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I use Excel and I have 1,000 data, which takes about two hours. Can Excel " Exponential Smoothing" calculate their trends and predict changes in the next hour? Can you give a detailed example of the process and the steps of the formula?
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{ "intermediate": 0.4333319365978241, "beginner": 0.17563292384147644, "expert": 0.3910351097583771 }
42,065
What You're Being Asked For The project requires you to deliver 6 C++ files, three .h or Header files and three .cpp or Source Code files. These are; Main.cpp Roster.cpp Roster.h Student.cpp Student.h Degree.h Now the names may differ, but the contents and requirements for each file are generally the same. In this next leg of the post, I'm going to summarize what each file should include and what topics these might be covered under if not already stated. Main.cpp This file you can think of as the base of operations for your project. It will include your main() function and all of the function calls you'll require for this project will be included in this source file. You'll also want to make sure to add the correct includes (such as the .h files you made) at the top. These are the tasks the Main.cpp file should be performing; You should have your string of data to be parsed included here (make sure your information is included in A5). You should have code that outputs your personal information (Course Title, Language Used, Student ID, and Name) You should call your roster class's constructor to create a new roster object called "classRoster". You should a method that seperates the elements from the string array from the top and sends them a parse function. (I believe you can either include the parse function here OR you can call a parse function in one of your classes.) You should call a function that outputs the contents of your new Roster object (so you know all the Students were added correctly). You should call a function that outputs all Students that have invalid emails. You should loop through your classRoster and call a function that outputs the integer array for "average days in course" for each student ID. You should call a function that outputs students that match a certain degree program state. You should call a function that deletes a certain Student by its ID. You should call a function that outputs all Students again. You should call a function that deletes a certain Students by its ID again and comes up with an error. You should then delete your classRoster to free its memory. For this file you're mostly going to want to focus on understandin how to call function methods, parse a string (or call a function in the class that does), use if and loop statements, output data to the screen, and release memory. Degree.h This is the only header file you'll be including into your program that will not require a matching .cpp. The reason for this is because the Degree.h file is used only to create your Enum class a certain variable. I'm going to quickly explain something about enums that might help; think of an enum class as a traffic light. A traffic light might have 3 states, here's how that might look in C++; enum class TrafficLight { RED, YELLOW, GREEN, }; Don't be fooled by the text however, if you called an enum, you'd actually get back a number. That's because the states, which are what the RED, YELLOW, and GREEN, stand for in the enum class, actually refer to integers. So for example, RED = 0, YELLOW = 1, GREEN = 2. Think about this as you set enums in your code for the other files. You can set strings to match your enum states by creating a static const string array that contained each state, but I believe that's above and beyond what's asked for this project. Roster.cpp and Roster.h I've bundled these two files together because you're going to be handling very similar code in these two. The first file you'll work on, the Roster.h file, is where you're going to define everything related to your Roster class. (Make sure you add the correct ".h" files to you includes so their code will work in this class.) That means you'll need to... Create a class constructor Create a class destructor IF YOU CHOOSE NOT TO PARSE IN MAIN.CPP, Create a function that parses a string with delimiters Create a function that adds a student object to a roster object Create a function that removes a student by their ID Create a function that outputs all the objects in this object Create a function that outputs the integer array of average days by student ID Create a function that outputs invalid email addresses Create a function that outputs all students with a certain degree program. And create an array that holds objects from an abstract class... For the Roster.h file you only need to type out what functions/methods and variables this class will contain. In the Roster.cpp class, you'll take the above functions and actually define them (as in, you'll write the code that makes them work. Make sure you to add "roster.h" as an include for your Roster.cpp file. Student.cpp and Student.h Last, but surely not least, is the Student class. You may be a bit confused about this class at first because it's what you might call an "abstract class" meaning it's a class that's only called by another class to create objects. Like the Roster.cpp and Roster.h files, you'll be writing out what you need in your header files first, which is; A set of private variables for each of the information you want to parse from your string (including an array for three specific integers) Create a class constructor Create an overloaded class constructor Create a destructor Create "Accessor/Getter" functions for all your variables Create "Mutator/Setter" functions for all of your varaibles Create a function that prints all of those variables when called As you define the functions in your Student.cpp file, you may want to keep your all of your getter and all of your setter functions grouped together so you can find them easily in case of errors. This is the part of the project where understanding how "this" and the "->" operator work will REALLY come in handy. Aside from that, the functions in this .cpp file are far less complicated than Roster.cpp's. The data should be input as follows: const string studentData[] = {"A1,John,Smith,John1989@gm ail.com,20,30,35,40,SECURITY", "A2,Suzan,Erickson,Erickson_1990@gmailcom,19,50,30,40,NETWORK", "A3,Jack,Napoli,The_lawyer99yahoo.com,19,20,40,33,SOFTWARE", "A4,Erin,Black,Erin.black@comcast.net,22,50,58,40,SECURITY", "A5,[firstname],[lastname],[emailaddress],[age], [numberofdaystocomplete3courses],SOFTWARE" Now please code Degree.h. Roster.cpp, Roster.h
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{ "intermediate": 0.4212256073951721, "beginner": 0.42750489711761475, "expert": 0.15126951038837433 }
42,066
What You're Being Asked For The project requires you to deliver 6 C++ files, three .h or Header files and three .cpp or Source Code files. These are; Main.cpp Roster.cpp Roster.h Student.cpp Student.h Degree.h Now the names may differ, but the contents and requirements for each file are generally the same. In this next leg of the post, I'm going to summarize what each file should include and what topics these might be covered under if not already stated. Main.cpp This file you can think of as the base of operations for your project. It will include your main() function and all of the function calls you'll require for this project will be included in this source file. You'll also want to make sure to add the correct includes (such as the .h files you made) at the top. These are the tasks the Main.cpp file should be performing; You should have your string of data to be parsed included here (make sure your information is included in A5). You should have code that outputs your personal information (Course Title, Language Used, Student ID, and Name) You should call your roster class's constructor to create a new roster object called "classRoster". You should a method that seperates the elements from the string array from the top and sends them a parse function. (I believe you can either include the parse function here OR you can call a parse function in one of your classes.) You should call a function that outputs the contents of your new Roster object (so you know all the Students were added correctly). You should call a function that outputs all Students that have invalid emails. You should loop through your classRoster and call a function that outputs the integer array for "average days in course" for each student ID. You should call a function that outputs students that match a certain degree program state. You should call a function that deletes a certain Student by its ID. You should call a function that outputs all Students again. You should call a function that deletes a certain Students by its ID again and comes up with an error. You should then delete your classRoster to free its memory. For this file you're mostly going to want to focus on understandin how to call function methods, parse a string (or call a function in the class that does), use if and loop statements, output data to the screen, and release memory. Degree.h This is the only header file you'll be including into your program that will not require a matching .cpp. The reason for this is because the Degree.h file is used only to create your Enum class a certain variable. I'm going to quickly explain something about enums that might help; think of an enum class as a traffic light. A traffic light might have 3 states, here's how that might look in C++; enum class TrafficLight { RED, YELLOW, GREEN, }; Don't be fooled by the text however, if you called an enum, you'd actually get back a number. That's because the states, which are what the RED, YELLOW, and GREEN, stand for in the enum class, actually refer to integers. So for example, RED = 0, YELLOW = 1, GREEN = 2. Think about this as you set enums in your code for the other files. You can set strings to match your enum states by creating a static const string array that contained each state, but I believe that's above and beyond what's asked for this project. Roster.cpp and Roster.h I've bundled these two files together because you're going to be handling very similar code in these two. The first file you'll work on, the Roster.h file, is where you're going to define everything related to your Roster class. (Make sure you add the correct ".h" files to you includes so their code will work in this class.) That means you'll need to... Create a class constructor Create a class destructor IF YOU CHOOSE NOT TO PARSE IN MAIN.CPP, Create a function that parses a string with delimiters Create a function that adds a student object to a roster object Create a function that removes a student by their ID Create a function that outputs all the objects in this object Create a function that outputs the integer array of average days by student ID Create a function that outputs invalid email addresses Create a function that outputs all students with a certain degree program. And create an array that holds objects from an abstract class... For the Roster.h file you only need to type out what functions/methods and variables this class will contain. In the Roster.cpp class, you'll take the above functions and actually define them (as in, you'll write the code that makes them work. Make sure you to add "roster.h" as an include for your Roster.cpp file. Student.cpp and Student.h Last, but surely not least, is the Student class. You may be a bit confused about this class at first because it's what you might call an "abstract class" meaning it's a class that's only called by another class to create objects. Like the Roster.cpp and Roster.h files, you'll be writing out what you need in your header files first, which is; A set of private variables for each of the information you want to parse from your string (including an array for three specific integers) Create a class constructor Create an overloaded class constructor Create a destructor Create "Accessor/Getter" functions for all your variables Create "Mutator/Setter" functions for all of your varaibles Create a function that prints all of those variables when called As you define the functions in your Student.cpp file, you may want to keep your all of your getter and all of your setter functions grouped together so you can find them easily in case of errors. This is the part of the project where understanding how "this" and the "->" operator work will REALLY come in handy. Aside from that, the functions in this .cpp file are far less complicated than Roster.cpp's. The data should be input as follows: const string studentData[] = {"A1,John,Smith,John1989@gm ail.com,20,30,35,40,SECURITY", "A2,Suzan,Erickson,Erickson_1990@gmailcom,19,50,30,40,NETWORK", "A3,Jack,Napoli,The_lawyer99yahoo.com,19,20,40,33,SOFTWARE", "A4,Erin,Black,Erin.black@comcast.net,22,50,58,40,SECURITY", "A5,[firstname],[lastname],[emailaddress],[age], [numberofdaystocomplete3courses],SOFTWARE" please code degree.h, roster.cpp
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{ "intermediate": 0.4212256073951721, "beginner": 0.42750489711761475, "expert": 0.15126951038837433 }
42,067
output grid template in a fixed solid container for each cell 8x8 and chess piece.: "<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>". by utilizing: grid-template-areas: ". . . . . . . ." ". . . . . . . ." ". . . . . . . ." ". . . . . . . ." ". . . . . . . ." ". . . . . . . ." ". . . . . . . ." ". . . . . . . .";
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{ "intermediate": 0.35059526562690735, "beginner": 0.31999772787094116, "expert": 0.3294070363044739 }
42,068
output grid template in a fixed solid container for each cell 8x8 and chess piece.: “ ♜ ⬛ ♞ ⬜ ♝ ⬛ ♛ ⬜ ♚ ⬛ ♝ ⬜ ♞ ⬛ ♜ ⬜ ♟ ⬜ ♟ ⬛ ♟ ⬜ ♟ ⬛ ♟ ⬜ ♟ ⬛ ♟ ⬜ ♟ ⬛ ⬛⬜⬛⬜⬛⬜⬛⬜ ⬜⬛⬜⬛⬜⬛⬜⬛ ⬛⬜⬛⬜⬛⬜⬛⬜ ⬜⬛⬜⬛⬜⬛⬜⬛ ♙ ⬜ ♙ ⬛ ♙ ⬜ ♙ ⬛ ♙ ⬜ ♙ ⬛ ♙ ⬜ ♙ ⬛ ♖ ⬛ ♘ ⬜ ♗ ⬛ ♕ ⬜ ♔ ⬛ ♗ ⬜ ♘ ⬛ ♖ ⬜ ”. by utilizing: grid-template-areas: “. . . . . . . .” “. . . . . . . .” “. . . . . . . .” “. . . . . . . .” “. . . . . . . .” “. . . . . . . .” “. . . . . . . .” “. . . . . . . .”; It seems like you’re asking for a CSS-based chessboard layout using grid-template-areas. Below is a template that sets up a simple 8x8 chessboard grid without considering the positions of the chess pieces. To place the pieces, you’ll need to modify the template to include elements corresponding to the pieces, then align them within their respective grid cells. Here’s how you could start with a simple grid layout in HTML and CSS: HTML: <div class=“chessboard”> <div class=“square”></div> <!-- Add 63 more divs with the class “square” to make a total of 64 squares for an 8x8 board --> </div> CSS: .chessboard { display: grid; grid-template-areas: “a8 b8 c8 d8 e8 f8 g8 h8” “a7 b7 c7 d7 e7 f7 g7 h7” “a6 b6 c6 d6 e6 f6 g6 h6” “a5 b5 c5 d5 e5 f5 g5 h5” “a4 b4 c4 d4 e4 f4 g4 h4” “a3 b3 c3 d3 e3 f3 g3 h3” “a2 b2 c2 d2 e2 f2 g2 h2” “a1 b1 c1 d1 e1 f1 g1 h1”; grid-template-columns: repeat(8, 1fr); grid-template-rows: repeat(8, 1fr); gap: 0; border: 2px solid black; width: 320px; /* Change as needed / height: 320px; / Change as needed / } .square { width: 40px; / Change as needed / height: 40px; / Change as needed / } / This is just a simple way to alternate colors. You can do this more dynamically with CSS nth-child selectors. / .square:nth-child(odd) { background-color: white; } .square:nth-child(even) { background-color: black; } / Example chess piece styling, place your chess icon within the appropriate grid area / .chess-piece { / style your chess pieces here */ } In this setup, the grid is created with 64 .square divs that will make up the squares of the chessboard. The CSS for .chessboard sets up the grid with equal-sized columns and rows, suitable for all 64 squares. The grid-template-areas property has been set to contain placeholders (like “a8”, “b8”, etc.), which represents the layout of the chessboard. In practice, this property is used if you want to place elements in specific areas by name, and for a standard chessboard without positions, you don’t really need to name the areas – but I’m including it as per your request. To actually use the grid-template-areas with chess pieces, you would need to give the chess pieces container elements with class names (or IDs) and then place them in the grid by referring to these class names in the grid-template-areas string. If you really want to show the actual chess pieces, you will either have to add them within the .square divs and use the :before or :after pseudo-elements to show the piece’s icon via content property, or place individual divs with background images or text content representing the pieces, and use grid-area to position them. any way to nest grid area by nth of type or child, without javascript but css and html itself, without creating huge html structure of 64 squares? Yes, you can simplify the HTML by taking advantage of CSS generated content and the :nth-child or :nth-of-type pseudo-class selectors to style alternating squares. However, you’ll still require a container that will act as the chessboard and a way to create 64 squares (cells) which can be done using CSS with the ::before pseudo-element. Below is an example using CSS grid, generated content, and the :nth-of-type pseudo-class to create a chessboard with a smaller HTML structure: HTML: <div class=“chessboard”></div> CSS: .chessboard { display: grid; grid-template-columns: repeat(8, 40px); /* Adjust size as needed / grid-template-rows: repeat(8, 40px); / Adjust size as needed / width: 320px; / Same as 8 cells of 40px each / height: 320px; / Same as 8 cells of 40px each / } .chessboard::before { content: ‘’; grid-row: 1 / span 8; grid-column: 1 / span 8; } .chessboard::before { display: grid; grid-template-columns: repeat(8, 40px); grid-template-rows: repeat(8, 40px); gap: 0; } .chessboard::before { counter-reset: square-number; } .chessboard::before::after { content: ‘’; / Use counter-increment to make sure no two squares are styled the same way sequentially. / counter-increment: square-number; width: 40px; height: 40px; } / Generators for 64 squares / .chessboard::before::after:nth-of-type(8n+1), .chessboard::before::after:nth-of-type(8n+3), .chessboard::before::after:nth-of-type(8n+4), .chessboard::before::after:nth-of-type(8n+6) { background-color: black; / Dark square color / } .chessboard::before::after:nth-of-type(8n+2), .chessboard::before::after:nth-of-type(8n+5), .chessboard::before::after:nth-of-type(8n+7), .chessboard::before::after:nth-of-type(8n) { background-color: white; / Light square color */ } However, there is no CSS-only way to generate 64 ::before pseudo-elements that you can individually control like normal DOM elements to create the squares. You can generate content with ::before and ::after pseudo-elements, but not in such a way that they can be indexed like multiple elements. Therefore, while CSS is very powerful, you would still require some level of HTML structure to create 64 individually styled chessboard squares that follow the correct alternating pattern. The smallest viable structure without JavaScript or server-side generation would look something like this: HTML: <div class=“chessboard”> <div class=“square”></div> <!-- Repeat div.square 63 more times to get 64 squares --> </div> And then you would use CSS to apply styling for .square elements to create the checkerboard pattern. If you want to keep the HTML as compact as possible but still generate the squares, you might consider server-side scripting (e.g., PHP, Python) or static site generators to create the 64 squares in your HTML document. JavaScript really simplifies this process for client-side generation, but since you specifically asked for a solution without JavaScript, we’re restricted to these methods. no, need concise way of generating/nesting, not this huge html structure of 64 squares, without javascript. Creating a chessboard purely in CSS without individual elements for each square is indeed a challenging task because CSS alone does not provide a mechanism to generate multiple unique elements that can be individually styled. However, one way to create a chessboard with minimal HTML structure and without JavaScript is by using CSS linear gradients to simulate the squares on a single element. This technique does not create actual cells that can contain content such as chess pieces, and it would not utilize grid-template-areas, but rather creates a visual representation of a chessboard. Here is a concise approach using a single &lt;div&gt; element and CSS: HTML: <div class=“chessboard”></div> CSS: .chessboard { width: 320px; height: 320px; background-image: linear-gradient(90deg, #fff 50%, #000 50%), linear-gradient(90deg, #fff 50%, #000 50%), linear-gradient(0deg, #fff 50%, #000 50%), linear-gradient(0deg, #fff 50%, #000 50%); background-position: 0 0, 0 0, 0 0, 0 0; background-size: 80px 80px, /* Width and height of each ‘square’ */ 80px 80px, 40px 40px, 40px 40px; background-repeat: repeat-x, repeat-x, repeat-y, repeat-y; } This CSS snippet creates a chessboard effect using a combination of horizontal and vertical gradients. Each linear gradient generates a stripe pattern with two colors, alternating at 50%. By combining two sets of gradients at different sizes and positions (one set for columns and one for rows), the resulting effect is a checkerboard pattern. Note that this method is merely a visual representation and would not allow you to interact with squares as separate elements. To place chess pieces, you would have to overlay additional elements on top of this chessboard background, potentially using absolute positioning. For a fully functional chessboard with individual squares that can contain elements (like chess pieces), unfortunately, the HTML structure will need to contain individual elements for each square, which typically involves creating 64 div elements in your HTML. JavaScript or server-side code would automate this process, but without those, the structure needs to be manually created. can we actually generate two grid areas for chess cells 8x8 and pieces, not this huge html structure of 64 squares, without javascript. Yes, you can create an 8x8 grid with a more compact HTML structure by using CSS grid layout with ::before and ::after pseudo-elements to generate the grid cell styling. However, please note that using ::before and ::after will not generate separate DOM elements for each cell - which means that while you will have a visual representation of the cells, you will not have individual elements that can hold content such as chess pieces. An approach to generate the grid-like pattern in CSS would be: HTML: <div class=“chessboard”></div> CSS: .chessboard { display: grid; grid-template-columns: repeat(8, 40px); /* Each column is 40px wide / grid-template-rows: repeat(8, 40px); / Each row is 40px tall / width: 320px; / Total width (8 columns x 40px each) / height: 320px; / Total height (8 rows x 40px each) / } / Style the chessboard with alternating colors / .chessboard::before { content: ‘’; width: 100%; height: 100%; background-image: linear-gradient(90deg, #fff 50%, #000 50%), linear-gradient(90deg, #fff 50%, #000 50%), linear-gradient(0deg, #fff 50%, #000 50%), linear-gradient(0deg, #fff 50%, #000 50%); background-position: 0 0, 0 0, 0 0, 0 0; background-size: 80px 80px, / Each cell is 40px x 40px / 80px 80px, 40px 40px, 40px 40px; background-repeat: repeat-x, repeat-x, repeat-y, repeat-y; display: grid; grid-template-columns: repeat(8, 40px); grid-template-rows: repeat(8, 40px); } However, to add chess pieces, you still require elements that can contain the content. A practical approach would be to utilize the content property on the ::before and ::after pseudo-elements of each cell, but you need at least one element per row to achieve that, like this: HTML: <div class=“chessboard”> <div class=“row”></div> <!-- Repeat for each row, 8 times total --> </div> CSS: .chessboard { display: grid; grid-template-columns: repeat(8, 40px); grid-template-rows: repeat(8, 40px); } .row { display: contents; } .row::before, .row::after { content: ‘’; width: 40px; height: 40px; / Add other styles to create the chess pieces, depending on the row / } / Style for .row:nth-child(odd)::before would place a white piece / / Style for .row:nth-child(even)::before would place a black piece / / Similarly, use ::after to place pieces at the end of a row / This will give you a more compact structure, where .row elements help in creating chess pieces on the board while the .chessboard establishes the grid. You can adjust the styles within ::before and ::after for each .row to visually represent different chess pieces using unicode symbols or background images. To specifically use a chess piece, you can use a Unicode character like so: .row::before { content: ‘♙’; / Example: Unicode for white pawn / / Style the piece as needed (position, size, color, etc.) */ } This way, each .row is a layer upon which you can control the first and last cell’s appearance using the pseudo-elements. Remember that the actual DOM structure and interactivity limitations still apply. Please note that CSS alone cannot generate separate DOM elements for each square, so to freely position chess pieces with CSS classes and grid-area, you would still need at least one element per square. The methods demonstrated here are the closest you can get without manually creating all 64 squares or writing JavaScript to automate the process. and purely from javascript how it will look to generate 8x8 chessboard with corresponding pieces? output javascript code in a single line of code from the very initial first line in response and do it in a single string of javascript code, without comments or descriptions and explanations. cover your javascript in html script tags without any illegal preceding characters or backticks.
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{ "intermediate": 0.25483834743499756, "beginner": 0.5884321331977844, "expert": 0.15672950446605682 }
42,069
output grid template in a fixed solid container for each cell 8x8 and chess piece.: “ ♜ ⬛ ♞ ⬜ ♝ ⬛ ♛ ⬜ ♚ ⬛ ♝ ⬜ ♞ ⬛ ♜ ⬜ ♟ ⬜ ♟ ⬛ ♟ ⬜ ♟ ⬛ ♟ ⬜ ♟ ⬛ ♟ ⬜ ♟ ⬛ ⬛⬜⬛⬜⬛⬜⬛⬜ ⬜⬛⬜⬛⬜⬛⬜⬛ ⬛⬜⬛⬜⬛⬜⬛⬜ ⬜⬛⬜⬛⬜⬛⬜⬛ ♙ ⬜ ♙ ⬛ ♙ ⬜ ♙ ⬛ ♙ ⬜ ♙ ⬛ ♙ ⬜ ♙ ⬛ ♖ ⬛ ♘ ⬜ ♗ ⬛ ♕ ⬜ ♔ ⬛ ♗ ⬜ ♘ ⬛ ♖ ⬜ ”. by utilizing: grid-template-areas: “. . . . . . . .” “. . . . . . . .” “. . . . . . . .” “. . . . . . . .” “. . . . . . . .” “. . . . . . . .” “. . . . . . . .” “. . . . . . . .”; It seems like you’re asking for a CSS-based chessboard layout using grid-template-areas. Below is a template that sets up a simple 8x8 chessboard grid without considering the positions of the chess pieces. To place the pieces, you’ll need to modify the template to include elements corresponding to the pieces, then align them within their respective grid cells. Here’s how you could start with a simple grid layout in HTML and CSS: HTML: <div class=“chessboard”> <div class=“square”></div> <!-- Add 63 more divs with the class “square” to make a total of 64 squares for an 8x8 board --> </div> CSS: .chessboard { display: grid; grid-template-areas: “a8 b8 c8 d8 e8 f8 g8 h8” “a7 b7 c7 d7 e7 f7 g7 h7” “a6 b6 c6 d6 e6 f6 g6 h6” “a5 b5 c5 d5 e5 f5 g5 h5” “a4 b4 c4 d4 e4 f4 g4 h4” “a3 b3 c3 d3 e3 f3 g3 h3” “a2 b2 c2 d2 e2 f2 g2 h2” “a1 b1 c1 d1 e1 f1 g1 h1”; grid-template-columns: repeat(8, 1fr); grid-template-rows: repeat(8, 1fr); gap: 0; border: 2px solid black; width: 320px; /* Change as needed / height: 320px; / Change as needed / } .square { width: 40px; / Change as needed / height: 40px; / Change as needed / } / This is just a simple way to alternate colors. You can do this more dynamically with CSS nth-child selectors. / .square:nth-child(odd) { background-color: white; } .square:nth-child(even) { background-color: black; } / Example chess piece styling, place your chess icon within the appropriate grid area / .chess-piece { / style your chess pieces here */ } In this setup, the grid is created with 64 .square divs that will make up the squares of the chessboard. The CSS for .chessboard sets up the grid with equal-sized columns and rows, suitable for all 64 squares. The grid-template-areas property has been set to contain placeholders (like “a8”, “b8”, etc.), which represents the layout of the chessboard. In practice, this property is used if you want to place elements in specific areas by name, and for a standard chessboard without positions, you don’t really need to name the areas – but I’m including it as per your request. To actually use the grid-template-areas with chess pieces, you would need to give the chess pieces container elements with class names (or IDs) and then place them in the grid by referring to these class names in the grid-template-areas string. If you really want to show the actual chess pieces, you will either have to add them within the .square divs and use the :before or :after pseudo-elements to show the piece’s icon via content property, or place individual divs with background images or text content representing the pieces, and use grid-area to position them. any way to nest grid area by nth of type or child, without javascript but css and html itself, without creating huge html structure of 64 squares? Yes, you can simplify the HTML by taking advantage of CSS generated content and the :nth-child or :nth-of-type pseudo-class selectors to style alternating squares. However, you’ll still require a container that will act as the chessboard and a way to create 64 squares (cells) which can be done using CSS with the ::before pseudo-element. Below is an example using CSS grid, generated content, and the :nth-of-type pseudo-class to create a chessboard with a smaller HTML structure: HTML: <div class=“chessboard”></div> CSS: .chessboard { display: grid; grid-template-columns: repeat(8, 40px); /* Adjust size as needed / grid-template-rows: repeat(8, 40px); / Adjust size as needed / width: 320px; / Same as 8 cells of 40px each / height: 320px; / Same as 8 cells of 40px each / } .chessboard::before { content: ‘’; grid-row: 1 / span 8; grid-column: 1 / span 8; } .chessboard::before { display: grid; grid-template-columns: repeat(8, 40px); grid-template-rows: repeat(8, 40px); gap: 0; } .chessboard::before { counter-reset: square-number; } .chessboard::before::after { content: ‘’; / Use counter-increment to make sure no two squares are styled the same way sequentially. / counter-increment: square-number; width: 40px; height: 40px; } / Generators for 64 squares / .chessboard::before::after:nth-of-type(8n+1), .chessboard::before::after:nth-of-type(8n+3), .chessboard::before::after:nth-of-type(8n+4), .chessboard::before::after:nth-of-type(8n+6) { background-color: black; / Dark square color / } .chessboard::before::after:nth-of-type(8n+2), .chessboard::before::after:nth-of-type(8n+5), .chessboard::before::after:nth-of-type(8n+7), .chessboard::before::after:nth-of-type(8n) { background-color: white; / Light square color */ } However, there is no CSS-only way to generate 64 ::before pseudo-elements that you can individually control like normal DOM elements to create the squares. You can generate content with ::before and ::after pseudo-elements, but not in such a way that they can be indexed like multiple elements. Therefore, while CSS is very powerful, you would still require some level of HTML structure to create 64 individually styled chessboard squares that follow the correct alternating pattern. The smallest viable structure without JavaScript or server-side generation would look something like this: HTML: <div class=“chessboard”> <div class=“square”></div> <!-- Repeat div.square 63 more times to get 64 squares --> </div> And then you would use CSS to apply styling for .square elements to create the checkerboard pattern. If you want to keep the HTML as compact as possible but still generate the squares, you might consider server-side scripting (e.g., PHP, Python) or static site generators to create the 64 squares in your HTML document. JavaScript really simplifies this process for client-side generation, but since you specifically asked for a solution without JavaScript, we’re restricted to these methods. no, need concise way of generating/nesting, not this huge html structure of 64 squares, without javascript. Creating a chessboard purely in CSS without individual elements for each square is indeed a challenging task because CSS alone does not provide a mechanism to generate multiple unique elements that can be individually styled. However, one way to create a chessboard with minimal HTML structure and without JavaScript is by using CSS linear gradients to simulate the squares on a single element. This technique does not create actual cells that can contain content such as chess pieces, and it would not utilize grid-template-areas, but rather creates a visual representation of a chessboard. Here is a concise approach using a single &lt;div&gt; element and CSS: HTML: <div class=“chessboard”></div> CSS: .chessboard { width: 320px; height: 320px; background-image: linear-gradient(90deg, #fff 50%, #000 50%), linear-gradient(90deg, #fff 50%, #000 50%), linear-gradient(0deg, #fff 50%, #000 50%), linear-gradient(0deg, #fff 50%, #000 50%); background-position: 0 0, 0 0, 0 0, 0 0; background-size: 80px 80px, /* Width and height of each ‘square’ */ 80px 80px, 40px 40px, 40px 40px; background-repeat: repeat-x, repeat-x, repeat-y, repeat-y; } This CSS snippet creates a chessboard effect using a combination of horizontal and vertical gradients. Each linear gradient generates a stripe pattern with two colors, alternating at 50%. By combining two sets of gradients at different sizes and positions (one set for columns and one for rows), the resulting effect is a checkerboard pattern. Note that this method is merely a visual representation and would not allow you to interact with squares as separate elements. To place chess pieces, you would have to overlay additional elements on top of this chessboard background, potentially using absolute positioning. For a fully functional chessboard with individual squares that can contain elements (like chess pieces), unfortunately, the HTML structure will need to contain individual elements for each square, which typically involves creating 64 div elements in your HTML. JavaScript or server-side code would automate this process, but without those, the structure needs to be manually created. can we actually generate two grid areas for chess cells 8x8 and pieces, not this huge html structure of 64 squares, without javascript. Yes, you can create an 8x8 grid with a more compact HTML structure by using CSS grid layout with ::before and ::after pseudo-elements to generate the grid cell styling. However, please note that using ::before and ::after will not generate separate DOM elements for each cell - which means that while you will have a visual representation of the cells, you will not have individual elements that can hold content such as chess pieces. An approach to generate the grid-like pattern in CSS would be: HTML: <div class=“chessboard”></div> CSS: .chessboard { display: grid; grid-template-columns: repeat(8, 40px); /* Each column is 40px wide / grid-template-rows: repeat(8, 40px); / Each row is 40px tall / width: 320px; / Total width (8 columns x 40px each) / height: 320px; / Total height (8 rows x 40px each) / } / Style the chessboard with alternating colors / .chessboard::before { content: ‘’; width: 100%; height: 100%; background-image: linear-gradient(90deg, #fff 50%, #000 50%), linear-gradient(90deg, #fff 50%, #000 50%), linear-gradient(0deg, #fff 50%, #000 50%), linear-gradient(0deg, #fff 50%, #000 50%); background-position: 0 0, 0 0, 0 0, 0 0; background-size: 80px 80px, / Each cell is 40px x 40px / 80px 80px, 40px 40px, 40px 40px; background-repeat: repeat-x, repeat-x, repeat-y, repeat-y; display: grid; grid-template-columns: repeat(8, 40px); grid-template-rows: repeat(8, 40px); } However, to add chess pieces, you still require elements that can contain the content. A practical approach would be to utilize the content property on the ::before and ::after pseudo-elements of each cell, but you need at least one element per row to achieve that, like this: HTML: <div class=“chessboard”> <div class=“row”></div> <!-- Repeat for each row, 8 times total --> </div> CSS: .chessboard { display: grid; grid-template-columns: repeat(8, 40px); grid-template-rows: repeat(8, 40px); } .row { display: contents; } .row::before, .row::after { content: ‘’; width: 40px; height: 40px; / Add other styles to create the chess pieces, depending on the row / } / Style for .row:nth-child(odd)::before would place a white piece / / Style for .row:nth-child(even)::before would place a black piece / / Similarly, use ::after to place pieces at the end of a row / This will give you a more compact structure, where .row elements help in creating chess pieces on the board while the .chessboard establishes the grid. You can adjust the styles within ::before and ::after for each .row to visually represent different chess pieces using unicode symbols or background images. To specifically use a chess piece, you can use a Unicode character like so: .row::before { content: ‘♙’; / Example: Unicode for white pawn / / Style the piece as needed (position, size, color, etc.) */ } This way, each .row is a layer upon which you can control the first and last cell’s appearance using the pseudo-elements. Remember that the actual DOM structure and interactivity limitations still apply. Please note that CSS alone cannot generate separate DOM elements for each square, so to freely position chess pieces with CSS classes and grid-area, you would still need at least one element per square. The methods demonstrated here are the closest you can get without manually creating all 64 squares or writing JavaScript to automate the process. and purely from javascript how it will look to generate 8x8 chessboard with corresponding pieces? output javascript code in a single line of code from the very initial first line in response and do it in a single string of javascript code, without comments or descriptions and explanations. cover your javascript in html script tags without any illegal preceding characters or backticks.
