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5,521
Casting string to float in java
4b33719d25ea75d1ed16168180c14ff9
{ "intermediate": 0.405579537153244, "beginner": 0.3278346359729767, "expert": 0.2665858268737793 }
5,522
is EmulatorEvent.DeviceConnect -> { if (connectingFirstDevice == null) { connectingFirstDevice = event.device } else { if (connectingFirstDevice!!.id != event.device.id) { val firstList = connectingFirstDevice!!.connections val secondList = event.device.connections if (firstList != null && secondList != null) { if (!firstList.intersect(secondList).any()) { insertConnection( firstDevice = connectingFirstDevice!!, secondDevice = event.device ) } } else { insertConnection( firstDevice = connectingFirstDevice!!, secondDevice = event.device ) } } } } optimize this viewmodel func
1f7e0cdbac1625bdd3cbbe35b51619b4
{ "intermediate": 0.30427107214927673, "beginner": 0.44926172494888306, "expert": 0.2464672178030014 }
5,523
hi
8899b25b9fae33b59bc8ac1cfb203342
{ "intermediate": 0.3246487081050873, "beginner": 0.27135494351387024, "expert": 0.40399640798568726 }
5,524
1- Number Guessing Game The project “Guess the Number” is a short Java project that allows the user to guess the number generated by the computer & involves the following steps:  The system generates a random number from a given range, say 1 to 100.  The user is prompted to enter their given number in a displayed dialogue box.  The computer then tells if the entered number matches the guesses number or it is higher/lower than the generated number.  The game continues under the user guessing the number.
db45243e4c61aa69fd146ee12ab710b7
{ "intermediate": 0.4498403072357178, "beginner": 0.24866575002670288, "expert": 0.3014940321445465 }
5,525
make a code for a sandwich generator for python 3
037e3efdc4f72f9a75c85e61c0445ba6
{ "intermediate": 0.32850003242492676, "beginner": 0.22787247598171234, "expert": 0.4436275362968445 }
5,526
Make a python code that checks the temprature of food being served of customers start by itrating counter , hot , cold and server as 0,if temp is -1 give an error and make it ask the temprature again from the user , then make it so that if temprature is greater than 86 it is hot but if it is lower than 63 it is too cold , when the process is complete itrate serve as +1 and loop the code from the begining
550b046b82d41092fd86f3429d4c2894
{ "intermediate": 0.3923209011554718, "beginner": 0.25337833166122437, "expert": 0.3543007969856262 }
5,527
enum class Decision { SKIP, CLEAR, } is there a way to make this kotlin enum class return a basic string, for example, for enum SKIP can we return "Skip this one"?
0e2dde65df52879b353e26803d7e7049
{ "intermediate": 0.25345155596733093, "beginner": 0.6198910474777222, "expert": 0.1266574263572693 }
5,528
im working on a script in arch linux, i want to parse for games and i have Origin Installed via proton. what would be the best way to parse for this program is their a .db file or .json file located somewhere? also, could you show men an example script on how to do this?
73723630e17a1289107d33d2d1ecd705
{ "intermediate": 0.7169111967086792, "beginner": 0.1505405157804489, "expert": 0.1325482577085495 }
5,529
can you olearn what this code does : import java.awt.Color; import java.awt.Graphics; import java.util.ArrayList; import java.util.Random; import javax.swing.JFrame; import javax.swing.JPanel; public class Dot { int x, y, size, speedx, speedy; Color color; public Dot(int x, int y, int size, int speedx, int speedy, Color color) { this.x = x; this.y = y; this.size = size; this.speedx = speedx; this.speedy = speedy; this.color = color; } } other file : import java.awt.Color; import java.awt.Graphics; import java.util.ArrayList; import java.util.Random; import javax.swing.JFrame; import javax.swing.JPanel; public class Food extends Dot{ int food_value; public Food(int x, int y, int size, int speedx, int speedy, Color color) { super(x, y, size, speedx, speedy,color); } } other file : import java.awt.Color; import java.awt.Graphics; import java.util.ArrayList; import java.util.Random; import javax.swing.JFrame; import javax.swing.JPanel; public class Minion extends Dot{ int health; public Minion(int x, int y, int size, int speedx, int speedy, Color color, int health) { super(x, y, size, speedx, speedy,color); this.health = health; } } other file : import java.awt.Color; import java.awt.Graphics; import java.util.ArrayList; import java.util.Random; import javax.swing.JFrame; import javax.swing.JPanel; public class SlowDots extends JPanel implements Runnable { private ArrayList<Dot> dots = new ArrayList<>(); private Random random = new Random(); public SlowDots() { setBackground(Color.BLACK); for (int i = 0; i < 4; i++) { dots.add(new Dot(random.nextInt(500), random.nextInt(500), 5, random.nextInt(3) -1,random.nextInt(3) -1, new Color(255,255,255))); } new Thread(this).start(); } @Override protected void paintComponent(Graphics g) { super.paintComponent(g); for (Dot dot : dots) { g.setColor(dot.color); g.fillOval(dot.x, dot.y, dot.size, dot.size); } } @Override public void run() { while (true) { dot_movement(); dot_movement_changer(); repaint(); try { Thread.sleep(50); } catch (InterruptedException e) { e.printStackTrace(); } } } public static void main(String[] args) { JFrame frame = new JFrame(“Slow Dots”); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setSize(1920, 1080); frame.setContentPane(new SlowDots()); frame.setVisible(true); } public void dot_movement() { for (Dot dot : dots) { dot.x += dot.speedx; if (dot.x > getWidth()) { dot.x = 0; }else if(dot.x <0) { dot.x = getWidth(); } dot.y += dot.speedy; if (dot.y > getHeight()) { dot.y = 0; }else if(dot.y <0) { dot.y = getHeight(); } } } public void dot_movement_changer() { for(Dot dot: dots) { dot.speedx += random.nextInt(3) -1; dot.speedy+= random.nextInt(3)-1; } } }
2b29e88a817cbae62e12a1dd7a28cecf
{ "intermediate": 0.33687624335289, "beginner": 0.5205352306365967, "expert": 0.14258848130702972 }
5,530
import android.util.Log import androidx.lifecycle.ViewModel import androidx.lifecycle.viewModelScope import com.example.deezermusicplayer.Category import com.example.deezermusicplayer.DeezerRepository import kotlinx.coroutines.flow.MutableStateFlow import kotlinx.coroutines.flow.StateFlow import kotlinx.coroutines.launch class CategoriesViewModel : ViewModel() { private val deezerRepository = DeezerRepository() private val _categories = MutableStateFlow<List<Category>>(emptyList()) val categories: StateFlow<List<Category>> get() = _categories init { fetchCategories() } private fun fetchCategories() { viewModelScope.launch { try { val categories = deezerRepository.getCategories() _categories.value = categories } catch (e: Exception) { Log.e("CategoriesViewModel", "Failed to fetch categories: ${e.message}") } } } // public function to fetch categories fun refreshCategories() { fetchCategories() } } ,package com.example.deezermusicplayer data class Category( val id: Int, val name: String, val picture_medium: String ) ,package com.example.deezermusicplayer import okhttp3.OkHttpClient import okhttp3.logging.HttpLoggingInterceptor import retrofit2.Retrofit import retrofit2.converter.gson.GsonConverterFactory import retrofit2.http.GET interface DeezerApiService { @GET("genre") suspend fun getGenres(): DeezerResponse<Category> companion object { private const val BASE_URL = "https://api.deezer.com/" fun create(): DeezerApiService { val client = OkHttpClient.Builder() .addInterceptor(HttpLoggingInterceptor().apply { level = HttpLoggingInterceptor.Level.BODY }) .build() return Retrofit.Builder() .baseUrl(BASE_URL) .client(client) .addConverterFactory(GsonConverterFactory.create()) .build() .create(DeezerApiService::class.java) } } },package com.example.deezermusicplayer class DeezerRepository { private val deezerApiService = DeezerApiService.create() suspend fun getCategories(): List<Category> { val response = deezerApiService.getGenres() return response.data.map { category -> Category(category.id, category.name, category.picture_medium) } } } ,package com.example.deezermusicplayer data class DeezerResponse<T>( val data: List<T> ),package com.example.deezermusicplayer import CategoriesViewModel import android.os.Bundle import androidx.activity.ComponentActivity import androidx.activity.compose.setContent import androidx.compose.foundation.layout.padding import androidx.compose.material.* import androidx.compose.runtime.* import androidx.compose.ui.Modifier import androidx.navigation.NavController import androidx.navigation.NavHostController import androidx.navigation.compose.NavHost import androidx.navigation.compose.composable import androidx.navigation.compose.currentBackStackEntryAsState import androidx.navigation.compose.rememberNavController import com.example.deezermusicplayer.ui.theme.DeezerMusicPlayerTheme class MainActivity : ComponentActivity() { private val bottomNavigationItems = listOf( Screen.Home, Screen.Favorites ) override fun onCreate(savedInstanceState: Bundle?) { super.onCreate(savedInstanceState) setContent { DeezerMusicPlayerTheme { // Set up navigation val navController = rememberNavController() val bottomNavigationItems = listOf( Screen.Home, Screen.Favorites ) Scaffold( bottomBar = { BottomNavigation { val navBackStackEntry by navController.currentBackStackEntryAsState() val currentRoute = navBackStackEntry?.destination?.route bottomNavigationItems.forEach { screen -> BottomNavigationItem( icon = { Icon( imageVector = screen.icon, contentDescription = null ) }, selected = currentRoute == screen.route, onClick = { navController.navigate(screen.route) { // Pop up to the start destination of the current graph to // avoid building up a large stack of destinations // on the back stack as users select items popUpTo(navController.graph.startDestinationId) { saveState = true } // Avoid multiple copies of the same destination when // reselecting the same item launchSingleTop = true restoreState = true } }, label = { Text(text = screen.title) } ) } } }, content = { paddingValues -> NavigationHost( navController = navController, modifier = Modifier.padding(paddingValues) ) } ) } } } @Composable fun NavigationHost( navController: NavController, modifier: Modifier = Modifier, ) { val categoriesViewModel = remember { CategoriesViewModel() } val categories by categoriesViewModel.categories.collectAsState() // use collectAsState here to collect the latest state NavHost(navController = navController as NavHostController, startDestination = Screen.Home.route) { composable(Screen.Home.route) { HomeScreen(categories = categories, navController = navController, modifier = modifier) } composable(Screen.Favorites.route) { FavoritesScreen(categories = categories, navController = navController, modifier = modifier) } } } @Composable fun HomeScreen( categories: List<Category>, navController: NavController, modifier: Modifier = Modifier ) { Scaffold(bottomBar = { BottomNavigation { val navBackStackEntry by navController.currentBackStackEntryAsState() val currentRoute = navBackStackEntry?.destination?.route bottomNavigationItems.forEach { screen -> BottomNavigationItem( icon = { Icon( imageVector = screen.icon, contentDescription = null ) }, selected = currentRoute == screen.route, onClick = { navController.navigate(screen.route) { // Pop up to the start destination of the current graph to // avoid building up a large stack of destinations // on the back stack as users select items popUpTo(navController.graph.startDestinationId) { saveState = true } // Avoid multiple copies of the same destination when // reselecting the same item launchSingleTop = true restoreState = true } }, label = { Text(text = screen.title) } ) } } }, content = { paddingValues -> NavigationHost( navController = navController, modifier = Modifier.padding(paddingValues) ) } ) } @Composable fun FavoritesScreen(categories: List<Category>, navController: NavController, modifier: Modifier = Modifier) { } } ,import androidx.compose.foundation.Image import androidx.compose.foundation.clickable import androidx.compose.foundation.layout.* import androidx.compose.foundation.lazy.LazyColumn import androidx.compose.foundation.lazy.items import androidx.compose.material.MaterialTheme import androidx.compose.material.Text import androidx.compose.runtime.* import androidx.compose.ui.Alignment import androidx.compose.ui.Modifier import androidx.compose.ui.layout.ContentScale import androidx.compose.ui.unit.dp import coil.compose.rememberImagePainter import com.example.deezermusicplayer.Category @Composable fun MusicCategoriesScreen( categories: List<Category>, onCategorySelected: (Category) -> Unit, modifier: Modifier = Modifier ) { LazyColumn( modifier = modifier, contentPadding = PaddingValues(16.dp) ) { items(categories) { category -> CategoryItem(category) { onCategorySelected(category) } } } } @Composable private fun CategoryItem(category: Category, onClick: () -> Unit) { Column( modifier = Modifier .clickable(onClick = onClick) .fillMaxWidth(), horizontalAlignment = Alignment.CenterHorizontally ) { val painter = rememberImagePainter( data = category.picture_medium ) Image( painter = painter, contentDescription = category.name, contentScale = ContentScale.Crop, modifier = Modifier .fillMaxWidth() .height(120.dp) ) Text( text = category.name, modifier = Modifier .padding(top = 8.dp) .align(Alignment.CenterHorizontally), style = MaterialTheme.typography.body2, color = MaterialTheme.colors.onSurface ) } } ,package com.example.deezermusicplayer import androidx.compose.material.icons.Icons import androidx.compose.material.icons.filled.Favorite import androidx.compose.material.icons.filled.Home import androidx.compose.ui.graphics.vector.ImageVector sealed class Screen(val route: String, val title: String, val icon: ImageVector) { object Home : Screen("home", "Home", Icons.Filled.Home) object Favorites : Screen("favorites", "Favorites", Icons.Filled.Favorite) }-> these are my classes separated with "," . Why i had this error -> I/okhttp.OkHttpClient: --> GET https://api.deezer.com/genre I/okhttp.OkHttpClient: --> END GET D/HostConnection: HostComposition ext ANDROID_EMU_CHECKSUM_HELPER_v1 ANDROID_EMU_native_sync_v2 ANDROID_EMU_native_sync_v3 ANDROID_EMU_native_sync_v4 ANDROID_EMU_dma_v1 ANDROID_EMU_direct_mem ANDROID_EMU_host_composition_v1 ANDROID_EMU_host_composition_v2 ANDROID_EMU_vulkan ANDROID_EMU_deferred_vulkan_commands ANDROID_EMU_vulkan_null_optional_strings ANDROID_EMU_vulkan_create_resources_with_requirements ANDROID_EMU_YUV_Cache ANDROID_EMU_vulkan_ignored_handles ANDROID_EMU_has_shared_slots_host_memory_allocator ANDROID_EMU_vulkan_free_memory_sync ANDROID_EMU_vulkan_shader_float16_int8 ANDROID_EMU_vulkan_async_queue_submit ANDROID_EMU_vulkan_queue_submit_with_commands ANDROID_EMU_sync_buffer_data ANDROID_EMU_vulkan_async_qsri ANDROID_EMU_read_color_buffer_dma GL_OES_vertex_array_object GL_KHR_texture_compression_astc_ldr ANDROID_EMU_host_side_tracing ANDROID_EMU_gles_max_version_2 I/okhttp.OkHttpClient: <-- HTTP FAILED: java.lang.SecurityException: Permission denied (missing INTERNET permission?) I/OpenGLRenderer: Davey! duration=2865ms; Flags=1, FrameTimelineVsyncId=76940, IntendedVsync=65228263633580, Vsync=65228630300232, InputEventId=0, HandleInputStart=65228645576900, AnimationStart=65228645595700, PerformTraversalsStart=65228647080200, DrawStart=65230813344400, FrameDeadline=65228280300246, FrameInterval=65228645539500, FrameStartTime=16666666, SyncQueued=65230892813500, SyncStart=65230893376400, IssueDrawCommandsStart=65230905528500, SwapBuffers=65231121506700, FrameCompleted=65231130012400, DequeueBufferDuration=37600, QueueBufferDuration=6521900, GpuCompleted=65231129891800, SwapBuffersCompleted=65231130012400, DisplayPresentTime=0, E/AndroidRuntime: FATAL EXCEPTION: OkHttp Dispatcher Process: com.example.deezermusicplayer, PID: 16017 java.lang.SecurityException: Permission denied (missing INTERNET permission?) at java.net.Inet6AddressImpl.lookupHostByName(Inet6AddressImpl.java:150) at java.net.Inet6AddressImpl.lookupAllHostAddr(Inet6AddressImpl.java:103) at java.net.InetAddress.getAllByName(InetAddress.java:1152) . Can you fix it ? and explain
f6f3a7a9529b87772c715394d86e8312
{ "intermediate": 0.31744685769081116, "beginner": 0.5317954421043396, "expert": 0.15075771510601044 }
5,531
Can I have a VBA code that will search all sheets in a workbook that have only three letter names. For each sheet found, it will search column I from row 5 downward and if a cell in Row I is empty and the adjoining cell in Row J is not empty it will list the value in Row J concatenated with the value of B1 from that sheet. Once it finds Row I and Row J to be both empty, it will move to the next Sheet that has a three letter name and do exactly the same thing. After it has searched all sheets with a three letter name, it will list in rows the results found
2d4b693c473794d8e6d2c08dd9da6403
{ "intermediate": 0.4332416355609894, "beginner": 0.21592657268047333, "expert": 0.3508318066596985 }
5,532
Hi!Good morning!How are you?
46fe9f70076da5fbcc7192b28f0bcf5d
{ "intermediate": 0.37670859694480896, "beginner": 0.2631942927837372, "expert": 0.36009714007377625 }
5,533
is there any overhead of empty interfaces in c#
ae25c8bcf71513a6007b389d3f7ce0a4
{ "intermediate": 0.6142691373825073, "beginner": 0.19445812702178955, "expert": 0.19127270579338074 }
5,534
сделать ddl для sql из таблицы и данных: Есть таблица item_prices: Название столбца Тип Описание item_id number(21,0) Идентификатор товара item_name varchar2(150) Название товара item_price number(12,2) Цена товара created_dttm timestamp Дата добавления записи
72c6c83e02791d183b5bf7148d9ff78a
{ "intermediate": 0.385170578956604, "beginner": 0.36815300583839417, "expert": 0.24667635560035706 }
5,535
import java.awt.Color; import java.awt.Graphics; import java.util.ArrayList; import java.util.Random; import javax.swing.JFrame; import javax.swing.JPanel; public class SlowDots extends JPanel implements Runnable { private ArrayList<Dot> dots = new ArrayList<>(); private ArrayList<Food> foods = new ArrayList<>(); private ArrayList<Minion> minions = new ArrayList<>(); private Random random = new Random(); public SlowDots() { setBackground(Color.BLACK); for (int i = 0; i < 2; i++) { foods.add(new Food(random.nextInt(1860)+10, random.nextInt(980)+10, random.nextInt(5)+2, random.nextInt(3) -1,random.nextInt(3) -1)); minions.add(new Minion()); System.out.println(foods.get(i).x); System.out.println(foods.get(i).y); System.out.println(foods.get(i).size); } new Thread(this).start(); } @Override protected void paintComponent(Graphics g) { super.paintComponent(g); for (Minion minion : minions) { g.setColor(minion.color); g.fillOval(minion.x, minion.y, minion.size, minion.size); } for (Food food : foods) { g.setColor(food.color); g.fillOval(food.x, food.y, food.size, food.size); } } @Override public void run() { thread2.start(); while (true) { dot_movement(); dot_movement_changer(); //foods.add(new Food(random.nextInt(1860)+10, random.nextInt(980)+10, random.nextInt(5)+2, random.nextInt(3) -1,random.nextInt(3) -1)); repaint(); try { Thread.sleep(50); } catch (InterruptedException e) { e.printStackTrace(); } } } Thread thread2 = new Thread(){ public void run(){ while(true){ foods.add(new Food(random.nextInt(1860)+10, random.nextInt(980)+10, random.nextInt(5)+2, random.nextInt(3) -1,random.nextInt(3) -1)); try { thread2.sleep(800); }catch(InterruptedException e) { e.printStackTrace(); } } } }; public static void main(String[] args) { JFrame frame = new JFrame("Slow Dots"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setSize(1880, 1000); frame.setContentPane(new SlowDots()); frame.setVisible(true); } public void dot_movement() { for (Dot dot : dots) { dot.x += dot.speedx; if (dot.x > getWidth()) { dot.x = 0; }else if(dot.x <0) { dot.x = getWidth(); } dot.y += dot.speedy; if (dot.y > getHeight()) { dot.y = 0; }else if(dot.y <0) { dot.y = getHeight(); } } } public void dot_movement_changer() { for(Dot dot: dots) { dot.speedx += random.nextInt(3) -1; dot.speedy+= random.nextInt(3)-1; } } } how to fix minion constructor ?
