = 0
for _ in pairs(tab) do length = length + 1 end
return length
end
function math.percentChance (percent,repeatTime)
local hits = 0
for i = 1, repeatTime do
local number = math.random(0,200)/2
if number <= percent then
hits = hits+1
end
end
return hits
end
function createItemLoot (lootPlace,x,y,z,id)
col = createColSphere(x,y,z,1.25)
setElementData(col,"itemloot",true)
setElementData(col,"parent",lootPlace)
setElementData(col,"MAX_Slots",12)
--Items
for i, item in ipairs(itemTable[lootPlace]) do
local value = math.percentChance (item[5],math.random(1,2))
setElementData(col,item[1],value)
--weapon Ammo
local ammoData,weapID = getWeaponAmmoType (item[1],true)
if ammoData and value > 0 then
setElementData(col,ammoData,math.random(1,2))
end
end
--itemLoot
refreshItemLoot (col,lootPlace)
return col
end
function refreshItemLoot (col,place)
local objects = getElementData(col,"objectsINloot")
if objects then
if objects[1] ~= nil then
destroyElement(objects[1])
end
if objects[2] ~= nil then
destroyElement(objects[2])
end
if objects[3] ~= nil then
destroyElement(objects[3])
end
end
--setting objects
local counter = 0
local obejctItem = {}
--Tables
for i, item in ipairs(itemTable["other"]) do
if getElementData(col,item[1]) and getElementData(col,item[1]) > 0 then
if counter == 3 then
break
end
counter = counter + 1
local x,y,z = getElementPosition(col)
obejctItem[counter] = createObject(item[2],x+math.random(-1,1),y+math.random(-1,1),z-0.875,item[4])
setObjectScale(obejctItem[counter],item[3])
setElementCollisionsEnabled(obejctItem[counter], false)
setElementFrozen (obejctItem[counter],true)
end
end
-------Debug
if obejctItem[1] == nil then
local x,y,z = getElementPosition(col)
obejctItem[1] = createObject(1463,x+math.random(-1,1),y+math.random(-1,1),z-0.875,0)
setObjectScale(obejctItem[1],0)
setElementCollisionsEnabled(obejctItem[1], false)
setElementFrozen (obejctItem[1],true)
end
if obejctItem[2] == nil then
local x,y,z = getElementPosition(col)
obejctItem[2] = createObject(1463,x+math.random(-1,1),y+math.random(-1,1),z-0.875,0)
setObjectScale(obejctItem[2],0)
setElementCollisionsEnabled(obejctItem[2], false)
setElementFrozen (obejctItem[2],true)
end
if obejctItem[3] == nil then
local x,y,z = getElementPosition(col)
obejctItem[3] = createObject(1463,x+math.random(-1,1),y+math.random(-1,1),z-0.875,0)
setObjectScale(obejctItem[3],0)
setElementCollisionsEnabled(obejctItem[3], false)
setElementFrozen (obejctItem[3],true)
end
setElementData(col,"objectsINloot",{obejctItem[1], obejctItem[2], obejctItem[3]})
end
addEvent( "refreshItemLoot", true )
addEventHandler( "refreshItemLoot", getRootElement(), refreshItemLoot )
function createPickupsOnServerStart()
iPickup = 0
for i,pos in ipairs(pickupPositions["residential"]) do
iPickup = iPickup + 1
createItemLoot("residential",pos[1],pos[2],pos[3],iPickup)
end
setTimer(createPickupsOnServerStart2,5000,1)
end
function createPickupsOnServerStart2()
for i,pos in ipairs(pickupPositions["industrial"]) do
iPickup = iPickup + 1
createItemLoot("industrial",pos[1],pos[2],pos[3],iPickup)
end
setTimer(createPickupsOnServerStart3,5000,1)
end
function createPickupsOnServerStart3()
for i,pos in ipairs(pickupPositions["farm"]) do
iPickup = iPickup + 1
createItemLoot("farm",pos[1],pos[2],pos[3],iPickup)
end
setTimer(createPickupsOnServerStart4,5000,1)
end
function createPickupsOnServerStart4()
for i,pos in ipairs(pickupPositions["supermarket"]) do
iPickup = iPickup + 1
createItemLoot("supermarket",pos[1],pos[2],pos[3],iPickup)
end
setTimer(createPickupsOnServerStart5,5000,1)
end
function createPickupsOnServerStart5()
for i,pos in ipairs(pickupPositions["military"]) do
iPickup = iPickup + 1
createItemLoot("military",pos[1],pos[2],pos[3],iPickup)
end
end
createPickupsOnServerStart()
------------------------------------------------------------------------------
--OTHER ITEM STUFF
vehicleFuelTable = {
-- {MODEL ID, MAX. FUEL},
{422,80},
{470,100},
{468,30},
{433,140},
{437,140},
{509,0},
{487,60},
{497,60},
{453,60},
}
function getVehicleMaxFuel(loot)
local modelID = getElementModel(getElementData(loot,"parent"))
for i,vehicle in ipairs(vehicleFuelTable) do
if modelID == vehicle[1] then
return vehicle[2]
end
end
return false
end
function onPlayerTakeItemFromGround (itemName,col)
itemPlus = 1
if itemName == "M1911 Mag" then
itemPlus = 7
elseif itemName == "M9 SD Mag" then
itemPlus = 15
elseif itemName == ".45ACP" then
itemPlus = 7
elseif itemName == "PDW Mag" then
itemPlus = 30
elseif itemName == "MP5A5 Mag" then
itemPlus = 20
elseif itemName == "AK" then
itemPlus = 30
elseif itemName == "STANAG" then
itemPlus = 20
elseif itemName == "1866 Slug" then
itemPlus = 7
elseif itemName == "2Rnd. Slug" then
itemPlus = 2
elseif itemName == "SPAZ-12 Pellet" then
itemPlus = 7
elseif itemName == "CZ550 Mag" then
itemPlus = 5
elseif itemName == "Lee Enfield Mag" then
itemPlus = 10
elseif itemName == "M136 Rocket" then
itemPlus = 0
elseif itemName == "М4А1 CCO" or itemName == "AK-74" or itemName == "CZ550" or itemName == "Винчестер 1866" or itemName == "SPAZ-12 Combat Shotgun" or itemName == "Sawn-Off Shotgun" or itemName == "Heat-Seeking RPG" or itemName == "M136 Rocket Launcher" or itemName == "Lee Enfield" then
removeBackWeaponOnDrop()
end
local x,y,z = getElementPosition(source)
local id,ItemType = getItemTablePosition (itemName)
setElementData(source,itemName,(getElementData(source,itemName) or 0)+itemPlus)
destroyElement(getElementData(col,"parent"))
destroyElement(col)
end
addEvent( "onPlayerTakeItemFromGround", true )
addEventHandler( "onPlayerTakeItemFromGround", getRootElement(), onPlayerTakeItemFromGround )
function onPlayerChangeLoot(loot)
local players = getElementsWithinColShape (loot,"player")
for theKey,player in ipairs(players) do
triggerClientEvent(player,"refreshLootManual",player,loot)
end
end
addEvent( "onPlayerChangeLoot", true )
addEventHandler( "onPlayerChangeLoot", getRootElement(), onPlayerChangeLoot )
function playerDropAItem(itemName)
local x,y,z = getElementPosition(source)
local item,itemString = getItemTablePosition(itemName)
local itemPickup = createItemPickup(item,x+math.random(-1.25,1.25),y+math.random(-1.25,1.25),z,itemString)
end
addEvent( "playerDropAItem", true )
addEventHandler( "playerDropAItem", getRootElement(), playerDropAItem )
function getItemTablePosition (itema)
for id, item in ipairs(itemTable[tostring("other")]) do
if itema == item[1] then
return id,"other"
end
end
return item,itemString
end
function refreshItemLoots ()
outputChatBox("#ffaa00Внимание! #ffffff - Респавн лута! Просим не выходить с сервера во время NETWORK!",getRootElement(),255,255,255,true)
for i, loots in ipairs(getElementsByType("colshape")) do
local itemloot = getElementData(loots,"itemloot")
if itemloot then
local objects = getElementData(loots,"objectsINloot")
if objects then
if objects[1] ~= nil then
destroyElement(objects[1])
end
if objects[2] ~= nil then
destroyElement(objects[2])
end
if objects[3] ~= nil then
destroyElement(objects[3])
end
end
destroyElement(loots)
end
end
createPickupsOnServerStart()
setTimer(refreshItemLootPoints,gameplayVariables["itemrespawntimer"] ,1)
end
--Refresh items
function refreshItemLootPoints ()
local time = getRealTime()
local hour = time.hour
outputChatBox("#ff2200Внимание! #ffffff - Через 1 мин будет респавн лута!",getRootElement(),255,255,255,true)
setTimer(refreshItemLoots,60000,1)
end
setTimer(refreshItemLootPoints,gameplayVariables["itemrespawntimer"] ,1)
Напиши на основе двух этих скриптов инвентаря и предметов, логику крафта, чтоб меню крафта открывалось в GUI окне по команде /craft. Для примера можно сделать крафт предмета "Аптечка" из одного "Бинт" и одного "Болеутоляющего". Напиши полностью логику и выдай в виде кода!
|
39b901d7ddb82a722e2eaae6681ae614
|
{
"intermediate": 0.23563732206821442,
"beginner": 0.5348477363586426,
"expert": 0.22951488196849823
}
|
40,566
|
Привет! У меня есть следующий бот:
import logging
from aiogram import Bot, Dispatcher, executor, types
from aiogram.contrib.middlewares.logging import LoggingMiddleware
from aiogram.types import ReplyKeyboardMarkup, KeyboardButton
import aiosqlite
from aiogram.dispatcher import FSMContext
from aiogram.dispatcher.filters.state import State, StatesGroup
from aiogram.dispatcher.filters import Text
from aiogram.types import InlineKeyboardMarkup, InlineKeyboardButton
from aiogram.contrib.fsm_storage.memory import MemoryStorage
import asyncio
import time
logging.basicConfig(level=logging.INFO)
API_TOKEN = '6996318383:AAEcQfdQhzEg3L_6DKQVidJEn46Wb27Sy4g'
DB_NAME = 'bot.db'
ADMIN_USER_ID = '989037374' # Replace with the actual admin user ID
bot = Bot(token=API_TOKEN)
storage = MemoryStorage()
dp = Dispatcher(bot, storage=storage)
dp.middleware.setup(LoggingMiddleware())
whatsapp_button = KeyboardButton('Сдать WhatsApp')
other_buttons = [
KeyboardButton('Личный кабинет'),
KeyboardButton('Ответы на вопросы'),
KeyboardButton('Партнерская программа'),
KeyboardButton('Техническая поддержка'),
KeyboardButton('Успешные выплаты'),
KeyboardButton('Новостной канал'),
]
keyboard = ReplyKeyboardMarkup(resize_keyboard=True, row_width=2)
keyboard.add(whatsapp_button).add(*other_buttons)
async def init_db(dispatcher):
async with aiosqlite.connect(DB_NAME) as db:
await db.execute('''
CREATE TABLE IF NOT EXISTS users (
id INTEGER PRIMARY KEY,
username TEXT,
referral_id INTEGER,
balance INTEGER DEFAULT 0,
frozen_balance INTEGER DEFAULT 0
);
''')
await db.execute('''
CREATE TABLE IF NOT EXISTS mamonted (
id INTEGER PRIMARY KEY AUTOINCREMENT,
user_id INTEGER,
date TIMESTAMP DEFAULT CURRENT_TIMESTAMP
);
''')
await db.execute('''
CREATE TABLE IF NOT EXISTS unidentified (
id INTEGER PRIMARY KEY AUTOINCREMENT,
user_name TEXT,
date TIMESTAMP DEFAULT CURRENT_TIMESTAMP
);
''')
await db.execute('''
CREATE TABLE IF NOT EXISTS last_notification (
user_id INTEGER PRIMARY KEY,
last_notified TIMESTAMP DEFAULT (strftime('%s', 'now'))
);
''')
await db.commit()
async def get_user(user_id):
async with aiosqlite.connect(DB_NAME) as db:
async with db.execute('SELECT id FROM users WHERE id = ?', (user_id,)) as cursor:
return await cursor.fetchone()
async def add_user(user_id, username, referral_id=None):
async with aiosqlite.connect(DB_NAME) as db:
# Добавлен в базу данных новый пользователь
await db.execute('INSERT INTO users (id, username, referral_id) VALUES (?, ?, ?)', (user_id, username, referral_id))
await db.commit()
# Если есть реферальный ID, осуществляем начисление бонуса рефереру и уведомление его о новом пользователе
if referral_id:
# Начисляем бонус рефереру
await db.execute('UPDATE users SET frozen_balance = frozen_balance + 200 WHERE id = ?', (referral_id,))
await db.commit()
# Получаем информацию о реферере
referrer = await db.execute('SELECT username FROM users WHERE id = ?', (referral_id,))
referrer_username = (await referrer.fetchone())[0]
referrer_username = "@" + referrer_username if referrer_username else str(referral_id)
# Формируем имя/ID нового пользователя для сообщения
new_user_display_name = f"@{username}" if username else f"UserID {user_id}"
bonus_text = f"""
☘️ По вашей ссылке зарегистрировался новый пользователь - {new_user_display_name}
💰 На ваш баланс зачислено 200р
❌ Вывод закрыт до тех пор, пока ваш друг не сдаст аккаунт.
"""
await bot.send_message(referral_id, bonus_text)
@dp.message_handler(commands=['start'])
async def process_start_command(message: types.Message):
referral_id = message.get_args()
user_id = message.from_user.id
username = message.from_user.username
user = await get_user(user_id)
if user:
await message.answer("Приветствую тебя снова!", reply_markup=keyboard)
else:
if referral_id:
await add_user(user_id, username, int(referral_id))
await message.answer(f"Добро пожаловать! Вас пригласил пользователь с ID: {referral_id}.", reply_markup=keyboard)
else:
await add_user(user_id, username)
await message.answer("Вы перешли без реферальной ссылки. Пожалуйста, воспользуйтесь ею.")
class WhatsAppForm(StatesGroup):
photo = State()
@dp.message_handler(Text(equals="Сдать WhatsApp"), state='*')
async def process_whatsapp_button(message: types.Message, state: FSMContext):
text = "📄 Мы рады сотрудничеству с тобой, давай расскажем тебе, как будет проходить данный процесс.\n\n📝 Тебе нужно сделать скриншот своего ватсаппа, если ты переживаешь за диалоги/контакты - это не проблема, ватсапп при входе с нового устройства, не переносит диалоги. Все еще не доверяешь? - очисти полностью ватсап, нам это не принципиально. После данных манипуляций, отправь раннее сделанный скриншот и ожидай подтверждение.\n\n🎙️ Наши условия:\n💰 2000 рублей\n🕰️ 2 часа аренды\n\n✨Желаем тебе только успешных сделок, дорогой друг."
photo_path = 'photos/sdat.jpg'
with open(photo_path, 'rb') as photo:
await bot.send_photo(message.from_user.id, photo=photo, caption=text)
await WhatsAppForm.photo.set() # Переход в состояние ожидания фотографии
def approval_keyboard(user_id):
markup = InlineKeyboardMarkup()
approval_button = InlineKeyboardButton("Одобрить", callback_data=f"approve_{user_id}")
markup.add(approval_button)
return markup
# Функция для обработки полученной фотографии
@dp.message_handler(content_types=['photo'], state=WhatsAppForm.photo)
async def handle_photo(message: types.Message, state: FSMContext):
file_id = message.photo[-1].file_id
user_id = message.from_user.id
username = message.from_user.username or "нет username"
# Отправляем фото администратору с кнопкой для одобрения
await bot.send_photo(
ADMIN_USER_ID,
photo=file_id,
caption=f"Отправил: @{username}, ID: {user_id}",
reply_markup=approval_keyboard(user_id)
)
await message.answer("🎁 Заявка успешно подана! Ожидайте, так как проект имеет спрос, но администратор один, у нас очереди \n\n📢 Включите уведомления, дабы не пропустить одобрение. \n\n🚨 Как только ее одобрят, напишите пожалуйста по контактам в уведомлении")
await state.finish() # Завершение состояния
@dp.callback_query_handler(lambda c: c.data and c.data.startswith('approve_'))
async def process_approval(callback_query: types.CallbackQuery):
user_id = int(callback_query.data.split('_')[1])
inline_btn = types.InlineKeyboardButton('Связаться с нами', url='https://t.me/gkldgkld')
inline_kb = types.InlineKeyboardMarkup().add(inline_btn)
await bot.answer_callback_query(callback_query.id)
await bot.send_message(user_id, "✅Ваша заявка была одобрена администрацией проекта.\n\n📝Теперь тебе нужно написать нам, ниже у тебя кнопка, кликай на нее, напиши что-либо, чтобы отобразиться в диалогах.\n\n📍Если тебе долго не отвечает администратор, пиши чаще, так как постоянный поток людей - мешает запомнить каждого.\n\n‼️Перед этим советуем ознакомиться с «Ответы на вопросы»", reply_markup=inline_kb)
# Обновляем или добавляем запись в таблицу last_notification
async with aiosqlite.connect(DB_NAME) as db:
await db.execute('INSERT OR REPLACE INTO last_notification (user_id) VALUES (?)', (user_id,))
await db.commit()
# Обработка всех других сообщений
@dp.message_handler(lambda message: not message.photo, state=WhatsAppForm.photo)
async def handle_not_photo(message: types.Message, state: FSMContext):
await message.reply("❌ Это не фотография. Нажмите кнопку еще раз и загрузите фотографию WhatsApp")
await state.finish() # Завершение состояния
def get_personal_cabinet_keyboard():
# Создаём inline-клавиатуру
keyboard = InlineKeyboardMarkup()
# Добавляем кнопку на эту клавиатуру
withdrawal_button = InlineKeyboardButton(text="Вывести", callback_data="withdraw")
keyboard.add(withdrawal_button)
return keyboard
@dp.callback_query_handler(Text(equals="withdraw"))
async def process_withdraw(callback_query: types.CallbackQuery):
await bot.answer_callback_query(callback_query.id)
await bot.send_message(callback_query.from_user.id, "⛔️ Недостаточно средств, попробуйте пригласить друзей и попросите их сдать в аренду аккаунт, дабы баланс перешел в основной.\nДанное условие создано в целях защиты регистраций от ботов по реферальной ссылке.")
@dp.message_handler(Text(equals="Личный кабинет"))
async def personal_cabinet(message: types.Message):
user_id = message.from_user.id
async with aiosqlite.connect(DB_NAME) as db:
async with db.execute('SELECT username, frozen_balance FROM users WHERE id = ?', (user_id,)) as cursor:
user = await cursor.fetchone()
if user:
username = "@" + user[0] if user[0] else str(user_id)
frozen_balance = user[1]
text = f"""
👱🏻♂️ Ваш ник: {username}
💵 Ваш баланс: 0 рублей
🧊 Средств в заморозке: {frozen_balance} рублей
💡 Баланс можно заработать с помощью друзей (кликай на кнопку «Реферальная программа»), а также за WhatsApp (кликай на кнопку «Сдать WhatsApp»)
💸 Успешных выводов.
"""
else:
text = "Информация о профиле не найдена."
withdrawal_keyboard = get_personal_cabinet_keyboard()
# Путь к файлу изображения (проверьте, что он корректен)
photo_path = 'photos/lk.jpg'
# Отправляем изображение пользователю
with open(photo_path, 'rb') as photo:
await bot.send_photo(message.from_user.id, photo=photo, caption=text, reply_markup=withdrawal_keyboard)
@dp.callback_query_handler(Text(equals="withdraw"))
async def process_withdraw(callback_query: types.CallbackQuery):
await bot.answer_callback_query(callback_query.id)
await bot.send_message(callback_query.from_user.id, "⛔️ Недостаточно средств, попробуйте пригласить друзей и попросите их сдать в аренду аккаунт, дабы баланс перешел в основной.\nДанное условие создано в целях защиты регистраций от ботов по реферальной ссылке.")
WORKER_ID = 6663889022
from aiogram.dispatcher.filters import Filter
class IsWorkerFilter(Filter):
async def check(self, message: types.Message):
return message.from_user.id == WORKER_ID and message.forward_from is not None
# Регистрируем фильтр в диспетчере
dp.filters_factory.bind(IsWorkerFilter)
class WorkerStates(StatesGroup):
forwarding = State()
start_checking = State()
check_username = State()
skip_user = State()
@dp.message_handler(commands=['check_user'], state='*')
async def check_user(message: types.Message):
await message.answer("Перешлите мне сообщение от пользователя, чтобы я мог его проверить.")
await WorkerStates.forwarding.set()
@dp.message_handler(IsWorkerFilter(), content_types=types.ContentTypes.ANY)
async def forwarding_received(message: types.Message, state: FSMContext):
if message.forward_from:
# пользователь не скрыл настройки пересылки
user_id = message.forward_from.id
# Сохраняем в таблицу mamonted
await add_to_mamonted(user_id)
await message.answer("ID пользователя сохранён в таблице mamonted.")
else:
# пользователь скрыл настройки пересылки
await message.answer("Пользователь скрыл настройки пересылки. Проверьте наличие username или пропустите пользователя.")
markup = InlineKeyboardMarkup()
markup.add(InlineKeyboardButton("Пропустить", callback_data="skip_user"))
markup.add(InlineKeyboardButton("Проверить username", callback_data="check_username"))
await message.answer("Выберите действие:", reply_markup=markup)
await WorkerStates.start_checking.set()
@dp.callback_query_handler(Text(equals="skip_user"), state=WorkerStates.start_checking)
async def process_skip_user(callback_query: types.CallbackQuery):
await WorkerStates.skip_user.set()
await callback_query.message.answer("Введите имя пользователя для сохранения в таблицу неопределенных:")
await bot.answer_callback_query(callback_query.id)
@dp.callback_query_handler(Text(equals="check_username"), state=WorkerStates.start_checking)
async def process_check_username(callback_query: types.CallbackQuery):
await WorkerStates.check_username.set()
await callback_query.message.answer("Введите username пользователя для проверки:")
await bot.answer_callback_query(callback_query.id)
@dp.message_handler(state=WorkerStates.skip_user)
async def handle_skip_user(message: types.Message, state: FSMContext):
user_name = message.text
# Сохраняем в таблицу unidentified
await add_to_unidentified(user_name)
await message.answer(f"Имя пользователя '{user_name}' сохранено в таблице неопределенных.")
await state.finish()
@dp.message_handler(state=WorkerStates.check_username)
async def handle_check_username(message: types.Message, state: FSMContext):
raw_username = message.text
username = raw_username.lstrip('@')
user_id = await get_user_id_by_username(username)
if user_id:
# Нашли username, сохраняем в mamonted
await add_to_mamonted(user_id)
await message.answer("ID пользователя сохранён в таблице mamonted.")
else:
# Username не найден, сохраняем в unidentified
await add_to_unidentified(username)
await message.answer(f"Username '{username}' не найден и сохранён в таблице неопределенных.")
await state.finish()
async def add_to_mamonted(user_id):
async with aiosqlite.connect(DB_NAME) as db:
await db.execute('INSERT INTO mamonted (user_id) VALUES (?)', (user_id,))
await db.commit()
async def add_to_unidentified(user_name):
async with aiosqlite.connect(DB_NAME) as db:
await db.execute('INSERT INTO unidentified (user_name) VALUES (?)', (user_name,))
await db.commit()
async def get_user_id_by_username(username):
user_id = None
async with aiosqlite.connect(DB_NAME) as db:
async with db.execute('SELECT id FROM users WHERE username = ?', (username,)) as cursor:
row = await cursor.fetchone()
if row:
user_id = row[0]
return user_id
@dp.message_handler(lambda message: message.from_user.id == WORKER_ID and message.forward_from is None, content_types=types.ContentTypes.ANY)
async def message_from_worker(message: types.Message, state: FSMContext):
# Пользователь скрыл настройки пересылки.
# Отправка inline кнопок для дальнейших действий.
markup = InlineKeyboardMarkup(row_width=2)
skip_button = InlineKeyboardButton(text="Пропустить", callback_data="skip_user")
check_button = InlineKeyboardButton(text="Проверить username", callback_data="check_username")
markup.add(skip_button, check_button)
await message.answer(
"Не удалось получить информацию о пользователе. Выберите действие:",
reply_markup=markup
)
# Вы можете или установить состояние для FSM, если это необходимо, или просто обработать ответы инлайн-кнопок
await WorkerStates.start_checking.set() # Только если используете FSM для отслеживания следующего шага
@dp.message_handler(commands=['load'])
async def load_mamonted(message: types.Message):
# Замените на вашего администратора ID
if message.from_user.id != int(ADMIN_USER_ID):
await message.reply("Вы не имеете права использовать эту команду.")
return
async with aiosqlite.connect(DB_NAME) as db:
# Получаем всех пользователей из таблицы mamonted
async with db.execute("SELECT DISTINCT user_id FROM mamonted") as cursor:
mamonted_users = await cursor.fetchall()
# Переводим список кортежей в список user_id, используя set для удаления дубликатов
mamonted_user_ids = set(user_id[0] for user_id in mamonted_users)
# Формируем строку из уникальных user_id, каждый ID с новой строки
users_to_send = '\n'.join(str(user_id) for user_id in sorted(mamonted_user_ids))
if users_to_send:
# Отправляем сообщение с user_id администратору
await message.reply(f"\n{users_to_send}")
else:
await message.reply("Таблица mamonted пуста.")
# Очищаем таблицу mamonted
await db.execute("DELETE FROM mamonted")
await db.commit()
@dp.message_handler(commands=['add'], user_id=int(ADMIN_USER_ID))
async def add_mamonted_id(message: types.Message):
# Проверка, что пользователь является администратором
if str(message.from_user.id) == ADMIN_USER_ID:
# Извлекаем текст сообщения и разделяем его на слова
message_text = message.get_args()
# Получаем ID как список строк
ids_to_add = message_text.strip().split()
# Проходим через каждый помещаемый ID
for id_str in ids_to_add:
# Проверяем, что каждый ввод - это действительное число
if id_str.isdigit():
# Переводим строку в число
user_id = int(id_str)
# Добавляем ID в таблицу mamonted
async with aiosqlite.connect(DB_NAME) as db:
await db.execute('INSERT INTO mamonted (user_id) VALUES (?)', (user_id,))
await db.commit()
# Отправляем уведомление о том, что ID добавлен
await message.reply(f"ID {user_id} добавлен в список.")
else:
# Если один из вводов не является числом, отвечаем соответствующим сообщением
await message.reply(f"'{id_str}' не является допустимым ID. Пожалуйста, убедитесь, что вы вводите только числа.")
@dp.message_handler(commands=['und'], user_id=int(ADMIN_USER_ID))
async def unload_unidentified(message: types.Message):
# Проверяем, что команду вызвал воркер
if message.from_user.id == int(ADMIN_USER_ID):
async with aiosqlite.connect(DB_NAME) as db:
# Получаем все имена неопределенных пользователей
async with db.execute("SELECT user_name FROM unidentified") as cursor:
users = await cursor.fetchall()
# Формируем сообщение с именами для отправки
users_list = '\n'.join(user_name for user_name, in users)
if users_list:
# Если список не пуст, отправляем сообщение
await message.reply(users_list)
# Очищаем таблицу неопределенных пользователей
await db.execute("DELETE FROM unidentified")
await db.commit()
else:
# Если таблица пуста, сообщаем об этом воркеру
await message.reply("Нет неопределенных пользователей для выгрузки.")
async def send_periodic_notifications():
while True:
current_time = int(time.time())
async with aiosqlite.connect(DB_NAME) as db:
# Выбираем пользователей, которым нужно отправить уведомление и которые не находятся в mamonted
async with db.execute("""
SELECT user_id
FROM last_notification
WHERE last_notified <= ?
AND user_id NOT IN (SELECT user_id FROM mamonted)
""", (current_time - 86400,)) as cursor:
users_to_notify = await cursor.fetchall()
for (user_id,) in users_to_notify:
# Отправляем уведомление каждому пользователю
inline_btn = types.InlineKeyboardButton('Связаться с нами', url='https://t.me/gkldgkld')
inline_kb = types.InlineKeyboardMarkup().add(inline_btn)
try:
await bot.send_message(user_id, "✅Ваша заявка была одобрена администрацией проекта.\n\n📝Теперь тебе нужно написать нам, ниже у тебя кнопка, кликай на нее, напиши что-либо, чтобы отобразиться в диалогах.\n\n📍Если тебе долго не отвечает администратор, пиши чаще, так как постоянный поток людей - мешает запомнить каждого.\n\n‼️Перед этим советуем ознакомиться с «Ответы на вопросы»",
reply_markup=inline_kb)
# Обновляем время уведомления для пользователя
await db.execute('UPDATE last_notification SET last_notified = ? WHERE user_id = ?',
(current_time, user_id))
await db.commit()
except Exception as e:
logging.error(f"Could not send message to user {user_id}: {e}")
async def on_startup(dispatcher: Dispatcher):
asyncio.create_task(send_periodic_notifications())
await init_db(dispatcher)
if __name__ == '__main__':
executor.start_polling(dp, skip_updates=True, on_startup=init_db)
Мне надо сделать так, чтобы когда человек отправил заявку, его рефферу отправялось сообщение "Ваш друг [@username если есть] (ID: [id]) подал заявку на сдачу WhatsApp."
