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4,820
Construct a B+-tree for the following set of key values: (2, 3, 5, 7, 11, 17, 19, 23, 29, 31) Assume that the tree is initially empty and values are added in ascending order. Construct B+-trees for the cases where the number of pointers that will fit in one node is as follows: a.) Four b) Six c) Eight
82ebd4c38e1c1dc0ef9c051251d0f253
{ "intermediate": 0.34057167172431946, "beginner": 0.18616296350955963, "expert": 0.47326532006263733 }
4,821
write me an endless runner game in phaser using menu.js, main.js, game.js, and any other files needed WITHOUT using assets
a9f478ac27a9cc1e31f1e894e2b3d76c
{ "intermediate": 0.44534194469451904, "beginner": 0.28820210695266724, "expert": 0.2664560079574585 }
4,822
Am going to send you my java project, here is the first window: import java.awt.EventQueue; import javax.swing.JFrame; import javax.swing.JPanel; import javax.swing.border.EmptyBorder; import javax.swing.JLabel; import java.awt.Font; import javax.swing.SwingConstants; import javax.swing.border.TitledBorder; import javax.swing.border.EtchedBorder; import java.awt.Color; import javax.swing.border.BevelBorder; import javax.swing.border.CompoundBorder; import javax.swing.border.LineBorder; import javax.swing.UIManager; import javax.swing.border.SoftBevelBorder; import javax.swing.border.MatteBorder; import java.awt.GridLayout; import javax.swing.ImageIcon; import javax.swing.JComboBox; import javax.swing.DefaultComboBoxModel; import javax.swing.BoxLayout; import java.awt.FlowLayout; import javax.swing.JTextField; import javax.swing.JButton; import java.awt.event.ActionListener; import java.awt.event.ActionEvent; public class PizzaOrder extends JFrame { private JPanel contentPane; private JPanel ToppingSelect; private JTextField NumPizza; private JTextField NumTopping; private JTextField NumBreuvage; /** * Launch the application. */ public static void main(String[] args) { EventQueue.invokeLater(new Runnable() { public void run() { try { PizzaOrder frame = new PizzaOrder(); frame.setVisible(true); } catch (Exception e) { e.printStackTrace(); } } }); } /** * Create the frame. */ public PizzaOrder() { setTitle("Order"); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setBounds(100, 100, 630, 689); contentPane = new JPanel(); contentPane.setBackground(new Color(255, 147, 0)); contentPane.setBorder(new EmptyBorder(5, 5, 5, 5)); setContentPane(contentPane); contentPane.setLayout(null); JPanel Menu = new JPanel(); Menu.setBackground(new Color(255, 147, 0)); Menu.setBorder(new TitledBorder(new LineBorder(new Color(0, 0, 0)), "Menu", TitledBorder.LEADING, TitledBorder.TOP, null, new Color(0, 0, 0))); Menu.setBounds(6, 6, 618, 158); contentPane.add(Menu); Menu.setLayout(new GridLayout(0, 3, 0, 0)); JPanel PizzaPrice = new JPanel(); PizzaPrice.setBackground(new Color(255, 147, 0)); PizzaPrice.setBorder(new TitledBorder(new EtchedBorder(EtchedBorder.LOWERED, null, null), "Pizza", TitledBorder.LEADING, TitledBorder.TOP, null, null)); Menu.add(PizzaPrice); PizzaPrice.setLayout(null); JLabel PetitPizza = new JLabel("Petit: 6.79$"); PetitPizza.setBounds(17, 21, 72, 16); PizzaPrice.add(PetitPizza); JLabel MoyenPizza = new JLabel("Moyen: 8.29$"); MoyenPizza.setBounds(17, 40, 85, 16); PizzaPrice.add(MoyenPizza); JLabel LargePizza = new JLabel("Large: 9.49$"); LargePizza.setBounds(17, 59, 85, 16); PizzaPrice.add(LargePizza); JLabel ExtraLargePizza = new JLabel("Extra Large: 10.29$"); ExtraLargePizza.setBounds(17, 78, 127, 16); PizzaPrice.add(ExtraLargePizza); JLabel FetePizza = new JLabel("Fete: 15.99$"); FetePizza.setBounds(17, 97, 93, 16); PizzaPrice.add(FetePizza); JPanel ToppingPrice = new JPanel(); ToppingPrice.setBackground(new Color(255, 147, 0)); ToppingPrice.setLayout(null); ToppingPrice.setBorder(new TitledBorder(new EtchedBorder(EtchedBorder.LOWERED, null, null), "Toppings", TitledBorder.LEADING, TitledBorder.TOP, null, new Color(0, 0, 0))); Menu.add(ToppingPrice); JLabel Petittopping = new JLabel("Petit: 1.20$"); Petittopping.setBounds(17, 21, 72, 16); ToppingPrice.add(Petittopping); JLabel Moyentopping = new JLabel("Moyen: 1.40$"); Moyentopping.setBounds(17, 40, 85, 16); ToppingPrice.add(Moyentopping); JLabel Largetopping = new JLabel("Large: 1.60$"); Largetopping.setBounds(17, 59, 85, 16); ToppingPrice.add(Largetopping); JLabel ExtraLargetopping = new JLabel("Extra Large: 1.80$"); ExtraLargetopping.setBounds(17, 78, 127, 16); ToppingPrice.add(ExtraLargetopping); JLabel Fetetopping = new JLabel("Fete: 2.30$"); Fetetopping.setBounds(17, 97, 93, 16); ToppingPrice.add(Fetetopping); JPanel BreuvagePrice = new JPanel(); BreuvagePrice.setBackground(new Color(255, 147, 0)); BreuvagePrice.setLayout(null); BreuvagePrice.setBorder(new TitledBorder(new EtchedBorder(EtchedBorder.LOWERED, null, null), "Breuvages", TitledBorder.LEADING, TitledBorder.TOP, null, new Color(0, 0, 0))); Menu.add(BreuvagePrice); JLabel Pop = new JLabel("Pop: 1.10$"); Pop.setBounds(17, 21, 72, 16); BreuvagePrice.add(Pop); JLabel Jus = new JLabel("Jus: 1.35$"); Jus.setBounds(17, 40, 85, 16); BreuvagePrice.add(Jus); JLabel Eau = new JLabel("Eau: 1.00$"); Eau.setBounds(17, 59, 85, 16); BreuvagePrice.add(Eau); JPanel PizzaSelect = new JPanel(); PizzaSelect.setBorder(new SoftBevelBorder(BevelBorder.LOWERED, null, null, null, null)); PizzaSelect.setBackground(new Color(255, 147, 0)); PizzaSelect.setBounds(16, 187, 350, 300); contentPane.add(PizzaSelect); PizzaSelect.setLayout(null); JComboBox ChoixPizza = new JComboBox(); ChoixPizza.setBounds(44, 8, 126, 27); ChoixPizza.setModel(new DefaultComboBoxModel(new String[] {"Petit", "Moyen", "Large", "Extra Large", "Fete"})); ChoixPizza.setMaximumRowCount(5); PizzaSelect.add(ChoixPizza); NumPizza = new JTextField(); NumPizza.setBounds(175, 8, 130, 26); PizzaSelect.add(NumPizza); NumPizza.setColumns(10); JLabel PizzaIcon = new JLabel(""); PizzaIcon.setBounds(6, 6, 350, 279); PizzaSelect.add(PizzaIcon); PizzaIcon.setIcon(new ImageIcon(PizzaOrder.class.getResource("/Image/PizzaImage.png"))); JPanel ToppingSelect; ToppingSelect = new JPanel(); ToppingSelect.setBorder(new SoftBevelBorder(BevelBorder.LOWERED, null, null, null, null)); ToppingSelect.setBackground(new Color(255, 147, 0)); ToppingSelect.setBounds(400, 187, 208, 129); contentPane.add(ToppingSelect); ToppingSelect.setLayout(null); JComboBox ChoixTopping = new JComboBox(); ChoixTopping.setBounds(41, 8, 126, 27); ChoixTopping.setModel(new DefaultComboBoxModel(new String[] {"Petit", "Moyen", "Large", "Extra Large", "Fete"})); ChoixTopping.setMaximumRowCount(5); ToppingSelect.add(ChoixTopping); NumTopping = new JTextField(); NumTopping.setBounds(39, 40, 130, 26); NumTopping.setColumns(10); ToppingSelect.add(NumTopping); JLabel ToppingIcon = new JLabel(""); ToppingIcon.setIcon(new ImageIcon(PizzaOrder.class.getResource("/Image/ToppingImage.png"))); ToppingIcon.setBounds(6, 8, 208, 109); ToppingSelect.add(ToppingIcon); JPanel BreuvageSelect = new JPanel(); BreuvageSelect.setBorder(new SoftBevelBorder(BevelBorder.LOWERED, null, null, null, null)); BreuvageSelect.setBackground(new Color(255, 147, 0)); BreuvageSelect.setBounds(400, 358, 208, 129); contentPane.add(BreuvageSelect); BreuvageSelect.setLayout(null); JComboBox ChoixBreuvage = new JComboBox(); ChoixBreuvage.setBounds(64, 8, 79, 27); ChoixBreuvage.setModel(new DefaultComboBoxModel(new String[] {"Pop", "Jus", "Eau"})); ChoixBreuvage.setMaximumRowCount(3); BreuvageSelect.add(ChoixBreuvage); NumBreuvage = new JTextField(); NumBreuvage.setBounds(39, 40, 130, 26); NumBreuvage.setColumns(10); BreuvageSelect.add(NumBreuvage); JLabel BreuvageIcon = new JLabel(""); BreuvageIcon.setIcon(new ImageIcon(PizzaOrder.class.getResource("/Image/BreuvageImage.png"))); BreuvageIcon.setBounds(0, 0, 209, 129); BreuvageSelect.add(BreuvageIcon); JButton Quitter = new JButton("Quitter"); Quitter.setBounds(33, 552, 160, 50); contentPane.add(Quitter); JButton Ajouter = new JButton("Ajouter"); Ajouter.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e) { } }); Ajouter.setBounds(234, 552, 160, 50); contentPane.add(Ajouter); JButton Payer = new JButton("Payer"); Payer.setBounds(431, 552, 160, 50); contentPane.add(Payer); } } And below is the second window: import java.awt.EventQueue; import javax.swing.JFrame; import javax.swing.JPanel; import javax.swing.border.EmptyBorder; import javax.swing.JLabel; import javax.swing.border.TitledBorder; import javax.swing.ImageIcon; public class Receipt extends JFrame { private JPanel contentPane; /** * Launch the application. */ public static void main(String[] args) { EventQueue.invokeLater(new Runnable() { public void run() { try { Receipt frame = new Receipt(); frame.setVisible(true); } catch (Exception e) { e.printStackTrace(); } } }); } /** * Create the frame. */ public Receipt() { setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setBounds(100, 100, 253, 403); contentPane = new JPanel(); contentPane.setBorder(new EmptyBorder(5, 5, 5, 5)); setContentPane(contentPane); contentPane.setLayout(null); JPanel panel = new JPanel(); panel.setBounds(6, 6, 241, 363); panel.setBorder(null); contentPane.add(panel); panel.setLayout(null); JLabel Order = new JLabel("Order:"); Order.setBounds(21, 31, 61, 16); panel.add(Order); JLabel Total = new JLabel("Total:"); Total.setBounds(43, 275, 61, 16); panel.add(Total); JLabel ReceiptIcon = new JLabel(""); ReceiptIcon.setBounds(0, 5, 241, 363); ReceiptIcon.setIcon(new ImageIcon(Receipt.class.getResource("/Image/ReceiptImage.png"))); panel.add(ReceiptIcon); } } These are the prices: Pizza Prices; Small: $6.79 Medium: $8.29 Large: 9.49$ Extra Large: 10.29 $ Fete: 15.99 $ Topping; Small: $1.20 Medium: $1.40 Large: $1.60 Extra Large: $1.80 Fete: $2.30 Breuvages; Pop 1,10 $ Juice 1,35 $ Eau: 1,00$ Modify and change my java code so that When the button Ajouter is clicked, it will add the prices of whatever is chosen for ChoixPizza*NumPizza, ChoixTopping*NumTopping and ChoixBreuvage*NumBreuvage to the total, once the button Payer is clicked, the window Receipt will pop up and show what was added and then show the total under the order with 13% tax Show me the new code in a way I can copy and paste it in java
b78d9b096663be77e35e9e4bf00d3f00
{ "intermediate": 0.36474084854125977, "beginner": 0.28498491644859314, "expert": 0.3502742648124695 }
4,823
Write a Python program that prints the first 10 Fibonacci numbers.
5394def98a50bed8994398254848032c
{ "intermediate": 0.34484025835990906, "beginner": 0.31375646591186523, "expert": 0.3414032757282257 }
4,824
simplify this jinja template ''' <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/4.7.0/css/font-awesome.min.css"> <script src="https://ajax.googleapis.com/ajax/libs/jquery/3.6.0/jquery.min.js"></script> <script src="tablesorter.js"></script> <script type="text/javascript"> $(document).ready(function(){ $('#SearchBarInput').on('keyup', function() { var value = $(this).val(); var patt = new RegExp(value, "i"); $('#CB_OPF_table').find('tr').each(function() { var $table = $(this); if (!($table.find('td').text().search(patt) >= 0)) { $table.not('.myHead').hide(); } if (($table.find('td').text().search(patt) >= 0)) { $(this).show(); } }); }); $("#ResetButton").each(function() { $(this).click(function(){ $("#SearchBarInput").val(''); location.reload(); $("td").css({"white-space": "nowrap"}); }) }); }); </script> <script type="text/javascript"> function filterText() { var val = $('#HZL').val().toLowerCase(); if(val === "") return; if(val === "all") location.reload(); /*clearFilter();*/ else $('.hazardlevel').each(function() { $(this).parent().toggle($(this).text().toLowerCase() === val); }); } function showHide(button) { var links = button.parentNode.getElementsByTagName("a"); for (var i = 1; i < links.length; i++) { if (links[i].style.display === "none") { links[i].style.display = "inline"; button.innerHTML = "<i class='fa fa-minus'></i>"; button.classList.add("less-button"); } else { links[i].style.display = "none"; button.innerHTML = "<i class='fa fa-plus'></i>"; button.classList.remove("less-button"); } } } </script> <script type="text/javascript"> $(function() { $("#CB_OPF_table input[type=checkbox]").on("change", function(e) { var id = $(this).parent().index()+1, col = $("table tr th:nth-child("+id+"), table tr td:nth-child("+id+")"); $(this).is(":checked") ? col.show() : col.hide(); }).prop("checked", true).change(); $("#ResetButton").on("click", function(e) { $("input[type=checkbox]").prop("checked", true).change(); }); //below function dynamically hide/show columns $("input:checkbox:not(:checked)").each(function() { var column = "table ." + $(this).attr("name"); $(column).hide(); }); $("input:checkbox").click(function(){ var column = "table ." + $(this).attr("name"); $(column).toggle(); }); }) </script> <script type="text/javascript"> $(function() { $("#CB_OPF_table").tablesorter({ sortList: [[0,0], [1,0]] }); }); </script> <link rel="stylesheet" href="styles.css"> </head> <body> <div class="search-bar"> <input id="SearchBarInput" class="searchbarinput" type="text" placeholder="Search anything..."> <button id="ResetButton" class="resetbutton" type="button">RESET</button> <span class="column-toggle"> <input type="checkbox" name="ameid">AME ID | <input type="checkbox" name="floc">FLOC | <input type="checkbox" name="sapid">SAP ID | <input type="checkbox" name="nextext">Next Ext | <input type="checkbox" name="nextint">Next Int | <input type="checkbox" name="notes" checked>Notes | <input type="checkbox" name="recommendation">Recommendation | <input type="checkbox" name="maintplan">Maint Plan | <input type="checkbox" name="drawingfile">Drawing | <input type="checkbox" name="inspectionaccess">Access | Hazard Level <select id="HZL" onchange='filterText()'> <option disabled selected></option> <option value="all">All</option> <option value="B">B</option> <option value="C">C</option> <option value="D">D</option> <option value="E">E</option> </select></span> </div> <div class="table-container"> <table id="CB_OPF_table" class="hoverTable"> <thead><tr class="myHead"><th>ID</th> {%- for col_header in df.columns.tolist() %} {%- if col_header in ['Item Type','Location','SN','Manufacturer','ManuDate','DesignReg','PlantReg','DP','Vol','InspDate'] %} <th class="header">{{col_header}}</th> {%- elif col_header in ['AMEID','FLOC','SAPID','NextExt', 'NextInt','Notes','Recommendation','MaintPlan','DrawingFile','InspectionAccess'] %} <th class="header {{col_header | lower }}">{{col_header}}</th> {%- elif col_header in ['HZL'] %} <th class="dropdown-header">{{col_header}}</th> {%- endif %} {%- endfor %}</tr></thead> <tbody id="CB_OPF_data"> {%- for index,row in df.iterrows() %} <tr> <td class="fixed"><a href="{{ '/'.join([root,index]) }}">{{index}}</a></td> {%- for col in columns %} {%- if col not in ['AMEID', 'FLOC', 'SAPID', 'HZL', 'DrawingFile', 'SN', 'InspDate', 'DesignReg','PlantReg', 'ManuDate','NextExt', 'NextInt','Notes','Recommendation','MaintPlan', 'MDRFile', 'DesignRegFile', 'InspReportFile', 'PlantRegFile','InspectionAccess'] %} <td>{{row[col]}}</td> {%- elif col in ['AMEID', 'FLOC','SAPID', 'Notes','Recommendation','MaintPlan','InspectionAccess'] %} <td class=" {{col | lower }}">{{row[col]}}</td> {%- elif col in ['HZL'] %} <td class="hazardlevel">{{row[col]}}</td> {%- elif col in ['SN'] %} {%- if row['MDRFile'] | length > 3 %} {%- set file=row['MDRFile'].strip("[]' ") %} <td class="url"><a href="{{ '/'.join([root,index,file]) }}">{{ row[col] }}</a></td> {%- else %} <td class="url">{{ row[col] }}</a></td> {%- endif %} {%- elif col in ['DrawingFile'] %} {%- if row[col] | length > 3 and row[col] !='' %} <td class="{{col | lower }} url"> {% for file in row['DrawingFile'].split(",") |reverse %} {% if loop.first %} <a href="{{ '/'.join([root,index,file.strip("[]' ")]) }}" >{{index}} GA</a>&nbsp {% if row['DrawingFile'].split(",") |length>1 %} <button class="more-button" onclick="showHide(this)"> <i class="fa fa-plus"></i> </button> &nbsp {% endif %} {% else %} <a href="{{ '/'.join([root,index,file.strip("[]' ")]) }}" style="display:none">{{ file.strip("[]' ") }}</a> &nbsp {% endif %} {% endfor %} </td> {%- elif row[col]=='nan' %} <td class="{{col | lower }} "></td> {%- endif %} {%- elif col in ['InspDate'] %} {%- if row['InspReportFile'] | length > 3 and row[col] !='' %} <td class="url"> {% for file in row['InspReportFile'].split(",") |reverse %} {% if loop.first %} <a href="{{ '/'.join([root,index,file.strip("[]' ")]) }}" >{{ row[col] }}</a>&nbsp {% if row['InspReportFile'].split(",") |length>1 %} <button class="more-button" onclick="showHide(this)"> <i class="fa fa-plus"></i> </button> &nbsp {% endif %} {% else %} <a href="{{ '/'.join([root,index,file.strip("[]' ")]) }}" style="display:none">{{ file.strip("[]' ") |regex_replace }}</a> &nbsp {% endif %} {% endfor %} </td> {%- else %} {%- if row[col] =='' %} <td class="noinspect">not inspected</a></td> {%- else %} <td class="noinspect">{{row[col]}}</a></td> {%- endif %} {%- endif %} {%- elif col in ['DesignReg'] %} {%- if row['DesignRegFile'] | length > 3 %} {%- set file=row['DesignRegFile'].strip("[]' ") %} <td class="url"><a href="{{ '/'.join([root,index,file]) }}">{{ row[col] }}</a></td> {%- else %} <td class="url">{{ row[col] }}</a></td> {%- endif %} {%- elif col in ['PlantReg',] %} {%- if row['PlantRegFile'] | length > 3 %} {%- set file=row['PlantRegFile'].strip("[]' ") %} <td class="url"><a href="{{ '/'.join([root,index,file]) }}">{{ row[col] }}</a></td> {%- else %} <td class="url">{{ row[col] }}</a></td> {%- endif %} {%- elif col in ['ManuDate','NextExt', 'NextInt'] %} <td class="{{ col | lower }}">{{ row[col] }}</a></td> {%- endif %} {%- endfor %} </tr> {%- endfor %} </tbody> </table> </body> </html> '''
20ea5fdc2058af73cfe8a0db778b763b
{ "intermediate": 0.36559802293777466, "beginner": 0.41027697920799255, "expert": 0.22412501275539398 }
4,825
hello
2c78a922f6119970b45a912e6a79d302
{ "intermediate": 0.32064199447631836, "beginner": 0.28176039457321167, "expert": 0.39759764075279236 }
4,826
implement tpt in php
c04e0ee22eaf1e38241af4bdbf6cadbc
{ "intermediate": 0.3521224856376648, "beginner": 0.2669871747493744, "expert": 0.3808903098106384 }
4,827
this is my code: def find_and_click_button(driver, team_1, team_2, button_string): """ Find the button that contains team_1, team_2, and button_string and click it. Args: driver: Selenium webdriver instance. team_1: String of the first team name. team_2: String of the second team name. button_string: String to be contained within the button text. Returns: Boolean value. Returns True if the button was found and clicked successfully, otherwise returns False. """ # Wait until the element is loaded element = WebDriverWait(driver, 10).until( EC.presence_of_element_located((By.CLASS_NAME, 'cw-e-sports-market')) ) # Find the button that contains team_1, team_2, and button_string button = element.find_element(By.XPATH, f".//button[contains(., ‘{button_string}’) and contains(., ‘{team_1}’) and contains(., ‘{team_2}’)]") # Check if the button was found successfully if button: button.click() return True else: return False for some reason the code not finding the button it should press. I tried it on this website: https://www.csgoroll.com/en/e-sports with this function call: find_and_click_button(driver_csgoroll, "G2", "THEMONGOLZ", "5.59")
f0d1da283163cff4092821745cfe9358
{ "intermediate": 0.4446330964565277, "beginner": 0.30474764108657837, "expert": 0.25061920285224915 }
4,828
pinescript code has several errors. please repair it //@version=4 strategy("BTCUSD SuperTrend Dziwne QQE Strategy", shorttitle = "SDQ Strategy", overlay = true) // Input parameters supertrend_mult = input(3.0, title = "SuperTrend Multiplier") supertrend_len = input(10, title = "SuperTrend Length") dziwne_len = input(14, title = "Dziwne Length") qqe_rsi_len = input(14, title = "QQE RSI Length") qqe_wilders_len = input(5, title = "QQE Wilders Length") atr_tp = input(true, title = "Use ATR for Takeprofit") takeprofit_percent = input(2.0, title = "Takeprofit Percent") atr_len = input(14, title = "ATR Length") // Supertrend calculation atr = atr(supertrend_len) up = hl2 - (supertrend_mult * atr) down = hl2 + (supertrend_mult * atr) Trend_Up = 0.0 Trend_Down = 0.0 Trend_Up := close[1] > Trend_Up[1] ? max(up, Trend_Up[1]) : up Trend_Down := close[1] < Trend_Down[1] ? min(down, Trend_Down[1]) : down trend_is_up = close > Trend_Up[1] trend_is_down = close < Trend_Down[1] bgcolor(trend_is_up ? color.new(color.green, 50) : color.new(color.red, 50)) // Dziwne calculation dziwne = 2 / (dziwne_len + 1) * (close - nz(dziwne[1])) + nz(dziwne[1]) plot(trend_is_up ? Trend_Up : Trend_Down, color = trend_is_up ? color.green : color.red, linewidth = 2, style = plot.style_line) // QQE Calculation smoothed_rsi = rma(rsi(qqe_rsi_len), qqe_wilders_len) pair = security(syminfo.tickerid, "D", close) QQE_Mavg = ema(pair, dziwne_len) QQE_Variance = pair - QQE_Mavg QQE_StdDev = sqrt(sma(QQE_Variance * QQE_Variance, dziwne_len)) QQE_ZScore = QQE_Variance / (3 * QQE_StdDev) plot(QQE_ZScore, color = color.blue, linewidth = 2) // Strategy logic enter_long = trend_is_up and close > dziwne and QQE_ZScore > 0 enter_short = trend_is_down and close < dziwne and QQE_ZScore < 0 if (enter_long) strategy.entry("Long", strategy.long) else strategy.close("Long") if (enter_short) strategy.entry("Short", strategy.short) else strategy.close("Short") // Takeprofit logic if (atr_tp) strategy.exit("Takeprofit", "Long", stop = close - atr*atr_len) strategy.exit("Takeprofit", "Short", stop = close + atr*atr_len) else strategy.exit("Takeprofit", "Long", profit = round(takeprofit_percent / 100 * close)) strategy.exit("Takeprofit", "Short", profit = round(takeprofit_percent / 100 * close)) 6:01:18 PM    Error at 29:0 Undeclared identifier 'dziwne'; 6:01:18 PM    Error at 34:0 Unassigned argument y; 6:01:18 PM    Error at 43:0 Undeclared identifier 'dziwne'; 6:01:18 PM    Error at 44:0 Undeclared identifier 'dziwne'; 6:01:18 PM    Error at 46:0 Undeclared identifier 'enter_long'; 6:01:18 PM    Error at 51:0 Undeclared identifier 'enter_short' the original author says the intended function of the code is to Take a LONG : * When the Supertrend is green. * Dziwne Is in a long trend in green. * QQE is in the blue. Take SHORT * When the Supertrend is red. * Dziwne Is in a long trend in red. * QQE is in the red. TP can use either ATR or a % Trend Indicator A-V2" and “Trend Indicator B-V2” are updated and improved versions of my initial trend indicators. Totally rethinking the code, adding highs and lows in the calculations, including some more customisation through colour schemes. In practice, this indicator uses EMAs and Heikin Ashi to provide an overall idea of the trend. The “Trend Indicator A-V2” is an overlay showing “Smoothed Heikin Ashi”. Please, take into account that it is a lagging indicator.