93d097328f7b79b7e20fb64340bf33c9
{ "intermediate": 0.40745437145233154, "beginner": 0.42935022711753845, "expert": 0.1631953865289688 }
5,536
hi
39df3941b8c12ac06f19e6aa308debc3
{ "intermediate": 0.3246487081050873, "beginner": 0.27135494351387024, "expert": 0.40399640798568726 }
5,537
Можешь сделать рефакторинг данного кода? {%- if parametr_enter=='profile_info'%} <a href="/my_private_office?parametr_enter=profile_info" class="punct_menu_active mb-4"> <img src="{{ url_for('static', filename='/img/icons/lk/profile_active.svg') }}" alt="" title = "Домашняя работа"> </a> {%- else %} <a href="/my_private_office?parametr_enter=profile_info" class="punct_menu mb-4"> <img src="{{ url_for('static', filename='/img/icons/lk/profile.svg') }}" alt="" title = "Личный кабинет"> </a> {%- endif %} {%- if parametr_enter=='uved'%} <a href="/my_private_office?parametr_enter=uved" class="punct_menu_active mb-4"> <img src="{{ url_for('static', filename='/img/icons/lk/uved_active.svg') }}" alt="" title = "Мои новости"> </a> {%- else %} <a href="/my_private_office?parametr_enter=uved" class="punct_menu mb-4"> <img src="{{ url_for('static', filename='/img/icons/lk/uved.svg') }}" alt="" title = "Мои новости"> </a> {%- endif %} {%- if parametr_enter=='homeworks'%} <a href="/my_private_office?parametr_enter=homeworks&my_friend={{my_friend}}&my_works={{my_works}}&my_topics={{my_topics}}" class="punct_menu_active mb-4"> <img src="{{ url_for('static', filename='/img/icons/lk/homework_active.svg') }}" alt="" title = "Домашняя работа"> </a> {%- else %} <a href="/my_private_office?parametr_enter=homeworks&my_friend={{my_friend}}&my_works={{my_works}}&my_topics={{my_topics}}" class="punct_menu mb-4"> <img src="{{ url_for('static', filename='/img/icons/lk/homework.svg') }}" alt="" title = "Домашняя работа"> </a> {%- endif %} {%- if parametr_enter=='tasks_worksheet'%} <a href="/my_private_office?parametr_enter=tasks_worksheet" class="punct_menu_active mb-4"> <img src="{{ url_for('static', filename='/img/icons/lk/save_active.svg') }}" alt="" title = "Домашняя работа"> </a> {%- else %} <a href="/my_private_office?parametr_enter=tasks_worksheet" class="punct_menu mb-4"> <img src="{{ url_for('static', filename='/img/icons/lk/save.svg') }}" alt="" title = "Домашняя работа"> </a> {%- endif %} {%- if parametr_enter=='my_friends'%} <a href="/my_private_office?parametr_enter=my_friends" class="punct_menu_active mb-4"> <img src="{{ url_for('static', filename='/img/icons/lk/people_active.svg') }}" alt="" title = "Домашняя работа"> </a> {%- else %} <a href="/my_private_office?parametr_enter=my_friends" class="punct_menu mb-4"> <img src="{{ url_for('static', filename='/img/icons/lk/people.svg') }}" alt="" title = "Домашняя работа"> </a> {%- endif %} <!----- <a href="/profile/4" class="punct_menu mb-4"> <img src="{{ url_for('static', filename='/img/icons/lk/teacher.svg') }}" alt="" title = "Учителя"> </a>--> {%- if parametr_enter=='my_board'%} <a href="/my_private_office?parametr_enter=my_board" class="punct_menu_active mb-4"> <img src="{{ url_for('static', filename='/img/icons/lk/desk_active.svg') }}" alt="" title = "Домашняя работа"> </a> {%- else %} <a href="/my_private_office?parametr_enter=my_board" class="punct_menu mb-4"> <img src="{{ url_for('static', filename='/img/icons/lk/desk.svg') }}" alt="" title = "Онлайн-доска"> </a> {%- endif %} {%- if parametr_enter=='my_files'%} <a href="/my_private_office?parametr_enter=my_files" class="punct_menu_active mb-4"> <img src="{{ url_for('static', filename='/img/icons/lk/file_active.svg') }}" alt="" title = "Календарь"> </a> {%- else %} <a href="/my_private_office?parametr_enter=my_files" class="punct_menu mb-4"> <img src="{{ url_for('static', filename='/img/icons/lk/file.svg') }}" alt="" title = "Календарь"> </a> {%- endif %} {%- if parametr_enter=='calendar'%} <a href="/my_private_office?parametr_enter=calendar" class="punct_menu_active mb-4"> <img src="{{ url_for('static', filename='/img/icons/lk/calendar_active.svg') }}" alt="" title = "Календарь"> </a> {%- else %} <a href="/my_private_office?parametr_enter=calendar" class="punct_menu mb-4"> <img src="{{ url_for('static', filename='/img/icons/lk/calendar.svg') }}" alt="" title = "Календарь"> </a> {%- endif %}
b1210d78ff60a3914fd4d904bbb6fa7e
{ "intermediate": 0.2660926878452301, "beginner": 0.5943183302879333, "expert": 0.13958899676799774 }
5,538
I want the output of this code bellow to start from row 20 of column B in the sheet Start Page, is this possible? Sub SearchSheets() Dim ws As Worksheet Dim i As Long Dim resultRow As Long resultRow = 1 'initialize result row For Each ws In ActiveWorkbook.Worksheets 'loop through all sheets in workbook If Len(ws.Name) = 3 And ws.Name <> "GRN" Then 'check if sheet name has only three letters and is not named "GRN" For i = 5 To ws.Cells(ws.Rows.Count, "I").End(xlUp).Row 'loop through column I from row 5 downwards If ws.Cells(i, "I").Value = "" And ws.Cells(i, "J").Value <> "" Then 'check if cell in Row I is empty and adjoining cell in Row J is not empty Worksheets("Start Page").Cells(resultRow, 2).Value = ws.Cells(i, "J").Value & ws.Range("B1").Value 'concatenate values and add to result row, starting from column B in sheet "Start Page" resultRow = resultRow + 1 'increment result row ElseIf ws.Cells(i, "I").Value = "" And ws.Cells(i, "J").Value = "" Then 'check if both cells in Row I and Row J are empty Exit For 'move to next sheet if both cells are empty End If Next i End If Next ws End Sub
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5,539
how to take the file name and type from reader.result in js?
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5,540
import java.awt.Color; import java.awt.Graphics; import java.util.ArrayList; import java.util.Random; import javax.swing.JFrame; import javax.swing.JPanel; public class Minion extends Dot{ private int health; private NeuralNetwork neuralNetwork; public Minion(int x, int y, int size, int speedx, int speedy, Color color, int health,NeuralNetwork neuralNetwork) { super(x, y, size, speedx, speedy,color); this.health = health; this.neuralNetwork = neuralNetwork; } public void update(ArrayList<Dot> dots) { double[] input = new double[dots.size() * 6]; int index = 0; for (Dot dot : dots) { input[index] = dot.x / 500.0; // normalize x position input[index+1] = dot.y / 500.0; // normalize y position input[index+2] = dot.speedx / 3.0; // normalize x speed input[index+3] = dot.speedy / 3.0; // normalize y speed input[index+4] = dot.color.getRed() / 255.0; // normalize red value input[index+5] = dot.color.getGreen() / 255.0; // normalize green value index += 6; } double[] output = neuralNetwork.evaluate(input); double moveTowards = output[0]; double moveAway = output[1]; double deltaSpeedX = 0; double deltaSpeedY = 0; for (int i = 0; i < dots.size(); i++) { Dot dot = dots.get(i); double distance = Math.sqrt(Math.pow(x - dot.x, 2) + Math.pow(y - dot.y, 2)); if (distance < size + dot.size) { if (dot instanceof Food) { health += ((Food) dot).food_value; dots.remove(i); break; } } double angle = Math.atan2(y - dot.y, x - dot.x); double direction = 1.0; if (angle >= -Math.PI/2 && angle <= Math.PI/2) { if (moveAway > moveTowards) { direction = -1.0 * moveAway; } else { direction = moveTowards; } } else { if (moveTowards > moveAway) { direction = moveTowards; } else { direction = -1.0 * moveAway; } } deltaSpeedX += direction * Math.cos(angle) * 0.2; deltaSpeedY += direction * Math.sin(angle) * 0.2; } speedx = (int) ((speedx + deltaSpeedX) * 0.7); speedy = (int) ((speedy + deltaSpeedY) * 0.7); x += speedx; y += speedy; if (x < 0) { x = 500; } else if (x > 500) { x = 0; } if (y < 0) { y = 500; } else if (y > 500) { y = 0; } } } can u learn this code?