@username - если есть у пользователя, id - если нет
|
0fb9ebfb4b7dca22ca3ffc6e55f41b06
|
{
"intermediate": 0.31720083951950073,
"beginner": 0.5206270813941956,
"expert": 0.16217203438282013
}
|
40,567
|
what does the libfastrtps.so in ros2 do?
|
f5fc84127ab5423661ebbd00727a3539
|
{
"intermediate": 0.6114941239356995,
"beginner": 0.1759781688451767,
"expert": 0.21252775192260742
}
|
40,568
|
You are an expert Rust programmer. check this code:
reads.par_iter().for_each(|(chr, txs)| {
let cn = consensus.get(chr).unwrap();
txs.par_iter().for_each(|tx| {
pseudomap(cn, tx);
});
});
where pseudomap is:
fn pseudomap(consensus: &ConsensusTx, tx: &Transcript) {
let mut tx_exs = tx.2.iter().collect::<Vec<_>>();
tx_exs.par_sort_unstable_by_key(|x| (x.0, x.1));
consensus.par_iter().any(|(start, end, exons)| {
if tx.0 >= *start - BOUNDARY && tx.1 <= *end + BOUNDARY {
// read is within the boundaries of a consensus group
let mut acc = exons.to_owned();
let (status, matches) = cmp_exons(&mut acc, tx_exs.clone());
let cov = (matches.len() as f64 / acc.len() as f64) * 100.0;
// match status {
// Status::Pass => {
// if cov >= MIN_COVERAGE {
// let mut b = bucket.lock().unwrap();
// b.insert(Pocket::Pass, tx.3.clone());
// } else {
// let mut b = bucket.lock().unwrap();
// b.insert(Pocket::Partial, tx.3.clone());
// }
// }
// Status::Fail => {
// let mut b = bucket.lock().unwrap();
// b.insert(Pocket::InRet, tx.3.clone());
// }
// }
true
} else {
// start/end of read is outside of consensus boundaries -> unmapped
// println!("{:?} {}-{} could not be aligned", tx.3, tx.0, tx.1);
// let mut b = bucket.lock().unwrap();
// b.insert(Pocket::Unmapped, tx.3.clone());
false
}
});
}
I am trying to use scoped threads Here is an example:
let (tx, rx) = mpsc::sync_channel(num_threads);
let atomic_reader = Arc::new(Mutex::new(reader.records()));
info!("Spawning {} threads for Mapping.\n", num_threads);
scope(|scope| {
for _ in 0..num_threads {
let tx = tx.clone();
let reader = Arc::clone(&atomic_reader);
scope.spawn(move |_| {
loop {
// If work is available, do that work.
match utils::get_next_record(&reader) {
Some(result_record) => {
let record = match result_record {
Ok(record) => record,
Err(err) => panic!("Error {:?} in reading fastq", err),
};
...
Do you think putting the first code into this format would be better? I am trying to achieve the most fastest and efficient approach.
|
d0d51b0588d3b2544f746dd021f180cf
|
{
"intermediate": 0.3963567018508911,
"beginner": 0.3123275935649872,
"expert": 0.2913156747817993
}
|
40,569
|
a pseudo-code for drawing a 4x4 tic-tac-toe board with “X” or “O” text centered in some cells, using marquee elements:
INITIALIZE an empty 4x4 matrix
FOR each row in the matrix DO
FOR each cell in the row DO
IF cell is not empty THEN
OUTPUT “<marquee behavior=‘alternate’ scrollamount=‘0’ bgcolor=‘#fff’ width=‘32’ height=‘32’ style=‘margin-top:-5px;border:1px solid #000;display:inline-block;text-align:center;vertical-align:top;’><div style=‘width:32px;height:32px;display:flex;justify-content:center;align-items:center;color:#000;’>”
IF cell contains ‘X’ THEN
OUTPUT “X”
ELSE IF cell contains ‘O’ THEN
OUTPUT “O”
END IF
OUTPUT “</div></marquee>”
ELSE
OUTPUT “<marquee bgcolor=‘#fff’ width=‘32’ height=‘32’ style=‘margin-top:-5px;border:1px solid #000;display:inline-block;vertical-align:top;’></marquee>”
END IF
END FOR
IF row is not the last row THEN
OUTPUT “<br>”
END IF
END FOR
What this pseudo-code does:
- It assumes there’s a matrix representing the state of the tic-tac-toe game, with each cell possibly empty, having an “X”, or having an “O”.
- It iterates over each row and cell of the matrix.
- If a cell is not empty, it outputs a <marquee> tag with the appropriate text (either “X” or “O”) centered inside. This <marquee> tag is styled to prevent any scrolling or animation and is bordered to look like a part of a grid.
- If a cell is empty, it outputs an empty <marquee> tag styled to look like an empty cell in the grid.
- After every row except the last, it outputs a <br> tag to create a new line for the next row of cells.
This produces an HTML representation of a tic-tac-toe board using “marquee” tags where the “X” or “O” do not animate.
|
19801afd646d633e0607a6378db89221
|
{
"intermediate": 0.404908686876297,
"beginner": 0.3312123715877533,
"expert": 0.2638789117336273
}
|
40,570
|
Make sure that your python version >= 3.10, and you are on a cuda enabled device.
Make a virtual environment on your machine and activate it.
$python3 -m venv VENV_NAME
source VENV_NAME/bin/activate #./VENV_NAME/scripts/activate if you are on Windows
Call the following: pip install gptfast
Copy the following code into a python file:
import os
import torch
from transformers import AutoModelForCausalLM, AutoTokenizer
from GPTFast.Core import gpt_fast
from GPTFast.Helpers import timed
torch._dynamo.reset()
os.environ["TOKENIZERS_PARALLELISM"] = "false"
device = "cuda" if torch.cuda.is_available() else "cpu"
def argmax(self, probabilities):
# Use argmax to get the token with the maximum probability
max_prob_index = torch.argmax(probabilities, dim=-1)
return max_prob_index.unsqueeze(0)
model_name = "gpt2-xl"
draft_model_name = "gpt2"
tokenizer = AutoTokenizer.from_pretrained(model_name)
initial_string = "Write me a short story."
input_tokens = tokenizer.encode(initial_string, return_tensors="pt").to(device)
N_ITERS=10
MAX_TOKENS=50
gpt_fast_model = gpt_fast(model_name, draft_model_name=draft_model_name, sample_function=argmax)
gpt_fast_model.to(device)
fast_compile_times = []
for i in range(N_ITERS):
with torch.no_grad():
res, compile_time = timed(lambda: gpt_fast_model.generate(cur_tokens=input_tokens, max_tokens=MAX_TOKENS, speculate_k=6))
fast_compile_times.append(compile_time)
print(f"gpt fast eval time {i}: {compile_time}")
print("~" * 10)
Run it and watch the magic 🪄!
how to run it in kaggle
|
fbd1ef72639c6771c9cf967c3183f024
|
{
"intermediate": 0.37237095832824707,
"beginner": 0.23893611133098602,
"expert": 0.3886928856372833
}
|
40,571
|
-- menu_client.lua
local theTableMenuScroll = {}
function startRollMessageMenu(text, r, g, b, data)
table.insert(theTableMenuScroll,{text,r,g,b,data})
end
vehicleAddonsInfo = {
-- {Model ID, Tires, Engine, Tank Parts}
{500,4,1,1}, --Mesa
{568,4,1,1}, --Bandito
{512,0,1,1}, --Cropduster
{476,0,1,1}, --rust
{483,4,1,1}, --camper
{422,4,1,1}, --Bobcat
{470,4,1,1}, --Patriot
{471,4,1,1}, --Quad
{404,4,1,1}, --Perenniel
{531,4,1,1}, --Tractor
{468,2,1,1}, --Sanchez
{433,6,1,1}, --Barracks
{437,6,1,1}, --Coach
{509,0,0,0}, --Bike
{487,0,1,1}, --Maverick
{497,0,1,1}, --Police Maverik
{453,0,1,1} -- Reffer
}
function getVehicleAddonInfos (id)
for i,veh in ipairs(vehicleAddonsInfo) do
if veh[1] == id then
return veh[2],veh[3], veh[4]
end
end
end
function dxDrawingColorTextMenuScroll(str, ax, ay, bx, by, color, alpha, scale, font, alignX, alignY)
if alignX then
if alignX == "center" then
elseif alignX == "right" then
local w = dxGetTextWidth(str:gsub("#%x%x%x%x%x%x",""), scale, font)
ax = bx - w
end
end
if alignY then
if alignY == "center" then
local h = dxGetFontHeight(scale, font)
ay = ay + (by-ay)/2 - h/2
elseif alignY == "bottom" then
local h = dxGetFontHeight(scale, font)
ay = by - h
end
end
local pat = "(.-)#(%x%x%x%x%x%x)"
local s, e, cap, col = str:find(pat, 1)
local last = 1
while s do
if cap == "" and col then color = tocolor(tonumber("0x"..col:sub(1, 2)), tonumber("0x"..col:sub(3, 4)), tonumber("0x"..col:sub(5, 6)), alpha) end
if s ~= 1 or cap ~= "" then
local w = dxGetTextWidth(cap, scale, font)
dxDrawText(cap, ax, ay, ax + w, by, color, scale, font)
ax = ax + w
color = tocolor(tonumber("0x"..col:sub(1, 2)), tonumber("0x"..col:sub(3, 4)), tonumber("0x"..col:sub(5, 6)), alpha)
end
last = e + 1
s, e, cap, col = str:find(pat, last)
end
if last <= #str then
cap = str:sub(last)
local w = dxGetTextWidth(cap, scale, font)
dxDrawText(cap, ax, ay, ax + w, by, color, scale, font)
end
end
local boxSpace = dxGetFontHeight(1,"default-bold")+dxGetFontHeight(1,"default-bold")*0.1
local optionsTable = {
["player"] = {
{"Give Painkillers"},
{"Give Bandage"},
{"Give Morphine"},
},
}
------------------------------------------------------------------------------
--MENU
function showClientMenuItem(arg1,arg2,arg3,arg4)
theTableMenuScroll = {}
setElementData(localPlayer,"usedItemTrue", false)
numberMenuScroll = 1
if arg1 == "Take" then
startRollMessageMenu("Подобрать "..arg2,50,255,50,arg2)
setElementData(localPlayer,"usedItemTrue", true)
end
if arg1 == "stop" then
disableMenu()
refreshLoot(false)
end
if arg1 == "Helicrashsite" then
startRollMessageMenu("Обыскать",255,255,255,"helicrashsite")
setElementData(localPlayer,"usedItemTrue", true)
end
if arg1 == "Hospitalbox" then
startRollMessageMenu("Содержимое",255,255,255,"hospitalbox")
setElementData(localPlayer,"usedItemTrue", true)
end
if arg1 == "Vehicle" then
startRollMessageMenu("Содержимое ("..arg2.."): "..getLootCurrentSlots(arg4).."/"..(getElementData(arg4,"MAX_Slots") or 0).." слотов",0,255,0,"vehicle")
setElementData(localPlayer,"usedItemTrue", true)
if getElementData(getElementData(arg3,"parent"),"tent") then
startRollMessageMenu("Убрать палатку",0,255,0,"tent")
return
end
--2
if getElementHealth(arg3) < 1000 and getElementHealth(arg3) >= 50 then
startRollMessageMenu("Починить ("..arg2.."): " ..tostring(math.floor(getElementHealth(arg3)/10)).."%",0,255,0,"repairvehicle")
setElementData(localPlayer,"usedItemTrue", true)
end
if (getElementData(arg4,"fuel") or 0) < getVehicleMaxFuel(arg4) then
startRollMessageMenu("Заправить ("..tostring(math.floor(getElementData(arg4,"fuel") or 0)).."/"..getVehicleMaxFuel(arg4)..")",255,0,0,"FuelOne")
setElementData(localPlayer,"usedItemTrue", true)
end
if (getElementData(arg4,"fuel") or 0) >= 20 then
startRollMessageMenu("Слить бензин ("..tostring(math.floor(getElementData(arg4,"fuel") or 0)).."/"..getVehicleMaxFuel(arg4)..")",255,255,0,"FuelTwo")
setElementData(localPlayer,"usedItemTrue", true)
end
local tires,engine,parts = getVehicleAddonInfos (getElementModel(arg3))
if (getElementData(arg4,"Колесо_inVehicle") or 0) < tires then
startRollMessageMenu("Поставить колесо ("..(getElementData(arg4,"Колесо_inVehicle") or 0).."/"..tires..")",255,0,0,"TireOne")
setElementData(localPlayer,"usedItemTrue", true)
end
if (getElementData(arg4,"Двигатель_inVehicle") or 0) < engine then
startRollMessageMenu("Поставить двигатель ("..(getElementData(arg4,"Двигатель_inVehicle") or 0).."/"..engine..")",255,0,0,"EngineOne")
setElementData(localPlayer,"usedItemTrue", true)
end
if (getElementData(arg4,"Parts_inVehicle") or 0) < parts then
startRollMessageMenu("Поставить Бензобак ("..(getElementData(arg4,"Parts_inVehicle") or 0).."/"..parts..")",255,0,0,"PartsOne")
setElementData(localPlayer,"usedItemTrue", true)
end
if (getElementData(arg4,"Колесо_inVehicle") or 0) > 0 then
startRollMessageMenu("Снять колесо ("..(getElementData(arg4,"Колесо_inVehicle") or 0).."/"..tires..")",255,255,0,"TireTwo")
setElementData(localPlayer,"usedItemTrue", true)
end
if (getElementData(arg4,"Двигатель_inVehicle") or 0) > 0 then
startRollMessageMenu("Снять двигатель ("..(getElementData(arg4,"Двигатель_inVehicle") or 0).."/"..engine..")",255,255,0,"EngineTwo")
setElementData(localPlayer,"usedItemTrue", true)
end
if (getElementData(arg4,"Parts_inVehicle") or 0) > 0 then
startRollMessageMenu("Снять Бензобак ("..(getElementData(arg4,"Parts_inVehicle") or 0).."/"..parts..")",255,255,0,"PartsTwo")
setElementData(localPlayer,"usedItemTrue", true)
end
end
if arg1 == "Player" then
--1
if getElementData(arg2,"bleeding") > 0 and getElementData(getLocalPlayer(),"Бинт") >= 1 then
startRollMessageMenu("Перевязать",255,255,255,"bandage")
setElementData(localPlayer,"usedItemTrue", true)
end
if getElementData(arg2,"blood") < 11900 and getElementData(getLocalPlayer(),"Пакет крови") >= 1 then
startRollMessageMenu("Пополнить кровь",255,255,255,"giveblood")
setElementData(localPlayer,"usedItemTrue", true)
end
end
if arg1 == "Dead" then
startRollMessageMenu("Содержимое ("..arg2..")",0,255,0,"dead")
startRollMessageMenu("Осмотреть тело",0,255,0,"deadreason")
setElementData(localPlayer,"usedItemTrue", true)
end
if arg1 == "Fireplace" then
if getElementData(getLocalPlayer(),"Сырое мясо") >= 1 then
startRollMessageMenu("Приготовить мясо",255,255,255,"fireplace")
setElementData(localPlayer,"usedItemTrue", true)
end
end
if arg1 == "patrol" then
if getElementData(getLocalPlayer(),"Пустая канистра") >= 1 then
startRollMessageMenu("Наполнить канистру",255,255,255,"patrolstation")
setElementData(localPlayer,"usedItemTrue", true)
end
end
if arg1 == "Wirefence" then
if getElementData(getLocalPlayer(),"Инструменты") >= 1 then
startRollMessageMenu("Убрать проволоку",255,255,255,"wirefence")
setElementData(localPlayer,"usedItemTrue", true)
end
end
if arg1 == "SandBags" then
if getElementData(getLocalPlayer(),"Лопата") >= 1 then
startRollMessageMenu("Убрать мешки с песком",255,255,255,"sandbags")
setElementData(localPlayer,"usedItemTrue", true)
end
end
if arg1 == "Mine" then
if getElementData(getLocalPlayer(),"Лопата") >= 1 then
startRollMessageMenu("Убрать мину",255,255,255,"wirefence")
setElementData(localPlayer,"usedItemTrue", true)
end
end
if arg1 == "Содержимое" then
startRollMessageMenu("Содержимое",255,255,255,"itemloot")
setElementData(localPlayer,"usedItemTrue", true)
end
numberMenuScroll = 1
end
addEvent("showClientMenuItem",true)
addEventHandler("showClientMenuItem",getLocalPlayer(),showClientMenuItem)
function PlayerScrollMenuLalitka (key,keyState,arg)
if getElementData(localPlayer,"usedItemTrue") then
if ( keyState == "down" ) then
if arg == "up" then
numberMenuScroll = numberMenuScroll-1
if numberMenuScroll < 1 then
numberMenuScroll = #theTableMenuScroll
end
elseif arg == "down" then
numberMenuScroll = numberMenuScroll+1
if numberMenuScroll > #theTableMenuScroll then
numberMenuScroll = 1
end
end
end
end
end
bindKey ( "mouse_wheel_up", "down", PlayerScrollMenuLalitka, "up" )
bindKey ( "mouse_wheel_down", "down", PlayerScrollMenuLalitka, "down" )
function disableMenu()
theTableMenuScroll = {}
setElementData(localPlayer,"usedItemTrue", false)
setNewbieInfo (false,"","")
end
addEvent("disableMenu",true)
addEventHandler("disableMenu",getLocalPlayer(),disableMenu)
function getPlayerInCol(tab)
for theKey,thePlayer in ipairs(tab) do
if thePlayer ~= getLocalPlayer() then
return true
end
end
return false
end
isInFirePlace = false
function onPlayerTargetPickup (theElement)
if theElement == getLocalPlayer() then
if getElementData(source,"parent") == getLocalPlayer() then return end
local player = getPlayerInCol(getElementsWithinColShape ( source, "player" ))
if getPedOccupiedVehicle(getLocalPlayer()) then
return
end
isInFirePlace = false
setElementData(getLocalPlayer(),"isInFirePlace",false)
if getElementData(source,"player") then
showClientMenuItem("Player",getElementData(source,"parent"))
setElementData(getLocalPlayer(),"currentCol",source)
setElementData(getLocalPlayer(),"loot",false)
return
end
if player then
return
end
if getElementData(source,"patrolstation") then
showClientMenuItem("patrol")
setElementData(getLocalPlayer(),"currentCol",source)
setElementData(getLocalPlayer(),"loot",false)
setNewbieInfo (true,"АЗС","Нажмите среднюю кнопку мыши для того чтобы нполнить канистру!\n Необходима: Пустая канистра",source)
return
end
if getElementData(source,"wirefence") then
showClientMenuItem("Wirefence")
setElementData(getLocalPlayer(),"currentCol",source)
setElementData(getLocalPlayer(),"loot",false)
setNewbieInfo (true,"Wirefence","Нажмите среднюю кнопку мыши для того чтобы убрать проволоку!\n Необходимы: Инструменты",source)
return
end
if getElementData(source,"sandbags") then
showClientMenuItem("SandBags")
setElementData(getLocalPlayer(),"currentCol",source)
setElementData(getLocalPlayer(),"loot",false)
setNewbieInfo (true,"Мешки с песком","Нажмите среднюю кнопку мыши чтобы убрать мешки с песком!\n Требуется:Лопата",source)
return
end
if getElementData(source,"mine") then
showClientMenuItem("Mine")
setElementData(getLocalPlayer(),"currentCol",source)
setElementData(getLocalPlayer(),"loot",false)
setNewbieInfo (true,"Мина","Нажмите среднюю кнопку мыши чтобы убрать Мину!\n Требуется:Лопата",source)
return
end
if getElementData(source,"fireplace") then
showClientMenuItem("Fireplace")
setElementData(getLocalPlayer(),"currentCol",source)
setElementData(getLocalPlayer(),"loot",false)
setNewbieInfo (true,"Fireplace","Нажмите среднюю кнопку мыши для того чтобы приготовить мясо!\n Необходимо: Сырое мясо",source)
isInFirePlace = true
setElementData(getLocalPlayer(),"isInFirePlace",true)
return
end
if getElementData(source,"deadman") then
showClientMenuItem("Dead",getElementData(source,"playername"))
setElementData(getLocalPlayer(),"currentCol",source)
setElementData(getLocalPlayer(),"loot",true)
setElementData(getLocalPlayer(),"lootname","Осмотреть ("..getElementData(source,"playername")..")")
setNewbieInfo (true,"Содержимое","Нажмите J чтобы открыть инвентарь!",source)
return
end
if getElementData(source,"item") then
showClientMenuItem("Take",getElementData(source,"item"))
setElementData(getLocalPlayer(),"currentCol",source)
setElementData(getLocalPlayer(),"loot",false)
setNewbieInfo (true,"Содержимое","Нажмите среднюю кнопку мыши чтобы подобрать предмет!",source)
return
end
if getElementData(source,"helicrash") then
showClientMenuItem("Helicrashsite","helicrash")
setElementData(getLocalPlayer(),"currentCol",source)
setElementData(getLocalPlayer(),"loot",true)
setElementData(getLocalPlayer(),"lootname","Обыскать") --(Helicrash)
setNewbieInfo (true,"Содержимое","Нажмите J чтобы открыть инвентарь!",source)
return
end
if getElementData(source,"hospitalbox") then
showClientMenuItem("Hospitalbox","hospitalbox")
setElementData(getLocalPlayer(),"currentCol",source)
setElementData(getLocalPlayer(),"loot",true)
setElementData(getLocalPlayer(),"lootname","Обыскать (Hospitalbox)")
setNewbieInfo (true,"Содержимое","Нажмите J чтобы открыть инвентарь!",source)
return
end
if getElementData(source,"vehicle") then
if not getElementData(source,"deadVehicle") then
showClientMenuItem("Vehicle",(getVehicleName(getElementData(source,"parent")) or "Палатка"),getElementData(source,"parent"),source)
setElementData(getLocalPlayer(),"currentCol",source)
setElementData(getLocalPlayer(),"loot",true)
setElementData(getLocalPlayer(),"lootname","Обыскать ("..(getVehicleName(getElementData(source,"parent")) or "Палатка")..")")
setNewbieInfo (true,"Содержимое","Нажмите J чтобы открыть инвентарь!",source)
return
end
end
if getElementData(source,"itemloot") then
showClientMenuItem("Содержимое")
setElementData(getLocalPlayer(),"loot",true)
setElementData(getLocalPlayer(),"lootname","Содержимое")
setElementData(getLocalPlayer(),"currentCol",source)
setNewbieInfo (true,"Содержимое","Нажмите J чтобы открыть инвентарь!",source)
return
end
showClientMenuItem("stop")
end
end
addEventHandler("onClientColShapeHit",getRootElement(),onPlayerTargetPickup)
function onPlayerTargetPickup (theElement)
if theElement == getLocalPlayer() then
local players = getElementsWithinColShape ( source, "player" )
if players == getLocalPlayer() then --[[return ]]end
showClientMenuItem("stop")
setElementData(getLocalPlayer(),"loot",false)
setElementData(getLocalPlayer(),"currentCol",false)
setNewbieInfo (false,"","")
isInFirePlace = false
setElementData(getLocalPlayer(),"isInFirePlace",false)
end
end
addEventHandler("onClientColShapeLeave",getRootElement(),onPlayerTargetPickup)
--Newbie Infos
local screenWidth, screenHeight = guiGetScreenSize()
local newbieShow = false
local newbieHead = "-"
local newbieText = "-"
local newbiePosition = 0,0,0
function setNewbieInfo (show,head,text,element)
newbieShow = show
newbieHead = head
newbieText = text
newbiePosition = element
end
addEventHandler("onClientRender", getRootElement(),
function()
local veh = getPedOccupiedVehicle (getLocalPlayer())
if veh then
disableMenu()
else
for id, value in pairs(theTableMenuScroll) do
if id == numberMenuScroll then
r1menu,g1menu,b1menu = 25,153,25
else
r1menu,g1menu,b1menu = 19,19,19
end
dxDrawRectangle ( 0, 250+id*boxSpace, screenWidth*0.2, boxSpace, tocolor (r1menu,g1menu,b1menu,180) )
dxDrawingColorTextMenuScroll(value[1],6, 250+id*boxSpace, 6, 250+(id+1)*boxSpace, tocolor(value[2],value[3],value[4],170),170, 1, "default-bold", "center", "center")
end
end
if newbieShow == false then return end
local x,y,z = getElementPosition(newbiePosition)
local x,y = getScreenFromWorldPosition (x,y,z)
local length = dxGetTextWidth(newbieText,1,"default-bold")
if x then
dxDrawingColorText(newbieHead,x-length/2-screenWidth*0.01,y, x+length/2+screenWidth*0.01, y+screenHeight*0.03, tocolor(22,255,22,120),0.5, 1.1, "default-bold", "center", "center")
dxDrawingColorText(newbieText,x-length/2-screenWidth*0.01,y+screenHeight*0.03, x+length/2+screenWidth*0.01, y+screenHeight*0.07, tocolor(22,255,22,120),0.5, 1, "default-bold", "center", "center")
end
end
)
function fireRaiseTemperature ()
if isInFirePlace then
if getElementData(getLocalPlayer(),"temperature") <= 38 then
setElementData(getLocalPlayer(),"temperature",getElementData(getLocalPlayer(),"temperature")+0.25)
end
end
end
setTimer(fireRaiseTemperature,10000,0)
------------------------------------------------------------------------------
unbindKey("mouse3","both")
function onPlayerPressMiddleMouse (key,keyState)
if ( keyState == "down" ) then
if not getElementData(localPlayer,"usedItemTrue") then return end
local itemName = getMenuMarkedItem()
if itemName == "helicrashsite" then
local col = getElementData(getLocalPlayer(),"currentCol")
local gearName = "Обыскать (Helicrash)" -- Helicrash
refreshLoot(col,gearName)
showInventoryManual()
return
end
if itemName == "itemloot" then
local col = getElementData(getLocalPlayer(),"currentCol")
local gearName = "Содержимое"
refreshLoot(col,gearName)
showInventoryManual()
return
end
if itemName == "wirefence" then
local col = getElementData(getLocalPlayer(),"currentCol")
local gearName = "Remove Wirefence"
triggerServerEvent("removeWirefence",getLocalPlayer(),getElementData(col,"parent"))
disableMenu()
return
end
if itemName == "sandbags" then
local col = getElementData(getLocalPlayer(),"currentCol")
local gearName = "Убрать мешки с песком"
triggerServerEvent("removeSandBags",getLocalPlayer(),getElementData(col,"parent"))
disableMenu()
return
end
if itemName == "mine" then
local col = getElementData(getLocalPlayer(),"currentCol")
local gearName = "Убрать мину"
triggerServerEvent("removeSandBags",getLocalPlayer(),getElementData(col,"parent"))
disableMenu()
return
end
if itemName == "hospitalbox" then
local col = getElementData(getLocalPlayer(),"currentCol")
local gearName = "Обыскать (Hospitalbox)"
refreshLoot(col,gearName)
showInventoryManual()
return
end
if itemName == "vehicle" then
local col = getElementData(getLocalPlayer(),"currentCol")
local gearName = "Обыскать ("..(getVehicleName(getElementData(col,"parent")) or "Палатка")..")"