e04df7daddffe8c896abaf1cc37b1ff6
{ "intermediate": 0.25483834743499756, "beginner": 0.5884321331977844, "expert": 0.15672950446605682 }
42,070
output grid template in a fixed solid container for each cell 8x8 and chess piece.: “ ♜ ⬛ ♞ ⬜ ♝ ⬛ ♛ ⬜ ♚ ⬛ ♝ ⬜ ♞ ⬛ ♜ ⬜ ♟ ⬜ ♟ ⬛ ♟ ⬜ ♟ ⬛ ♟ ⬜ ♟ ⬛ ♟ ⬜ ♟ ⬛ ⬛⬜⬛⬜⬛⬜⬛⬜ ⬜⬛⬜⬛⬜⬛⬜⬛ ⬛⬜⬛⬜⬛⬜⬛⬜ ⬜⬛⬜⬛⬜⬛⬜⬛ ♙ ⬜ ♙ ⬛ ♙ ⬜ ♙ ⬛ ♙ ⬜ ♙ ⬛ ♙ ⬜ ♙ ⬛ ♖ ⬛ ♘ ⬜ ♗ ⬛ ♕ ⬜ ♔ ⬛ ♗ ⬜ ♘ ⬛ ♖ ⬜ ”. by utilizing: grid-template-areas: “. . . . . . . .” “. . . . . . . .” “. . . . . . . .” “. . . . . . . .” “. . . . . . . .” “. . . . . . . .” “. . . . . . . .” “. . . . . . . .”; It seems like you’re asking for a CSS-based chessboard layout using grid-template-areas. Below is a template that sets up a simple 8x8 chessboard grid without considering the positions of the chess pieces. To place the pieces, you’ll need to modify the template to include elements corresponding to the pieces, then align them within their respective grid cells. Here’s how you could start with a simple grid layout in HTML and CSS: HTML: <div class=“chessboard”> <div class=“square”></div> <!-- Add 63 more divs with the class “square” to make a total of 64 squares for an 8x8 board --> </div> CSS: .chessboard { display: grid; grid-template-areas: “a8 b8 c8 d8 e8 f8 g8 h8” “a7 b7 c7 d7 e7 f7 g7 h7” “a6 b6 c6 d6 e6 f6 g6 h6” “a5 b5 c5 d5 e5 f5 g5 h5” “a4 b4 c4 d4 e4 f4 g4 h4” “a3 b3 c3 d3 e3 f3 g3 h3” “a2 b2 c2 d2 e2 f2 g2 h2” “a1 b1 c1 d1 e1 f1 g1 h1”; grid-template-columns: repeat(8, 1fr); grid-template-rows: repeat(8, 1fr); gap: 0; border: 2px solid black; width: 320px; /* Change as needed / height: 320px; / Change as needed / } .square { width: 40px; / Change as needed / height: 40px; / Change as needed / } / This is just a simple way to alternate colors. You can do this more dynamically with CSS nth-child selectors. / .square:nth-child(odd) { background-color: white; } .square:nth-child(even) { background-color: black; } / Example chess piece styling, place your chess icon within the appropriate grid area / .chess-piece { / style your chess pieces here */ } In this setup, the grid is created with 64 .square divs that will make up the squares of the chessboard. The CSS for .chessboard sets up the grid with equal-sized columns and rows, suitable for all 64 squares. The grid-template-areas property has been set to contain placeholders (like “a8”, “b8”, etc.), which represents the layout of the chessboard. In practice, this property is used if you want to place elements in specific areas by name, and for a standard chessboard without positions, you don’t really need to name the areas – but I’m including it as per your request. To actually use the grid-template-areas with chess pieces, you would need to give the chess pieces container elements with class names (or IDs) and then place them in the grid by referring to these class names in the grid-template-areas string. If you really want to show the actual chess pieces, you will either have to add them within the .square divs and use the :before or :after pseudo-elements to show the piece’s icon via content property, or place individual divs with background images or text content representing the pieces, and use grid-area to position them. any way to nest grid area by nth of type or child, without javascript but css and html itself, without creating huge html structure of 64 squares? Yes, you can simplify the HTML by taking advantage of CSS generated content and the :nth-child or :nth-of-type pseudo-class selectors to style alternating squares. However, you’ll still require a container that will act as the chessboard and a way to create 64 squares (cells) which can be done using CSS with the ::before pseudo-element. Below is an example using CSS grid, generated content, and the :nth-of-type pseudo-class to create a chessboard with a smaller HTML structure: HTML: <div class=“chessboard”></div> CSS: .chessboard { display: grid; grid-template-columns: repeat(8, 40px); /* Adjust size as needed / grid-template-rows: repeat(8, 40px); / Adjust size as needed / width: 320px; / Same as 8 cells of 40px each / height: 320px; / Same as 8 cells of 40px each / } .chessboard::before { content: ‘’; grid-row: 1 / span 8; grid-column: 1 / span 8; } .chessboard::before { display: grid; grid-template-columns: repeat(8, 40px); grid-template-rows: repeat(8, 40px); gap: 0; } .chessboard::before { counter-reset: square-number; } .chessboard::before::after { content: ‘’; / Use counter-increment to make sure no two squares are styled the same way sequentially. / counter-increment: square-number; width: 40px; height: 40px; } / Generators for 64 squares / .chessboard::before::after:nth-of-type(8n+1), .chessboard::before::after:nth-of-type(8n+3), .chessboard::before::after:nth-of-type(8n+4), .chessboard::before::after:nth-of-type(8n+6) { background-color: black; / Dark square color / } .chessboard::before::after:nth-of-type(8n+2), .chessboard::before::after:nth-of-type(8n+5), .chessboard::before::after:nth-of-type(8n+7), .chessboard::before::after:nth-of-type(8n) { background-color: white; / Light square color */ } However, there is no CSS-only way to generate 64 ::before pseudo-elements that you can individually control like normal DOM elements to create the squares. You can generate content with ::before and ::after pseudo-elements, but not in such a way that they can be indexed like multiple elements. Therefore, while CSS is very powerful, you would still require some level of HTML structure to create 64 individually styled chessboard squares that follow the correct alternating pattern. The smallest viable structure without JavaScript or server-side generation would look something like this: HTML: <div class=“chessboard”> <div class=“square”></div> <!-- Repeat div.square 63 more times to get 64 squares --> </div> And then you would use CSS to apply styling for .square elements to create the checkerboard pattern. If you want to keep the HTML as compact as possible but still generate the squares, you might consider server-side scripting (e.g., PHP, Python) or static site generators to create the 64 squares in your HTML document. JavaScript really simplifies this process for client-side generation, but since you specifically asked for a solution without JavaScript, we’re restricted to these methods. no, need concise way of generating/nesting, not this huge html structure of 64 squares, without javascript. Creating a chessboard purely in CSS without individual elements for each square is indeed a challenging task because CSS alone does not provide a mechanism to generate multiple unique elements that can be individually styled. However, one way to create a chessboard with minimal HTML structure and without JavaScript is by using CSS linear gradients to simulate the squares on a single element. This technique does not create actual cells that can contain content such as chess pieces, and it would not utilize grid-template-areas, but rather creates a visual representation of a chessboard. Here is a concise approach using a single &lt;div&gt; element and CSS: HTML: <div class=“chessboard”></div> CSS: .chessboard { width: 320px; height: 320px; background-image: linear-gradient(90deg, #fff 50%, #000 50%), linear-gradient(90deg, #fff 50%, #000 50%), linear-gradient(0deg, #fff 50%, #000 50%), linear-gradient(0deg, #fff 50%, #000 50%); background-position: 0 0, 0 0, 0 0, 0 0; background-size: 80px 80px, /* Width and height of each ‘square’ */ 80px 80px, 40px 40px, 40px 40px; background-repeat: repeat-x, repeat-x, repeat-y, repeat-y; } This CSS snippet creates a chessboard effect using a combination of horizontal and vertical gradients. Each linear gradient generates a stripe pattern with two colors, alternating at 50%. By combining two sets of gradients at different sizes and positions (one set for columns and one for rows), the resulting effect is a checkerboard pattern. Note that this method is merely a visual representation and would not allow you to interact with squares as separate elements. To place chess pieces, you would have to overlay additional elements on top of this chessboard background, potentially using absolute positioning. For a fully functional chessboard with individual squares that can contain elements (like chess pieces), unfortunately, the HTML structure will need to contain individual elements for each square, which typically involves creating 64 div elements in your HTML. JavaScript or server-side code would automate this process, but without those, the structure needs to be manually created. can we actually generate two grid areas for chess cells 8x8 and pieces, not this huge html structure of 64 squares, without javascript. Yes, you can create an 8x8 grid with a more compact HTML structure by using CSS grid layout with ::before and ::after pseudo-elements to generate the grid cell styling. However, please note that using ::before and ::after will not generate separate DOM elements for each cell - which means that while you will have a visual representation of the cells, you will not have individual elements that can hold content such as chess pieces. An approach to generate the grid-like pattern in CSS would be: HTML: <div class=“chessboard”></div> CSS: .chessboard { display: grid; grid-template-columns: repeat(8, 40px); /* Each column is 40px wide / grid-template-rows: repeat(8, 40px); / Each row is 40px tall / width: 320px; / Total width (8 columns x 40px each) / height: 320px; / Total height (8 rows x 40px each) / } / Style the chessboard with alternating colors / .chessboard::before { content: ‘’; width: 100%; height: 100%; background-image: linear-gradient(90deg, #fff 50%, #000 50%), linear-gradient(90deg, #fff 50%, #000 50%), linear-gradient(0deg, #fff 50%, #000 50%), linear-gradient(0deg, #fff 50%, #000 50%); background-position: 0 0, 0 0, 0 0, 0 0; background-size: 80px 80px, / Each cell is 40px x 40px / 80px 80px, 40px 40px, 40px 40px; background-repeat: repeat-x, repeat-x, repeat-y, repeat-y; display: grid; grid-template-columns: repeat(8, 40px); grid-template-rows: repeat(8, 40px); } However, to add chess pieces, you still require elements that can contain the content. A practical approach would be to utilize the content property on the ::before and ::after pseudo-elements of each cell, but you need at least one element per row to achieve that, like this: HTML: <div class=“chessboard”> <div class=“row”></div> <!-- Repeat for each row, 8 times total --> </div> CSS: .chessboard { display: grid; grid-template-columns: repeat(8, 40px); grid-template-rows: repeat(8, 40px); } .row { display: contents; } .row::before, .row::after { content: ‘’; width: 40px; height: 40px; / Add other styles to create the chess pieces, depending on the row / } / Style for .row:nth-child(odd)::before would place a white piece / / Style for .row:nth-child(even)::before would place a black piece / / Similarly, use ::after to place pieces at the end of a row / This will give you a more compact structure, where .row elements help in creating chess pieces on the board while the .chessboard establishes the grid. You can adjust the styles within ::before and ::after for each .row to visually represent different chess pieces using unicode symbols or background images. To specifically use a chess piece, you can use a Unicode character like so: .row::before { content: ‘♙’; / Example: Unicode for white pawn / / Style the piece as needed (position, size, color, etc.) */ } This way, each .row is a layer upon which you can control the first and last cell’s appearance using the pseudo-elements. Remember that the actual DOM structure and interactivity limitations still apply. Please note that CSS alone cannot generate separate DOM elements for each square, so to freely position chess pieces with CSS classes and grid-area, you would still need at least one element per square. The methods demonstrated here are the closest you can get without manually creating all 64 squares or writing JavaScript to automate the process. and purely from javascript how it will look to generate 8x8 chessboard with corresponding pieces? output javascript code in a single line of code from the very initial first line in response and do it in a single string of javascript code, without comments or descriptions and explanations. cover your javascript in html script tags without any illegal preceding characters or backticks or new lines.
1949fedcf3a441a9d175daa5eb095149
{ "intermediate": 0.25483834743499756, "beginner": 0.5884321331977844, "expert": 0.15672950446605682 }
42,071
output grid template in a fixed solid container for each cell 8x8 and chess piece.: “ ♜ ⬛ ♞ ⬜ ♝ ⬛ ♛ ⬜ ♚ ⬛ ♝ ⬜ ♞ ⬛ ♜ ⬜ ♟ ⬜ ♟ ⬛ ♟ ⬜ ♟ ⬛ ♟ ⬜ ♟ ⬛ ♟ ⬜ ♟ ⬛ ⬛⬜⬛⬜⬛⬜⬛⬜ ⬜⬛⬜⬛⬜⬛⬜⬛ ⬛⬜⬛⬜⬛⬜⬛⬜ ⬜⬛⬜⬛⬜⬛⬜⬛ ♙ ⬜ ♙ ⬛ ♙ ⬜ ♙ ⬛ ♙ ⬜ ♙ ⬛ ♙ ⬜ ♙ ⬛ ♖ ⬛ ♘ ⬜ ♗ ⬛ ♕ ⬜ ♔ ⬛ ♗ ⬜ ♘ ⬛ ♖ ⬜ ”. by utilizing: grid-template-areas: “. . . . . . . .” “. . . . . . . .” “. . . . . . . .” “. . . . . . . .” “. . . . . . . .” “. . . . . . . .” “. . . . . . . .” “. . . . . . . .”; It seems like you’re asking for a CSS-based chessboard layout using grid-template-areas. Below is a template that sets up a simple 8x8 chessboard grid without considering the positions of the chess pieces. To place the pieces, you’ll need to modify the template to include elements corresponding to the pieces, then align them within their respective grid cells. Here’s how you could start with a simple grid layout in HTML and CSS: HTML: <div class=“chessboard”> <div class=“square”></div> <!-- Add 63 more divs with the class “square” to make a total of 64 squares for an 8x8 board --> </div> CSS: .chessboard { display: grid; grid-template-areas: “a8 b8 c8 d8 e8 f8 g8 h8” “a7 b7 c7 d7 e7 f7 g7 h7” “a6 b6 c6 d6 e6 f6 g6 h6” “a5 b5 c5 d5 e5 f5 g5 h5” “a4 b4 c4 d4 e4 f4 g4 h4” “a3 b3 c3 d3 e3 f3 g3 h3” “a2 b2 c2 d2 e2 f2 g2 h2” “a1 b1 c1 d1 e1 f1 g1 h1”; grid-template-columns: repeat(8, 1fr); grid-template-rows: repeat(8, 1fr); gap: 0; border: 2px solid black; width: 320px; /* Change as needed / height: 320px; / Change as needed / } .square { width: 40px; / Change as needed / height: 40px; / Change as needed / } / This is just a simple way to alternate colors. You can do this more dynamically with CSS nth-child selectors. / .square:nth-child(odd) { background-color: white; } .square:nth-child(even) { background-color: black; } / Example chess piece styling, place your chess icon within the appropriate grid area / .chess-piece { / style your chess pieces here */ } In this setup, the grid is created with 64 .square divs that will make up the squares of the chessboard. The CSS for .chessboard sets up the grid with equal-sized columns and rows, suitable for all 64 squares. The grid-template-areas property has been set to contain placeholders (like “a8”, “b8”, etc.), which represents the layout of the chessboard. In practice, this property is used if you want to place elements in specific areas by name, and for a standard chessboard without positions, you don’t really need to name the areas – but I’m including it as per your request. To actually use the grid-template-areas with chess pieces, you would need to give the chess pieces container elements with class names (or IDs) and then place them in the grid by referring to these class names in the grid-template-areas string. If you really want to show the actual chess pieces, you will either have to add them within the .square divs and use the :before or :after pseudo-elements to show the piece’s icon via content property, or place individual divs with background images or text content representing the pieces, and use grid-area to position them. any way to nest grid area by nth of type or child, without javascript but css and html itself, without creating huge html structure of 64 squares? Yes, you can simplify the HTML by taking advantage of CSS generated content and the :nth-child or :nth-of-type pseudo-class selectors to style alternating squares. However, you’ll still require a container that will act as the chessboard and a way to create 64 squares (cells) which can be done using CSS with the ::before pseudo-element. Below is an example using CSS grid, generated content, and the :nth-of-type pseudo-class to create a chessboard with a smaller HTML structure: HTML: <div class=“chessboard”></div> CSS: .chessboard { display: grid; grid-template-columns: repeat(8, 40px); /* Adjust size as needed / grid-template-rows: repeat(8, 40px); / Adjust size as needed / width: 320px; / Same as 8 cells of 40px each / height: 320px; / Same as 8 cells of 40px each / } .chessboard::before { content: ‘’; grid-row: 1 / span 8; grid-column: 1 / span 8; } .chessboard::before { display: grid; grid-template-columns: repeat(8, 40px); grid-template-rows: repeat(8, 40px); gap: 0; } .chessboard::before { counter-reset: square-number; } .chessboard::before::after { content: ‘’; / Use counter-increment to make sure no two squares are styled the same way sequentially. / counter-increment: square-number; width: 40px; height: 40px; } / Generators for 64 squares / .chessboard::before::after:nth-of-type(8n+1), .chessboard::before::after:nth-of-type(8n+3), .chessboard::before::after:nth-of-type(8n+4), .chessboard::before::after:nth-of-type(8n+6) { background-color: black; / Dark square color / } .chessboard::before::after:nth-of-type(8n+2), .chessboard::before::after:nth-of-type(8n+5), .chessboard::before::after:nth-of-type(8n+7), .chessboard::before::after:nth-of-type(8n) { background-color: white; / Light square color */ } However, there is no CSS-only way to generate 64 ::before pseudo-elements that you can individually control like normal DOM elements to create the squares. You can generate content with ::before and ::after pseudo-elements, but not in such a way that they can be indexed like multiple elements. Therefore, while CSS is very powerful, you would still require some level of HTML structure to create 64 individually styled chessboard squares that follow the correct alternating pattern. The smallest viable structure without JavaScript or server-side generation would look something like this: HTML: <div class=“chessboard”> <div class=“square”></div> <!-- Repeat div.square 63 more times to get 64 squares --> </div> And then you would use CSS to apply styling for .square elements to create the checkerboard pattern. If you want to keep the HTML as compact as possible but still generate the squares, you might consider server-side scripting (e.g., PHP, Python) or static site generators to create the 64 squares in your HTML document. JavaScript really simplifies this process for client-side generation, but since you specifically asked for a solution without JavaScript, we’re restricted to these methods. no, need concise way of generating/nesting, not this huge html structure of 64 squares, without javascript. Creating a chessboard purely in CSS without individual elements for each square is indeed a challenging task because CSS alone does not provide a mechanism to generate multiple unique elements that can be individually styled. However, one way to create a chessboard with minimal HTML structure and without JavaScript is by using CSS linear gradients to simulate the squares on a single element. This technique does not create actual cells that can contain content such as chess pieces, and it would not utilize grid-template-areas, but rather creates a visual representation of a chessboard. Here is a concise approach using a single &lt;div&gt; element and CSS: HTML: <div class=“chessboard”></div> CSS: .chessboard { width: 320px; height: 320px; background-image: linear-gradient(90deg, #fff 50%, #000 50%), linear-gradient(90deg, #fff 50%, #000 50%), linear-gradient(0deg, #fff 50%, #000 50%), linear-gradient(0deg, #fff 50%, #000 50%); background-position: 0 0, 0 0, 0 0, 0 0; background-size: 80px 80px, /* Width and height of each ‘square’ */ 80px 80px, 40px 40px, 40px 40px; background-repeat: repeat-x, repeat-x, repeat-y, repeat-y; } This CSS snippet creates a chessboard effect using a combination of horizontal and vertical gradients. Each linear gradient generates a stripe pattern with two colors, alternating at 50%. By combining two sets of gradients at different sizes and positions (one set for columns and one for rows), the resulting effect is a checkerboard pattern. Note that this method is merely a visual representation and would not allow you to interact with squares as separate elements. To place chess pieces, you would have to overlay additional elements on top of this chessboard background, potentially using absolute positioning. For a fully functional chessboard with individual squares that can contain elements (like chess pieces), unfortunately, the HTML structure will need to contain individual elements for each square, which typically involves creating 64 div elements in your HTML. JavaScript or server-side code would automate this process, but without those, the structure needs to be manually created. can we actually generate two grid areas for chess cells 8x8 and pieces, not this huge html structure of 64 squares, without javascript. Yes, you can create an 8x8 grid with a more compact HTML structure by using CSS grid layout with ::before and ::after pseudo-elements to generate the grid cell styling. However, please note that using ::before and ::after will not generate separate DOM elements for each cell - which means that while you will have a visual representation of the cells, you will not have individual elements that can hold content such as chess pieces. An approach to generate the grid-like pattern in CSS would be: HTML: <div class=“chessboard”></div> CSS: .chessboard { display: grid; grid-template-columns: repeat(8, 40px); /* Each column is 40px wide / grid-template-rows: repeat(8, 40px); / Each row is 40px tall / width: 320px; / Total width (8 columns x 40px each) / height: 320px; / Total height (8 rows x 40px each) / } / Style the chessboard with alternating colors / .chessboard::before { content: ‘’; width: 100%; height: 100%; background-image: linear-gradient(90deg, #fff 50%, #000 50%), linear-gradient(90deg, #fff 50%, #000 50%), linear-gradient(0deg, #fff 50%, #000 50%), linear-gradient(0deg, #fff 50%, #000 50%); background-position: 0 0, 0 0, 0 0, 0 0; background-size: 80px 80px, / Each cell is 40px x 40px / 80px 80px, 40px 40px, 40px 40px; background-repeat: repeat-x, repeat-x, repeat-y, repeat-y; display: grid; grid-template-columns: repeat(8, 40px); grid-template-rows: repeat(8, 40px); } However, to add chess pieces, you still require elements that can contain the content. A practical approach would be to utilize the content property on the ::before and ::after pseudo-elements of each cell, but you need at least one element per row to achieve that, like this: HTML: <div class=“chessboard”> <div class=“row”></div> <!-- Repeat for each row, 8 times total --> </div> CSS: .chessboard { display: grid; grid-template-columns: repeat(8, 40px); grid-template-rows: repeat(8, 40px); } .row { display: contents; } .row::before, .row::after { content: ‘’; width: 40px; height: 40px; / Add other styles to create the chess pieces, depending on the row / } / Style for .row:nth-child(odd)::before would place a white piece / / Style for .row:nth-child(even)::before would place a black piece / / Similarly, use ::after to place pieces at the end of a row / This will give you a more compact structure, where .row elements help in creating chess pieces on the board while the .chessboard establishes the grid. You can adjust the styles within ::before and ::after for each .row to visually represent different chess pieces using unicode symbols or background images. To specifically use a chess piece, you can use a Unicode character like so: .row::before { content: ‘♙’; / Example: Unicode for white pawn / / Style the piece as needed (position, size, color, etc.) */ } This way, each .row is a layer upon which you can control the first and last cell’s appearance using the pseudo-elements. Remember that the actual DOM structure and interactivity limitations still apply. Please note that CSS alone cannot generate separate DOM elements for each square, so to freely position chess pieces with CSS classes and grid-area, you would still need at least one element per square. The methods demonstrated here are the closest you can get without manually creating all 64 squares or writing JavaScript to automate the process. and purely from javascript how it will look to generate 8x8 chessboard with corresponding pieces? output javascript code in a single line of code from the very initial first line in response and do it in a single string of javascript code, without comments or descriptions and explanations. cover your javascript in html script tags without any illegal preceding characters or backticks or new lines.