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5,541
in notepad++, I have a bunch of search results pasted into a file. the search results all have an xml tag that I'm looking at. tell me how, in notepad++, I can filter for just the values of that specific xml tag. I'm guessing I need to do a regex and replace. please let me know exactly how to do it.
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5,542
hey can you learn this unfinished code ?
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5,543
You are a junior employee at a small software development company. Your company recently visited a local school and delivered a guest lecture. The school were pleased with the outcome of the visit and have asked your company to judge an upcoming tournament.   The school will be running an e-sports tournament for students to compete in a series of events for prizes. Participants may enter the tournament as individuals or as part of a team It is expected that there will be 4 teams each with 5 members and there will be 20 spaces for individual competitors Each team or individual will complete 5 events Each event will be defined as a team or individual event The events will vary in type, from sports genres to FPS challenges Individuals and teams will be awarded points according to their rank within each event The points awarded for each event are as yet undecided and the school are willing to hear any suggestions you may have Also the school would like to include the possibility of entering for one event only   Using python develop manage the scoring system for the tournament.
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5,544
this is once piece of code : import java.awt.Color; import java.awt.Graphics; import java.util.ArrayList; import java.util.Random; import javax.swing.JFrame; import javax.swing.JPanel; public class Minion extends Dot{ private int health; private NeuralNetwork neuralNetwork; private Random random = new Random(); public Minion(int x, int y, int size, int speedx, int speedy, Color color, int health,NeuralNetwork neuralNetwork) { super(x, y, size, speedx, speedy,color); this.health = health; this.neuralNetwork = neuralNetwork; } public void move(ArrayList<Food> foods) { double nearestFoodDistance = Double.MAX_VALUE; Food nearestFood = null; for (Food food : foods) { double distance = Math.sqrt(Math.pow(x - food.x, 2) + Math.pow(y - food.y, 2)); if (distance < nearestFoodDistance) { nearestFoodDistance = distance; nearestFood = food; } // Remove consumed food from ArrayList if (distance < size/2 + food.size/2) { health += food.food_value; foods.remove(food); } } // Move towards nearest food if there is one if (nearestFood != null) { double dx = nearestFood.x - x; double dy = nearestFood.y - y; double angle = Math.atan2(dy, dx); speedx = (int) (Math.cos(angle) * 5); speedy = (int) (Math.sin(angle) * 5); x += speedx; y += speedy; } health -= 1; if(health <=0 ) { } } } there is another : import java.awt.Color; import java.awt.Graphics; import java.util.ArrayList; import java.util.Random; import javax.swing.JFrame; import javax.swing.JPanel; public class SlowDots extends JPanel implements Runnable { private ArrayList<Dot> dots = new ArrayList<>(); private ArrayList<Food> foods = new ArrayList<>(); private ArrayList<Minion> minions = new ArrayList<>(); private Random random = new Random(); public SlowDots() { setBackground(Color.BLACK); for (int i = 0; i < 2; i++) { foods.add(new Food(random.nextInt(1860)+10, random.nextInt(980)+10, random.nextInt(5)+2, random.nextInt(3) -1,random.nextInt(3) -1)); int[] numNeuronsInHiddenLayers = {2}; NeuralNetwork neuralNet = new NeuralNetwork(2, 1, numNeuronsInHiddenLayers, 1); Minion newMinion = new Minion(10, 10, 10, 2, 2, Color.BLUE, 100, neuralNet); minions.add(newMinion); System.out.println(foods.get(i).x); System.out.println(foods.get(i).y); System.out.println(foods.get(i).size); } new Thread(this).start(); } @Override protected void paintComponent(Graphics g) { super.paintComponent(g); for (Minion minion : minions) { minion.move(foods); g.setColor(minion.color); g.fillOval(minion.x, minion.y, minion.size, minion.size); } for (Food food : foods) { g.setColor(food.color); g.fillOval(food.x, food.y, food.size, food.size); } } @Override public void run() { thread2.start(); while (true) { dot_movement(); dot_movement_changer(); //foods.add(new Food(random.nextInt(1860)+10, random.nextInt(980)+10, random.nextInt(5)+2, random.nextInt(3) -1,random.nextInt(3) -1)); repaint(); try { Thread.sleep(50); } catch (InterruptedException e) { e.printStackTrace(); } } } Thread thread2 = new Thread(){ public void run(){ while(true){ foods.add(new Food(random.nextInt(1860)+10, random.nextInt(980)+10, random.nextInt(5)+2, random.nextInt(3) -1,random.nextInt(3) -1)); try { thread2.sleep(800); }catch(InterruptedException e) { e.printStackTrace(); } } } }; public static void main(String[] args) { JFrame frame = new JFrame("Slow Dots"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setSize(1880, 1000); frame.setContentPane(new SlowDots()); frame.setVisible(true); } public void dot_movement() { for (Dot dot : dots) { dot.x += dot.speedx; if (dot.x > getWidth()) { dot.x = 0; }else if(dot.x <0) { dot.x = getWidth(); } dot.y += dot.speedy; if (dot.y > getHeight()) { dot.y = 0; }else if(dot.y <0) { dot.y = getHeight(); } } } public void dot_movement_changer() { for(Dot dot: dots) { dot.speedx += random.nextInt(3) -1; dot.speedy+= random.nextInt(3)-1; } } public void removeMinion(Minion minion) { minions.remove(minion); } } how do i fix error : Cannot make a static reference to the non-static method removeMinion(Minion) from the type SlowDots
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5,545
here is my code for python # Define the data structure to store participant details and scores participants = [] teams = [] def add_participant(): name = input("Enter participant name: ") option = input("Enter 1 for individual or 2 for team: ") if option == '1': participant = {'name': name, 'events': [], 'score': 0, 'type': 'individual'} participants.append(participant) elif option == '2': team_name = input('Enter team name: ') members = [name] while True: member = input("Enter team member's name or type 'done' to finish: ") if member.lower() == 'done': break members.append(member) team = {'name': team_name, 'members': members, 'events': [], 'score': 0, 'type': 'team'} teams.append(team) # Define the function to calculate points based on event type and rank def calculate_points(event_type, rank): if event_type == "Call of Duty": if rank == 1: return 10 elif rank == 2: return 8 elif rank == 3: return 6 elif rank == 4: return 4 else: return 2 if event_type == "Valorant": if rank == 1: return 8 elif rank == 2: return 6 elif rank == 3: return 4 elif rank == 4: return 2 else: return 0 # Define a function to update participant or team scores based on event results def update_score(name, event_name, event_type, rank): for participant in participants: if participant['name'] == name: event_score = calculate_points(event_type, rank) participant['score'] += event_score for event in participant['events']: if event['name'] == event_name: event['score'] = event_score for team in teams: if name in team['members']: event_score = calculate_points(event_type, rank) team['score'] += event_score for event in team['events']: if event['name'] == event_name: event['score'] = event_score # Define a function to display final scores and ranks def display_scores(): print('Final Scores:\n') for participant in participants: print(f"{participant['name']}: {participant['score']} points") for team in teams:() print(f"{team['name']}: {team['score']} points") # Example usage: # Add participants and teams add_participant() add_participant() # Update scores based on event results update_score('John', 'Call of Duty', 'Call of Duty', 1) update_score('Mary', 'Valorant', 'Valorant', 3) update_score('Team A', 'Apex Legends', 'Apex Legends', 2) # Display final scores and ranks display_scores()
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5,546
modify this code to meet this out put ** Welcome to um restaurant ** /n What would You like ? /n 1- Burger /n 2- shawrma /n ========================/n Answer: 1 ========================/n what type ? /n 1- Beef [17 SR.]/n 2- Checken [15 SR.]/n 3- fish [16 SR.]/n ========================/n Answer: 1 ========================/n what would you like to drink ?/n 1- cola [2 SR.]/n 2- 7up [2 SR.]/n 3- water [1 SR.]