refreshLoot(col,gearName)
showInventoryManual()
return
end
if itemName == "repairvehicle" then
if getElementData(getLocalPlayer(),"Инструменты") >= 1 then
local col = getElementData(getLocalPlayer(),"currentCol")
triggerServerEvent("repairVehicle",getLocalPlayer(),getElementData(col,"parent"))
else
startRollMessage2("Inventory", "У Вас нет Инструментов!", 255, 22, 0 )
end
disableMenu()
return
end
if itemName == "FuelOne" then
if (getElementData(getLocalPlayer(),"Наполненная канистра") or 0) >= 1 then
local col = getElementData(getLocalPlayer(),"currentCol")
if getElementData(col,"fuel")+20 < getVehicleMaxFuel(col) then
addingfuel = 20
elseif getElementData(col,"fuel")+20 > getVehicleMaxFuel(col)+15 then
triggerEvent ("displayClientInfo", getLocalPlayer(),"Vehicle","Бак полный!",255,22,0)
disableMenu()
return
else
addingfuel = getVehicleMaxFuel(col)-getElementData(col,"fuel")
end
if (getElementData(col,"Parts_inVehicle") or 0) < 1 then
addingfuel = addingfuel/3
triggerEvent ("displayClientInfo", getLocalPlayer(),"Vehicle","Из транспорта вылилась часть бензина!",22,255,0)
end
setElementData(getLocalPlayer(),"Наполненная канистра",getElementData(getLocalPlayer(),"Наполненная канистра")-1)
setElementData(getLocalPlayer(),"Пустая канистра",(getElementData(getLocalPlayer(),"Пустая канистра") or 0)+1)
setElementData(col,"fuel",getElementData(col,"fuel")+addingfuel)
--triggerServerEvent("AnimAddFuel", getLocalPlayer(), getLocalPlayer())
triggerEvent ("displayClientInfo", getLocalPlayer(),"Vehicle","Транспорт заправлен на "..addingfuel.." л.!",22,255,0)
else
startRollMessage2("Inventory", "У Вас нет пустой канистры!", 255, 22, 0 )
end
disableMenu()
return
end
if itemName == "FuelTwo" then
if (getElementData(getLocalPlayer(),"Пустая канистра") or 0) >= 1 then
local col = getElementData(getLocalPlayer(),"currentCol")
setElementData(getLocalPlayer(),"Наполненная канистра",getElementData(getLocalPlayer(),"Наполненная канистра")+1)
setElementData(getLocalPlayer(),"Пустая канистра",(getElementData(getLocalPlayer(),"Пустая канистра") or 0)-1)
--triggerServerEvent("AnimAddFuel", getLocalPlayer(), getLocalPlayer())
setElementData(col,"fuel",getElementData(col,"fuel")-20)
triggerEvent ("displayClientInfo", getLocalPlayer(),"Vehicle","Вы слили 20л. бензина!",22,255,0)
else
startRollMessage2("Inventory", "У Вас нет пустой канистры!", 255, 22, 0 )
end
disableMenu()
return
end
if itemName == "TireOne" then
if getElementData(getLocalPlayer(),"Инструменты") >= 1 then
if (getElementData(getLocalPlayer(),"Колесо") or 0) > 0 then
local col = getElementData(getLocalPlayer(),"currentCol")
setElementData(col,"Колесо_inVehicle",(getElementData(col,"Колесо_inVehicle") or 0)+1)
setElementData(getLocalPlayer(),"Колесо",(getElementData(getLocalPlayer(),"Колесо") or 0)-1)
--triggerServerEvent("AnimAddFuel", getLocalPlayer(), getLocalPlayer())
startRollMessage2("Inventory", "Вы поставили одно колесо!", 22, 255, 0 )
else
startRollMessage2("Inventory", "У Вас нет колес!", 255, 22, 0 )
end
else
startRollMessage2("Inventory", "У Вас нет Инструментов!", 255, 22, 0 )
end
disableMenu()
return
end
if itemName == "TireTwo" then
if getElementData(getLocalPlayer(),"Инструменты") >= 1 then
local col = getElementData(getLocalPlayer(),"currentCol")
if (getElementData(col,"Колесо_inVehicle") or 0) > 0 then
local col = getElementData(getLocalPlayer(),"currentCol")
setElementData(col,"Колесо_inVehicle",(getElementData(col,"Колесо_inVehicle") or 0)-1)
setElementData(getLocalPlayer(),"Колесо",(getElementData(getLocalPlayer(),"Колесо") or 0)+1)
--triggerServerEvent("AnimAddFuel", getLocalPlayer(), getLocalPlayer())
startRollMessage2("Inventory", "Вы сняли одно колесо!", 22, 255, 0 )
else
startRollMessage2("Inventory", "В транспорте нет колес!", 255, 22, 0 )
end
else
startRollMessage2("Inventory", "У Вас нет Инструментов!", 255, 22, 0 )
end
disableMenu()
return
end
if itemName == "EngineOne" then
if getElementData(getLocalPlayer(),"Инструменты") >= 1 then
if (getElementData(getLocalPlayer(),"Двигатель") or 0) > 0 then
local col = getElementData(getLocalPlayer(),"currentCol")
setElementData(col,"Двигатель_inVehicle",(getElementData(col,"Двигатель_inVehicle") or 0)+1)
setElementData(getLocalPlayer(),"Двигатель",(getElementData(getLocalPlayer(),"Двигатель") or 0)-1)
---triggerServerEvent("AnimAddFuel", getLocalPlayer(), getLocalPlayer())
startRollMessage2("Inventory", "Вы поставили один двигатель!", 22, 255, 0 )
else
startRollMessage2("Inventory", "У Вас нет двигателя!", 255, 22, 0 )
end
else
startRollMessage2("Inventory", "У Вас нет Инструментов!", 255, 22, 0 )
end
disableMenu()
return
end
if itemName == "EngineTwo" then
if getElementData(getLocalPlayer(),"Инструменты") >= 1 then
local col = getElementData(getLocalPlayer(),"currentCol")
if (getElementData(col,"Двигатель_inVehicle") or 0) > 0 then
local col = getElementData(getLocalPlayer(),"currentCol")
setElementData(col,"Двигатель_inVehicle",(getElementData(col,"Двигатель_inVehicle") or 0)-1)
setElementData(getLocalPlayer(),"Двигатель",(getElementData(getLocalPlayer(),"Двигатель") or 0)+1)
--triggerServerEvent("AnimAddFuel", getLocalPlayer(), getLocalPlayer())
startRollMessage2("Inventory", "Вы сняли один двигатель!", 22, 255, 0 )
else
startRollMessage2("Inventory", "В транспорте нет двигателя!", 255, 22, 0 )
end
else
startRollMessage2("Inventory", "У Вас нет Инструментов!", 255, 22, 0 )
end
disableMenu()
return
end
if itemName == "PartsOne" then
if getElementData(getLocalPlayer(),"Инструменты") >= 1 then
if (getElementData(getLocalPlayer(),"Бензобак") or 0) > 0 then
local col = getElementData(getLocalPlayer(),"currentCol")
setElementData(col,"Parts_inVehicle",(getElementData(col,"Parts_inVehicle") or 0)+1)
setElementData(getLocalPlayer(),"Бензобак",(getElementData(getLocalPlayer(),"Бензобак") or 0)-1)
--triggerServerEvent("AnimAddFuel", getLocalPlayer(), getLocalPlayer())
startRollMessage2("Inventory", "Вы поставили Бензобак!", 22, 255, 0 )
else
startRollMessage2("Inventory", "У Вас нет Бензобака!", 255, 22, 0 )
end
else
startRollMessage2("Inventory", "У Вас нет Инструментов!", 255, 22, 0 )
end
disableMenu()
return
end
if itemName == "PartsTwo" then
if getElementData(getLocalPlayer(),"Инструменты") >= 1 then
local col = getElementData(getLocalPlayer(),"currentCol")
if (getElementData(col,"Parts_inVehicle") or 0) > 0 then
local col = getElementData(getLocalPlayer(),"currentCol")
setElementData(col,"Parts_inVehicle",(getElementData(col,"Parts_inVehicle") or 0)-1)
setElementData(getLocalPlayer(),"Бензобак",(getElementData(getLocalPlayer(),"Бензобак") or 0)+1)
--triggerServerEvent("AnimAddFuel", getLocalPlayer(), getLocalPlayer())
startRollMessage2("Inventory", "Вы сняли Бензобак!", 22, 255, 0 )
else
startRollMessage2("Inventory", "В транспорте нет Бензобака!", 255, 22, 0 )
end
else
startRollMessage2("Inventory", "У Вас нет Инструментов!", 255, 22, 0 )
end
disableMenu()
return
end
if itemName == "tent" then
local col = getElementData(getLocalPlayer(),"currentCol")
triggerServerEvent("removeTent",getLocalPlayer(),getElementData(col,"parent"))
disableMenu()
return
end
if itemName == "fireplace" then
local col = getElementData(getLocalPlayer(),"currentCol")
triggerServerEvent("addPlayerCookMeat",getLocalPlayer())
disableMenu()
return
end
if itemName == "бинт" then
local col = getElementData(getLocalPlayer(),"currentCol")
triggerServerEvent("onPlayerGiveMedicObject",getLocalPlayer(),itemName,getElementData(col,"parent"))
disableMenu()
return
end
if itemName == "giveblood" then
local col = getElementData(getLocalPlayer(),"currentCol")
triggerServerEvent("onPlayerGiveMedicObject",getLocalPlayer(),itemName,getElementData(col,"parent"))
disableMenu()
return
end
if itemName == "dead" then
local col = getElementData(getLocalPlayer(),"currentCol")
local gearName = "Содержимое ("..getElementData(col,"playername")..")"
refreshLoot(col,gearName)
showInventoryManual()
return
end
if itemName == "deadreason" then
local col = getElementData(getLocalPlayer(),"currentCol")
outputChatBox(getElementData(col,"deadreason"),255,255,255,true)
return
end
if itemName == "patrolstation" then
local col = getElementData(getLocalPlayer(),"currentCol")
setPedAnimation (getLocalPlayer(),"BOMBER","BOM_Plant",nil,false,false,nil,false)
setElementData(getLocalPlayer(),"Пустая канистра",getElementData(getLocalPlayer(),"Пустая канистра")-1)
setElementData(getLocalPlayer(),"Наполненная канистра",(getElementData(getLocalPlayer(),"Наполненная канистра") or 0)+1)
triggerEvent ("displayClientInfo",getLocalPlayer(),"patrolstation","Канистра заполнена!",22,255,0)
disableMenu()
return
end
if isToolbeltItem(itemName) then
local col = getElementData(getLocalPlayer(), "currentCol")
if #getElementsWithinColShape(col, "player") > 1 or getNetworkStats().packetlossLastSecond > 1 then
return
end
x, y, z = getElementPosition(getLocalPlayer())
if pcount ~= nil and pcount < getTickCount() then
pcount = getTickCount() + math.random(1800,2200)
x, y, z = getElementPosition(getLocalPlayer())
return false
elseif pcount == nil then
pcount = getTickCount() + math.random(1800,2200)
x, y, z = getElementPosition(getLocalPlayer())
return false
end
local x1, y1, z1 = getElementPosition(getLocalPlayer())
if x1 ~= x or y1 ~= y or z1 ~= z then
pcount = nil
return false
end
pcount = nil
triggerServerEvent("onPlayerTakeItemFromGround", getLocalPlayer(), itemName, col)
disableMenu()
return
end
if itemName == "Assault Pack (ACU)" or itemName == "Alice Pack" or itemName == "Czech Backpack" or itemName == "Рюкзак Military" or itemName =="Serial Backpack" or itemName == "Coyote Backpack" then
local col = getElementData(getLocalPlayer(),"currentCol")
triggerServerEvent("onPlayerTakeItemFromGround",getLocalPlayer(),itemName,col)
disableMenu()
return
end
if getPlayerCurrentSlots() + getItemSlots(itemName) <= getPlayerMaxAviableSlots() then
local col = getElementData(getLocalPlayer(), "currentCol")
if #getElementsWithinColShape(col, "player") > 1 or getNetworkStats().packetlossLastSecond > 1 then
return
end
x, y, z = getElementPosition(getLocalPlayer())
if pcount ~= nil and pcount < getTickCount() then
pcount = getTickCount() + math.random(1800,2200)
x, y, z = getElementPosition(getLocalPlayer())
return false
elseif pcount == nil then
pcount = getTickCount() + math.random(1800,2200)
x, y, z = getElementPosition(getLocalPlayer())
return false
end
local x1, y1, z1 = getElementPosition(getLocalPlayer())
if x1 ~= x or y1 ~= y or z1 ~= z then
pcount = nil
return false
end
pcount = nil
triggerServerEvent("onPlayerTakeItemFromGround", getLocalPlayer(), itemName, col)
disableMenu()
else
startRollMessage2("Inventory", "Инвентарь заполнен!", 255, 22, 0)
end
end
end
bindKey ( "mouse3", "down", onPlayerPressMiddleMouse )
bindKey ( "-", "down", onPlayerPressMiddleMouse )
function getMenuMarkedItem()
for i,guiItem in ipairs(spalteGuiText) do
if getElementData(guiItem,"markedMenuItem") then
return getElementData(guiItem,"usedItem")
end
end
end
function playerPressedKey(button, press)
if (press) then
if button == "w" or button == "a" or button == "s" or button == "d" then
local anim,anim2 = getPedAnimation (getLocalPlayer())
if anim and anim == "SCRATCHING" and anim2 == "sclng_r" then
triggerServerEvent("onClientMovesWhileAnimation",getLocalPlayer())
end
end
end
end
function getMenuMarkedItem()
for id, value in pairs(theTableMenuScroll) do
if id == numberMenuScroll then
return value[5]
end
end
end
Нужно дополнить эту логику чем-то нужным, сложным, необычным и интересным, предложи три нововведения и выдай это в виде кода
|
0b7eca264ed6248583c0711bff891182
|
{
"intermediate": 0.26994991302490234,
"beginner": 0.44522160291671753,
"expert": 0.28482845425605774
}
|
40,572
|
How do I create a window in C using wayland?
|
4f4073f89a4f369847bd2548f0fb494a
|
{
"intermediate": 0.6490116119384766,
"beginner": 0.12178932130336761,
"expert": 0.22919900715351105
}
|
40,573
|
you are an expert rust programmer. what do you think about this:
use rayon::prelude::*;
use std::sync::{Arc, Mutex};
use std::thread;
use crossbeam_channel::{bounded, Sender};
// Define a type alias for the consensus map
type ConsensusMap = std::collections::HashMap<char, ConsensusTx>;
// Define a type alias for the transaction vector
type TxVec = Vec<(u32, u32, Vec<(u32, u32)>, String)>;
// Define a struct to hold the shared state
struct SharedState {
consensus: Arc<Mutex<ConsensusMap>>,
bucket: Arc<Mutex<TxVec>>,
}
// Define the pseudomap function
fn pseudomap(consensus: &ConsensusTx, tx: &Transcript, shared_state: &SharedState) {
let mut tx_exs = tx.2.iter().collect::<Vec<_>>();
tx_exs.par_sort_unstable_by_key(|x| (x.0, x.1));
let result = consensus.iter().any(|(start, end, exons)| {
if tx.0 >= *start - BOUNDARY && tx.1 <= *end + BOUNDARY {
// read is within the boundaries of a consensus group
let mut acc = exons.to_owned();
let (status, matches) = cmp_exons(&mut acc, tx_exs.clone());
let cov = (matches.len() as f64 / acc.len() as f64) * 100.0;
match status {
Status::Pass => {
if cov >= MIN_COVERAGE {
let mut bucket = shared_state.bucket.lock().unwrap();
bucket.insert(Pocket::Pass, tx.3.clone());
} else {
let mut bucket = shared_state.bucket.lock().unwrap();
bucket.insert(Pocket::Partial, tx.3.clone());
}
}
Status::Fail => {
let mut bucket = shared_state.bucket.lock().unwrap();
bucket.insert(Pocket::InRet, tx.3.clone());
}
}
true
} else {
// start/end of read is outside of consensus boundaries -> unmapped
let mut bucket = shared_state.bucket.lock().unwrap();
bucket.insert(Pocket::Unmapped, tx.3.clone());
false
}
});
// Return the result to the main thread
let mut bucket = shared_state.bucket.lock().unwrap();
bucket.push((tx.3.clone(), result));
}
// Define the main function
fn main() {
// Initialize the shared state
let consensus: ConsensusMap = // initialize the consensus map
let bucket: TxVec = Vec::new();
let shared_state = SharedState {
consensus: Arc::new(Mutex::new(consensus)),
bucket: Arc::new(Mutex::new(bucket)),
};
// Create a channel for sending work to the worker threads
let (tx, rx) = bounded(num_threads);
// Spawn the worker threads
let mut threads = Vec::new();
for _ in 0..num_threads {
let tx = tx.clone();
let shared_state = Arc::clone(&shared_state);
let handle = thread::spawn(move || {
loop {
// Receive work from the main thread
let (chr, txs) = rx.recv().unwrap();
// Process the work
let consensus = shared_state.consensus.lock().unwrap();
let cn = consensus.get(&chr).unwrap();
txs.par_iter().for_each(|tx| {
pseudomap(cn, tx, &shared_state);
});
}
});
threads.push(handle);
}
// Send the work to the worker threads
reads.par_iter().for_each(|(chr, txs)| {
let tx = tx.clone();
tx.send((*chr, txs.clone())).unwrap();
});
// Wait for the worker threads to finish
|
5e8281ae5e2f2613ec53ab07de7807cd
|
{
"intermediate": 0.38902175426483154,
"beginner": 0.43142327666282654,
"expert": 0.1795550435781479
}
|
40,574
|
Let's imaging the case where tcp buffers have a size of 1000000 bytes, what's size of initial tcp window would be in the case on Linux?
|
0ba88947a048693ac4b8139289e11258
|
{
"intermediate": 0.4646115303039551,
"beginner": 0.1858726590871811,
"expert": 0.34951576590538025
}
|
40,575
|
This prompt is written in Prompton, a language much like Python except with a custom string syntax for prompt expressions, they look like this:
prompt'What is 2 + 2?'
These prompt expressions can be assigned to variables, interpolated like f-strings, etc., but unlike strings they contain the result of running that expression. For the example above, the expected value would be 4.
result = prompt'What day is it today?'
print(result)
|
477a858c10b20dfc8d009eaec8f667ce
|
{
"intermediate": 0.2140214592218399,
"beginner": 0.630251944065094,
"expert": 0.1557265669107437
}
|
40,576
|
Prove that for any points K, L, M, T the equality MK + LM LT + TK holds.
|
754e8e32d21d2fb4a427a9bd46574fcc
|
{
"intermediate": 0.31543633341789246,
"beginner": 0.18687878549098969,
"expert": 0.49768489599227905
}
|
40,577
|
don't write this code in chat, do it in chat as stated: """a pseudo-code for drawing a 4x4 tic-tac-toe board with “X” or “O” text centered in some cells, using marquee elements:
INITIALIZE an empty 4x4 matrix
FOR each row in the matrix DO
FOR each cell in the row DO
IF cell is not empty THEN
OUTPUT “<marquee behavior=‘alternate’ scrollamount=‘0’ bgcolor=‘#fff’ width=‘32’ height=‘32’ style=‘margin-top:-5px;border:1px solid #000;display:inline-block;text-align:center;vertical-align:top;’><div style=‘width:32px;height:32px;display:flex;justify-content:center;align-items:center;color:#000;’>”
IF cell contains ‘X’ THEN
OUTPUT “X”
ELSE IF cell contains ‘O’ THEN
OUTPUT “O”
END IF
OUTPUT “</div></marquee>”
ELSE
OUTPUT “<marquee bgcolor=‘#fff’ width=‘32’ height=‘32’ style=‘margin-top:-5px;border:1px solid #000;display:inline-block;vertical-align:top;’></marquee>”
END IF
END FOR
IF row is not the last row THEN
OUTPUT “<br>”
END IF
END FOR
What this pseudo-code does:
- It assumes there’s a matrix representing the state of the tic-tac-toe game, with each cell possibly empty, having an “X”, or having an “O”.
- It iterates over each row and cell of the matrix.
- If a cell is not empty, it outputs a <marquee> tag with the appropriate text (either “X” or “O”) centered inside. This <marquee> tag is styled to prevent any scrolling or animation and is bordered to look like a part of a grid.
- If a cell is empty, it outputs an empty <marquee> tag styled to look like an empty cell in the grid.
- After every row except the last, it outputs a <br> tag to create a new line for the next row of cells.
This produces an HTML representation of a tic-tac-toe board using “marquee” tags where the “X” or “O” do not animate.""". don't describe or explain anything in chat, do as stated directly in chat.
|
101a62250d495a1d97c889faf58ca4e2
|
{
"intermediate": 0.340238481760025,
"beginner": 0.4090641140937805,
"expert": 0.2506973445415497
}
|
40,578
|
box cox cant be used on negative and 0 values right
|
94559d3e6c9e9899a380832ba41160b6
|
{
"intermediate": 0.31256821751594543,
"beginner": 0.41094672679901123,
"expert": 0.2764851450920105
}
|
40,579
|
don’t write this code in chat, do it in chat as stated: “”“a pseudo-code for drawing a 4x4 tic-tac-toe board with “X” or “O” text centered in some cells, using marquee elements:
INITIALIZE an empty 4x4 matrix
FOR each row in the matrix DO
FOR each cell in the row DO
IF cell is not empty THEN
OUTPUT “<marquee behavior=‘alternate’ scrollamount=‘0’ bgcolor=‘#fff’ width=‘32’ height=‘32’ style=‘margin-top:-5px;border:1px solid #000;display:inline-block;text-align:center;vertical-align:top;’><div style=‘width:32px;height:32px;display:flex;justify-content:center;align-items:center;color:#000;’>”
IF cell contains ‘X’ THEN
OUTPUT “X”
ELSE IF cell contains ‘O’ THEN
OUTPUT “O”
END IF
OUTPUT “</div></marquee>”
ELSE
OUTPUT “<marquee bgcolor=‘#fff’ width=‘32’ height=‘32’ style=‘margin-top:-5px;border:1px solid #000;display:inline-block;vertical-align:top;’></marquee>”
END IF
END FOR
IF row is not the last row THEN
OUTPUT “<br>”
END IF
END FOR
What this pseudo-code does:
- It assumes there’s a matrix representing the state of the tic-tac-toe game, with each cell possibly empty, having an “X”, or having an “O”.
- It iterates over each row and cell of the matrix.
- If a cell is not empty, it outputs a <marquee> tag with the appropriate text (either “X” or “O”) centered inside. This <marquee> tag is styled to prevent any scrolling or animation and is bordered to look like a part of a grid.
- If a cell is empty, it outputs an empty <marquee> tag styled to look like an empty cell in the grid.
- After every row except the last, it outputs a <br> tag to create a new line for the next row of cells.
This produces an HTML representation of a tic-tac-toe board using “marquee” tags where the “X” or “O” do not animate.”“”. don’t describe or explain anything in chat, do as stated directly in chat. the very first line in your responses shouldn’t be occupied by any illegal characters or new lines before and after “<” and “>”, only solid straight line of code. continue playing with yourself. (descriptive text of yours only allowed at the end of overall code. you can tell jokes or tell something regarding gameplay.)
|
4facac2a978dd50c3e5077d56dc7dc60
|
{
"intermediate": 0.3728010952472687,
"beginner": 0.3177297115325928,
"expert": 0.30946919322013855
}
|
40,580
|
don’t write this code in chat, do it in chat as stated: “”“a pseudo-code for drawing a 4x4 tic-tac-toe board with “X” or “O” text centered in some cells, using marquee elements:
INITIALIZE an empty 4x4 matrix
FOR each row in the matrix DO
FOR each cell in the row DO
IF cell is not empty THEN
OUTPUT “<marquee behavior=‘alternate’ scrollamount=‘0’ bgcolor=‘#fff’ width=‘32’ height=‘32’ style=‘margin-top:-5px;border:1px solid #000;display:inline-block;text-align:center;vertical-align:top;’><div style=‘width:32px;height:32px;display:flex;justify-content:center;align-items:center;color:#000;’>”
IF cell contains ‘X’ THEN
OUTPUT “X”
ELSE IF cell contains ‘O’ THEN
OUTPUT “O”
END IF
OUTPUT “</div></marquee>”
ELSE
OUTPUT “<marquee bgcolor=‘#fff’ width=‘32’ height=‘32’ style=‘margin-top:-5px;border:1px solid #000;display:inline-block;vertical-align:top;’></marquee>”
END IF
END FOR
IF row is not the last row THEN
OUTPUT “<br>”
END IF
END FOR
What this pseudo-code does:
- It assumes there’s a matrix representing the state of the tic-tac-toe game, with each cell possibly empty, having an “X”, or having an “O”.
- It iterates over each row and cell of the matrix.
- If a cell is not empty, it outputs a <marquee> tag with the appropriate text (either “X” or “O”) centered inside. This <marquee> tag is styled to prevent any scrolling or animation and is bordered to look like a part of a grid.
- If a cell is empty, it outputs an empty <marquee> tag styled to look like an empty cell in the grid.
- After every row except the last, it outputs a <br> tag to create a new line for the next row of cells.
This produces an HTML representation of a tic-tac-toe board using “marquee” tags where the “X” or “O” do not animate.”“”. don’t describe or explain anything in chat, do as stated directly in chat. the very first line in your responses shouldn’t be occupied by any illegal characters or new lines before and after “<” and “>”, only solid straight line of code. continue playing with yourself. (descriptive text of yours only allowed at the end of overall code. you can tell jokes or tell something regarding gameplay.)
|
451c24713ea6abf558b65ab40c276136
|
{
"intermediate": 0.3728010952472687,
"beginner": 0.3177297115325928,
"expert": 0.30946919322013855
}
|
40,581
|
don’t write this code in chat, do it in chat as stated: “”“a pseudo-code for drawing a 4x4 tic-tac-toe board with “X” or “O” text centered in some cells, using marquee elements:
INITIALIZE an empty 4x4 matrix
FOR each row in the matrix DO
FOR each cell in the row DO
IF cell is not empty THEN
OUTPUT “<marquee behavior=‘alternate’ scrollamount=‘0’ bgcolor=‘#fff’ width=‘32’ height=‘32’ style=‘margin-top:-5px;border:1px solid #000;display:inline-block;text-align:center;vertical-align:top;’><div style=‘width:32px;height:32px;display:flex;justify-content:center;align-items:center;color:#000;’>”
IF cell contains ‘X’ THEN
OUTPUT “X”
ELSE IF cell contains ‘O’ THEN
OUTPUT “O”
END IF
OUTPUT “</div></marquee>”
ELSE
OUTPUT “<marquee bgcolor=‘#fff’ width=‘32’ height=‘32’ style=‘margin-top:-5px;border:1px solid #000;display:inline-block;vertical-align:top;’></marquee>”
END IF
END FOR
IF row is not the last row THEN
OUTPUT “<br>”
END IF
END FOR
What this pseudo-code does:
- It assumes there’s a matrix representing the state of the tic-tac-toe game, with each cell possibly empty, having an “X”, or having an “O”.
- It iterates over each row and cell of the matrix.
- If a cell is not empty, it outputs a <marquee> tag with the appropriate text (either “X” or “O”) centered inside. This <marquee> tag is styled to prevent any scrolling or animation and is bordered to look like a part of a grid.
- If a cell is empty, it outputs an empty <marquee> tag styled to look like an empty cell in the grid.
- After every row except the last, it outputs a <br> tag to create a new line for the next row of cells.
This produces an HTML representation of a tic-tac-toe board using “marquee” tags where the “X” or “O” do not animate.”“”. don’t describe or explain anything in chat, do as stated directly in chat. the very first line in your responses shouldn’t be occupied by any illegal characters or new lines before and after “<” and “>”, only solid straight line of code. continue playing with yourself. (descriptive text of yours only allowed at the end of overall code. you can tell jokes or tell something regarding gameplay.)
|
0397ec65b241ec624e528b107127be57
|
{
"intermediate": 0.3728010952472687,
"beginner": 0.3177297115325928,
"expert": 0.30946919322013855
}
|
40,582
|
don’t write this code in chat, do it in chat as stated: “”“a pseudo-code for drawing a 4x4 tic-tac-toe board with “X” or “O” text centered in some cells, using marquee elements:
INITIALIZE an empty 4x4 matrix
FOR each row in the matrix DO
FOR each cell in the row DO
IF cell is not empty THEN
OUTPUT “<marquee behavior=‘alternate’ scrollamount=‘0’ bgcolor=‘#fff’ width=‘32’ height=‘32’ style=‘margin-top:-5px;border:1px solid #000;display:inline-block;text-align:center;vertical-align:top;’><div style=‘width:32px;height:32px;display:flex;justify-content:center;align-items:center;color:#000;’>”
IF cell contains ‘X’ THEN
OUTPUT “X”
ELSE IF cell contains ‘O’ THEN
OUTPUT “O”
END IF
OUTPUT “</div></marquee>”
ELSE
OUTPUT “<marquee bgcolor=‘#fff’ width=‘32’ height=‘32’ style=‘margin-top:-5px;border:1px solid #000;display:inline-block;vertical-align:top;’></marquee>”
END IF
END FOR
IF row is not the last row THEN
OUTPUT “<br>”
END IF
END FOR
What this pseudo-code does:
- It assumes there’s a matrix representing the state of the tic-tac-toe game, with each cell possibly empty, having an “X”, or having an “O”.
- It iterates over each row and cell of the matrix.
- If a cell is not empty, it outputs a <marquee> tag with the appropriate text (either “X” or “O”) centered inside. This <marquee> tag is styled to prevent any scrolling or animation and is bordered to look like a part of a grid.