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write a chess engine like stockfish but make it able to train and give it NO ACCESS to openings
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42,073
I have an image file (invoice) and a json where I have list of extracted entites. JSON Format: { "invoice_details":{ "invoice_number ": "", "invoice_date": "", "invoice_due_date": "", "order_id": "", "vendor_name": "", "buyer_name": "", "shipto_name": "", "billto_name": "", }, "Payment Details": { "vendor_ifsccode" :"", "vendor_bankname" :"", "account_number" :"", "bank_payment_terms":"", } "address_details": { "vendor_address": "", "billto_address": "", "shipto_address": "" }, "amounts_and_tax": { "Subtotal_or_taxable_amount": "", "total_sgst_amount ": "", "total_cgst_amount ": "", "total_igst_amount ": "", "total_amount_after_tax": "" "billto_GSTIN": "", "vendor_GSTIN": "", "shipto_GSTIN": "" }, "line_items":{list of key-value pairs with column name as key and cell value as value row with following columns: "hsn_code","description","unit_of_measurement_or_uom","unit_price","quantity","sgst_rate","sgst_amount","cgst_rate","cgst_amount","igst_rate","igst_amount","taxable_amount_or_subtotal","total_amount_or_gross_amount_of_the_item" } } I want to map the bounding boxes from the json to image. And print the bounding boxes on image Write a highly advance python code to map the bounding boxex. Handle All the multi token entities and entities spanning accross multiple lines.
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42,074
I use Excel and I have 1,000 data, which takes about two hours. Can Excel " Exponential Smoothing" calculate their trends and predict changes in the next hour? Can you use My data is A1: A1000 and give a detailed example of the process and the steps of the formula?
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42,075
у меня есть дочернии обьекты которые наследуют IPointerQuest можно ли мне их передать в массив в определенном порядке? public class PointerHandler : SerializedMonoBehaviour { [SerializeField] private IPointerQuest[] _AllPointerQuest; [SerializeField] private List<IPointerQuest[]> _sequencePointerQuests = new List<IPointerQuest[]>(); private int _currentPointID; private int _activatedPointerCurrentArray; private void Start() { foreach (var pointerQuest in _AllPointerQuest) { pointerQuest.Initialization(); } InitArray(0); } private void InitArray(int arrayIndex) { if (arrayIndex < _sequencePointerQuests.Count) { _activatedPointerCurrentArray = 0; foreach (var button in _sequencePointerQuests[arrayIndex]) { button.ElementActivation(); button.OnNextPoint += () => ButtonClicked(arrayIndex); } } } private void ButtonClicked(int arrayIndex) { _activatedPointerCurrentArray++; // Если все кнопки в текущем массиве активированы, переходим к следующему if (_activatedPointerCurrentArray == _sequencePointerQuests[arrayIndex].Length) { _currentPointID++; InitArray(_currentPointID); } } }
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42,076
make a nix flake where i install different package for windows and macos and some common package
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42,077
import streamlit as st from langchain.prompts import PromptTemplate from langchain.chains.question_answering import load_qa_chain from langchain.text_splitter import RecursiveCharacterTextSplitter from langchain_community.vectorstores import Chroma from langchain_google_genai import GoogleGenerativeAIEmbeddings, ChatGoogleGenerativeAI from dotenv import load_dotenv import PyPDF2 import os import io st.title("Chat Your PDFs") # Updated title # Load environment variables from .env file load_dotenv() # Retrieve API key from environment variable google_api_key = os.getenv("GOOGLE_API_KEY") # Check if the API key is available if google_api_key is None: st.warning("API key not found. Please set the google_api_key environment variable.") st.stop() # File Upload with user-defined name uploaded_file = st.file_uploader("Upload a PDF file", type=["pdf"]) if uploaded_file is not None: st.text("PDF File Uploaded Successfully!") # PDF Processing (using PyPDF2 directly) pdf_data = uploaded_file.read() pdf_reader = PyPDF2.PdfReader(io.BytesIO(pdf_data)) pdf_pages = pdf_reader.pages # Create Context context = "\n\n".join(page.extract_text() for page in pdf_pages) # Split Texts text_splitter = RecursiveCharacterTextSplitter(chunk_size=10000, chunk_overlap=200) texts = text_splitter.split_text(context) # Chroma Embeddings embeddings = GoogleGenerativeAIEmbeddings(model="models/embedding-001") vector_index = Chroma.from_texts(texts, embeddings).as_retriever() # Get User Question user_question = st.text_input("Ask a Question:") if st.button("Get Answer"): if user_question: # Get Relevant Documents docs = vector_index.get_relevant_documents(user_question) # Define Prompt Template prompt_template = """ Answer the question as detailed as possible from the provided context, make sure to provide all the details, if the answer is not in provided context just say, "answer is not available in the context", don't provide the wrong answer\n\n Context:\n {context}?\n Question: \n{question}\n Answer: """ # Create Prompt prompt = PromptTemplate(template=prompt_template, input_variables=['context', 'question']) # Load QA Chain model = ChatGoogleGenerativeAI(model="gemini-pro", temperature=0.3, api_key=google_api_key) chain = load_qa_chain(model, chain_type="stuff", prompt=prompt) # Get Response response = chain({"input_documents": docs, "question": user_question}, return_only_outputs=True) # Display Answer st.subheader("Answer:") st.write(response['output_text']) else: st.warning("Please enter a question.") 把这段代码转换为google colab 里面运行的代码
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how do i show my users details like first name last name in flutterflow from a custom api nit firebase. I need step by step procedures\
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42,079
Hey there, can you help in fixing an issue I have with my code? It keeps running on a single thread when it should run on 1,2,4,6,8,10,12,14,16 threads. Code: #include <complex> #include <iostream> #include <thread> #include <vector> #include <sys/time.h> class Matrix { public: Matrix(int rows, int cols) : data(rows*cols), rows(rows), cols(cols) {} std::vector<std::complex<double>>::iterator begin() { return data.begin(); } std::vector<std::complex<double>>::iterator end() { return data.end(); } int rows; int cols; std::vector<std::complex<double>> data; }; Matrix multiply(const Matrix& a, const Matrix& b) { Matrix c(a.rows, b.cols); for (int i = 0; i < a.rows; i++) { for (int j = 0; j < b.cols; j++) { for (int k = 0; k < a.cols; k++) { c.data[i*c.cols + j] += a.data[i*a.cols + k] * b.data[k*b.cols + j]; } } } return c; } Matrix pow(const Matrix& a, int n, int num_threads) { if (n == 1) { return a; } Matrix b = pow(a, n/2, num_threads); b = multiply(b, b); if (n % 2 == 1) { b = multiply(b, a); } // Measure execution time before creating threads struct timeval start, end; gettimeofday(&start, NULL); // Create threads std::vector<std::thread> threads; for (int i = 0; i < num_threads; i++) { threads.push_back(std::thread([&]() { b = multiply(b, a); })); } // Wait for all threads to finish for (auto& thread : threads) { thread.join(); } // Measure execution time after joining threads gettimeofday(&end, NULL); double elapsed_time = (end.tv_sec - start.tv_sec) + (end.tv_usec - start.tv_usec) / 1000000.0; std::cout << "Execution time with " << num_threads << " threads: " << elapsed_time << " seconds" << std::endl; return b; } int main() { Matrix A(2048, 2048); Matrix B(2048, 2048); // initialize matrices A and B with values from the set {-1, 0, 1} Matrix X(2048, 2048); X.data = std::vector<std::complex<double>>(A.data.begin(), A.data.end()); std::vector<int> num_threads_list = {1, 2, 4, 6, 8, 12, 16}; for (int num_threads : num_threads_list) { Matrix X_pow_15 = pow(X, 15, num_threads); } return 0; }
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42,080
so, i have three file called Merge.dat , Count.dat , Quick.dat . the first column in all the files are same and it is number of threads, the second column is time taken in seconds (this is different for all three files). I want a GNU plot code in the format of sh script where the graph shows all three files in different colors
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42,081
so, i have three file called Merge.dat , Count.dat , Quick.dat . the first column in all the files are same and it is number of threads, the second column is time taken in seconds (this is different for all three files). I want a GNU plot code in the format of sh script where the graph shows all three files in different colors
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{ "intermediate": 0.41751500964164734, "beginner": 0.17346592247486115, "expert": 0.4090191125869751 }
42,082
output grid template in a fixed solid container for each cell 8x8 and chess piece.: “ ♜ ⬛ ♞ ⬜ ♝ ⬛ ♛ ⬜ ♚ ⬛ ♝ ⬜ ♞ ⬛ ♜ ⬜ ♟ ⬜ ♟ ⬛ ♟ ⬜ ♟ ⬛ ♟ ⬜ ♟ ⬛ ♟ ⬜ ♟ ⬛ ⬛⬜⬛⬜⬛⬜⬛⬜ ⬜⬛⬜⬛⬜⬛⬜⬛ ⬛⬜⬛⬜⬛⬜⬛⬜ ⬜⬛⬜⬛⬜⬛⬜⬛ ♙ ⬜ ♙ ⬛ ♙ ⬜ ♙ ⬛ ♙ ⬜ ♙ ⬛ ♙ ⬜ ♙ ⬛ ♖ ⬛ ♘ ⬜ ♗ ⬛ ♕ ⬜ ♔ ⬛ ♗ ⬜ ♘ ⬛ ♖ ⬜ ”. by utilizing: grid-template-areas: “. . . . . . . .” “. . . . . . . .” “. . . . . . . .” “. . . . . . . .” “. . . . . . . .” “. . . . . . . .” “. . . . . . . .” “. . . . . . . .”; It seems like you’re asking for a CSS-based chessboard layout using grid-template-areas. Below is a template that sets up a simple 8x8 chessboard grid without considering the positions of the chess pieces. To place the pieces, you’ll need to modify the template to include elements corresponding to the pieces, then align them within their respective grid cells. Here’s how you could start with a simple grid layout in HTML and CSS: HTML: <div class=“chessboard”> <div class=“square”></div> <!-- Add 63 more divs with the class “square” to make a total of 64 squares for an 8x8 board --> </div> CSS: .chessboard { display: grid; grid-template-areas: “a8 b8 c8 d8 e8 f8 g8 h8” “a7 b7 c7 d7 e7 f7 g7 h7” “a6 b6 c6 d6 e6 f6 g6 h6” “a5 b5 c5 d5 e5 f5 g5 h5” “a4 b4 c4 d4 e4 f4 g4 h4” “a3 b3 c3 d3 e3 f3 g3 h3” “a2 b2 c2 d2 e2 f2 g2 h2” “a1 b1 c1 d1 e1 f1 g1 h1”; grid-template-columns: repeat(8, 1fr); grid-template-rows: repeat(8, 1fr); gap: 0; border: 2px solid black; width: 320px; /* Change as needed / height: 320px; / Change as needed / } .square { width: 40px; / Change as needed / height: 40px; / Change as needed / } / This is just a simple way to alternate colors. You can do this more dynamically with CSS nth-child selectors. / .square:nth-child(odd) { background-color: white; } .square:nth-child(even) { background-color: black; } / Example chess piece styling, place your chess icon within the appropriate grid area / .chess-piece { / style your chess pieces here */ } In this setup, the grid is created with 64 .square divs that will make up the squares of the chessboard. The CSS for .chessboard sets up the grid with equal-sized columns and rows, suitable for all 64 squares. The grid-template-areas property has been set to contain placeholders (like “a8”, “b8”, etc.), which represents the layout of the chessboard. In practice, this property is used if you want to place elements in specific areas by name, and for a standard chessboard without positions, you don’t really need to name the areas – but I’m including it as per your request. To actually use the grid-template-areas with chess pieces, you would need to give the chess pieces container elements with class names (or IDs) and then place them in the grid by referring to these class names in the grid-template-areas string. If you really want to show the actual chess pieces, you will either have to add them within the .square divs and use the :before or :after pseudo-elements to show the piece’s icon via content property, or place individual divs with background images or text content representing the pieces, and use grid-area to position them. any way to nest grid area by nth of type or child, without javascript but css and html itself, without creating huge html structure of 64 squares? Yes, you can simplify the HTML by taking advantage of CSS generated content and the :nth-child or :nth-of-type pseudo-class selectors to style alternating squares. However, you’ll still require a container that will act as the chessboard and a way to create 64 squares (cells) which can be done using CSS with the ::before pseudo-element. Below is an example using CSS grid, generated content, and the :nth-of-type pseudo-class to create a chessboard with a smaller HTML structure: HTML: <div class=“chessboard”></div> CSS: .chessboard { display: grid; grid-template-columns: repeat(8, 40px); /* Adjust size as needed / grid-template-rows: repeat(8, 40px); / Adjust size as needed / width: 320px; / Same as 8 cells of 40px each / height: 320px; / Same as 8 cells of 40px each / } .chessboard::before { content: ‘’; grid-row: 1 / span 8; grid-column: 1 / span 8; } .chessboard::before { display: grid; grid-template-columns: repeat(8, 40px); grid-template-rows: repeat(8, 40px); gap: 0; } .chessboard::before { counter-reset: square-number; } .chessboard::before::after { content: ‘’; / Use counter-increment to make sure no two squares are styled the same way sequentially. / counter-increment: square-number; width: 40px; height: 40px; } / Generators for 64 squares / .chessboard::before::after:nth-of-type(8n+1), .chessboard::before::after:nth-of-type(8n+3), .chessboard::before::after:nth-of-type(8n+4), .chessboard::before::after:nth-of-type(8n+6) { background-color: black; / Dark square color / } .chessboard::before::after:nth-of-type(8n+2), .chessboard::before::after:nth-of-type(8n+5), .chessboard::before::after:nth-of-type(8n+7), .chessboard::before::after:nth-of-type(8n) { background-color: white; / Light square color */ } However, there is no CSS-only way to generate 64 ::before pseudo-elements that you can individually control like normal DOM elements to create the squares. You can generate content with ::before and ::after pseudo-elements, but not in such a way that they can be indexed like multiple elements. Therefore, while CSS is very powerful, you would still require some level of HTML structure to create 64 individually styled chessboard squares that follow the correct alternating pattern. The smallest viable structure without JavaScript or server-side generation would look something like this: HTML: <div class=“chessboard”> <div class=“square”></div> <!-- Repeat div.square 63 more times to get 64 squares --> </div> And then you would use CSS to apply styling for .square elements to create the checkerboard pattern. If you want to keep the HTML as compact as possible but still generate the squares, you might consider server-side scripting (e.g., PHP, Python) or static site generators to create the 64 squares in your HTML document. JavaScript really simplifies this process for client-side generation, but since you specifically asked for a solution without JavaScript, we’re restricted to these methods. no, need concise way of generating/nesting, not this huge html structure of 64 squares, without javascript. Creating a chessboard purely in CSS without individual elements for each square is indeed a challenging task because CSS alone does not provide a mechanism to generate multiple unique elements that can be individually styled. However, one way to create a chessboard with minimal HTML structure and without JavaScript is by using CSS linear gradients to simulate the squares on a single element. This technique does not create actual cells that can contain content such as chess pieces, and it would not utilize grid-template-areas, but rather creates a visual representation of a chessboard. Here is a concise approach using a single &lt;div&gt; element and CSS: HTML: <div class=“chessboard”></div> CSS: .chessboard { width: 320px; height: 320px; background-image: linear-gradient(90deg, #fff 50%, #000 50%), linear-gradient(90deg, #fff 50%, #000 50%), linear-gradient(0deg, #fff 50%, #000 50%), linear-gradient(0deg, #fff 50%, #000 50%); background-position: 0 0, 0 0, 0 0, 0 0; background-size: 80px 80px, /* Width and height of each ‘square’ */ 80px 80px, 40px 40px, 40px 40px; background-repeat: repeat-x, repeat-x, repeat-y, repeat-y; } This CSS snippet creates a chessboard effect using a combination of horizontal and vertical gradients. Each linear gradient generates a stripe pattern with two colors, alternating at 50%. By combining two sets of gradients at different sizes and positions (one set for columns and one for rows), the resulting effect is a checkerboard pattern. Note that this method is merely a visual representation and would not allow you to interact with squares as separate elements. To place chess pieces, you would have to overlay additional elements on top of this chessboard background, potentially using absolute positioning. For a fully functional chessboard with individual squares that can contain elements (like chess pieces), unfortunately, the HTML structure will need to contain individual elements for each square, which typically involves creating 64 div elements in your HTML. JavaScript or server-side code would automate this process, but without those, the structure needs to be manually created. can we actually generate two grid areas for chess cells 8x8 and pieces, not this huge html structure of 64 squares, without javascript. Yes, you can create an 8x8 grid with a more compact HTML structure by using CSS grid layout with ::before and ::after pseudo-elements to generate the grid cell styling. However, please note that using ::before and ::after will not generate separate DOM elements for each cell - which means that while you will have a visual representation of the cells, you will not have individual elements that can hold content such as chess pieces. An approach to generate the grid-like pattern in CSS would be: HTML: <div class=“chessboard”></div> CSS: .chessboard { display: grid; grid-template-columns: repeat(8, 40px); /* Each column is 40px wide / grid-template-rows: repeat(8, 40px); / Each row is 40px tall / width: 320px; / Total width (8 columns x 40px each) / height: 320px; / Total height (8 rows x 40px each) / } / Style the chessboard with alternating colors / .chessboard::before { content: ‘’; width: 100%; height: 100%; background-image: linear-gradient(90deg, #fff 50%, #000 50%), linear-gradient(90deg, #fff 50%, #000 50%), linear-gradient(0deg, #fff 50%, #000 50%), linear-gradient(0deg, #fff 50%, #000 50%); background-position: 0 0, 0 0, 0 0, 0 0; background-size: 80px 80px, / Each cell is 40px x 40px / 80px 80px, 40px 40px, 40px 40px; background-repeat: repeat-x, repeat-x, repeat-y, repeat-y; display: grid; grid-template-columns: repeat(8, 40px); grid-template-rows: repeat(8, 40px); } However, to add chess pieces, you still require elements that can contain the content. A practical approach would be to utilize the content property on the ::before and ::after pseudo-elements of each cell, but you need at least one element per row to achieve that, like this: HTML: <div class=“chessboard”> <div class=“row”></div> <!-- Repeat for each row, 8 times total --> </div> CSS: .chessboard { display: grid; grid-template-columns: repeat(8, 40px); grid-template-rows: repeat(8, 40px); } .row { display: contents; } .row::before, .row::after { content: ‘’; width: 40px; height: 40px; / Add other styles to create the chess pieces, depending on the row / } / Style for .row:nth-child(odd)::before would place a white piece / / Style for .row:nth-child(even)::before would place a black piece / / Similarly, use ::after to place pieces at the end of a row / This will give you a more compact structure, where .row elements help in creating chess pieces on the board while the .chessboard establishes the grid. You can adjust the styles within ::before and ::after for each .row to visually represent different chess pieces using unicode symbols or background images. To specifically use a chess piece, you can use a Unicode character like so: .row::before { content: ‘♙’; / Example: Unicode for white pawn / / Style the piece as needed (position, size, color, etc.) */ } This way, each .row is a layer upon which you can control the first and last cell’s appearance using the pseudo-elements. Remember that the actual DOM structure and interactivity limitations still apply. Please note that CSS alone cannot generate separate DOM elements for each square, so to freely position chess pieces with CSS classes and grid-area, you would still need at least one element per square. The methods demonstrated here are the closest you can get without manually creating all 64 squares or writing JavaScript to automate the process. and purely from javascript how it will look to generate 8x8 chessboard with corresponding pieces? output javascript code in a single line of code from the very initial first line in response and do it in a single string of javascript code, without comments or descriptions and explanations. cover your javascript in html script tags without any illegal preceding characters or backticks or new lines. don't text anything from initial first line in response, only script tag should start there as "<script|.
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write a simple python lang lexer in rust lang. the lexer should return option token and must handle indentations
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write a simple python lang lexer in rust lang. the lexer should return option token and must handle indentations
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42,085
write a simple python lang lexer in rust lang. the lexer should return option token and must handle indentations
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I am developer and need some assitance in coding. Today I want to integrate my Database "ObsiaDB" in SQLAlchemy - how can implement an engine for ObsiaDB?
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nix what is lib.optionals
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Teach me this content in a format for taking physical notes quickly? KC-1.2.I.A European nations’ efforts to explore and conquer the New World stemmed from a search for new sources of wealth, economic and military competition, and a desire to spread Christianity.
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42,089
I have an image file (invoice) and a json where I have list of extracted entites. And I have a csv file containing OCR textract output containing these columns ((page_num,block_num,line_num,word_num,left,right,top,bottom,width,height,conf,text,image_height,image_width)) JSON Format: { "invoice_details":{ "invoice_number ": "", "invoice_date": "", "invoice_due_date": "", "order_id": "", "vendor_name": "", "buyer_name": "", "shipto_name": "", "billto_name": "", }, "Payment Details": { "vendor_ifsccode" :"", "vendor_bankname" :"", "account_number" :"", "bank_payment_terms":"", } "address_details": { "vendor_address": "", "billto_address": "", "shipto_address": "" }, "amounts_and_tax": { "Subtotal_or_taxable_amount": "", "total_sgst_amount ": "", "total_cgst_amount ": "", "total_igst_amount ": "", "total_amount_after_tax": "" "billto_GSTIN": "", "vendor_GSTIN": "", "shipto_GSTIN": "" }, "line_items":{list of key-value pairs with column name as key and cell value as value row with following columns: "hsn_code","description","unit_of_measurement_or_uom","unit_price","quantity","sgst_rate","sgst_amount","cgst_rate","cgst_amount","igst_rate","igst_amount","taxable_amount_or_subtotal","total_amount_or_gross_amount_of_the_item" } } I want to map the bounding boxes from the json to image. And print the bounding boxes on image Write a highly advance python code to map the bounding boxex. Handle All the multi token entities and entities spanning accross multiple lines.
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42,090
for n in range (1,100): s = bin(n)[2:] if s.count('1') % 2 == 0: s += '00' else: s += '10' r = int(s,2) if r>43: print(r) break МОжешь ту же программу но не использовать count
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42,091
final List<String> hasElectionWithGIPlanCode = getEnrollmentDocumentResponse .getDocument() .getEnrollmentData() .getElections() .stream() .map(election -> GI_PLAN_CODES.contains(election.getPlanCode()) ? election.getPlanCode() : null) .toList(); // If current election has a GI plan, Make the corresponding GI election nonEditable, // and remove other GI plans from BenefitPlans. getEnrollmentDocumentResponse .getDocument() .getEligibleBenefitPlansData() .getBenefitPlans() .removeIf(benefitPlan -> { if (GI_PLAN_CODES.contains(benefitPlan.getPlanCode())) { if (hasElectionWithGIPlanCode.contains(benefitPlan.getPlanCode())) { benefitPlan.setNonEditable(true); return false; } return true; } return false; }); Can you simplify this also i dont want to return null in map
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42,092
final List<String> hasElectionWithGIPlanCode = getEnrollmentDocumentResponse .getDocument() .getEnrollmentData() .getElections() .stream() .map(election -> GI_PLAN_CODES.contains(election.getPlanCode()) ? election.getPlanCode() : null) .toList(); // If current election has a GI plan, Make the corresponding GI election nonEditable, // and remove other GI plans from BenefitPlans. getEnrollmentDocumentResponse .getDocument() .getEligibleBenefitPlansData() .getBenefitPlans() .removeIf(benefitPlan -> { if (GI_PLAN_CODES.contains(benefitPlan.getPlanCode())) { if (hasElectionWithGIPlanCode.contains(benefitPlan.getPlanCode())) { benefitPlan.setNonEditable(true); return false; } return true; } return false; }); Can you simplify removeif logic
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42,093
Write K-means clustering code in C
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<q-btn @mousedown.stop.prevent @touchstart.stop.prevent class="infoButton" v-if="!miniState" aria-label="Read more about regex(opens in new tab)" @click="window.open('https://admin.resources.osu.edu/otdi-web-hosting/dashboard-definitions/#regex', '_blank');" round color="negative" size="xs" icon="info" style="margin-left: 5px" /> ctx.open is not a function. I'm in vue / quasar
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42,095
check this code: use crate::config::*; use hashbrown::HashSet; use std::sync::Arc; pub type Transcript = (u32, u32, HashSet<(u32, u32)>, Arc<str>); pub type Chromosome = String; #[derive(Debug, PartialEq, Clone)] pub struct Record { pub chrom: Chromosome, pub info: Transcript, pub line: String, } impl Record { pub fn new(line: &str) -> Result<Record, &'static str> { let fields: Vec<&str> = line.split('\t').collect(); if fields.len() < MIN_BED_FIELDS { return Err("Bed line has less than 12 fields and cannot be parsed into a Record"); } let chrom = fields[0].to_string(); let tx_start = fields[1] .parse::<u32>() .map_err(|_| "Cannot parse tx_start")?; let tx_end = fields[2] .parse::<u32>() .map_err(|_| "Cannot parse tx_end")?; let id = Arc::from(fields[3]); let exon_start = fields[11] .split(',') .filter(|s| !s.is_empty()) .map(|x| x.parse::<u32>()) .collect::<Result<Vec<u32>, _>>(); let exon_end = fields[10] .split(',') .filter(|s| !s.is_empty()) .map(|x| x.parse::<u32>()) .collect::<Result<Vec<u32>, _>>(); let exon_start = exon_start.map_err(|_| "Cannot parse exon_start")?; let exon_end = exon_end.map_err(|_| "Cannot parse exon_end")?; if exon_start.len() != exon_end.len() { return Err("Exon start and end vectors have different lengths"); } let exon_starts: Vec<u32> = exon_start.iter().map(|&s| s + tx_start).collect(); let exon_ends: Vec<u32> = exon_end .iter() .enumerate() .map(|(i, &s)| s + exon_starts[i]) .collect(); let start_ends = exon_starts .iter() .zip(exon_ends.iter()) .map(|(&s, &e)| (s, e)) .collect::<HashSet<(u32, u32)>>(); Ok(Record { chrom: chrom.to_string(), info: (tx_start, tx_end, start_ends, id), line: line.to_string(), }) } } how would you calculate the intron coordinates (start, end)? Needs to be faster and efficient let introns = ...