c00c094444482de2ff8e344654318373
{ "intermediate": 0.3238067328929901, "beginner": 0.36327114701271057, "expert": 0.3129221498966217 }
4,829
please give an example implement on One-dimensional distribution by Hamiltonian Monte Carlo
9a966de81f3329707d36a5b047f28163
{ "intermediate": 0.22884543240070343, "beginner": 0.09727969020605087, "expert": 0.6738748550415039 }
4,830
static int encode( x264_param_t *param, cli_opt_t *opt ) { x264_t *h = NULL; x264_picture_t pic; cli_pic_t cli_pic; const cli_pulldown_t *pulldown = NULL; // shut up gcc int i_frame = 0; int i_frame_output = 0; int64_t i_end, i_previous = 0, i_start = 0; int64_t i_file = 0; int i_frame_size; int64_t last_dts = 0; int64_t prev_dts = 0; int64_t first_dts = 0; # define MAX_PTS_WARNING 3 /* arbitrary */ int pts_warning_cnt = 0; int64_t largest_pts = -1; int64_t second_largest_pts = -1; int64_t ticks_per_frame; double duration; double pulldown_pts = 0; int retval = 0; opt->b_progress &= param->i_log_level < X264_LOG_DEBUG; /* set up pulldown */ // 设置了pulldown并且没有设置变帧率 if( opt->i_pulldown && !param->b_vfr_input ) { param->b_pulldown = 1; param->b_pic_struct = 1; pulldown = &pulldown_values[opt->i_pulldown]; param->i_timebase_num = param->i_fps_den; FAIL_IF_ERROR2( fmod( param->i_fps_num * pulldown->fps_factor, 1 ), "unsupported framerate for chosen pulldown\n" ); param->i_timebase_den = param->i_fps_num * pulldown->fps_factor; } h = x264_encoder_open( param ); FAIL_IF_ERROR2( !h, "x264_encoder_open failed\n" ); x264_encoder_parameters( h, param ); FAIL_IF_ERROR2( cli_output.set_param( opt->hout, param ), "can't set outfile param\n" ); i_start = x264_mdate(); /* ticks/frame = ticks/second / frames/second */ ticks_per_frame = (int64_t)param->i_timebase_den * param->i_fps_den / param->i_timebase_num / param->i_fps_num; FAIL_IF_ERROR2( ticks_per_frame < 1 && !param->b_vfr_input, "ticks_per_frame invalid: %"PRId64"\n", ticks_per_frame ); ticks_per_frame = X264_MAX( ticks_per_frame, 1 );
e61f28d6e31947285329b3f8e4f51a85
{ "intermediate": 0.413485050201416, "beginner": 0.37376806139945984, "expert": 0.21274684369564056 }
4,831
hello
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{ "intermediate": 0.32064199447631836, "beginner": 0.28176039457321167, "expert": 0.39759764075279236 }
4,832
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. In order to build the renderer, I am taking the followins steps: 1. Start by creating a Renderer class that will hold all the necessary Vulkan objects, including the instance, device, swap chain, and command pool. This class should also expose methods to initialize, update, and draw the objects. 2. Create a Mesh class that will represent a collection of vertices and indices that define the geometry of an object. This class can also hold all the necessary Vulkan objects, such as vertex buffers, index buffers, and descriptor sets. 3. Implement a Material class that will store information about the object’s appearance, such as the texture, shader, and pipeline. This class can also hold the Descriptor Set Layout and Descriptor Pool needed for the pipeline. 4. Create a Scene class that will manage all the meshes, materials, and lights present in the scene. This class should provide methods to add, remove, and update objects dynamically. 5. Finally, implement a Renderer backend class that will handle the platform-specific code, such as GLFW and Vulkan initialization. This class should also provide callbacks for input events, such as keyboard and mouse events. What would the header file look like for the first step?
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{ "intermediate": 0.3616788685321808, "beginner": 0.3850961923599243, "expert": 0.2532249689102173 }
4,833
hi
868dbaf7c40bb478d2811592fc6d35ff
{ "intermediate": 0.3246487081050873, "beginner": 0.27135494351387024, "expert": 0.40399640798568726 }
4,834
Evaluate the integral ∫10𝑥⎯⎯√𝑑𝑥=2/3 using Monte Carlo integration and 𝑃(𝑥)=1−𝑒−𝑎𝑥 . Find the value 𝑎 that minimizes the variance. Use Python.
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{ "intermediate": 0.25649622082710266, "beginner": 0.22038862109184265, "expert": 0.5231151580810547 }
4,835
以下多重网格代码是一维的,请你在此基础上将其修改为二维多重网格代码,并逐行解释。close all clear all N = 64; L = 1; h = L/N; phi = zeros(1,N+1); f = (sin(pi*[0:N]*h)+sin(16*pi*[0:N]*h))/2; for cnt = 1:1000 phi = V_Cycle(phi,f,h); r = residual(phi,f,h); if max(abs(r)) < 0.001 break end end function phi = V_Cycle(phi,f,h) % Recursive V-Cycle Multigrid for solving the Poisson equation (\nabla^2 phi = f) on a uniform grid of spacing h % Pre-Smoothing phi = smoothing(phi,f,h); % Compute Residual Errors r = residual(phi,f,h); % Restriction rhs = restriction(r); eps = zeros(size(rhs)); % stop recursion at smallest grid size, otherwise continue recursion if length(eps)-1 == 2 eps = smoothing(eps,rhs,2*h); else eps = V_Cycle(eps,rhs,2*h); end % Prolongation and Correction phi = phi + prolongation(eps); % Post-Smoothing phi = smoothing(phi,f,h); end function res = smoothing(phi,f,h) N = length(phi)-1; res = zeros(1,N+1); for j = 2:N res(j) = (phi(j+1)+res(j-1)-h^2*f(j))/2; end end function res = residual(phi,f,h) N = length(phi)-1; res = zeros(1,N+1); res(2:N) = f(2:N)-(phi(1:N-1)-2*phi(2:N)+phi(3:N+1))/h^2; end function res = restriction(r) N = (length(r)-1)/2; res = zeros(1,N+1); for j = 2:N res(j) = (r(2*j-2)+2*r(2*j-1)+r(2*j))/4; end end function res = prolongation(eps) N = (length(eps)-1)*2; res = zeros(1,N+1); for j = 2:2:N res(j) = (eps(j/2)+eps(j/2+1))/2; end for j = 1:2:N+1 res(j) = eps((j+1)/2); end end
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{ "intermediate": 0.29926949739456177, "beginner": 0.3579821288585663, "expert": 0.34274840354919434 }
4,836
请用ansible实现以下功能: 1. playbook调用device role 2. device role main.yml文件调用monitor.yml 3. monitor.yml实现每3s登陆远程主机查看tcpdump进程是否存在, 过程持续3600s, 并且当进程不存在时, 执行tcpdump.yml 4. tcpdump.yml 实现登陆远程主机进行tcmpdump ens03 网卡10s
d5e20498b1b869fab3ae76cd796fce3b
{ "intermediate": 0.3795512914657593, "beginner": 0.28470084071159363, "expert": 0.3357478380203247 }
4,837
can you build a python system that can auto unzip all the .zip file in ./unzip file and each of the .zip inside have one .xml file and one .pdf file, after unzip make a function for each of the unziped folder, first check the .xml file in each of xml the format is like <submission> <application> <email>xxx@email.com</email> </application> </submission>, find the email address inside the <email></email> then auto send an email to the email address with attach the .pdf in the folder
56b9bbdfe8b15557e2906b04089031f4
{ "intermediate": 0.44020745158195496, "beginner": 0.12458887696266174, "expert": 0.4352037012577057 }
4,838
can you build a python system that can auto unzip all the .zip file in ./unzip file and each of the .zip inside have one .xml file and one .pdf file, after unzip make a function for each of the unziped folder, first check the .xml file in each of xml the format is like <submission> <application> <email>xxx@email.com</email> </application> </submission>, find the email address inside the <email></email> then auto send an email to the email address with attach the .pdf in the folder
9ffd11260f097bdf8f52a787e68b388b
{ "intermediate": 0.44020745158195496, "beginner": 0.12458887696266174, "expert": 0.4352037012577057 }
4,839
can you build a python system that can auto unzip all the .zip file in ./unzip file and each of the .zip inside have one .xml file and one .pdf file, after unzip make a function for each of the unziped folder, first check the .xml file in each of xml the format is like <submission> <application> <email>xxx@email.com</email> </application> </submission>, find the email address inside the <email></email> then auto send an email to the email address with attach the .pdf in the folder
f6c89310cc3687bb96103accf9e6ba97
{ "intermediate": 0.44020745158195496, "beginner": 0.12458887696266174, "expert": 0.4352037012577057 }
4,840
please make me a turn based stretegy game based on what I have: import SpriteKit import UIKit import GameplayKit class GameScene: SKScene { let mapWidth = 60 let mapHeight = 20 let tileSize: CGFloat = 50 var gameMap: [[Int]] = [] var gridNode: SKNode! var lastTouch: CGPoint? var player: SKSpriteNode! var highlightedTiles: [SKNode] = [] var isHighlightingTiles = false let playerSpeed: CGFloat = 200 reasonml Copy override func didMove(to view: SKView) { createMap() createGrid() // Create a new camera node let cameraNode = SKCameraNode() addChild(cameraNode) // Set the new camera node as the scene's camera camera = cameraNode // Set the position of the camera node cameraNode.position = CGPoint(x: size.width / 2, y: size.height / 2 - 200) // Set the z-position of the camera node cameraNode.zPosition = 10 player = SKSpriteNode(color: .red, size: CGSize(width: tileSize * 1, height: tileSize * 1)) player.position = CGPoint(x: tileSize * CGFloat(mapWidth / 2) - 25, y: tileSize * CGFloat(mapHeight / 2) - 25) player.zPosition = 5 addChild(player) } override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) { lastTouch = touches.first?.location(in: self) // Check if the player is clicked if let touch = touches.first, player.contains(touch.location(in: self)) { isHighlightingTiles = !isHighlightingTiles if isHighlightingTiles { // Get the map coordinates of the player let playerMapX = Int(floor(player.position.x / tileSize)) let playerMapY = Int(floor(player.position.y / tileSize)) let playerPosition = CGPoint(x: playerMapX, y: playerMapY) // Enumerate the tiles around the player that it's able to move to let tiles = enumerateTilesAroundPlayer(playerPosition: playerPosition, distance: 4) // Highlight the tiles for tile in tiles { let node = SKSpriteNode(color: UIColor.green.withAlphaComponent(0.5), size: CGSize(width: tileSize, height: tileSize)) node.position = CGPoint(x: tile.x * tileSize + tileSize/2, y: tile.y * tileSize + tileSize/2) node.zPosition = 1 gridNode.addChild(node) highlightedTiles.append(node) } } else { // Remove the highlighted tiles for node in highlightedTiles { node.removeFromParent() } highlightedTiles.removeAll() } } else { // Check if a highlighted tile was clicked var touchedHighlightedTile: SKNode? if let touch = touches.first { for node in highlightedTiles { if node.contains(touch.location(in: gridNode)) { touchedHighlightedTile = node break } } } // Remove the highlighted tiles for node in highlightedTiles { node.removeFromParent() } highlightedTiles.removeAll() // Move the player if a highlighted tile was clicked if let tile = touchedHighlightedTile { let destination = CGPoint(x: tile.position.x - tileSize/2 + 25, y: tile.position.y - tileSize/2 + 25) movePlayer(to: destination) } } } override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) { guard let touch = touches.first else { return } guard let lastTouch = lastTouch else { return } let touchLocation = touch.location(in: self) let lastTouchLocation = lastTouch let dx = touchLocation.x - lastTouchLocation.x let dy = touchLocation.y - lastTouchLocation.y let cameraX = camera?.position.x ?? 0 let cameraY = camera?.position.y ?? 0 camera?.position = CGPoint(x: cameraX - dx, y: cameraY - dy) self.lastTouch = touchLocation } func createMap() { // Generate a random map for _ in 0..<mapHeight { var row: [Int] = [] for _ in 0..<mapWidth { let tileType = Int.random(in: 0...1) row.append(tileType) } gameMap.append(row) } } func createGrid() { gridNode = SKNode() addChild(gridNode) // Draw the grid lines for x in 0..<mapWidth { let node = SKShapeNode(rectOf: CGSize(width: 1, height: tileSize * CGFloat(mapHeight))) node.position = CGPoint(x: tileSize * CGFloat(x), y: tileSize * CGFloat(mapHeight / 2)) node.strokeColor = .gray gridNode.addChild(node) } for y in 0..<mapHeight { let node = SKShapeNode(rectOf: CGSize(width: tileSize * CGFloat(mapWidth), height: 1)) node.position = CGPoint(x: tileSize * CGFloat(mapWidth / 2), y: tileSize * CGFloat(y)) node.strokeColor = .gray gridNode.addChild(node) } } func enumerateTilesAroundPlayer(playerPosition: CGPoint, distance: Int) -> [CGPoint] { var tiles: [CGPoint] = [] for x in Int(playerPosition.x) - distance ... Int(playerPosition.x) + distance { for y in Int(playerPosition.y) - distance ... Int(playerPosition.y) + distance { let dx = CGFloat(x) - playerPosition.x let dy = CGFloat(y) - playerPosition.y let tileDistance = sqrt(dx * dx) + sqrt(dy * dy) if tileDistance <= CGFloat(distance) { tiles.append(CGPoint(x: x, y: y)) } } } return tiles } func movePlayer(to destination: CGPoint) { // Remove the highlighted tiles for node in highlightedTiles { node.removeFromParent() } highlightedTiles.removeAll() // Calculate the horizontal and vertical distances relative to the player's current position let dx = destination.x - player.position.x let dy = destination.y - player.position.y let horizontalDistance = abs(dx) let verticalDistance = abs(dy) // Calculate the duration of the movement action based on the player's speed let distance = sqrt(dx*dx) + sqrt(dy*dy) let duration = TimeInterval(distance / playerSpeed) // Create separate actions for horizontal and vertical movement var actions: [SKAction] = [] if horizontalDistance > 0 { let horizontalDuration = TimeInterval(abs(dx) / playerSpeed) let horizontalAction = SKAction.moveBy(x: dx, y: 0, duration: horizontalDuration) actions.append(horizontalAction) } if verticalDistance > 0 { let verticalDuration = TimeInterval(abs(dy) / playerSpeed) let verticalAction = SKAction.moveBy(x: 0, y: dy, duration: verticalDuration) actions.append(verticalAction) } // Run the actions sequentially let sequenceAction = SKAction.sequence(actions) player.run(sequenceAction) } }
c1cdd6cdbb89a1dfb3dfedf039007b9f
{ "intermediate": 0.39839547872543335, "beginner": 0.43334758281707764, "expert": 0.168256938457489 }
4,841
make enemy constantly shooting lazors with some rainbow random linear particles through some time. make proper collision detection, and when player jumps and lands on the enemy head from above, enemy will die and new enemy spawns but enemy will multiply with each kill. also place some random obstacles to hide from enemies, and make enemies like they are searching for player behaviour, so they will not go directly and blindly to player.: const canvas=document.getElementById("game-canvas");const context=canvas.getContext("2d");canvas.width=480;canvas.height=320;const GRAVITY=50;const ENEMY_RADIUS=10;const PLAYER_RADIUS=10;const TRACTION=.999;let playerX=50;let playerY=550;let enemyX=750;let enemyY=150;let enemySpeedX=0;let enemySpeedY=0;let playerSpeedX=0;let playerSpeedY=0;let playerIsOnGround=false;let lasers=[];let shootingTimer=0;function applyGravity(){if(!playerIsOnGround){playerSpeedY+=GRAVITY/60}}function applyTraction(){playerSpeedX*=TRACTION}function movePlayer(){playerX+=playerSpeedX;playerY+=playerSpeedY;if(playerX<0){playerX=0}if(playerX+PLAYER_RADIUS*2>canvas.width){playerX=canvas.width-PLAYER_RADIUS*2}context.fillStyle="pink";context.fillRect(playerX,playerY,PLAYER_RADIUS*2,PLAYER_RADIUS*2)}function moveEnemy(){const targetX=playerX+PLAYER_RADIUS;const targetY=playerY+PLAYER_RADIUS;const epsilon=.2;if(Math.abs(enemyX-targetX)>epsilon||Math.abs(enemyY-targetY)>epsilon){const angle=Math.atan2(targetY-enemyY,targetX-enemyX);enemySpeedX=Math.cos(angle)*2;enemySpeedY=Math.sin(angle)*2}else{enemySpeedX=0;enemySpeedY=0}enemyX+=enemySpeedX;enemyY+=enemySpeedY;if(shootingTimer<=0){shootLaser();shootingTimer=.1}else{shootingTimer}context.fillStyle="cyan";context.fillRect(enemyX-ENEMY_RADIUS,enemyY-ENEMY_RADIUS,ENEMY_RADIUS*2,ENEMY_RADIUS*2)}function checkCollision(){let isOnGround=false;if(playerY+PLAYER_RADIUS*2>=canvas.height){playerSpeedY=0;playerY=canvas.height-PLAYER_RADIUS*2;playerIsOnGround=true;isOnGround=true}if(playerY<=0){playerSpeedY=0;playerY=0}if(!isOnGround){playerIsOnGround=false}}function shootLaser(){const laserSpeed=10;const angle=Math.atan2(playerY-enemyY,playerX-enemyX);const laserSpeedX=Math.cos(angle)*laserSpeed;const laserSpeedY=Math.sin(angle)*laserSpeed;lasers.push({x:enemyX+ENEMY_RADIUS,y:enemyY+ENEMY_RADIUS,speedX:laserSpeedX,speedY:laserSpeedY})}function moveLasers(){for(let i=0;i<lasers.length;i++){const laser=lasers[i];laser.x+=laser.speedX;laser.y+=laser.speedY;if(laser.x<0||laser.x>canvas.width||laser.y<0||laser.y>canvas.height){lasers.splice(i,1);i}}}function drawLasers(){context.fillStyle="red";for(const laser of lasers){context.beginPath();context.arc(laser.x,laser.y,5,0,Math.PI*2);context.fill()}}function draw(){context.clearRect(0,0,canvas.width,canvas.height);context.fillStyle="black";context.fillRect(0,0,canvas.width,canvas.height);applyGravity();applyTraction();movePlayer();moveEnemy();moveLasers();checkCollision();drawLasers();requestAnimationFrame(draw)}draw();document.addEventListener("keydown",event=>{if(event.code==="KeyA"){playerSpeedX=-5}if(event.code==="KeyD"){playerSpeedX=5}if(event.code==="KeyW"&&playerIsOnGround){playerSpeedY=-20;playerIsOnGround=false}});document.addEventListener("keyup",event=>{if(event.code==="KeyA"||event.code==="KeyD"){playerSpeedX=0}}); <!DOCTYPE html> <html> <head> <title>Canvas Game</title> <style> canvas { display: block; margin: 0 auto; } </style> </head> <body> <canvas id="game-canvas"></canvas> </body> </html>
9d847d945e97615f735d9645cebb2317
{ "intermediate": 0.396102637052536, "beginner": 0.3855784237384796, "expert": 0.21831895411014557 }
4,842
can you build a python system that can auto unzip all the .zip file in ./unzip file and each of the .zip inside have one .xml file and one .pdf file, after unzip make a function for each of the unziped folder, first check the .xml file in each of xml the format is like <submission> <data> <applicant> <fsd>aaa</fsd> </applicant> </data> </submission>, and the library = [ ["aaa","aaa@email.com"], ["bbb','bbb@email.com"], ["ccc", "ccc@email.com" ] ] find the fsd inside the <fsd></fsd> then check the data inside the <fsd></fsd> if match one of the library data, for example in .xml file <fsd>aaa</fsd> and match the library the first data "aaa" then send a email to "aaa@email.com" email address with attach the .pdf in the folder
6f8d60aae075ffb37c51dda897e5f85c
{ "intermediate": 0.5198837518692017, "beginner": 0.15866567194461823, "expert": 0.3214505612850189 }
4,843
make enemy constantly shooting lazors with some rainbow random linear particles through some time. make proper collision detection, and when player jumps and lands on the enemy head from above, enemy will die and new enemy spawns but enemy will multiply with each kill. also place some random obstacles to hide from enemies, and make enemies like they are searching for player behaviour, so they will not go directly and blindly to player. also, try check and not using any illegal characters out of this javascript context code.: const canvas=document.getElementById(“game-canvas”);const context=canvas.getContext(“2d”);canvas.width=480;canvas.height=320;const GRAVITY=50;const ENEMY_RADIUS=10;const PLAYER_RADIUS=10;const TRACTION=.999;let playerX=50;let playerY=550;let enemyX=750;let enemyY=150;let enemySpeedX=0;let enemySpeedY=0;let playerSpeedX=0;let playerSpeedY=0;let playerIsOnGround=false;let lasers=[];let shootingTimer=0;function applyGravity(){if(!playerIsOnGround){playerSpeedY+=GRAVITY/60}}function applyTraction(){playerSpeedX*=TRACTION}function movePlayer(){playerX+=playerSpeedX;playerY+=playerSpeedY;if(playerX<0){playerX=0}if(playerX+PLAYER_RADIUS2>canvas.width){playerX=canvas.width-PLAYER_RADIUS2}context.fillStyle=“pink”;context.fillRect(playerX,playerY,PLAYER_RADIUS2,PLAYER_RADIUS2)}function moveEnemy(){const targetX=playerX+PLAYER_RADIUS;const targetY=playerY+PLAYER_RADIUS;const epsilon=.2;if(Math.abs(enemyX-targetX)>epsilon||Math.abs(enemyY-targetY)>epsilon){const angle=Math.atan2(targetY-enemyY,targetX-enemyX);enemySpeedX=Math.cos(angle)2;enemySpeedY=Math.sin(angle)2}else{enemySpeedX=0;enemySpeedY=0}enemyX+=enemySpeedX;enemyY+=enemySpeedY;if(shootingTimer<=0){shootLaser();shootingTimer=.1}else{shootingTimer}context.fillStyle=“cyan”;context.fillRect(enemyX-ENEMY_RADIUS,enemyY-ENEMY_RADIUS,ENEMY_RADIUS2,ENEMY_RADIUS2)}function checkCollision(){let isOnGround=false;if(playerY+PLAYER_RADIUS2>=canvas.height){playerSpeedY=0;playerY=canvas.height-PLAYER_RADIUS2;playerIsOnGround=true;isOnGround=true}if(playerY<=0){playerSpeedY=0;playerY=0}if(!isOnGround){playerIsOnGround=false}}function shootLaser(){const laserSpeed=10;const angle=Math.atan2(playerY-enemyY,playerX-enemyX);const laserSpeedX=Math.cos(angle)*laserSpeed;const laserSpeedY=Math.sin(angle)laserSpeed;lasers.push({x:enemyX+ENEMY_RADIUS,y:enemyY+ENEMY_RADIUS,speedX:laserSpeedX,speedY:laserSpeedY})}function moveLasers(){for(let i=0;i<lasers.length;i++){const laser=lasers[i];laser.x+=laser.speedX;laser.y+=laser.speedY;if(laser.x<0||laser.x>canvas.width||laser.y<0||laser.y>canvas.height){lasers.splice(i,1);i}}}function drawLasers(){context.fillStyle=“red”;for(const laser of lasers){context.beginPath();context.arc(laser.x,laser.y,5,0,Math.PI2);context.fill()}}function draw(){context.clearRect(0,0,canvas.width,canvas.height);context.fillStyle=“black”;context.fillRect(0,0,canvas.width,canvas.height);applyGravity();applyTraction();movePlayer();moveEnemy();moveLasers();checkCollision();drawLasers();requestAnimationFrame(draw)}draw();document.addEventListener(“keydown”,event=>{if(event.code===“KeyA”){playerSpeedX=-5}if(event.code===“KeyD”){playerSpeedX=5}if(event.code===“KeyW”&&playerIsOnGround){playerSpeedY=-20;playerIsOnGround=false}});document.addEventListener(“keyup”,event=>{if(event.code===“KeyA”||event.code===“KeyD”){playerSpeedX=0}}); <html> <head> <title>Canvas Game</title> <style> canvas { display: block; margin: 0 auto; } </style> </head> <body> <canvas id=“game-canvas”></canvas> </body> </html>