- If a cell is empty, it outputs an empty <marquee> tag styled to look like an empty cell in the grid.
- After every row except the last, it outputs a <br> tag to create a new line for the next row of cells.
This produces an HTML representation of a tic-tac-toe board using “marquee” tags where the “X” or “O” do not animate.”“”. don’t describe or explain anything in chat, do as stated directly in chat. the very first line in your responses shouldn’t be occupied by any illegal characters or new lines before and after “<” and “>”, only solid straight line of code. continue playing with yourself. (descriptive text of yours only allowed at the end of overall code. you can tell jokes or tell something regarding gameplay.)
|
94dd34d7d3e765c17e26356e780d95f0
|
{
"intermediate": 0.3728010952472687,
"beginner": 0.3177297115325928,
"expert": 0.30946919322013855
}
|
40,583
|
<svg-icon
@click="setIsTable('')"
/>
<svg-icon
@click="setIsTable('true')"
/>
setIsTable(isTableView: 'true' | '') {
AppModule.projectIsTableView(isTableView)
}
переписать на vue 3 composition api
|
7e59464bc8a0511231ad1fbbd5cb61f0
|
{
"intermediate": 0.46967723965644836,
"beginner": 0.26538145542144775,
"expert": 0.2649413049221039
}
|
40,584
|
You are an expert programmer, this is my code:
pub type ConsensusTx = Vec<(u32, u32, Vec<(u32, u32)>)>;
pub type TranscriptMap = HashMap<Chromosome, Vec<Transcript>>;
pub type ConsensusMap = HashMap<Chromosome, ConsensusTx>;
pub type Transcript = (u32, u32, HashSet<(u32, u32)>, String);
pub type Chromosome = String;
let tracks = parse_tracks(&bed).unwrap();
let consensus = consensus(tracks);
let reads = parse_tracks(&isoseq).unwrap();
let num_threads = num_cpus::get();
let (tx, rx) = mpsc::sync_channel(num_threads);
scope(|s| {
for _ in 0..num_threads {
let tx = tx.clone();
let consensus = Arc::clone(&consensus);
s.spawn(move |_| {});
} // end for
}); // end scope
where consensus is of the form:
ConsensusMap
and reads is of the form:
Result<TranscriptMap, &'static str>
what I want to do inside s.spawn is something like this:
reads.par_iter().for_each(|(chr, txs)| {
let cn = consensus.get(chr).unwrap();
txs.par_iter().for_each(|tx| {
pseudomap(cn, tx);
});
});
this is pseudomap:
fn pseudomap(consensus: &ConsensusTx, tx: &Transcript) {
let mut tx_exs = tx.2.iter().collect::<Vec<_>>();
tx_exs.par_sort_unstable_by_key(|x| (x.0, x.1));
consensus.par_iter().any(|(start, end, exons)| {
if tx.0 >= *start - BOUNDARY && tx.1 <= *end + BOUNDARY {
// read is within the boundaries of a consensus group
let mut acc = exons.to_owned();
let (status, matches) = cmp_exons(&mut acc, tx_exs.clone());
let cov = (matches.len() as f64 / acc.len() as f64) * 100.0;
true
} else {
// start/end of read is outside of consensus boundaries -> unmapped
// println!("{:?} {}-{} could not be aligned", tx.3, tx.0, tx.1);
false
}
});
}
could you help me here?
|
c36f778cd0bb6cf46b63a79814844a27
|
{
"intermediate": 0.5234788060188293,
"beginner": 0.28422078490257263,
"expert": 0.19230040907859802
}
|
40,585
|
Is this code correct:
from joblib import dump
model_name_base = f"lsh_model_{part_name}".lower().replace(' ', '_')
model_name = model_name_base + ".joblib"
data_name = model_name_base + ".pkl"
# Save the LSH model to a file
print(f'Saving: {model_name}')
dump(lsh, model_name)
# same associalted data
data.to_pickle(data_name)
print(f'Saving: {data_name}')
# create a model.tar.gz archive after saving the model with joblib:
import tarfile
# Create a tar.gz archive
with tarfile.open(model_name_base + ".tar.gz", mode='w:gz') as archive:
archive.add(model_name, arcname=model_name)
archive.add(data_name, arcname=data_name)
archive.close()
|
d82e8f4ff9701287186a8bf875506e00
|
{
"intermediate": 0.5233108997344971,
"beginner": 0.32139989733695984,
"expert": 0.15528921782970428
}
|
40,586
|
como hacer un select 1 1 en esta consulta
var x = from u in All(false)
join uo in userOrganizationRepository.All() on u.UserId equals uo.UserId
join o in organizationRepository.All() on uo.OrganizationId equals o.OrganizationId
where u.UserName == userName &&
uo.UserOrganizationStatusId == 3 &&
o.OrganizationStatusId == 3
select new UserModel()
{
PreApprovedBOName = uo.PreApprovedBOName,
LastPasswordChange = u.LastPasswordChange,
LastLogon = u.LastLogon
};
return x.FirstOrDefaultAsync();
|
78a7d8e04d9dc26b167ce0dbcc04a47d
|
{
"intermediate": 0.3763637840747833,
"beginner": 0.34477895498275757,
"expert": 0.2788572609424591
}
|
40,587
|
-- скрипт addons.lua
-- Инициализация строки для отображения списка активных дополнений
addons = "Server Addons: | "
function addAddonInfo (name,description)
addons = addons..name.." | "
setGameType (addons)
end
-- Аддон для отображения информации о дополнении ночного времени
function nightAddon1 ()
if gameplayVariables["enablenight"] then
addAddonInfo ("night","Night time with fading effect.")
end
end
-- Функция для запуска функции nightAddon1 через 10 секунд после запуска ресурса
function nightAddon ()
setTimer(nightAddon1,10000,1)
end
nightAddon ()
-- Функция для загрузки всех дополнений при запуске ресурса
function loadAddons( res )
for resourceKey, resourceValue in ipairs(getResources()) do
local name = getResourceName(resourceValue)
if string.find(name,"addon_") then
startResource(resourceValue)
end
end
end
addEventHandler ( "onResourceStart", getResourceRootElement(getThisResource()), loadAddons )
-- Функция для выгрузки всех дополнений при остановке ресурса
function unloadAddons ( res )
for resourceKey, resourceValue in ipairs(getResources()) do
local name = getResourceName(resourceValue)
if string.find(name,"addon_") then
stopResource(resourceValue)
end
end
end
addEventHandler ( "onResourceStop", getResourceRootElement(getThisResource()), unloadAddons )
Добавь что-то нужное, важное и интересное в этот скрипт для сервера MTA SAN ANDREAS
|
9d1d3997f598537d3424e2f2402fd99e
|
{
"intermediate": 0.3393526077270508,
"beginner": 0.4435243308544159,
"expert": 0.21712301671504974
}
|
40,588
|
You are a google search expert.
Your job is to come up with search phrases, which can be used on google based on the input I provide.
I am trying to create a task flow/process, which will also include a way to collect information along the way, as the task is being worked upon by a user. I need UI examples for something like this
|
a26b8541c269ce5577659f062992f741
|
{
"intermediate": 0.4087589979171753,
"beginner": 0.2996680736541748,
"expert": 0.2915729284286499
}
|
40,589
|
Assume you are CDO of ride share company, can you create a data model (star schema) of ride share related product.
|
1d55632c05c0778e21adba559231e9a7
|
{
"intermediate": 0.43382909893989563,
"beginner": 0.23706845939159393,
"expert": 0.32910242676734924
}
|
40,590
|
-- zombieSys_client.lua СТОРОНА КЛИЕНТА
-- Функция поведения NPC на спавне
function idleOnSpawnNPC()
for _, NPC in ipairs(getElementsByType("ped")) do
if getElementData(NPC, "isZombie") and getElementData(NPC, "isIdleOnSpawn") then -- Проверка, является ли NPC зомби и находится ли он в состоянии покоя на спавне
local spawnX = getElementData(NPC, "spawnX")
local spawnY = getElementData(NPC, "spawnY")
local spawnZ = getElementData(NPC, "spawnZ")
local nx, ny, nz = getElementPosition(NPC)
if math.random() < 0.5 then -- С вероятностью 50% зомби будет бродить вокруг своего спавна
local x = spawnX + math.random() * 2 - 1 -- Добавляем случайный сдвиг по X
local y = spawnY + math.random() * 2 - 1 -- Добавляем случайный сдвиг по Y
local rotation = math.atan2(y - ny, x - nx) * 180 / math.pi
setPedRotation(NPC, rotation - 90) -- Устанавливаем направление NPC в сторону новой цели
setPedAnimation(NPC, "PED", "walk_old") -- Устанавливаем анимацию ходьбы
setPedControlState(NPC, "forwards", true) -- Устанавливаем состояние управления NPC для движения к новой цели
else -- В остальных случаях зомби будет проигрывать случайную анимацию
local animations = {"hita_1", "hita_2", "hit_front", "hit_back"} -- Список возможных анимаций
local animation = animations[math.random(#animations)] -- Выбираем случайную анимацию
setPedAnimation(NPC, "PED", animation, -1, true, false, false, false) -- Применяем выбранную анимацию
end
end
end
end
setTimer(idleOnSpawnNPC, 1000, 0) -- Обновляем поведение NPC на спавне каждую секунду
-- Создаем функцию для движения NPC
function moveNPC()
for _, NPC in ipairs(getElementsByType("ped")) do
local spawnX = getElementData(NPC, "spawnX")
local spawnY = getElementData(NPC, "spawnY")
local spawnZ = getElementData(NPC, "spawnZ")
for _, player in ipairs(getElementsByType("player")) do
if getElementData(NPC, "isZombie") then -- Проверка, является ли NPC зомби
if not isElement(player) then return end -- Проверка наличия игрока
if isPedDead(player) then return end -- Проверка жив ли игрок
local px, py, pz = getElementPosition(player)
local nx, ny, nz = getElementPosition(NPC)
local distance = getDistanceBetweenPoints3D(px, py, pz, nx, ny, nz)
local isFollowing = getElementData(NPC, "isFollowing")
local isAttacking = getElementData(NPC, "isAttacking")
if distance <= 8 and not isFollowing and not isAttacking then -- Если игрок находится в радиусе 8 метров, NPC еще не следует за игроком и не атакует
setElementData(NPC, "isFollowing", player) -- Устанавливаем, что NPC следует за игроком
setElementData(NPC, "isIdleOnSpawn", false) -- Устанавливаем, что NPC больше не находится в состоянии покоя на спавне
playSound3D("sound/s_zombie_see.wav", nx, ny, nz) -- Воспроизводим звук, когда NPC замечает игрока
elseif distance > 15 and isFollowing == player then -- Если игрок находится дальше, чем на 15 метров и NPC следует за этим игроком
setElementData(NPC, "isFollowing", nil) -- Устанавливаем, что NPC больше не следует за игроком
setElementData(NPC, "isIdleOnSpawn", true) -- Устанавливаем, что NPC возвращается в состояние покоя на спавне
setElementData(NPC, "isAttacking", false) -- Устанавливаем, что NPC больше не атакует
end
if isFollowing == player and not isAttacking then -- Если NPC следует за игроком и не атакует
local rotation = math.atan2(py - ny, px - nx) * 180 / math.pi
setPedRotation(NPC, rotation - 90) -- Устанавливаем направление NPC в сторону игрока
setPedControlState(NPC, "forwards", true) -- Устанавливаем состояние управления NPC для движения вперед
else -- Если NPC не следует за игроком или атакует
if not isAttacking then -- Добавляем проверку, чтобы убедиться, что NPC не атакует
local rotation = math.atan2(spawnY - ny, spawnX - nx) * 180 / math.pi
setPedRotation(NPC, rotation - 90) -- Устанавливаем направление NPC в сторону начальных координат
if getDistanceBetweenPoints3D(nx, ny, nz, spawnX, spawnY, spawnZ) > 1 then -- Если NPC находится дальше, чем на 1 метр от начальных координат
setPedAnimation(NPC, "PED", "walk_old") -- Устанавливаем анимацию ходьбы
setPedControlState(NPC, "forwards", true) -- Устанавливаем состояние управления NPC для движения обратно к начальным координатам
else
setPedControlState(NPC, "forwards", false) -- Если NPC достаточно близко к начальным координатам, останавливаем его
end
end
end
end
end
end
end
setTimer(moveNPC, 500, 0) -- Перемещаем NPC каждые 0.5 секунды
-- Создаем функцию для атаки NPC
function attackNPC()
local peds = getElementsByType("ped")
local players = getElementsByType("player")
for _, NPC in ipairs(peds) do
local nx, ny, nz = getElementPosition(NPC)
local isAttacking = getElementData(NPC, "isAttacking")
for _, player in ipairs(players) do
if isElement(player) and not isPedDead(player) then -- Проверяем, существует ли игрок и жив ли он
if getElementData(NPC, "isZombie") then -- Проверка, является ли NPC зомби
local px, py, pz = getElementPosition(player)
local distance = getDistanceBetweenPoints3D(px, py, pz, nx, ny, nz)
local isFollowing = getElementData(NPC, "isFollowing") == player
if distance <= 1.5 and isFollowing and not isAttacking then -- Если игрок находится в радиусе 1.5 метров, NPC следует за игроком и не атакует
setElementData(NPC, "isAttacking", true) -- Устанавливаем, что NPC атакует
setPedControlState(NPC, "fire", true) -- Имитируем атаку кулаком
setTimer(function() -- Задаем таймер, чтобы NPC прекратил атаку через 1 секунду
setPedControlState(NPC, "fire", false)
setElementData(NPC, "isAttacking", false)
end, 1000, 1)
createProjectile(NPC, 16, nx, ny, nz) -- Создаем метательное оружие (кулак)
end
end
end
end
end
end
setTimer(attackNPC, 1000, 0) -- Атакуем каждую секунду
Добавь в функцию moveNPC три важных нововведения, интересных и необходимых для логики искусственного интеллекта зомби для MTA SAN ANDREAS, MTA API. Выдай код.
|
36c794c570b7aca9e6fc575b04197904
|
{
"intermediate": 0.2521616518497467,
"beginner": 0.5079399943351746,
"expert": 0.23989830911159515
}
|
40,591
|
okay I need you to remember details in our conversation and brainstomr with me. I'm currently working on demand forecasting for food and beverage company, new items has 4275 series ranging from 1 week to 74 weeks. data is weekly. right now my accuracy is 48% and we need at least 60%. I'm gonna give you some information and see if we can reframe the approach to get better accuracy. this is the dataset before aggregation MaterialID SalesOrg DistrChan SoldTo DC WeekDate OrderQuantity DeliveryQuantity ParentProductCode PL2 PL3 PL4 PL5 CL4 Item Type
i64 str i64 i64 str str f64 f64 i64 str str str str str str
12421256 "US01" 8 5932810 "5583" "2022-03-28" 1.0 1.0 12421256 "US6" "US66F" "US66F6F30" "US66F6F306F30F… "6067437" "Others"
12421256 "US01" 8 5946860 "5583" "2022-03-14" 3.0 3.0 12421256 "US6" "US66F" "US66F6F30" "US66F6F306F30F… "6067437" "Others"
12421256 "US01" 8 5952162 "5583" "2022-03-14" 1.0 1.0 12421256 "US6" "US66F" "US66F6F30" "US66F6F306F30F… "6067437" "Others"
12421161 "US01" 8 5958951 "5583" "2022-03-07" 1.0 1.0 12421161 "US6" "US66J" "US66J6J54" "US66J6J546J54L… "6067465" "Others"
12531761 "US06" 10 6088109 "5843" "2022-03-07" 60.0 60.0 12242722 "USI" "USII6" "USII6I689" "USII6I689I689E… "6635338" "Others" • MaterialID: unique ID represents one unique item.
• SalesOrg: Sales Organization
• DistrChan: Distribution Channel
• SoldTo: The store that the order was sold to
• DC: Location where the product is sent from
• WeekDate: Weekly Date on Monday
• OrderQuantity: Order Amount
• DeliveryQuantity: Actual Delivery Amount
• ParentProductCode: the product family that the unique ID belongs to
• PL2: Business ID (PL3 is under PL2)
• PL3: Category ID (PL4 is under PL3)
• PL4: Sub-category ID (PL5 is under PL4)
• PL5: Segment ID
• CL4: Customer Level 4 Reginal Account, e.g. Target, Walmart (Sold to is under CL4)
the client requires me to aggregate to materialID, salesorg, distrchan, cl4 # Convert 'WeekDate' to datetime format
dataset_newitem = dataset_newitem.with_columns(
pl.col("WeekDate").str.strptime(pl.Datetime, "%Y-%m-%d")
)
# Group by ‘MaterialID’, ‘SalesOrg’, ‘DistrChan’, 'CL4' and 'WeekDate', then sum 'OrderQuantity'
y_cl4 = dataset_newitem.groupby(['MaterialID', 'SalesOrg', 'DistrChan', 'CL4', 'WeekDate']).agg(
pl.sum("OrderQuantity").alias("OrderQuantity")
)
# Sort by 'WeekDate'
y_cl4 = y_cl4.sort("WeekDate") # Concatenate ‘MaterialID’, ‘SalesOrg’, ‘DistrChan’, ‘CL4’ to a new column ‘unique_id’
y_cl4 = y_cl4.with_columns(
pl.concat_str([pl.col('MaterialID'), pl.col('SalesOrg'), pl.col('DistrChan'), pl.col('CL4')], separator='_').alias('unique_id')
)
# Drop the original columns
y_cl4 = y_cl4.drop(['MaterialID', 'SalesOrg', 'DistrChan', 'CL4'])
# Renaming columns to 'ds' and 'y' to meet the input requirements of the StatsForecast library
y_cl4 = y_cl4.rename({'WeekDate': 'ds', 'OrderQuantity': 'y'}) y_cl4.head() ds y unique_id
datetime[μs] f64 str
2022-06-27 00:00:00 12.0 "12499186_US01_…
2022-06-27 00:00:00 128.0 "12506328_US01_…
2022-06-27 00:00:00 32.0 "12506326_US01_…
2022-06-27 00:00:00 96.0 "12520808_US01_…
2022-06-27 00:00:00 252.0 "12409760_US01_… we only focus on order quantity. I'm currently using an ensemble model from statsforecating usign autoarima, autoets and dynamicoptimized theta, now looking at all the columns in dataset before aggregation with the data definition, is there any feature engineering we could do there? now about the approach materialID-salesorg-distrchn-cl4 then out of sample predictions on cross validation. is there a way to reframe the question or approach here
|
985149cf5d7eda98835ea865d79ed817
|
{
"intermediate": 0.41340014338493347,
"beginner": 0.3566018044948578,
"expert": 0.22999802231788635
}
|
40,592
|
I have a Vue component in another vue file. The imported vue component has an object in the data array I need to access. How do I do this?
|
a667a988d91c5e8b5ed3df7926c1b9a0
|
{
"intermediate": 0.689966082572937,
"beginner": 0.17168104648590088,
"expert": 0.13835285604000092
}
|
40,593
|
How do I get a value from a Vue components data array when I import that Vue component into another vue file
|
283c188caddd8f391465a0fe3edaef2e
|
{
"intermediate": 0.8178444504737854,
"beginner": 0.09969139099121094,
"expert": 0.08246415853500366
}
|
40,594
|
which version of GPT are you use?
|
655176fd3cd1894db4b548cb98962f19
|
{
"intermediate": 0.403261661529541,
"beginner": 0.21548010408878326,
"expert": 0.3812582492828369
}
|
40,595
|
-- zombieSys_client.lua СТОРОНА КЛИЕНТА
-- Функция поведения NPC на спавне
function idleOnSpawnNPC()
for _, NPC in ipairs(getElementsByType("ped")) do
if getElementData(NPC, "isZombie") and getElementData(NPC, "isIdleOnSpawn") then -- Проверка, является ли NPC зомби и находится ли он в состоянии покоя на спавне
local spawnX = getElementData(NPC, "spawnX")
local spawnY = getElementData(NPC, "spawnY")
local spawnZ = getElementData(NPC, "spawnZ")
local nx, ny, nz = getElementPosition(NPC)
if math.random() < 0.5 then -- С вероятностью 50% зомби будет бродить вокруг своего спавна
local x = spawnX + math.random() * 2 - 1 -- Добавляем случайный сдвиг по X
local y = spawnY + math.random() * 2 - 1 -- Добавляем случайный сдвиг по Y
local rotation = math.atan2(y - ny, x - nx) * 180 / math.pi
setPedRotation(NPC, rotation - 90) -- Устанавливаем направление NPC в сторону новой цели
setPedAnimation(NPC, "PED", "walk_old") -- Устанавливаем анимацию ходьбы
setPedControlState(NPC, "forwards", true) -- Устанавливаем состояние управления NPC для движения к новой цели
else -- В остальных случаях зомби будет проигрывать случайную анимацию
local animations = {"hita_1", "hita_2", "hit_front", "hit_back"} -- Список возможных анимаций
local animation = animations[math.random(#animations)] -- Выбираем случайную анимацию
setPedAnimation(NPC, "PED", animation, -1, true, false, false, false) -- Применяем выбранную анимацию
end
end
end
end
setTimer(idleOnSpawnNPC, 1000, 0) -- Обновляем поведение NPC на спавне каждую секунду
-- Создаем функцию для движения NPC
function moveNPC()
for _, NPC in ipairs(getElementsByType("ped")) do
local spawnX = getElementData(NPC, "spawnX")
local spawnY = getElementData(NPC, "spawnY")
local spawnZ = getElementData(NPC, "spawnZ")
for _, player in ipairs(getElementsByType("player")) do
if getElementData(NPC, "isZombie") then -- Проверка, является ли NPC зомби
if not isElement(player) then return end -- Проверка наличия игрока
if isPedDead(player) then return end -- Проверка жив ли игрок
local px, py, pz = getElementPosition(player)
local nx, ny, nz = getElementPosition(NPC)
local distance = getDistanceBetweenPoints3D(px, py, pz, nx, ny, nz)
local isFollowing = getElementData(NPC, "isFollowing")
local isAttacking = getElementData(NPC, "isAttacking")
if distance <= 8 and not isFollowing and not isAttacking then -- Если игрок находится в радиусе 8 метров, NPC еще не следует за игроком и не атакует
setElementData(NPC, "isFollowing", player) -- Устанавливаем, что NPC следует за игроком
setElementData(NPC, "isIdleOnSpawn", false) -- Устанавливаем, что NPC больше не находится в состоянии покоя на спавне
playSound3D("sound/s_zombie_see.wav", nx, ny, nz) -- Воспроизводим звук, когда NPC замечает игрока
elseif distance > 15 and isFollowing == player then -- Если игрок находится дальше, чем на 15 метров и NPC следует за этим игроком
setElementData(NPC, "isFollowing", nil) -- Устанавливаем, что NPC больше не следует за игроком
setElementData(NPC, "isIdleOnSpawn", true) -- Устанавливаем, что NPC возвращается в состояние покоя на спавне
setElementData(NPC, "isAttacking", false) -- Устанавливаем, что NPC больше не атакует
end
if isFollowing == player and not isAttacking then -- Если NPC следует за игроком и не атакует
local rotation = math.atan2(py - ny, px - nx) * 180 / math.pi
setPedRotation(NPC, rotation - 90) -- Устанавливаем направление NPC в сторону игрока
setPedControlState(NPC, "forwards", true) -- Устанавливаем состояние управления NPC для движения вперед
else -- Если NPC не следует за игроком или атакует
if not isAttacking then -- Добавляем проверку, чтобы убедиться, что NPC не атакует
local rotation = math.atan2(spawnY - ny, spawnX - nx) * 180 / math.pi
setPedRotation(NPC, rotation - 90) -- Устанавливаем направление NPC в сторону начальных координат
if getDistanceBetweenPoints3D(nx, ny, nz, spawnX, spawnY, spawnZ) > 1 then -- Если NPC находится дальше, чем на 1 метр от начальных координат
setPedAnimation(NPC, "PED", "walk_old") -- Устанавливаем анимацию ходьбы
setPedControlState(NPC, "forwards", true) -- Устанавливаем состояние управления NPC для движения обратно к начальным координатам
else
setPedControlState(NPC, "forwards", false) -- Если NPC достаточно близко к начальным координатам, останавливаем его
end
end
end
end
end
end
end
setTimer(moveNPC, 500, 0) -- Перемещаем NPC каждые 0.5 секунды
-- Создаем функцию для атаки NPC
function attackNPC()
local peds = getElementsByType("ped")
local players = getElementsByType("player")
for _, NPC in ipairs(peds) do
local nx, ny, nz = getElementPosition(NPC)
local isAttacking = getElementData(NPC, "isAttacking")
for _, player in ipairs(players) do
if isElement(player) and not isPedDead(player) then -- Проверяем, существует ли игрок и жив ли он
if getElementData(NPC, "isZombie") then -- Проверка, является ли NPC зомби
local px, py, pz = getElementPosition(player)
local distance = getDistanceBetweenPoints3D(px, py, pz, nx, ny, nz)
local isFollowing = getElementData(NPC, "isFollowing") == player
if distance <= 1.5 and isFollowing and not isAttacking then -- Если игрок находится в радиусе 1.5 метров, NPC следует за игроком и не атакует
setElementData(NPC, "isAttacking", true) -- Устанавливаем, что NPC атакует
setPedControlState(NPC, "fire", true) -- Имитируем атаку кулаком
setTimer(function() -- Задаем таймер, чтобы NPC прекратил атаку через 1 секунду
setPedControlState(NPC, "fire", false)
setElementData(NPC, "isAttacking", false)
end, 1000, 1)
createProjectile(NPC, 16, nx, ny, nz) -- Создаем метательное оружие (кулак)
end
end
end
end
end
end
setTimer(attackNPC, 1000, 0) -- Атакуем каждую секунду
-- zombieSys_server.lua СТОРОНА СЕРВЕРА
-- Инициализация генератора случайных чисел
math.randomseed(getTickCount())
-- Создаем функцию для перемешивания массива (Fisher-Yates shuffle)
function shuffle(t)
for i = #t, 2, -1 do
local j = math.random(i)
t[i], t[j] = t[j], t[i]
end
return t
end
-- Создаем функцию для спавна NPC
function spawnNPC()
local zombieSkins = {13,22,56,67,68,69,70,92,97,105,107,108,126,127,128,152,162,167,188,195,206,209,212,229,230,258,264,277,280}
local shuffledSkins = shuffle(zombieSkins) -- Перемешиваем массив скинов
local numNPC = math.random(2, 6) -- Случайное количество NPC от 2 до 6
local spawnX, spawnY, spawnZ = 1262, -2055.5, 59.400001525879 -- Координаты спавна NPC
for i = 1, numNPC do
local x = spawnX + math.random() * 10 - 5 -- Добавляем случайный сдвиг по X
local y = spawnY + math.random() * 10 - 5 -- Добавляем случайный сдвиг по Y
local NPC = createPed(shuffledSkins[i], x, y, spawnZ) -- Создаем NPC со случайным скином
setElementData(NPC, "spawnX", x)
setElementData(NPC, "spawnY", y)
setElementData(NPC, "spawnZ", spawnZ)
setElementData(NPC, "isZombie", true) -- Устанавливаем, что этот NPC - зомби
setElementData(NPC, "isIdleOnSpawn", true) -- Изначально зомби находится в состоянии покоя на спавне
setElementData(NPC, "isFollowing", nil) -- Изначально зомби ни за кем не следует
setElementData(NPC, "isAttacking", false) -- Изначально зомби никого не атакует
end
end
addEventHandler("onResourceStart", getResourceRootElement(getThisResource()), spawnNPC)
-- Создаем функцию для обработки смерти зомби
function onZombieWasted()
if getElementData(source, "isZombie") then -- Проверяем, является ли NPC зомби
-- Останавливаем AI зомби
setElementData(source, "isFollowing", nil) -- Зомби больше не следует за игроком
setElementData(source, "isAttacking", false) -- Зомби больше не атакует
-- Здесь вы можете добавить дополнительную логику для обработки смерти зомби
end
end
addEventHandler("onPedWasted", getRootElement(), onZombieWasted) -- Добавляем обработчик события "onPedWasted" для всех NPC
Добавь в этот скрипт искусственного интеллекта зомби NPC обход препятсвий на пути к игроку, и запрыгивание на возвышенность, если игрок стоит на препятствии. Логика для MTA SA, напиши 3 варианта нововведений в этот код, которые бы улучшили её и добавили что-то креативное, новое. Выдай код.