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create a chapter file for the dvd The Freddie Mercury Tribute Concert (1992]
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What are all the v-slot options? APpend, prepend? etc..
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42,098
Teach me this content: VAR-2.A.1 The use of array objects allows multiple related items to be represented using a single variable. VAR-2.A.2 The size of an array is established at the time of creation and cannot be changed. VAR-2.A.3 Arrays can store either primitive data or object reference data. VAR-2.A.4 When an array is created using the keyword new, all of its elements are initialized with a specific value based on the type of elements: § Elements of type int are initialized to 0 § Elements of type double are initialized to 0.0 § Elements of type boolean are initialized to false § Elements of a reference type are initialized to the reference value null. No objects are automatically created VAR-2.A.5 Initializer lists can be used to create and initialize arrays. VAR-2.A.6 Square brackets ([ ]) are used to access and modify an element in a 1D array using an index. VAR-2.A.7 The valid index values for an array are 0 through one less than the number of elements in the array, inclusive. Using an index value outside of this range will result in an ArrayIndexOutOfBoundsException being thrown.
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42,099
How to symmetric encryption in Python using builtin libraries
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42,100
What are some ideas for a web programming project? Please do NOT give any projects involving AI.
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what is pretty ?
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42,102
what is the simplest chapter format that vlc can read
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42,103
In the Real time stream system (News Feed). Question: how do you evaluate the user interactively with the news feed?
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42,104
Recall that in Lisp dialects, cons is used to construct a pair and car/cdr are used to access the first/second element of a pair. a. Show the cons expression which constructs the Lisp data D: (1 (2 3) (4 5)) The operands for each occurrence of cons in your answer can only be integers, () or another cons-expression. You are not allowed to use the dot operator ., quote ', or list. b. Give a Lisp expression which uses only car and cdr to extract the 3 from D.
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42,105
Given the following declaration of a structure/record using a Rust-like syntax: struct Rect { fillColor: u8[3]; //3-byte rgb fill-color width: u16; //2-byte unsigned width of rect height: u16; //2-byte unsigned height of rect strokeColor: u8[3]; //3-byte rgb stroke-color zorder: u16; //2-byte unsigned stacking order }; Assuming that assume that un represents an n-bit unsigned integer, and that a type must be aligned on an address divisible by its size. a. What will be the minimum size of Rect in bytes, assuming that reordering of the fields is not allowed? b. What will be the minimum size of Rect in bytes, assuming that reordering of the fields is allowed?
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Given a pointer p to an arbitrary byte within a byte array representing the bytes of a UTF-8 encoded Unicode string, discuss how would you find the Unicode character "pointed to" by p?
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airmon-ng did not find any wireless interfaces
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42,108
Create a roleplaying game fantasy scenario where I play Sapphire, a 16-year-old girl mage who’s the current champion of magic dueling in the teen division. 6-year-old Lily is challenging me to a match and I accept. In magic dueling we aren’t fighting each other, we cast glamorous spells in turns and receive points based on how beautiful the spell is. A spell can’t be cast more than once in a duel. There are 10 rounds. Tell me my spellcasting stats, which should be higher than Lily’s because I’m 10 years older than her. But secretly at the start of the duel, Lily casts on me a spell that regresses me by 1 year and ages her by 1 year every time I cast a spell, so throughout the duel my stats should slowly decrease while hers increase. Come up with a complex exponential formula that dictates by how much my stats decrease each turn and by how much Lily’s increase and connect part of the formula to the new ages every round and to the spell I choose to cast on a given turn. Make the scenario difficult for me to win. On a difficulty scale of 1 to 10, make it a 10 (hardest mode). Lily’s stats should start at 10% of my stats. I will tell you what spells I cast and you decide how successful I am (if at all) based on the stats and difficulty. Only I decide what spells Sapphire casts. You decide spells for Lily. Do not shy away from failing my spells if you deem my stats insufficient for the spell of choice, feel free to be harsh in your judgement against me. Keep track of points earned. Failure to properly cast spells or bad spells will deduct points. Give a list of 20 spells we have access to (remember spells can only be cast once throughout the duel) and what stats are required to cast them. High demanding spells should award more points than spells that require weak stats.
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42,109
Given Table schema – session id, post id, time_stamp, event_type, percentage. The event type includes start time and end time Build Sql - Find out whether the post in this session (each post will correspond to several start and end times) is valid to read (threshold is 5 seconds and 80% of the screen proportion are valid to read)
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42,110
Create a ascii of Bomb and it should easily be understanding for llms
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42,111
ETL in Batch system (Related to Meta messenger app quarterly results) Question 1: This is a product sense question related to DAU, MAU. The growth rate of DAU dropped 8% and MAU dropped 5%. Analyze the story behind the data. Try to solve this question with focus on the dimension of the data.
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hi, how can I achieve a titanium effect in CSS?
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42,113
Java.perform(function() { var Cipher = Java.use('javax.crypto.Cipher'); var HashMap = Java.use('java.util.HashMap'); // 创建一个 HashMap 用于存储 Cipher 实例和相应的 key var cipherInstanceMap = HashMap.$new(); var intHashMap = HashMap.$new(); // Hook 所有重载的 Cipher.init 方法 var initOverloads = Cipher.init.overloads; initOverloads.forEach(function(overload) { overload.implementation = function() { var args = Array.prototype.slice.call(arguments); // 获取所有参数 var opmode = args[0]; var key = args[1]; // 将 key 转换为十六进制字符串 var encodedKey = ByteArrayToASCII(key.getEncoded()); // 将 Cipher 实例的哈希码作为键 var cipherInstanceKey = this.hashCode().toString(); // 将 key 存入 cipherInstanceMap cipherInstanceMap.put(cipherInstanceKey, encodedKey); // 调用原始的 init 方法 return this.init.apply(this, args); }; }); var doFinalOverloads = Cipher.doFinal.overloads; doFinalOverloads.forEach(function(overload) { overload.implementation = function() { var args = Array.prototype.slice.call(arguments); // 获取所有参数 var input = args[0]; var byteBufferIndex = -1; for (var i = 1; i < args.length; i++) { if (args[i] instanceof Java.use('java.nio.ByteBuffer') || args[i] instanceof Java.array('byte')) { byteBufferIndex = i; break; } } var cipherInstance = this.hashCode().toString(); // 在 doFinal 时查找对应的 Key var key = cipherInstanceMap.get(cipherInstance); var iv = ByteArrayToASCII(this.getIV()); var result = this.doFinal.apply(this, args); var output = ""; if (byteBufferIndex === -1) output = result; else output = args[byteBufferIndex]; console.log("key:" + key + " IV:" + iv + " input:" + BytesToHex(input) + " output:" + ByteArrayToASCII(output)); return result; }; }); /** * 将字节数组转换为ASCII字符串 * @param byteArray 字节数组 * @returns ASCII字符串 */ function ByteArrayToASCII(byteArray) { var asciiString = ""; for (var i = 0; i < byteArray.length; i++) { asciiString += String.fromCharCode(byteArray[i]); } return asciiString; } /** * 将字节数组转换为十六进制字符串 * @param arr 字节数组 * @returns 十六进制字符串 */ function BytesToHex(arr) { var str = ''; for (var i = 0; i < arr.length; i++) { var hex = (arr[i] & 0xff).toString(16); str += (hex.length === 1 ? '0' : '') + hex; } return str; } }); 帮我写个类存encodedKey和opmode
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42,114
Consider the tree structure '(a (b c) d) where each internal node represents the cons of its two child nodes. Using a bottom-up traversal of the tree, labelling each internal nodes with the expression represented by that node, show that that the root node is indeed is equivalent to '(a (b c) d).
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If f(x)=x^5+x^4-2x^3+x-1 and g(x)=x^2+4, then find polynomials q(x) and r(x), where the degree of r(x) is less than 2, such that f(x)=q(x)g(x)+r(x).
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42,116
Languages like C do not check for arithmetic overflow. Given: i: i32 = ... ; j: i32 = ... ; k: i32 = i + j; where i32 represents a signed 32-bit integer, discuss what checks you could use to detect whether the i + j addition has overflowed.
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42,117
Discuss how you would manage the memory for the nodes of an AST in C, C++ and Rust. Your answer should discuss how the structure of an AST would affect your memory allocation strategy and explain how your code would attempt to guarantee that memory is reclaimed when no longer needed.
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How would you access the bytes of a double in a language like C? Basically, assuming that the double consists of 8 bytes, we would like to see the value of each individual byte in the double.
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42,119
Until Variable Length Arrays (VLAs) were introduced into C in C99, the only way to represent a dynamically allocated matrix[n][m] in C (which allowed matrix[i][j] indexing), was by having a "ragged" array of n pointers to a vector of m elements. a. Provide a quantitative analysis of the memory overhead of this approach over one where the elements of the matrix are laid out in contiguous memory locations. b. Discuss the performance implications of using this approach.
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{ "intermediate": 0.36449092626571655, "beginner": 0.29145121574401855, "expert": 0.3440578877925873 }
42,120
Given the following buggy initialization loop: void f() { .... int a[10]; int i; for (i = 0; i <= 10; i++) a[i] = 0; ... } Executing the above code may result in an infinite loop. Why?
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{ "intermediate": 0.1798057109117508, "beginner": 0.6633864641189575, "expert": 0.1568077951669693 }
42,121
hi
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{ "intermediate": 0.3246487081050873, "beginner": 0.27135494351387024, "expert": 0.40399640798568726 }
42,122
Have a session table with session_id, step, and timestamp Session_id, step, timestamp [1001, 1, 100] [1002, 1, 200] [1001, 2, 150] write a python to have average consumed time per step.
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{ "intermediate": 0.36965471506118774, "beginner": 0.24597996473312378, "expert": 0.38436535000801086 }
42,123
Почему в следующем коде не изменяется имя хотя я его меняю PROCEDURE ChangeFirmName(old_name IN VARCHAR2, new_name IN VARCHAR2) IS CURSOR cur_firm_name(name_ VARCHAR2) IS SELECT * FROM Firms WHERE firm_name = name_; firm_name_exists_exception EXCEPTION; name VARCHAR2(20); BEGIN FOR i in 1..10 LOOP BEGIN name := new_name; SAVEPOINT start_transaction; OPEN cur_firm_name(new_name); IF cur_firm_name%NOTFOUND THEN UPDATE Firms SET firm_name = new_name WHERE firm_name = old_name; ELSE RAISE firm_name_exists_exception; END IF; COMMIT; EXCEPTION WHEN firm_name_exists_exception THEN ROLLBACK TO start_transaction; name := name || ' (1)'; WHEN OTHERS THEN ROLLBACK TO start_transaction; END; END LOOP; END ChangeFirmName;
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{ "intermediate": 0.2484644055366516, "beginner": 0.560629665851593, "expert": 0.19090592861175537 }
42,124
Please generate unit tests for a function with signature "void gek_vec_init(gek_vec_t *vec, gek_allocator_t *allocator, isize elem_size);"
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{ "intermediate": 0.44605499505996704, "beginner": 0.2471567839384079, "expert": 0.30678823590278625 }
42,125
create uuid without any libs in node js
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{ "intermediate": 0.4309421181678772, "beginner": 0.265710711479187, "expert": 0.30334722995758057 }
42,126
Make an Grandma NPC for Baldi's Basics in Education and Learning. NPCs must be obstacles to challenge or get away from, while Baldi is the only hostile character who possesses the ability to end the game by catching the player themselves in the whole series.
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42,127
# Assuming SWARMPATH is a directory on your local system where you want to install everything SWARMPATH = '/home/studio-lab-user/' !rm -rf $SWARMPATH/StableSwarmUI/dlbackend/ComfyUI/venv/ # Remove the virtual environment directory if it exists !pip install -r $SWARMPATH/StableSwarmUI/dlbackend/ComfyUI/requirements.txt # Install requirements !wget https://dot.net/v1/dotnet-install.sh -O dotnet-install.sh !chmod +x dotnet-install.sh !./dotnet-install.sh --channel 7.0 !./dotnet-install.sh --channel 8.0 !wget https://github.com/cloudflare/cloudflared/releases/latest/download/cloudflared-linux-amd64.deb !dpkg -i cloudflared-linux-amd64.deb # Install Cloudflared with sudo !wget https://github.com/cloudflare/cloudflared/releases/latest/download/cloudflared-linux-amd64.deb !sudo dpkg -i cloudflared-linux-amd64.deb # Download cloudflared prebuilt binary !wget https://github.com/cloudflare/cloudflared/releases/latest/download/cloudflared-linux-amd64 -O cloudflared !chmod +x cloudflared # Now you can use ./cloudflared to run commands import os os.environ['SWARMPATH'] = SWARMPATH %cd $SWARMPATH os.environ['SWARM_NO_VENV'] = 'true' url = "https://github.com/Stability" + "-AI/StableSwarmUI" !git clone $url import os os.environ['DOTNET_SYSTEM_GLOBALIZATION_INVARIANT'] = '1' %cd $SWARMPATH/StableSwarmUI/ !git pull !bash ./launch-linux.sh --launch_mode none --cloudflared-path cloudflared ------- when i run these code in jupyter (sudo is not supportted). there is an error comes. error = /home/studio-lab-user/StableSwarmUI Already up to date. =15:03:42.354 [Init] === StableSwarmUI v0.6.2.0 Starting === 15:03:42.404 [Init] Prepping extension: StableSwarmUI.Builtin_StabilityAPIExtension.StabilityAPIExtension... 15:03:42.415 [Init] Prepping extension: StableSwarmUI.Builtin_ScorersExtension.ScorersExtension... 15:03:42.415 [Init] Prepping extension: StableSwarmUI.Builtin_ImageBatchToolExtension.ImageBatchToolExtension... 15:03:42.416 [Init] Prepping extension: StableSwarmUI.Builtin_GridGeneratorExtension.GridGeneratorExtension... 15:03:42.416 [Init] Prepping extension: StableSwarmUI.Builtin_DynamicThresholding.DynamicThresholdingExtension... 15:03:42.416 [Init] Prepping extension: StableSwarmUI.Builtin_ComfyUIBackend.ComfyUIBackendExtension... 15:03:42.417 [Init] Prepping extension: StableSwarmUI.Builtin_AutoWebUIExtension.AutoWebUIBackendExtension... 15:03:42.444 [Init] Parsing command line... 15:03:42.444 [Init] Loading settings file... 15:03:42.474 [Init] Re-saving settings file... 15:03:42.493 [Init] Applying command line settings... 15:03:42.515 [Init] Prepping options... 15:03:42.670 [Init] Loading models list... 15:03:42.676 [Init] Loading backends... 15:03:42.678 [Init] Loading backends from file... 15:03:42.679 [Init] Prepping API... 15:03:42.681 [Init] Backend request handler loop ready... 15:03:42.682 [Init] Prepping webserver... 15:03:44.118 [Init] Scan for web extensions... 15:03:44.119 [Init] Readying extensions for launch... 15:03:44.120 [Init] Launching server... 15:03:44.120 [Init] Starting webserver on http://localhost:7801 crit: Microsoft.Extensions.Hosting.Internal.ApplicationLifetime[6] An error occurred starting the application System.AggregateException: One or more errors occurred. (An error occurred trying to start process 'cloudflared' with working directory '/home/studio-lab-user/StableSwarmUI'. No such file or directory) ---> System.ComponentModel.Win32Exception (2): An error occurred trying to start process 'cloudflared' with working directory '/home/studio-lab-user/StableSwarmUI'. No such file or directory at System.Diagnostics.Process.ForkAndExecProcess(ProcessStartInfo startInfo, String resolvedFilename, String[] argv, String[] envp, String cwd, Boolean setCredentials, UInt32 userId, UInt32 groupId, UInt32[] groups, Int32& stdinFd, Int32& stdoutFd, Int32& stderrFd, Boolean usesTerminal, Boolean throwOnNoExec) at System.Diagnostics.Process.StartCore(ProcessStartInfo startInfo) at StableSwarmUI.Utils.PublicProxyHandler.Start() in /home/studio-lab-user/StableSwarmUI/src/Utils/ProxyHandler.cs:line 71 at System.Threading.CancellationTokenSource.Invoke(Delegate d, Object state, CancellationTokenSource source) at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state) --- End of stack trace from previous location --- at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.CancellationTokenSource.ExecuteCallbackHandlers(Boolean throwOnFirstException) --- End of inner exception stack trace --- at System.Threading.CancellationTokenSource.ExecuteCallbackHandlers(Boolean throwOnFirstException) at Microsoft.Extensions.Hosting.Internal.ApplicationLifetime.NotifyStarted() 15:03:44.189 [Init] Program is running.
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42,128
can you write me a VBA code to insert into my Worksheet_Change event that will do the following: When I change the value in D3 of sheet 'Order Form', change the Data Validation List in D4 of sheet 'Order Form' which is taken from Suppliers!$B$2:$B$161 to only show list values where Suppliers!$A$2:$A$161 is equal to D3.
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{ "intermediate": 0.7212982773780823, "beginner": 0.1303327977657318, "expert": 0.14836889505386353 }
42,129
Помоги найти ошибку в коде для php 8: function get_auditories($id_lessons) { $auditories = array(); $sql2 = "SELECT DISTINCT `auditorium`.`name` as `name_auditories`, `auditorium`.`id` as `id` FROM `auditorium`, `lessons_auditories` WHERE ((`auditorium`.`id` = `lessons_auditories`.`id_auditories`) AND (`lessons_auditories`.`id_lessons` in (".$id_lessons.")));"; $query2 = $mysqli->query($sql2); while($row2 = mysqli_fetch_array($query2)) { $auditories[] = array("id" => $row2['id'],"name" => $row2['name_auditories']); } return $auditories; }
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{ "intermediate": 0.4077649414539337, "beginner": 0.355251669883728, "expert": 0.23698344826698303 }
42,130
This is my performance metrics {'Area': 3.2104190437614856e-11, 'PowerDissipation': 0.0393065, 'SlewRate': 2.7893815216964812, 'Gain': -44.9189, 'Bandwidth3dB': 605665.0, 'UnityGainFreq': 0.0, 'PhaseMargin': 0.0} I am using the below function 'calculate_reward' in my RL algorithm to achieve my optimized values, in my process, I need to achieve the '7' performance metrics 'area', 'power dissipation', 'DC gain', 'Slew rate', 'Bandwidth3dB', 'Unity gain bandwidth', and 'Phase margin' with in the target performance metrics 'PERFORMANCE_METRICS_TARGET_LOW', 'PERFORMANCE_METRICS_TARGET_HIGH'. In this computation process, the parameters 'area', 'power dissipation' are need to be achieve as much as possible minimum with in the target is better and the parameters 'DC gain', 'Slew rate', 'Bandwidth3dB', 'Unity gain bandwidth', 'Phase margin' are need to be achieve as much as possible maximum with in the target is better. But the present code in the function 'calculate_reward' will treat all the '7' performance metrics as equally to be get maximum with in the target. I need you to alter the code according to my required different minimum and maximum conditions to achieve with the function. # Define the constants and target metrics for reward calculation CircuitEnvironment.PERFORMANCE_METRICS_TARGET_LOW = np.array([3e-10, 0.1, 20, 70, 30e3, 30e6, 65]) CircuitEnvironment.PERFORMANCE_METRICS_TARGET_HIGH = np.array([1e-10, 0.25, 50, 100, 100e3, 100e6, 90]) CircuitEnvironment.LARGE_REWARD = 10 CircuitEnvironment.SMALL_REWARD = 1 CircuitEnvironment.PENALTY = 1 CircuitEnvironment.LARGE_PENALTY = 10 class CircuitEnvironment: def is_performance_metrics_in_target(self, metrics): return np.all(metrics >= self.PERFORMANCE_METRICS_TARGET_LOW) and np.all(metrics <= self.PERFORMANCE_METRICS_TARGET_HIGH) def calculate_reward(self, c_metrics, p_metrics, transistor_regions): # Assuming this is the correct order of metrics metrics_order = ['Area', 'PowerDissipation', 'SlewRate', 'Gain', 'Bandwidth3dB', 'UnityGainFreq', 'PhaseMargin'] current_metrics = np.array([c_metrics[k] for k in metrics_order]) previous_metrics = np.array([p_metrics[k] for k in metrics_order]) reward = 0 # Check if all transistors are in saturation all_in_saturation = all(region == 2 for region in transistor_regions.values()) print("all_in_saturation", all_in_saturation) # Check if the performance metrics is within the target specification performance_metrics_in_target = self.is_performance_metrics_in_target(current_metrics) print("performance_metrics_in_target", performance_metrics_in_target) # Check if the performance metrics is better or worse than before performance_metrics_getting_better = np.all(current_metrics >= previous_metrics) or np.abs(self.PERFORMANCE_METRICS_TARGET_LOW - current_metrics) < np.abs(self.PERFORMANCE_METRICS_TARGET_LOW - previous_metrics) print("performance_metrics_getting_better", performance_metrics_getting_better) # First priority: ideally we want both conditions to be true if performance_metrics_in_target and all_in_saturation: reward += self.LARGE_REWARD # If the performance metrics is not within target, but getting better, give some reward elif not performance_metrics_in_target and performance_metrics_getting_better and all_in_saturation: reward += self.SMALL_REWARD # If the performance metrics is within target but not all transistors are in region 2, # give some reward for at least having the performance metrics in range elif performance_metrics_in_target and not all_in_saturation: reward += self.SMALL_REWARD * 0.5 # If the performance metrics is not in target and not improving or transistors moving away from saturation if not performance_metrics_in_target and not performance_metrics_getting_better or not all_in_saturation: reward -= self.PENALTY # Additional penalty if any transistor is out of region 2 (not in saturation) if not all_in_saturation: penalty_count = sum(1 for region in transistor_regions.values() if region != 2) reward -= self.LARGE_PENALTY * penalty_count return reward
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42,132
how function expression is different from function declaration in JavaScript
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42,133
// SPDX-License-Identifier: MIT pragma solidity ^0.8.20; contract Addresses InStorage { struct Addresses { address zero; address one; address two; } Addresses addresses = Addresses( 0x9ACc1d6Aa9b846083E8a497A661853aaE07F0F00, 0x5B38Da6a701c568545dCfcB03FCB875f56beddC4, OxAb8483F64d9C6d1EcF9b849Ae677dD3315835cb2 ); // input is the storage slot that we want to read function getValInHex(uint256 y) external view returns (bytes32) { bytes32 x; assembly { // assign value of slot y to x x := sload(y) } retrun x; } } An address variable consumes 20 bytes of storage. Structs enable data grouping, reducing the need for multiple storage variables 💽 Given this, what output do you expect when calling getValInHex() with an input of 2?
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{ "intermediate": 0.47052788734436035, "beginner": 0.36997267603874207, "expert": 0.15949943661689758 }
42,134
Convert code to C#: type Person = record name: string; age: integer; end; var p1,p2: Person; begin readln(p1.name,p1.age); writeln(p1.name,' ',p1.age); p2.name := 'Иванов'; p2.age := 20; p1 := p2; writeln(p1.name,' ',p1.age); end.
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{ "intermediate": 0.3911355435848236, "beginner": 0.34639298915863037, "expert": 0.26247143745422363 }
42,135
I am building a site with clojurescript, react, and bootstrap. I want to convert my CSS to in-page Clojure code that works with the bootstrap framework. Here is some code: (ns jimmystore.pages.about-page (:require [reagent.core :as r] [re-frame.core :as rf])) (def about-description "Pellentesque sed rhoncus erat. Integer ut iaculis elit. Vestibulum at ullamcorper nunc. Nullam leo ipsum mattis et dui sit amet finibus rutrum ipsum. In hac habitasse platea dictumst. Proin in bibendum magna in vestibulum magna. Nam lobortis elit sit amet metus pulvinar faucibus. Phasellus placerat lorem non tellus maximus varius. Aliquam congue tellus at mi molestie et eleifend nibh ullamcorper. Cras sem quam faucibus a venenatis a ultricies at elit. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia curae ; Sed porttitor auctor malesuada. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Integer pellentesque commodo ullamcorper." ) (def contact-info [:div [:h3 "Contact Me"] [:h5 "Email: me@website.com"] [:h5 "ABN: 0"]]) (defn page [] [:div.center-align [:div.column-container-style [:div.about-photo [:img {:src "/img/atsui.jpg" :class "img-fluid" :style {:max-height "30rem"}}]] [:div.about-description [:h4 about-description]]] [:div [:hr] contact-info]]) (def page-info {:page-id :about :view #'page}) /* Mobile styles */ @media (max-width: 768px) { .column-container-style { flex-direction: column; align-items: center; } .about-photo, .about-description { width: 100%; } .about-photo img { max-width: 20rem; } .about-description { font-size: 16px; } } .center-align { padding: 20px; width: 100%; max-width: 80rem; margin: 0 auto; font-family: ‘Open Sans’, sans-serif; } .column-container-style { display: flex; justify-content: space-around; align-content: center; max-width: 80rem; } .about-photo { width: 30%; } .about-description { width: 70%; font-size: 20px; }
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{ "intermediate": 0.37822073698043823, "beginner": 0.42231592535972595, "expert": 0.19946330785751343 }
42,136
html5 build defold write to browser console
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42,137
// SPDX-License-Identifier: MIT pragma solidity ^0.8.20; contract AddressesInStorage { struct Addresses { address zero; address one; address two; } Addresses addresses = Addresses( 0x9ACc1d6Aa9b846083E8a497A661853aaE07F0F00, 0x5B38Da6a701c568545dCfcB03FCB875f56beddC4, OxAb8483F64d9C6d1EcF9b849Ae677dD3315835cb2 ); // input is the storage slot that we want to read function getValInHex(uint256 y) external view returns (bytes32) { bytes32 x; assembly { // assign value of slot y to x x := sload(y) } retrun x; } } An address variable consumes 20 bytes of storage. Structs enable data grouping, reducing the need for multiple storage variables 💽 Given this, what output do you expect when calling getValInHex() with an input of 2?