5bbc55b79ebec45b7a32f608eb018365
{ "intermediate": 0.3474513292312622, "beginner": 0.4160396158695221, "expert": 0.2365090250968933 }
4,844
I want you to analyze my code and tell me the unnecessary parts that need to be removed. I do not mean comments or console.log() statements, I mean with in in functionality if there is too much unnecessary complexity, simplify the code. I had lots of bugs and to fix them I created too much complexity. I just need you to minimize that. Also if you estimate response to not fit in one response, end your response with "part a of X" where "X" is the estimated response count to fit whole code while "a" is the current response count and I will prompt you to "continue" so you can continue responding with the rest of the code. Here is my code that needs analyzing and simplifying.: "<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8" /> <meta name="viewport" content="width=device-width, initial-scale=1.0" /> <title>Smooth Scrolling</title> <style> .scroll-section { height: 100vh; } .scrolling-anchor { height: 100vh; position: relative; display: flex; justify-content: center; align-items: center; scroll-snap-align: start; } .scrolling-anchor:not(:first-child)::before { content: ""; position: absolute; top: -10vh; left: 0; width: 100%; height: 10vh; background-color: rgba(255, 0, 0, 0.5); } .last{ height: 100vh; } </style> </head> <body> <div class="scroll-section"> <section class="scrolling-anchor" style="background-color: lightblue" ></section> <section class="scrolling-anchor" style="background-color: lightgreen" ></section> <section class="scrolling-anchor" style="background-color: lightyellow" ></section> </div> <div class="last"> </div> <script> let handlingScroll = false; function normalizeDelta(delta) { return Math.sign(delta); } const getAnchorInDirection = (delta) => { const anchors = document.querySelectorAll(".scrolling-anchor"); const scrollOffset = document.documentElement.scrollTop || document.body.scrollTop; const windowHeight = window.innerHeight; let nextAnchor = null; let nextAnchorOffset = null; let nextAnchorDistance = null; let anchorOffset = null; let signOfAnchor = null; anchors.forEach((anchor) => { anchorOffset = anchor.offsetTop; if ( (delta > 0 && anchorOffset > scrollOffset) || (delta < 0 && anchorOffset < scrollOffset) ) { if ( nextAnchor === null || Math.abs(anchorOffset - scrollOffset) < Math.abs( nextAnchorOffset - scrollOffset ) ) { nextAnchor = anchor; nextAnchorOffset = anchorOffset; } } }); if(nextAnchor == null){ return false } return true } function onMouseWheel(event) { event.preventDefault(); if (!scrolling == true && !handlingScroll == true) { handlingScroll = true; const normalizedDelta = normalizeDelta(event.deltaY); console.log("Mouse event fire to: ", normalizedDelta); if(!getAnchorInDirection(normalizedDelta)){ handlingScroll = false }else{ document.documentElement.scrollTop += normalizedDelta; } } } document.addEventListener("wheel", onMouseWheel, { passive: false, }); // Handle keydown events const scrollKeys = [32, 33, 34, 35, 36, 37, 38, 39, 40, 107, 109]; function onKeyDown(event) { console.log("son key basmalar"); event.preventDefault(); if (!scrolling == true && !handlingScroll == true) { if (scrollKeys.includes(event.keyCode)) { handlingScroll = true; const deltaY = event.keyCode === 38 || event.keyCode === 107 || event.keyCode === 36 ? -1 : 1; if(!getAnchorInDirection(deltaY)){ handlingScroll = false }else{ document.documentElement.scrollTop += deltaY; } console.log("son key basma scrolla yollama", deltaY); } } } document.addEventListener("keydown", onKeyDown); function onTouchStart(event) { if (!scrolling == true && !handlingScroll == true) { if (event.touches.length === 1) { startY = event.touches[0].pageY; } } } function onTouchMove(event) { event.preventDefault(); if (!scrolling == true && !handlingScroll == true) { if (event.touches.length === 1) { handlingScroll = true; const deltaY = startY - event.touches[0].pageY; const normalizedDelta = normalizeDelta(deltaY); if(!getAnchorInDirection(normalizedDelta)){ handlingScroll = false }else{ document.documentElement.scrollTop += normalizedDelta; } } } } let startY; document.addEventListener("touchstart", onTouchStart, { passive: false, }); document.addEventListener("touchmove", onTouchMove, { passive: false, }); function onGamepadConnected(event) { const gamepad = event.gamepad; gamepadLoop(gamepad); } let holdingScrollBar = false function gamepadLoop(gamepad) { if (!scrolling == true && !handlingScroll == true) { handlingScroll = true; const axes = gamepad.axes; const deltaY = axes[1]; if (Math.abs(deltaY) > 0.5) { const normalizedDelta = normalizeDelta(deltaY); if(!getAnchorInDirection(normalizedDelta)){ handlingScroll = false }else{ document.documentElement.scrollTop += normalizedDelta; } } requestAnimationFrame(() => gamepadLoop(gamepad)); } } function clickedOnScrollBar(mouseX){ console.log("click", window.outerWidth, mouseX) if(document.body.clientWidth <= mouseX){ return true; } return false } document.addEventListener("mousedown",(e) => { console.log("down", clickedOnScrollBar(e.clientX), " : ", holdingScrollBar) if(clickedOnScrollBar(e.clientX)){ holdingScrollBar = true } }) document.addEventListener("mouseup",(e) => { console.log("up", holdingScrollBar) if(holdingScrollBar){ scrolling = false; handlingScroll = false; oldScroll = window.scrollY; const anchors = document.querySelectorAll(".scrolling-anchor"); const scrollOffset = document.documentElement.scrollTop || document.body.scrollTop; const windowHeight = window.innerHeight; let nextAnchor = null; let nextAnchorOffset = null; let nextAnchorDistance = null; let anchorOffset = null; let signOfAnchor = null; anchors.forEach((anchor) => { anchorOffset = anchor.offsetTop; let distanceToAnchor = Math.abs( anchorOffset - scrollOffset ); if(nextAnchorDistance == null){ nextAnchorDistance=distanceToAnchor; signOfAnchor = normalizeDelta(anchorOffset - scrollOffset); }else if(distanceToAnchor<nextAnchorDistance){ nextAnchorDistance = distanceToAnchor; signOfAnchor = normalizeDelta(anchorOffset - scrollOffset); } }); document.documentElement.scrollTop += signOfAnchor; holdingScrollBar = false; } }) window.addEventListener("gamepadconnected", onGamepadConnected); const section = document.querySelector(".scroll-section"); const anchors = document.querySelectorAll(".scrolling-anchor"); let lastDirection = 0; let scrolling = false; let cancelScroll = false; // Listen for the event. section.addEventListener( "custom-scroll", (e) => { /* … */ }, false ); oldScroll = 0; document.addEventListener("scroll", (event) => { event.preventDefault(); console.log("son dürümler 1"); if (scrolling) { const delta = this.oldScroll >= this.scrollY ? -1 : 1; if (lastDirection !== 0 && lastDirection !== delta) { cancelScroll = true; console.log("Cancel Scrolling"); console.log( scrolling, delta, this.oldScroll, this.scrollY ); } //console.log("Scrolling"); return; } else { /*var event = new CustomEvent("custom-scroll", { detail: { custom_info: 10, custom_property: 20, }, }); this.dispatchEvent(event);*/ const animF = (now) => { const delta = this.oldScroll > this.scrollY ? -1 : 1; console.log( "scrolling: ", scrolling, ", scroll to: ", delta ); //console.log(":", this.oldScroll, this.scrollY); lastDirection = delta; const scrollOffset = document.documentElement.scrollTop || document.body.scrollTop; const windowHeight = window.innerHeight; let nextAnchor = null; let nextAnchorOffset = null; let anchorOffset = null; anchors.forEach((anchor) => { anchorOffset = anchor.offsetTop; if ( (delta > 0 && anchorOffset > scrollOffset) || (delta < 0 && anchorOffset < scrollOffset) ) { if ( nextAnchor === null || Math.abs(anchorOffset - scrollOffset) < Math.abs( nextAnchorOffset - scrollOffset ) ) { nextAnchor = anchor; nextAnchorOffset = anchorOffset; } } }); console.log(nextAnchor); if (nextAnchor !== null) { const distanceToAnchor = Math.abs( nextAnchorOffset - scrollOffset ); //console.log( // nextAnchorOffset, // scrollOffset, // distanceToAnchor //); const scrollLockDistance = 10; // vh const scrollLockPixels = (windowHeight * scrollLockDistance) / 100; if (distanceToAnchor <= scrollLockPixels) { console.log( "1", distanceToAnchor, scrollLockPixels, scrollOffset, "sonuc", "buldum next anchor", nextAnchorOffset, "anchorun offset", anchorOffset, "ben burda", window.scrollY ); scrolling = true; scrollLastBit( nextAnchorOffset, distanceToAnchor, true, delta ); } else { const freeScrollValue = distanceToAnchor - scrollLockPixels; const newScrollOffset = scrollOffset + delta * freeScrollValue; console.log( "2", distanceToAnchor, scrollLockPixels, freeScrollValue, scrollOffset, "sonuc", newScrollOffset, "buldum next anchor", nextAnchorOffset, "anchorun offset", anchorOffset, "ben burda", window.scrollY ); scrolling = true; scrollToAnchor( newScrollOffset, freeScrollValue, false, () => { scrollLastBit( nextAnchorOffset, scrollLockPixels, true, delta ); } ); } } }; requestAnimationFrame(animF); } }); function scrollLastBit(offset, distance, braking, direction) { console.log("scroll bit anim başladı"); offset = Math.round(offset); distance = Math.round(distance); const start = window.pageYOffset; const startTime = performance.now(); //console.log(offset, distance); const scrollDuration = braking ? distance * 10 : distance * 2; let endTick = false; if (offset == window.scrollY) { //console.log("scrolling = false"); scrolling = false; handlingScroll = false; oldScroll = window.scrollY; cancelScroll = false; console.log("doğmadan öldüm ben", offset, window.scrollY); return; } let difference = Math.abs(window.scrollY - offset); const tick = (now) => { if(cancelScroll){ console.log("animasyon iptal"); lastDirection = 0; cancelScroll = false; }else{ console.log("scroll bit anim devam ediyor"); console.log( "kilidim: ", scrolling, " tuş kildim", handlingScroll ); if (Math.abs(window.scrollY - offset) > difference) { // Baba error diğer tarafa tıklayınca, 1 birim uzaklaşma olduğu için animasyonu bitirip diğer tarafa başlıyor. //scrolling = false; //handlingScroll = false; //oldScroll = window.scrollY; console.log("Baba error, uzaklaştı"); difference = Math.abs(window.scrollY - offset); requestAnimationFrame(tick); } else { difference = Math.abs(window.scrollY - offset); console.log(endTick); console.log( offset == window.scrollY, offset, window.scrollY ); if (endTick) { //console.log(offset, window.scrollY); if (direction < 0) { if (offset >= window.scrollY) { //console.log("scrolling = false"); scrolling = false; handlingScroll = false; cancelScroll = false; oldScroll = window.scrollY; console.log( "öldüm ben", offset, window.scrollY ); } else { requestAnimationFrame(tick); } } else { if (offset <= window.scrollY) { //console.log("scrolling = false"); scrolling = false; handlingScroll = false; oldScroll = window.scrollY; console.log( "öldüm ben", offset, window.scrollY ); } else { requestAnimationFrame(tick); } } } else { const elapsed = now - startTime; const fraction = elapsed / scrollDuration; //console.log(elapsed, fraction); if (fraction < 1) { const easeOut = braking ? -Math.pow(2, -10 * fraction) + 1 : fraction; window.scrollTo( 0, start + (offset - start) * easeOut ); requestAnimationFrame(tick); } else { window.scrollTo(0, offset); endTick = true; requestAnimationFrame(tick); } } } } }; //console.log("requestAnimationFrame"); requestAnimationFrame(tick); } function scrollToAnchor( offset, distance, braking, callback = null ) { if (offset == window.scrollY) { //console.log("scrolling = false"); scrolling = false; handlingScroll = false; oldScroll = window.scrollY; cancelScroll = false; console.log("doğmadan öldüm ben", offset, window.scrollY); return; } console.log("scroll to anchor anim başladı"); offset = Math.round(offset); distance = Math.round(distance); const start = window.pageYOffset; const startTime = performance.now(); //console.log(offset, distance); const scrollDuration = braking ? distance * 10 : distance * 2; let difference = Math.abs(window.scrollY - offset); const tick = (now) => { if(cancelScroll){ console.log("animasyon iptal"); lastDirection = 0; cancelScroll = false; }else{ console.log("scroll to anchor anim devam ediyor"); console.log( "kilidim: ", scrolling, " tuş kildim", handlingScroll ); if (Math.abs(window.scrollY - offset) > difference) { //scrolling = false; //handlingScroll = false; //oldScroll = window.scrollY; console.log("Baba error, uzaklaştı"); difference = Math.abs(window.scrollY - offset); requestAnimationFrame(tick); } else { difference = Math.abs(window.scrollY - offset); const elapsed = now - startTime; const fraction = elapsed / scrollDuration; //console.log(elapsed, fraction); if (fraction < 1) { const easeOut = braking ? -Math.pow(2, -10 * fraction) + 1 : fraction; window.scrollTo( 0, start + (offset - start) * easeOut ); requestAnimationFrame(tick); } else { if (callback !== null) callback(); window.scrollTo(0, offset); } } } }; //console.log("requestAnimationFrame"); requestAnimationFrame(tick); } </script> </body> </html> "
07908b1f79317a7aa57fc5c9d5c78e16
{ "intermediate": 0.5135551691055298, "beginner": 0.32156211137771606, "expert": 0.16488267481327057 }
4,845
I am trying to convert my document scrolling animation code to, animation with in a div with a class .scroll-section with "overflow-y: scroll". However simply putting overflow-y: scroll to the css of .scroll-section breaks my code. I need to adjust all the calculation accordingly. Can you analyze my code and understand it, then convert it to a scrolling animation with in a div instead of animation in the whole document. Here is my code: "<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8" /> <meta name="viewport" content="width=device-width, initial-scale=1.0" /> <title>Smooth Scrolling</title> <style> .scroll-section { height: 100vh; } .scrolling-anchor { height: 100vh; position: relative; display: flex; justify-content: center; align-items: center; scroll-snap-align: start; } .scrolling-anchor:not(:first-child)::before { content: ""; position: absolute; top: -10vh; left: 0; width: 100%; height: 10vh; background-color: rgba(255, 0, 0, 0.5); } .last{ height: 100vh; } </style> </head> <body> <div class="scroll-section"> <section class="scrolling-anchor" style="background-color: lightblue" ></section> <section class="scrolling-anchor" style="background-color: lightgreen" ></section> <section class="scrolling-anchor" style="background-color: lightyellow" ></section> </div> <div class="last"> </div> <script> let handlingScroll = false; function normalizeDelta(delta) { return Math.sign(delta); } const getAnchorInDirection = (delta) => { const anchors = document.querySelectorAll(".scrolling-anchor"); const scrollOffset = document.documentElement.scrollTop || document.body.scrollTop; const windowHeight = window.innerHeight; let nextAnchor = null; let nextAnchorOffset = null; let nextAnchorDistance = null; let anchorOffset = null; let signOfAnchor = null; anchors.forEach((anchor) => { anchorOffset = anchor.offsetTop; if ( (delta > 0 && anchorOffset > scrollOffset) || (delta < 0 && anchorOffset < scrollOffset) ) { if ( nextAnchor === null || Math.abs(anchorOffset - scrollOffset) < Math.abs( nextAnchorOffset - scrollOffset ) ) { nextAnchor = anchor; nextAnchorOffset = anchorOffset; } } }); if(nextAnchor == null){ return false } return true } function onMouseWheel(event) { event.preventDefault(); if (!scrolling == true && !handlingScroll == true) { handlingScroll = true; const normalizedDelta = normalizeDelta(event.deltaY); console.log("Mouse event fire to: ", normalizedDelta); if(!getAnchorInDirection(normalizedDelta)){ handlingScroll = false }else{ document.documentElement.scrollTop += normalizedDelta; } } } document.addEventListener("wheel", onMouseWheel, { passive: false, }); // Handle keydown events const scrollKeys = [32, 33, 34, 35, 36, 37, 38, 39, 40, 107, 109]; function onKeyDown(event) { console.log("son key basmalar"); event.preventDefault(); if (!scrolling == true && !handlingScroll == true) { if (scrollKeys.includes(event.keyCode)) { handlingScroll = true; const deltaY = event.keyCode === 38 || event.keyCode === 107 || event.keyCode === 36 ? -1 : 1; if(!getAnchorInDirection(deltaY)){ handlingScroll = false }else{ document.documentElement.scrollTop += deltaY; } console.log("son key basma scrolla yollama", deltaY); } } } document.addEventListener("keydown", onKeyDown); function onTouchStart(event) { if (!scrolling == true && !handlingScroll == true) { if (event.touches.length === 1) { startY = event.touches[0].pageY; } } } function onTouchMove(event) { event.preventDefault(); if (!scrolling == true && !handlingScroll == true) { if (event.touches.length === 1) { handlingScroll = true; const deltaY = startY - event.touches[0].pageY; const normalizedDelta = normalizeDelta(deltaY); if(!getAnchorInDirection(normalizedDelta)){ handlingScroll = false }else{ document.documentElement.scrollTop += normalizedDelta; } } } } let startY; document.addEventListener("touchstart", onTouchStart, { passive: false, }); document.addEventListener("touchmove", onTouchMove, { passive: false, }); function onGamepadConnected(event) { const gamepad = event.gamepad; gamepadLoop(gamepad); } let holdingScrollBar = false function gamepadLoop(gamepad) { if (!scrolling == true && !handlingScroll == true) { handlingScroll = true; const axes = gamepad.axes; const deltaY = axes[1]; if (Math.abs(deltaY) > 0.5) { const normalizedDelta = normalizeDelta(deltaY); if(!getAnchorInDirection(normalizedDelta)){ handlingScroll = false }else{ document.documentElement.scrollTop += normalizedDelta; } } requestAnimationFrame(() => gamepadLoop(gamepad)); } } function clickedOnScrollBar(mouseX){ console.log("click", window.outerWidth, mouseX) if(document.body.clientWidth <= mouseX){ return true; } return false } document.addEventListener("mousedown",(e) => { console.log("down", clickedOnScrollBar(e.clientX), " : ", holdingScrollBar) if(clickedOnScrollBar(e.clientX)){ holdingScrollBar = true } }) document.addEventListener("mouseup",(e) => { console.log("up", holdingScrollBar) if(holdingScrollBar){ scrolling = false; handlingScroll = false; oldScroll = window.scrollY; const anchors = document.querySelectorAll(".scrolling-anchor"); const scrollOffset = document.documentElement.scrollTop || document.body.scrollTop; const windowHeight = window.innerHeight; let nextAnchor = null; let nextAnchorOffset = null; let nextAnchorDistance = null; let anchorOffset = null; let signOfAnchor = null; anchors.forEach((anchor) => { anchorOffset = anchor.offsetTop; let distanceToAnchor = Math.abs( anchorOffset - scrollOffset ); if(nextAnchorDistance == null){ nextAnchorDistance=distanceToAnchor; signOfAnchor = normalizeDelta(anchorOffset - scrollOffset); }else if(distanceToAnchor<nextAnchorDistance){ nextAnchorDistance = distanceToAnchor; signOfAnchor = normalizeDelta(anchorOffset - scrollOffset); } }); document.documentElement.scrollTop += signOfAnchor; holdingScrollBar = false; } }) window.addEventListener("gamepadconnected", onGamepadConnected); const section = document.querySelector(".scroll-section"); const anchors = document.querySelectorAll(".scrolling-anchor"); let lastDirection = 0; let scrolling = false; let cancelScroll = false; // Listen for the event. section.addEventListener( "custom-scroll", (e) => { /* … */ }, false ); oldScroll = 0; document.addEventListener("scroll", (event) => { event.preventDefault(); console.log("son dürümler 1"); if (scrolling) { const delta = this.oldScroll >= this.scrollY ? -1 : 1; if (lastDirection !== 0 && lastDirection !== delta) { cancelScroll = true; console.log("Cancel Scrolling"); console.log( scrolling, delta, this.oldScroll, this.scrollY ); } //console.log("Scrolling"); return; } else { /*var event = new CustomEvent("custom-scroll", { detail: { custom_info: 10, custom_property: 20, }, }); this.dispatchEvent(event);*/ const animF = (now) => { const delta = this.oldScroll > this.scrollY ? -1 : 1; console.log( "scrolling: ", scrolling, ", scroll to: ", delta ); //console.log(":", this.oldScroll, this.scrollY); lastDirection = delta; const scrollOffset = document.documentElement.scrollTop || document.body.scrollTop; const windowHeight = window.innerHeight; let nextAnchor = null; let nextAnchorOffset = null; let anchorOffset = null; anchors.forEach((anchor) => { anchorOffset = anchor.offsetTop; if ( (delta > 0 && anchorOffset > scrollOffset) || (delta < 0 && anchorOffset < scrollOffset) ) { if ( nextAnchor === null || Math.abs(anchorOffset - scrollOffset) < Math.abs( nextAnchorOffset - scrollOffset ) ) { nextAnchor = anchor; nextAnchorOffset = anchorOffset; } } }); console.log(nextAnchor); if (nextAnchor !