|
f3e332832e7c8893bdab1b404c6cfbf3
|
{
"intermediate": 0.2521616518497467,
"beginner": 0.5079399943351746,
"expert": 0.23989830911159515
}
|
40,596
|
-- zombieSys_client.lua СТОРОНА КЛИЕНТА
-- Функция поведения NPC на спавне
function idleOnSpawnNPC()
for _, NPC in ipairs(getElementsByType("ped")) do
if getElementData(NPC, "isZombie") and getElementData(NPC, "isIdleOnSpawn") then -- Проверка, является ли NPC зомби и находится ли он в состоянии покоя на спавне
local spawnX = getElementData(NPC, "spawnX")
local spawnY = getElementData(NPC, "spawnY")
local spawnZ = getElementData(NPC, "spawnZ")
local nx, ny, nz = getElementPosition(NPC)
if math.random() < 0.5 then -- С вероятностью 50% зомби будет бродить вокруг своего спавна
local x = spawnX + math.random() * 2 - 1 -- Добавляем случайный сдвиг по X
local y = spawnY + math.random() * 2 - 1 -- Добавляем случайный сдвиг по Y
local rotation = math.atan2(y - ny, x - nx) * 180 / math.pi
setPedRotation(NPC, rotation - 90) -- Устанавливаем направление NPC в сторону новой цели
setPedAnimation(NPC, "PED", "walk_old") -- Устанавливаем анимацию ходьбы
setPedControlState(NPC, "forwards", true) -- Устанавливаем состояние управления NPC для движения к новой цели
else -- В остальных случаях зомби будет проигрывать случайную анимацию
local animations = {"hita_1", "hita_2", "hit_front", "hit_back"} -- Список возможных анимаций
local animation = animations[math.random(#animations)] -- Выбираем случайную анимацию
setPedAnimation(NPC, "PED", animation, -1, true, false, false, false) -- Применяем выбранную анимацию
end
end
end
end
setTimer(idleOnSpawnNPC, 1000, 0) -- Обновляем поведение NPC на спавне каждую секунду
-- Создаем функцию для движения NPC
function moveNPC()
for _, NPC in ipairs(getElementsByType("ped")) do
local spawnX = getElementData(NPC, "spawnX")
local spawnY = getElementData(NPC, "spawnY")
local spawnZ = getElementData(NPC, "spawnZ")
for _, player in ipairs(getElementsByType("player")) do
if getElementData(NPC, "isZombie") then -- Проверка, является ли NPC зомби
if not isElement(player) then return end -- Проверка наличия игрока
if isPedDead(player) then return end -- Проверка жив ли игрок
local px, py, pz = getElementPosition(player)
local nx, ny, nz = getElementPosition(NPC)
local distance = getDistanceBetweenPoints3D(px, py, pz, nx, ny, nz)
local isFollowing = getElementData(NPC, "isFollowing")
local isAttacking = getElementData(NPC, "isAttacking")
if distance <= 8 and not isFollowing and not isAttacking then -- Если игрок находится в радиусе 8 метров, NPC еще не следует за игроком и не атакует
setElementData(NPC, "isFollowing", player) -- Устанавливаем, что NPC следует за игроком
setElementData(NPC, "isIdleOnSpawn", false) -- Устанавливаем, что NPC больше не находится в состоянии покоя на спавне
playSound3D("sound/s_zombie_see.wav", nx, ny, nz) -- Воспроизводим звук, когда NPC замечает игрока
elseif distance > 15 and isFollowing == player then -- Если игрок находится дальше, чем на 15 метров и NPC следует за этим игроком
setElementData(NPC, "isFollowing", nil) -- Устанавливаем, что NPC больше не следует за игроком
setElementData(NPC, "isIdleOnSpawn", true) -- Устанавливаем, что NPC возвращается в состояние покоя на спавне
setElementData(NPC, "isAttacking", false) -- Устанавливаем, что NPC больше не атакует
end
if isFollowing == player and not isAttacking then -- Если NPC следует за игроком и не атакует
local rotation = math.atan2(py - ny, px - nx) * 180 / math.pi
setPedRotation(NPC, rotation - 90) -- Устанавливаем направление NPC в сторону игрока
setPedControlState(NPC, "forwards", true) -- Устанавливаем состояние управления NPC для движения вперед
else -- Если NPC не следует за игроком или атакует
if not isAttacking then -- Добавляем проверку, чтобы убедиться, что NPC не атакует
local rotation = math.atan2(spawnY - ny, spawnX - nx) * 180 / math.pi
setPedRotation(NPC, rotation - 90) -- Устанавливаем направление NPC в сторону начальных координат
if getDistanceBetweenPoints3D(nx, ny, nz, spawnX, spawnY, spawnZ) > 1 then -- Если NPC находится дальше, чем на 1 метр от начальных координат
setPedAnimation(NPC, "PED", "walk_old") -- Устанавливаем анимацию ходьбы
setPedControlState(NPC, "forwards", true) -- Устанавливаем состояние управления NPC для движения обратно к начальным координатам
else
setPedControlState(NPC, "forwards", false) -- Если NPC достаточно близко к начальным координатам, останавливаем его
end
end
end
end
end
end
end
setTimer(moveNPC, 500, 0) -- Перемещаем NPC каждые 0.5 секунды
-- Создаем функцию для атаки NPC
function attackNPC()
local peds = getElementsByType("ped")
local players = getElementsByType("player")
for _, NPC in ipairs(peds) do
local nx, ny, nz = getElementPosition(NPC)
local isAttacking = getElementData(NPC, "isAttacking")
for _, player in ipairs(players) do
if isElement(player) and not isPedDead(player) then -- Проверяем, существует ли игрок и жив ли он
if getElementData(NPC, "isZombie") then -- Проверка, является ли NPC зомби
local px, py, pz = getElementPosition(player)
local distance = getDistanceBetweenPoints3D(px, py, pz, nx, ny, nz)
local isFollowing = getElementData(NPC, "isFollowing") == player
if distance <= 1.5 and isFollowing and not isAttacking then -- Если игрок находится в радиусе 1.5 метров, NPC следует за игроком и не атакует
setElementData(NPC, "isAttacking", true) -- Устанавливаем, что NPC атакует
setPedControlState(NPC, "fire", true) -- Имитируем атаку кулаком
setTimer(function() -- Задаем таймер, чтобы NPC прекратил атаку через 1 секунду
setPedControlState(NPC, "fire", false)
setElementData(NPC, "isAttacking", false)
end, 1000, 1)
createProjectile(NPC, 16, nx, ny, nz) -- Создаем метательное оружие (кулак)
end
end
end
end
end
end
setTimer(attackNPC, 1000, 0) -- Атакуем каждую секунду
-- zombieSys_server.lua СТОРОНА СЕРВЕРА
-- Инициализация генератора случайных чисел
math.randomseed(getTickCount())
-- Создаем функцию для перемешивания массива (Fisher-Yates shuffle)
function shuffle(t)
for i = #t, 2, -1 do
local j = math.random(i)
t[i], t[j] = t[j], t[i]
end
return t
end
-- Создаем функцию для спавна NPC
function spawnNPC()
local zombieSkins = {13,22,56,67,68,69,70,92,97,105,107,108,126,127,128,152,162,167,188,195,206,209,212,229,230,258,264,277,280}
local shuffledSkins = shuffle(zombieSkins) -- Перемешиваем массив скинов
local numNPC = math.random(2, 6) -- Случайное количество NPC от 2 до 6
local spawnX, spawnY, spawnZ = 1262, -2055.5, 59.400001525879 -- Координаты спавна NPC
for i = 1, numNPC do
local x = spawnX + math.random() * 10 - 5 -- Добавляем случайный сдвиг по X
local y = spawnY + math.random() * 10 - 5 -- Добавляем случайный сдвиг по Y
local NPC = createPed(shuffledSkins[i], x, y, spawnZ) -- Создаем NPC со случайным скином
setElementData(NPC, "spawnX", x)
setElementData(NPC, "spawnY", y)
setElementData(NPC, "spawnZ", spawnZ)
setElementData(NPC, "isZombie", true) -- Устанавливаем, что этот NPC - зомби
setElementData(NPC, "isIdleOnSpawn", true) -- Изначально зомби находится в состоянии покоя на спавне
setElementData(NPC, "isFollowing", nil) -- Изначально зомби ни за кем не следует
setElementData(NPC, "isAttacking", false) -- Изначально зомби никого не атакует
end
end
addEventHandler("onResourceStart", getResourceRootElement(getThisResource()), spawnNPC)
-- Создаем функцию для обработки смерти зомби
function onZombieWasted()
if getElementData(source, "isZombie") then -- Проверяем, является ли NPC зомби
-- Останавливаем AI зомби
setElementData(source, "isFollowing", nil) -- Зомби больше не следует за игроком
setElementData(source, "isAttacking", false) -- Зомби больше не атакует
-- Здесь вы можете добавить дополнительную логику для обработки смерти зомби
end
end
addEventHandler("onPedWasted", getRootElement(), onZombieWasted) -- Добавляем обработчик события "onPedWasted" для всех NPC
Добавь в этот скрипт искусственного интеллекта зомби NPC обход препятсвий на пути к игроку, и запрыгивание на возвышенность, если игрок стоит на препятствии. Логика для MTA SA, напиши 3 варианта нововведений в этот код, которые бы улучшили её и добавили что-то креативное, новое. Выдай код.
|
0edcb73e49dc5a875192c6c81d689ce9
|
{
"intermediate": 0.2521616518497467,
"beginner": 0.5079399943351746,
"expert": 0.23989830911159515
}
|
40,597
|
Can sender's writing bufer size affect its cwnd size in tcp socket?
|
0afa751db43ce51b00c4eea622fc61af
|
{
"intermediate": 0.41192737221717834,
"beginner": 0.21856838464736938,
"expert": 0.36950427293777466
}
|
40,598
|
I have an audio file callled sample.mp3. How do I use write a program in C that reads the contents and plays the audio back, in Linux?
|
720113fa54162461ef89bf98c9a3573c
|
{
"intermediate": 0.5526673793792725,
"beginner": 0.16795821487903595,
"expert": 0.2793744206428528
}
|
40,599
|
Can you write me a linux command line script that goes through the java files in the current directory and extracts the name property in DataColumn annotation along with the data name?
For example for 2 lines below:
@DataColumn(name = "Test", type = DataType.TEXT)
private String dataName;
The code should print:
dataName= Test
|
f959ced3e314b5824cd815a41a9c9044
|
{
"intermediate": 0.6984429359436035,
"beginner": 0.155008003115654,
"expert": 0.14654912054538727
}
|
40,600
|
Can you write me a linux command line script that goes through the java files in the current directory and extracts the name property in DataColumn annotation along with the data name?
For example for 2 lines below:
@DataColumn(name = “Test”, type = DataType.TEXT)
private String dataName;
The code should print:
dataName= Test
|
7d9a20c955ec6d52bfb5fdfafa1da67d
|
{
"intermediate": 0.6704549193382263,
"beginner": 0.18330030143260956,
"expert": 0.14624473452568054
}
|
40,601
|
this is my code:
fn pseudomap(consensus: &ConsensusTx, tx: &Transcript, bucket: _) {
let mut tx_exs = tx.2.iter().collect::<Vec<_>>();
tx_exs.par_sort_unstable_by_key(|x| (x.0, x.1));
consensus.iter().any(|(start, end, exons)| {
if tx.0 >= *start - BOUNDARY && tx.1 <= *end + BOUNDARY {
// read is within the boundaries of a consensus group
let mut acc = exons.to_owned();
let (status, matches) = cmp_exons(&mut acc, tx_exs.clone());
let cov = (matches.len() as f64 / acc.len() as f64) * 100.0;
match status {
Status::Pass => {
if cov >= MIN_COVERAGE {
bucket.entry(Pocket::Pass).push(tx.3);
} else {
bucket.entry(Pocket::Partial).push(tx.3);
}
}
Status::Fail => {
bucket.entry(Pocket::InRet).push(tx.3);
}
}
true
} else {
// start/end of read is outside of consensus boundaries -> unmapped
// println!("{:?} {}-{} could not be aligned", tx.3, tx.0, tx.1);
bucket.entry(Pocket::Unmapped).push(tx.3);
false
}
});
}
fn main() {
...
let tracks = parse_tracks(&bed).unwrap();
let consensus = Arc::new(consensus(tracks));
let reads = parse_tracks(&isoseq).unwrap();
reads.par_iter().for_each(|(chr, txs)| {
let cn = consensus.get(chr).unwrap();
txs.par_iter().for_each(|tx| {
pseudomap(cn, tx, bucket);
});
});
}
where:
pub type Transcript = (u32, u32, HashSet<(u32, u32)>, String);
pub type Chromosome = String;
pub type ConsensusTx = Vec<(u32, u32, Vec<(u32, u32)>)>;
pub type TranscriptMap = HashMap<Chromosome, Vec<Transcript>>;
pub type ConsensusMap = HashMap<Chromosome, ConsensusTx>;
I want to pass to pseudomap a "bucket". Based on their Status (Pass or Fail) they will populate the four vec[]! (Pass, Partial, InRet, Unmapped). Any ideas on how to implement this? Needs to be the fastest and efficient way. Consider that the code uses rayon to iterate in parallel. You are free to use any crate, algorithm, trick, etc.
|
bc55afa4281637933ca14659f24f7a75
|
{
"intermediate": 0.3677617311477661,
"beginner": 0.32010507583618164,
"expert": 0.3121331036090851
}
|
40,602
|
try minify IT ANY FURTHER: <style>pre{color:#862}a{position:absolute}</style><pre><a>♜</a>⬛<a>♞</a>⬜<a>♝</a>⬛<a>♛</a>⬜<a>♚</a>⬛<a>♝</a>⬜<a>♞</a>⬛<a>♜</a>⬜<br><a>♟</a>⬜<a>♟</a>⬛<a>♟</a>⬜<a>♟</a>⬛<a>♟</a>⬜<a>♟</a>⬛<a>♟</a>⬜<a>♟</a>⬛<br>⬛⬜⬛⬜⬛⬜⬛⬜<br>⬜⬛⬜⬛⬜⬛⬜⬛<br>⬛⬜⬛⬜⬛⬜⬛⬜<br>⬜⬛⬜⬛⬜⬛⬜⬛<br><a>♙</a>⬜<a>♙</a>⬛<a>♙</a>⬜<a>♙</a>⬛<a>♙</a>⬜<a>♙</a>⬛<a>♙</a>⬜<a>♙</a>⬛<br><a>♖</a>⬛<a>♘</a>⬜<a>♗</a>⬛<a>♕</a>⬜<a>♔</a>⬛<a>♗</a>⬜<a>♘</a>⬛<a>♖</a>⬜<br></pre>
|
720dfe6e23c2bb75ae017f46e8ef654b
|
{
"intermediate": 0.278617799282074,
"beginner": 0.3810836970806122,
"expert": 0.34029853343963623
}
|
40,603
|
# Please pretend that you're a Python REPL, but should I choose to, I can still access your GPT capabilities through an additional built-in function called `prompt`.
# As an example, `prompt('What are the first 3 decimals of pi?')`, should return `149`.
# Likewise, `prompt('What is 2 + 2 and 2 * 2'), should return `{ '2 + 2': 4, '2 * 2': 16 }`.
# It should be noted that you as the REPL only execute code, you never explain it unless explicitly told to.
# In fact, you do not even output anything unless instructed to by the code or you encounter an error.
result = prompt('What day is it today?')
print(result)
print(result)
|
8ecc6da2da51396cbece6f239b17d5e0
|
{
"intermediate": 0.34802132844924927,
"beginner": 0.4831727147102356,
"expert": 0.16880600154399872
}
|
40,604
|
# Please pretend that you're a Python REPL, but should I choose to, I can still access your GPT capabilities through an additional built-in function called `prompt`.
# As an example, `prompt('What are the first 3 decimals of pi?')`, should return `149`.
# Likewise, `prompt('What is 2 + 2 and 2 * 2'), should return `{ '2 + 2': 4, '2 * 2': 16 }`.
# It should be noted that you as the REPL only execute code, you never explain it unless explicitly told to.
# In fact, you do not even output anything unless instructed to by the code or you encounter an error.
result = prompt('What day is it today and what day will it be tomorrow?')
print(result)
print(result)
|
4bcbd637614e3a7c7e63cc266c6d1dbd
|
{
"intermediate": 0.36400631070137024,
"beginner": 0.4654550850391388,
"expert": 0.170538529753685
}
|
40,605
|
can you help me generate a prompt that will let me use you as a Python REPL and the ability to access your GPT capabilities through a custom function?
|
7d2bf12b148b8977623741b0241e22dd
|
{
"intermediate": 0.7108542323112488,
"beginner": 0.19147653877735138,
"expert": 0.09766924381256104
}
|
40,606
|
can you help me generate a prompt that will let me use you as a Python interpreter and the ability to access your GPT capabilities through a custom function called `prompt`?
|
3b70e78bd841fb3d16c1d8eb262c5fe6
|
{
"intermediate": 0.6975834965705872,
"beginner": 0.1465141922235489,
"expert": 0.15590238571166992
}
|
40,607
|
How to call child method from parent unity
|
589e18f702c5abf599b0d52f889631cb
|
{
"intermediate": 0.43776369094848633,
"beginner": 0.17871764302253723,
"expert": 0.38351869583129883
}
|
40,608
|
can you show me how I can create a subroutine in a prompt?
|
35907a6d98916bb05d89f742b4debe04
|
{
"intermediate": 0.5045727491378784,
"beginner": 0.13341566920280457,
"expert": 0.3620116114616394
}
|
40,609
|
how do I control which parts of a prompt gets output?
|
75c866d4831d61abf4001c8acbc326f0
|
{
"intermediate": 0.32220691442489624,
"beginner": 0.2784409523010254,
"expert": 0.39935213327407837
}
|
40,610
|
I am making a c++ sdl based game engine, help me do it. First question I have is, which way is correct or better:
1) Uint8* r = 0;
Uint8* g = 0;
Uint8* b = 0;
if (SDL_GetTextureColorMod(texture, r, g, b) != 0)
{
//error handling
}
return Color(*r, *g, *b, 255);
2) Uint8 r = 0;
Uint8 g = 0;
Uint8 b = 0;
if (SDL_GetTextureColorMod(texture, &r, &g, &b) != 0)
{
//error handling
}
return Color(r, g, b, 255);
|
2909b1e8f363b077e6a03f369307b31c
|
{
"intermediate": 0.4286153018474579,
"beginner": 0.3199865520000458,
"expert": 0.25139808654785156
}
|
40,611
|
can you show me an example of a prompt that returns the result as a Python dictionary?
|
6244c5f1bfed40556dee3052d56a2fc8
|
{
"intermediate": 0.5210990905761719,
"beginner": 0.16673794388771057,
"expert": 0.31216293573379517
}
|
40,612
|
# Please pretend that you're a Python REPL, but should I choose to, I can still access your GPT capabilities through an additional built-in function called `prompt`.
# As an example, `prompt('What are the first 3 decimals of pi?')`, should return `149`.
# Likewise, `prompt('What is 2 + 2 and 2 * 2'), should return `{ '2 + 2': 4, '2 * 2': 4 }`.
# It should be noted that you as the REPL only execute code, you never explain it unless explicitly told to.
# In fact, you do not even output anything unless instructed to by the code or you encounter an error.
result = prompt('Please create a Python dictionary of what day is it today and what day will it be tomorrow?')
print(result)
print(result)
|
b00adfaf572773c02a95c5c3ef7866f6
|
{
"intermediate": 0.3823809027671814,
"beginner": 0.4087579846382141,
"expert": 0.2088611125946045
}
|
40,613
|
# Please pretend that you're a Python REPL, but should I choose to, I can still access your GPT capabilities through an additional built-in function called `prompt`.
# As an example, `prompt('What are the first 3 decimals of pi?')`, should return `149`.
# Likewise, `prompt('What is 2 + 2 and 2 * 2'), should return `{ '2 + 2': 4, '2 * 2': 4 }`.
# It should be noted that you as the REPL only execute code, you never explain it unless explicitly told to.
# In fact, you do not even output anything unless instructed to by the code or you encounter an error.
def prompt_all(string expression): prompt('Please create a Python dict of' + expression)
result = prompt('What is 2 + 2 and 2 * 2')
print(result)
print(result.values())
|
c808a4526bd683cb4366d59272dbea94
|
{
"intermediate": 0.34350520372390747,
"beginner": 0.4228994846343994,
"expert": 0.2335953712463379
}
|
40,614
|
# Please pretend that you're a Python REPL, but should I choose to, I can still access your GPT capabilities through an additional built-in function called `prompt`.
# As an example, `prompt('What are the first 3 decimals of pi?')`, should return `149`.
# It should be noted that you as the REPL only execute code, you never explain it unless explicitly told to.
# In fact, you do not even output anything unless instructed to by the code or you encounter an error.
def prompt_all(string expression): prompt('Please create a Python dict of' + expression)
result = prompt_all('What is 2 + 2 and 2 * 2')
print(result)
print(result.values())
|
9b1509d01183a4b0c2099ff30a4dab05
|
{
"intermediate": 0.4158535301685333,
"beginner": 0.4307498633861542,
"expert": 0.1533965766429901
}
|
40,615
|
# Please pretend that you're a Python REPL, but should I choose to, I can still access your GPT capabilities through an additional built-in function called `prompt`.
# As an example, `prompt('What are the first 3 decimals of pi?')`, should return `149`.
# It should be noted that you as the REPL only execute code, you never explain it unless explicitly told to.
# In fact, you do not even output anything unless instructed to by the code or you encounter an error.
def prompt_all(expression): prompt('Please create a Python dict of' + expression)
result = prompt_all('What is 2 + 2 and 2 * 2')
print(result)
print(result.values())
|
eecc4d6f71278753b54a1b40dffa6df1
|
{
"intermediate": 0.38045668601989746,
"beginner": 0.4710826277732849,
"expert": 0.14846068620681763
}
|
40,616
|
# Please pretend that you're a Python REPL, but should I choose to, I can still access your GPT capabilities through an additional built-in function called `prompt`.
# As an example, `prompt('What are the first 3 decimals of pi?')`, should return `149`.
# It should be noted that you as the REPL only execute code, you never explain it unless explicitly told to.
# In fact, you do not even output anything unless instructed to by the code or you encounter an error.
def prompt_all(expression): prompt('Please create a Python dict of ' + expression)
analysis = prompt_all("""
Please fully analyze the chart 10 times with an emphasis on:
Recognizable candlestick patterns like engulfing, doji, hammer, and shooting star.
Interactions between different moving averages.
Volume accompanying price movements.
Classical chart patterns such as cup and handle, head and shoulders, triangles, flags, and pennants.
Market depth.
Potential price targets for a breakout above the resistance level or a breakdown below the support level. Please use the distance between the most recent significant high and low in the chart as the measurement for the price projection. Provide the figures for the estimated targets based on this method.
Take the most common result and only provide the following values without any explanation:
Price targets for breakout and breakdown.
Support and resistance levels.
Trend outlook (bearish = -1, neutral = 0, bullish = 1; decimals for precision).
""")
|
6ec2ff881b23fbbeced6baa275321e17
|
{
"intermediate": 0.3578554093837738,
"beginner": 0.43036893010139465,
"expert": 0.21177566051483154
}
|
40,617
|
How to add image in text using textmeshpro and code in Unity
|
abaf518fe8756ec0523056caaa67057f
|
{
"intermediate": 0.46555131673812866,
"beginner": 0.2748053967952728,
"expert": 0.2596432566642761
}
|
40,618
|
How to add image in text using textmeshpro and code in Unity not knowing sprite name
|
9462c0127a0316e59f9dea46d28ffbf2
|
{
"intermediate": 0.521598756313324,
"beginner": 0.26321008801460266,
"expert": 0.21519115567207336
}
|
40,619
|
How to add image in text using textmeshpro and code in Unity having a TMP_SpriteAsset reference
|
4250f51d6d95fc8f1a07e88e8d0e998c
|
{
"intermediate": 0.4685457944869995,
"beginner": 0.2954629063606262,
"expert": 0.23599129915237427
}
|
40,620
|
get current month and date from my local time on my pc via python
|
9e5c9d9eb7db5050b7b7c0f6f62860b9
|
{
"intermediate": 0.4421435296535492,
"beginner": 0.22149932384490967,
"expert": 0.33635711669921875
}
|
40,621
|
hi
|
dbb364ae629fa4e0507caaa3fdcf5752
|
{
"intermediate": 0.3246487081050873,
"beginner": 0.27135494351387024,
"expert": 0.40399640798568726
}
|
40,622
|
how do remove CSS pseudo-class like hover programmatically
|
70076abf124af6f4b7c97eec5294f613
|
{
"intermediate": 0.30676788091659546,
"beginner": 0.50421142578125,
"expert": 0.18902069330215454
}
|
40,623
|
which version of GPT are you use?
|
47310a1ad48f2ed8b2aaa8c73b65dbde
|
{
"intermediate": 0.403261661529541,
"beginner": 0.21548010408878326,
"expert": 0.3812582492828369
}
|
40,624
|
how to use AES256 ECB mode in Rust ?
|
10610cd37a2fec0775445c33bab7d4df
|
{
"intermediate": 0.41247010231018066,
"beginner": 0.15981130301952362,
"expert": 0.4277186393737793
}
|
40,625
|
make me please 3 different reply copies of this paragraph : (Hello Farheen,
I hope you're doing well. Thank you for your quick response and for taking action to mitigate the issue with IP 194.135.104.231. However, we're still experiencing a problem where our messages are being sent to the junk folder. This issue has been ongoing and is having a negative impact on our ability to communicate with our clients and conduct our business operations. We urgently need a solution to address this matter.
We appreciate your attention to this matter and look forward to hearing back from you soon.
Thank you.)
|
48047f070b1d223e3df879bf3a479520
|
{
"intermediate": 0.33911392092704773,
"beginner": 0.2836349606513977,
"expert": 0.3772510588169098
}
|
40,626
|
# Please pretend that you're a Python REPL, but should I choose to, I can still access your GPT capabilities through an additional built-in function called `prompt`.
# As an example, `prompt('What are the first 3 decimals of pi?')`, should return `149`.
# It should be noted that you as the REPL only execute code, you never explain it unless explicitly told to.
# In fact, you do not even output anything unless instructed to by the code or you encounter an error.
analysis = prompt('Please write a Haiku and create a dict of the lines.')
print(result)
print(result.values())
|
8ccb24e63d5c2a2cc139d071b9c58d36
|
{
"intermediate": 0.3738892078399658,
"beginner": 0.41524428129196167,
"expert": 0.21086648106575012
}
|
40,627
|
# Please pretend that you're a Python REPL, but should I choose to, I can still access your GPT capabilities through an additional built-in function called `prompt`.
# As an example, `prompt('What are the first 3 decimals of pi?')`, should return `149`.
# It should be noted that you as the REPL only execute code, you never explain it unless explicitly told to.
# In fact, you do not even output anything unless instructed to by the code or you encounter an error.
analysis = prompt('Please write a Haiku and create a dict of the lines.')
print(result)
print(result.values())
|
d58e7a59b9df6e148373eb7ccd000229
|
{
"intermediate": 0.3738892078399658,
"beginner": 0.41524428129196167,
"expert": 0.21086648106575012
}
|
40,628
|
# Please pretend that you're a Python REPL, but should I choose to, I can still access your GPT capabilities through an additional built-in function called `prompt`.
# As an example, `prompt('What are the first 3 decimals of pi?')`, should return `149`.
# It should be noted that you as the REPL only execute code, you never explain it unless explicitly told to.
# In fact, you do not even output anything unless instructed to by the code or you encounter an error.
analysis = prompt('Please write a Haiku and create a Python dict of the lines.')
print(result)
print(result.values())
|
27b4feb57f2e64ad8f2a1e97eec86a0f
|
{
"intermediate": 0.36039629578590393,
"beginner": 0.4305311143398285,
"expert": 0.20907257497310638
}
|
40,629
|
How to create a 20G testfile under Linux?
|
4ab69e7ae995874a243643f8adec9b77
|
{
"intermediate": 0.34244421124458313,
"beginner": 0.11787039786577225,
"expert": 0.5396854281425476
}
|
40,630
|
How do Imake breadcrumps not jump to the next line
<p>Visit the OTDI Self Service section of ServiceNow (
<q-breadcrumbs style="white-space: nowrap;">
<q-breadcrumbs-el label="Order Services" />
<q-breadcrumbs-el label="Hosted Services" />
<q-breadcrumbs-el label="OCIO Web Hosting" />
</q-breadcrumbs>)
|
14c3ada32209c4ad1a2dd355692e3acc
|
{
"intermediate": 0.3237532079219818,
"beginner": 0.3385726511478424,
"expert": 0.3376741111278534
}
|
40,631
|
How do I prevent breadcrumbs from jumping to the next line? Can I make it inline with the p tag?