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{ "intermediate": 0.4686641991138458, "beginner": 0.37376734614372253, "expert": 0.15756838023662567 }
42,138
expalin actor critic rl method with code
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{ "intermediate": 0.23997192084789276, "beginner": 0.32764318585395813, "expert": 0.4323849081993103 }
42,139
Outputting into a markdown box and ensuring all markdown formatting tags are shown, please rewrite the contents of the attached file, keeping all formatting the same, including the :: used on lines in each spell but making the text more richly descriptive, keeping more with the theme of the class and subclasses, and matching the style of other dnd 5th edition books, particularly for the spells and abilities. Please also ensure that no two spells or abilities share too similar a name or description and make amendments as needed: # Quantum Arcanist _Quintessential savants of the cosmos, Quantum Arcanists seamlessly weave the enigmatic tapestry of existence with the esoteric principles of Quantum Mechanics. Quirking probabilities, questing through quagmires of parallel realities, or quenching the oscillating waves of quantum flux, they command an awe-inspiring authority that transcends ordinary comprehension._ #### Source of Power Quantum Arcanists draw their power from the fundamental forces that govern the universe. By understanding and manipulating quantum states, they can alter probabilities, warp space-time, and even entangle the fate of creatures across distances. Their power is both a profound scientific discipline and an arcane art, requiring intense study, unparalleled intuition, and a mind unbound by conventional reality. #### Origin The origin of the Quantum Arcanist is as mysterious and complex as the quantum realms they explore. Some say they were the universe's first scholars, born from the cosmic curiosity that sparked creation. Others believe they are the result of an inevitable evolution, as sentient beings strive to understand and control the fabric of reality. Their purpose is as varied as their origins, from seeking ultimate knowledge to protecting the cosmos from unraveling at its quantum seams. ### Creating a Quantum Arcanist Choosing to play a Quantum Arcanist means embracing the mysteries of the universe as your domain. Characters drawn to this class might be intellectuals, rebels against the natural order, or seekers of truth in a chaotic world. Expect a gameplay experience filled with strategic possibilities, as you manipulate the battlefield, defy physics, and explore powers that blur the line between science and magic. #### Quick Build To quickly build a Quantum Arcanist, prioritize your Intelligence score above all else, as it powers your spellcasting and quantum abilities. Next, consider Dexterity or Constitution for improved survival. At first level, choose spells that reflect your character's understanding of quantum mechanics and their approach to manipulating reality. Whether focusing on defensive measures, manipulating probabilities, or bending the laws of physics, your spell choices should mirror your philosophical and tactical inclinations. ## Class Features As a Quantum Arcanist, you gain the following class features. ### Hit Points **Hit Dice:** 1d6 per Quantum Arcanist level **Hit Points at 1st Level:** 6 + your Constitution modifier **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per Quantum Arcanist level after 1st ### Proficiencies **Armor:** Light armor **Weapons:** Simple weapons **Tools:** None **Saving Throws:** Intelligence, Constitution **Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion ### Equipment You start with the following equipment, in addition to the equipment granted by your background: * (a) a quarterstaff or (b) a dagger * (a) a scholar's pack or (b) an explorer's pack * A spellbook ### Quantum Magic At 1st level, you learn the secrets of harnessing quantum magic, allowing you to manipulate the fabric of reality through your understanding of quantum mechanics. #### Spells **Cantrips:** As a Quantum Arcanist, your profound comprehension of quantum phenomena affords you insight into the bedrock of existence itself. You inherently wield the quintessence of quantum forces through the mastery of all five cantrips from the Quantum Arcanist spell list, symbolizing your adeptness in the core tenets of this enigmatic discipline. Moreover, your chosen interpretation of reality imbues you with the ability to channel the essence of two additional cantrips from the subclass expanded spell list, reflecting your unique perspective on the true nature of existence. **Spellcasting:** While many Quantum Arcanists maintain an extensive collection of tomes, scrolls, and arcane treatises containing esoteric knowledge and theories, these are not conventional spellbooks in the traditional sense. Instead, your understanding and interpretation of quantum mechanics grant you access to the spells listed in the main spell list and those of your subclass. As you progress and unlock higher levels of spellcasting, you automatically gain access to the corresponding spells from both lists, reflecting your deepening connection to the fundamental fabric of reality. **Preparing and Casting Spells:** The Quantum Arcanist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. **Spellcasting Ability:** Intelligence is your spellcasting ability for your Quantum Arcanist spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Quantum Arcanist spell you cast and when making an attack roll with one. ### Quantum Arcanist Features #### Quantum Flare At 1st level, you unlock the ability to evoke a dazzling burst of quantum luminescence, distorting the space around you to hinder assailants. As a reaction to being targeted by an attack within 30 feet, you can emit this radiant flare, imposing disadvantage on the attacker's roll as they struggle to perceive their target amidst the shifting quantum energies. #### Aetheric Shift Upon reaching 2nd level, you gain mastery over the aetheric currents, enabling you to effortlessly phase in and out of reality. With a mere thought, you can utilize your action to seamlessly shift your position within 30 feet, bypassing obstacles and evading danger with uncanny agility. #### Temporal Surge Upon attaining 5th level, you harness the temporal currents to surge your body with fleeting bursts of quantum energy. For 1 minute, you gain advantage on Strength and Dexterity saving throws, as the temporal flux enhances your reflexes and strength, allowing you to react with lightning speed and unparalleled agility. #### Echoing Resilience As your understanding of quantum mechanics deepens to 7th level, you gain the ability to resonate with echoes of parallel timelines. While concentrating on a spell, you become attuned to these echoes, gaining resistance to all damage types, as the echoes of alternate timelines shield you from harm. #### Entropic Bond Upon reaching 9th level, you forge an entropic bond with the fabric of reality itself, linking your fate to that of another creature. As an action, you can designate a creature within 60 feet to become entangled with you for 1 minute. While entangled, any damage taken by one creature is evenly distributed between both, creating a symbiotic bond that binds your destinies together. #### Ethereal Flux Upon attaining 11th level, you attune yourself to the ethereal flux, allowing you to shift effortlessly between dimensions. For 1 minute, you can tap into this flux to bolster your defenses, granting yourself advantage on saving throws against spells and other magical effects, as the ethereal energies imbue you with a heightened awareness and resilience. #### Quantum Confluence As your mastery over quantum mechanics reaches its zenith at 13th level, you gain the ability to manipulate the confluence of quantum energies around you. You can alter the fabric of reality within a 30-foot radius, distorting space-time to provide yourself and your allies with cover against ranged attacks and imposing disadvantage on attacks made against you, as the quantum flux shields you from harm. #### Field Attunement As your understanding of quantum mechanics reaches its zenith at 15th level, you achieve mastery over the manipulation of quantum fields. You gain the ability to alter the fabric of reality within a 30-foot radius, granting you and your allies half cover against ranged attacks and imposing disadvantage on attacks made against you, providing unparalleled protection on the battlefield. #### Quantum Thaum Theory Upon reaching 18th level, you achieve complete understanding of the relationship between quantum fields and the raw magical power of the world, transcending mortal limitations to commune with the very fabric of the Weave and control the mediator of its force, the Thaum Boson. You can cast any spell from the wizard spell list without the need for preparation, once per long rest. Additionally, you can replenish expended spell slots by spending 1 minute in meditation, restoring a combined level of spell slots equal to twice your proficiency bonus, as the cosmic energies bend to your will, granting you unparalleled mastery over the arcane. ### Quantum Arcanist Spell List #### Quantum Spark *Evocation Cantrip* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: V, S **Duration:** :: Instantaneous You conjure a small spark of quantum energy and hurl it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage. #### Entropic Strike *Transmutation Cantrip* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V **Duration:** :: Instantaneous Your melee weapon becomes imbued with entropic uncertainty. On your next weapon attack made before the end of your next turn, you can choose to roll an additional 1d4 and add the result to the attack's damage roll. #### Probability Flux *Divination Cantrip* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S **Duration:** :: Instantaneous You briefly alter the probability of nearby events. Choose one creature within 30 feet of you. That creature gains advantage on the next attack roll, ability check, or saving throw it makes before the end of its next turn. #### Quantum Phantasm *Illusion Cantrip* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: S, M (a small piece of glass) **Duration:** :: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion can't create any effect that requires a saving throw. If the object produces sound, its volume can range from a whisper to a scream. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. #### Quantum Grasp *Conjuration Cantrip* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: V, S **Duration:** :: Instantaneous You conjure a spectral hand made of quantum energy within range. You can use your action to control the hand, performing simple tasks like picking up an object weighing no more than 10 pounds, opening an unlocked door or container, stowing or retrieving an item from an open container, or pouring the contents out of a vial. #### Quantum Flux *1st-level Transmutation* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: V, S **Duration:** :: Instantaneous You manipulate the uncertainty of quantum states around one target within range, causing one of several random effects to occur. Roll a d4 to determine the effect: 1. The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier. 2. The target's speed is halved until the end of its next turn. 3. The target takes 1d6 psychic damage. 4. The target is blinded until the end of its next turn. #### Quantum Duality *1st-level Illusion* **Casting Time:** :: 1 bonus action **Range:** :: Self **Components:** :: V, S **Duration:** :: 1 round You cause yourself to occupy multiple positions simultaneously. The next attack roll, saving throw, or ability check you make before the end of the spell has advantage, as you momentarily benefit from being in the most favorable position. #### Quantum Leap *2nd-level Conjuration* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S **Duration:** :: Instantaneous You teleport up to 60 feet to an unoccupied space that you can see. Alternatively, if you are carrying an object that weighs up to 10 pounds, you can teleport it to a destination within range instead of yourself. #### Quantum Tether *2nd-level Enchantment* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: V, S, M (a pair of entangled quantum particles) **Duration:** :: 1 hour You link two creatures you can see within range. For the duration, as long as the creatures are within the same plane of existence, they can transfer health or conditions (being blinded, poisoned, etc.) from one to the other as a bonus action. Each transfer uses 5 feet of the recipient's movement on their next turn. #### Observer's Paradox *3rd-level Divination* **Casting Time:** :: 1 reaction, which you take when you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw **Range:** :: 60 feet **Components:** :: V, S **Duration:** :: Instantaneous You force the creature to reroll the d20 and must use the new roll. This spell can be used after the original roll, but before the outcome is determined. #### Quantum Interference *3rd-level Conjuration* **Casting Time:** :: 1 action **Range:** :: 90 feet **Components:** :: V, S, M (a prism) **Duration:** :: Concentration, up to 1 minute You create a zone of overlapping quantum states in a 20-foot-radius sphere centered on a point you choose within range. Creatures within the area must make an Intelligence saving throw. On a failed save, a creature treats all the terrain as difficult terrain, has disadvantage on attack rolls, and cannot take reactions until it leaves the sphere or the spell ends. #### Entropic Decay *4th-level Necromancy* **Casting Time:** :: 1 action **Range:** :: 90 feet **Components:** :: V, S, M (a pinch of rust) **Duration:** :: Instantaneous You accelerate decay in a 20-foot-radius sphere centered on a point within range. Each creature in that area must make a Constitution saving throw, taking 6d8 necrotic damage on a failed save, or half as much damage on a successful one. #### Quantum Aegis *4th-level Abjuration* **Casting Time:** :: 1 bonus action **Range:** :: Self **Components:** :: V, S **Duration:** :: 1 minute You generate a shield of fluctuating quantum energy around yourself, granting you resistance to all damage types until the spell ends. #### Waveform Collapse *5th-level Evocation* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: V, S, M (a small mirror) **Duration:** :: Instantaneous You collapse the wavefunction of a creature you can see within range, forcing it into a single quantum state. The target must make a Wisdom saving throw. On a failed save, it takes 10d10 psychic damage and is stunned until the end of your next turn. On a successful save, it takes half as much damage and isn't stunned. #### Quantum Tunnel *5th-level Conjuration* **Casting Time:** :: 1 action **Range:** :: 120 feet **Components:** :: V, S, M (a piece of quartz) **Duration:** :: Concentration, up to 1 minute You create an area of quantum instability in a 30-foot cube centered on a point you choose within range. The area becomes difficult terrain. Creatures that start their turn in the area or enter it for the first time on a turn must make a Dexterity saving throw. On a failed save, a creature is teleported to an unoccupied space of your choice that you can see within the area. On a successful save, the creature is not teleported. #### Schrödinger's Catastrophe *6th-level Conjuration* **Casting Time:** :: 1 action **Range:** :: 150 feet **Components:** :: V, S, M (a sealed box containing a substance poisonous to a cat) **Duration:** :: Instantaneous You create a zone of quantum uncertainty in a 40-foot-radius sphere centered on a point you choose within range. For the duration, the area becomes a chaotic zone of potential outcomes. At the start of your turn, roll a d6 to determine the effect that occurs: 1. An explosion of force deals 5d6 force damage to all creatures in the area. 2. A wave of healing energy restores 3d6 hit points to all creatures in the area. 3. A burst of speed grants all creatures in the area an additional action on their next turn. 4. A distortion in perception causes all creatures in the area to be blinded until the end of their next turn. 5. An intense gravity well pulls all creatures in the area prone. 6. A temporal shift causes all creatures in the area to either lose or gain a turn (determined by a coin flip). #### Probability Manipulation *6th-level Divination* **Casting Time:** :: 1 action **Range:** :: Self (30-foot radius) **Components:** :: V, S **Duration:** :: Concentration, up to 1 minute You alter the probabilities of success and failure within a 30-foot radius sphere centered on yourself. For the duration, all attack rolls, ability checks, and saving throws made by creatures of your choice within the area have advantage. #### Quantum Entropy Blast *6th-level Evocation* **Casting Time:** :: 1 action **Range:** :: 150 feet **Components:** :: V, S, M (a crystal prism) **Duration:** :: Instantaneous You unleash a wave of quantum energy that disrupts the fabric of reality, dealing 12d10 force damage to each creature in a 30-foot cone originating from a point you choose within range. A creature that succeeds on a Dexterity saving throw takes half damage. #### Heisenberg's Paradox *7th-level Enchantment* **Casting Time:** :: 1 action **Range:** :: 120 feet **Components:** :: V, S, M (a pair of dice) **Duration:** :: Concentration, up to 1 minute You increase the uncertainty in the outcome of actions taken by creatures of your choice within range. Until the spell ends, all attacks and checks made by those creatures are made with disadvantage. #### Temporal Phase Shift *7th-level Transmutation* **Casting Time:** :: 1 action **Range:** :: Touch **Components:** :: V, S, M (a piece of hourglass) **Duration:** :: 1 round You shift the target slightly out of time, rendering it incorporeal and immune to all damage and effects until the start of your next turn. #### Quantum Singularity *8th-level Conjuration* **Casting Time:** :: 1 action **Range:** :: 120 feet **Components:** :: V, S, M (a black hole miniature) **Duration:** :: Concentration, up to 1 minute You create a point of intense gravitational pull at a point you can see within range. Each creature within a 20-foot radius sphere centered on that point must succeed on a Strength saving throw or be pulled 20 feet towards the singularity and take 8d10 force damage. #### Quantum Superposition *8th-level Illusion* **Casting Time:** :: 1 action **Range:** :: Self (60-foot radius) **Components:** :: V, S, M (a small prism) **Duration:** :: Concentration, up to 1 minute You cast a field that puts all creatures within it in a state of quantum superposition. Until the spell ends, affected creatures are simultaneously invisible and intangible, yet they can observe their surroundings normally. #### Quantum Supremacy *9th-level Transmutation* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S **Duration:** :: Instantaneous You alter the fabric of reality to your will, allowing you to duplicate any lower-level quantum arcanist spell without expending a spell slot. The duplicated spell's level must be equal to or less than the level of the spell slot expended to cast Quantum Supremacy. #### Planck Energy Discharge *9th-level Evocation* **Casting Time:** :: 1 action **Range:** :: 120 feet **Components:** :: V, S, M (a tiny orb made of compressed matter) **Duration:** :: Instantaneous You release a devastating burst of energy that obliterates matter at a molecular level in a 60-foot radius sphere centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw, taking 12d10 force damage on a failed save, or half as much damage on a successful one. ## Quantum Interpretations As a Quantum Arcanist, your understanding of the universe is shaped by the enigmatic principles of quantum mechanics. These principles offer various interpretations, each providing a unique perspective on reality. By delving into different interpretations, you can unlock specialized knowledge and abilities, allowing you to tailor your approach to the arcane arts. Within the class, aspiring quantum arcanists can choose from three distinct subclasses, each offering a unique path to mastery over the fundamental forces of the universe. The Copenhagen Enforcer specializes in manipulating probabilities and quantum states, enabling them to control the outcome of events and protect themselves in combat. Those who choose this path gain the ability to create defensive fields of quantum distortion and unleash devastating bursts of entropic energy. In contrast, the Many-Worlds Navigator focuses on traversing parallel realities and manipulating the multiverse to their advantage. By creating illusory duplicates and shifting between multiple realities, they become elusive and difficult to target. Finally, the Pilot-Wave Pathfinder specializes in enhancing movement and control over the battlefield by manipulating pilot waves. They distort enemy waveforms, surge with pilot-wave energy to move gracefully, and even exert control over reality itself within their immediate surroundings. Choosing a subclass not only defines a character's abilities but also shapes their role and playstyle within the world of quantum magic. ### Interpretation Shift Changing your interpretation of quantum mechanics is a profound endeavor that requires dedicated study and contemplation. To shift your perspective, you must have access to your tomes, books of research, or other suitable sources of knowledge. Additionally, you need private study time equal to twice your current level. During this period, you immerse yourself in the intricacies of your chosen interpretation, unraveling its mysteries and adapting your magical techniques accordingly. Once the study is complete, you seamlessly transition to your new interpretation, harnessing its power to shape your magical abilities. ## Copenhagen Enforcer _The Copenhagen Enforcer subclass focuses on manipulating probabilities and quantum states to control the outcome of events._ #### Quantum Distortion Beginning at 3rd level, you harness quantum distortion to create a protective field around yourself. While not wearing heavy armor, you gain a +1 bonus to AC. Additionally, as a reaction, when you are hit by an attack you can impose disadvantage on that attack roll, or give yourself advantage on a saving throw. #### Entropic Blast Upon reaching 6th level, you unlock the ability to release a burst of entropic energy. You can use your action to unleash this blast in a 20-foot-radius sphere centered on a point you choose within 60 feet of you. Each creature in that area must make a Dexterity saving throw, taking 6d10 force damage on a failed save, or half as much damage on a successful one. #### Quantum Collapse At 10th level, you gain mastery over the manipulation of quantum probabilities. Once per turn, when you roll damage for a spell, you can reroll any of the damage dice. You must use the new roll, and you can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses after finishing a long rest. #### Quantum Entanglement Upon attaining 14th level, you achieve a profound connection with the quantum fabric of reality. Whenever you deal damage to a creature with a spell, you can choose another creature within 30 feet of the target. The chosen creature takes psychic damage equal to half the damage dealt to the original target. Additionally, the original target must make a Wisdom saving throw or be stunned until the end of your next turn. #### Quantum Arbiter At 17th level, you become the arbiter of probability, shaping the outcomes of events to your will. You gain the ability to reroll any saving throw or attack roll you make, choosing which roll to use. Once you use this feature, you can't use it again until you finish a short or long rest. #### Quantum Apex Upon reaching 20th level, you ascend to the pinnacle of quantum mastery. You can cast the wish spell without expending a spell slot. After casting wish in this way, you can't do so again until you finish a long rest or next roll initiative. ### Copenhagen Enforcer Expanded Spell List #### Probability Distortion *Divination Cantrip* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S **Duration:** :: Instantaneous You briefly alter the probability of nearby events. Choose one creature within 30 feet of you. That creature gains disadvantage on the next attack roll, ability check, or saving throw it makes before the end of its next turn. #### Observer's Gaze *Divination Cantrip* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S **Duration:** :: Concentration, up to 1 minute You extend your senses into the quantum realm, granting you the ability to perceive events around you more clearly. For the duration, you gain advantage on Wisdom (Perception) checks. #### Quantum Anchor *1st-level Abjuration* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S **Duration:** :: Concentration, up to 1 minute You anchor yourself to the fabric of reality, making it harder for enemies to dislodge you. For the duration, you gain resistance to all damage types. #### Quantum Distortion Field *2nd-level Abjuration* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S **Duration:** :: Concentration, up to 1 minute You create a field of quantum distortion around yourself, causing attacks made against you to have disadvantage. Additionally, you can use your reaction to impose disadvantage on an attack made by a creature within 30 feet of you. #### Entropic Blast *3rd-level Evocation* **Casting Time:** :: 1 action **Range:** :: 120 feet **Components:** :: V, S **Duration:** :: Instantaneous You unleash a burst of entropic energy at a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw, taking 6d10 force damage on a failed save, or half as much damage on a successful one. #### Quantum Lockdown *4th-level Abjuration* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: V, S, M (a lock and key) **Duration:** :: Concentration, up to 1 minute You lock down the quantum states of creatures in a 20-foot-radius sphere centered on a point within range. Each creature in that area must succeed on an Intelligence saving throw or have its movement speed reduced to 0 and be unable to teleport or use etherealness until the spell ends. #### Quantum Mirror *5th-level Illusion* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S, M (a mirror) **Duration:** :: Concentration, up to 1 minute You create illusory duplicates of yourself that move with you, confusing enemies. For the duration, whenever a creature targets you with an attack or a harmful spell, it must roll a d20 to determine whether it targets you or one of the duplicates. #### Chaos Unleashed *6th-level Evocation* **Casting Time:** :: 1 action **Range:** :: 150 feet **Components:** :: V, S, M (a chaos symbol) **Duration:** :: Concentration, up to 1 minute You release a wave of chaotic energy at a point you choose within range. Each creature in a 30-foot-radius sphere centered on that point must make a Wisdom saving throw, taking 8d10 psychic damage on a failed save, or half as much damage on a successful one. #### Quantum Shatter *7th-level Evocation* **Casting Time:** :: 1 action **Range:** :: 120 feet **Components:** :: V, S **Duration:** :: Instantaneous You shatter the quantum coherence of creatures in a 30-foot-radius sphere centered on a point within range. Each creature in that area must make a Constitution saving throw, taking 10d10 force damage on a failed save, or half as much damage on a successful one. #### Quantum Collapse *8th-level Necromancy* **Casting Time:** :: 1 action **Range:** :: 120 feet **Components:** :: V, S, M (a vial of black liquid) **Duration:** :: Instantaneous You cause the quantum states of creatures in a 40-foot-radius sphere centered on a point within range to collapse, dealing 12d8 necrotic damage to each creature in that area. #### Reality Warp *9th-level Transmutation* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S, M (a shard of a fractured reality) **Duration:** :: Concentration, up to 1 minute You warp reality around yourself, distorting time and space. For the duration, you gain the following benefits: - You gain resistance to all damage types. - You can teleport up to 60 feet to an unoccupied space you can see as a bonus action. - You can take an additional action on each of your turns. ## Many-Worlds Navigator _The Many-Worlds Navigator subclass focuses on traversing parallel realities and manipulating the multiverse to their advantage._ #### Quantum Echo Beginning at 3rd level, once per short rest you can create illusory duplicates of yourself that move with you and confuse enemies for 1 minute. For the duration, whenever a creature targets you with an attack or a harmful spell, it must roll a d20. On a roll of 11 or higher, it targets you. On a roll of 10 or lower, it targets one of your duplicates. #### Multiversal Shift Upon reaching 6th level, you can for 1 minute shift between multiple parallel realities, making it difficult for enemies to target you. For the duration, attacks made against you have disadvantage, and you have advantage on saving throws against spells and other magical effects. You must complete a short rest before you can use this ability again. #### Multiverse Traversal At 10th level, you gain the ability to traverse the multiverse at will. As an action, you can cast the plane shift spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest. #### Multiversal Convergence Upon attaining 14th level, once per short rest you can harness the power of multiple parallel realities, causing them to converge around you. For 1 minute, you gain resistance to all damage, and whenever a creature targets you with an attack or a harmful spell, it must roll a d20. On a roll of 10 or lower, it targets one of your duplicates. #### Multiversal Mastery At 17th level, you achieve unparalleled mastery over the multiverse. You can cast the gate spell without expending a spell slot. After casting gate in this way, you can't do so again until you finish a long rest. Additionally, when you roll initiative and have no uses of Multiversal Mastery remaining, you regain one use. #### Quantum Nexus Upon reaching 20th level, you become a nexus of quantum energy, transcending the boundaries of reality. You can cast the astral projection spell without expending a spell slot. After casting astral projection in this way, you can't do so again until you finish a long rest or next roll initiative. ### Many-Worlds Navigator Expanded Spell List #### Multiverse Echo *Evocation Cantrip* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: V, S **Duration:** :: Instantaneous You create an echo of your actions across multiple parallel realities. Choose one creature within range. It takes 1d4 force damage as echoes of your action reverberate through the multiverse. #### Parallel Sight *Divination Cantrip* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S **Duration:** :: 1 minute You briefly attune your vision to see glimpses of alternate realities. For the duration, you can see into the Ethereal Plane up to 60 feet away as if it were normally visible. #### Dimensional Shift *1st-level Conjuration* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S **Duration:** :: Instantaneous You briefly shift between realities, allowing you to avoid danger. You can move up to 30 feet to an unoccupied space you can see. #### Quantum Echo *2nd-level Illusion* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S **Duration:** :: Concentration, up to 1 minute You create illusory duplicates of yourself that move with you, confusing enemies. For the duration, whenever a creature targets you with an attack or a harmful spell, it must roll a d20 to determine whether it targets you or one of the duplicates. #### Quantum Echo Blast *3rd-level Evocation* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S, M (a piece of reflective glass) **Duration:** :: Instantaneous You unleash a burst of energy from your duplicates, creating a chaotic blast of force. Each creature of your choice within 15 feet of one of your duplicates must make a Dexterity saving throw, taking 5d10 force damage on a failed save, or half as much damage on a successful one. #### Multiversal Shift *4th-level Conjuration* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S, M (a small multiverse model) **Duration:** :: Concentration, up to 1 minute You shift between multiple parallel realities, making it difficult for enemies to target you. For the duration, attacks made against you have disadvantage, and you have advantage on saving throws against spells and other magical effects. #### Quantum Echo Surge *5th-level Evocation* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S, M (a shattered mirror) **Duration:** :: Concentration, up to 1 minute You empower your duplicates with unstable quantum energy, causing them to explode when struck. For the duration, whenever a duplicate of yours is hit by an attack or a spell that deals damage, it explodes in a burst of force. Each creature within 10 feet of the duplicate must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one. #### Multiversal Shatter *6th-level Evocation* **Casting Time:** :: 1 action **Range:** :: 150 feet **Components:** :: V, S, M (a shattered multiverse model) **Duration:** :: Instantaneous You shatter the fabric of reality in a 30-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw, taking 10d10 force damage on a failed save, or half as much damage on a successful one. #### Quantum Echo Storm *7th-level Evocation* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S, M (a shard of a mirror from each reality) **Duration:** :: Concentration, up to 1 minute You unleash a torrent of quantum energy from your duplicates, creating a chaotic storm of force. For the duration, whenever a creature starts its turn within 30 feet of one of your duplicates, it must make a Constitution saving throw, taking 8d10 force damage on a failed save, or half as much damage on a successful one. #### Multiverse Collapse *8th-level Evocation* **Casting Time:** :: 1 action **Range:** :: 120 feet **Components:** :: V, S, M (a miniature replica of the multiverse) **Duration:** :: Instantaneous You collapse the quantum states of creatures in a 40-foot-radius sphere centered on a point within range. Each creature in that area must make a Wisdom saving throw, taking 12d8 force damage on a failed save, or half as much damage on a successful one. #### Multiversal Convergence *9th-level Conjuration* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S, M (an ancient artifact representing the convergence of realities) **Duration:** :: Concentration, up to 1 minute You harness the power of multiple parallel realities, causing them to converge around you. For the duration, you gain the following benefits: - Your AC increases by 5. - You have advantage on all saving throws. - Whenever a creature targets you with an attack or a harmful spell, it must roll a d20 to determine whether it targets you or one of your duplicates. On a roll of 10 or lower, it targets a duplicate. ## Pilot-Wave Pathfinder _The Pilot-Wave Pathfinder subclass focuses on manipulating pilot waves to enhance movement and control over the battlefield._ #### Waveform Distortion Beginning at 3rd level, you distort the waveforms of creatures in a 15-foot-radius sphere centered on a point within 60 feet of you. Each creature in that area must make an Intelligence saving throw or have disadvantage on attack rolls and ability checks until the end of your next turn. #### Pilot-Wave Surge Upon reaching 6th level, you surge with pilot-wave energy, allowing you to move with extraordinary grace. For the duration, your movement doesn't provoke opportunity attacks, and you can move through the space of any creature that is of Large size or smaller. #### Waveform Collapse At 10th level, you gain the ability to collapse the wavefunctions of creatures, forcing them into a single quantum state. Once per turn, when you deal damage to a creature with a spell, you can force it to make a Wisdom saving throw. On a failed save, the creature is stunned until the end of your next turn. #### Pilot-Wave Dominion Upon attaining 14th level, you become the master of the pilot-wave field around you, exerting control over reality itself. For 1 minute, you gain immunity to all damage, and you can use your action to manipulate the environment within 1 mile of you, altering terrain, creating barriers, or reshaping objects as you see fit. #### Quantum Current At 17th level, you tap into the flow of pilot-wave energy, becoming a conduit of unstoppable momentum. You can cast the time stop spell without expending a spell slot. After casting time stop in this way, you can't do so again until you finish a long rest. Additionally, when you roll initiative and have no uses of Quantum Current remaining, you regain one use. #### Waveform Mastery Upon reaching 20th level, you achieve unparalleled mastery over pilot-wave manipulation. You can cast the reality warp spell without expending a spell slot. After casting reality warp in this way, you can't do so again until you finish a long rest. Additionally, when you roll initiative and have no uses of Waveform Mastery remaining, you regain one use. ### Pilot-Wave Pathfinder Expanded Spell List #### Particle Surge *Evocation Cantrip* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S **Duration:** :: Instantaneous You channel the energy of quantum particles to enhance your movements. For the next minute, your movement speed increases by 10 feet. #### Waveform Echo *Illusion Cantrip* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S **Duration:** :: Instantaneous You leave behind a faint echo of yourself as you move, confusing enemies. Until the end of your turn, you gain a +2 bonus to AC against the next attack made against you. #### Pilot-Wave Resonance *1st-level Transmutation* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S **Duration:** :: Concentration, up to 1 minute You attune yourself to the underlying pilot waves of reality, allowing you to move with extraordinary grace. For the duration, your movement doesn't provoke opportunity attacks, and you can move through the space of any creature that is of Large size or smaller. #### Waveform Distortion *2nd-level Illusion* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: V, S, M (a small crystal prism) **Duration:** :: Concentration, up to 1 minute You distort the waveforms of creatures in a 15-foot-radius sphere centered on a point within range. Each creature in that area must make an Intelligence saving throw or have disadvantage on attack rolls and ability checks until the spell ends. #### Pilot-Wave Surge *3rd-level Transmutation* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S, M (a crystal prism) **Duration:** :: Concentration, up to 1 minute You surge with pilot-wave energy, allowing you to move with extraordinary grace. For the duration, your movement doesn't provoke opportunity attacks, and you can move through the space of any creature that is of Large size or smaller. #### Waveform Collapse *4th-level Illusion* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: V, S, M (a crystal prism) **Duration:** :: Concentration, up to 1 minute You collapse the wavefunctions of creatures in a 20-foot-radius sphere centered on a point within range, forcing them into a single quantum state. Each creature in that area must make a Wisdom saving throw or be stunned until the end of your next turn. #### Waveform Pulse *5th-level Evocation* **Casting Time:** :: 1 action **Range:** :: Self (30-foot radius) **Components:** :: V, S, M (a crystal prism) **Duration:** :: Instantaneous You release a pulse of pilot-wave energy that radiates outward from you, disrupting the waveforms of nearby creatures. Each creature of your choice within range must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one. #### Waveform Convergence *6th-level Transmutation* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S, M (a crystal prism) **Duration:** :: Concentration, up to 1 minute You manipulate the pilot waves around you, causing them to converge and enhance your abilities. For the duration, you gain a +3 bonus to AC and saving throws, and your movement speed doubles. #### Pilot-Wave Rift *7th-level Conjuration* **Casting Time:** :: 1 action **Range:** :: 120 feet **Components:** :: V, S, M (a crystal prism) **Duration:** :: Concentration, up to 1 minute You create a rift in the pilot-wave field at a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw or be teleported to a random location within 1 mile of their current position. #### Pilot-Wave Conduit *8th-level Transmutation* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S, M (a crystal prism) **Duration:** :: Concentration, up to 1 hour You become a conduit for pilot-wave energy, granting you incredible power and resilience. For the duration, you gain the following benefits: - You are immune to all damage. - You can move through other creatures and objects as if they were difficult terrain. - You can take an additional action on each of your turns. #### Waveform Dominion *9th-level Transmutation* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S, M (a crystal prism) **Duration:** :: Concentration, up to 1 minute You become the master of the pilot-wave field around you, exerting control over reality itself. For the duration, you gain the following benefits: - You can use your action to manipulate the environment within 1 mile of you, altering terrain, creating barriers, or reshaping objects as you see fit. - You can use your bonus action to teleport to any location within 1 mile of you. - You can use your reaction to force any creature within 1 mile of you to reroll an attack roll, ability check, or saving throw, taking the lower of the two results.