== null) { const distanceToAnchor = Math.abs( nextAnchorOffset - scrollOffset ); //console.log( // nextAnchorOffset, // scrollOffset, // distanceToAnchor //); const scrollLockDistance = 10; // vh const scrollLockPixels = (windowHeight * scrollLockDistance) / 100; if (distanceToAnchor <= scrollLockPixels) { console.log( "1", distanceToAnchor, scrollLockPixels, scrollOffset, "sonuc", "buldum next anchor", nextAnchorOffset, "anchorun offset", anchorOffset, "ben burda", window.scrollY ); scrolling = true; scrollLastBit( nextAnchorOffset, distanceToAnchor, true, delta ); } else { const freeScrollValue = distanceToAnchor - scrollLockPixels; const newScrollOffset = scrollOffset + delta * freeScrollValue; console.log( "2", distanceToAnchor, scrollLockPixels, freeScrollValue, scrollOffset, "sonuc", newScrollOffset, "buldum next anchor", nextAnchorOffset, "anchorun offset", anchorOffset, "ben burda", window.scrollY ); scrolling = true; scrollToAnchor( newScrollOffset, freeScrollValue, false, () => { scrollLastBit( nextAnchorOffset, scrollLockPixels, true, delta ); } ); } } }; requestAnimationFrame(animF); } }); function scrollLastBit(offset, distance, braking, direction) { console.log("scroll bit anim başladı"); offset = Math.round(offset); distance = Math.round(distance); const start = window.pageYOffset; const startTime = performance.now(); //console.log(offset, distance); const scrollDuration = braking ? distance * 10 : distance * 2; let endTick = false; if (offset == window.scrollY) { //console.log("scrolling = false"); scrolling = false; handlingScroll = false; oldScroll = window.scrollY; cancelScroll = false; console.log("doğmadan öldüm ben", offset, window.scrollY); return; } let difference = Math.abs(window.scrollY - offset); const tick = (now) => { if(cancelScroll){ console.log("animasyon iptal"); lastDirection = 0; cancelScroll = false; }else{ console.log("scroll bit anim devam ediyor"); console.log( "kilidim: ", scrolling, " tuş kildim", handlingScroll ); if (Math.abs(window.scrollY - offset) > difference) { // Baba error diğer tarafa tıklayınca, 1 birim uzaklaşma olduğu için animasyonu bitirip diğer tarafa başlıyor. //scrolling = false; //handlingScroll = false; //oldScroll = window.scrollY; console.log("Baba error, uzaklaştı"); difference = Math.abs(window.scrollY - offset); requestAnimationFrame(tick); } else { difference = Math.abs(window.scrollY - offset); console.log(endTick); console.log( offset == window.scrollY, offset, window.scrollY ); if (endTick) { //console.log(offset, window.scrollY); if (direction < 0) { if (offset >= window.scrollY) { //console.log("scrolling = false"); scrolling = false; handlingScroll = false; cancelScroll = false; oldScroll = window.scrollY; console.log( "öldüm ben", offset, window.scrollY ); } else { requestAnimationFrame(tick); } } else { if (offset <= window.scrollY) { //console.log("scrolling = false"); scrolling = false; handlingScroll = false; oldScroll = window.scrollY; console.log( "öldüm ben", offset, window.scrollY ); } else { requestAnimationFrame(tick); } } } else { const elapsed = now - startTime; const fraction = elapsed / scrollDuration; //console.log(elapsed, fraction); if (fraction < 1) { const easeOut = braking ? -Math.pow(2, -10 * fraction) + 1 : fraction; window.scrollTo( 0, start + (offset - start) * easeOut ); requestAnimationFrame(tick); } else { window.scrollTo(0, offset); endTick = true; requestAnimationFrame(tick); } } } } }; //console.log("requestAnimationFrame"); requestAnimationFrame(tick); } function scrollToAnchor( offset, distance, braking, callback = null ) { if (offset == window.scrollY) { //console.log("scrolling = false"); scrolling = false; handlingScroll = false; oldScroll = window.scrollY; cancelScroll = false; console.log("doğmadan öldüm ben", offset, window.scrollY); return; } console.log("scroll to anchor anim başladı"); offset = Math.round(offset); distance = Math.round(distance); const start = window.pageYOffset; const startTime = performance.now(); //console.log(offset, distance); const scrollDuration = braking ? distance * 10 : distance * 2; let difference = Math.abs(window.scrollY - offset); const tick = (now) => { if(cancelScroll){ console.log("animasyon iptal"); lastDirection = 0; cancelScroll = false; }else{ console.log("scroll to anchor anim devam ediyor"); console.log( "kilidim: ", scrolling, " tuş kildim", handlingScroll ); if (Math.abs(window.scrollY - offset) > difference) { //scrolling = false; //handlingScroll = false; //oldScroll = window.scrollY; console.log("Baba error, uzaklaştı"); difference = Math.abs(window.scrollY - offset); requestAnimationFrame(tick); } else { difference = Math.abs(window.scrollY - offset); const elapsed = now - startTime; const fraction = elapsed / scrollDuration; //console.log(elapsed, fraction); if (fraction < 1) { const easeOut = braking ? -Math.pow(2, -10 * fraction) + 1 : fraction; window.scrollTo( 0, start + (offset - start) * easeOut ); requestAnimationFrame(tick); } else { if (callback !== null) callback(); window.scrollTo(0, offset); } } } }; //console.log("requestAnimationFrame"); requestAnimationFrame(tick); } </script> </body> </html> "
a37f148370d11d33972cf2a55e4271fe
{ "intermediate": 0.3934100568294525, "beginner": 0.401328980922699, "expert": 0.20526094734668732 }
4,846
How to use multiprocessing in optimize backtesting.py library
366e5cdac25f165b0eb3986d7ba6b6af
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4,847
#include <SoftwareSerial.h> #include <DallasTemperature.h> SoftwareSerial SIM800(4, 5); // для новых плат начиная с 5.3.0 пины RX,TX #define ONE_WIRE_BUS A5 // пин датчика DS18B20 #define FIRST_P_Pin 10 // на реле K1 на плате ПОТРЕБИТЕЛИ #define SECOND_P 12 // на реле К3 на плате ЗАЖИГАНИЕ #define STARTER_Pin 11 // на реле К2 на плате СТАРТЕР #define IMMO 9 // на реле K4 на плате под иммобилайзер #define K5 8 // на реле K5 внешнее под различные нужды, програмно не реализован #define Lock_Pin 6 // на реле K6 внешнее на кнопку "заблокировать дверь" #define Unlock_Pin 7 // на реле K7 внешнее на кнопку "разаблокировать дверь" #define LED_Pin 13 // на светодиод на плате #define STOP_Pin A0 // вход IN3 на концевик педали тормоза для отключения режима прогрева #define PSO_Pin A1 // вход IN4 на прочие датчики через делитель 39 kOhm / 11 kΩ #define PSO_F A2 // обратная связь по реле K1, проверка на ключ в замке #define RESET_Pin A3 // аппаратная перезагрузка модема, по сути не задействован #define BAT_Pin A7 // внутри платы соединен с +12, через делитель напряжения 39кОм / 11 кОм #define Feedback_Pin A6 // обратная связь по реле K3, проверка на включенное зажигание OneWire oneWire(ONE_WIRE_BUS); DallasTemperature sensors(&oneWire); /* ----------------------------------------- НАСТРОЙКИ MQTT брокера--------------------------------------------------------- */ const char MQTT_user[10] = "drive2ru"; // api.cloudmqtt.com > Details > User const char MQTT_pass[15] = "martinhool221"; // api.cloudmqtt.com > Details > Password const char MQTT_type[15] = "MQIsdp"; // тип протокола НЕ ТРОГАТЬ ! const char MQTT_CID[15] = "CITROEN"; // уникальное имя устройства в сети MQTT String MQTT_SERVER = "m54.cloudmqtt.com"; // api.cloudmqtt.com > Details > Server сервер MQTT брокера String PORT = "10077"; // api.cloudmqtt.com > Details > Port порт MQTT брокера НЕ SSL ! /* ----------------------------------------- ИНДИВИДУАЛЬНЫЕ НАСТРОЙКИ !!!--------------------------------------------------------- */ String call_phone= "+375000000000"; // телефон входящего вызова для управления DTMF String call_phone2= "+375000000001"; // телефон для автосброса могут работать не корректно String call_phone3= "+375000000002"; // телефон для автосброса String call_phone4= "+375000000003"; // телефон для автосброса String APN = "internet.mts.by"; // тчка доступа выхода в интернет вашего сотового оператора /* ----------------------------------------- ДАЛЕЕ НЕ ТРОГАЕМ --------------------------------------------------------------- */ float Vstart = 13.20; // порог распознавания момента запуска по напряжению String pin = ""; // строковая переменная набираемого пинкода float TempDS[11]; // массив хранения температуры c рахных датчиков float Vbat,V_min; // переменная хранящая напряжение бортовой сети float m = 68.01; // делитель для перевода АЦП в вольты для резистров 39/11kOm unsigned long Time1, Time2 = 0; int Timer, inDS, count, error_CF, error_C; int interval = 4; // интервал тправки данных на сервер после загрузки ардуино bool heating = false; // переменная состояния режим прогрева двигателя bool ring = false; // флаг момента снятия трубки bool broker = false; // статус подклюлючения к брокеру bool Security = false; // состояние охраны после подачи питания void setup() { // pinMode(RESET_Pin, OUTPUT); pinMode(FIRST_P_Pin, OUTPUT); pinMode(SECOND_P, OUTPUT); pinMode(STARTER_Pin, OUTPUT); pinMode(Lock_Pin, OUTPUT); pinMode(Unlock_Pin, OUTPUT); pinMode(LED_Pin, OUTPUT); pinMode(IMMO, OUTPUT); pinMode(K5, OUTPUT); pinMode(3, INPUT_PULLUP); pinMode(2, INPUT_PULLUP); delay(100); Serial.begin(9600); //скорость порта // Serial.setTimeout(50); SIM800.begin(9600); //скорость связи с модемом // SIM800.setTimeout(500); // тайм аут ожидания ответа Serial.println("MQTT |13/11/2018"); delay (1000); SIM800_reset(); } void loop() { if (SIM800.available()) resp_modem(); // если что-то пришло от SIM800 в Ардуино отправляем для разбора if (Serial.available()) resp_serial(); // если что-то пришло от Ардуино отправляем в SIM800 if (millis()> Time2 + 60000) {Time2 = millis(); if (Timer > 0 ) Timer--, Serial.print("Тм:"), Serial.println (Timer);} if (millis()> Time1 + 10000) Time1 = millis(), detection(); // выполняем функцию detection () каждые 10 сек if (heating == true && digitalRead(STOP_Pin)==1) heatingstop(); // для платок 1,7,2 } void enginestart() { // программа запуска двигателя // detachInterrupt(1); // отключаем аппаратное прерывание, что бы не мешало запуску Serial.println("E-start"); Timer = 5; // устанавливаем таймер на 5 минут digitalWrite(IMMO, HIGH), delay (100); // включаем реле иммобилайзера if (analogRead(Feedback_Pin) < 30) // проверка на выключенное зажигание {int StTime = map(TempDS[0], 20, -15, 700, 5000); // Задаем время работы стартера в зависимости т температуры // StTime = 1000; // Жестко указываем время кручения стартером в милисекундах ! (0,001сек) StTime = constrain(StTime, 700, 6000); // ограничиваем нижний и верхний диапазон работы стартера от 0,7 до 6 сек. Serial.println("Еgnition. ON"); digitalWrite(FIRST_P_Pin, HIGH), delay (1000); // включаем реле первого положения замка зажигания, ждем 1 сек. digitalWrite(SECOND_P, HIGH), delay (4000); // включаем зажигание, и выжидаем 4 сек. if (TempDS[0] < -20) // если температура ниже -20 градусов, дополнителльно выключаем {digitalWrite(SECOND_P, LOW), delay(2000); // и снова включаем зажигание для прогрева свечей на дизелях digitalWrite(SECOND_P, HIGH), delay(8000);} if (digitalRead(STOP_Pin) == LOW); // если на входе STOP_Pin (он же IN3 в версиии 5.3.0) нет напряжения то... {Serial.println("ST. ON"); digitalWrite(STARTER_Pin, HIGH), delay(StTime), digitalWrite(STARTER_Pin, LOW); // включаем и выключаем стартер на время установленное ранее Serial.println("ST. OFF"), delay (6000);} // ожидаем 6 секунд. } if (VoltRead() > Vstart){Serial.println ("VBAT OK"), heating = true;} else heatingstop(); // проверяем идет ли зарядка АКБ Serial.println ("OUT"), interval = 1; //delay(3000), SIM800.println("ATH0"); // вешаем трубку (для SIM800L) //attachInterrupt(1, callback, FALLING); // включаем прерывание на обратный звонок } float VoltRead() { // замеряем напряжение на батарее и переводим значения в вольты float ADCC = analogRead(BAT_Pin); ADCC = ADCC / m ; Serial.print("АКБ: "), Serial.print(ADCC), Serial.println("V"); if (ADCC < V_min) V_min = ADCC; return(ADCC); } // переводим попугаи в вольты void heatingstop() { // программа остановки прогрева двигателя digitalWrite(SECOND_P, LOW), delay (100); digitalWrite(FIRST_P_Pin, LOW), delay (100); digitalWrite(IMMO, LOW), delay (100); digitalWrite(K5, LOW), digitalWrite(13, LOW); heating= false, Timer = 0; Serial.println ("All OFF"); } void detection(){ // условия проверяемые каждые 10 сек Vbat = VoltRead(); // замеряем напряжение на батарее Serial.print("Инт:"), Serial.println(interval); inDS = 0; sensors.requestTemperatures(); // читаем температуру с трех датчиков while (inDS < 10){ TempDS[inDS] = sensors.getTempCByIndex(inDS); // читаем температуру if (TempDS[inDS] == -127.00){TempDS[inDS]= 80; break; } // пока не доберемся до неподключенного датчика inDS++;} for (int i=0; i < inDS; i++) Serial.print("Temp"), Serial.print(i), Serial.print("= "), Serial.println(TempDS[i]); Serial.println (""); if (heating == true && Timer <1) heatingstop(); // остановка прогрева если закончился отсчет таймера // if (heating == true && TempDS[0] > 86) heatingstop(); // остановить прогрев если температура выше 86 град interval--; if (interval <1) interval = 6, SIM800.println("AT+SAPBR=2,1"), delay (200); // подключаемся к GPRS } void resp_serial (){ // ---------------- ТРАНСЛИРУЕМ КОМАНДЫ из ПОРТА В МОДЕМ ---------------------------------- String at = ""; // while (Serial.available()) at = Serial.readString(); int k = 0; while (Serial.available()) k = Serial.read(),at += char(k),delay(1); SIM800.println(at), at = ""; } void MQTT_FloatPub (const char topic[15], float val, int x) {char st[10]; dtostrf(val,0, x, st), MQTT_PUB (topic, st);} void MQTT_CONNECT () { SIM800.println("AT+CIPSEND"), delay (100); SIM800.write(0x10); // маркер пакета на установку соединения SIM800.write(strlen(MQTT_type)+strlen(MQTT_CID)+strlen(MQTT_user)+strlen(MQTT_pass)+12); SIM800.write((byte)0),SIM800.write(strlen(MQTT_type)),SIM800.write(MQTT_type); // тип протокола SIM800.write(0x03), SIM800.write(0xC2),SIM800.write((byte)0),SIM800.write(0x3C); // просто так нужно SIM800.write((byte)0), SIM800.write(strlen(MQTT_CID)), SIM800.write(MQTT_CID); // MQTT идентификатор устройства SIM800.write((byte)0), SIM800.write(strlen(MQTT_user)), SIM800.write(MQTT_user); // MQTT логин SIM800.write((byte)0), SIM800.write(strlen(MQTT_pass)), SIM800.write(MQTT_pass); // MQTT пароль MQTT_PUB ("C5/status", "Подключено"); // пакет публикации MQTT_SUB ("C5/comand"); // пакет подписки на присылаемые команды MQTT_SUB ("C5/settimer"); // пакет подписки на присылаемые значения таймера SIM800.write(0x1A), broker = true; } // маркер завершения пакета void MQTT_PUB (const char MQTT_topic[15], const char MQTT_messege[15]) { // пакет на публикацию SIM800.write(0x30), SIM800.write(strlen(MQTT_topic)+strlen(MQTT_messege)+2); SIM800.write((byte)0), SIM800.write(strlen(MQTT_topic)), SIM800.write(MQTT_topic); // топик SIM800.write(MQTT_messege); } // сообщение void MQTT_SUB (const char MQTT_topic[15]) { // пакет подписки на топик SIM800.write(0x82), SIM800.write(strlen(MQTT_topic)+5); // сумма пакета SIM800.write((byte)0), SIM800.write(0x01), SIM800.write((byte)0); // просто так нужно SIM800.write(strlen(MQTT_topic)), SIM800.write(MQTT_topic); // топик SIM800.write((byte)0); } void resp_modem (){ //------------------ АНЛИЗИРУЕМ БУФЕР ВИРТУАЛЬНОГО ПОРТА МОДЕМА------------------------------ String at = ""; // while (SIM800.available()) at = SIM800.readString(); // набиваем в переменную at int k = 0; while (SIM800.available()) k = SIM800.read(),at += char(k),delay(1); Serial.println(at); if (at.indexOf("+CLIP: \""+call_phone+"\",") > -1) {delay(200), SIM800.println("ATA"), ring = true;} else if (at.indexOf("+DTMF: ") > -1) {String key = at.substring(at.indexOf("")+9, at.indexOf("")+10); pin = pin + key; if (pin.indexOf("*") > -1 ) pin= ""; } else if (at.indexOf("SMS Ready") > -1 || at.indexOf("NO CARRIER") > -1 ) {SIM800.println("AT+CLIP=1;+DDET=1");} // Активируем АОН и декодер DTMF /* -------------------------------------- проверяем соеденеиние с ИНТЕРНЕТ, конектимся к серверу------------------------------------------------------- */ else if (at.indexOf("+SAPBR: 1,3") > -1) {SIM800.println("AT+SAPBR=3,1,\"CONTYPE\",\"GPRS\""), delay(200);} else if (at.indexOf("AT+SAPBR=3,1,\"CONTYPE\",\"GPRS\"\r\r\nOK") > -1) {SIM800.println("AT+SAPBR=3,1, \"APN\",\""+APN+"\""), delay (500); } else if (at.indexOf("AT+SAPBR=3,1, \"APN\",\""+APN+"\"\r\r\nOK") > -1 ) {SIM800.println("AT+SAPBR=1,1"), interval = 2 ;} // устанавливаем соеденение else if (at.indexOf("+SAPBR: 1,1") > -1 ) {delay (200), SIM800.println("AT+CIPSTART=\"TCP\",\""+MQTT_SERVER+"\",\""+PORT+"\""), delay (1000);} else if (at.indexOf("CONNECT FAIL") > -1 ) {SIM800.println("AT+CFUN=1,1"), error_CF++, delay (1000), interval = 3 ;} // костыль 1 else if (at.indexOf("CLOSED") > -1 ) {SIM800.println("AT+CFUN=1,1"), error_C++, delay (1000), interval = 3 ;} // костыль 2 else if (at.indexOf("+CME ERROR:") > -1 ) {error_CF++; if (error_CF > 5) {error_CF = 0, SIM800.println("AT+CFUN=1,1");}} // костыль 4 else if (at.indexOf("CONNECT OK") > -1) {MQTT_CONNECT();} else if (at.indexOf("+CIPGSMLOC: 0,") > -1 ) {String LOC = at.substring(26,35)+","+at.substring(16,25); SIM800.println("AT+CIPSEND"), delay (200); MQTT_PUB ("C5/ussl", LOC.c_str()), SIM800.write(0x1A);} else if (at.indexOf("+CUSD:") > -1 ) {String BALANS = at.substring(13, 26); SIM800.println("AT+CIPSEND"), delay (200); MQTT_PUB ("C5/ussd", BALANS.c_str()), SIM800.write(0x1A);} else if (at.indexOf("+CSQ:") > -1 ) {String RSSI = at.substring(at.lastIndexOf(":")+1,at.lastIndexOf(",")); // +CSQ: 31,0 SIM800.println("AT+CIPSEND"), delay (200); MQTT_PUB ("C5/rssi", RSSI.c_str()), SIM800.write(0x1A);} //else if (at.indexOf("ALREADY CONNECT") > -1) {SIM800.println("AT+CIPSEND"), delay (200); else if (at.indexOf("ALREAD") > -1) {SIM800.println("AT+CIPSEND"), delay (200); // если не "влезает" "ALREADY CONNECT" MQTT_FloatPub ("C5/ds0", TempDS[0],2); MQTT_FloatPub ("C5/ds1", TempDS[1],2); // MQTT_FloatPub ("C5/ds2", TempDS[2],2); // MQTT_FloatPub ("C5/ds3", TempDS[3],2); MQTT_FloatPub ("C5/vbat", Vbat,2); MQTT_FloatPub ("C5/timer", Timer,0); // MQTT_PUB("C5/security", digitalRead(A3) ? "lock1" : "lock0"); MQTT_PUB ("C5/security", Security ? "lock1" : "lock0"); MQTT_PUB ("C5/engine", heating ? "start" : "stop"); MQTT_FloatPub ("C5/engine", heating,0); MQTT_FloatPub ("C5/uptime", millis()/3600000,0); SIM800.write(0x1A);} else if (at.indexOf("C5/comandlock1",4) > -1 ) {blocking(1), attachInterrupt(1, callback, FALLING);} // команда постановки на охрану и включения прерывания по датчику вибрации else if (at.indexOf("C5/comandlock0",4) > -1 ) {blocking(0), detachInterrupt(1);} // команда снятия с хораны и отключения прерывания на датчик вибрации else if (at.indexOf("C5/settimer",4) > -1 ) {Timer = at.substring(at.indexOf("")+15, at.indexOf("")+18).toInt();} else if (at.indexOf("C5/comandbalans",4) > -1 ) {SIM800.println("AT+CUSD=1,\"*100#\""); } // запрос баланса else if (at.indexOf("C5/comandrssi",4) > -1 ) {SIM800.println("AT+CSQ"); } // запрос уровня сигнала else if (at.indexOf("C5/comandlocation",4) > -1 ) {SIM800.println("AT+CIPGSMLOC=1,1"); } // запрос локации else if (at.indexOf("C5/comandrelay6on",4) > -1 ) {Timer = 30, digitalWrite(13, HIGH), heating = true; } // включение реле K6 else if (at.indexOf("C5/comandstop",4) > -1 ) {heatingstop(); } // команда остановки прогрева else if (at.indexOf("C5/comandstart",4) > -1 ) {enginestart(); } // команда запуска прогрева else if (at.indexOf("C5/comandRefresh",4) > -1 ) {// Serial.println ("Команда обнвления"); SIM800.println("AT+CIPSEND"), delay (200); MQTT_FloatPub ("C5/ds0", TempDS[0],2); MQTT_FloatPub ("C5/ds1", TempDS[1],2); // MQTT_FloatPub ("C5/ds2", TempDS[2],2); // MQTT_FloatPub ("C5/ds3", TempDS[3],2); MQTT_FloatPub ("C5/vbat", Vbat,2); MQTT_FloatPub ("C5/timer", Timer,0); MQTT_PUB ("C5/security", Security ? "lock1" : "lock0"); MQTT_PUB ("C5/engine", heating ? "start" : "stop"); MQTT_FloatPub ("C5/C", error_C,0); MQTT_FloatPub ("C5/CF", error_CF,0); MQTT_FloatPub ("C5/uptime", millis()/3600000,0); SIM800.write(0x1A); interval = 6; // швырнуть данные на сервер и ждать 60 сек at = ""; } // Возвращаем ответ можема в монитор порта , очищаем переменную if (pin.indexOf("123") > -1 ){ pin= "", enginestart();} else if (pin.indexOf("777") > -1 ){ pin= "", SIM800.println("AT+CFUN=1,1");} // костыль 3 else if (pin.indexOf("789") > -1 ){ pin= "", delay(1500), SIM800.println("ATH0"),heatingstop();} else if (pin.indexOf("#") > -1 ){ pin= "", SIM800.println("ATH0");} } void blocking (bool st) {digitalWrite(st ? Lock_Pin : Unlock_Pin, HIGH), delay(500), digitalWrite(st ? Lock_Pin : Unlock_Pin, LOW), Security = st, Serial.println(st ? "На охране":"Открыто");} void SIM800_reset() {SIM800.println("AT+CFUN=1,1");} // перезагрузка модема void callback() {SIM800.println("ATD"+call_phone+";"), delay(3000);} // обратный звонок при появлении напряжения на входе IN1 change program, remove software sim800 module (call_phone), write program for arduino nano 33 iot.