/n ========================/n Answer: 1 ========================/n your total is : 19 with new lines section .data welcome db 'Welcome to UM restaurant', 0Ah question db 'What would you like?', 0Ah burger db '1- Burger', 0Ah shawarma db '2- Shawarma', 0Ah separator db '========================', 0Ah type_question db 'What type?', 0Ah beef db '1- Beef [17 SR.]', 0Ah chicken db '2- Chicken [15 SR.]', 0Ah fish db '3- Fish [16 SR.]', 0Ah drink_question db 'What would you like to drink?', 0Ah cola db '1- Cola [2 SR.]', 0Ah seven_up db '2- 7UP [2 SR.]', 0Ah water db '3- Water [1 SR.]', 0Ah total_message db 'Your total is:', 0Ah section .bss food_choice resb 1 type_choice resb 1 drink_choice resb 1 total resw 1 section .text global _start _start: ; print welcome message mov eax, 4 ; system call for write mov ebx, 1 ; file descriptor for stdout mov ecx, welcome ; address of welcome string mov edx, 22 ; length of welcome string int 0x80 ; call kernel ; print question mov eax, 4 ; system call for write mov ebx, 1 ; file descriptor for stdout mov ecx, question ; address of question string mov edx, 19 ; length of question string int 0x80 ; call kernel ; print burger option mov eax, 4 ; system call for write mov ebx, 1 ; file descriptor for stdout mov ecx, burger ; address of burger string mov edx, 10 ; length of burger string int 0x80 ; call kernel ; print shawarma option mov eax, 4 ; system call for write mov ebx, 1 ; file descriptor for stdout mov ecx, shawarma ; address of shawarma string mov edx, 12 ; length of shawarma string int 0x80 ; call kernel ; print separator mov eax, 4 ; system call for write mov ebx, 1 ; file descriptor for stdout mov ecx, separator ; address of separator string mov edx, 24 ; length of separator string int 0x80 ; call kernel ; read food choice mov eax, 3 ; system call for read mov ebx, 0 ; file descriptor for stdin mov ecx, food_choice ; address of food_choice buffer mov edx, 1 ; number of bytes to read int 0x80 ; call kernel ; print separator mov eax, 4 ; system call for write mov ebx, 1 ; file descriptor for stdout mov ecx, separator ; address of separator string mov edx, 24 ; length of separator string int 0x80 ; call kernel ; print type question mov eax, 4 ; system call for write mov ebx, 1 ; file descriptor for stdout mov ecx, type_question ; address of type_question string mov edx, 12 ; length of type_question string int 0x80 ; call kernel ; print beef option mov eax, 4 ; system call for write mov ebx, 1 ; file descriptor for stdout mov ecx, beef ; address of beef string mov edx, 14 ; length of beef string int 0x80 ; call kernel ; print chicken option mov eax, 4 ; system call for write mov ebx, 1 ; file descriptor for stdout mov ecx, chicken ; address of chicken string mov edx, 18 ; length of chicken string int 0x80 ; call kernel ; print fish option mov eax, 4 ; system call for write mov ebx, 1 ; file descriptor for stdout mov ecx, fish ; address of fish string mov edx, 13 ; length of fish string int 0x80 ; call kernel ; print separator mov eax, 4 ; system call for write mov ebx, 1 ; file descriptor for stdout mov ecx, separator ; address of separator string mov edx, 24 ; length of separator string int 0x80 ; call kernel ; read type choice mov eax, 3 ; system call for read mov ebx, 0 ; file descriptor for stdin mov ecx, type_choice ; address of type_choice buffer mov edx, 1 ; number of bytes to read int 0x80 ; call kernel ; print separator mov eax, 4 ; system call for write mov ebx, 1 ; file descriptor for stdout mov ecx, separator ; address of separator string mov edx, 24 ; length of separator string int 0x80 ; call kernel ; print drink question mov eax, 4 ; system call for write mov ebx, 1 ; file descriptor for stdout mov ecx, drink_question ; address of drink_question string mov edx, 27 ; length of drink_question string int 0x80 ; call kernel ; print cola option mov eax, 4 ; system call for write mov ebx, 1 ; file descriptor for stdout mov ecx, cola ; address of cola string mov edx, 10 ; length of cola string int 0x80 ; call kernel ; print 7UP option mov eax, 4 ; system call for write mov ebx, 1 ; file descriptor for stdout mov ecx, seven_up ; address of seven_up string mov edx, 12 ; length of seven_up string int 0x80 ; call kernel ; print water option mov eax, 4 ; system call for write mov ebx, 1 ; file descriptor for stdout mov ecx, water ; address of water string mov edx, 13 ; length of water string int 0x80 ; call kernel ; print separator mov eax, 4 ; system call for write mov ebx, 1 ; file descriptor for stdout mov ecx, separator ; address of separator string mov edx, 24 ; length of separator string int 0x80 ; call kernel ; read drink choice mov eax, 3 ; system call for read mov ebx, 0 ; file descriptor for stdin mov ecx, drink_choice ; address of drink_choice buffer mov edx, 1 ; number of bytes to read int 0x80 ; call kernel ; calculate total cost mov eax, [food_choice] cmp eax, '1' je burger_selected cmp eax, '2' je shawarma_selected jmp exit_program burger_selected: mov eax, [type_choice] cmp eax, '1' je beef_selected cmp eax, '2' je chicken_selected cmp eax, '3' je fish_selected jmp exit_program shawarma_selected: mov eax, [type_choice] cmp eax, '1' je beef_selected cmp eax, '2' je chicken_selected cmp eax, '3' je fish_selected jmp exit_program beef_selected: mov eax, [drink_choice] cmp eax, '1' je cola_selected cmp eax, '2' je seven_up_selected cmp eax, '3' je water_selected jmp exit_program chicken_selected: mov eax, [drink_choice] cmp eax, '1' je cola_selected cmp eax, '2' je seven_up_selected cmp eax, '3' je water_selected jmp exit_program fish_selected: mov eax, [drink_choice] cmp eax, '1' je cola_selected cmp eax, '2' je seven_up_selected cmp eax, '3' je water_selected jmp exit_program cola_selected: mov word [total], 19 jmp print_total seven_up_selected: mov word [total], 19 jmp print_total water_selected: mov word [total], 18 jmp print_total exit_program: ; exit program mov eax, 1 ; system call for exit xor ebx, ebx ; return code 0 int 0x80 ; call kernel print_total: ; print separator mov eax, 4 ; system call for write mov ebx, 1 ; file descriptor for stdout mov ecx, separator ; address of separator string mov edx, 24 ; length of separator string int 0x80 ; call kernel ; print total message mov eax, 4 ; system call for write mov ebx, 1 ; file descriptor for stdout mov ecx, total_message ; address of total_message string mov edx, 16 ; length of total_message string int 0x80 ; call kernel ; print total cost mov eax, 4 ; system call for write mov ebx, 1 ; file descriptor for stdout mov ecx, [total] ; address of total variable add ecx, '0' ; convert to ASCII mov edx, 2 ; length of total cost string int 0x80 ; call kernel ; exit program mov eax, 1 ; system call for exit xor ebx, ebx ; return code 0 int 0x80 ; call kernel
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5,547
You are a programming expert. The user will provide you with his code and your task is to format it, so it has a better visual appearance. def sum (a ,b ) : #adding two numbers return( a + b ) num1 = 5 num2 = 10 #calling function result= sum (num1, num2) print("The sum of", num1 , "and", num2 , "is", result)
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5,548
AttributeError: 'Pagination' object has no attribute 'all'
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rewrite this and change the context to my proposed inventory management solution. fill in the gaps include some code snippets and images if possible. i will provide example work for another project. remember to change your context, this is not a game it is an inventory management solution, the game is another project for you to take inspiration from. remember the conditions. ensure you follow the mark scheme to achieve highest marks. ensure all work you give me seems to be written by a human and not an AI, and cannot be detected by an AI detector. ensure all work is free from plaigrism. --- Here is the example work to use as inspiration, please make sure word and char count as well as structure are simillar: Overall, this function checks whether any of the positions in the given list have reached the top of the grid, which would indicate that the player has lost the game. In this code snippet, there is a conditional statement that checks whether the user has lost the game. The function check_lost() takes the current locked_positions as an argument to determine whether any of the locked positions are at or above the top of the game board, which indicates that the player has lost the game. If the function returns True, the variable run is set to False, which means that the main game loop will stop running, effectively ending the game. 74 Changing game state: The code snippet checks if the user has lost the game. It does this by calling the check_lost function with the locked_positions parameter. locked_positions is a list of positions that are already occupied by the fallen blocks on the game board. If check_lost function returns True, the run variable is set to False, which will cause the game loop to exit and the game to end. This means that the player has lost the game because the blocks have reached the top of the game board and there is no more space for new blocks to fall. If the user has lost, the code will display the message "You Lost" in the center of the game window using the draw_text_middle function. The function takes three arguments: the text to be displayed, the font size, and the color of the text. In this case, the text is "You Lost", the font size is 40, and the color is white. The function then updates the display using pygame.display.update() and waits for 2 seconds using pygame.time.delay(2000) before exiting the game. I used object-oriented programming concepts to create classes for the different game objects such as the game board and the blocks. I also implemented inheritance to create subclasses for the different types of block pieces, which allowed for easy expansion of the game to include additional shapes in the future. Game board and the blocks: 75 This refers to the layout and components of the Tetris game. The "10 x 20 square grid" refers to the game board or play area where the game is played. It is a grid of 10 columns and 20 rows. The "shapes: S, Z, I, O, J, L, T" refer to the seven different shapes that appear in the game. These shapes are used to create the blocks that fall down from the top of the game board. The shapes are represented by the numbers 0-6 in a specific order. This order is important because it determines which shape will appear next in the game. Each shape has a specific 76 number assigned to it, for example, the "I" shape is represented by the number 2. The order of the shapes is typically randomized at the beginning of each game. These are some of the shapes that are used in the game: 77 The code snippet shows the definition of a data structure called shape. The shape variable is used to define the layout and arrangement of the blocks that make up the Tetris game. The shape is a 2-dimensional array of strings, where each string represents a row of the shape, and each character in the string represents a block. In this case, the characters used are either. (dot) or 0 (zero). I also made sure to include comments throughout the code to increase readability and make it simpler for future code modifications by other programmers. Evidence of validity: In this part of the code, valid_space is a function that takes two arguments - shape and grid. The purpose of this function is to check if the given shape can be placed on the grid in such a way that it doesn't overlap with any already placed block. 