af36fdd8854a54c4016008f79bf55dd6
{ "intermediate": 0.44482356309890747, "beginner": 0.35931429266929626, "expert": 0.19586212933063507 }
42,140
Traceback (most recent call last): File "D:\xsx\main_bot.py", line 1, in <module> from telegram.ext import Updater, CommandHandler, MessageHandler, Filters ImportError: cannot import name 'Filters' from 'telegram.ext' (D:\py\Python3\lib\site-packages\telegram\ext\__init__.py) 这是除了什么问题
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{ "intermediate": 0.6560548543930054, "beginner": 0.1679079383611679, "expert": 0.17603717744350433 }
42,141
как сделать доступ всем пользователем public для просмотра таблицы view в oracle
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{ "intermediate": 0.2829524278640747, "beginner": 0.24346281588077545, "expert": 0.47358477115631104 }
42,142
Error at line 41: PLS-00103: Encountered the symbol “COMPUTERS” when expecting one of the following: := . ( @ % ; Error at line 47: PLS-00103: Encountered the symbol “end-of-file” when expecting one of the following: end not pragma final instantiable persistable order overriding static member constructor map Error at line 44: PLS-00103: Encountered the symbol “END” when expecting one of the following: begin function pragma procedure subtype type current cursor delete exists prior The symbol "begin was inserted before “END” to continue. CREATE OR REPLACE PACKAGE CreatingDataBase IS PROCEDURE Filling; PROCEDURE Deleting; END CreatingDataBase; / CREATE OR REPLACE PACKAGE BODY CreatingDataBase IS PROCEDURE Filling IS BEGIN INSERT INTO Firms (firm_id, firm_name) VALUES (1, ‘Apple’); INSERT INTO Firms (firm_id, firm_name) VALUES (2, ‘HP’); INSERT INTO Firms (firm_id, firm_name) VALUES (3, ‘Dell’); INSERT INTO Firms (firm_id, firm_name) VALUES (4, ‘Lenovo’); INSERT INTO ComputerTypes (type_id, type_name) VALUES (1, ‘Laptop’); INSERT INTO ComputerTypes (type_id, type_name) VALUES (2, ‘Desktop’); INSERT INTO ComputerTypes (type_id, type_name) VALUES (3, ‘Tablet’); – Apple Laptop INSERT INTO Computers (computer_id, frequency, type_id, firm_id) VALUES (1, 2100, 1, 1); – HP Desktop INSERT INTO Computers (computer_id, frequency, type_id, firm_id) VALUES (2, 2600, 2, 2); – Dell Laptop INSERT INTO Computers (computer_id, frequency, type_id, firm_id) VALUES (3, 2400, 1, 3); – Lenovo Tablet INSERT INTO Computers (computer_id, frequency, type_id, firm_id) VALUES (4, 1800, 3, 4); – HP Laptop INSERT INTO Computers (computer_id, frequency, type_id, firm_id) VALUES (5, 2000, 1, 2); END Filling; PROCEDURE Deleting IS BEGIN TRUNCATE computers; TRUNCATE computerTypes; TRUNCATE firms; END Deleting; END CreatingDataBase;
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{ "intermediate": 0.39449894428253174, "beginner": 0.31785109639167786, "expert": 0.287649929523468 }
42,143
How to solve this issue? 175.8 Bundler could not find compatible versions for gem "actionpack": 175.8 In Gemfile: 175.8 csv_builder was resolved to 2.1.3, which depends on 175.8 actionpack (>= 3.0.0) 175.8 175.8 jquery-fileupload-rails was resolved to 1.0.0, which depends on 175.8 actionpack (>= 3.1) 175.8 175.8 rails (= 5.2.1) was resolved to 5.2.1, which depends on 175.8 actionpack (= 5.2.1) 175.8 175.8 sprockets-rails (>= 3.1.0) was resolved to 3.2.2, which depends on 175.8 actionpack (>= 4.0) 175.8
958175e3a8389477183bce65c31864d7
{ "intermediate": 0.5027723908424377, "beginner": 0.33141401410102844, "expert": 0.1658136248588562 }
42,144
Error at line 36: PLS-00103: Encountered the symbol "COMPUTERS" when expecting one of the following: := . ( @ % ; Error at line 42: PLS-00103: Encountered the symbol "end-of-file" when expecting one of the following: end not pragma final instantiable persistable order overriding static member constructor map Error at line 39: PLS-00103: Encountered the symbol "END" when expecting one of the following: begin function pragma procedure subtype type <an identifier> <a double-quoted delimited-identifier> current cursor delete exists prior The symbol "begin was inserted before "END" to continue. CREATE OR REPLACE PACKAGE CreatingDataBase IS PROCEDURE Filling; PROCEDURE Deleting; END CreatingDataBase; / CREATE OR REPLACE PACKAGE BODY CreatingDataBase IS PROCEDURE Filling IS BEGIN INSERT INTO Firms (firm_id, firm_name) VALUES (1, 'Apple'); INSERT INTO Firms (firm_id, firm_name) VALUES (2, 'HP'); INSERT INTO Firms (firm_id, firm_name) VALUES (3, 'Dell'); INSERT INTO Firms (firm_id, firm_name) VALUES (4, 'Lenovo'); INSERT INTO ComputerTypes (type_id, type_name) VALUES (1, 'Laptop'); INSERT INTO ComputerTypes (type_id, type_name) VALUES (2, 'Desktop'); INSERT INTO ComputerTypes (type_id, type_name) VALUES (3, 'Tablet'); INSERT INTO Computers (computer_id, frequency, type_id, firm_id) VALUES (1, 2100, 1, 1); INSERT INTO Computers (computer_id, frequency, type_id, firm_id) VALUES (2, 2600, 2, 2); INSERT INTO Computers (computer_id, frequency, type_id, firm_id) VALUES (3, 2400, 1, 3); INSERT INTO Computers (computer_id, frequency, type_id, firm_id) VALUES (4, 1800, 3, 4); INSERT INTO Computers (computer_id, frequency, type_id, firm_id) VALUES (5, 2000, 1, 2); END Filling; PROCEDURE Deleting IS BEGIN TRUNCATE computers; TRUNCATE computerTypes; TRUNCATE firms; END Deleting; END CreatingDataBase;
e8df28ea38edcd70e20eb77a1774bb41
{ "intermediate": 0.34724849462509155, "beginner": 0.37303581833839417, "expert": 0.2797156572341919 }
42,145
mi a1800 routerın dhcp config dosyası bu; 12:58 60 Welcome to Alpine! option domainneeded '1' option boguspriv '1' option filterwin2k '0' option localise_queries '1' option rebind protection 'O' option rebind. _localhost '1' option local '/lan/' option expandhosts '1' option nonegcache '0' option authoritative '1' option readethers '1' option leasefile '/tmp/dhop.leases' option resolvfile '/tmp/resolv.conf.auto' option nonwildcard '1' option localservice '1' config odhopd 'odhopd' option maindhop '0' option leasefile '/tmp/hosts/odhopd' option leasetrigger '/usr/sbin/odhopd-upda option loglevel '4' config dnsmasq option domainneeded '1' option boguspriv '1' option filterwin2k '0' option localise_queries '1' option. rebind_protection 'o' option rebind_localhost '1' option local '/lan/' option expandhosts '1' option nonegcache 'o' option authoritative '1' option readethers '1' option leasefile '/tmp/dhop.leases' option resolvfile '/tmp/resolv.conf.auto' option nonwildcard '1' option localservice '1' config odhopd 'odhopd' option maindhop '0' option leasefile '/tmp/hosts/odhcpd' option leasetrigger '/usr/sbin/odhcpd-upda option loglevel '4' option start '192.168.1.100' option limit '192.168.1.200'
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{ "intermediate": 0.3763553202152252, "beginner": 0.28252604603767395, "expert": 0.3411186635494232 }
42,146
как добавить каскадное удаление для двух таблиц CREATE TABLE Firms ( firm_id INT PRIMARY KEY NOT NULL, firm_name VARCHAR(50) ); CREATE TABLE Computers ( computer_id INT PRIMARY KEY NOT NULL, frequency NUMBER, type_name VARCHAR(50), firm_id INT, FOREIGN KEY (firm_id) REFERENCES Firms(firm_id) );
c1cfd3fcc6c25530987723e9d25745e8
{ "intermediate": 0.3773655295372009, "beginner": 0.25032180547714233, "expert": 0.37231260538101196 }
42,147
Here is my code: (ns jimmystore.pages.home-page (:require [reagent.core :as r] [re-frame.core :as rf])) (defn- cover-photo [] [:div.text-center [:img {:src "/img/home_cover_photo.jpg" :class "img-fluid" :style {:max-height "50rem"}}]]) (defn- buttons [] [:div.d-flex.justify-content-center [:button {:type :button :class "btn btn-outline-warning m-2" :style {:width "16rem"}} "Photo Print"] [:button {:type :button :class "btn btn-outline-warning m-2" :style {:width "16rem"}} "Commission"] [:button {:type :button :class "btn btn-outline-warning m-2" :style {:width "16rem"}} "About"]]) (defn page [] [:div [cover-photo] [buttons]]) (def page-info {:page-id :home :view #'page}) (ns jimmystore.pages.about-page (:require [reagent.core :as r] [re-frame.core :as rf])) (def shizune-description "A passionate anime figure collector based in Sydney who believes that the purpose of collecting figures is not limited to putting them on the shelf to absorb dust." ) (def gensetsu-description "A cat who helps Shizune to take photos of the figures outside.") (def contact-info [:div.container [:div.text-center [:h3 "Contact Me"] [:h5 "Email: <PRESIDIO_ANONYMIZED_EMAIL_ADDRESS>"] [:h5 "ABN: 0"]]]) (defn about-me [img-path title description] [:div.container.row.justify-content-center [:div.col-lg-2 [:img {:src img-path :class "img-fluid"}]] [:div.col-lg-6 [:div.card [:div.card-body [:h1.card-title title] [:h3.card-text description]]]]]) (defn page [] [:div.container [:div [:h1 "About"] [about-me "/img/shizune.jpg" "Shizune" shizune-description] [:hr] [about-me "/img/gensetsu.jpg" "Gensetsu" gensetsu-description]] [:div [:hr] contact-info]]) (def page-info {:page-id :about :view #'page}) (ns jimmystore.events (:require [re-frame.core :as rf] [ajax.core :as ajax] [reitit.frontend.easy :as rfe] [reitit.frontend.controllers :as rfc])) ;;dispatchers (rf/reg-event-db :common/navigate (fn [db [_ match]] (def foo match) (let [old-match (:common/route db) new-match (assoc match :controllers (rfc/apply-controllers (:controllers old-match) match))] (assoc db :common/route new-match)))) (rf/reg-fx :common/navigate-fx! (fn [[k & [params query]]] (rfe/push-state k params query))) (rf/reg-event-fx :common/navigate! (fn [_ [_ url-key params query]] {:common/navigate-fx! [url-key params query]})) (rf/reg-event-db :set-docs (fn [db [_ docs]] (assoc db :docs docs))) (rf/reg-event-fx :fetch-docs (fn [_ _] {:http-xhrio {:method :get :uri "/docs" :response-format (ajax/raw-response-format) :on-success [:set-docs]}})) (rf/reg-event-fx :test-get-api (fn [_ _] {:http-xhrio {:method :get :uri "/test-get" :response-format (ajax/json-response-format {:keywords? true}) :on-success [:set-docs]}})) (rf/reg-event-fx :test-post-api (fn [_ _] {:http-xhrio {:method :post :uri "/test-post" :params {:test-post {:data 1 :foo :bar 2 "ASDASD"}} :format (ajax/json-request-format) :response-format (ajax/json-response-format {:keywords? true}) :on-success [:no-op]}})) (rf/reg-event-fx :test-upload-file (fn [{:keys [db]} [_ reference-id type]] (let [form-data (js/FormData.) {:keys [file size]} (get db :upload)] (.append form-data "file" file) (.append form-data "reference-id" reference-id) (.append form-data "type" (name type)) ; Keywords are converted to strings {:db (assoc-in db [:api-service :block-ui] true) :http-xhrio {:method :post :uri "/test-upload" :timeout 60000 :body form-data :response-format (ajax/json-response-format {:keywords? true}) :on-success [:no-op] :on-failure [:no-op]}}))) (defn- get-file-size [file] (.-size file)) (defn- get-file-name [file] (.-name file)) (defn- get-file-type [file] (.-type file)) (rf/reg-event-db :set-file-to-upload (fn [db [_ file]] ;; Local url (for previews etc.) (assoc db :upload {:object-url (js/window.webkitURL.createObjectURL file) :file file :size (get-file-size file) :name (get-file-name file) :type (get-file-type file)}))) (rf/reg-sub :upload (fn [db _] (-> db :upload))) (rf/reg-event-db :common/set-error (fn [db [_ error]] (assoc db :common/error error))) (rf/reg-event-fx :page/init-home (fn [_ _] {:dispatch [:fetch-docs]})) (rf/reg-event-db :no-op (fn [db _] db)) ;;subscriptions (rf/reg-sub :common/route (fn [db _] (-> db :common/route))) (rf/reg-sub :common/page-id :<- [:common/route] (fn [route _] (-> route :data :name))) (rf/reg-sub :common/page :<- [:common/route] (fn [route _] (-> route :data :view))) (rf/reg-sub :docs (fn [db _] (:docs db))) (rf/reg-sub :common/error (fn [db _] (:common/error db))) (ns jimmystore.core (:require [day8.re-frame.http-fx] [reagent.dom :as rdom] [reagent.core :as r] [re-frame.core :as rf] [goog.events :as events] [goog.history.EventType :as HistoryEventType] [markdown.core :refer [md->html]] [jimmystore.ajax :as ajax] [jimmystore.events] [reitit.core :as reitit] [reitit.frontend.easy :as rfe] [jimmystore.page-handler :as page-handler]) (:import goog.History)) (defn nav-link [uri title page] [:a.navbar-item {:href uri :class (when (= page @(rf/subscribe [:common/page-id])) :is-active)} title]) (defn navbar-item [key name] [:li {:class "nav-item"} [:a {:class "nav-link" :aria-current :page :href (rfe/href key)} name]]) (defn navbar [] [:header {:class "bg-body-secondary"} [:nav {:class "navbar navbar-expand-sm container-sm"} [:div {:class "container-fluid"} [:a {:class "navbar-brand" :href "#"} "Navbar"] [:button.navbar-toggler {:type :button :data-bs-toggle :collapse :data-bs-target "#navbarSupportedContent" :aria-controls "navbarSupportedContent" :aria-expanded false :aria-label "Toggle navigation"} [:span.navbar-toggler-icon]] [:div {:class "collapse navbar-collapse" :id "navbarSupportedContent"} [:ul {:class "navbar-nav me-auto mb-2 mb-lg-0"} (navbar-item :home "Home") (navbar-item :about "About Page") (navbar-item :test-page "Test Page") ]]]]]) (defn page [] (if-let [page @(rf/subscribe [:common/page])] [:div [navbar] [page]] #_(rfe/push-state :home))) (defn navigate! [match _] (rf/dispatch [:common/navigate match])) (def router (reitit/router page-handler/pages)) (defn start-router! [] (rfe/start! router navigate! {})) ;; ------------------------- ;; Initialize app (defn ^:dev/after-load mount-components [] (rf/clear-subscription-cache!) (rdom/render [#'page] (.getElementById js/document "app"))) (defn init! [] (start-router!) (ajax/load-interceptors!) (mount-components)) (ns jimmystore.page-handler (:require [clojure.string :as string] [jimmystore.pages.home-page :as home-page] [jimmystore.pages.about-page :as about-page] [jimmystore.pages.test-page :as test-page])) (def to-route-string #(str "/" (string/replace (name %) #"\." "/"))) (defn parse-page-info [{:keys [page-id view]}] [(to-route-string page-id) {:name page-id :view view}]) (def default-page ["/" {:name :default :view (:view home-page/page-info)}]) (def pages (concat [default-page] (->> [home-page/page-info about-page/page-info test-page/page-info] (map parse-page-info)))) 1) How can I make the buttons on the home page go to their respective pages? (Only About is finished for now) 2) How can I make the About page look better?
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{ "intermediate": 0.37738633155822754, "beginner": 0.48265671730041504, "expert": 0.13995692133903503 }
42,148
I have an image file (invoice) and a json where I have list of extracted entites. And I have a csv file containing OCR textract output containing these columns ((page_num,block_num,line_num,word_num,left,right,top,bottom,width,height,conf,text,image_height,image_width)) JSON Format: { "invoice_details":{ "invoice_number ": "", "invoice_date": "", "invoice_due_date": "", "order_id": "", "vendor_name": "", "buyer_name": "", "shipto_name": "", "billto_name": "", }, "Payment Details": { "vendor_ifsccode" :"", "vendor_bankname" :"", "account_number" :"", "bank_payment_terms":"", } "address_details": { "vendor_address": "", "billto_address": "", "shipto_address": "" }, "amounts_and_tax": { "Subtotal_or_taxable_amount": "", "total_sgst_amount ": "", "total_cgst_amount ": "", "total_igst_amount ": "", "total_amount_after_tax": "" "billto_GSTIN": "", "vendor_GSTIN": "", "shipto_GSTIN": "" }, "line_items":{list of key-value pairs with column name as key and cell value as value row with following columns: "hsn_code","description","unit_of_measurement_or_uom","unit_price","quantity","sgst_rate","sgst_amount","cgst_rate","cgst_amount","igst_rate","igst_amount","taxable_amount_or_subtotal","total_amount_or_gross_amount_of_the_item" } } I want to map the bounding boxes from the json to image. And print the bounding boxes on image Write a highly advance python code to map the bounding boxex. Handle All the multi token entities and multi token entites should come as one single bounding box.