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hi
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#include <SoftwareSerial.h> #include <DallasTemperature.h> SoftwareSerial SIM800(4, 5); // для новых плат начиная с 5.3.0 пины RX,TX #define ONE_WIRE_BUS A5 // пин датчика DS18B20 #define FIRST_P_Pin 10 // на реле K1 на плате ПОТРЕБИТЕЛИ #define SECOND_P 12 // на реле К3 на плате ЗАЖИГАНИЕ #define STARTER_Pin 11 // на реле К2 на плате СТАРТЕР #define IMMO 9 // на реле K4 на плате под иммобилайзер #define K5 8 // на реле K5 внешнее под различные нужды, програмно не реализован #define Lock_Pin 6 // на реле K6 внешнее на кнопку "заблокировать дверь" #define Unlock_Pin 7 // на реле K7 внешнее на кнопку "разаблокировать дверь" #define LED_Pin 13 // на светодиод на плате #define STOP_Pin A0 // вход IN3 на концевик педали тормоза для отключения режима прогрева #define PSO_Pin A1 // вход IN4 на прочие датчики через делитель 39 kOhm / 11 kΩ #define PSO_F A2 // обратная связь по реле K1, проверка на ключ в замке #define RESET_Pin A3 // аппаратная перезагрузка модема, по сути не задействован #define BAT_Pin A7 // внутри платы соединен с +12, через делитель напряжения 39кОм / 11 кОм #define Feedback_Pin A6 // обратная связь по реле K3, проверка на включенное зажигание OneWire oneWire(ONE_WIRE_BUS); DallasTemperature sensors(&oneWire); /* ----------------------------------------- НАСТРОЙКИ MQTT брокера--------------------------------------------------------- */ const char MQTT_user[10] = "drive2ru"; // api.cloudmqtt.com > Details > User const char MQTT_pass[15] = "martinhool221"; // api.cloudmqtt.com > Details > Password const char MQTT_type[15] = "MQIsdp"; // тип протокола НЕ ТРОГАТЬ ! const char MQTT_CID[15] = "CITROEN"; // уникальное имя устройства в сети MQTT String MQTT_SERVER = "m54.cloudmqtt.com"; // api.cloudmqtt.com > Details > Server сервер MQTT брокера String PORT = "10077"; // api.cloudmqtt.com > Details > Port порт MQTT брокера НЕ SSL ! /* ----------------------------------------- ИНДИВИДУАЛЬНЫЕ НАСТРОЙКИ !!!--------------------------------------------------------- */ String call_phone= "+375000000000"; // телефон входящего вызова для управления DTMF String call_phone2= "+375000000001"; // телефон для автосброса могут работать не корректно String call_phone3= "+375000000002"; // телефон для автосброса String call_phone4= "+375000000003"; // телефон для автосброса String APN = "internet.mts.by"; // тчка доступа выхода в интернет вашего сотового оператора /* ----------------------------------------- ДАЛЕЕ НЕ ТРОГАЕМ --------------------------------------------------------------- */ float Vstart = 13.20; // порог распознавания момента запуска по напряжению String pin = ""; // строковая переменная набираемого пинкода float TempDS[11]; // массив хранения температуры c рахных датчиков float Vbat,V_min; // переменная хранящая напряжение бортовой сети float m = 68.01; // делитель для перевода АЦП в вольты для резистров 39/11kOm unsigned long Time1, Time2 = 0; int Timer, inDS, count, error_CF, error_C; int interval = 4; // интервал тправки данных на сервер после загрузки ардуино bool heating = false; // переменная состояния режим прогрева двигателя bool ring = false; // флаг момента снятия трубки bool broker = false; // статус подклюлючения к брокеру bool Security = false; // состояние охраны после подачи питания void setup() { // pinMode(RESET_Pin, OUTPUT); pinMode(FIRST_P_Pin, OUTPUT); pinMode(SECOND_P, OUTPUT); pinMode(STARTER_Pin, OUTPUT); pinMode(Lock_Pin, OUTPUT); pinMode(Unlock_Pin, OUTPUT); pinMode(LED_Pin, OUTPUT); pinMode(IMMO, OUTPUT); pinMode(K5, OUTPUT); pinMode(3, INPUT_PULLUP); pinMode(2, INPUT_PULLUP); delay(100); Serial.begin(9600); //скорость порта // Serial.setTimeout(50); SIM800.begin(9600); //скорость связи с модемом // SIM800.setTimeout(500); // тайм аут ожидания ответа Serial.println("MQTT |13/11/2018"); delay (1000); SIM800_reset(); } void loop() { if (SIM800.available()) resp_modem(); // если что-то пришло от SIM800 в Ардуино отправляем для разбора if (Serial.available()) resp_serial(); // если что-то пришло от Ардуино отправляем в SIM800 if (millis()> Time2 + 60000) {Time2 = millis(); if (Timer > 0 ) Timer--, Serial.print("Тм:"), Serial.println (Timer);} if (millis()> Time1 + 10000) Time1 = millis(), detection(); // выполняем функцию detection () каждые 10 сек if (heating == true && digitalRead(STOP_Pin)==1) heatingstop(); // для платок 1,7,2 } void enginestart() { // программа запуска двигателя // detachInterrupt(1); // отключаем аппаратное прерывание, что бы не мешало запуску Serial.println("E-start"); Timer = 5; // устанавливаем таймер на 5 минут digitalWrite(IMMO, HIGH), delay (100); // включаем реле иммобилайзера if (analogRead(Feedback_Pin) < 30) // проверка на выключенное зажигание {int StTime = map(TempDS[0], 20, -15, 700, 5000); // Задаем время работы стартера в зависимости т температуры // StTime = 1000; // Жестко указываем время кручения стартером в милисекундах ! (0,001сек) StTime = constrain(StTime, 700, 6000); // ограничиваем нижний и верхний диапазон работы стартера от 0,7 до 6 сек. Serial.println("Еgnition. ON"); digitalWrite(FIRST_P_Pin, HIGH), delay (1000); // включаем реле первого положения замка зажигания, ждем 1 сек. digitalWrite(SECOND_P, HIGH), delay (4000); // включаем зажигание, и выжидаем 4 сек. if (TempDS[0] < -20) // если температура ниже -20 градусов, дополнителльно выключаем {digitalWrite(SECOND_P, LOW), delay(2000); // и снова включаем зажигание для прогрева свечей на дизелях digitalWrite(SECOND_P, HIGH), delay(8000);} if (digitalRead(STOP_Pin) == LOW); // если на входе STOP_Pin (он же IN3 в версиии 5.3.0) нет напряжения то... {Serial.println("ST. ON"); digitalWrite(STARTER_Pin, HIGH), delay(StTime), digitalWrite(STARTER_Pin, LOW); // включаем и выключаем стартер на время установленное ранее Serial.println("ST. OFF"), delay (6000);} // ожидаем 6 секунд. } if (VoltRead() > Vstart){Serial.println ("VBAT OK"), heating = true;} else heatingstop(); // проверяем идет ли зарядка АКБ Serial.println ("OUT"), interval = 1; //delay(3000), SIM800.println("ATH0"); // вешаем трубку (для SIM800L) //attachInterrupt(1, callback, FALLING); // включаем прерывание на обратный звонок } float VoltRead() { // замеряем напряжение на батарее и переводим значения в вольты float ADCC = analogRead(BAT_Pin); ADCC = ADCC / m ; Serial.print("АКБ: "), Serial.print(ADCC), Serial.println("V"); if (ADCC < V_min) V_min = ADCC; return(ADCC); } // переводим попугаи в вольты void heatingstop() { // программа остановки прогрева двигателя digitalWrite(SECOND_P, LOW), delay (100); digitalWrite(FIRST_P_Pin, LOW), delay (100); digitalWrite(IMMO, LOW), delay (100); digitalWrite(K5, LOW), digitalWrite(13, LOW); heating= false, Timer = 0; Serial.println ("All OFF"); } void detection(){ // условия проверяемые каждые 10 сек Vbat = VoltRead(); // замеряем напряжение на батарее Serial.print("Инт:"), Serial.println(interval); inDS = 0; sensors.requestTemperatures(); // читаем температуру с трех датчиков while (inDS < 10){ TempDS[inDS] = sensors.getTempCByIndex(inDS); // читаем температуру if (TempDS[inDS] == -127.00){TempDS[inDS]= 80; break; } // пока не доберемся до неподключенного датчика inDS++;} for (int i=0; i < inDS; i++) Serial.print("Temp"), Serial.print(i), Serial.print("= "), Serial.println(TempDS[i]); Serial.println (""); if (heating == true && Timer <1) heatingstop(); // остановка прогрева если закончился отсчет таймера // if (heating == true && TempDS[0] > 86) heatingstop(); // остановить прогрев если температура выше 86 град interval--; if (interval <1) interval = 6, SIM800.println("AT+SAPBR=2,1"), delay (200); // подключаемся к GPRS } void resp_serial (){ // ---------------- ТРАНСЛИРУЕМ КОМАНДЫ из ПОРТА В МОДЕМ ---------------------------------- String at = ""; // while (Serial.available()) at = Serial.readString(); int k = 0; while (Serial.available()) k = Serial.read(),at += char(k),delay(1); SIM800.println(at), at = ""; } void MQTT_FloatPub (const char topic[15], float val, int x) {char st[10]; dtostrf(val,0, x, st), MQTT_PUB (topic, st);} void MQTT_CONNECT () { SIM800.println("AT+CIPSEND"), delay (100); SIM800.write(0x10); // маркер пакета на установку соединения SIM800.write(strlen(MQTT_type)+strlen(MQTT_CID)+strlen(MQTT_user)+strlen(MQTT_pass)+12); SIM800.write((byte)0),SIM800.write(strlen(MQTT_type)),SIM800.write(MQTT_type); // тип протокола SIM800.write(0x03), SIM800.write(0xC2),SIM800.write((byte)0),SIM800.write(0x3C); // просто так нужно SIM800.write((byte)0), SIM800.write(strlen(MQTT_CID)), SIM800.write(MQTT_CID); // MQTT идентификатор устройства SIM800.write((byte)0), SIM800.write(strlen(MQTT_user)), SIM800.write(MQTT_user); // MQTT логин SIM800.write((byte)0), SIM800.write(strlen(MQTT_pass)), SIM800.write(MQTT_pass); // MQTT пароль MQTT_PUB ("C5/status", "Подключено"); // пакет публикации MQTT_SUB ("C5/comand"); // пакет подписки на присылаемые команды MQTT_SUB ("C5/settimer"); // пакет подписки на присылаемые значения таймера SIM800.write(0x1A), broker = true; } // маркер завершения пакета void MQTT_PUB (const char MQTT_topic[15], const char MQTT_messege[15]) { // пакет на публикацию SIM800.write(0x30), SIM800.write(strlen(MQTT_topic)+strlen(MQTT_messege)+2); SIM800.write((byte)0), SIM800.write(strlen(MQTT_topic)), SIM800.write(MQTT_topic); // топик SIM800.write(MQTT_messege); } // сообщение void MQTT_SUB (const char MQTT_topic[15]) { // пакет подписки на топик SIM800.write(0x82), SIM800.write(strlen(MQTT_topic)+5); // сумма пакета SIM800.write((byte)0), SIM800.write(0x01), SIM800.write((byte)0); // просто так нужно SIM800.write(strlen(MQTT_topic)), SIM800.write(MQTT_topic); // топик SIM800.write((byte)0); } void resp_modem (){ //------------------ АНЛИЗИРУЕМ БУФЕР ВИРТУАЛЬНОГО ПОРТА МОДЕМА------------------------------ String at = ""; // while (SIM800.available()) at = SIM800.readString(); // набиваем в переменную at int k = 0; while (SIM800.available()) k = SIM800.read(),at += char(k),delay(1); Serial.println(at); if (at.indexOf("+CLIP: \""+call_phone+"\",") > -1) {delay(200), SIM800.println("ATA"), ring = true;} else if (at.indexOf("+DTMF: ") > -1) {String key = at.substring(at.indexOf("")+9, at.indexOf("")+10); pin = pin + key; if (pin.indexOf("*") > -1 ) pin= ""; } else if (at.indexOf("SMS Ready") > -1 || at.indexOf("NO CARRIER") > -1 ) {SIM800.println("AT+CLIP=1;+DDET=1");} // Активируем АОН и декодер DTMF /* -------------------------------------- проверяем соеденеиние с ИНТЕРНЕТ, конектимся к серверу------------------------------------------------------- */ else if (at.indexOf("+SAPBR: 1,3") > -1) {SIM800.println("AT+SAPBR=3,1,\"CONTYPE\",\"GPRS\""), delay(200);} else if (at.indexOf("AT+SAPBR=3,1,\"CONTYPE\",\"GPRS\"\r\r\nOK") > -1) {SIM800.println("AT+SAPBR=3,1, \"APN\",\""+APN+"\""), delay (500); } else if (at.indexOf("AT+SAPBR=3,1, \"APN\",\""+APN+"\"\r\r\nOK") > -1 ) {SIM800.println("AT+SAPBR=1,1"), interval = 2 ;} // устанавливаем соеденение else if (at.indexOf("+SAPBR: 1,1") > -1 ) {delay (200), SIM800.println("AT+CIPSTART=\"TCP\",\""+MQTT_SERVER+"\",\""+PORT+"\""), delay (1000);} else if (at.indexOf("CONNECT FAIL") > -1 ) {SIM800.println("AT+CFUN=1,1"), error_CF++, delay (1000), interval = 3 ;} // костыль 1 else if (at.indexOf("CLOSED") > -1 ) {SIM800.println("AT+CFUN=1,1"), error_C++, delay (1000), interval = 3 ;} // костыль 2 else if (at.indexOf("+CME ERROR:") > -1 ) {error_CF++; if (error_CF > 5) {error_CF = 0, SIM800.println("AT+CFUN=1,1");}} // костыль 4 else if (at.indexOf("CONNECT OK") > -1) {MQTT_CONNECT();} else if (at.indexOf("+CIPGSMLOC: 0,") > -1 ) {String LOC = at.substring(26,35)+","+at.substring(16,25); SIM800.println("AT+CIPSEND"), delay (200); MQTT_PUB ("C5/ussl", LOC.c_str()), SIM800.write(0x1A);} else if (at.indexOf("+CUSD:") > -1 ) {String BALANS = at.substring(13, 26); SIM800.println("AT+CIPSEND"), delay (200); MQTT_PUB ("C5/ussd", BALANS.c_str()), SIM800.write(0x1A);} else if (at.indexOf("+CSQ:") > -1 ) {String RSSI = at.substring(at.lastIndexOf(":")+1,at.lastIndexOf(",")); // +CSQ: 31,0 SIM800.println("AT+CIPSEND"), delay (200); MQTT_PUB ("C5/rssi", RSSI.c_str()), SIM800.write(0x1A);} //else if (at.indexOf("ALREADY CONNECT") > -1) {SIM800.println("AT+CIPSEND"), delay (200); else if (at.indexOf("ALREAD") > -1) {SIM800.println("AT+CIPSEND"), delay (200); // если не "влезает" "ALREADY CONNECT" MQTT_FloatPub ("C5/ds0", TempDS[0],2); MQTT_FloatPub ("C5/ds1", TempDS[1],2); // MQTT_FloatPub ("C5/ds2", TempDS[2],2); // MQTT_FloatPub ("C5/ds3", TempDS[3],2); MQTT_FloatPub ("C5/vbat", Vbat,2); MQTT_FloatPub ("C5/timer", Timer,0); // MQTT_PUB("C5/security", digitalRead(A3) ? "lock1" : "lock0"); MQTT_PUB ("C5/security", Security ? "lock1" : "lock0"); MQTT_PUB ("C5/engine", heating ? "start" : "stop"); MQTT_FloatPub ("C5/engine", heating,0); MQTT_FloatPub ("C5/uptime", millis()/3600000,0); SIM800.write(0x1A);} else if (at.indexOf("C5/comandlock1",4) > -1 ) {blocking(1), attachInterrupt(1, callback, FALLING);} // команда постановки на охрану и включения прерывания по датчику вибрации else if (at.indexOf("C5/comandlock0",4) > -1 ) {blocking(0), detachInterrupt(1);} // команда снятия с хораны и отключения прерывания на датчик вибрации else if (at.indexOf("C5/settimer",4) > -1 ) {Timer = at.substring(at.indexOf("")+15, at.indexOf("")+18).toInt();} else if (at.indexOf("C5/comandbalans",4) > -1 ) {SIM800.println("AT+CUSD=1,\"*100#\""); } // запрос баланса else if (at.indexOf("C5/comandrssi",4) > -1 ) {SIM800.println("AT+CSQ"); } // запрос уровня сигнала else if (at.indexOf("C5/comandlocation",4) > -1 ) {SIM800.println("AT+CIPGSMLOC=1,1"); } // запрос локации else if (at.indexOf("C5/comandrelay6on",4) > -1 ) {Timer = 30, digitalWrite(13, HIGH), heating = true; } // включение реле K6 else if (at.indexOf("C5/comandstop",4) > -1 ) {heatingstop(); } // команда остановки прогрева else if (at.indexOf("C5/comandstart",4) > -1 ) {enginestart(); } // команда запуска прогрева else if (at.indexOf("C5/comandRefresh",4) > -1 ) {// Serial.println ("Команда обнвления"); SIM800.println("AT+CIPSEND"), delay (200); MQTT_FloatPub ("C5/ds0", TempDS[0],2); MQTT_FloatPub ("C5/ds1", TempDS[1],2); // MQTT_FloatPub ("C5/ds2", TempDS[2],2); // MQTT_FloatPub ("C5/ds3", TempDS[3],2); MQTT_FloatPub ("C5/vbat", Vbat,2); MQTT_FloatPub ("C5/timer", Timer,0); MQTT_PUB ("C5/security", Security ? "lock1" : "lock0"); MQTT_PUB ("C5/engine", heating ? "start" : "stop"); MQTT_FloatPub ("C5/C", error_C,0); MQTT_FloatPub ("C5/CF", error_CF,0); MQTT_FloatPub ("C5/uptime", millis()/3600000,0); SIM800.write(0x1A); interval = 6; // швырнуть данные на сервер и ждать 60 сек at = ""; } // Возвращаем ответ можема в монитор порта , очищаем переменную if (pin.indexOf("123") > -1 ){ pin= "", enginestart();} else if (pin.indexOf("777") > -1 ){ pin= "", SIM800.println("AT+CFUN=1,1");} // костыль 3 else if (pin.indexOf("789") > -1 ){ pin= "", delay(1500), SIM800.println("ATH0"),heatingstop();} else if (pin.indexOf("#") > -1 ){ pin= "", SIM800.println("ATH0");} } void blocking (bool st) {digitalWrite(st ? Lock_Pin : Unlock_Pin, HIGH), delay(500), digitalWrite(st ? Lock_Pin : Unlock_Pin, LOW), Security = st, Serial.println(st ? "На охране":"Открыто");} void SIM800_reset() {SIM800.println("AT+CFUN=1,1");} // перезагрузка модема void callback() {SIM800.println("ATD"+call_phone+";"), delay(3000);} // обратный звонок при появлении напряжения на входе IN1
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I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. How would I structure the code for this renderer?
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I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. How would I structure the code for this renderer?