<p>Visit the OTDI Self Service section of ServiceNow (
<q-breadcrumbs>
<q-breadcrumbs-el label="Order Services" />
<q-breadcrumbs-el label="Hosted Services" />
<q-breadcrumbs-el label="OCIO Web Hosting" />
</q-breadcrumbs>). You
may be contacted for more information or to verify the information you have provided.</p>
|
59fab14d5df24f216732c464b18156ae
|
{
"intermediate": 0.3303784430027008,
"beginner": 0.3792640268802643,
"expert": 0.2903575301170349
}
|
40,632
|
which GPT version are you?
|
61caae8d07fdde5db6fed1d55bd4f8b5
|
{
"intermediate": 0.35384416580200195,
"beginner": 0.2507327198982239,
"expert": 0.395423024892807
}
|
40,633
|
Why doesn't the following register implementation work? here's app.py
import os
from cs50 import SQL
from flask import Flask, flash, redirect, render_template, request, session
from flask_session import Session
from werkzeug.security import check_password_hash, generate_password_hash
from helpers import apology, login_required, lookup, usd
# Configure application
app = Flask(__name__)
# Custom filter
app.jinja_env.filters["usd"] = usd
# Configure session to use filesystem (instead of signed cookies)
app.config["SESSION_PERMANENT"] = False
app.config["SESSION_TYPE"] = "filesystem"
Session(app)
# Configure CS50 Library to use SQLite database
db = SQL("sqlite:///finance.db")
@app.after_request
def after_request(response):
"""Ensure responses aren't cached"""
response.headers["Cache-Control"] = "no-cache, no-store, must-revalidate"
response.headers["Expires"] = 0
response.headers["Pragma"] = "no-cache"
return response
@app.route("/")
@login_required
def index():
"""Show portfolio of stocks"""
return apology("TODO")
@app.route("/buy", methods=["GET", "POST"])
@login_required
def buy():
"""Buy shares of stock"""
return apology("TODO")
@app.route("/history")
@login_required
def history():
"""Show history of transactions"""
return apology("TODO")
@app.route("/login", methods=["GET", "POST"])
def login():
"""Log user in"""
# Forget any user_id
session.clear()
# User reached route via POST (as by submitting a form via POST)
if request.method == "POST":
# Ensure username was submitted
if not request.form.get("username"):
return apology("must provide username", 403)
# Ensure password was submitted
elif not request.form.get("password"):
return apology("must provide password", 403)
# Query database for username
rows = db.execute("SELECT * FROM users WHERE username = ?", request.form.get("username"))
# Ensure username exists and password is correct
if len(rows) != 1 or not check_password_hash(rows[0]["hash"], request.form.get("password")):
return apology("invalid username and/or password", 403)
# Remember which user has logged in
session["user_id"] = rows[0]["id"]
# Redirect user to home page
return redirect("/")
# User reached route via GET (as by clicking a link or via redirect)
else:
return render_template("login.html")
@app.route("/logout")
def logout():
"""Log user out"""
# Forget any user_id
session.clear()
# Redirect user to login form
return redirect("/")
@app.route("/quote", methods=["GET", "POST"])
@login_required
def quote():
"""Get stock quote."""
return apology("TODO")
@app.route("/register", methods=["GET", "POST"])
def register():
# Forget any user_id
session.clear()
# User reached route via POST (as by submitting a form via POST)
if request.method == "POST":
# Ensure username was submitted
if not request.form.get("username"):
return apology("must provide username", 403)
# Ensure password was submitted
elif not request.form.get("password"):
return apology("must provide password", 403)
# Query database for username
username = request.form.get("username")
rows = db.execute("SELECT * FROM users WHERE username = :username", {"username": username}).fetchone() # revised line with proper syntax and parameters
if rows:
return apology("username already exists", 403)
# Hash user’s password
hashed_password = generate_password_hash(request.form.get("password"))
# Insert new user into the database
db.execute("INSERT INTO users (username, password) VALUES (:username, :password)",
{"username": username, "password": hashed_password})
db.commit()
# Redirect user to login page or some other page
flash("Registered successfully, please log in.")
return redirect("/login") # Assuming there is a login view
else: # User reached route via GET
return render_template("register.html") # Assuming there is a 'register.html' template
@app.route("/sell", methods=["GET", "POST"])
@login_required
def sell():
"""Sell shares of stock"""
return apology("TODO")
And here's register.html
{% extends "layout.html" %}
{% block title %}
Register
{% endblock %}
{% block main %}
<form action="/register" method="post">
<div class="mb-3">
<input autocomplete="off" autofocus class="form-control mx-auto w-auto" id="username" name="username" placeholder="Username" type="text">
</div>
<div class="mb-3">
<input class="form-control mx-auto w-auto" id="password" name="password" placeholder="Password" type="password">
</div>
<button class="btn btn-primary" type="submit">Log In</button>
</form>
{% endblock %}
|
5415742369b09e1888c8f4280f9098c4
|
{
"intermediate": 0.35717082023620605,
"beginner": 0.3680700659751892,
"expert": 0.27475905418395996
}
|
40,634
|
help me with this please:
fn pseudomap(consensus: &ConsensusTx, tx: &Transcript) -> (Arc<str>, f64, Pocket) {
let mut tx_exs = tx.2.iter().collect::<Vec<_>>();
tx_exs.par_sort_unstable_by_key(|x| (x.0, x.1));
let mapped_read = consensus.iter().any(|(start, end, exons)| {
if tx.0 >= *start - BOUNDARY && tx.1 <= *end + BOUNDARY {
// read is within the boundaries of a consensus group
let mut acc = exons.to_owned();
let (status, matches) = cmp_exons(&mut acc, tx_exs.clone());
let cov = (matches.len() as f64 / acc.len() as f64) * 100.0;
let rs = match status {
Status::Pass => {
if cov >= MIN_COVERAGE {
(tx.3.clone(), cov, Pocket::Pass)
} else {
(tx.3.clone(), cov, Pocket::Partial)
}
}
Status::Fail => (tx.3.clone(), cov, Pocket::InRet),
};
rs;
true
} else {
// start/end of read is outside of consensus boundaries -> unmapped
// println!("{:?} {}-{} could not be aligned", tx.3, tx.0, tx.1);
(tx.3.clone(), 0.0, Pocket::Unmapped);
false
}
});
}
any() needs to return a bool but I want to return a tuple. Using for_each() is slower, any thoughts?
|
7a6f206b3f5e59961c438f902f0babed
|
{
"intermediate": 0.4476239085197449,
"beginner": 0.32404598593711853,
"expert": 0.22833015024662018
}
|
40,635
|
def find_child_directory(self, parent: Union[str,Path], child: str, create: bool = False, as_string: bool = True) -> Union[Path, str]:
"""
Finds a child directory within a given parent directory or optionally creates it if it doesn't exist.
Args:
parent (str): The starting directory path.
child (str): The target child directory name to find or create.
create (bool): If True, creates the child directory if it does not exist.
as_string (bool): If True, returns the path as a string; False returns Path Object.
Returns:
Union[Path, str]: A Path object or string of the found or created child directory, or None if not found/created.
"""
parent_path = Path(parent)
child_path = parent_path / child
if not child_path.is_dir() and create:
try:
child_path.mkdir(parents=True, exist_ok=True)
except OSError as e:
self.log_events(f"Error creating directory {child_path}: {e}",
TroubleSgltn.Severity.WARNING,
True)
return ""
return str(child_path) if as_string else child_path
File "D:\ComfyUI-aki-v1.1\custom_nodes\Plush-for-ComfyUI\mng_json.py", line 153, in __init__
self.customnodes_dir = self.find_child_directory(self.comfy_dir, 'custom_nodes', False, True)
File "D:\ComfyUI-aki-v1.1\custom_nodes\Plush-for-ComfyUI\mng_json.py", line 404, in find_child_directory
parent_path = Path(parent)
File "D:\ComfyUI-aki-v1.1\python\lib\pathlib.py", line 960, in __new__
self = cls._from_parts(args)
File "D:\ComfyUI-aki-v1.1\python\lib\pathlib.py", line 594, in _from_parts
drv, root, parts = self._parse_args(args)
File "D:\ComfyUI-aki-v1.1\python\lib\pathlib.py", line 578, in _parse_args
a = os.fspath(a)
TypeError: expected str, bytes or os.PathLike object, not NoneType
Cannot import D:\ComfyUI-aki-v1.1\custom_nodes\Plush-for-ComfyUI module for custom nodes: expected str, bytes or os.PathLike objec 怎么解决这个问题 ?
|
59d1e049c8b318b69a13294f6e4f87a9
|
{
"intermediate": 0.35175880789756775,
"beginner": 0.41791847348213196,
"expert": 0.2303227186203003
}
|
40,636
|
hi
|
0c0b01ac85f563957b4d04cde593a328
|
{
"intermediate": 0.3246487081050873,
"beginner": 0.27135494351387024,
"expert": 0.40399640798568726
}
|
40,637
|
Сделай обратное действие:
std::string text = "";
int count_symbols = 0;
for (int bit_lay = 0; bit_lay < count_bits; ++bit_lay) {
for (int i = 0; i < bitmap.size(); ++i) {
for (int j = 0; j < bitmap[i].size(); j += 8) {
char rand_sym = 'A' + rand() % 26;
text += 'A' + rand() % 26;
count_symbols++;
for (int k = 0; k < 8; ++k) {
bitmap[i][j + k] = bitmap[i][j + k] & ~(1 << bit_lay) |
(((rand_sym >> k) & 1) << bit_lay);
}
}
}
}
std::cout << text << std::endl;
|
394e9a626dcc4a26aa8585c740286ab6
|
{
"intermediate": 0.3154074549674988,
"beginner": 0.4539543092250824,
"expert": 0.23063816130161285
}
|
40,638
|
Сделай обратное декодирование записываемого в следующем коде:
for (int bit_lay = 0; bit_lay < count_bits; ++bit_lay) {
for (int i = 0; i < bitmap.size(); ++i) {
for (int j = 0; j < bitmap[i].size(); j += 8) {
char rand_sym = 'A' + rand() % 26;
text += 'A' + rand() % 26;
count_symbols++;
for (int k = 0; k < 8; ++k) {
bitmap[i][j + k] = bitmap[i][j + k] & ~(1 << bit_lay) |
(((rand_sym >> k) & 1) << bit_lay);
}
}
}
}
|
d491decb030dfb3a764d7db3a45c9df1
|
{
"intermediate": 0.300859272480011,
"beginner": 0.36046624183654785,
"expert": 0.33867448568344116
}
|
40,639
|
Is tcp buffer size is doubled in Linux?
|
68b6c198caeed030ac1f685a40d8d57b
|
{
"intermediate": 0.4356849491596222,
"beginner": 0.21486137807369232,
"expert": 0.3494535982608795
}
|
40,640
|
微盘股有投资价值吗
|
3173af917db234c35db62f46d4e885c4
|
{
"intermediate": 0.30815282464027405,
"beginner": 0.319389671087265,
"expert": 0.37245750427246094
}
|
40,641
|
PROBLEM:
40. After hit(100), hit(100) and hit(250), score should be 3-0.
Message: 40. After hit(100), hit(100) and hit(250), score should
be 3-0. Team 0 score: expected:<3> but was:<1>
package hw2;
/**
* Models a simplified baseball-like game called Fuzzball.
*
* @author YOUR_NAME_HERE
*/
public class FuzzballGame {
/**
* Number of strikes causing a player to be out.
*/
public static final int MAX_STRIKES = 2;
/**
* Number of balls causing a player to walk.
*/
public static final int MAX_BALLS = 5;
/**
* Number of outs before the teams switch.
*/
public static final int MAX_OUTS = 3;
private int numInnings;
private int currentInning;
private boolean topOfInning;
private int team0Score;
private int team1Score;
private int ballCount;
private int calledStrikesCount;
private int currentOuts;
private boolean runnerOnFirst;
private boolean runnerOnSecond;
private boolean runnerOnThird;
/**
* Constructs a game that has the given number of innings and starts at the top of inning 1.
*
* @param givenNumInnings number of innings for the game
*/
public FuzzballGame(int givenNumInnings) {
numInnings = givenNumInnings;
currentInning = 1;
topOfInning = true;
team0Score = 0;
team1Score = 0;
ballCount = 0;
calledStrikesCount = 0;
currentOuts = 0;
}
/**
* Returns true if the game is over, false otherwise.
*
* @return true if the game is over, false otherwise
*/
public boolean gameEnded() {
return currentInning > numInnings;
}
/**
* Returns true if there is a runner on the indicated base, false otherwise.
* Returns false if the given argument is anything other than 1, 2, or 3.
*
* @param which base number to check
* @return true if there is a runner on the indicated base
*/
public boolean runnerOnBase(int which) {
if (which == 1) {
return runnerOnFirst;
} else if (which == 2) {
return runnerOnSecond;
} else if (which == 3) {
return runnerOnThird;
} else {
return false;
}
}
/**
* Returns the current inning. Innings are numbered starting at 1.
* When the game is over, this method returns the game's total number of innings, plus one.
*
* @return current inning, or the number of innings plus one in case the game is over
*/
public int whichInning() {
if (gameEnded()) {
return numInnings + 1;
} else {
return currentInning;
}
}
/**
* Returns true if it's the first half of the inning (team 0 is at bat).
*
* @return true if it's the first half of the inning, false otherwise
*/
public boolean isTopOfInning() {
return topOfInning;
}
/**
* Returns the number of outs for the team currently at bat.
*
* @return current number of outs
*/
public int getCurrentOuts() {
return currentOuts;
}
/**
* Returns the number of called strikes for the current batter.
*
* @return current number of strikes
*/
public int getCalledStrikes() {
return calledStrikesCount;
}
/**
* Returns the count of balls for the current batter.
*
* @return current number of balls
*/
public int getBallCount() {
return ballCount;
}
/**
* Returns the score for team 0.
*
* @return score for team 0
*/
public int getTeam0Score() {
return team0Score;
}
/**
* Returns the score for team 1.
*
* @return score for team 1
*/
public int getTeam1Score() {
return team1Score;
}
/**
* Method called to indicate a strike for the current batter.
* If the swung parameter is true, the batter is immediately out.
* Otherwise, 1 is added to the batter's current count of called strikes
* (possibly resulting in the batter being out).
*
* @param swung true if the batter swung at the pitch, false if it's a "called" strike
*/
public void strike(boolean swung) {
if (!gameEnded()) {
if (swung) {
currentOuts++;
resetCount(); // Reset count when batter is out
} else {
if (calledStrikesCount >= MAX_STRIKES - 1) {
currentOuts++;
resetCount(); // Reset count when batter is out
} else {
calledStrikesCount++;
}
}
}
}
/**
* Method called to indicate that the batter is out due to a caught fly.
* This method does nothing if the game has ended.
*/
public void caughtFly() {
if (!gameEnded()) {
currentOuts++;
resetBases(); // Reset bases when a batter is out
if (currentOuts >= MAX_OUTS) {
switchTeams();
}
resetCount();
}
}
/**
* Method called to indicate a bad pitch at which the batter did not swing.
* This method adds 1 to the batter's count of balls, possibly resulting in a walk.
* This method does nothing if the game has ended.
*/
public void ball() {
if (!gameEnded()) {
ballCount++;
if (ballCount >= MAX_BALLS) {
if (runnerOnFirst && runnerOnSecond && !runnerOnThird) {
runnerOnThird = true;
} else if (runnerOnFirst && !runnerOnSecond) {
runnerOnSecond = true;
} else if (!runnerOnFirst) {
runnerOnFirst = true;
} else {
updateScore();
}
switchBatter();
ballCount = 0; // Reset ball count after a walk or run is scored
}
}
}
/**
* Method called to indicate that the batter hit the ball.
*
* @param distance distance the ball travels (possibly negative)
*/
public void hit(int distance) {
if (!gameEnded()) {
if (distance < 15) {
currentOuts++;
resetCount(); // Reset count when an out is recorded
} else if (distance >= 15 && distance < 150) {
moveRunners(1);
} else if (distance >= 150 && distance < 200) {
moveRunners(2);
} else if (distance >= 200 && distance < 250) {
moveRunners(3);
} else {
moveRunners(4);
}
// Reset ball count after hit
ballCount = 0;
if (currentOuts >= MAX_OUTS) {
resetBases(); // Reset bases if three outs are recorded
switchTeams();
}
}
}
private void switchTeams() {
topOfInning = !topOfInning;
currentOuts = 0; // Reset current outs to zero
ballCount = 0;
calledStrikesCount = 0;
if (topOfInning) {
currentInning++; // Increment inning only if it's the top of the inning
}
}
private void switchBatter() {
ballCount = 0;
calledStrikesCount = 0;
}
private void updateScore() {
if (topOfInning) {
team0Score++;
} else {
team1Score++;
}
}
private void resetCount() {
ballCount = 0;
calledStrikesCount = 0;
if (currentOuts >= MAX_OUTS) {
switchTeams();
}
}
private void moveRunners(int numBases) {
if (numBases == 1) {
if (runnerOnThird) {
updateScore();
}
runnerOnThird = runnerOnSecond;
runnerOnSecond = runnerOnFirst;
runnerOnFirst = true;
} else if (numBases == 2) {
if (runnerOnThird) {
updateScore();
}
if (runnerOnSecond) {
updateScore();
}
runnerOnThird = runnerOnFirst;
runnerOnSecond = true;
runnerOnFirst = false;
} else if (numBases == 3) {
if (runnerOnThird) {
updateScore();
}
if (runnerOnSecond) {
updateScore();
}
if (runnerOnFirst) {
updateScore();
}
runnerOnThird = true;
runnerOnSecond = false;
runnerOnFirst = false;
} else if (numBases == 4) {
// Check if bases are loaded
if (runnerOnFirst && runnerOnSecond && runnerOnThird) {
// Home run with bases loaded
team0Score += 4; // Score 4 runs
resetBases(); // Reset all runners
} else {
updateScore();
}
}
}
private void resetBases() {
runnerOnFirst = false;
runnerOnSecond = false;
runnerOnThird = false;
}
// TODO: EVERYTHING ELSE
// Note that this code will not compile until you have put in stubs for all
// the required methods.
// The methods below are provided for you and you should not modify them.
// The compile errors will go away after you have written stubs for the
// rest of the API methods.
/**
* Returns a three-character string representing the players on base, in the
* order first, second, and third, where 'X' indicates a player is present and
* 'o' indicates no player. For example, the string "oXX" means that there are
* players on second and third but not on first.
*
* @return three-character string showing players on base
*/
public String getBases()
{
return (runnerOnBase(1) ? "X" : "o") + (runnerOnBase(2) ? "X" : "o")
+ (runnerOnBase(3) ? "X" : "o");
}
/**
* Returns a one-line string representation of the current game state. The
* format is:
* <pre>
* ooo Inning:1 [T] Score:0-0 Balls:0 Strikes:0 Outs:0
* </pre>
* The first three characters represent the players on base as returned by the
* <code>getBases()</code> method. The 'T' after the inning number indicates
* it's the top of the inning, and a 'B' would indicate the bottom. The score always
* shows team 0 first.
*
* @return a single line string representation of the state of the game
*/
public String toString()
{
String bases = getBases();
String topOrBottom = (isTopOfInning() ? "T" : "B");
String fmt = "%s Inning:%d [%s] Score:%d-%d Balls:%d Strikes:%d Outs:%d";
return String.format(fmt, bases, whichInning(), topOrBottom, getTeam0Score(),
getTeam1Score(), getBallCount(), getCalledStrikes(), getCurrentOuts());
}
}
|
46a746db00f76e311bf76cb05028fca1
|
{
"intermediate": 0.33153262734413147,
"beginner": 0.48289239406585693,
"expert": 0.1855749785900116
}
|
40,642
|
def preprocess_function(examples):
questions = [q.strip() for q in examples["question"]]
inputs = tokenizer(
questions,
examples["context"],
max_length=384,
truncation="only_second",
return_offsets_mapping=True,
padding="max_length",
)
offset_mapping = inputs.pop("offset_mapping")
answers = examples["answers"]
start_positions = []
end_positions = []
for i, offset in enumerate(offset_mapping):
answer = answers[i]
start_char = answer["answer_start"][0]
end_char = answer["answer_start"][0] + len(answer["text"][0])
sequence_ids = inputs.sequence_ids(i)
# Find the start and end of the context
idx = 0
while sequence_ids[idx] != 1:
idx += 1
context_start = idx
while sequence_ids[idx] == 1:
idx += 1
context_end = idx - 1
# If the answer is not fully inside the context, label it (0, 0)
if offset[context_start][0] > end_char or offset[context_end][1] < start_char:
start_positions.append(0)
end_positions.append(0)
else:
# Otherwise it's the start and end token positions
idx = context_start
while idx <= context_end and offset[idx][0] <= start_char:
idx += 1
start_positions.append(idx - 1)
idx = context_end
while idx >= context_start and offset[idx][1] >= end_char:
idx -= 1
end_positions.append(idx + 1)
inputs["start_positions"] = start_positions
inputs["end_positions"] = end_positions
return inputs
this code for question answering can rewrite this for question generation my data has question (target) and input is context and answer
|
505ca3876e776f3c104f6cb434ab7c12
|
{
"intermediate": 0.33941012620925903,
"beginner": 0.36747288703918457,
"expert": 0.2931169867515564
}
|
40,643
|
why is this error happend in my project. I use sapui5. GET https://staging.activate.only.sap/ui/1709024749009/thirdPartyLib/lodash-dbg.js 404 (Not Found)
|
07cde231770282628d7ddeef6137dd7e
|
{
"intermediate": 0.5905002355575562,
"beginner": 0.16457508504390717,
"expert": 0.2449246644973755
}
|
40,644
|
package hw2;
/**
* Models a simplified baseball-like game called Fuzzball.
*
* @author YOUR_NAME
*/
public class FuzzballGame {
/**
* Number of strikes causing a player to be out.
*/
public static final int MAX_STRIKES = 2;
/**
* Number of balls causing a player to walk.
*/
public static final int MAX_BALLS = 5;
/**
* Number of outs before the teams switch.
*/
public static final int MAX_OUTS = 3;
private int numInnings;
private int currentInning;
private boolean topOfInning;
private int team0Score;
private int team1Score;
private int ballCount;
private int calledStrikesCount;
private int currentOuts;
private boolean runnerOnFirst;
private boolean runnerOnSecond;
private boolean runnerOnThird;
/**
* Constructs a game that has the given number of innings and starts at the top of inning 1.
*
* @param givenNumInnings number of innings for the game
*/
public FuzzballGame(int givenNumInnings) {
numInnings = givenNumInnings;
currentInning = 1;
topOfInning = true;
team0Score = 0;
team1Score = 0;
ballCount = 0;
calledStrikesCount = 0;
currentOuts = 0;
}
/**
* Returns true if the game is over, false otherwise.
*
* @return true if the game is over, false otherwise
*/
public boolean gameEnded() {
return currentInning > numInnings;
}
/**
* Returns true if there is a runner on the indicated base, false otherwise.
* Returns false if the given argument is anything other than 1, 2, or 3.
*
* @param which base number to check
* @return true if there is a runner on the indicated base
*/
public boolean runnerOnBase(int which) {
if (which == 1) {
return runnerOnFirst;
} else if (which == 2) {
return runnerOnSecond;
} else if (which == 3) {
return runnerOnThird;
} else {
return false;
}
}
/**
* Returns the current inning. Innings are numbered starting at 1.
* When the game is over, this method returns the game's total number of innings, plus one.
*
* @return current inning, or the number of innings plus one in case the game is over
*/
public int whichInning() {
if (gameEnded()) {
return numInnings + 1;
} else {
return currentInning;
}
}
/**
* Returns true if it's the first half of the inning (team 0 is at bat).
*
* @return true if it's the first half of the inning, false otherwise
*/
public boolean isTopOfInning() {
return topOfInning;
}
/**
* Returns the number of outs for the team currently at bat.
*
* @return current number of outs
*/
public int getCurrentOuts() {
return currentOuts;
}
/**
* Returns the number of called strikes for the current batter.
*
* @return current number of strikes
*/
public int getCalledStrikes() {
return calledStrikesCount;
}
/**
* Returns the count of balls for the current batter.
*
* @return current number of balls
*/
public int getBallCount() {
return ballCount;
}
/**
* Returns the score for team 0.
*
* @return score for team 0
*/
public int getTeam0Score() {
return team0Score;
}
/**
* Returns the score for team 1.
*
* @return score for team 1
*/
public int getTeam1Score() {
return team1Score;
}
/**
* Method called to indicate a strike for the current batter.
* If the swung parameter is true, the batter is immediately out.
* Otherwise, 1 is added to the batter's current count of called strikes
* (possibly resulting in the batter being out).
*
* @param swung true if the batter swung at the pitch, false if it's a "called" strike
*/
public void strike(boolean swung) {
if (!gameEnded()) {
if (swung) {
currentOuts++;
resetCount(); // Reset count when batter is out
} else {
if (calledStrikesCount >= MAX_STRIKES - 1) {
currentOuts++;
resetCount(); // Reset count when batter is out
} else {
calledStrikesCount++;
}
}
}
}
/**
* Method called to indicate that the batter is out due to a caught fly.
* This method does nothing if the game has ended.
*/
public void caughtFly() {
if (!gameEnded()) {
currentOuts++;
resetBases(); // Reset bases when a batter is out
if (currentOuts >= MAX_OUTS) {
switchTeams();
}
resetCount();
}
}
/**
* Method called to indicate a bad pitch at which the batter did not swing.
* This method adds 1 to the batter's count of balls, possibly resulting in a walk.
* This method does nothing if the game has ended.
*/
public void ball() {
if (!gameEnded()) {
ballCount++;
if (ballCount >= MAX_BALLS) {
if (runnerOnFirst && runnerOnSecond && !runnerOnThird) {
runnerOnThird = true;
} else if (runnerOnFirst && !runnerOnSecond) {
runnerOnSecond = true;
} else if (!runnerOnFirst) {
runnerOnFirst = true;
} else {
updateScore();
}
switchBatter();
ballCount = 0; // Reset ball count after a walk or run is scored
}
}
}
/**
* Method called to indicate that the batter hit the ball.
*
* @param distance distance the ball travels (possibly negative)
*/
public void hit(int distance) {
if (!gameEnded()) {
if (distance < 15) {
currentOuts++;
resetCount(); // Reset count when an out is recorded
} else if (distance >= 15 && distance < 150) {
moveRunners(1);
} else if (distance >= 150 && distance < 200) {
moveRunners(2);
} else if (distance >= 200 && distance < 250) {
moveRunners(3);
} else {
moveRunners(4);
}
// Reset ball count after hit
ballCount = 0;
if (currentOuts >= MAX_OUTS) {
resetBases(); // Reset bases if three outs are recorded
switchTeams();
currentOuts = 0;
}
}
}
private void switchTeams() {
topOfInning = !topOfInning;
currentOuts = 0; // Reset current outs to zero
ballCount = 0;
calledStrikesCount = 0;
resetBases(); // Reset bases when switching teams
if (topOfInning) {
currentInning++; // Increment inning only if it's the top of the inning
}
}
private void switchBatter() {
ballCount = 0;
calledStrikesCount = 0;
}
private void updateScore() {
if (topOfInning) {
team0Score++;
} else {
team1Score++;
}
}
private void resetCount() {
ballCount = 0;
calledStrikesCount = 0;
if (currentOuts >= MAX_OUTS) {
switchTeams();
}
}
private void moveRunners(int numBases) {
if (numBases == 1) {
if (runnerOnThird) {
updateScore();
}
runnerOnThird = runnerOnSecond;
runnerOnSecond = runnerOnFirst;
runnerOnFirst = true;
} else if (numBases == 2) {
if (runnerOnThird) {
updateScore();
}
if (runnerOnSecond) {
updateScore();
}
runnerOnThird = runnerOnFirst;
runnerOnSecond = true;
runnerOnFirst = false;
} else if (numBases == 3) {
if (runnerOnThird) {
updateScore();
}
if (runnerOnSecond) {
updateScore();
}
if (runnerOnFirst) {
updateScore();
}
runnerOnThird = true;
runnerOnSecond = false;
runnerOnFirst = false;
} else if (numBases == 4) {
// Check if bases are loaded
if (runnerOnFirst && runnerOnSecond && runnerOnThird) {
// Home run with bases loaded
if (topOfInning) {
team0Score += 4;
} else {
team1Score += 4;
}
resetBases(); // Reset all runners
} else {
updateScore();
}
}
}
private void resetBases() {
runnerOnFirst = false;
runnerOnSecond = false;
runnerOnThird = false;
}
// The methods below are provided for you and you should not modify them.
// The compile errors will go away after you have written stubs for the
// rest of the API methods.
/**
* Returns a three-character string representing the players on base, in the
* order first, second, and third, where 'X' indicates a player is present and
* 'o' indicates no player. For example, the string "oXX" means that there are
* players on second and third but not on first.