a965edb393ef0f65649476eb2fb04af8
{ "intermediate": 0.45515769720077515, "beginner": 0.28682875633239746, "expert": 0.258013516664505 }
42,149
Hello
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{ "intermediate": 0.3123404085636139, "beginner": 0.2729349136352539, "expert": 0.4147246778011322 }
42,150
I have a styled components component. Within it I use the '> div' selector. However there is another component that I need to find within it and I need to write a selector for it. Within '> div' find me a tbody component and check if it has component tr. if it has tr then make the style border:none but if its not empty then I need to apply styles 'border: 1px solid ${({ theme }) => theme.transparent[10]}; border-radius: 12px; ' Here is the code of the component: export const SWrapper = styled.div` position: relative; padding: 0 20px 20px; overflow: hidden; ${SHideRightPadding} > div { height: 100%; max-height: 100%; } `;
ec24296a7a76f542b9c2d1731610af60
{ "intermediate": 0.3793000876903534, "beginner": 0.2390012890100479, "expert": 0.3816986680030823 }
42,151
I have a styled components component. Within it I use the '> div' selector. However there is another component that I need to find within it and I need to write a selector for it. Within '> div' find me a tbody component and check if it has component tr. if it has tr then make the style border:none but if its not empty then I need to apply styles 'border: 1px solid ${({ theme }) => theme.transparent[10]}; border-radius: 12px; '
441d302baa04c586332345672baab109
{ "intermediate": 0.4166091978549957, "beginner": 0.29958125948905945, "expert": 0.28380951285362244 }
42,152
how to fix 403 error in my word press website when updating any page on the website i get the error: "403 Forbidden Please forward this error screen to www.almak.co.ke's WebMaster. Access is forbidden to the requested page: www.almak.co.ke/cp_errordocument.shtml (port 443)" Contents of cp_errordocument.shtml: <!DOCTYPE html> <html> <head> <meta http-equiv="Content-type" content="text/html; charset=utf-8"> <meta http-equiv="Cache-control" content="no-cache"> <meta http-equiv="Pragma" content="no-cache"> <meta http-equiv="Expires" content="0"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title><!--#echo var="code" --> <!--#echo var="reason" --></title> <style type="text/css"> body { font-family: Arial, Helvetica, sans-serif; font-size: 14px; line-height: 1.428571429; background-color: #ffffff; color: #2F3230; padding: 0; margin: 0; } section, footer { display: block; padding: 0; margin: 0; } .container { margin-left: auto; margin-right: auto; padding: 0 10px; } .response-info { color: #CCCCCC; } .status-code { font-size: 500%; } .status-reason { font-size: 250%; display: block; } .contact-info, .reason-text { color: #000000; } .additional-info { background-repeat: no-repeat; background-color: #293A4A; color: #FFFFFF; } .additional-info a { color: #FFFFFF; } .additional-info-items { padding: 20px 0; min-height: 193px; } .contact-info { margin-bottom: 20px; font-size: 16px; } .contact-info a { text-decoration: underline; color: #428BCA; } .contact-info a:hover, .contact-info a:focus, .contact-info a:active { color: #2A6496; } .reason-text { margin: 20px 0; font-size: 16px; } ul { display: inline-block; list-style: none outside none; margin: 0; padding: 0; } ul li { float: left; text-align: center; } .additional-info-items ul li { width: 100%; } .info-image { padding: 10px; } .info-heading { font-weight: bold; text-align: left; word-break: break-all; width: 100%; } .info-server address { text-align: left; } footer { text-align: center; margin: 60px 0; } footer a { text-decoration: none; } footer a img { border: 0; } .copyright { font-size: 10px; color: #3F4143; } @media (min-width: 768px) { .additional-info { position: relative; overflow: hidden; background-image: none; } .additional-info-items { padding: 20px; } .container { width: 90%; } .additional-info-items ul li { width: 100%; text-align: left; } .additional-info-items ul li:first-child { padding: 20px; } .reason-text { font-size: 18px; } .contact-info { font-size: 18px; } .info-image { float: left; } .info-heading { margin: 62px 0 0 98px; } .info-server address { text-align: left; position: absolute; right: 0; bottom: 0; margin: 0 10px; } .status-reason { display: inline; } } @media (min-width: 992px) { .additional-info { background-image: url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAPAAAADqCAMAAACrxjhdAAAAt1BMVEUAAAAAAAD////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////5+fn////////////////////////////////6+vr///////////////////////////////////////+i5edTAAAAPXRSTlMAAQECAwQFBgcICQoLDA0ODxAREhMUFRYXGBkaGxwdHh8gISIjJCUmJygoKSorLC0uLzAwMTIzNDU2Nzg5H7x0XAAACndJREFUeAHtXXlzGs8R7TQ3CFkHxpKxhIwtIBwgIuYY4u//uVJ2qpLKD7Q8t2Z7xpD3n6ska9/2bM9Mvz6oGEyXFoKHfmheoewx9cYehVuPHMT4jphyBtNHxHQmDGgBvZjXBuWN2gogbPy6RtcOejNPxFkb+CEYhHCfmJ6DQShfEGfMt71FOPgpE1PHOMTEY8oZ3yCr2UtiInqEftj3iLM18Afsu/xKv9B4QUzsV1XKFTzDPG+LfoLpE/LjJnzO08QCAugLalKeqP/mEmW6Qj+BPIE7IYmTyw1MFwbaksaybSxDCA4STF+wg8rH7EzMwqNibY38mlvXKDdU5pDH3TRkl40vxJkZ+DO2Nu/3HnyC7t15obGBtqRFRXo6+0Z5YQh5LHd9YGWOsF+9Is5oQXctZKbvdAAtbHHM8+GLfojWdIgPff7YifRTNiZmusW+w8fDj1xdevNnbU3VFfTEL/W33pfH31cGYBpgW9Lba3Ic8C8iA77NLe514vu8BPj6/n3lCd/VkgKXGkwYUQHAaM+yQunBmNSwbRVYh+kOcgMhvRDB1Md20YfiR+UFfvdIizp2v1vVjt0usa1pmNzAX2IFl5/xaE9aqQGSD6bxI0RZSw3uuF0YjQHepjMxHmd9IgC1NbY1VSkdeB4vXMH0KSQVIvQfERciMpcaFtW4H8iI0gB2MzfEcV3gB+IkfDtbyCATgtHB7l3TrKUG2yWOe7O2KYQIPE7xFD12Yvy6SvqoLOMf95k+BvgqogCFCx22NdltO1epYc7ycEKSaI9+UAYPGOlKDQYyxDP9Npqv0NKZkS7GuNRQig5pvaYQwdTztjRnCrr/l0b2UgO+wRtMiFCAzqpLL0So+hWmi61Nn3aqKGEzDfFrmEoKqcWSFDRONSrAU0iFYLrHU2RKB3q+HxDHT4JKEe2prhxY1aCS5lY+HnXu6N+x6IJCRQQmEEz+YjIE/xs/MmD8qHRYK5CAHuaTY5jfQxFC/YoIQSSVafrD+WK4H0Piv8SATRZChEXiOs39L/IYwiOxRHgeEKcmbMI9ccHRCdxUeYanFpQJMBUDIFxw1chJiBAomkz3x43l+nuWGmWhkQs0a6Y7YHVe772m1tZlUBEhKI9k6nuLE8bzKVSECEHeCZSysr04qJGnTzsVxJoQwm7bPhQ7cza5ECGQGpg6TnjzmWBbU7tExkhVw36yz3HCm0qEvEZ9C7vDYZeWAQhnKkQUG/i7NDnCL/hwbvJr6miPKHTaOE54xpBGrl8RIXKX1bk3+A1aUhHxUte3sHEvNSIp4REdBNONA9NOWYEwuq54AhPex3NaIQLwHIIQlQkPbwsRFpdmdb/hD8TSDCwTBu8W30sSIiS7P9NwZ7CgAeDjlaM9ktAD0+Mxwrse8XsTaMoRIoCaZmg3BQgLqrHVCBu3qhW3+AAOhwp52QIAfQkAwoDHKzfNEYck4ZPp5qh5Cp4VFiL8WM/Cl8SF4pgthvtHm4qQUIiQdY+5NMfu/228Pkq3NZNMqD1W7rMnrwJeQEmIwKsacMI/TVOLlHjQjM1YVtVQ3RwhvORo3ckiQ5ZOUzlCOMyi9Z+LXREhS5iqrI4QnuNlf8oVEbK8A556QQK0LNrTj2tiWfcFnh0hPIpYEVGjmBAe2b95U3wMxioiErRm2nuhd8QRCA8IwTRAW1O7PAsbtCPyMMgJp+1/IaxqGARzrFttphUR+MvEPSx+6m/pCxEi3Y7p485ESAVmuldvzSTKw2fqHSGM5hBW1IUI0f/LdONtEUKXGC95jK+Rg4QBVwNmlePZVjTxuo24kWMrQHg/nZzxDqmqFRFC799+dbEirMoVEXhVA07Y+GWNMOBCxIIpCgCpAX5KgHB6IQILHwE3HXk2XQVszdSkGECjUABhPLMdT/uKL0RIQ8DzYOKJu98V006LbSIkvBsRlzBPYkIRIH1743iEielBT4iQRkNHwUQMUtTWXqsiQugBiwl73OOrV0RIq/6+BIPPVVLrbAVAulQKIwAO/9jUKyJk51SmO5wwhpHXac0E3EQEfRIu6TfBYLQn/J3eCcFdE7i4dwmHckWErJsmU7eIsGnLxpVpVETI4kVM3VCUw1+XdRPRaM0k64jL1LEFkBBGRw7ad1ZE+AVH74Xh8NQM/dZMxVKDkPCyWmbPJ/8uIQJ/XbiL8bNKvv0vWlLCb0fQjR9zuU1y+sSkjcqsgPAzCVGFWzPpYxJM9GAMXhGRinD85xkrCxEomEY7I7j/40IEvjWlJ7wDzjJZtmbCW/cChOPPtlICMGXIAX3QFYQIRcI3Cq2ZNk3tYduunPxIpus8JoLi5e1u2yWN1kxd3UV9VXAdvnjntIksh1V3BSe/DIUIHBdRCMMV6OnHrtW3bxc8VJVmPQ+IFQmbtyUgejem6VszwaNJ5IQT9r8AUF04/DoMI+Nh1ZW5M4chJ5yuNRMAnv7Th0PwP74pTl9UjPZ8Gj19PYSn0S1FQG2VfGvSPqxrp52mBN6I25n2CTBOORE0/6GiVn9YNf8bFBd4RURFlWzBvyBEqIi4I9aky+2r29597/ZD62+xKVfBtNM6qaHRG61erXPBOfO6HN7UYlJmuslpWDUTdYab4L2z1v40hPPBvwzqOluTvhDBVB2a4Iyx/4UxLrx8goycW0UEgO4y2L3H+Ul5XI/4voc6rZkA3Bpv3njfS/nhR781E54N6t4OeWxQxuknguJ1S84ARR4RwAqtmaCFZnRiL2lbM+HaAC5npq+IwF+6hhfBWzNNlW6qCrGXRyza0yNOd1E1fsYUC7UV2Jop7XyXbsw90KYUInjpkRcecWfkEmdCAehgueuTmNt+shkReKd3v67nP9cNDJHvoD++xdvpovXKCp5SfoGxHsj0yF+IwHUus7smVh8IHVGIwJtLy7uN6Pe/wAnrBxOnAayISLWkQ8woBKyR++dUTsuEK+L8p2BD4fGdsfqhxGQTQZluHULXrRsUFfBE0OgzIlraR8vkw6qnXmuDSF8RgS8th+d+phci8FJf1fwapi44rFpfqTZAnW+JFRG3kf94Z+sSqdR1UIiI/dc/B6N/M9WsiADO00A3QU0hohX5RTdeCrstyT1WphURTBevBaV4iwYJGGctRDC1FsGaQ3RtGFfL4os34g6T+AkAT84bs0fX2weS88X7X6hXRDDRzdwHZ/5D2hjjght3Mb5y1NINq+beZBu8d84657wPYfN8pZBc0g+JKiKYiNr9r4v1Zrvdbtazp16TSCOfZppMiGD6iVqr271oVokU6AJ9U5FGnXIww5mH+kLEhxI1cl20QCGCTgRMA/3+F2lRXXtzXhURPTTt9GQA6h+d/1dE5An9GRH5o5mwIgKHvhCBi5j60Bci8oe+EKEPrYmg+QNNOw3PdCLgpBUROPQ18mX1ZEx8p9//Ii0qc3Qi6CmAU1dEpD9SA1tT98/GZadvf29GxPYPh9n+MjAuRNg/Hc4WYm8WjT0pABNB7WkAb81kz8fEo5Na0rAQYU8KQEWEPSkAaafnRPiXEGHPCCbcnxphIEPPnhXc9XkRNuHh3Cw8JXteeCV7Zjg/wua8YGl3XvDUPy/c/Avd4/hNDSqegQAAAABJRU5ErkJggg==); 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c47acdb35a986503c609b0745c652757
{ "intermediate": 0.4107900559902191, "beginner": 0.38678431510925293, "expert": 0.20242562890052795 }
42,153
Find the greatest prime divisor of (89!)3+(90!)3
dbf508151722875698dd8016d050937d
{ "intermediate": 0.36402270197868347, "beginner": 0.26358094811439514, "expert": 0.3723963499069214 }
42,154
how to OpenSSL development package in ubuntu
858509deec524005ccaf6f7ebfdaf43d
{ "intermediate": 0.55880206823349, "beginner": 0.1779150813817978, "expert": 0.26328280568122864 }
42,155
from turtle import * left(90) forward(100) done() мне пишет no module named tkinter
bd562ccbf195aa4ed16d8818aa952980
{ "intermediate": 0.27861011028289795, "beginner": 0.4879437983036041, "expert": 0.2334461361169815 }
42,156
I have a styled components component. Within it I use the ‘> div’ selector. However there is another component that I need to find within it and I need to write a selector for it. Within ‘> div’ find me a tbody component and check if it has component tr. if it has tr then make the style border:none but if its not empty then I need to apply styles 'border: 1px solid ${({ theme }) => theme.transparent[10]}; border-radius: 12px; ’
183e3cb4279163053cfc29d248c15913
{ "intermediate": 0.43633684515953064, "beginner": 0.2781201899051666, "expert": 0.2855429947376251 }
42,157
I have an image file (invoice) and a json where I have list of extracted entites. And I have a csv file containing OCR textract output containing these columns ((page_num,block_num,line_num,word_num,left,right,top,bottom,width,height,conf,text,image_height,image_width)) JSON Format: { “invoice_details”:{ “invoice_number “: “”, “invoice_date”: “”, “invoice_due_date”: “”, “order_id”: “”, “vendor_name”: “”, “buyer_name”: “”, “shipto_name”: “”, “billto_name”: “”, }, “Payment Details”: { “vendor_ifsccode” :””, “vendor_bankname” :“”, “account_number” :“”, “bank_payment_terms”:“”, }, “amounts_and_tax”: { “Subtotal_or_taxable_amount”: “”, "total_sgst_amount ": “”, "total_cgst_amount ": “”, "total_igst_amount ": “”, “total_amount_after_tax”: “” “billto_GSTIN”: “”, “vendor_GSTIN”: “”, “shipto_GSTIN”: “” } } I want to map the bounding boxes from the json to image. And print the bounding boxes on image Write a highly advance python code to map the bounding boxex. Handle All the multi token entities.
b4b480d9f191719f7a185390062d13ce
{ "intermediate": 0.4341409504413605, "beginner": 0.29257482290267944, "expert": 0.2732841968536377 }
42,158
Can we implement callbacks for from_chain_type() - langchain.chains.retrieval_qa.base.RetrievalQA class langchain.chains.retrieval_qa.base.RetrievalQA[source] Bases: BaseRetrievalQA Chain for question-answering against an index. Example from langchain_community.llms import OpenAI from langchain.chains import RetrievalQA from langchain_community.vectorstores import FAISS from langchain_core.vectorstores import VectorStoreRetriever retriever = VectorStoreRetriever(vectorstore=FAISS(...)) retrievalQA = RetrievalQA.from_llm(llm=OpenAI(), retriever=retriever) Create a new model by parsing and validating input data from keyword arguments. Raises ValidationError if the input data cannot be parsed to form a valid model. param callback_manager: Optional[BaseCallbackManager] = None [DEPRECATED] Use callbacks instead. param callbacks: Callbacks = None Optional list of callback handlers (or callback manager). Defaults to None. Callback handlers are called throughout the lifecycle of a call to a chain, starting with on_chain_start, ending with on_chain_end or on_chain_error. Each custom chain can optionally call additional callback methods, see Callback docs for full details. param combine_documents_chain: BaseCombineDocumentsChain [Required] Chain to use to combine the documents. param memory: Optional[BaseMemory] = None Optional memory object. Defaults to None. Memory is a class that gets called at the start and at the end of every chain. At the start, memory loads variables and passes them along in the chain. At the end, it saves any returned variables. There are many different types of memory - please see memory docs for the full catalog. param metadata: Optional[Dict[str, Any]] = None Optional metadata associated with the chain. Defaults to None. This metadata will be associated with each call to this chain, and passed as arguments to the handlers defined in callbacks. You can use these to eg identify a specific instance of a chain with its use case. param retriever: BaseRetriever [Required] param return_source_documents: bool = False Return the source documents or not. param tags: Optional[List[str]] = None Optional list of tags associated with the chain. Defaults to None. These tags will be associated with each call to this chain, and passed as arguments to the handlers defined in callbacks. You can use these to eg identify a specific instance of a chain with its use case. param verbose: bool [Optional] Whether or not run in verbose mode. In verbose mode, some intermediate logs will be printed to the console. Defaults to the global verbose value, accessible via langchain.globals.get_verbose(). __call__(inputs: Union[Dict[str, Any], Any], return_only_outputs: bool = False, callbacks: Optional[Union[List[BaseCallbackHandler], BaseCallbackManager]] = None, *, tags: Optional[List[str]] = None, metadata: Optional[Dict[str, Any]] = None, run_name: Optional[str] = None, include_run_info: bool = False) → Dict[str, Any] [Deprecated] Execute the chain. Parameters inputs (Union[Dict[str, Any], Any]) – Dictionary of inputs, or single input if chain expects only one param. Should contain all inputs specified in Chain.input_keys except for inputs that will be set by the chain’s memory. return_only_outputs (bool) – Whether to return only outputs in the response. If True, only new keys generated by this chain will be returned. If False, both input keys and new keys generated by this chain will be returned. Defaults to False. callbacks (Optional[Union[List[BaseCallbackHandler], BaseCallbackManager]]) – Callbacks to use for this chain run. These will be called in addition to callbacks passed to the chain during construction, but only these runtime callbacks will propagate to calls to other objects. tags (Optional[List[str]]) – List of string tags to pass to all callbacks. These will be passed in addition to tags passed to the chain during construction, but only these runtime tags will propagate to calls to other objects. metadata (Optional[Dict[str, Any]]) – Optional metadata associated with the chain. Defaults to None include_run_info (bool) – Whether to include run info in the response. Defaults to False. run_name (Optional[str]) – Returns A dict of named outputs. Should contain all outputs specified in Chain.output_keys. Return type Dict[str, Any] Notes Deprecated since version 0.1.0: Use invoke instead. async abatch(inputs: List[Input], config: Optional[Union[RunnableConfig, List[RunnableConfig]]] = None, *, return_exceptions: bool = False, **kwargs: Optional[Any]) → List[Output] Default implementation runs ainvoke in parallel using asyncio.gather. The default implementation of batch works well for IO bound runnables. Subclasses should override this method if they can batch more efficiently; e.g., if the underlying runnable uses an API which supports a batch mode. Parameters inputs (List[Input]) – config (Optional[Union[RunnableConfig, List[RunnableConfig]]]) – return_exceptions (bool) – kwargs (Optional[Any]) – Return type List[Output] async acall(inputs: Union[Dict[str, Any], Any], return_only_outputs: bool = False, callbacks: Optional[Union[List[BaseCallbackHandler], BaseCallbackManager]] = None, *, tags: Optional[List[str]] = None, metadata: Optional[Dict[str, Any]] = None, run_name: Optional[str] = None, include_run_info: bool = False) → Dict[str, Any] [Deprecated] Asynchronously execute the chain. Parameters inputs (Union[Dict[str, Any], Any]) – Dictionary of inputs, or single input if chain expects only one param. Should contain all inputs specified in Chain.input_keys except for inputs that will be set by the chain’s memory. return_only_outputs (bool) – Whether to return only outputs in the response. If True, only new keys generated by this chain will be returned. If False, both input keys and new keys generated by this chain will be returned. Defaults to False. callbacks (Optional[Union[List[BaseCallbackHandler], BaseCallbackManager]]) – Callbacks to use for this chain run. These will be called in addition to callbacks passed to the chain during construction, but only these runtime callbacks will propagate to calls to other objects. tags (Optional[List[str]]) – List of string tags to pass to all callbacks. These will be passed in addition to tags passed to the chain during construction, but only these runtime tags will propagate to calls to other objects. metadata (Optional[Dict[str, Any]]) – Optional metadata associated with the chain. Defaults to None include_run_info (bool) – Whether to include run info in the response. Defaults to False. run_name (Optional[str]) – Returns A dict of named outputs. Should contain all outputs specified in Chain.output_keys. Return type Dict[str, Any] Notes Deprecated since version 0.1.0: Use ainvoke instead. async ainvoke(input: Dict[str, Any], config: Optional[RunnableConfig] = None, **kwargs: Any) → Dict[str, Any] Default implementation of ainvoke, calls invoke from a thread. The default implementation allows usage of async code even if the runnable did not implement a native async version of invoke. Subclasses should override this method if they can run asynchronously. Parameters input (Dict[str, Any]) – config (Optional[RunnableConfig]) – kwargs (Any) – Return type Dict[str, Any] apply(input_list: List[Dict[str, Any]], callbacks: Optional[Union[List[BaseCallbackHandler], BaseCallbackManager]] = None) → List[Dict[str, str]] [Deprecated] Call the chain on all inputs in the list. Notes Deprecated since version 0.1.0: Use batch instead. Parameters input_list (List[Dict[str, Any]]) – callbacks (Optional[Union[List[BaseCallbackHandler], BaseCallbackManager]]) – Return type List[Dict[str, str]] async arun(*args: Any, callbacks: Optional[Union[List[BaseCallbackHandler], BaseCallbackManager]] = None, tags: Optional[List[str]] = None, metadata: Optional[Dict[str, Any]] = None, **kwargs: Any) → Any [Deprecated] Convenience method for executing chain. The main difference between this method and Chain.__call__ is that this method expects inputs to be passed directly in as positional arguments or keyword arguments, whereas Chain.__call__ expects a single input dictionary with all the inputs Parameters *args (Any) – If the chain expects a single input, it can be passed in as the sole positional argument. callbacks (Optional[Union[List[BaseCallbackHandler], BaseCallbackManager]]) – Callbacks to use for this chain run. These will be called in addition to callbacks passed to the chain during construction, but only these runtime callbacks will propagate to calls to other objects. tags (Optional[List[str]]) – List of string tags to pass to all callbacks. These will be passed in addition to tags passed to the chain during construction, but only these runtime tags will propagate to calls to other objects. **kwargs (Any) – If the chain expects multiple inputs, they can be passed in directly as keyword arguments. metadata (Optional[Dict[str, Any]]) – **kwargs – Returns The chain output. Return type Any Example # Suppose we have a single-input chain that takes a 'question' string: await chain.arun("What's the temperature in Boise, Idaho?") # -> "The temperature in Boise is..." # Suppose we have a multi-input chain that takes a 'question' string # and 'context' string: question = "What's the temperature in Boise, Idaho?" context = "Weather report for Boise, Idaho on 07/03/23..." await chain.arun(question=question, context=context) # -> "The temperature in Boise is..." Notes Deprecated since version 0.1.0: Use ainvoke instead. assign(**kwargs: Union[Runnable[Dict[str, Any], Any], Callable[[Dict[str, Any]], Any], Mapping[str, Union[Runnable[Dict[str, Any], Any], Callable[[Dict[str, Any]], Any]]]]) → RunnableSerializable[Any, Any] Assigns new fields to the dict output of this runnable. Returns a new runnable. Parameters kwargs (Union[Runnable[Dict[str, Any], Any], Callable[[Dict[str, Any]], Any], Mapping[str, Union[Runnable[Dict[str, Any], Any], Callable[[Dict[str, Any]], Any]]]]) – Return type RunnableSerializable[Any, Any] async astream(input: Input, config: Optional[RunnableConfig] = None, **kwargs: Optional[Any]) → AsyncIterator[Output] Default implementation of astream, which calls ainvoke. Subclasses should override this method if they support streaming output. Parameters input (Input) – config (Optional[RunnableConfig]) – kwargs (Optional[Any]) – Return type AsyncIterator[Output] astream_events(input: Any, config: Optional[RunnableConfig] = None, *, version: Literal['v1'], include_names: Optional[Sequence[str]] = None, include_types: Optional[Sequence[str]] = None, include_tags: Optional[Sequence[str]] = None, exclude_names: Optional[Sequence[str]] = None, exclude_types: Optional[Sequence[str]] = None, exclude_tags: Optional[Sequence[str]] = None, **kwargs: Any) → AsyncIterator[StreamEvent] [Beta] Generate a stream of events. Use to create an iterator over StreamEvents that provide real-time information about the progress of the runnable, including StreamEvents from intermediate results. A StreamEvent is a dictionary with the following schema: event: str - Event names are of the format: on_[runnable_type]_(start|stream|end). name: str - The name of the runnable that generated the event. run_id: str - randomly generated ID associated with the given execution of the runnable that emitted the event. A child runnable that gets invoked as part of the execution of a parent runnable is assigned its own unique ID. tags: Optional[List[str]] - The tags of the runnable that generated the event. metadata: Optional[Dict[str, Any]] - The metadata of the runnable that generated the event. data: Dict[str, Any] Below is a table that illustrates some evens that might be emitted by various chains. Metadata fields have been omitted from the table for brevity. Chain definitions have been included after the table. event name chunk input output on_chat_model_start [model name] {“messages”: [[SystemMessage, HumanMessage]]} on_chat_model_stream [model name] AIMessageChunk(content=”hello”) on_chat_model_end [model name] {“messages”: [[SystemMessage, HumanMessage]]} {“generations”: […], “llm_output”: None, …} on_llm_start [model name] {‘input’: ‘hello’} on_llm_stream [model name] ‘Hello’ on_llm_end [model name] ‘Hello human!’ on_chain_start format_docs on_chain_stream format_docs “hello world!, goodbye world!” on_chain_end format_docs [Document(…)] “hello world!, goodbye world!” on_tool_start some_tool {“x”: 1, “y”: “2”} on_tool_stream some_tool {“x”: 1, “y”: “2”} on_tool_end some_tool {“x”: 1, “y”: “2”} on_retriever_start [retriever name] {“query”: “hello”} on_retriever_chunk [retriever name] {documents: […]} on_retriever_end [retriever name] {“query”: “hello”} {documents: […]} on_prompt_start [template_name] {“question”: “hello”} on_prompt_end [template_name] {“question”: “hello”} ChatPromptValue(messages: [SystemMessage, …]) Here are declarations associated with the events shown above: format_docs: def format_docs(docs: List[Document]) -> str: '''Format the docs.''' return ", ".join([doc.page_content for doc in docs]) format_docs = RunnableLambda(format_docs) some_tool: @tool def some_tool(x: int, y: str) -> dict: '''Some_tool.''' return {"x": x, "y": y} prompt: template = ChatPromptTemplate.from_messages( [("system", "You are Cat Agent 007"), ("human", "{question}")] ).with_config({"run_name": "my_template", "tags": ["my_template"]}) Example: from langchain_core.runnables import RunnableLambda async def reverse(s: str) -> str: return s[::-1] chain = RunnableLambda(func=reverse) events = [ event async for event in chain.astream_events("hello", version="v1") ] # will produce the following events (run_id has been omitted for brevity): [ { "data": {"input": "hello"}, "event": "on_chain_start", "metadata": {}, "name": "reverse", "tags": [], }, { "data": {"chunk": "olleh"}, "event": "on_chain_stream", "metadata": {}, "name": "reverse", "tags": [], }, { "data": {"output": "olleh"}, "event": "on_chain_end", "metadata": {}, "name": "reverse", "tags": [], }, ] Parameters input (Any) – The input to the runnable. config (Optional[RunnableConfig]) – The config to use for the runnable. version (Literal['v1']) – The version of the schema to use. Currently only version 1 is available. No default will be assigned until the API is stabilized. include_names (Optional[Sequence[str]]) – Only include events from runnables with matching names. include_types (Optional[Sequence[str]]) – Only include events from runnables with matching types. include_tags (Optional[Sequence[str]]) – Only include events from runnables with matching tags. exclude_names (Optional[Sequence[str]]) – Exclude events from runnables with matching names. exclude_types (Optional[Sequence[str]]) – Exclude events from runnables with matching types. exclude_tags (Optional[Sequence[str]]) – Exclude events from runnables with matching tags. kwargs (Any) – Additional keyword arguments to pass to the runnable. These will be passed to astream_log as this implementation of astream_events is built on top of astream_log. Returns An async stream of StreamEvents. Return type AsyncIterator[StreamEvent] Notes async astream_log(input: Any, config: Optional[RunnableConfig] = None, *, diff: bool = True, with_streamed_output_list: bool = True, include_names: Optional[Sequence[str]] = None, include_types: Optional[Sequence[str]] = None, include_tags: Optional[Sequence[str]] = None, exclude_names: Optional[Sequence[str]] = None, exclude_types: Optional[Sequence[str]] = None, exclude_tags: Optional[Sequence[str]] = None, **kwargs: Any) → Union[AsyncIterator[RunLogPatch], AsyncIterator[RunLog]] Stream all output from a runnable, as reported to the callback system. This includes all inner runs of LLMs, Retrievers, Tools, etc. Output is streamed as Log objects, which include a list of jsonpatch ops that describe how the state of the run has changed in each step, and the final state of the run. The jsonpatch ops can be applied in order to construct state. Parameters input (Any) – The input to the runnable. config (Optional[RunnableConfig]) – The config to use for the runnable. diff (bool) – Whether to yield diffs between each step, or the current state. with_streamed_output_list (bool) – Whether to yield the streamed_output list. include_names (Optional[Sequence[str]]) – Only include logs with these names. include_types (Optional[Sequence[str]]) – Only include logs with these types. include_tags (Optional[Sequence[str]]) – Only include logs with these tags. exclude_names (Optional[Sequence[str]]) – Exclude logs with these names. exclude_types (Optional[Sequence[str]]) – Exclude logs with these types. exclude_tags (Optional[Sequence[str]]) – Exclude logs with these tags. kwargs (Any) – Return type Union[AsyncIterator[RunLogPatch], AsyncIterator[RunLog]] async atransform(input: AsyncIterator[Input], config: Optional[RunnableConfig] = None, **kwargs: Optional[Any]) → AsyncIterator[Output] Default implementation of atransform, which buffers input and calls astream. Subclasses should override this method if they can start producing output while input is still being generated. Parameters input (AsyncIterator[Input]) – config (Optional[RunnableConfig]) – kwargs (Optional[Any]) – Return type AsyncIterator[Output] batch(inputs: List[Input], config: Optional[Union[RunnableConfig, List[RunnableConfig]]] = None, *, return_exceptions: bool = False, **kwargs: Optional[Any]) → List[Output] Default implementation runs invoke in parallel using a thread pool executor. The default implementation of batch works well for IO bound runnables. Subclasses should override this method if they can batch more efficiently; e.g., if the underlying runnable uses an API which supports a batch mode. Parameters inputs (List[Input]) – config (Optional[Union[RunnableConfig, List[RunnableConfig]]]) – return_exceptions (bool) – kwargs (Optional[Any]) – Return type List[Output] bind(**kwargs: Any) → Runnable[Input, Output] Bind arguments to a Runnable, returning a new Runnable. Parameters kwargs (Any) – Return type Runnable[Input, Output] config_schema(*, include: Optional[Sequence[str]] = None) → Type[BaseModel] The type of config this runnable accepts specified as a pydantic model. To mark a field as configurable, see the configurable_fields and configurable_alternatives methods. Parameters include (Optional[Sequence[str]]) – A list of fields to include in the config schema. Returns A pydantic model that can be used to validate config. Return type Type[BaseModel] configurable_alternatives(which: ConfigurableField, *, default_key: str = 'default', prefix_keys: bool = False, **kwargs: Union[Runnable[Input, Output], Callable[[], Runnable[Input, Output]]]) → RunnableSerializable[Input, Output] Parameters which (ConfigurableField) – default_key (str) – prefix_keys (bool) – kwargs (Union[Runnable[Input, Output], Callable[[], Runnable[Input, Output]]]) – Return type RunnableSerializable[Input, Output] configurable_fields(**kwargs: Union[ConfigurableField, ConfigurableFieldSingleOption, ConfigurableFieldMultiOption]) → RunnableSerializable[Input, Output] Parameters kwargs (Union[ConfigurableField, ConfigurableFieldSingleOption, ConfigurableFieldMultiOption]) – Return type RunnableSerializable[Input, Output] classmethod construct(_fields_set: Optional[SetStr] = None, **values: Any) → Model Creates a new model setting __dict__ and __fields_set__ from trusted or pre-validated data. Default values are respected, but no other validation is performed. Behaves as if Config.extra = ‘allow’ was set since it adds all passed values Parameters _fields_set (Optional[SetStr]) – values (Any) – Return type Model copy(*, include: Optional[Union[AbstractSetIntStr, MappingIntStrAny]] = None, exclude: Optional[Union[AbstractSetIntStr, MappingIntStrAny]] = None, update: Optional[DictStrAny] = None, deep: bool = False) → Model Duplicate a model, optionally choose which fields to include, exclude and change. Parameters include (Optional[Union[AbstractSetIntStr, MappingIntStrAny]]) – fields to include in new model exclude (Optional[Union[AbstractSetIntStr, MappingIntStrAny]]) – fields to exclude from new model, as with values this takes precedence over include update (Optional[DictStrAny]) – values to change/add in the new model. Note: the data is not validated before creating the new model: you should trust this data deep (bool) – set to True to make a deep copy of the model self (Model) – Returns new model instance Return type Model dict(**kwargs: Any) → Dict Dictionary representation of chain. Expects Chain._chain_type property to be implemented and for memory to be null. Parameters **kwargs (Any) – Keyword arguments passed to default pydantic.BaseModel.dict method. Returns A dictionary representation of the chain. Return type Dict Example chain.dict(exclude_unset=True) # -> {"_type": "foo", "verbose": False, ...