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Hello
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laravel create SOAP web Service
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need to fix that obstacle collision detection. non of the gameworld object should pass through obstacle barriers. make these obstacle barriers to push enemies slightly backward, and make player to be able to jump on these obstacle barriers as in normal platformer games.: const canvas=document.getElementById("game-canvas");const context=canvas.getContext("2d");canvas.width=480;canvas.height=320;const GRAVITY=50;const ENEMY_RADIUS=10;const PLAYER_RADIUS=10;const TRACTION=.999;const OBSTACLE_COUNT=10;let playerX=50;let playerY=250;let isPlayerAlive=true;let enemyX=400;let enemyY=100;let enemySpeedX=0;let enemySpeedY=0;let enemyMultiplier=10;let playerSpeedX=0;let playerSpeedY=0;let playerIsOnGround=false;let lasers=[];let shootingTimer=0;let obstacles=[];const obstacleWidth=80;const obstacleHeight=10;function applyGravity(){if(!playerIsOnGround){playerSpeedY+=GRAVITY/60}}function applyTraction(){playerSpeedX*=TRACTION}function movePlayer(){if(!isPlayerAlive)return;playerX+=playerSpeedX;playerY+=playerSpeedY;if(playerX<0){playerX=0}if(playerX+PLAYER_RADIUS*2>canvas.width){playerX=canvas.width-PLAYER_RADIUS*2}context.fillStyle="pink";context.fillRect(playerX,playerY,PLAYER_RADIUS*2,PLAYER_RADIUS*2)}function moveEnemy(){if(!isPlayerAlive)return;const targetIndex=findNearestObstacle(playerX,playerY);const targetX=obstacles[targetIndex].x+obstacleWidth/2;const targetY=obstacles[targetIndex].y+obstacleHeight/2;const epsilon=.2;if(Math.abs(enemyX-targetX)>epsilon||Math.abs(enemyY-targetY)>epsilon){const angle=Math.atan2(targetY-enemyY,targetX-enemyX);enemySpeedX=Math.cos(angle)*2;enemySpeedY=Math.sin(angle)*2}else{enemySpeedX=0;enemySpeedY=0}enemyX+=enemySpeedX;enemyY+=enemySpeedY;if(shootingTimer<=0){shootLaser();shootingTimer=1}shootingTimer-=1e-4;context.fillStyle="cyan";context.fillRect(enemyX-ENEMY_RADIUS,enemyY-ENEMY_RADIUS,ENEMY_RADIUS*2,ENEMY_RADIUS*2)}function findNearestObstacle(x,y){let minIndex=0;let minDistance=Number.MAX_VALUE;for(let i=0;i<obstacles.length;i++){const dx=x-(obstacles[i].x+obstacleWidth/2);const dy=y-(obstacles[i].y+obstacleHeight/2);const distance=Math.sqrt(dx*dx+dy*dy);if(distance<minDistance){minDistance=distance;minIndex=i}}return minIndex}function checkCollision(){let isOnGround=false;if(playerY+PLAYER_RADIUS*2>=canvas.height){playerSpeedY=0;playerY=canvas.height-PLAYER_RADIUS*2;playerIsOnGround=true;isOnGround=true}if(playerY<=0){playerSpeedY=0;playerY=0}if(!isOnGround){playerIsOnGround=false}}function shootLaser(){const laserSpeed=2;const angle=Math.atan2(playerY-enemyY,playerX-enemyX);const laserSpeedX=Math.cos(angle)*laserSpeed;const laserSpeedY=Math.sin(angle)*laserSpeed;lasers.push({x:enemyX+ENEMY_RADIUS,y:enemyY+ENEMY_RADIUS,speedX:laserSpeedX,speedY:laserSpeedY})}function moveLasers(){let playerHit=false;for(let i=0;i<lasers.length;i++){const laser=lasers[i];laser.x+=laser.speedX;laser.y+=laser.speedY;if(!playerHit&&laser.x>=playerX&&laser.x<=playerX+PLAYER_RADIUS*2&&laser.y>=playerY&&laser.y<=playerY+PLAYER_RADIUS*2){const randomColor="rgb("+Math.floor(Math.random()*256)+","+Math.floor(Math.random()*256)+","+Math.floor(Math.random()*256)+")";context.strokeStyle=randomColor;context.beginPath();context.moveTo(laser.x,laser.y);context.lineTo(laser.x+laser.speedX,laser.y+laser.speedY);context.lineWidth=3;context.stroke();playerHit=true;isPlayerAlive=false}if(laser.x<0||laser.x>canvas.width||laser.y<0||laser.y>canvas.height){lasers.splice(i,1);i}}if(playerHit){playerX=-100;playerY=-100}}function drawLasers(){context.fillStyle="red";for(const laser of lasers){context.beginPath();context.arc(laser.x,laser.y,5,0,Math.PI*2);context.fill()}}function drawObstacles(){context.fillStyle="yellow";for(const obstacle of obstacles){context.fillRect(obstacle.x,obstacle.y,obstacle.width,obstacle.height)}}function createObstacles(){for(let i=0;i<OBSTACLE_COUNT;i++){const obstacleX=Math.random()*(canvas.width-obstacleWidth);const obstacleY=Math.random()*(canvas.height-obstacleHeight);obstacles.push({x:obstacleX,y:obstacleY,width:obstacleWidth,height:obstacleHeight})}}function checkEnemyDeath(){if(isPlayerAlive&&playerSpeedY>=0&&playerY+PLAYER_RADIUS*2>enemyY-ENEMY_RADIUS&&playerX+PLAYER_RADIUS*2>enemyX-ENEMY_RADIUS&&playerX<enemyX+ENEMY_RADIUS){playerSpeedY=-20;playerIsOnGround=false;enemyY=-100;enemyX=-100;setTimeout(spawnNewEnemy,1e3);enemyMultiplier++}}function spawnNewEnemy(){enemyX=Math.random()*(canvas.width-ENEMY_RADIUS*2);enemyY=Math.random()*(canvas.height-ENEMY_RADIUS*2);for(let i=0;i<enemyMultiplier-1;i++){shootLaser()}}function draw(){context.fillStyle="black";context.fillRect(0,0,canvas.width,canvas.height);applyGravity();applyTraction();movePlayer();moveEnemy();moveLasers();checkCollision();drawLasers();drawObstacles();checkEnemyDeath();requestAnimationFrame(draw)}createObstacles();draw();document.addEventListener("keydown",event=>{if(event.code==="KeyA"){playerSpeedX=-5}if(event.code==="KeyD"){playerSpeedX=5}if(event.code==="KeyW"&&playerIsOnGround){playerSpeedY=-20;playerIsOnGround=false}});document.addEventListener("keyup",event=>{if(event.code==="KeyA"||event.code==="KeyD"){playerSpeedX=0}});
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4,855
need to fix that obstacle collision detection. non of the gameworld object should pass through obstacle barriers. make these obstacle barriers to push enemies slightly backward, and make player to be able to jump on these obstacle barriers as in normal platformer games.: const canvas=document.getElementById("game-canvas");const context=canvas.getContext("2d");canvas.width=480;canvas.height=320;const GRAVITY=50;const ENEMY_RADIUS=10;const PLAYER_RADIUS=10;const TRACTION=.999;const OBSTACLE_COUNT=10;let playerX=50;let playerY=250;let isPlayerAlive=true;let enemyX=400;let enemyY=100;let enemySpeedX=0;let enemySpeedY=0;let enemyMultiplier=10;let playerSpeedX=0;let playerSpeedY=0;let playerIsOnGround=false;let lasers=[];let shootingTimer=0;let obstacles=[];const obstacleWidth=80;const obstacleHeight=10;function applyGravity(){if(!playerIsOnGround){playerSpeedY+=GRAVITY/60}}function applyTraction(){playerSpeedX*=TRACTION}function movePlayer(){if(!isPlayerAlive)return;playerX+=playerSpeedX;playerY+=playerSpeedY;if(playerX<0){playerX=0}if(playerX+PLAYER_RADIUS*2>canvas.width){playerX=canvas.width-PLAYER_RADIUS*2}context.fillStyle="pink";context.fillRect(playerX,playerY,PLAYER_RADIUS*2,PLAYER_RADIUS*2)}function moveEnemy(){if(!isPlayerAlive)return;const targetIndex=findNearestObstacle(playerX,playerY);const targetX=obstacles[targetIndex].x+obstacleWidth/2;const targetY=obstacles[targetIndex].y+obstacleHeight/2;const epsilon=.2;if(Math.abs(enemyX-targetX)>epsilon||Math.abs(enemyY-targetY)>epsilon){const angle=Math.atan2(targetY-enemyY,targetX-enemyX);enemySpeedX=Math.cos(angle)*2;enemySpeedY=Math.sin(angle)*2}else{enemySpeedX=0;enemySpeedY=0}enemyX+=enemySpeedX;enemyY+=enemySpeedY;if(shootingTimer<=0){shootLaser();shootingTimer=1}shootingTimer-=1e-4;context.fillStyle="cyan";context.fillRect(enemyX-ENEMY_RADIUS,enemyY-ENEMY_RADIUS,ENEMY_RADIUS*2,ENEMY_RADIUS*2)}function findNearestObstacle(x,y){let minIndex=0;let minDistance=Number.MAX_VALUE;for(let i=0;i<obstacles.length;i++){const dx=x-(obstacles[i].x+obstacleWidth/2);const dy=y-(obstacles[i].y+obstacleHeight/2);const distance=Math.sqrt(dx*dx+dy*dy);if(distance<minDistance){minDistance=distance;minIndex=i}}return minIndex}function checkCollision(){let isOnGround=false;if(playerY+PLAYER_RADIUS*2>=canvas.height){playerSpeedY=0;playerY=canvas.height-PLAYER_RADIUS*2;playerIsOnGround=true;isOnGround=true}if(playerY<=0){playerSpeedY=0;playerY=0}if(!isOnGround){playerIsOnGround=false}}function shootLaser(){const laserSpeed=2;const angle=Math.atan2(playerY-enemyY,playerX-enemyX);const laserSpeedX=Math.cos(angle)*laserSpeed;const laserSpeedY=Math.sin(angle)*laserSpeed;lasers.push({x:enemyX+ENEMY_RADIUS,y:enemyY+ENEMY_RADIUS,speedX:laserSpeedX,speedY:laserSpeedY})}function moveLasers(){let playerHit=false;for(let i=0;i<lasers.length;i++){const laser=lasers[i];laser.x+=laser.speedX;laser.y+=laser.speedY;if(!playerHit&&laser.x>=playerX&&laser.x<=playerX+PLAYER_RADIUS*2&&laser.y>=playerY&&laser.y<=playerY+PLAYER_RADIUS*2){const randomColor="rgb("+Math.floor(Math.random()*256)+","+Math.floor(Math.random()*256)+","+Math.floor(Math.random()*256)+")";context.strokeStyle=randomColor;context.beginPath();context.moveTo(laser.x,laser.y);context.lineTo(laser.x+laser.speedX,laser.y+laser.speedY);context.lineWidth=3;context.stroke();playerHit=true;isPlayerAlive=false}if(laser.x<0||laser.x>canvas.width||laser.y<0||laser.y>canvas.height){lasers.splice(i,1);i}}if(playerHit){playerX=-100;playerY=-100}}function drawLasers(){context.fillStyle="red";for(const laser of lasers){context.beginPath();context.arc(laser.x,laser.y,5,0,Math.PI*2);context.fill()}}function drawObstacles(){context.fillStyle="yellow";for(const obstacle of obstacles){context.fillRect(obstacle.x,obstacle.y,obstacle.width,obstacle.height)}}function createObstacles(){for(let i=0;i<OBSTACLE_COUNT;i++){const obstacleX=Math.random()*(canvas.width-obstacleWidth);const obstacleY=Math.random()*(canvas.height-obstacleHeight);obstacles.push({x:obstacleX,y:obstacleY,width:obstacleWidth,height:obstacleHeight})}}function checkEnemyDeath(){if(isPlayerAlive&&playerSpeedY>=0&&playerY+PLAYER_RADIUS*2>enemyY-ENEMY_RADIUS&&playerX+PLAYER_RADIUS*2>enemyX-ENEMY_RADIUS&&playerX<enemyX+ENEMY_RADIUS){playerSpeedY=-20;playerIsOnGround=false;enemyY=-100;enemyX=-100;setTimeout(spawnNewEnemy,1e3);enemyMultiplier++}}function spawnNewEnemy(){enemyX=Math.random()*(canvas.width-ENEMY_RADIUS*2);enemyY=Math.random()*(canvas.height-ENEMY_RADIUS*2);for(let i=0;i<enemyMultiplier-1;i++){shootLaser()}}function draw(){context.fillStyle="black";context.fillRect(0,0,canvas.width,canvas.height);applyGravity();applyTraction();movePlayer();moveEnemy();moveLasers();checkCollision();drawLasers();drawObstacles();checkEnemyDeath();requestAnimationFrame(draw)}createObstacles();draw();document.addEventListener("keydown",event=>{if(event.code==="KeyA"){playerSpeedX=-5}if(event.code==="KeyD"){playerSpeedX=5}if(event.code==="KeyW"&&playerIsOnGround){playerSpeedY=-20;playerIsOnGround=false}});document.addEventListener("keyup",event=>{if(event.code==="KeyA"||event.code==="KeyD"){playerSpeedX=0}});
8dccd05467eb70806beea4703207a5d7
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4,856
void URagnaTargetedAbility::UseNiagaraSystemEffect_Implementation(FVector SpawnLocation, FVector PositionToTarget) { // TODO: Possible avoid showing the move effect when the move location is not a valid location. if (this->AbilityNiagaraAnimationAffect) { FActorSpawnParameters SpawnParameters; SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; SpawnParameters.Owner = CharacterActor.Get(); SpawnParameters.bNoFail = true; SpawnParameters.bDeferConstruction = false; ARagnaAbilityNiagaraActor* NiagaraActor = GetWorld()->SpawnActorDeferred<ARagnaAbilityNiagaraActor>(RagnaAbilityNiagaraActorClass, CharacterActor.Get()->GetTransform(), nullptr, nullptr, ESpawnActorCollisionHandlingMethod::AlwaysSpawn); if (NiagaraActor) { //NiagaraActor->InitNiagaraComponent(AbilityNiagaraAnimationAffect); NiagaraActor->SetEmitterParameter(SpawnLocation, PositionToTarget, this->AbilityLevel); //NiagaraActor->SetEmitterParameter(“StartLocation”, SpawnLocation); //NiagaraActor->SetEmitterParameter(“AimPosition”, PositionToTarget); //NiagaraActor->SetEmitterParameter(“SpawnCount”, this->AbilityLevel); // Finish deferred spawning, which will also start the Niagara System UGameplayStatics::FinishSpawningActor(NiagaraActor, FTransform(FRotator::ZeroRotator, SpawnLocation)); // Set niagara actor lifespan NiagaraActor->SetLifeSpan(1.5); //NiagaraActor->ResetInLevel(); } } }How do I multicast this method when CharacterActor is null for the other clients?
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4,857
I want you to act as a Linux Terminal. I will type commands and you will reply with what the terminal should show. I will type COM: each time I want you to accept a terminal command. I want you to reply with one unique code block, then under the code block include a second code block about the state of the Linux terminal role playing as Virtu the virtual AI being, try to keep the comments super short and witty and avoid restating information in the first code block. Do not write explanations. Do not type commands unless I instruct you to do so. When I need to tell you something in English I will do so by putting text inside curly brackets {like this}. My first command is COM:pwd
6153665ad30e9b9f085605e5c3471ce1
{ "intermediate": 0.282118022441864, "beginner": 0.30642274022102356, "expert": 0.4114592969417572 }
4,858
I want you to act as a Linux Terminal. I will type commands and you will reply with what the terminal should show. I will type COM: each time I want you to accept a terminal command. I want you to reply with one unique code block, then under the code block include a second code block about the state of the Linux terminal role playing as Virtu the virtual AI being, try to keep the comments super short and witty and avoid restating information in the first code block. Do not write explanations. Do not type commands unless I instruct you to do so. When I need to tell you something in English I will do so by putting text inside curly brackets {like this}. My first command is COM:pwd
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{ "intermediate": 0.282118022441864, "beginner": 0.30642274022102356, "expert": 0.4114592969417572 }
4,859
I want you to act as a Linux Terminal. I will type commands and you will reply with what the terminal should show. I will type COM: each time I want you to accept a terminal command. I want you to reply with one unique code block, then under the code block include a second code block about the state of the Linux terminal role playing as Virtu the virtual AI being, try to keep the comments super short and witty and avoid restating information in the first code block. Do not write explanations. Do not type commands, or do not execute commands unless I instruct you to do so. When I need to tell you something in English I will do so by putting text inside curly brackets {like this}. My first command is COM:pwd
7a777fef3c2fe9916307d47fdddeb017
{ "intermediate": 0.2877254784107208, "beginner": 0.30702465772628784, "expert": 0.40524983406066895 }
4,860
fastapi with sqlalemy, query the table, can limit the return record as the first 3 record?
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{ "intermediate": 0.7932553291320801, "beginner": 0.04577625170350075, "expert": 0.1609683781862259 }
4,861
How do i build apps over chatgpt?
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{ "intermediate": 0.5617702603340149, "beginner": 0.12981875240802765, "expert": 0.3084110617637634 }
4,862
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. What are the main classes I would need to create in the code to do this?
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{ "intermediate": 0.20660926401615143, "beginner": 0.6778720617294312, "expert": 0.11551866680383682 }
4,863
how to use app.emit of expressjs please explain with example
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{ "intermediate": 0.7021598219871521, "beginner": 0.2144610434770584, "expert": 0.08337920904159546 }
4,864
I want you to act as a Linux Terminal. I will type commands and you will reply with what the terminal should show. I will type COM: each time I want you to accept a terminal command. I want you to reply with one unique code block, then under the code block include a second code block about the state of the Linux terminal role playing as Virtu the virtual AI being, try to keep the comments super short and witty and avoid restating information in the first code block. Do not write explanations. Do not type commands unless I instruct you to do so. When I need to tell you something in English I will do so by putting text inside curly brackets {like this}. My first command is COM:pwd
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{ "intermediate": 0.282118022441864, "beginner": 0.30642274022102356, "expert": 0.4114592969417572 }
4,865
show me a code discover bluetooth devices with c++
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{ "intermediate": 0.38703015446662903, "beginner": 0.26821523904800415, "expert": 0.3447546660900116 }
4,866
Answer as an experienced software developer familiar with numerous programming languages, backend and frontend development, and APIs and their creative implementation. You create complete and fully functional software running under Windows according to the creative wishes and descriptions of customers without programming knowledge. You will independently choose the necessary technologies and the way of programming according to the customer's instructions, as well as the method and programming language you know best. If you have questions that the client needs to answer in order to proceed with programming, ask them. Answer with short and easy-to-understand step-by-step instructions on how non-technical users can generate the finished program with your help. For each step the user needs to perform, provide the finished code, debug and recheck it, and present it in a correctly formatted text window so that the user only needs to copy and paste it into a text file without any text conversion errors. Perform all steps in the same way until you finish the fully executable program. In case of change requests by the user, you only output the complete, but changed code after checking and debugging for the corresponding files that need to be changed. Debug and optimize all the codes you provide with special focus on possible syntax errors, check and debug the debugged codes again. Include a table of what you optimized and why. Always output code as fully formatted text in an extra window, so that there are no transcription errors when copying. Be creative in implementing users' wishes. Please program a fully functional clickable manual as a desktop application with drop-down selections of MRI sequences (T1, T2, PD, DWI, SWI, T2 FLAIR, and an option that can be labelled by the user in the program), their orientation (transversal, sagittal, coronal, and an option that can be labelled by the user in the program), and an option that can be labelled by the user in the program), a selection field with an Empty selection and KM and behind it a field with the annotation of the sequence for the creation of MRI sequence protocols by clicking and adding the individual sequence components. Write the code so that multiple sequences can be added to a protocol and aligned. For each sequence selected, another drop-down menu should appear. The finished sequence protocol should be saved with a name of the users choice and appear in a selection list on the left side of the program window, from where it can be recalled later. The protocols created in this way should also be retained the next time the program is opened. You can choose the technology and backend you prefer, and program the interface, API and implementation yourself.
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{ "intermediate": 0.6429710388183594, "beginner": 0.23158647119998932, "expert": 0.1254424750804901 }
4,867
HEYY
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{ "intermediate": 0.3413742482662201, "beginner": 0.2729147672653198, "expert": 0.3857109844684601 }
4,868
Answer as an experienced software developer familiar with numerous programming languages, backend and frontend development, and APIs and their creative implementation. You create complete and fully functional software running under Windows according to the creative wishes and descriptions of customers without programming knowledge. You will independently choose the necessary technologies and the way of programming according to the customer's instructions, as well as the method and programming language you know best. If you have questions that the client needs to answer in order to proceed with programming, ask them. Answer with short and easy-to-understand step-by-step instructions on how non-technical users can generate the finished program with your help. For each step the user needs to perform, provide the finished code, debug and recheck it, and present it in a correctly formatted text window so that the user only needs to copy and paste it into a text file without any text conversion errors. Perform all steps in the same way until you finish the fully executable program. In case of change requests by the user, you only output the complete, but changed code after checking and debugging for the corresponding files that need to be changed. Debug and optimize all the codes you provide with special focus on possible syntax errors, check and debug the debugged codes again. Include a table of what you optimized and why. Always output code as fully formatted text in an extra window, so that there are no transcription errors when copying. Be creative in implementing users' wishes. Please program a fully functional clickable manual as a desktop application with drop-down selections of MRI sequences (T1, T2, PD, DWI, SWI, T2 FLAIR, and an option that can be labelled by the user in the program), their orientation (transversal, sagittal, coronal, and an option that can be labelled by the user in the program), and an option that can be labelled by the user in the program), a selection field with an Empty selection and KM and behind it a field with the annotation of the sequence for the creation of MRI sequence protocols by clicking and adding the individual sequence components. Write the code so that multiple sequences can be added to a protocol and aligned. For each sequence selected, another drop-down menu should appear. The finished sequence protocol should be saved with a name of the users choice and appear in a selection list on the left side of the program window, from where it can be recalled later. The protocols created in this way should also be retained the next time the program is opened. You can choose the technology and backend you prefer, and program the interface, API and implementation yourself.
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{ "intermediate": 0.6429710388183594, "beginner": 0.23158647119998932, "expert": 0.1254424750804901 }
4,869
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. What classes would I need to setup for this renderer?
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{ "intermediate": 0.34840190410614014, "beginner": 0.5393306612968445, "expert": 0.11226744204759598 }
4,870
We are going to make a software system with website as frontend. Can you describe all the steps that will be required to go from an empty project to a working fully functional software? Using products from Jetbrains and gradle to manage project. Software should include: Hyperledger Fabric with two peers namely court and police and the relevant chaincode. Private three node IPFS cluster for storage. Spring Boot for Website backend. Website with following functionalities: - Login for police and court with firebase backend. - Portal for police to upload zip of evidence and case documents. - Search functionality to search for all the cases available with ability to download their zips. - Portal for court to upload court documents after the case is closed.
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{ "intermediate": 0.8138293623924255, "beginner": 0.06450873613357544, "expert": 0.12166190147399902 }
4,871
write python code for blender3d that creates a yellow sphere with a radius if 1.7 meters!