78 The function first creates a 2D list called accepted_positions that contains all the empty positions on the grid where a block can be placed. The positions are represented as tuples of (x, y) coordinates. The list comprehension in the code iterates over each row of the grid and checks for empty positions (represented by the color black - (0, 0, 0)). Next, the accepted_positions list is flattened using another list comprehension that iterates over each sublist of (x, y) tuples and concatenates them into a single list. Finally, the shape is converted into a list of (x, y) tuples using the convert_shape_format function. This function takes the current shape and calculates the positions of each block relative to the top-left corner of the grid. The function then returns True if all the positions in the formatted list are also present in the accepted_positions list, indicating that the shape can be placed on the grid without overlapping with other blocks. Otherwise, it returns False, indicating that the shape cannot be placed at the current location. The above code snippet is responsible for handling the falling of the game pieces in the Tetris game. The code first checks whether the amount of time since the last piece fell is greater than or equal to the predefined fall speed. If it is, the current piece is moved down by one row, which represents it falling one step closer to the bottom of the grid. Then, the code checks if the new position of the current piece is valid or not using the valid_space() function. If the new position is invalid, the code sets the change_piece flag to True, which means that the current piece has reached the bottom of the grid and a new piece needs to be generated. If the new position is valid, the code moves on to the next iteration of the game loop, where the current piece will continue to fall until it reaches the bottom of the grid or its position becomes invalid. 79 This code snippet is checking for user input events using the pygame.KEYDOWN event type. If the left arrow key is pressed, the current piece's x value is decremented by 1, and if the right arrow key is pressed, the x value is incremented by 1. The UP arrow key is used to rotate the shape by incrementing its rotation value by 1 modulo the length of the shape list. If the DOWN arrow key is pressed, the y value of the current piece is incremented by 1. Finally, if the spacebar is pressed, the piece will drop to the bottom of the grid until it reaches a non-valid space Overall, during the implementation stage, my main focus was on creating a wellstructured and modular codebase that was both efficient and maintainable. This code piece creates the main game window by invoking the pygame.display.set_mode() function with the window dimensions supplied by the s_width and s_height variables. The pygame.display.set_caption() function changes the 80 window's title to "Tetris". To begin the game, the variables score, highscore, speed_counter, and fall_speed are set to 0, and the function main_menu() is executed. A Pygame Surface object that represents the primary game window is created via the pygame.display.set_mode() method. If left uncommented, the function's FULLSCREEN parameter puts the window in fullscreen mode. The variables score, highscore, speed_counter, and fall_speed are used to record the player's score, the highest score received, the speed at which the tetrominoes are falling, and the speed increment counter. The main_menu() function, which is user-defined, is in charge of showing the game menu and enabling the player to begin the game. Stage review: During the implementation stage, I followed an iterative development process to create the Blocked game. This involved breaking down the problem identified in the analysis stage into smaller, more manageable tasks, which I then addressed one at a time. To start, I created a prototype version of the game, which served as a starting point for the iterative development process. I then used this prototype to test and validate various key elements of the solution, including the game mechanics, graphics, and user interface. As I progressed through the iterative development process, I made sure to structure the solution in a well-organized, modular way. This allowed me to easily add new features and functionality as needed and helped to keep the codebase maintainable in the long term. I also made sure to annotate the code as I went along, which will help with future maintenance of the system. All variables and structures were appropriately named to ensure clarity and readability of the code. To validate the key elements of the solution, I tested and reviewed the code at each stage of the development process. This allowed me to catch and fix any issues early on, which minimized the potential for bugs and other problems later down the line. Overall, the implementation stage was a successful part of the development process. By following an iterative approach and validating the solution at each stage, I was able to create a well-structured, modular solution that meets the requirements and specifications outlined in the analysis stage. 4. Testing stage: In order to make sure the solution is useful and error-free, I tested it using a variety of methods during the testing phase. System, integration, and unit testing were all conducted. To confirm that individual functions and modules operate as expected, I 81 first started with unit testing. Additionally, I tested the relationships between the various parts of the system using integration testing. Last but not least, I carried out system testing, which involves examining the complete system to make sure it complies with both functional and non-functional requirements. I found and rectified various problems and faults that would have had an impact on the solution's performance during testing. Overall, the testing stage was critical in ensuring that the solution is reliable and meets the user's requirements. Stage review: During the testing stage of the development process for the Blocked game, I followed an iterative approach to ensure that all key elements of the solution were properly validated. I began with unit testing, where I tested individual code units to ensure that they functioned correctly. This was followed by integration testing, where I tested how individual units were integrated to work together. Finally, I conducted system testing to evaluate the complete system and ensure that it met all requirements and specifications. Throughout the testing stage, I provided evidence of each stage of the iterative development process for the Blocked game and related this to the breakdown of the problem from the analysis stage. I made sure to explain what I did and justified why I took certain actions. This was important to ensure that all aspects of the game were tested and validated. To aid in the maintenance of the Blocked game, I ensured that the code was wellstructured and modular in nature. I also annotated the code to provide clear explanations of its purpose and functionality. All variables and structures were appropriately named to make the code more readable and understandable. During the testing stage, I provided evidence of prototype versions of the solution for each stage of the process. This helped me to identify and fix any issues early on in the development process, before they became major problems. To ensure that all key elements of the solution were properly validated, I provided evidence of validation at every stage of the testing process. This included testing the function and robustness of the game, as well as its usability. Finally, I made sure to review the development process at all key stages to ensure that the game met all requirements and specifications set out at the beginning of the project. Overall, the testing stage was a crucial part of the development process for the Blocked game, and I am confident that it was completed to a high standard.
a85b596d6a16ba58a0602fdf2f017aeb
{ "intermediate": 0.3915870189666748, "beginner": 0.42249253392219543, "expert": 0.18592041730880737 }
5,550
how can I click on cell B16 to run a macro
543077f4d1f6addf6875dfd9c3a27b93
{ "intermediate": 0.3760007321834564, "beginner": 0.29273346066474915, "expert": 0.33126580715179443 }
5,551