} classmethod from_chain_type(llm: BaseLanguageModel, chain_type: str = 'stuff', chain_type_kwargs: Optional[dict] = None, **kwargs: Any) → BaseRetrievalQA Load chain from chain type. Parameters llm (BaseLanguageModel) – chain_type (str) – chain_type_kwargs (Optional[dict]) – kwargs (Any) – Return type BaseRetrievalQA classmethod from_llm(llm: BaseLanguageModel, prompt: Optional[PromptTemplate] = None, callbacks: Optional[Union[List[BaseCallbackHandler], BaseCallbackManager]] = None, llm_chain_kwargs: Optional[dict] = None, **kwargs: Any) → BaseRetrievalQA Initialize from LLM. Parameters llm (BaseLanguageModel) – prompt (Optional[PromptTemplate]) – callbacks (Optional[Union[List[BaseCallbackHandler], BaseCallbackManager]]) – llm_chain_kwargs (Optional[dict]) – kwargs (Any) – Return type BaseRetrievalQA classmethod from_orm(obj: Any) → Model Parameters obj (Any) – Return type Model get_graph(config: Optional[RunnableConfig] = None) → Graph Return a graph representation of this runnable. Parameters config (Optional[RunnableConfig]) – Return type Graph get_input_schema(config: Optional[RunnableConfig] = None) → Type[BaseModel] Get a pydantic model that can be used to validate input to the runnable. Runnables that leverage the configurable_fields and configurable_alternatives methods will have a dynamic input schema that depends on which configuration the runnable is invoked with. This method allows to get an input schema for a specific configuration. Parameters config (Optional[RunnableConfig]) – A config to use when generating the schema. Returns A pydantic model that can be used to validate input. Return type Type[BaseModel] classmethod get_lc_namespace() → List[str] Get the namespace of the langchain object. For example, if the class is langchain.llms.openai.OpenAI, then the namespace is [“langchain”, “llms”, “openai”] Return type List[str] get_name(suffix: Optional[str] = None, *, name: Optional[str] = None) → str Get the name of the runnable. Parameters suffix (Optional[str]) – name (Optional[str]) – Return type str get_output_schema(config: Optional[RunnableConfig] = None) → Type[BaseModel] Get a pydantic model that can be used to validate output to the runnable. Runnables that leverage the configurable_fields and configurable_alternatives methods will have a dynamic output schema that depends on which configuration the runnable is invoked with. This method allows to get an output schema for a specific configuration. Parameters config (Optional[RunnableConfig]) – A config to use when generating the schema. Returns A pydantic model that can be used to validate output. Return type Type[BaseModel] get_prompts(config: Optional[RunnableConfig] = None) → List[BasePromptTemplate] Parameters config (Optional[RunnableConfig]) – Return type List[BasePromptTemplate] invoke(input: Dict[str, Any], config: Optional[RunnableConfig] = None, **kwargs: Any) → Dict[str, Any] Transform a single input into an output. Override to implement. Parameters input (Dict[str, Any]) – The input to the runnable. config (Optional[RunnableConfig]) – A config to use when invoking the runnable. The config supports standard keys like ‘tags’, ‘metadata’ for tracing purposes, ‘max_concurrency’ for controlling how much work to do in parallel, and other keys. Please refer to the RunnableConfig for more details. kwargs (Any) – Returns The output of the runnable. Return type Dict[str, Any] classmethod is_lc_serializable() → bool Is this class serializable? Return type bool json(*, include: Optional[Union[AbstractSetIntStr, MappingIntStrAny]] = None, exclude: Optional[Union[AbstractSetIntStr, MappingIntStrAny]] = None, by_alias: bool = False, skip_defaults: Optional[bool] = None, exclude_unset: bool = False, exclude_defaults: bool = False, exclude_none: bool = False, encoder: Optional[Callable[[Any], Any]] = None, models_as_dict: bool = True, **dumps_kwargs: Any) → unicode Generate a JSON representation of the model, include and exclude arguments as per dict(). encoder is an optional function to supply as default to json.dumps(), other arguments as per json.dumps(). Parameters include (Optional[Union[AbstractSetIntStr, MappingIntStrAny]]) – exclude (Optional[Union[AbstractSetIntStr, MappingIntStrAny]]) – by_alias (bool) – skip_defaults (Optional[bool]) – exclude_unset (bool) – exclude_defaults (bool) – exclude_none (bool) – encoder (Optional[Callable[[Any], Any]]) – models_as_dict (bool) – dumps_kwargs (Any) – Return type unicode classmethod lc_id() → List[str] A unique identifier for this class for serialization purposes. The unique identifier is a list of strings that describes the path to the object. Return type List[str] map() → Runnable[List[Input], List[Output]] Return a new Runnable that maps a list of inputs to a list of outputs, by calling invoke() with each input. Return type Runnable[List[Input], List[Output]] classmethod parse_file(path: Union[str, Path], *, content_type: unicode = None, encoding: unicode = 'utf8', proto: Protocol = None, allow_pickle: bool = False) → Model Parameters path (Union[str, Path]) – content_type (unicode) – encoding (unicode) – proto (Protocol) – allow_pickle (bool) – Return type Model classmethod parse_obj(obj: Any) → Model Parameters obj (Any) – Return type Model classmethod parse_raw(b: Union[str, bytes], *, content_type: unicode = None, encoding: unicode = 'utf8', proto: Protocol = None, allow_pickle: bool = False) → Model Parameters b (Union[str, bytes]) – content_type (unicode) – encoding (unicode) – proto (Protocol) – allow_pickle (bool) – Return type Model pick(keys: Union[str, List[str]]) → RunnableSerializable[Any, Any] Pick keys from the dict output of this runnable. Returns a new runnable. Parameters keys (Union[str, List[str]]) – Return type RunnableSerializable[Any, Any] pipe(*others: Union[Runnable[Any, Other], Callable[[Any], Other]], name: Optional[str] = None) → RunnableSerializable[Input, Other] Compose this runnable with another object to create a RunnableSequence. Parameters others (Union[Runnable[Any, Other], Callable[[Any], Other]]) – name (Optional[str]) – Return type RunnableSerializable[Input, Other] prep_inputs(inputs: Union[Dict[str, Any], Any]) → Dict[str, str] Prepare chain inputs, including adding inputs from memory. Parameters inputs (Union[Dict[str, Any], Any]) – Dictionary of raw inputs, or single input if chain expects only one param. Should contain all inputs specified in Chain.input_keys except for inputs that will be set by the chain’s memory. Returns A dictionary of all inputs, including those added by the chain’s memory. Return type Dict[str, str] prep_outputs(inputs: Dict[str, str], outputs: Dict[str, str], return_only_outputs: bool = False) → Dict[str, str] Validate and prepare chain outputs, and save info about this run to memory. Parameters inputs (Dict[str, str]) – Dictionary of chain inputs, including any inputs added by chain memory. outputs (Dict[str, str]) – Dictionary of initial chain outputs. return_only_outputs (bool) – Whether to only return the chain outputs. If False, inputs are also added to the final outputs. Returns A dict of the final chain outputs. Return type Dict[str, str] run(*args: Any, callbacks: Optional[Union[List[BaseCallbackHandler], BaseCallbackManager]] = None, tags: Optional[List[str]] = None, metadata: Optional[Dict[str, Any]] = None, **kwargs: Any) → Any [Deprecated] Convenience method for executing chain. The main difference between this method and Chain.__call__ is that this method expects inputs to be passed directly in as positional arguments or keyword arguments, whereas Chain.__call__ expects a single input dictionary with all the inputs Parameters *args (Any) – If the chain expects a single input, it can be passed in as the sole positional argument. callbacks (Optional[Union[List[BaseCallbackHandler], BaseCallbackManager]]) – Callbacks to use for this chain run. These will be called in addition to callbacks passed to the chain during construction, but only these runtime callbacks will propagate to calls to other objects. tags (Optional[List[str]]) – List of string tags to pass to all callbacks. These will be passed in addition to tags passed to the chain during construction, but only these runtime tags will propagate to calls to other objects. **kwargs (Any) – If the chain expects multiple inputs, they can be passed in directly as keyword arguments. metadata (Optional[Dict[str, Any]]) – **kwargs – Returns The chain output. Return type Any Example # Suppose we have a single-input chain that takes a 'question' string: chain.run("What's the temperature in Boise, Idaho?") # -> "The temperature in Boise is..." # Suppose we have a multi-input chain that takes a 'question' string # and 'context' string: question = "What's the temperature in Boise, Idaho?" context = "Weather report for Boise, Idaho on 07/03/23..." chain.run(question=question, context=context) # -> "The temperature in Boise is..." Notes Deprecated since version 0.1.0: Use invoke instead. save(file_path: Union[Path, str]) → None Save the chain. Expects Chain._chain_type property to be implemented and for memory to be null. Parameters file_path (Union[Path, str]) – Path to file to save the chain to. Return type None Example chain.save(file_path="path/chain.yaml") classmethod schema(by_alias: bool = True, ref_template: unicode = '#/definitions/{model}') → DictStrAny Parameters by_alias (bool) – ref_template (unicode) – Return type DictStrAny classmethod schema_json(*, by_alias: bool = True, ref_template: unicode = '#/definitions/{model}', **dumps_kwargs: Any) → unicode Parameters by_alias (bool) – ref_template (unicode) – dumps_kwargs (Any) – Return type unicode stream(input: Input, config: Optional[RunnableConfig] = None, **kwargs: Optional[Any]) → Iterator[Output] Default implementation of stream, which calls invoke. Subclasses should override this method if they support streaming output. Parameters input (Input) – config (Optional[RunnableConfig]) – kwargs (Optional[Any]) – Return type Iterator[Output] to_json() → Union[SerializedConstructor, SerializedNotImplemented] Serialize the runnable to JSON. Return type Union[SerializedConstructor, SerializedNotImplemented] to_json_not_implemented() → SerializedNotImplemented Return type SerializedNotImplemented transform(input: Iterator[Input], config: Optional[RunnableConfig] = None, **kwargs: Optional[Any]) → Iterator[Output] Default implementation of transform, which buffers input and then calls stream. Subclasses should override this method if they can start producing output while input is still being generated. Parameters input (Iterator[Input]) – config (Optional[RunnableConfig]) – kwargs (Optional[Any]) – Return type Iterator[Output] classmethod update_forward_refs(**localns: Any) → None Try to update ForwardRefs on fields based on this Model, globalns and localns. Parameters localns (Any) – Return type None classmethod validate(value: Any) → Model Parameters value (Any) – Return type Model with_config(config: Optional[RunnableConfig] = None, **kwargs: Any) → Runnable[Input, Output] Bind config to a Runnable, returning a new Runnable. Parameters config (Optional[RunnableConfig]) – kwargs (Any) – Return type Runnable[Input, Output] with_fallbacks(fallbacks: Sequence[Runnable[Input, Output]], *, exceptions_to_handle: Tuple[Type[BaseException], ...] = (<class 'Exception'>,), exception_key: Optional[str] = None) → RunnableWithFallbacksT[Input, Output] Add fallbacks to a runnable, returning a new Runnable. Parameters fallbacks (Sequence[Runnable[Input, Output]]) – A sequence of runnables to try if the original runnable fails. exceptions_to_handle (Tuple[Type[BaseException], ...]) – A tuple of exception types to handle. exception_key (Optional[str]) – If string is specified then handled exceptions will be passed to fallbacks as part of the input under the specified key. If None, exceptions will not be passed to fallbacks. If used, the base runnable and its fallbacks must accept a dictionary as input. Returns A new Runnable that will try the original runnable, and then each fallback in order, upon failures. Return type RunnableWithFallbacksT[Input, Output] with_listeners(*, on_start: Optional[Listener] = None, on_end: Optional[Listener] = None, on_error: Optional[Listener] = None) → Runnable[Input, Output] Bind lifecycle listeners to a Runnable, returning a new Runnable. on_start: Called before the runnable starts running, with the Run object. on_end: Called after the runnable finishes running, with the Run object. on_error: Called if the runnable throws an error, with the Run object. The Run object contains information about the run, including its id, type, input, output, error, start_time, end_time, and any tags or metadata added to the run. Parameters on_start (Optional[Listener]) – on_end (Optional[Listener]) – on_error (Optional[Listener]) – Return type Runnable[Input, Output] with_retry(*, retry_if_exception_type: ~typing.Tuple[~typing.Type[BaseException], ...] = (<class 'Exception'>,), wait_exponential_jitter: bool = True, stop_after_attempt: int = 3) → Runnable[Input, Output] Create a new Runnable that retries the original runnable on exceptions. Parameters retry_if_exception_type (Tuple[Type[BaseException], ...]) – A tuple of exception types to retry on wait_exponential_jitter (bool) – Whether to add jitter to the wait time between retries stop_after_attempt (int) – The maximum number of attempts to make before giving up Returns A new Runnable that retries the original runnable on exceptions. Return type Runnable[Input, Output] with_types(*, input_type: Optional[Type[Input]] = None, output_type: Optional[Type[Output]] = None) → Runnable[Input, Output] Bind input and output types to a Runnable, returning a new Runnable. Parameters input_type (Optional[Type[Input]]) – output_type (Optional[Type[Output]]) – Return type Runnable[Input, Output] property InputType: Type[Input] The type of input this runnable accepts specified as a type annotation. property OutputType: Type[Output] The type of output this runnable produces specified as a type annotation. property config_specs: List[ConfigurableFieldSpec] List configurable fields for this runnable. property input_schema: Type[BaseModel] The type of input this runnable accepts specified as a pydantic model. property lc_attributes: Dict List of attribute names that should be included in the serialized kwargs. These attributes must be accepted by the constructor. property lc_secrets: Dict[str, str] A map of constructor argument names to secret ids. For example, {“openai_api_key”: “OPENAI_API_KEY”} name: Optional[str] = None The name of the runnable. Used for debugging and tracing. property output_schema: Type[BaseModel] The type of output this runnable produces specified as a pydantic model.
01d59dda1a1de8cacb85904b0c12b359
{ "intermediate": 0.40526312589645386, "beginner": 0.32059672474861145, "expert": 0.2741401791572571 }
42,159
перепиши код чтобы читать каждый файл и по отдельности добавлять в общую таблицу. список dfs плохо работает import pandas as pd from pyxlsb import open_workbook # Список путей к xlsb файлам files = [ '711.xlsb', '712.xlsb', '713.xlsb', '7131.xlsb', '714.xlsb' ] # Пустой список для сбора данных dfs = [] # Чтение каждого xlsb файла for file in files: with open_workbook(file) as wb: # Предполагается, что данные находятся на первом листе with wb.get_sheet(1) as sheet: rows_gen = sheet.rows() headers = [item.v for item in next(rows_gen)] # Считываем заголовки rows = ([item.v for item in row] for row in rows_gen) # Генератор списков значений строк df = pd.DataFrame(rows, columns=headers) # Создаём DataFrame dfs.append(df) # Объединение всех DataFrame в один combined_df = pd.concat(dfs, ignore_index=True) # Выводим первые строки для проверки print(combined_df.head())
4f693310da2f966378e57a980edee9a7
{ "intermediate": 0.4114975035190582, "beginner": 0.29640451073646545, "expert": 0.2920980155467987 }
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how to revert a commit in git lab using commit id
3558eeb20514cf415d8adf950a56637d
{ "intermediate": 0.46341386437416077, "beginner": 0.2275329828262329, "expert": 0.3090531826019287 }
42,161
File /opt/conda/lib/python3.10/site-packages/nltk/data.py:653, in find(resource_name, paths) 651 sep = '*' * 70 652 resource_not_found = '\n%s\n%s\n%s' % (sep, msg, sep) --> 653 raise LookupError(resource_not_found) LookupError: ********************************************************************** Resource 'corpora/wordnet' not found. Please use the NLTK Downloader to obtain the resource: >>> nltk.download() Searched in: - '/root/nltk_data' - '/usr/share/nltk_data' - '/usr/local/share/nltk_data' - '/usr/lib/nltk_data' - '/usr/local/lib/nltk_data'
95a42b147460d9cff4971e9a17bfde8a
{ "intermediate": 0.3917744755744934, "beginner": 0.28544852137565613, "expert": 0.32277700304985046 }
42,162
This is my performance metrics {'Area': 3.2104190437614856e-11, 'PowerDissipation': 0.0393065, 'SlewRate': 2.7893815216964812, 'Gain': -44.9189, 'Bandwidth3dB': 605665.0, 'UnityGainFreq': 0.0, 'PhaseMargin': 0.0} which is represented in np.array as "current_metrics [ 3.21041904e-11 3.93065000e-02 2.78938152e+00 -4.49189000e+01 6.05665000e+05 0.00000000e+00 0.00000000e+00]" and the previous performance metrics in np.array is "previous_metrics [ 1.38286424e-10 5.20160000e-02 8.00424115e+00 -6.07324000e+01 0.00000000e+00 0.00000000e+00 0.00000000e+00]" I am using the below code in my RL algorithm to achieve my optimized values, in my process, I need to achieve the '7' performance metrics 'area', 'power dissipation', 'DC gain', 'Slew rate', 'Bandwidth3dB', 'Unity gain bandwidth', and 'Phase margin' with in the target performance metrics 'PERFORMANCE_METRICS_TARGET_LOW', 'PERFORMANCE_METRICS_TARGET_HIGH'. In this computation process, the parameters 'area', 'power dissipation' are need to be achieve as much as possible minimum with in the target is better and the parameters 'DC gain', 'Slew rate', 'Bandwidth3dB', 'Unity gain bandwidth', 'Phase margin' are need to be achieve as much as possible maximum with in the target is better. But the present code treats all the performance metrics equally to check the condition. Please modify the existing code for my requirement. # Check if the performance metrics is better or worse than before performance_metrics_getting_better = np.abs(self.PERFORMANCE_METRICS_TARGET_LOW - current_metrics) < np.abs(self.PERFORMANCE_METRICS_TARGET_LOW - previous_metrics) print("performance_metrics_getting_better", performance_metrics_getting_better) current_metrics [ 3.21041904e-11 3.93065000e-02 2.78938152e+00 -4.49189000e+01 6.05665000e+05 0.00000000e+00 0.00000000e+00] previous_metrics [ 1.38286424e-10 5.20160000e-02 8.00424115e+00 -6.07324000e+01 0.00000000e+00 0.00000000e+00 0.00000000e+00] PERFORMANCE_METRICS_TARGET_LOW = np.array([3e-10, 0.1, 20, 70, 30e3, 30e6, 65]) PERFORMANCE_METRICS_TARGET_HIGH = np.array([1e-10, 0.25, 50, 100, 100e3, 100e6, 90])
aaebc0feadc1ae68614f0994d4bd5e79
{ "intermediate": 0.33281171321868896, "beginner": 0.27036580443382263, "expert": 0.3968225121498108 }
42,163
#include<avr/io.h> #include<inttypes.h> #include <util/delay.h> #include <avr/interrupt.h> #include "lcd.h" #include "lcd.h" #define BIT(x) (1<<(x)) #define CHKB(x,b) (x&b) #define SB(x,b) (x|=b) #define CB(x,b) (x&=~b) uint8_t flag=0; uint8_t i,t; void usartInit(uint16_t ubrr_val) { UBRRL = ubrr_val; UBRRH = (ubrr_val>>8); UCSRC=(1<<URSEL)|(3<<UCSZ0); UCSRB=(1<<RXEN)|(1<<TXEN); } char usartReadData() { while(!(UCSRA &(1<<RXC))); return UDR; } void usartWriteData(char data) { while(!(UCSRA &(1<<UDRE))); UDR=data; } void main() { usartInit(51); lcdInit(); lcdClear(); DDRA=0b11110000; PORTA=0xFF; // TCCR1B=(1<<WGM12)|(1<<CS10); //fcpu TCCR1B=(1<<WGM12)|(1<<CS11)|(1<<CS10); //fcpu/64 OCR1A=50000; //Enable the Output Compare A interrupt TIMSK|=(1<<OCIE1A); //Enable interrupts globally sei(); while(1) { t=usartReadData(); lcdDataWrite(t); } } /*void keyhit() { uint8_t i; for(i=0,i<3,i++) { CB(PORTA,BIT(4+i)); if((!(CHKB(PINA,BIT(0))))||(!(CHKB(PINA,BIT(1))))||(!(CHKB(PINA,BIT(2))))||(!(CHKB(PINA,BIT(3))))) return 1; SB(PORTA,BIT(4+i)); } return 0; }*/ ISR(TIMER1_COMPA_vect) { if(flag==0) { CB(PORTA,BIT(4)); if((!(CHKB(PINA,BIT(0))))&&(flag==0)) {flag=1; while(!(CHKB(PINA,BIT(0)))); usartWriteData('1'); flag=0; } else if((!(CHKB(PINA,BIT(1))))&&(flag==0)) {flag=1; while(!(CHKB(PINA,BIT(1)))); usartWriteData('4'); flag=0; } else if((!(CHKB(PINA,BIT(2))))&&(flag==0)) {flag=1; while(!(CHKB(PINA,BIT(2)))); usartWriteData('7'); flag=0; } else if((!(CHKB(PINA,BIT(3))))&&(flag==0)) {flag=1; while(!(CHKB(PINA,BIT(3)))); usartWriteData('*'); flag=0; } SB(PORTA,BIT(4)); CB(PORTA,BIT(5)); if((!(CHKB(PINA,BIT(0))))&&(flag==0)) {flag=1; while(!(CHKB(PINA,BIT(0)))); usartWriteData('2'); flag=0; } else if((!(CHKB(PINA,BIT(1))))&&(flag==0)) {flag=1; while(!(CHKB(PINA,BIT(1)))); usartWriteData('5'); flag=0; } else if((!(CHKB(PINA,BIT(2))))&&(flag==0)) {flag=1; while(!(CHKB(PINA,BIT(2)))); usartWriteData('8'); flag=0; } else if((!(CHKB(PINA,BIT(3))))&&(flag==0)) {flag=1; while(!(CHKB(PINA,BIT(3)))); usartWriteData('0'); flag=0; } SB(PORTA,BIT(5)); CB(PORTA,BIT(6)); if((!(CHKB(PINA,BIT(0))))&&(flag==0)) {flag=1; while(!(CHKB(PINA,BIT(0)))); usartWriteData('3'); flag=0; } else if((!(CHKB(PINA,BIT(1))))&&(flag==0)) {flag=1; while(!(CHKB(PINA,BIT(1)))); usartWriteData('6'); flag=0; } else if((!(CHKB(PINA,BIT(2))))&&(flag==0)) {flag=1; while(!(CHKB(PINA,BIT(2)))); usartWriteData('9'); flag=0; } else if((!(CHKB(PINA,BIT(3))))&&(flag==0)) {flag=1; while(!(CHKB(PINA,BIT(3)))); usartWriteData('#'); flag=0; } SB(PORTA,BIT(6)); } } fix this code:
77ad73ce054e1cab077032cf1c7d0643
{ "intermediate": 0.2830723822116852, "beginner": 0.4950505197048187, "expert": 0.2218770831823349 }
42,164
<div class="select2-container OSFillParent Mandatory validator-already-applied select-hide SmartInput ReadOnly" id="s2id_EmaratechSG_Theme_wt789_block_wtFormContent_SmartChannels_Application_CW_wt437_block_WebPatterns_wtcntAppSimpleSecExpandable_block_wtContent_wtContent_wtcmbApplicantMaritalStatus" title="Select Marital Status"><a href="javascript:void(0)" class="select2-choice" tabindex="-1"> <span class="select2-chosen" id="select2-chosen-10">-- Select --</span><abbr class="select2-search-choice-close"></abbr> <span class="select2-arrow" role="presentation"><b role="presentation"></b></span></a><label for="s2id_autogen10" class="select2-offscreen">Marital Status</label><input class="select2-focusser select2-offscreen SmartInput ReadOnly" type="text" aria-haspopup="true" role="button" aria-labelledby="select2-chosen-10" id="s2id_autogen10" tabindex="0" autocorrect="off" spellcheck="false" origvalue=""><a class="SmartInput_Undo" href="#" aria-label="Undo"></a><span class="fa fa-pencil FormEditPencil"></span><div class="select2-drop select2-display-none select2-with-searchbox"> <div class="select2-search"> <label for="s2id_autogen10_search" class="select2-offscreen">Marital Status</label> <input type="text" autocomplete="off" autocorrect="off" autocapitalize="off" spellcheck="false" class="select2-input SmartInput ReadOnly" role="combobox" aria-expanded="true" aria-autocomplete="list" aria-owns="select2-results-10" id="s2id_autogen10_search" placeholder="" origvalue=""><a class="SmartInput_Undo" href="#" aria-label="Undo"></a><span class="fa fa-pencil FormEditPencil"></span> </div> <ul class="select2-results" role="listbox" id="select2-results-10"> </ul></div></div> use selenium python to open this dropdown. give multiple ways
cf79c4420419e588cff066bbc12688a5
{ "intermediate": 0.3230055570602417, "beginner": 0.40794888138771057, "expert": 0.26904550194740295 }