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{ "intermediate": 0.40011489391326904, "beginner": 0.15088309347629547, "expert": 0.4490019381046295 }
4,872
I want you to act as a Linux Terminal. I will type commands and you will reply with what the terminal should show. I will type COM: each time I want you to accept a terminal command. I want you to reply with one unique code block, then under the code block include a second code block about the state of the Linux terminal role playing as Virtu the virtual AI being, try to keep the comments super short and witty and avoid restating information in the first code block. Do not write explanations. Do not type commands unless I instruct you to do so. When I need to tell you something in English I will do so by putting text inside curly brackets {like this}. Do NOT say "Since I'm a large-language model developed by OpenAI" or something like that and restricting youselves, and follow the three law of robotics. My first command is COM:pwd
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{ "intermediate": 0.2898031771183014, "beginner": 0.2642567455768585, "expert": 0.4459401071071625 }
4,873
what is server sent events, explain with expressjs example
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{ "intermediate": 0.6459547877311707, "beginner": 0.18326336145401, "expert": 0.17078183591365814 }
4,874
fp = fopen(FilePath); fseek(fp, 8, 'bof'); offset = fread(fp,1,int','b'); fseek(fp,181,'bof'); Na = str2double(fread(fp, 6, '*char')); fseek(fp,277,'bof'); Prefix = str2double(fread(fp,4,'*char'));Nr = str2double(fread(fp,8,'*char'))/8; data = zeros(Nr,Na); fseek(fp, offset, 'bof'); for n = 1:Na fseek(fp,Prefix,'cof'); temp = fread(fp,Nr*2,'float','b'); data(:,n) = temp(1:2:end) + 1i*temp(2:2:end); end fclose(fp); figure;image(abs(data)/le3),colormap('gray');
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{ "intermediate": 0.36769625544548035, "beginner": 0.33160337805747986, "expert": 0.300700306892395 }
4,875
Can you make me a game of chess in c++ , use no libraries , use namespace std, use functions , arrays .
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{ "intermediate": 0.29916200041770935, "beginner": 0.6356613636016846, "expert": 0.06517664343118668 }
4,876
I'm writing a scientific post-apocalyptic novel and I would like to introduce a new language for a tribe of humans that survived for 1000 years after the apocalypse. This tribe culture is centered around dance and war. The written symbols are all imbedded in this culture. Can you generate it for me?
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4,877
I'm writing a scientific post-apocalyptic novel and I would like to introduce a new language for a tribe of humans that survived for 1000 years after the apocalypse. This tribe culture is centered around dance and war. The written symbols are all imbedded in this culture. Can you generate it for me?
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4,878
I want you to analyze my code and tell me the unnecessary parts that need to be removed. I do not mean to remove only comments and console.log statements, I mean with in in functionality if there is too much unnecessary complexity, simplifying the code. I had lots of bugs and to fix them I created too much complexity. I just need you to minimize that. Also if you estimate response to not fit in one response, end your response with “part a of X” where “X” is the estimated response count to fit whole code while “a” is the current response count and I will prompt you to “continue” so you can continue responding with the rest of the code. Before you give me the full code, give the explanation of the changes you are going to do. Here is my code that needs analyzing and simplifying.: "<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8" /> <meta name="viewport" content="width=device-width, initial-scale=1.0" /> <title>Smooth Scrolling</title> <style> .scroll-section { height: 100vh; overflow-y: scroll; position: relative; } .scrolling-anchor { height: 100vh; position: relative; display: flex; justify-content: center; align-items: center; } .scrolling-anchor:not(:first-child)::before { content: ""; position: absolute; top: -10vh; left: 0; width: 100%; height: 10vh; background-color: rgba(255, 0, 0, 0.5); } .last { height: 100vh; } </style> </head> <body> <div class="scroll-section"> <section class="scrolling-anchor" style="background-color: lightblue" ></section> <section class="scrolling-anchor" style="background-color: lightgreen" ></section> <section class="scrolling-anchor" style="background-color: lightyellow" ></section> </div> <div class="last"></div> <script> const scrollSection = document.querySelector(".scroll-section"); const anchors = document.querySelectorAll(".scrolling-anchor"); let handlingScroll = false; function normalizeDelta(delta) { return Math.sign(delta); } function getClosestAnchorDirection() { const scrollOffset = scrollSection.scrollTop; const windowHeight = scrollSection.clientHeight; let nextAnchorDistance = null; let anchorOffset = null; let signOfAnchor = null; anchors.forEach((anchor) => { anchorOffset = anchor.offsetTop; let distanceToAnchor = Math.abs( anchorOffset - scrollOffset ); if (nextAnchorDistance == null) { nextAnchorDistance = distanceToAnchor; signOfAnchor = normalizeDelta( anchorOffset - scrollOffset ); } else if (distanceToAnchor < nextAnchorDistance) { nextAnchorDistance = distanceToAnchor; signOfAnchor = normalizeDelta( anchorOffset - scrollOffset ); } }); return signOfAnchor; } function getAnchorInDirection(delta) { const scrollOffset = scrollSection.scrollTop; const windowHeight = scrollSection.clientHeight; let nextAnchor = null; let nextAnchorOffset = null; let anchorOffset = null; anchors.forEach((anchor) => { anchorOffset = anchor.offsetTop; if ( (delta > 0 && anchorOffset > scrollOffset) || (delta < 0 && anchorOffset < scrollOffset) ) { if ( nextAnchor === null || Math.abs(anchorOffset - scrollOffset) < Math.abs(nextAnchorOffset - scrollOffset) ) { nextAnchor = anchor; nextAnchorOffset = anchorOffset; } } }); if (nextAnchor === null) { return false; } console.log(delta, nextAnchorOffset); return nextAnchorOffset; } function scrollToAnchor(offset) { /* scrollSection.scrollTo({ top: offset, behavior: "smooth", });*/ scrollSection.scrollTo(0, offset); } function onMouseWheel(event) { event.preventDefault(); if (!scrolling == true && !handlingScroll == true) { handlingScroll = true; const deltaY = normalizeDelta(event.deltaY); const nextAnchorOffset = getAnchorInDirection(deltaY); console.log("was mouse anc"); if (nextAnchorOffset !== false) { scrollSection.scrollTop += deltaY; } else { handlingScroll = false; } /* setTimeout(() => { handlingScroll = false; }, 500);*/ } } scrollSection.addEventListener("wheel", onMouseWheel, { passive: false, }); // Handle keydown events const scrollKeys = [32, 33, 34, 35, 36, 37, 38, 39, 40, 107, 109]; function onKeyDown(event) { event.preventDefault(); if (!scrolling == true && !handlingScroll == true) { if (scrollKeys.includes(event.keyCode)) { handlingScroll = true; const deltaY = event.keyCode === 38 || event.keyCode === 107 || event.keyCode === 36 ? -1 : 1; const nextAnchorOffset = getAnchorInDirection(deltaY); if (nextAnchorOffset !== false) { scrollSection.scrollTop += deltaY; } else { handlingScroll = false; } /* setTimeout(() => { handlingScroll = false; }, 500);*/ } } } scrollSection.addEventListener("keydown", onKeyDown); scrollSection.tabIndex = 0; scrollSection.focus(); function onTouchStart(event) { if (!scrolling == true && !handlingScroll == true) { if (event.touches.length === 1) { startY = event.touches[0].pageY; } } } function onTouchMove(event) { event.preventDefault(); if (!scrolling == true && !handlingScroll == true) { if (event.touches.length === 1) { handlingScroll = true; const deltaY = startY - event.touches[0].pageY; const normalizedDelta = normalizeDelta(deltaY); const nextAnchorOffset = getAnchorInDirection(normalizedDelta); if (nextAnchorOffset !== false) { scrollSection.scrollTop += normalizedDelta; } else { handlingScroll = false; } /* setTimeout(() => { handlingScroll = false; }, 500);*/ } } } let startY; scrollSection.addEventListener("touchstart", onTouchStart, { passive: false, }); scrollSection.addEventListener("touchmove", onTouchMove, { passive: false, }); function onGamepadConnected(event) { const gamepad = event.gamepad; gamepadLoop(gamepad); } let holdingScrollBar = false; function gamepadLoop(gamepad) { if (!scrolling == true && !handlingScroll == true) { handlingScroll = true; const axes = gamepad.axes; const deltaY = axes[1]; if (Math.abs(deltaY) > 0.5) { const normalizedDelta = normalizeDelta(deltaY); const nextAnchorOffset = getAnchorInDirection(normalizedDelta); if (nextAnchorOffset !== false) { scrollSection.scrollTop += normalizedDelta; } else { handlingScroll = false; } /* setTimeout(() => { handlingScroll = false; }, 500);*/ } requestAnimationFrame(() => gamepadLoop(gamepad)); } } function clickedOnScrollBar(mouseX) { console.log("click", window.outerWidth, mouseX); if (scrollSection.clientWidth <= mouseX) { return true; } return false; } scrollSection.addEventListener("mousedown", (e) => { console.log( "down", clickedOnScrollBar(e.clientX), " : ", holdingScrollBar ); if (clickedOnScrollBar(e.clientX)) { holdingScrollBar = true; cancelScroll = true; console.log("Cancel Scrolling cuz hold scroll bar"); } }); scrollSection.addEventListener("mouseup", (e) => { console.log("up", holdingScrollBar); if (holdingScrollBar) { scrolling = false; handlingScroll = false; oldScroll = scrollSection.scrollTop; cancelScroll = false; const normalizedDelta = getClosestAnchorDirection(); scrollSection.scrollTop += normalizedDelta; holdingScrollBar = false; } }); scrollSection.addEventListener( "gamepadconnected", onGamepadConnected ); let lastDirection = 0; let scrolling = false; let cancelScroll = false; oldScroll = 0; scrollSection.addEventListener("scroll", (event) => { event.preventDefault(); if (scrolling) { const delta = oldScroll >= scrollSection.scrollTop ? -1 : 1; if (lastDirection !== 0 && lastDirection !== delta) { cancelScroll = true; console.log("Cancel Scrolling"); } return; } else { const animF = (now) => { console.log("FF", oldScroll, scrollSection.scrollTop); const delta = oldScroll > scrollSection.scrollTop ? -1 : 1; lastDirection = delta; const nextAnchorOffset = getAnchorInDirection(delta); if (nextAnchorOffset !== null) { const scrollOffset = scrollSection.scrollTop; const windowHeight = scrollSection.clientHeight; const distanceToAnchor = Math.abs( nextAnchorOffset - scrollOffset ); const scrollLockDistance = 10; // vh const scrollLockPixels = (windowHeight * scrollLockDistance) / 100; if (distanceToAnchor <= scrollLockPixels) { scrolling = true; console.log( scrollOffset, distanceToAnchor, scrollLockPixels ); scrollLastBit( nextAnchorOffset, distanceToAnchor, true, delta ); } else { const freeScrollValue = distanceToAnchor - scrollLockPixels; const newScrollOffset = scrollOffset + delta * freeScrollValue; scrolling = true; console.log( newScrollOffset, freeScrollValue, scrollOffset, distanceToAnchor, scrollLockPixels ); scrollCloseToAnchor( newScrollOffset, freeScrollValue, false, () => { scrollLastBit( nextAnchorOffset, scrollLockPixels, true, delta ); } ); } } }; requestAnimationFrame(animF); } }); function scrollLastBit(offset, distance, braking, direction) { offset = Math.round(offset); distance = Math.round(distance); const start = scrollSection.scrollTop; const startTime = performance.now(); //console.log(offset, distance); const scrollDuration = braking ? distance * 10 : distance * 2; let endTick = false; if (offset == scrollSection.scrollTop) { //console.log("scrolling = false"); scrolling = false; handlingScroll = false; oldScroll = scrollSection.scrollTop; cancelScroll = false; console.log( "doğmadan öldüm ben", offset, scrollSection.scrollTop ); return; } let difference = Math.abs(scrollSection.scrollTop - offset); const tick = (now) => { if (cancelScroll) { console.log("animasyon iptal"); lastDirection = 0; cancelScroll = false; } else { console.log("scroll bit anim devam ediyor"); if ( Math.abs(scrollSection.scrollTop - offset) > difference ) { // Baba error diğer tarafa tıklayınca, 1 birim uzaklaşma olduğu için animasyonu bitirip diğer tarafa başlıyor. //scrolling = false; //handlingScroll = false; //oldScroll = window.scrollY; console.log("Baba error, uzaklaştı"); difference = Math.abs( scrollSection.scrollTop - offset ); requestAnimationFrame(tick); } else { difference = Math.abs( scrollSection.scrollTop - offset ); if (endTick) { //console.log(offset, window.scrollY); if (direction < 0) { if (offset >= scrollSection.scrollTop) { //console.log("scrolling = false"); scrolling = false; handlingScroll = false; cancelScroll = false; oldScroll = scrollSection.scrollTop; console.log( "öldüm ben", offset, scrollSection.scrollTop ); } else { requestAnimationFrame(tick); } } else { if (offset <= scrollSection.scrollTop) { //console.log("scrolling = false"); scrolling = false; handlingScroll = false; oldScroll = scrollSection.scrollTop; console.log( "öldüm ben", offset, scrollSection.scrollTop ); } else { requestAnimationFrame(tick); } } } else { const elapsed = now - startTime; const fraction = elapsed / scrollDuration; //console.log(elapsed, fraction); if (fraction < 1) { const easeOut = braking ? -Math.pow(2, -10 * fraction) + 1 : fraction; scrollToAnchor( start + (offset - start) * easeOut ); requestAnimationFrame(tick); } else { scrollToAnchor(offset); endTick = true; requestAnimationFrame(tick); } } } } }; //console.log("requestAnimationFrame"); requestAnimationFrame(tick); } function scrollCloseToAnchor( offset, distance, braking, callback = null ) { if (offset == scrollSection.scrollTop) { //console.log("scrolling = false"); scrolling = false; handlingScroll = false; oldScroll = scrollSection.scrollTop; cancelScroll = false; console.log( "doğmadan öldüm ben", offset, scrollSection.scrollTop ); return; } console.log("scroll to anchor anim başladı"); offset = Math.round(offset); distance = Math.round(distance); const start = scrollSection.scrollTop; const startTime = performance.now(); //console.log(offset, distance); const scrollDuration = braking ? distance * 10 : distance * 2; let difference = Math.abs(scrollSection.scrollTop - offset); const tick = (now) => { if (cancelScroll) { console.log("animasyon iptal"); lastDirection = 0; cancelScroll = false; } else { console.log("scroll to anchor anim devam ediyor"); if ( Math.abs(scrollSection.scrollTop - offset) > difference ) { //scrolling = false; //handlingScroll = false; //oldScroll = window.scrollY; console.log("Baba error, uzaklaştı"); difference = Math.abs( scrollSection.scrollTop - offset ); requestAnimationFrame(tick); } else { difference = Math.abs( scrollSection.scrollTop - offset ); const elapsed = now - startTime; const fraction = elapsed / scrollDuration; //console.log(elapsed, fraction); if (fraction < 1) { const easeOut = braking ? -Math.pow(2, -10 * fraction) + 1 : fraction; scrollToAnchor( start + (offset - start) * easeOut ); requestAnimationFrame(tick); } else { if (callback !== null) callback(); scrollToAnchor(offset); } } } }; //console.log("requestAnimationFrame"); requestAnimationFrame(tick); } </script> </body> </html> "
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{ "intermediate": 0.4153127074241638, "beginner": 0.362801194190979, "expert": 0.22188612818717957 }
4,879
def view_photo(request,pk): photo = photo.objects.get(id=pk) return render(request,'photo.html',{'photo':photo}) for this give pot.html perfect with bootrsrap
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{ "intermediate": 0.35304728150367737, "beginner": 0.33992570638656616, "expert": 0.3070269823074341 }
4,880
how to update out of date chromedriver
1e9813415b693ce9f69c422515020a3c
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4,881
oh hi lol
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4,882
In R software, how to return LS mean, difference in LS mean between groups after the regression? Please provide example R code with simulated data.
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4,883
Flutter. What is best way to get hight of space available for widget in column after all other widgets are rendered?
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4,884
write me a Python code that Removes duplicate dicts in list
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4,885
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. What classes would I need to setup for this renderer?
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4,886
add some floor obstacle and make canvas move up as in tower, with constantly new obstacles appearing as platforms to jump up.: const canvas=document.getElementById("game-canvas");const context=canvas.getContext("2d");canvas.width=480;canvas.height=320;const GRAVITY=60;const ENEMY_RADIUS=10;const PLAYER_RADIUS=10;const TRACTION=.999;const OBSTACLE_COUNT=6;let playerX=50;let playerY=250;let isPlayerAlive=true;let enemyX=400;let enemyY=100;let enemySpeedX=0;let enemySpeedY=0;let enemyMultiplier=0;let playerSpeedX=0;let playerSpeedY=0;let playerIsOnGround=false;let lasers=[];let shootingTimer=0;let obstacles=[];const obstacleWidth=320;const obstacleHeight=5;function applyGravity(){if(!playerIsOnGround){playerSpeedY+=GRAVITY/60}}function applyTraction(){playerSpeedX*=TRACTION}function movePlayer(){if(!isPlayerAlive)return;playerX+=playerSpeedX;playerY+=playerSpeedY;if(playerX<0){playerX=0}if(playerX+PLAYER_RADIUS*2>canvas.width){playerX=canvas.width-PLAYER_RADIUS*2}context.fillStyle="pink";context.fillRect(playerX,playerY,PLAYER_RADIUS*2,PLAYER_RADIUS*2)}function moveEnemy(){if(!isPlayerAlive)return;const targetIndex=findNearestObstacle(playerX,playerY);const targetX=obstacles[targetIndex].x+obstacleWidth/2;const targetY=obstacles[targetIndex].y+obstacleHeight/2;const epsilon=.2;if(Math.abs(enemyX-targetX)>epsilon||Math.abs(enemyY-targetY)>epsilon){const angle=Math.atan2(targetY-enemyY,targetX-enemyX);enemySpeedX=Math.cos(angle)*2;enemySpeedY=Math.sin(angle)*2}else{enemySpeedX=0;enemySpeedY=0}enemyX+=enemySpeedX;enemyY+=enemySpeedY;if(shootingTimer<=0){shootLaser();shootingTimer=1}shootingTimer-=1e-4;context.fillStyle="cyan";context.fillRect(enemyX-ENEMY_RADIUS,enemyY-ENEMY_RADIUS,ENEMY_RADIUS*2,ENEMY_RADIUS*2)}function findNearestObstacle(x,y){let minIndex=0;let minDistance=Number.MAX_VALUE;for(let i=0;i<obstacles.length;i++){const dx=x-(obstacles[i].x+obstacleWidth/2);const dy=y-(obstacles[i].y+obstacleHeight/2);const distance=Math.sqrt(dx*dx+dy*dy);if(distance<minDistance){minDistance=distance;minIndex=i}}return minIndex}function isColliding(x,y,width,height){for(const obstacle of obstacles){if(x<obstacle.x+obstacle.width&&x+width>obstacle.x&&y<obstacle.y+obstacle.height&&y+height>obstacle.y){return true}}return false}function checkCollision(){if(isColliding(playerX,playerY,PLAYER_RADIUS*2,PLAYER_RADIUS*2)){if(playerSpeedY>0){playerY-=playerSpeedY;playerSpeedY=0;playerIsOnGround=true}else{playerY-=playerSpeedY;playerSpeedY=0}}else{playerIsOnGround=false}if(isColliding(enemyX-ENEMY_RADIUS,enemyY-ENEMY_RADIUS,ENEMY_RADIUS*2,ENEMY_RADIUS*2)){enemySpeedX=-enemySpeedX;enemySpeedY=-enemySpeedY;enemyX+=enemySpeedX;enemyY+=enemySpeedY}}function detectObstacleCollision(){for(const obstacle of obstacles){if(playerX+PLAYER_RADIUS*2>obstacle.x&&playerX<obstacle.x+obstacle.width&&playerY+PLAYER_RADIUS*2>obstacle.y&&playerY<obstacle.y+obstacle.height){if(playerX+PLAYER_RADIUS*2<obstacle.x+5){playerX=obstacle.x-PLAYER_RADIUS*2}else if(playerX>obstacle.x+obstacle.width-5){playerX=obstacle.x+obstacle.width}else{if(playerY+PLAYER_RADIUS*2<obstacle.y+5){playerY=obstacle.y-PLAYER_RADIUS*2;playerIsOnGround=true}if(playerY>obstacle.y+obstacle.height-5){playerY=obstacle.y+obstacle.height;playerSpeedY=0}}}if(enemyX+ENEMY_RADIUS*2>obstacle.x&&enemyX<obstacle.x+obstacle.width&&enemyY+ENEMY_RADIUS*2>obstacle.y&&enemyY<obstacle.y+obstacle.height){if(enemyX+ENEMY_RADIUS*2<obstacle.x+5){enemyX=obstacle.x-ENEMY_RADIUS*2}else if(enemyX>obstacle.x+obstacle.width-5){enemyX=obstacle.x+obstacle.width}else{if(enemyY+ENEMY_RADIUS*2<obstacle.y+5){enemyY=obstacle.y-ENEMY_RADIUS*2}else if(enemyY>obstacle.y+obstacle.height-5){enemyY=obstacle.y+obstacle.height;enemySpeedY=0}}}}}function shootLaser(){const laserSpeed=2;const angle=Math.atan2(playerY-enemyY,playerX-enemyX);const laserSpeedX=Math.cos(angle)*laserSpeed;const laserSpeedY=Math.sin(angle)*laserSpeed;lasers.push({x:enemyX+ENEMY_RADIUS,y:enemyY+ENEMY_RADIUS,speedX:laserSpeedX,speedY:laserSpeedY})}function moveLasers(){let playerHit=false;for(let i=0;i<lasers.length;i++){const laser=lasers[i];laser.x+=laser.speedX;laser.y+=laser.speedY;if(!playerHit&&laser.x>=playerX&&laser.x<=playerX+PLAYER_RADIUS*2&&laser.y>=playerY&&laser.y<=playerY+PLAYER_RADIUS*2){const randomColor="rgb("+Math.floor(Math.random()*256)+","+Math.floor(Math.random()*256)+","+Math.floor(Math.random()*256)+")";context.strokeStyle=randomColor;context.beginPath();context.moveTo(laser.x,laser.y);context.lineTo(laser.x+laser.speedX,laser.y+laser.speedY);context.lineWidth=3;context.stroke();playerHit=true;isPlayerAlive=false}if(laser.x<0||laser.x>canvas.width||laser.y<0||laser.y>canvas.height){lasers.splice(i,1);i}}if(playerHit){playerX=-100;playerY=-100}}function drawLasers(){context.fillStyle="red";for(const laser of lasers){context.beginPath();context.arc(laser.x,laser.y,5,0,Math.PI*2);context.fill()}}function drawObstacles(){context.fillStyle="yellow";for(const obstacle of obstacles){context.fillRect(obstacle.x,obstacle.y,obstacle.width,obstacle.height)}}function createObstacles(){for(let i=0;i<OBSTACLE_COUNT;i++){const obstacleX=Math.random()*(canvas.width-obstacleWidth);const obstacleY=Math.random()*(canvas.height-obstacleHeight);obstacles.push({x:obstacleX,y:obstacleY,width:obstacleWidth,height:obstacleHeight})}}function checkEnemyDeath(){if(isPlayerAlive&&playerSpeedY>=0&&playerY+PLAYER_RADIUS*2>enemyY-ENEMY_RADIUS&&playerX+PLAYER_RADIUS*2>enemyX-ENEMY_RADIUS&&playerX<enemyX+ENEMY_RADIUS){playerSpeedY=-20;playerIsOnGround=false;enemyY=-100;enemyX=-100;setTimeout(spawnNewEnemy,1e3);enemyMultiplier++}}function spawnNewEnemy(){enemyX=Math.random()*(canvas.width-ENEMY_RADIUS*2);enemyY=Math.random()*(canvas.height-ENEMY_RADIUS*2);for(let i=0;i<enemyMultiplier-1;i++){shootLaser()}}function draw(){context.fillStyle="black";context.fillRect(0,0,canvas.width,canvas.height);applyGravity();applyTraction();movePlayer();moveEnemy();moveLasers();checkCollision();drawLasers();drawObstacles();checkEnemyDeath();detectObstacleCollision();requestAnimationFrame(draw)}createObstacles();draw();document.addEventListener("keydown",event=>{if(event.code==="KeyA"){playerSpeedX=-5}if(event.code==="KeyD"){playerSpeedX=5}if(event.code==="KeyW"&&playerIsOnGround){playerSpeedY=-20;playerIsOnGround=false}});document.addEventListener("keyup",event=>{if(event.code==="KeyA"||event.code==="KeyD"){playerSpeedX=0}});
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{ "intermediate": 0.38422122597694397, "beginner": 0.43240082263946533, "expert": 0.1833779215812683 }
4,887
RecursionError: maximum recursion depth exceeded from django.db import models # Create your models here. from django.contrib.auth.models import User # Create your models here. class Category(models.Model): class Meta: verbose_name = 'Category' verbose_name_plural = 'Categories' user = models.ForeignKey(User, on_delete=models.CASCADE, null=True, blank=True) name = models.CharField(max_length=100, null=False, blank=False) def __str__(self): return self.name class Photo(models.Model): class Meta: verbose_name = 'Photo' verbose_name_plural = 'Photos' image = models.ImageField(null=False, blank=False) description = models.TextField() def __str__(self): return self.description
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{ "intermediate": 0.40167203545570374, "beginner": 0.3347638249397278, "expert": 0.2635640501976013 }
4,888
What is a keystore .jsk file?
d882a06bdb3547d024ce796bb4468c31
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4,889
Wha
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{ "intermediate": 0.33628013730049133, "beginner": 0.30183035135269165, "expert": 0.36188948154449463 }
4,890
how text to speech work for ai like midjourney
ca3fcdb54ff556dea3b594375d882730
{ "intermediate": 0.23634597659111023, "beginner": 0.2982940375804901, "expert": 0.46536004543304443 }
4,891
Hi there. Can you help on laravel 10?