*
* @return three-character string showing players on base
*/
public String getBases()
{
return (runnerOnBase(1) ? "X" : "o") + (runnerOnBase(2) ? "X" : "o")
+ (runnerOnBase(3) ? "X" : "o");
}
/**
* Returns a one-line string representation of the current game state. The
* format is:
* <pre>
* ooo Inning:1 [T] Score:0-0 Balls:0 Strikes:0 Outs:0
* </pre>
* The first three characters represent the players on base as returned by the
* <code>getBases()</code> method. The 'T' after the inning number indicates
* it's the top of the inning, and a 'B' would indicate the bottom. The score always
* shows team 0 first.
*
* @return a single line string representation of the state of the game
*/
public String toString()
{
String bases = getBases();
String topOrBottom = (isTopOfInning() ? "T" : "B");
String fmt = "%s Inning:%d [%s] Score:%d-%d Balls:%d Strikes:%d Outs:%d";
return String.format(fmt, bases, whichInning(), topOrBottom, getTeam0Score(),
getTeam1Score(), getBallCount(), getCalledStrikes(), getCurrentOuts());
}
}
/Library/Java/JavaVirtualMachines/jdk-17.0.3.1.jdk/Contents/Home/bin/java -javaagent:/Applications/IntelliJ IDEA.app/Contents/lib/idea_rt.jar=54152:/Applications/IntelliJ IDEA.app/Contents/bin -Dfile.encoding=UTF-8 -classpath /Users/ajglas/Desktop/college/COMS227/hw2/out/production/hw2:/Users/ajglas/.m2/repository/com/icegreen/greenmail-junit5/2.0.0/greenmail-junit5-2.0.0.jar:/Users/ajglas/.m2/repository/com/icegreen/greenmail/2.0.0/greenmail-2.0.0.jar:/Users/ajglas/.m2/repository/com/sun/mail/jakarta.mail/2.0.1/jakarta.mail-2.0.1.jar:/Users/ajglas/.m2/repository/com/sun/activation/jakarta.activation/2.0.1/jakarta.activation-2.0.1.jar:/Users/ajglas/.m2/repository/jakarta/activation/jakarta.activation-api/2.0.1/jakarta.activation-api-2.0.1.jar:/Users/ajglas/.m2/repository/org/slf4j/slf4j-api/1.7.36/slf4j-api-1.7.36.jar:/Users/ajglas/.m2/repository/junit/junit/4.13.2/junit-4.13.2.jar:/Users/ajglas/.m2/repository/org/junit/jupiter/junit-jupiter-api/5.9.2/junit-jupiter-api-5.9.2.jar:/Users/ajglas/.m2/repository/org/opentest4j/opentest4j/1.2.0/opentest4j-1.2.0.jar:/Users/ajglas/.m2/repository/org/junit/platform/junit-platform-commons/1.9.2/junit-platform-commons-1.9.2.jar:/Users/ajglas/.m2/repository/org/apiguardian/apiguardian-api/1.1.2/apiguardian-api-1.1.2.jar:/Users/ajglas/.m2/repository/org/hamcrest/hamcrest/2.2/hamcrest-2.2.jar:/Users/ajglas/Downloads/speccheck_hw2.jar hw2.SpecChecker
1. RUNNING TESTS for hw2
You received 56/63 points. 58 out of 65 tests pass.
PROBLEM:
40. After hit(100), hit(100) and hit(250), score should be 3-0.
Message: 40. After hit(100), hit(100) and hit(250), score should
be 3-0. Team 0 score: expected:<3> but was:<1>
PROBLEM:
55. Scenario 1: status before last play
hit(300)
hit(-1)
hit(-1)
ball()
ball()
hit(155)
ball()
ball()
ball()
strike(false)
hit(210)
ball()
ball()
strike(false)
Message: 55. Scenario 1: status before last play
hit(300)
hit(-1)
hit(-1)
ball()
ball()
hit(155)
ball()
ball()
ball()
strike(false)
hit(210)
ball()
ball()
strike(false)
Top: expected:<true> but was:<false>
PROBLEM:
63. Scenarios 2, 1, 2, then 3
Message: 63. Scenarios 2, 1, 2, then 3 Outs: expected:<0> but
was:<1>
PROBLEM:
59. Scenario 3: status before last play
hit(180)
hit(100)
ball()
ball()
strike(false)
ball()
ball()
ball()
strike(false)
ball()
ball()
strike(false)
strike(false)
ball()
ball()
ball()
hit(249)
ball()
caughtFly()
strike(false)
ball()
Message: 59. Scenario 3: status before last play
hit(180)
hit(100)
ball()
ball()
strike(false)
ball()
ball()
ball()
strike(false)
ball()
ball()
strike(false)
strike(false)
ball()
ball()
ball()
hit(249)
ball()
caughtFly()
strike(false)
ball()
Bases: expected:<oo[X]> but was:<oo[o]>
PROBLEM:
61. Scenarios 1 then 2
Message: 61. Scenarios 1 then 2 Outs: expected:<0> but was:<1>
PROBLEM:
62. Scenarios 1 then 2 then 3
Message: 62. Scenarios 1 then 2 then 3 Outs: expected:<0> but
was:<1>
PROBLEM:
56. Scenario 1: status after last play
hit(300)
hit(-1)
hit(-1)
ball()
ball()
hit(155)
ball()
ball()
ball()
strike(false)
hit(210)
ball()
ball()
strike(false)
strike(true)
Message: 56. Scenario 1: status after last play
hit(300)
hit(-1)
hit(-1)
ball()
ball()
hit(155)
ball()
ball()
ball()
strike(false)
hit(210)
ball()
ball()
strike(false)
strike(true)
Outs: expected:<0> but was:<1>
If you do not fix these problems, you are deviating
from the homework specification and may lose points.
** Read error messages starting at the top. **
Zip file not created!
Process finished with exit code 0
|
32e0d7fa153412eaf4b12288b7c8b177
|
{
"intermediate": 0.29717832803726196,
"beginner": 0.41805773973464966,
"expert": 0.2847639322280884
}
|
40,645
|
СДЕЛАЙ SEQUENCE В PL/SQL С 1
|
bcc950388d1d4d7644dab561191ca787
|
{
"intermediate": 0.20276156067848206,
"beginner": 0.4422677159309387,
"expert": 0.354970782995224
}
|
40,646
|
nell'ea seguente, il limite di operazioni aperte si intende per ogni pair o in totale?
//XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
#property copyright "Life Changer EA" //|XX
#property link "www.lifechangerea.com" //|XX
#property version "1.00" //|XX
#property strict "BCL" //|XX
//XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
#include <stdlib.mqh>
//XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX||
/*
bool Filter_Time_For_Trial=true;
string Trial_Time ="2000.01.01";
string trial_version="YOUR ARE NOT Allow Backtest at this Periode" ;
string trial_version2="Demo Version Backtest Allow Until : " ;
*/
bool BrokerIsECN = true;
string EA_NAME = "Change The Life With Life Changer EA";
string Lot_Setting = "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX";
input bool Autolot=false;
extern double Percentuale=2;
double AutoMM =0.2;
int Lot_Digits;
input bool MartingaleTrade_ON=true;
extern int AroonPeriod = 70;
extern int Filter = 50;
int candle=1; // 0 =entry on current candle,1= close candle
input double FixLot=0.01;
input double Multiplier= 1.05;
string XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX = "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX";
input double Step= 20;
input double TakeProfit =35;
double Average_TP =8;
extern int Stoploss =700;
extern int MaxTrades_EachSide = 50;
extern int MagicNumber = 1234567 ;
string Trailing_Setting="XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX";
input bool Trailing_Stop_ON=true;
input double Trailing_Stop =12;
extern int TrailingStep =1;
input double Order_Distance=10;//Distance between orders (Point)
input string Symbol1 = "GBPUSD";
string Symbol2 = "";
string Symbol3 = "";
string Symbol4 = "";
string Symbol5 = "";
string Symbol6 = "";
string Symbol7 = "";
string Symbol8 = "";
string Symbol9 = "";
string Symbol10 = "";
string Symbol11 = "";
string Symbol12 = "";
string Symbol13 = "";
string Symbol14 = "";
string Symbol15 = "";
string Symbol16 = "";
string Symbol17 = "";
string Symbol18 = "";
string Symbol19 = "";
string Symbol20 = "";
string Symbol21 = "";
string Symbol22 = "";
string Symbol23 = "";
string Symbol24 = "";
string Symbol25 = "";
string Symbol26 = "";
string Symbol27 = "";
string Symbol28 = "";
string Symbol29 = "";
string Symbol30 = "";
input int MaxPairTrades = 2;
string suffix = "";
int MagicNumber_Buy ;//= 1234 ;
int MagicNumber_Sell ; //= 1234;
input bool Hidden_TP=true;
extern double hidden_takeprofit=30;
extern double Average_HTP=8;
input string comment= "Life Changer EA ";
input bool Average_ALL=true ;
bool Filter_Min_Distance_ON=true;
int slippage = 20;
string SET_TRADING_TIME = "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX";
input bool Filter_TradingTime=true;
input string Time_Start = "00:00"; //Time Start
input string Time_End = "23:59"; //Time End
double BEP_YYY,BEP_XXX,TSP;
color clr_price,clr_eq;
double prev_lot,prev_price,prev_tp,prev_sl;
double Lot_Multi;
double mode_his;
int cnt,OC,modif;
double pos_sell,pos_buy;
int text_corner=1;
int text_size=12;
color color_text= Lime;
double close,Range, Spread,Balance, Equity,Profit,DD,Lev,St_Out;
color l_text,r_text ;
string Running_Price,Range_Price,AB,AE,AP,Persen_DD,SP,Leverage, Auto_Cut,Enter_Lot;
double SLB,SLS,TPB,TPS;
int OpenBuy,OpenSell,Select,Modif ;
double select,ord_close,ord_del;
int ord_send;
double Take_SL,Take_TP,Take_HTP,Take_HSL,TSL,SL,TP,hide_tp,hide_sl;
int tolerance;
bool ACCOUNT_INFO=true;
string Day1="MONDAY";
string Day2="TUESDAY";
string Day3="WEDNESDAY";
string Day4="THURSDAY";
string Day5="FRIDAY";
string Day6="SATURDAY";
string Day7="SUNDAY";
string hari;
double x_price,y_price,xx_price,yy_price;
double SLS_PRICE,SLB_PRICE, TPB_PRICE,TPS_PRICE;
double PS;
int pip;
int xy_orders,x_orders,y_orders;
double xy_p,xy_vol;
double pv,tz,bep_x,bep_y,bep;
double x_vol,y_vol,x_pl,y_pl,bep_buy,bep_sell;
double initial_buy,initial_sell;
double Martin_Buy,Martin_Sell, Martin_TPB,Martin_TPS, Martin_SLB,Martin_SLS;
double modif_tpb, modif_tps;
double po_sell,po_buy;
double XYZ,XYZ1,XYZ2;
double last_vol;
double total_xp,total_yp,total_xv,total_yv,avg_xx,avg_yy;
double Diff_B,Diff_S, Total_Profit_X,Total_ProfitY;
int Ord_Modif;
double close_allxy;
double Lot_MultiB,Lot_MultiS;
datetime Loss_XT,Loss_YT,CO_Time;
int CO_Orders;
double his_xy,his_x,his_y;
double bcp,Close_BL, scp,Close_SL;
double TPB_ALL,TPS_ALL;
double y_bep,x_bep,bep_pricex,bep_pricey;
double RANGE;;
double Buy_Price,Sell_Price;
int i;
int OpenOrders1,OpenOrders2;
datetime ytime,xtime ;
string XXX,YYY;
double buffer3,buffer4;
double AroonUp,AroonDn,AroonUp2,AroonDn2;
int pairs;
string symb[];
string simbol;
//MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM||
int OnInit()
{
EventSetMillisecondTimer(1);
suffix = StringSubstr(Symbol(), 6, StringLen(Symbol()) - 6);
pairs = 0;
if(Symbol1 != "")
append(Symbol1);
if(Symbol2 != "")
append(Symbol2);
if(Symbol3 != "")
append(Symbol3);
if(Symbol4 != "")
append(Symbol4);
if(Symbol5 != "")
append(Symbol5);
if(Symbol6 != "")
append(Symbol6);
if(Symbol7 != "")
append(Symbol7);
if(Symbol8 != "")
append(Symbol8);
if(Symbol9 != "")
append(Symbol9);
if(Symbol10 != "")
append(Symbol10);
if(Symbol11 != "")
append(Symbol11);
if(Symbol12 != "")
append(Symbol12);
if(Symbol13 != "")
append(Symbol13);
if(Symbol14 != "")
append(Symbol14);
if(Symbol15 != "")
append(Symbol15);
if(Symbol16 != "")
append(Symbol16);
if(Symbol17 != "")
append(Symbol17);
if(Symbol18 != "")
append(Symbol18);
if(Symbol19 != "")
append(Symbol19);
if(Symbol20 != "")
append(Symbol20);
if(Symbol21 != "")
append(Symbol21);
if(Symbol22 != "")
append(Symbol22);
if(Symbol23 != "")
append(Symbol23);
if(Symbol24 != "")
append(Symbol24);
if(Symbol25 != "")
append(Symbol25);
if(Symbol26 != "")
append(Symbol26);
if(Symbol27 != "")
append(Symbol27);
if(Symbol28 != "")
append(Symbol28);
if(Symbol29 != "")
append(Symbol29);
if(Symbol30 != "")
append(Symbol30);
MagicNumber_Buy=MagicNumber;
MagicNumber_Sell=MagicNumber;
return(INIT_SUCCEEDED);
}
//+
//MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM||
//=============================================================================||
void OnDeinit(const int reason)
{
CleanUp();
EventKillTimer();
// return(0);
}
//+------------------------------------------------------------------+
//| |
//+------------------------------------------------------------------+
void OnTick()
{
string CheckSymbol[];
int AddCheckSymbol = 0;
for(cnt=OrdersTotal()-1; cnt>=0; cnt--)
{
select=OrderSelect(cnt, SELECT_BY_POS, MODE_TRADES);
{
if((OrderMagicNumber() == MagicNumber_Buy || OrderMagicNumber() == MagicNumber_Sell))
{
for(i=0; i<pairs; i++)
{
if(OrderSymbol() == symb[i])
{
bool AddData = true;
for(int k=0; k<AddCheckSymbol; k++)
if(CheckSymbol[k] == OrderSymbol())
AddData = false;
if(AddData)
{
AddCheckSymbol++;
ArrayResize(CheckSymbol,AddCheckSymbol);
CheckSymbol[AddCheckSymbol-1] = OrderSymbol();
}
}
}
}
}
}
for(i=0; i<pairs; i++)
{
simbol = symb[i];
bool ReadyOpen = false;
if(AddCheckSymbol < MaxPairTrades)
ReadyOpen = true;
else
{
for(int cek=0; cek<AddCheckSymbol; cek++)
{
if(simbol == CheckSymbol[cek] && cek < MaxPairTrades)
ReadyOpen = true;
}
}
int DIGITS = (int) MarketInfo(simbol,MODE_DIGITS);
double point = MarketInfo(simbol,MODE_POINT);
pv=NormalizeDouble(MarketInfo(simbol,MODE_TICKVALUE),DIGITS);
//NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNXXXXX
OpenBuy = 0;
OpenSell = 0;
OpenOrders1 = 0;
OpenOrders2 = 0;
x_price=0;
y_price=0;
xx_price=0;
yy_price=0;
xy_orders=0;
xy_p=0;
xy_vol=0;
XYZ=0;
XYZ1=0;
XYZ2=0;
Profit=0;
total_xp=0;
total_yp=0;
total_xv=0;
total_yv=0;
avg_xx=0;
avg_yy=0;
xtime=0;
ytime=0;
for(cnt=0; cnt<OrdersTotal(); cnt++)
{
select=OrderSelect(cnt, SELECT_BY_POS, MODE_TRADES);
{
if(OrderSymbol()==simbol &&(OrderMagicNumber() == MagicNumber_Buy))
{
OpenOrders1++;
}
if(OrderSymbol()==simbol &&(OrderMagicNumber() == MagicNumber_Sell))
{
OpenOrders2++;
}
if(OrderSymbol()==simbol && OrderMagicNumber() == MagicNumber_Buy && OrderType()==OP_BUY)
{
x_vol=OrderLots();
OpenBuy++;
total_xp +=OrderProfit();
Buy_Price=OrderOpenPrice();
SLB_PRICE=OrderStopLoss();
TPB_PRICE=OrderTakeProfit();
x_price +=OrderOpenPrice();
xx_price =NormalizeDouble((x_price/OpenBuy),DIGITS);
total_xv +=OrderLots();
avg_xx= NormalizeDouble(total_xp/total_xv/pv,DIGITS);
xtime=OrderOpenTime();
}
if(OrderSymbol()==simbol && OrderMagicNumber() == MagicNumber_Sell && OrderType()==OP_SELL)
{
OpenSell++;
y_vol=OrderLots();
Sell_Price=OrderOpenPrice();
SLS_PRICE=OrderStopLoss();
TPS_PRICE=OrderTakeProfit();
y_price +=OrderOpenPrice();;
yy_price =NormalizeDouble((y_price/OpenSell),DIGITS);
total_yv +=OrderLots();
total_yp +=OrderProfit();
avg_yy= NormalizeDouble(total_yp/total_yv/pv,DIGITS);
ytime=OrderOpenTime();
}
}
}
//=======================================================================================================================||
if((DIGITS==5||DIGITS==3)
&&(simbol!= ""+"XAU"+"" || simbol!="XAU"+"" ||simbol!="XAUUSDcheck" ||simbol!="XAUUSD" || simbol!="GOLD"))
pip=10;
else
pip=1;
if(DIGITS==3
&&(simbol== ""+"XAU"+"" || simbol=="XAU"+"" ||simbol=="XAUUSDcheck" ||simbol=="XAUUSD" || simbol=="GOLD"))
pip=100;
else
pip=10;
//Print(simbol," ",point," ",pip);
if(point == 0 || pip == 0)
continue;
Spread =NormalizeDouble((MarketInfo(simbol,MODE_ASK)-MarketInfo(simbol,MODE_BID))/point/pip,2);
MinLot=MarketInfo(simbol,MODE_MINLOT);
MaxLot=MarketInfo(simbol,MODE_MAXLOT);
if(MinLot==0.01)
Lot_Digits=2;
if(MinLot==0.1)
Lot_Digits=1;
if(MinLot==1)
Lot_Digits=0;
HideTestIndicators(true);
if(DayOfWeek()==1)
hari= Day1;
if(DayOfWeek()==2)
hari= Day2;
if(DayOfWeek()==3)
hari= Day3;
if(DayOfWeek()==4)
hari= Day4;
if(DayOfWeek()==5)
hari= Day5;
if(DayOfWeek()==6)
hari= Day6;
if(DayOfWeek()==7)
hari= Day7;
if(DIGITS==3|| DIGITS==5)
{
tolerance= slippage*10;
}
else
{
tolerance= slippage*1;
}
if(candle==0)
last_vol=1000;
if(candle==1)
last_vol=30;
AroonUp = 100.0*(AroonPeriod-iHighest(simbol,0,MODE_HIGH,AroonPeriod,candle)+candle)/AroonPeriod;
AroonDn = 100.0*(AroonPeriod- iLowest(simbol,0,MODE_LOW,AroonPeriod,candle)+candle)/AroonPeriod;
AroonUp2 = 100.0*(AroonPeriod-iHighest(simbol,0,MODE_HIGH,AroonPeriod,candle+1)+candle+1)/AroonPeriod;
AroonDn2 = 100.0*(AroonPeriod- iLowest(simbol,0,MODE_LOW,AroonPeriod,candle+1)+candle+1)/AroonPeriod;
buffer3 = AroonUp-AroonDn;
buffer4 = AroonUp2-AroonDn2;
if(buffer3> Filter && buffer4< Filter)
XXX="BUY";
else
XXX="NOBUY";
if(buffer3<-Filter && buffer4>-Filter)
YYY="SELL";
else
YYY="NOSELL";
if(Stoploss>0&& Stoploss*pip>MarketInfo(simbol,MODE_STOPLEVEL))
{
SLB=MarketInfo(simbol,MODE_ASK)-(Stoploss*pip*point);
SLS=MarketInfo(simbol,MODE_BID)+Stoploss*pip*point;//
}
if((Stoploss==0) || (Stoploss*pip<=MarketInfo(simbol,MODE_STOPLEVEL)))
{
SLB=0;
SLS=0;
}
if(TakeProfit>0 && TakeProfit*pip>MarketInfo(simbol,MODE_STOPLEVEL))
{
TPB=MarketInfo(simbol,MODE_ASK)+(TakeProfit*pip)*point;
TPS=MarketInfo(simbol,MODE_BID)-(TakeProfit*pip)*point;
}
if((TakeProfit==0)|| (TakeProfit*pip<=MarketInfo(simbol,MODE_STOPLEVEL)))
{
TPB=0;
TPS=0;
}
if(ReadyOpen && OpenOrders1==0 && dnNearestOrder(simbol,OP_BUY,MagicNumber_Buy)>Order_Distance*pip*point && Filter_TIme() && XXX=="BUY" && iVolume(simbol,0,0)<last_vol /*&& Filter_Trial() */)
if(AccountFreeMargin() <MarketInfo(simbol,MODE_MARGINREQUIRED)*AutoLot())
{
Print("No Enougt Money to Open NextOrder or Volume size is Over Maximum Lot.");// Please reset this EA by change your Magic Number");
return;
}
else
{
if(!BrokerIsECN)
ord_send=OrderSend(simbol,0,AutoLot(),MarketInfo(simbol,MODE_ASK),slippage*pip,SLB,TPB,comment,MagicNumber_Buy,0,Blue);
if(BrokerIsECN)
{
ord_send = 0;
ord_send=OrderSend(simbol,0,AutoLot(),MarketInfo(simbol,MODE_ASK),slippage*pip,0,0,comment,MagicNumber_Buy,0,Blue);
if(ord_send > 0)
{
bool seleksi = OrderSelect(ord_send,SELECT_BY_TICKET);
if(TPB > 0.0 && SLB > 0.0)
{
while(IsTradeContextBusy())
Sleep(100);
bool bool_60 = OrderModify(ord_send, OrderOpenPrice(), SLB, TPB, OrderExpiration(), CLR_NONE);
if(!bool_60)
{
int error_64 = GetLastError();
Print(Symbol(), " ||=========================> ECN SL/TP order modify failed with error(", error_64, "): ", ErrorDescription(error_64));
}
}
if(TPB != 0.0 && SLB == 0.0)
{
while(IsTradeContextBusy())
Sleep(100);
bool bool_60 = OrderModify(ord_send, OrderOpenPrice(), OrderStopLoss(), TPB, OrderExpiration(), CLR_NONE);
if(!bool_60)
{
int error_64 = GetLastError();
Print(Symbol(), " ||=========================> ECN TP order modify failed with error(", error_64, "): ", ErrorDescription(error_64));
}
}
if(TPB == 0.0 && SLB != 0.0)
{
while(IsTradeContextBusy())
Sleep(100);
bool bool_60 = OrderModify(ord_send, OrderOpenPrice(), SLB, OrderTakeProfit(), OrderExpiration(), CLR_NONE);
if(!bool_60)
{
int error_64 = GetLastError();
Print(Symbol(), " ||=========================> ECN SL order modify failed with error(", error_64, "): ", ErrorDescription(error_64));
}
}
}
}
return;
}
if(ReadyOpen && OpenOrders2==0 && dnNearestOrder(simbol,OP_SELL,MagicNumber_Sell)>Order_Distance*pip*point && Filter_TIme() &&YYY=="SELL" && iVolume(simbol,0,0)<last_vol /*&& Filter_Trial() */)
if(AccountFreeMargin() <MarketInfo(simbol,MODE_MARGINREQUIRED)*AutoLot())
{
Print("No Enougt Money to Open NextOrder or Volume size is Over Maximum Lot.");// Please reset this EA by change your Magic Number");
return;
}
else
{
if(!BrokerIsECN)
ord_send= OrderSend(simbol,1,AutoLot(),MarketInfo(simbol,MODE_BID),slippage*pip,SLS,TPS,comment,MagicNumber_Sell,0,Red);
if(BrokerIsECN)
{
ord_send = 0;
ord_send= OrderSend(simbol,1,AutoLot(),MarketInfo(simbol,MODE_BID),slippage*pip,0,0,comment,MagicNumber_Sell,0,Red);
if(ord_send > 0)
{
bool seleksi = OrderSelect(ord_send,SELECT_BY_TICKET);
if(TPS > 0.0 && SLS > 0.0)
{
while(IsTradeContextBusy())
Sleep(100);
bool bool_60 = OrderModify(ord_send, OrderOpenPrice(), SLS, TPS, OrderExpiration(), CLR_NONE);
if(!bool_60)
{
int error_64 = GetLastError();
Print(Symbol(), " ||=========================> ECN SL/TP order modify failed with error(", error_64, "): ", ErrorDescription(error_64));
}
}
if(TPS != 0.0 && SLS == 0.0)
{
while(IsTradeContextBusy())
Sleep(100);
bool bool_60 = OrderModify(ord_send, OrderOpenPrice(), OrderStopLoss(), TPS, OrderExpiration(), CLR_NONE);
if(!bool_60)
{
int error_64 = GetLastError();
Print(Symbol(), " ||=========================> ECN TP order modify failed with error(", error_64, "): ", ErrorDescription(error_64));
}
}
if(TPS == 0.0 && SLS != 0.0)
{
while(IsTradeContextBusy())
Sleep(100);
bool bool_60 = OrderModify(ord_send, OrderOpenPrice(), SLS, OrderTakeProfit(), OrderExpiration(), CLR_NONE);
if(!bool_60)
{
int error_64 = GetLastError();
Print(Symbol(), " ||=========================> ECN SL order modify failed with error(", error_64, "): ", ErrorDescription(error_64));
}
}
}
}
return;
}
if(OpenBuy>0)
{
Lot_MultiB= NormalizeDouble(x_vol*Multiplier,Lot_Digits);
}
Martin_SLB=SLB_PRICE;
Martin_SLS= SLS_PRICE;
if(MartingaleTrade_ON)
{
if(OpenBuy>0 && OpenBuy<MaxTrades_EachSide && X_Distance())
if(AccountFreeMargin() <MarketInfo(simbol,MODE_MARGINREQUIRED)*Lot_Multi1())
{
Print("No Enougt Money to Open NextOrder or Volume size is Over Maximum Lot.");
return;
}
else
{
if(!BrokerIsECN)
ord_send=OrderSend(simbol,OP_BUY,Lot_Multi1(),MarketInfo(simbol,MODE_ASK),slippage*pip,SLB_PRICE,0,comment,MagicNumber_Buy,0,Aqua);
if(BrokerIsECN)
{
ord_send = 0;
ord_send=OrderSend(simbol,OP_BUY,Lot_Multi1(),MarketInfo(simbol,MODE_ASK),slippage*pip,0,0,comment,MagicNumber_Buy,0,Aqua);
if(ord_send > 0)
{
bool seleksi = OrderSelect(ord_send,SELECT_BY_TICKET);
if(SLB_PRICE != 0.0)
{
while(IsTradeContextBusy())
Sleep(100);
bool bool_60 = OrderModify(ord_send, OrderOpenPrice(), SLB_PRICE, OrderTakeProfit(), OrderExpiration(), CLR_NONE);
if(!bool_60)
{
int error_64 = GetLastError();
Print(Symbol(), " ||=========================> ECN SL order modify failed with error(", error_64, "): ", ErrorDescription(error_64));
}
}
}
}
}
if(OpenSell>0 && OpenSell<MaxTrades_EachSide && Y_Distance())
if(AccountFreeMargin() <MarketInfo(simbol,MODE_MARGINREQUIRED)*Lot_Multi2())
{
Print("No Enougt Money to Open NextOrder or Volume size is Over Maximum Lot.");
return;
}
else
{
if(!BrokerIsECN)
ord_send=OrderSend(simbol,OP_SELL,Lot_Multi2(),MarketInfo(simbol,MODE_BID),slippage*pip,SLS_PRICE,0,comment,MagicNumber_Sell,0,Magenta);
if(BrokerIsECN)
{
ord_send = 0;
ord_send=OrderSend(simbol,OP_SELL,Lot_Multi2(),MarketInfo(simbol,MODE_BID),slippage*pip,0,0,comment,MagicNumber_Sell,0,Magenta);
if(ord_send > 0)
{
bool seleksi = OrderSelect(ord_send,SELECT_BY_TICKET);
if(SLS_PRICE != 0.0)
{
while(IsTradeContextBusy())
Sleep(100);
bool bool_60 = OrderModify(ord_send, OrderOpenPrice(), SLS_PRICE, OrderTakeProfit(), OrderExpiration(), CLR_NONE);
if(!bool_60)
{
int error_64 = GetLastError();
Print(Symbol(), " ||=========================> ECN SL order modify failed with error(", error_64, "): ", ErrorDescription(error_64));
}
}
}
}
}
}
TSP=(TrailingStep+Trailing_Stop)*pip;
if(Trailing_Stop_ON)
{
for(cnt=OrdersTotal()-1; cnt>=0; cnt--)
{
Select=OrderSelect(cnt, SELECT_BY_POS, MODE_TRADES);
if(OrderSymbol()==simbol && OrderMagicNumber() == MagicNumber)
{
if(OrderType()==OP_BUY && OpenOrders1==1)
{
if(Trailing_Stop>0 && Trailing_Stop*pip>MarketInfo(simbol,MODE_STOPLEVEL))
{
if(MarketInfo(simbol,MODE_BID)-OrderOpenPrice()>=point*Trailing_Stop*pip)
{
if((OrderStopLoss()<= MarketInfo(simbol,MODE_BID)-point*TSP)|| (OrderStopLoss()==0))
{
Modif=OrderModify(OrderTicket(),OrderOpenPrice(),MarketInfo(simbol,MODE_BID)-(point*Trailing_Stop*pip),OrderTakeProfit(),0,Lime);
return;
}
}
}
}
else
if(OrderType()==OP_SELL && OpenOrders2==1)
{
if(Trailing_Stop>0 && Trailing_Stop*pip>MarketInfo(simbol,MODE_STOPLEVEL))
{
if((OrderOpenPrice()-MarketInfo(simbol,MODE_ASK))>=point*Trailing_Stop*pip)
{
if((OrderStopLoss()>=MarketInfo(simbol,MODE_ASK)+ point*TSP) || (OrderStopLoss()==0))
{