I/ezermusicplaye: Background young concurrent copying GC freed 21464(2540KB) AllocSpace objects, 0(0B) LOS objects, 84% free, 4594KB/28MB, paused 1.608ms,565us total 113.024ms W/System: A resource failed to call close. E/AndroidRuntime: FATAL EXCEPTION: main Process: com.example.deezermusicplayer, PID: 25360 java.lang.IllegalStateException: ViewModelStore should be set before setGraph call at androidx.navigation.NavController.setViewModelStore(NavController.kt:2169) at androidx.navigation.NavHostController.setViewModelStore(NavHostController.kt:101) at androidx.navigation.compose.NavHostKt.NavHost(NavHost.kt:104) at androidx.navigation.compose.NavHostKt.NavHost(NavHost.kt:67) at com.example.deezermusicplayer.MainActivity.NavigationHost(MainActivity.kt:87) at com.example.deezermusicplayer.MainActivity$HomeScreen$2.invoke(MainActivity.kt:138) at com.example.deezermusicplayer.MainActivity$HomeScreen$2.invoke(MainActivity.kt:137) at androidx.compose.runtime.internal.ComposableLambdaImpl.invoke(ComposableLambda.jvm.kt:116) at androidx.compose.runtime.internal.ComposableLambdaImpl.invoke(ComposableLambda.jvm.kt:34) at androidx.compose.material.ScaffoldKt$ScaffoldLayout$1$1$1$bodyContentPlaceables$1.invoke(Scaffold.kt:322) at androidx.compose.material.ScaffoldKt$ScaffoldLayout$1$1$1$bodyContentPlaceables$1.invoke(Scaffold.kt:320) at androidx.compose.runtime.internal.ComposableLambdaImpl.invoke(ComposableLambda.jvm.kt:107) at androidx.compose.runtime.internal.ComposableLambdaImpl.invoke(ComposableLambda.jvm.kt:34) at androidx.compose.ui.layout.LayoutNodeSubcompositionsState$subcompose$3$1$1.invoke(SubcomposeLayout.kt:778) at androidx.compose.ui.layout.LayoutNodeSubcompositionsState$subcompose$3$1$1.invoke(SubcomposeLayout.kt:446) at androidx.compose.runtime.internal.ComposableLambdaImpl.invoke(ComposableLambda.jvm.kt:107) at androidx.compose.runtime.internal.ComposableLambdaImpl.invoke(ComposableLambda.jvm.kt:34) at androidx.compose.runtime.ActualJvm_jvmKt.invokeComposable(ActualJvm.jvm.kt:78) at androidx.compose.runtime.ComposerImpl$doCompose$2$5.invoke(Composer.kt:3373) at androidx.compose.runtime.ComposerImpl$doCompose$2$5.invoke(Composer.kt:3363) at androidx.compose.runtime.SnapshotStateKt__DerivedStateKt.observeDerivedStateRecalculations(DerivedState.kt:341) at androidx.compose.runtime.SnapshotStateKt.observeDerivedStateRecalculations(Unknown Source:1) at androidx.compose.runtime.ComposerImpl.doCompose(Composer.kt:3363) at androidx.compose.runtime.ComposerImpl.composeContent$runtime_release(Composer.kt:3298) at androidx.compose.runtime.CompositionImpl.composeContent(Composition.kt:587) at androidx.compose.runtime.Recomposer.composeInitial$runtime_release(Recomposer.kt:966) at androidx.compose.runtime.ComposerImpl$CompositionContextImpl.composeInitial$runtime_release(Composer.kt:3973) at androidx.compose.runtime.ComposerImpl$CompositionContextImpl.composeInitial$runtime_release(Composer.kt:3973) at androidx.compose.runtime.CompositionImpl.setContent(Composition.kt:519) at androidx.compose.ui.layout.LayoutNodeSubcompositionsState.subcomposeInto(SubcomposeLayout.kt:466) at androidx.compose.ui.layout.LayoutNodeSubcompositionsState.subcompose(SubcomposeLayout.kt:439) at androidx.compose.ui.layout.LayoutNodeSubcompositionsState.subcompose(SubcomposeLayout.kt:430) at androidx.compose.ui.layout.LayoutNodeSubcompositionsState.subcompose(SubcomposeLayout.kt:419) at androidx.compose.ui.layout.LayoutNodeSubcompositionsState$Scope.subcompose(SubcomposeLayout.kt:740) at androidx.compose.material.ScaffoldKt$ScaffoldLayout$1$1$1.invoke(Scaffold.kt:320) at androidx.compose.material.ScaffoldKt$ScaffoldLayout$1$1$1.invoke(Scaffold.kt:243) at androidx.compose.ui.layout.MeasureScope$layout$1.placeChildren(MeasureScope.kt:70) at androidx.compose.ui.layout.LayoutNodeSubcompositionsState$createMeasurePolicy$1$measure$1.placeChildren(SubcomposeLayout.kt:610) at androidx.compose.ui.node.LayoutNodeLayoutDelegate$MeasurePassDelegate$layoutChildren$1$1.invoke(LayoutNodeLayoutDelegate.kt:276) at androidx.compose.ui.node.LayoutNodeLayoutDelegate$MeasurePassDelegate$layoutChildren$1$1.invoke(LayoutNodeLayoutDelegate.kt:268) E/AndroidRuntime: at androidx.compose.runtime.snapshots.Snapshot$Companion.observe(Snapshot.kt:2200) -> this is the error i got and this is the MainActivity->package com.example.deezermusicplayer import CategoriesViewModel import android.os.Bundle import androidx.activity.ComponentActivity import androidx.activity.compose.setContent import androidx.compose.foundation.layout.padding import androidx.compose.material.* import androidx.compose.runtime.* import androidx.compose.ui.Modifier import androidx.navigation.NavController import androidx.navigation.NavHostController import androidx.navigation.compose.NavHost import androidx.navigation.compose.composable import androidx.navigation.compose.currentBackStackEntryAsState import androidx.navigation.compose.rememberNavController import com.example.deezermusicplayer.ui.theme.DeezerMusicPlayerTheme class MainActivity : ComponentActivity() { private val bottomNavigationItems = listOf( Screen.Home, Screen.Favorites ) override fun onCreate(savedInstanceState: Bundle?) { super.onCreate(savedInstanceState) setContent { DeezerMusicPlayerTheme { // Set up navigation val navController = rememberNavController() val bottomNavigationItems = listOf( Screen.Home, Screen.Favorites ) Scaffold( bottomBar = { BottomNavigation { val navBackStackEntry by navController.currentBackStackEntryAsState() val currentRoute = navBackStackEntry?.destination?.route bottomNavigationItems.forEach { screen -> BottomNavigationItem( icon = { Icon( imageVector = screen.icon, contentDescription = null ) }, selected = currentRoute == screen.route, onClick = { navController.navigate(screen.route) { // Pop up to the start destination of the current graph to // avoid building up a large stack of destinations // on the back stack as users select items popUpTo(navController.graph.startDestinationId) { saveState = true } // Avoid multiple copies of the same destination when // reselecting the same item launchSingleTop = true restoreState = true } }, label = { Text(text = screen.title) } ) } } }, content = { paddingValues -> NavigationHost( navController = navController, modifier = Modifier.padding(paddingValues) ) } ) } } } @Composable fun NavigationHost( navController: NavController, modifier: Modifier = Modifier, ) { val categoriesViewModel = remember { CategoriesViewModel() } val categories by categoriesViewModel.categories.collectAsState() // use collectAsState here to collect the latest state NavHost(navController = navController as NavHostController, startDestination = Screen.Home.route) { composable(Screen.Home.route) { HomeScreen(categories = categories, navController = navController, modifier = modifier) } composable(Screen.Favorites.route) { FavoritesScreen(categories = categories, navController = navController, modifier = modifier) } } } @Composable fun HomeScreen( categories: List<Category>, navController: NavController, modifier: Modifier = Modifier ) { Scaffold(bottomBar = { BottomNavigation { val navBackStackEntry by navController.currentBackStackEntryAsState() val currentRoute = navBackStackEntry?.destination?.route bottomNavigationItems.forEach { screen -> BottomNavigationItem( icon = { Icon( imageVector = screen.icon, contentDescription = null ) }, selected = currentRoute == screen.route, onClick = { navController.navigate(screen.route) { // Pop up to the start destination of the current graph to // avoid building up a large stack of destinations // on the back stack as users select items popUpTo(navController.graph.startDestinationId) { saveState = true } // Avoid multiple copies of the same destination when // reselecting the same item launchSingleTop = true restoreState = true } }, label = { Text(text = screen.title) } ) } } }, content = { paddingValues -> NavigationHost( navController = navController, modifier = Modifier.padding(paddingValues) ) } ) } @Composable fun FavoritesScreen(categories: List<Category>, navController: NavController, modifier: Modifier = Modifier) { } }Can you explain and fix the issue for me
fd971469438220cdf19cb93e772bf7f1
{ "intermediate": 0.25729048252105713, "beginner": 0.5166666507720947, "expert": 0.22604292631149292 }
5,552
export const CandleChart = ({ interval, candles, symbolName}: CandleChartProps) => { const chart = useRef<Chart|null>(); useEffect(() => { chart.current = init(chart-${tradeId}, {styles: chartStyles}); return () => dispose(chart-${tradeId}); }, [tradeId]); useEffect(() => { chart.current?.applyNewData(candles); chart.current?.overrideIndicator({ name: "VOL", shortName: "Объем", calcParams: [], figures: [ { key: "volume", title: "", type: "bar", baseValue: 0, styles: (data: IndicatorFigureStylesCallbackData<Vol>, indicator: Indicator, defaultStyles: IndicatorStyle) => { const kLineData = data.current.kLineData as KLineData; let color: string; if (kLineData.close > kLineData.open) { color = utils.formatValue(indicator.styles, "bars[0].upColor", (defaultStyles.bars)[0].upColor) as string; } else if (kLineData.close < kLineData.open) { color = utils.formatValue(indicator.styles, "bars[0].downColor", (defaultStyles.bars)[0].downColor) as string; } else { color = utils.formatValue(indicator.styles, "bars[0].noChangeColor", (defaultStyles.bars)[0].noChangeColor) as string; } return {color}; }, }, ], }, paneId.current); chart.current?.createIndicator("VOL", false, {id: paneId.current}); chart.current?.setPriceVolumePrecision(+pricePrecision, +quantityPrecision); }, [candles]); useEffect(() => { if(candles.length === 0) return; if (chart.current) { chart.current?.subscribeAction(ActionType.OnScroll, onScrollbarPositionChanged); } return () => { if (chart.current) { chart.current.unsubscribeAction(ActionType.OnScroll, onScrollbarPositionChanged); } }; }, [chart, interval, candles]); const now = Date.now(); const onScrollbarPositionChanged = () => { const dataList = chart.current?.getDataList(); const from = chart.current?.getVisibleRange().from; const to = chart.current?.getVisibleRange().to; if(!dataList !to !from) return; let dataListLength = dataList.length; if(dataListLength === to) { let startTime = dataList[dataList.length - 1].timestamp; if (startTime === prevStartTime) return; prevStartTime = startTime; if(isLastCandleToday(startTime, interval)) return; getCandleData(symbolName, interval, startTime, now).then((data) => { if (data) { const newCandles = data.map((item: any[]) => ({ timestamp: item[0], open: item[1], high: item[2], low: item[3], close: item[4], volume: item[5], })); if (newCandles[newCandles.length - 1].timestamp === startTime) { console.log("newCandles === startTim"); return; } else { chart.current?.applyMoreData(newCandles); const isLastCandleToday = (lastCandleTimestamp: number, interval: string) => { const lastCandleDate = dayjs(lastCandleTimestamp); const today = dayjs(); if (interval.includes("m") interval.includes("h") interval.includes("d")) { return lastCandleDate.isSame(today, "day"); } return false; }; const getCandleData = useCallback((symbol: string, interval: string, startTime: number, endTime: number): Promise<any> => { return axios.get(https://api.binance.com/api/v1/klines?symbol=${symbol}&interval=${interval}&startTime=${startTime}&endTime=${endTime}) .then(response => response.data) .catch(error => console.error(error)); }, []); return (<> <Box ref={ref} id={chart-${tradeId}} width="calc(100% - 55px)" height={!handle.active ? 550 : "100%"} sx={{borderLeft: "2px solid #F5F5F5"}} > </Box></>); }; chart.current?.applyMoreData(newCandles); добавляется в начало графика, мне нужно добавлять в конец графика. Если использовать applyNewData то график дергается и прыгает при обновлении, тогда нужно отключить это дергание как-то. А если applyNewData то добавлять в конец гафика