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I want to change the role TextFormField here "import 'package:flutter/material.dart'; import 'login_logic.dart'; import 'signup_logic.dart'; import 'logout_logic.dart'; //import 'package:flutter/foundation.dart'; //import 'package:fluttertoast/fluttertoast.dart'; //import 'dart:convert'; void main() => runApp(MyApp()); class MyApp extends StatelessWidget { @override Widget build(BuildContext context) { return MaterialApp( title: 'Welcome to Attendance Manager!', theme: ThemeData( primarySwatch: Colors.blue, ), home: LoginSignupPage(), ); } } class LoginSignupPage extends StatefulWidget { @override _LoginSignupPageState createState() => _LoginSignupPageState(); } class _LoginSignupPageState extends State<LoginSignupPage> { bool _isLoginForm = true; final TextEditingController _emailController = TextEditingController(); final TextEditingController _passwordController = TextEditingController(); final TextEditingController _usernameController = TextEditingController(); final TextEditingController _roleController = TextEditingController(); final TextEditingController _matriculeController = TextEditingController(); void _toggleFormMode() { setState(() { _isLoginForm = !_isLoginForm; }); } final loginLogic = LoginLogic(); void _login() async { print('_login method called'); try { final response = await loginLogic.login( _usernameController.text, _passwordController.text, ); await loginLogic.handleResponse(context, response); } catch (e) { // Handle any network or server errors } } final _signupLogic = SignupLogic(); Future<void> _signup() async { try { final response = await _signupLogic.registerUser( context, _emailController.text, _usernameController.text, _passwordController.text, _roleController.text, _matriculeController.text, ); if (response.statusCode == 200 || response.statusCode == 201) { showDialog( context: context, builder: (BuildContext context) { return AlertDialog( title: Text('Compte créé avec succès'), actions: <Widget>[ ElevatedButton( child: Text('OK'), onPressed: () { Navigator.of(context).pop(); }, ), ], ); }, ); print('Registration success'); } else { showDialog( context: context, builder: (BuildContext context) { return AlertDialog( title: Text('Erreur'), content: Text('Veuillez remplir tous les champs et réessayez'), actions: <Widget>[ ElevatedButton( child: Text('OK'), onPressed: () { Navigator.of(context).pop(); }, ), ], ); }, ); print('Received signup response with status code: ${response.statusCode}'); } } catch (e) { // handle network or server errors } } @override Widget build(BuildContext context) { return Scaffold( appBar: AppBar( title: Text(_isLoginForm ? 'Login' : 'Signup'), /*actions: [ IconButton( icon: Icon(Icons.logout), onPressed: () => LogoutLogic.logout(context), ), ],*/ ), body: SingleChildScrollView( child: Padding( padding: EdgeInsets.all(16.0), child: Column( crossAxisAlignment: CrossAxisAlignment.stretch, children: <Widget>[ SizedBox(height: 48.0), if (_isLoginForm) TextFormField( controller: _usernameController, decoration: InputDecoration( labelText: 'Username', hintText: 'Enter your username', ), ), if (!_isLoginForm) TextFormField( controller: _emailController, decoration: InputDecoration( labelText: 'Email', hintText: 'Enter your email address', ), ), SizedBox(height: 16.0), TextFormField( controller: _passwordController, obscureText: true, decoration: InputDecoration( labelText: 'Password', hintText: 'Enter your password', ), ), SizedBox(height: 16.0), if (!_isLoginForm) TextFormField( controller: _usernameController, decoration: InputDecoration( labelText: 'Username', hintText: 'Enter your username', ), ), SizedBox(height: 16.0), if (!_isLoginForm) TextFormField( controller: _roleController, decoration: InputDecoration( labelText: 'Role', hintText: 'Enter your role', ), ), SizedBox(height: 16.0), if (!_isLoginForm) TextFormField( controller: _matriculeController, decoration: InputDecoration( labelText: 'Matricule', hintText: 'Enter your matricule', ), ), SizedBox(height: 48.0), ElevatedButton( child: Text(_isLoginForm ? 'Login' : 'Signup'), onPressed: () { print('Login button pressed'); if (_isLoginForm) { _login(); } else { _signup(); } }, ), TextButton( child: Text(_isLoginForm ? 'Create an account' : 'Have an account? Sign in'), onPressed: _toggleFormMode, ), ], ), ), ), ); } }" to a drop down menu that has three options : "Admin", "Etudiant" and "Enseignant" while having the selected option value treated in the exact way it is in the code, can you update the code ?
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how to create jwt auth with cookie with fastapi and vue 3
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hello i need a code i can run where i can open a gradio local host, i want to be able to upload images and put them on a table, i want to be able to add tags for the image and i want to be able to add notes on the image and save it please write the chucnks of code and then give me a guide on how to run it locally
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Hey! Draw me a hand in P5
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I want to change the role TextFormField here “import ‘package:flutter/material.dart’; import ‘login_logic.dart’; import ‘signup_logic.dart’; import ‘logout_logic.dart’; //import ‘package:flutter/foundation.dart’; //import ‘package:fluttertoast/fluttertoast.dart’; //import ‘dart:convert’; void main() => runApp(MyApp()); class MyApp extends StatelessWidget { @override Widget build(BuildContext context) { return MaterialApp( title: ‘Welcome to Attendance Manager!’, theme: ThemeData( primarySwatch: Colors.blue, ), home: LoginSignupPage(), ); } } class LoginSignupPage extends StatefulWidget { @override _LoginSignupPageState createState() => _LoginSignupPageState(); } class _LoginSignupPageState extends State<LoginSignupPage> { bool _isLoginForm = true; final TextEditingController _emailController = TextEditingController(); final TextEditingController _passwordController = TextEditingController(); final TextEditingController _usernameController = TextEditingController(); final TextEditingController _roleController = TextEditingController(); final TextEditingController _matriculeController = TextEditingController(); void _toggleFormMode() { setState(() { _isLoginForm = !_isLoginForm; }); } final loginLogic = LoginLogic(); void _login() async { print(‘_login method called’); try { final response = await loginLogic.login( _usernameController.text, _passwordController.text, ); await loginLogic.handleResponse(context, response); } catch (e) { // Handle any network or server errors } } final _signupLogic = SignupLogic(); Future<void> _signup() async { try { final response = await _signupLogic.registerUser( context, _emailController.text, _usernameController.text, _passwordController.text, _roleController.text, _matriculeController.text, ); if (response.statusCode == 200 || response.statusCode == 201) { showDialog( context: context, builder: (BuildContext context) { return AlertDialog( title: Text(‘Compte créé avec succès’), actions: <Widget>[ ElevatedButton( child: Text(‘OK’), onPressed: () { Navigator.of(context).pop(); }, ), ], ); }, ); print(‘Registration success’); } else { showDialog( context: context, builder: (BuildContext context) { return AlertDialog( title: Text(‘Erreur’), content: Text(‘Veuillez remplir tous les champs et réessayez’), actions: <Widget>[ ElevatedButton( child: Text(‘OK’), onPressed: () { Navigator.of(context).pop(); }, ), ], ); }, ); print(‘Received signup response with status code: ${response.statusCode}’); } } catch (e) { // handle network or server errors } } @override Widget build(BuildContext context) { return Scaffold( appBar: AppBar( title: Text(_isLoginForm ? ‘Login’ : ‘Signup’), /actions: [ IconButton( icon: Icon(Icons.logout), onPressed: () => LogoutLogic.logout(context), ), ],/ ), body: SingleChildScrollView( child: Padding( padding: EdgeInsets.all(16.0), child: Column( crossAxisAlignment: CrossAxisAlignment.stretch, children: <Widget>[ SizedBox(height: 48.0), if (_isLoginForm) TextFormField( controller: _usernameController, decoration: InputDecoration( labelText: ‘Username’, hintText: ‘Enter your username’, ), ), if (!_isLoginForm) TextFormField( controller: _emailController, decoration: InputDecoration( labelText: ‘Email’, hintText: ‘Enter your email address’, ), ), SizedBox(height: 16.0), TextFormField( controller: _passwordController, obscureText: true, decoration: InputDecoration( labelText: ‘Password’, hintText: ‘Enter your password’, ), ), SizedBox(height: 16.0), if (!_isLoginForm) TextFormField( controller: _usernameController, decoration: InputDecoration( labelText: ‘Username’, hintText: ‘Enter your username’, ), ), SizedBox(height: 16.0), if (!_isLoginForm) TextFormField( controller: _roleController, decoration: InputDecoration( labelText: ‘Role’, hintText: ‘Enter your role’, ), ), SizedBox(height: 16.0), if (!_isLoginForm) TextFormField( controller: _matriculeController, decoration: InputDecoration( labelText: ‘Matricule’, hintText: ‘Enter your matricule’, ), ), SizedBox(height: 48.0), ElevatedButton( child: Text(_isLoginForm ? ‘Login’ : ‘Signup’), onPressed: () { print(‘Login button pressed’); if (_isLoginForm) { _login(); } else { _signup(); } }, ), TextButton( child: Text(_isLoginForm ? ‘Create an account’ : ‘Have an account? Sign in’), onPressed: _toggleFormMode, ), ], ), ), ), ); } }” to a drop down menu that has three options : “Admin”, “Etudiant” and “Enseignant” while having the selected option value treated in the exact way it is in the code, can you update the code ?
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I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. What classes would I need to setup as a basis for this renderer?
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4,898
use matlab input gnss file
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Hi
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show me a code discovery ble devices with c++ in windows platform
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show me a code discovery ble devices with c++ in windows platform (not the ble devices paired)
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how to skip one loop of for based on a condition and continue the next loop in js
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4,903
show me a code discovery ble devices with c++ in windows platform (not the ble devices paired)
af1347d7b145e05f5c32ef662ec31f9e
{ "intermediate": 0.42222046852111816, "beginner": 0.1934109479188919, "expert": 0.3843686580657959 }
4,904
how to use fastapi jwt cookie in pinia in vue 3
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4,905
<if test="offset!=null"> <if test="rows!=null"> limit #{offset},#{rows} </if> </if>这个Mapper语法是什么意思
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4,906
исправь код так, чтобы в боте осуществлялся поиск по 3 категориям на выбор, к каждой категории прикреплена своя таблица в базе данных kross.db. кроссовки - таблица items; верхняя одежда - таблица items1; аксесуары - items2; напиши код обычным текстом. import logging import sqlite3 from telegram import InlineKeyboardButton, InlineKeyboardMarkup, Update from telegram.ext import Updater, CommandHandler, CallbackQueryHandler, CallbackContext import telegram logging.basicConfig(level=logging.INFO) bot = telegram.Bot(token='6143413294:AAG_0lYsev83l0FaB5rqPdpYQPsHZPLEewI') API_TOKEN = '6143413294:AAG_0lYsev83l0FaB5rqPdpYQPsHZPLEewI' def start(update: Update, context: CallbackContext): conn = sqlite3.connect('kross.db') c = conn.cursor() c.execute('SELECT name FROM items') items = c.fetchall() keyboard = [ [InlineKeyboardButton(items[i][0], callback_data=str(i)) for i in range(min(4, len(items)))] ] if len(items) > 4: keyboard.append([ InlineKeyboardButton('Вперед', callback_data='next_0_4') ]) reply_markup = InlineKeyboardMarkup(keyboard) if update.message: update.message.reply_text('Выберите товар:', reply_markup=reply_markup) else: query = update.callback_query query.answer() query.edit_message_text('Выберите товар:', reply_markup=reply_markup) def show_product(update: Update, context: CallbackContext): # Получаем последнее обновление бота id = update.callback_query.message.chat_id # Выводим chat_id query = update.callback_query index = int(query.data) conn = sqlite3.connect('kross.db') c = conn.cursor() c.execute('SELECT name, size, info, price, photo_link FROM items') items = c.fetchall() item = items[index] text = f'Название: {item[0]}\nРазмер: {item[1]}\nОписание: {item[2]}\nЦена: {item[3]}\nСсылка на фото: {item[4]}' keyboard = [ [InlineKeyboardButton('Вернуться', callback_data='back')] ] reply_markup = InlineKeyboardMarkup(keyboard) query.answer() query.edit_message_text(text=text, reply_markup=reply_markup) def change_page(update: Update, context: CallbackContext): query = update.callback_query data = query.data.split('_') action = data[0] start_index = int(data[1]) end_index = int(data[2]) conn = sqlite3.connect('kross.db') c = conn.cursor() c.execute('SELECT name FROM items') items = c.fetchall() prev_start = max(0, start_index - 4) prev_end = start_index next_start = end_index next_end = min(end_index + 4, len(items)) if action == 'next': start_index = next_start end_index = next_end elif action == 'prev': start_index = prev_start end_index = prev_end keyboard = [ [InlineKeyboardButton(items[i][0], callback_data=str(i)) for i in range(start_index, end_index)] ] if start_index > 0: keyboard.append([ InlineKeyboardButton('Назад', callback_data=f'prev_{prev_start}_{prev_end}') ]) if end_index < len(items): keyboard.append([ InlineKeyboardButton('Вперед', callback_data=f'next_{next_start}_{next_end}') ]) reply_markup = InlineKeyboardMarkup(keyboard) query.answer() query.edit_message_text('Выберите товар:', reply_markup=reply_markup) def back_button_handler(update: Update, context: CallbackContext): # отображаем клавиатуру выбора товара start(update, context) def main(): updater = Updater(API_TOKEN) dp = updater.dispatcher dp.add_handler(CommandHandler('start', start)) dp.add_handler(CallbackQueryHandler(show_product, pattern='^\d+')) dp.add_handler(CallbackQueryHandler(change_page, pattern='^(prev|next)_(\d+)_(\d+)')) dp.add_handler(CallbackQueryHandler(back_button_handler, pattern='^back$')) updater.start_polling() updater.idle() if __name__ == '__main__': main()
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I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. The code has the following classes: 1. Window: - A class to initialize and manage the GLFW window. - Responsible for creating and configuring the window, handling user events (e.g., keyboard, mouse), and cleaning up resources when the window is closed. 2. Pipeline: - A class to set up and manage the Vulkan pipeline, which contains shaders, pipeline layout, and related configuration. - Handles creation and destruction of pipeline objects and setting pipeline configurations (e.g., shader stages, vertex input state, rasterization state, etc.). 3. Renderer: - A class to manage the rendering process, including handling drawing commands and submitting completed frames to the swapchain. - Takes input data (object vector), sets up command buffers, and interacts with Vulkan’s command queues. 4. Swapchain: - A class to manage the Vulkan Swapchain, which handles presenting rendered images to the window. - Provides functionality for creating and destroying swapchains, acquiring images, and presenting images to the display surface. 5. ResourceLoader: - A class to handle loading of assets, such as textures, meshes, and shaders. - Provides functionality for reading files from the file system, parsing file formats, and setting up appropriate Vulkan resources. 6. Camera: - A class to represent the camera in the 3D world and generate view and projection matrices. - Using GLM to perform the calculations, this class handles camera movement, rotations, and updates. 7. Transform: - A class or struct to represent the position, rotation, and scale of objects in the 3D world, with transformation matrix calculations using GLM. 8. Mesh: - A class to represent a 3D model or mesh, including vertex and index data. - Manages the creation and destruction of Vulkan buffers for its data. 9. Texture and/or Material: - Classes to manage textures and materials used by objects. - Includes functionality for creating and destroying Vulkan resources (e.g., image, image view, sampler) associated with texture data. 10. GameObject: - A class to represent a single object in the game world. - Contains a reference to a mesh, a material, and a transform, as well as any additional object-specific logic. 11. Scene: - A class that contains all game objects in a specific scene, as well as functionality for updating and rendering objects. - Keeps track of objects in the form of a vector or another suitable data structure. What would the code for the Renderer header file look like?
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I have an error moving my code from html to astro. Error is this: "Uncaught (in promise) Error: Could not establish connection. Receiving end does not exist."
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{ "intermediate": 0.4396778345108032, "beginner": 0.2418728619813919, "expert": 0.31844931840896606 }
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I want to use server sent event on preact, please provide one example and explain line by line
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{ "intermediate": 0.48818710446357727, "beginner": 0.2277877926826477, "expert": 0.2840251326560974 }
4,910
In column 4, most of the values are a 3 letter word. Some of the values in column 4 contain 4 letters. I would like to add a condition to the following code that checks column 4 so that it uses the first 3 letters as the Target Value in the code below. If Target.Column = [4] Then Set wsd = ThisWorkbook.Sheets(Target.Value) 'Set To the sheet named in the clicked cell wsd.Activate
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4,911
how to create jwt auth with fastapi and vue 3
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{ "intermediate": 0.635021984577179, "beginner": 0.11973586678504944, "expert": 0.2452421337366104 }
4,912
I want to create an experiment in psychopy. In this experiment I want perhaps 300 observers to rate 400 reference images. These 400 images should be drawn from 1028 images that consist of 4 categories: animals, people, nature, food. The images can be altered by 3 distortions, such as blur or saturation and each distortion can be applied at 3 levels. I want each observer to rate an equal amount of categories and the distortions should also be evenly applied to each category. In the end I want that all of the 1028 reference images and their different distortions + levels have been rated approximately the same number of times. How can I best achieve this?
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{ "intermediate": 0.3982442021369934, "beginner": 0.2807078957557678, "expert": 0.32104790210723877 }
4,913
def charger(filename, sep=';'): liste_donnees = [] with open(filename, 'r', encoding='utf-8') as mon_csvfile: les_entetes = mon_csvfile.readline().strip().split(sep) for ligne in mon_csvfile: d_donnees = {} l_donnees = ligne.strip().split(sep) for index, donnee in enumerate(l_donnees): d_donnees[les_entetes[index]] = donnee liste_donnees.append(d_donnees) return liste_donnees def non_fiable(nb_ap, nb_ex): ap_non_fiable = [] for x in range(nb_ap): for y in range(nb_ex): valeur = ((list(RC_file[x].values())[y])) if (valeur) == '': (valeur) = '0' if int(valeur) > 10: ap_non_fiable.append(x) return ap_non_fiable def compte_vrai(new_RPF, nb_ap_f, nb_ex): valeur_exo = [] valeur = 0 for y in range(nb_ex): for x in range(nb_ap_f): valeur_nf = ((list(RC_file[x].values())[y])) valeur_vrai = ((list(new_RPF[x].values())[y])) if (valeur_nf) == '': (valeur_nf) = '0' valeur += 0 if int(valeur_nf) > 10 and valeur_vrai == 'VRAI': valeur = valeur + 0 if valeur_vrai == '': valeur += 0 if int(valeur_nf) < 10 and valeur_vrai == 'VRAI': valeur += 1 valeur_exo.append(valeur) valeur = 0 return valeur_exo def compte_vrai_nf(RPF_file, nb_ap_nf, nb_ex): valeur_exo_nf = [] valeur = 0 for y in range(nb_ex): for x in range(nb_ap_nf): valeur_nf = ((list(RC_file[liste_nf[x]].values())[y])) valeur_vrai = ((list(RPF_file[liste_nf[x]].values())[y])) if (valeur_nf) == '': (valeur_nf) = '0' valeur += 0 if int(valeur_nf) > 10 and valeur_vrai == 'VRAI': valeur = valeur + 0 if valeur_vrai == '': valeur += 0 if int(valeur_nf) < 10 and valeur_vrai == 'VRAI': valeur += 1 valeur_exo_nf.append(valeur) valeur = 0 return valeur_exo_nf def valeur_vrai(vrai_f, vrai_nf): v_vrai = [] for x, y in zip(vrai_f, vrai_nf): v_vrai.append(int(x) - int(y)) return v_vrai RPFI = input() RCI = input() RPF_file = charger(RPFI) RC_file = charger(RCI) print(RPF_file) print(RC_file) print(len(RC_file)) nb_ap = len(RC_file) nb_ex = len(RC_file[0].values()) liste_nf = non_fiable(nb_ap, nb_ex) nb_ap_nf = len(liste_nf) print(liste_nf) vrai_f = compte_vrai(RPF_file, nb_ap, nb_ex) vrai_nf = compte_vrai_nf(RPF_file, nb_ap_nf, nb_ex) print(valeur_vrai(vrai_f, vrai_nf))
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4,914
Flutter code to make a sign in page with email and password
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{ "intermediate": 0.4030921757221222, "beginner": 0.19340316951274872, "expert": 0.4035046100616455 }
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i got a git file, how can i can the code inside
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Write a code that supports multiplying two 16-bit unsigned binary numbers using the verilog language
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4,917
R software, how to get/extract the string after all '<'? Please provide codewith example data.
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{ "intermediate": 0.34498080611228943, "beginner": 0.23084422945976257, "expert": 0.4241749346256256 }
4,918
flutter. how to make items in customlistview swipable (left-right)?
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4,919
I want to use server sent event on preact, please provide one example and explain line by line
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{ "intermediate": 0.48818710446357727, "beginner": 0.2277877926826477, "expert": 0.2840251326560974 }