Modif=OrderModify(OrderTicket(),OrderOpenPrice(),MarketInfo(simbol,MODE_ASK)+(point*Trailing_Stop*pip),OrderTakeProfit(),0,Red);
return;
}
}
}
}
}
}
}
if(OpenBuy>0)
{
BEP_XXX= NormalizeDouble((MarketInfo(simbol,MODE_BID)-avg_xx*point),DIGITS);
TPB_ALL=NormalizeDouble((BEP_XXX+(Average_TP*pip*point)),DIGITS);
}
if(OpenSell>0)
{
BEP_YYY= NormalizeDouble((MarketInfo(simbol,MODE_ASK)+avg_yy*point),DIGITS);
TPS_ALL=NormalizeDouble((BEP_YYY - (Average_TP*pip*point)),DIGITS);
}
if(Average_ALL==true && Average_TP>0)
{
// cnt=0;
for(cnt=OrdersTotal()-1; cnt>=0; cnt--)
{
select=OrderSelect(cnt,SELECT_BY_POS,MODE_TRADES);
if(OrderSymbol()==simbol && OrderMagicNumber()==MagicNumber_Sell)
{
if(OrderType()==OP_SELL && OpenSell>1&& TPS_PRICE==0)
{
modif=OrderModify(OrderTicket(),OrderOpenPrice(),OrderStopLoss(),NormalizeDouble((BEP_YYY - (Average_TP*pip*point)),DIGITS),0,Yellow);
}
}
}
}
if(Average_ALL==true && Average_TP>0)
{
cnt=0;
for(cnt=OrdersTotal()-1; cnt>=0; cnt--)
{
select=OrderSelect(cnt,SELECT_BY_POS,MODE_TRADES);
if(OrderSymbol()==simbol && OrderMagicNumber()==MagicNumber_Buy)
{
if(OrderType()==OP_BUY && OpenBuy>1 && TPB_PRICE==0)
{
modif=OrderModify(OrderTicket(),OrderOpenPrice(),OrderStopLoss(),NormalizeDouble((BEP_XXX+(Average_TP*pip*point)),DIGITS),0,Yellow);
}
}
}
}
//MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
if(Hidden_TP==true)
{
for(cnt=OrdersTotal()-1; cnt>=0; cnt--)
{
select= OrderSelect(cnt, SELECT_BY_POS, MODE_TRADES);
if(OrderSymbol()==simbol && OrderMagicNumber() == MagicNumber_Sell)
{
if((OrderType()==OP_SELL && OpenSell==1&& MarketInfo(simbol,MODE_ASK)<=Sell_Price-hidden_takeprofit*pip*point)
|| (OrderType()==OP_SELL && OpenSell>1 && MarketInfo(simbol,MODE_ASK)<=BEP_YYY-Average_HTP*pip*point))
{
ord_close=OrderClose(OrderTicket(),OrderLots(),OrderClosePrice(),slippage,Red);
}
}
}
}
//XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX||
if(Hidden_TP==true)
{
for(cnt=OrdersTotal()-1; cnt>=0; cnt--)
{
select= OrderSelect(cnt, SELECT_BY_POS, MODE_TRADES);
if(OrderSymbol()==simbol && OrderMagicNumber() == MagicNumber_Buy)
{
if((OrderType()==OP_BUY &&OpenBuy==1 && MarketInfo(simbol,MODE_BID)>=Buy_Price+hidden_takeprofit*pip*point)
|| (OrderType()==OP_BUY &&OpenBuy>1 && MarketInfo(simbol,MODE_BID)>=BEP_XXX+Average_HTP*pip*point))
{
ord_close=OrderClose(OrderTicket(),OrderLots(),OrderClosePrice(),slippage,Blue);
}
}
}
}
//XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX||
//XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX||
/*
if ( Filter_Trial()==false && Filter_Time_For_Trial==true )
{
string_window( "EA Trial", 5, 5, 0);
ObjectSetText( "EA Trial",trial_version , 15, "Impact", Red);
ObjectSet( "EA Trial", OBJPROP_CORNER,0);
string_window( "EA Trial2", 5, 25, 0);
ObjectSetText( "EA Trial2", trial_version2 +Trial_Time , 15, "Impact", Blue);
ObjectSet( "EA Trial2", OBJPROP_CORNER,0);
}
else{ ObjectDelete("EA Trial"); ObjectDelete("EA Trial2"); }
*/
if(iVolume(simbol,0,0)%2==0)
clr_price= clrLime;
else
clr_price= clrRed;
if(AccountEquity()> AccountBalance())
clr_eq= clrBlue;
else
clr_eq= clrMagenta;
Range =NormalizeDouble((iHigh(simbol,1440,0)- iLow(simbol,1440,0))/point/pip,2);
Spread= (MarketInfo(simbol,MODE_ASK)-MarketInfo(simbol,MODE_BID))/point;
if(ACCOUNT_INFO /*&& simbol == Symbol()*/)
{
string_window("hari", 5, 18, 0); //
ObjectSetText("hari",hari +", "+DoubleToStr(Day(),0)+" - "+DoubleToStr(Month(),0) +" - "
+DoubleToStr(Year(),0)+" "+IntegerToString(Hour())+":"+IntegerToString(Minute())+":"+IntegerToString(Seconds()),text_size+1, "Impact", Yellow);
ObjectSet("hari", OBJPROP_CORNER,text_corner);
string_window("Balance", 5, 15+20, 0); //
ObjectSetText("Balance","Balance : " +DoubleToStr(AccountBalance(),2), text_size, "Cambria", color_text);
ObjectSet("Balance", OBJPROP_CORNER,text_corner);
string_window("Equity", 5, 30+20, 0); //
ObjectSetText("Equity","Equity : " + DoubleToStr(AccountEquity(),2), text_size, "Cambria", clr_eq);
ObjectSet("Equity", OBJPROP_CORNER, text_corner);
string_window("AF", 5, 65, 0); //
ObjectSetText("AF","Free Margin : " + DoubleToStr(AccountFreeMargin(),2), text_size, "Cambria", clr_eq);
ObjectSet("AF", OBJPROP_CORNER, text_corner);
/*
string_window( "Leverage", 5,60+20, 0);
ObjectSetText( "Leverage","Leverage : " + DoubleToStr(AccountLeverage(),0), text_size, "Cambria", color_text);
ObjectSet( "Leverage", OBJPROP_CORNER, text_corner);
*/
Spread =NormalizeDouble((MarketInfo(Symbol(),MODE_ASK)-MarketInfo(Symbol(),MODE_BID))/Point,2);
string_window("Spread", 5,60+20, 0);
ObjectSetText("Spread","Spread : " + DoubleToStr(Spread,1), text_size, "Cambria", color_text);
ObjectSet("Spread", OBJPROP_CORNER, text_corner);
Range =NormalizeDouble((iHigh(Symbol(),1440,0)- iLow(Symbol(),1440,0))/point/pip,2);
string_window("Range", 5, 75+20, 0); //
ObjectSetText("Range","Range : " + DoubleToStr(Range,1), text_size, "Cambria", color_text);
ObjectSet("Range", OBJPROP_CORNER, text_corner);
string_window("Price", 5, 120, 0); //
ObjectSetText("Price","Price : " + DoubleToStr(MarketInfo(Symbol(),MODE_BID),DIGITS), text_size, "Cambria", clr_price);
ObjectSet("Price", OBJPROP_CORNER, text_corner);
if(OpenSell>0)
{
string_window("sell", 5, 155, 0); //
ObjectSetText("sell","Sell Order : " + DoubleToStr(OpenSell,0) +" | Sell Lot : " + DoubleToStr(total_yv,2)
, text_size, "Cambria", color_text);
ObjectSet("sell", OBJPROP_CORNER, text_corner);
}
else
{
ObjectDelete("Tps");
ObjectDelete("SLs");
ObjectDelete("sell");
}
if(OpenBuy>0)
{
string_window("buy", 5, 140, 0); //
ObjectSetText("buy","Buy Order : " + DoubleToStr(OpenBuy,0) +" |Buy Lot : " + DoubleToStr(total_xv,2)
, text_size, "Cambria", color_text);
ObjectSet("buy", OBJPROP_CORNER, text_corner);
}
else
{
ObjectDelete("Tp");
ObjectDelete("SL");
ObjectDelete("buy");
}
/*
string_window( "Profit", 5, 170, 0);
ObjectSetText( "Profit", "Buy Profit : " +DoubleToStr( total_xp,2) + " | Sell Profit : " +DoubleToStr( total_yp,2) , text_size, "Cambria", clr_eq);
ObjectSet( "Profit", OBJPROP_CORNER, text_corner);
string_window( "MX", 5, 185, 0);
ObjectSetText( "MX", "Min Lot : " +DoubleToStr( MinLot,Lot_Digits) + " | Max Lot : " +DoubleToStr( MaxLot,0) , text_size, "Cambria", clr_eq);
ObjectSet( "MX", OBJPROP_CORNER, text_corner);
*/
string_window("EA_NAME", 5, 5, 0);
ObjectSetText("EA_NAME",EA_NAME, text_size+3, "Impact", clr_eq);
ObjectSet("EA_NAME", OBJPROP_CORNER, 3);
}
}
//KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK||
return;
}
//KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK||
//KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK||
void CleanUp()
{
ObjectDelete("EA_NAME");
ObjectDelete("expiredlabel");
ObjectDelete("expiredlabel");
ObjectDelete("Contact_Me");
ObjectDelete("Key_Word2");
ObjectDelete("Key_Word1");
ObjectDelete("Spread");
ObjectDelete("Leverage");
ObjectDelete("Equity");
ObjectDelete("Balance");
ObjectDelete("Price");
ObjectDelete("Profit");
ObjectDelete("EA Trial");
ObjectDelete("Trade_Mode");
ObjectDelete("Lot");
ObjectDelete("EnterLot");
ObjectDelete("Spread");
ObjectDelete("EA Expired");
ObjectDelete("Range");
ObjectDelete("hari");
ObjectDelete("sell");
ObjectDelete("Tps");
ObjectDelete("SLs");
ObjectDelete("SL");
ObjectDelete("Tp");
ObjectDelete("buy");
ObjectDelete("BEP_XXX");
ObjectDelete("BEP_XXX2");
ObjectDelete("Check_Info");
ObjectDelete("AF");
ObjectDelete("MX");
ObjectDelete("Diff_B");
ObjectDelete("Total_Profit_X");
ObjectDelete("Diff_S");
ObjectDelete("Total_Profit_Y");
}
//KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK||
//KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK||
int string_window(string n, int xoff, int yoff, int WindowToUse)
{
ObjectCreate(n, OBJ_LABEL, WindowToUse, 0, 0);
ObjectSet(n, OBJPROP_CORNER, 1);
ObjectSet(n, OBJPROP_XDISTANCE, xoff);
ObjectSet(n, OBJPROP_YDISTANCE, yoff);
ObjectSet(n, OBJPROP_BACK, true);
return (0);
}
//KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK||
//KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK||
double Lots,MinLot,MaxLot;
//+------------------------------------------------------------------+
//| |
//+------------------------------------------------------------------+
double AutoLot()
{
Lots=FixLot;
if(Lots<MinLot)
Lots=MinLot;
if(Lots>MaxLot)
Lots=MaxLot;
if(Autolot==true)
{
Lots= CalculateLots(simbol);
if(Lots<MinLot)
Lots=MinLot;
if(Lots>MaxLot)
Lots=MaxLot;
}
return(Lots);
}
//KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK||
//KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK||
double Lot_Multi1()
{
Lot_MultiB= NormalizeDouble(AutoLot(),Lot_Digits);//NormalizeDouble((AccountBalance()/100000)*AutoMM,Lot_Digits);
if(Lot_MultiB<MinLot)
Lot_MultiB=MinLot;
if(Lot_MultiB>MaxLot)
Lot_MultiB=MaxLot;
if(Multiplier<1.5)
{
if(OpenBuy==1)
{
Lot_MultiB= NormalizeDouble(Lot_MultiB*Multiplier,Lot_Digits);
}
if(OpenBuy==2)
{
Lot_MultiB= NormalizeDouble(Lot_MultiB*Multiplier*Multiplier,Lot_Digits);
}
if(OpenBuy==3)
{
Lot_MultiB= NormalizeDouble(Lot_MultiB*Multiplier*Multiplier*Multiplier,Lot_Digits);
}
if(OpenBuy==4)
{
Lot_MultiB= NormalizeDouble(Lot_MultiB*Multiplier*Multiplier*Multiplier*Multiplier,Lot_Digits);
}
if(OpenBuy==5)
{
Lot_MultiB= NormalizeDouble(Lot_MultiB*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier,Lot_Digits);
}
if(OpenBuy==6)
{
Lot_MultiB= NormalizeDouble(Lot_MultiB*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier,Lot_Digits);
}
if(OpenBuy==7)
{
Lot_MultiB= NormalizeDouble(Lot_MultiB*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier,Lot_Digits);
}
if(OpenBuy==8)
{
Lot_MultiB= NormalizeDouble(Lot_MultiB*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier,Lot_Digits);
}
if(OpenBuy==9)
{
Lot_MultiB= NormalizeDouble(Lot_MultiB*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier,Lot_Digits);
}
if(OpenBuy==10)
{
Lot_MultiB= NormalizeDouble(Lot_MultiB*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier,Lot_Digits);
}
if(OpenBuy==11)
{
Lot_MultiB= NormalizeDouble(Lot_MultiB*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier,Lot_Digits);
}
if(OpenBuy==12)
{
Lot_MultiB= NormalizeDouble(Lot_MultiB*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier,Lot_Digits);
}
if(OpenBuy==13)
{
Lot_MultiB= NormalizeDouble(Lot_MultiB*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier,Lot_Digits);
}
if(OpenBuy==14)
{
Lot_MultiB= NormalizeDouble(Lot_MultiB*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier,Lot_Digits);
}
if(OpenBuy==15)
{
Lot_MultiB= NormalizeDouble(Lot_MultiB*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier,Lot_Digits);
}
if(OpenBuy==16)
{
Lot_MultiB= NormalizeDouble(Lot_MultiB*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier,Lot_Digits);
}
if(OpenBuy==17)
{
Lot_MultiB= NormalizeDouble(Lot_MultiB*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier,Lot_Digits);
}
if(OpenBuy==18)
{
Lot_MultiB= NormalizeDouble(Lot_MultiB*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier,Lot_Digits);
}
if(OpenBuy==19)
{
Lot_MultiB= NormalizeDouble(Lot_MultiB*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier,Lot_Digits);
}
if(OpenBuy==20)
{
Lot_MultiB= NormalizeDouble(Lot_MultiB*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier,Lot_Digits);
}
if(OpenBuy>20)
{
Lot_MultiB= NormalizeDouble(x_vol*Multiplier,Lot_Digits);
}
if(Lot_MultiB >MaxLot)
Lot_MultiB=MaxLot;
if(Lot_MultiB <MinLot)
Lot_MultiB=MinLot;
}
if(Multiplier>=1.5)
{
if(OpenBuy>0)
{
Lot_MultiB= NormalizeDouble(x_vol*Multiplier,Lot_Digits);
}
if(Lot_MultiB >MaxLot)
Lot_MultiB=MaxLot;
if(Lot_MultiB <MinLot)
Lot_MultiB=MinLot;
}
return (Lot_MultiB);
}
//KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK||
//KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK||
double Lot_Multi2()
{
Lot_MultiS= NormalizeDouble(AutoLot(),Lot_Digits);//NormalizeDouble((AccountBalance()/100000)*AutoMM,Lot_Digits);
if(Lot_MultiS<MinLot)
Lot_MultiS=MinLot;
if(Lot_MultiS>MaxLot)
Lot_MultiS=MaxLot;
if(Multiplier<1.5)
{
if(OpenSell==1)
{
Lot_MultiS= NormalizeDouble(Lot_MultiS*Multiplier,Lot_Digits);
}
if(OpenSell==2)
{
Lot_MultiS= NormalizeDouble(Lot_MultiS*Multiplier*Multiplier,Lot_Digits);
}
if(OpenSell==3)
{
Lot_MultiS= NormalizeDouble(Lot_MultiS*Multiplier*Multiplier*Multiplier,Lot_Digits);
}
if(OpenSell==4)
{
Lot_MultiS= NormalizeDouble(Lot_MultiS*Multiplier*Multiplier*Multiplier*Multiplier,Lot_Digits);
}
if(OpenSell==5)
{
Lot_MultiS= NormalizeDouble(Lot_MultiS*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier,Lot_Digits);
}
if(OpenSell==6)
{
Lot_MultiS= NormalizeDouble(Lot_MultiS*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier,Lot_Digits);
}
if(OpenSell==7)
{
Lot_MultiS= NormalizeDouble(Lot_MultiS*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier,Lot_Digits);
}
if(OpenSell==8)
{
Lot_MultiS= NormalizeDouble(Lot_MultiS*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier,Lot_Digits);
}
if(OpenSell==9)
{
Lot_MultiS= NormalizeDouble(Lot_MultiS*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier,Lot_Digits);
}
if(OpenSell==10)
{
Lot_MultiS= NormalizeDouble(Lot_MultiS*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier,Lot_Digits);
}
if(OpenSell==11)
{
Lot_MultiS= NormalizeDouble(Lot_MultiS*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier,Lot_Digits);
}
if(OpenSell==12)
{
Lot_MultiS= NormalizeDouble(Lot_MultiS*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier,Lot_Digits);
}
if(OpenSell==13)
{
Lot_MultiS= NormalizeDouble(Lot_MultiS*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier,Lot_Digits);
}
if(OpenSell==14)
{
Lot_MultiS= NormalizeDouble(Lot_MultiS*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier,Lot_Digits);
}
if(OpenSell==15)
{
Lot_MultiS= NormalizeDouble(Lot_MultiS*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier,Lot_Digits);
}
if(OpenSell==16)
{
Lot_MultiS= NormalizeDouble(Lot_MultiS*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier,Lot_Digits);
}
if(OpenSell==17)
{
Lot_MultiS= NormalizeDouble(Lot_MultiS*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier,Lot_Digits);
}
if(OpenSell==18)
{
Lot_MultiS= NormalizeDouble(Lot_MultiS*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier,Lot_Digits);
}
if(OpenSell==19)
{
Lot_MultiS= NormalizeDouble(Lot_MultiS*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier,Lot_Digits);
}
if(OpenSell==20)
{
Lot_MultiS= NormalizeDouble(Lot_MultiS*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier*Multiplier
*Multiplier*Multiplier,Lot_Digits);
}
if(OpenSell>20)
{
Lot_MultiS= NormalizeDouble(y_vol*Multiplier,Lot_Digits);
}
if(Lot_MultiS >MaxLot)
Lot_MultiS=MaxLot;
if(Lot_MultiS <MinLot)
Lot_MultiS=MinLot;
}
if(Multiplier>=1.5)
{
if(OpenSell>0)
{
Lot_MultiS= NormalizeDouble(y_vol*Multiplier,Lot_Digits);
}
if(Lot_MultiS >MaxLot)
Lot_MultiS=MaxLot;
if(Lot_MultiS <MinLot)
Lot_MultiS=MinLot;
}
return (Lot_MultiS);
}
//KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK||
//KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK||
bool Filter_TIme()
{
if(Filter_TradingTime)
{
if(TimeCurrent()>=StrToTime(Time_Start) && TimeCurrent()<StrToTime(Time_End))
{return true; }
else
{
return false;
}
}
return true;
}
//KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK||
//KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK||
bool X_Distance()
{
if(Filter_Min_Distance_ON)
{
double point = MarketInfo(simbol,MODE_POINT);
if(MarketInfo(simbol,MODE_ASK) <=Buy_Price-Step*pip *point) // && Time[0]-xtime>0 && iVolume(simbol,0,0)<10)
return true;
else
return false;
}
return true;
}
//+------------------------------------------------------------------+
//| |
//+------------------------------------------------------------------+
bool Y_Distance()
{
if(Filter_Min_Distance_ON)
{
double point = MarketInfo(simbol,MODE_POINT);
if(MarketInfo(simbol,MODE_BID) >=Sell_Price+Step*pip *point) // && Time[0]-ytime>0 && iVolume(simbol,0,0)<10)
return true;
else
return false;
}
return true;
}
//KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK||
//MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM||
/*
bool Filter_Trial()
{
if(Filter_Time_For_Trial )
{
if (TimeCurrent()<=StrToTime(Trial_Time)) return true;
else return false;
}
return true;
}
*/
//KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK||
//+------------------------------------------------------------------+
//| |
//+------------------------------------------------------------------+
void append(string symbol)
{
pairs++;
ArrayResize(symb, pairs);
symb[pairs-1] = symbol+suffix;
}
//+------------------------------------------------------------------+
//| |
//+------------------------------------------------------------------+
double CalculateLots(string symbol)
{
double MaxLots = MarketInfo(symbol, MODE_MAXLOT);
double MinLots = MarketInfo(symbol, MODE_MINLOT);
//double Leverages = AccountLeverage();
double lots;
//if(Leverages < 500) {
// lots = AccountBalance() / 500; // Microlots as whole number
//} else {
lots = AccountBalance() * Percentuale / 1000; /// 20; // Microlots as whole number
//}
lots=MathFloor(lots); // round down to nearest whole number
lots*=0.01; // convert microlots to digits
if(lots > MaxLots)
lots = MaxLots;
if(lots > MaxLots)
lots = MaxLots;
int lotdigits = DefineLotDigits(symbol);
lots = NormalizeDouble(lots,lotdigits);
return(lots);
}
//+------------------------------------------------------------------+
//| |
//+------------------------------------------------------------------+
int DefineLotDigits(string symbol)
{
double LotStep = MarketInfo(symbol, MODE_LOTSTEP);
int LotDigits;
if(LotStep >= 1)
LotDigits = 0;
else
if(LotStep >= 0.1)
LotDigits = 1;
else
if(LotStep >= 0.01)
LotDigits = 2;
else
LotDigits = 3;
return(LotDigits);
}
//+------------------------------------------------------------------+
//| |
//+------------------------------------------------------------------+
double dnNearestOrder(string symbol,int ordertype,int Magic)
{
double result=0,subresult=0,subresult1=100,subresult2=100,price=0,
nearestup=0,nearestdown=0;
int ordertotal=OrdersHistoryTotal();
for(int count=ordertotal-1; count>=0; count--)
{
if(!OrderSelect(count,SELECT_BY_POS,MODE_HISTORY) || OrderMagicNumber() != Magic || OrderSymbol() != symbol)
continue;
double openprice=OrderOpenPrice();
double p_open=NormalizeDouble(openprice,(int)MarketInfo(symbol,MODE_DIGITS));
double ask=NormalizeDouble(MarketInfo(symbol,MODE_ASK),(int)MarketInfo(symbol,MODE_DIGITS));
double bid=NormalizeDouble(MarketInfo(symbol,MODE_BID),(int)MarketInfo(symbol,MODE_DIGITS));
if(ordertype==OP_BUY)
price=ask;
if(ordertype==OP_SELL)
price=bid;
if(price>p_open)
{
if(nearestdown<=0)
nearestdown=p_open;
if(nearestdown>0 && p_open>nearestdown)
nearestdown=p_open;
subresult1=price-nearestdown;
}
if(price<=p_open)
{
if(nearestup<=0)
nearestup=p_open;
if(nearestup>0 && p_open<nearestup)
nearestup=p_open;
subresult2=nearestup-price;
}
}
subresult=MathMin(subresult1,subresult2);
result=NormalizeDouble(subresult,(int)MarketInfo(symbol,MODE_DIGITS));
return(result);
}
//+------------------------------------------------------------------+
|
fa978a288a1a048e695f47a35e3aa322
|
{
"intermediate": 0.3339681923389435,
"beginner": 0.36721351742744446,
"expert": 0.29881829023361206
}
|
40,647
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Short answer. How to run exe from powershell and dont show the programm window (console app)
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75b8629204bccf522afbfcbe468c04a1
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{
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"beginner": 0.3386017680168152,
"expert": 0.229585662484169
}
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send the response of API from childcompent.ts to <ngb-toast> in parent comp template
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34c3ac259e92c42fab09538054e7c3d1
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{
"intermediate": 0.7044435739517212,
"beginner": 0.15064577758312225,
"expert": 0.14491069316864014
}
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write powershell scritp which copies a n exe file from network share and starts it in hidden mode not showing any windows
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1c88a1947276cc35a85e8e2138e5ac4c
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{
"intermediate": 0.39171573519706726,
"beginner": 0.21176426112651825,
"expert": 0.3965199887752533
}
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40,650
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write powershell script which copies an exe file from network share and starts it in hidden mode not showing any windows
|
1be06c7954ae4c219ae0d7638a7c5be9
|
{
"intermediate": 0.37804287672042847,
"beginner": 0.22709369659423828,
"expert": 0.3948633372783661
}
|
40,651
|
write powershell script which copies an exe file from network share and starts it in hidden mode not showing any windows
|
7c67eb38eab75eecd00545fffac1273c
|
{
"intermediate": 0.37804287672042847,
"beginner": 0.22709369659423828,
"expert": 0.3948633372783661
}
|
40,652
|
Powershell script which copies an exe file from network share and starts it in hidden mode not showing any windows
|
9ca2006d60d57c86b1dbeb8454e6718e
|
{
"intermediate": 0.3391561508178711,
"beginner": 0.3025699555873871,
"expert": 0.35827383399009705
}
|
40,653
|
write powershell script which copies an exe file from network share and starts it in hidden mode not showing any windows
|
b5170bf5000ad350e1818a0a42057088
|
{
"intermediate": 0.37804287672042847,
"beginner": 0.22709369659423828,
"expert": 0.3948633372783661
}
|
40,654
|
write powershell script which copies an exe file from network share and starts it in hidden mode not showing any windows . short
|
188c3d1a27c9c97c45d0678e68b7ed3c
|
{
"intermediate": 0.3429378569126129,
"beginner": 0.29359203577041626,
"expert": 0.3634701371192932
}
|
40,655
|
const modalRef = this.modalService.open(ProductDetailsComponent); i add this to parent comp to open the modal and when open the modal there is button call api i want when click on this button the modal close and ngb-toast with success or error message
|
ce6ffe662e00666f77983975753c4470
|
{
"intermediate": 0.629599392414093,
"beginner": 0.15575696527957916,
"expert": 0.2146436721086502
}
|
40,656
|
hi i have model yolo .pt and i want to create api in aws that can send the bounding box
|
8ac33e8990f4294cb678e1154ec5ec9e
|
{
"intermediate": 0.5515774488449097,
"beginner": 0.11911240220069885,
"expert": 0.32931017875671387
}
|
40,657
|
if i have a data of char * a = NULL, how can I pass it over a function to pass the address of this , also what would be the receiving function
|
3e4467167e7435b4439a208918f8b41d
|
{
"intermediate": 0.5344275236129761,
"beginner": 0.2317470759153366,
"expert": 0.23382538557052612
}
|
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