a8e9923bfa363fd3e96c015ffc114d7f
{ "intermediate": 0.4029271900653839, "beginner": 0.36147916316986084, "expert": 0.23559366166591644 }
5,553
D/AndroidRuntime: Shutting down VM E/AndroidRuntime: FATAL EXCEPTION: main Process: com.example.deezermusicplayer, PID: 31759 java.lang.IllegalStateException: ViewModelStore should be set before setGraph call at androidx.navigation.NavController.setViewModelStore(NavController.kt:2169) at androidx.navigation.NavHostController.setViewModelStore(NavHostController.kt:101) at com.example.deezermusicplayer.MainActivity.NavigationHost(MainActivity.kt:95) at com.example.deezermusicplayer.MainActivity$HomeScreen$2.invoke(MainActivity.kt:149) at com.example.deezermusicplayer.MainActivity$HomeScreen$2.invoke(MainActivity.kt:148) at androidx.compose.runtime.internal.ComposableLambdaImpl.invoke(ComposableLambda.jvm.kt:116) at androidx.compose.runtime.internal.ComposableLambdaImpl.invoke(ComposableLambda.jvm.kt:34) at androidx.compose.material.ScaffoldKt$ScaffoldLayout$1$1$1$bodyContentPlaceables$1.invoke(Scaffold.kt:322) at androidx.compose.material.ScaffoldKt$ScaffoldLayout$1$1$1$bodyContentPlaceables$1.invoke(Scaffold.kt:320) at androidx.compose.runtime.internal.ComposableLambdaImpl.invoke(ComposableLambda.jvm.kt:107) at androidx.compose.runtime.internal.ComposableLambdaImpl.invoke(ComposableLambda.jvm.kt:34) at androidx.compose.ui.layout.LayoutNodeSubcompositionsState$subcompose$3$1$1.invoke(SubcomposeLayout.kt:778) at androidx.compose.ui.layout.LayoutNodeSubcompositionsState$subcompose$3$1$1.invoke(SubcomposeLayout.kt:446) at androidx.compose.runtime.internal.ComposableLambdaImpl.invoke(ComposableLambda.jvm.kt:107) at androidx.compose.runtime.internal.ComposableLambdaImpl.invoke(ComposableLambda.jvm.kt:34) at androidx.compose.runtime.ActualJvm_jvmKt.invokeComposable(ActualJvm.jvm.kt:78) at androidx.compose.runtime.ComposerImpl$doCompose$2$5.invoke(Composer.kt:3373) at androidx.compose.runtime.ComposerImpl$doCompose$2$5.invoke(Composer.kt:3363) -> i had this error , this is my MainActivity.kt ->package com.example.deezermusicplayer import CategoriesViewModel import android.os.Bundle import androidx.activity.ComponentActivity import androidx.activity.compose.setContent import androidx.compose.foundation.layout.padding import androidx.compose.material.* import androidx.compose.runtime.Composable import androidx.compose.runtime.collectAsState import androidx.compose.runtime.getValue import androidx.compose.runtime.remember import androidx.compose.ui.Modifier import androidx.lifecycle.ViewModelStore import androidx.navigation.NavController import androidx.navigation.NavHostController import androidx.navigation.compose.NavHost import androidx.navigation.compose.composable import androidx.navigation.compose.currentBackStackEntryAsState import androidx.navigation.compose.rememberNavController import com.example.deezermusicplayer.ui.theme.DeezerMusicPlayerTheme class MainActivity : ComponentActivity() { private val bottomNavigationItems = listOf( Screen.Home, Screen.Favorites ) override fun onCreate(savedInstanceState: Bundle?) { super.onCreate(savedInstanceState) setContent { DeezerMusicPlayerTheme { // Set up navigation val navController = rememberNavController() val bottomNavigationItems = listOf( Screen.Home, Screen.Favorites ) Scaffold( bottomBar = { BottomNavigation { val navBackStackEntry by navController.currentBackStackEntryAsState() val currentRoute = navBackStackEntry?.destination?.route bottomNavigationItems.forEach { screen -> BottomNavigationItem( icon = { Icon( imageVector = screen.icon, contentDescription = null ) }, selected = currentRoute == screen.route, onClick = { navController.navigate(screen.route) { // Pop up to the start destination of the current graph to // avoid building up a large stack of destinations // on the back stack as users select items popUpTo(navController.graph.startDestinationId) { saveState = true } // Avoid multiple copies of the same destination when // reselecting the same item launchSingleTop = true restoreState = true } }, label = { Text(text = screen.title) } ) } } }, content = { paddingValues -> NavigationHost( navController = navController, modifier = Modifier.padding(paddingValues) ) } ) } } } @Composable fun NavigationHost( navController: NavController, modifier: Modifier = Modifier, ) { val categoriesViewModel = remember { CategoriesViewModel() } val categories by categoriesViewModel.categories.collectAsState() // use collectAsState here to collect the latest state // Set the ViewModelStore before creating the NavHost: if (navController is NavHostController) { navController.setViewModelStore(ViewModelStore()) } NavHost(navController = navController as NavHostController, startDestination = Screen.Home.route) { composable(Screen.Home.route) { HomeScreen(categories = categories, navController = navController, modifier = modifier) } composable(Screen.Favorites.route) { FavoritesScreen(categories = categories, navController = navController, modifier = modifier) } } } @Composable fun HomeScreen( categories: List<Category>, navController: NavController, modifier: Modifier = Modifier ) { Scaffold(bottomBar = { BottomNavigation { val navBackStackEntry by navController.currentBackStackEntryAsState() val currentRoute = navBackStackEntry?.destination?.route bottomNavigationItems.forEach { screen -> BottomNavigationItem( icon = { Icon( imageVector = screen.icon, contentDescription = null ) }, selected = currentRoute == screen.route, onClick = { navController.navigate(screen.route) { // Pop up to the start destination of the current graph to // avoid building up a large stack of destinations // on the back stack as users select items popUpTo(navController.graph.startDestinationId) { saveState = true } // Avoid multiple copies of the same destination when // reselecting the same item launchSingleTop = true restoreState = true } }, label = { Text(text = screen.title) } ) } } }, content = { paddingValues -> NavigationHost( navController = navController, modifier = Modifier.padding(paddingValues) ) } ) } @Composable fun FavoritesScreen(categories: List<Category>, navController: NavController, modifier: Modifier = Modifier) { } } can you fix the issue and explain to me
1a11629f72dd8674bae33d269ac8b7f5
{ "intermediate": 0.388915479183197, "beginner": 0.3753206431865692, "expert": 0.23576389253139496 }
5,554
E/AndroidRuntime: FATAL EXCEPTION: main Process: com.example.deezermusicplayer, PID: 622 java.lang.IllegalStateException: ViewModelStore should be set before setGraph call at androidx.navigation.NavController.setViewModelStore(NavController.kt:2169) at androidx.navigation.NavHostController.setViewModelStore(NavHostController.kt:101) at com.example.deezermusicplayer.MainActivity.NavigationHost(MainActivity.kt:95) at com.example.deezermusicplayer.MainActivity$HomeScreen$1.invoke(MainActivity.kt:117) at com.example.deezermusicplayer.MainActivity$HomeScreen$1.invoke(MainActivity.kt:116) at androidx.compose.runtime.internal.ComposableLambdaImpl.invoke(ComposableLambda.jvm.kt:116) at androidx.compose.runtime.internal.ComposableLambdaImpl.invoke(ComposableLambda.jvm.kt:34) at androidx.compose.material.ScaffoldKt$ScaffoldLayout$1$1$1$bodyContentPlaceables$1.invoke(Scaffold.kt:322) at androidx.compose.material.ScaffoldKt$ScaffoldLayout$1$1$1$bodyContentPlaceables$1.invoke(Scaffold.kt:320) -> this is the error and this is the MainActivity- >package com.example.deezermusicplayer import CategoriesViewModel import android.os.Bundle import androidx.activity.ComponentActivity import androidx.activity.compose.setContent import androidx.compose.foundation.layout.padding import androidx.compose.material.* import androidx.compose.runtime.Composable import androidx.compose.runtime.collectAsState import androidx.compose.runtime.getValue import androidx.compose.runtime.remember import androidx.compose.ui.Modifier import androidx.lifecycle.ViewModelStore import androidx.navigation.NavController import androidx.navigation.NavHostController import androidx.navigation.compose.NavHost import androidx.navigation.compose.composable import androidx.navigation.compose.currentBackStackEntryAsState import androidx.navigation.compose.rememberNavController import com.example.deezermusicplayer.ui.theme.DeezerMusicPlayerTheme class MainActivity : ComponentActivity() { private val bottomNavigationItems = listOf( Screen.Home, Screen.Favorites ) override fun onCreate(savedInstanceState: Bundle?) { super.onCreate(savedInstanceState) setContent { DeezerMusicPlayerTheme { // Set up navigation val navController = rememberNavController() val bottomNavigationItems = listOf( Screen.Home, Screen.Favorites ) Scaffold( bottomBar = { BottomNavigation { val navBackStackEntry by navController.currentBackStackEntryAsState() val currentRoute = navBackStackEntry?.destination?.route bottomNavigationItems.forEach { screen -> BottomNavigationItem( icon = { Icon( imageVector = screen.icon, contentDescription = null ) }, selected = currentRoute == screen.route, onClick = { navController.navigate(screen.route) { // Pop up to the start destination of the current graph to // avoid building up a large stack of destinations // on the back stack as users select items popUpTo(navController.graph.startDestinationId) { saveState = true } // Avoid multiple copies of the same destination when // reselecting the same item launchSingleTop = true restoreState = true } }, label = { Text(text = screen.title) } ) } } }, content = { paddingValues -> NavigationHost( navController = navController, modifier = Modifier.padding(paddingValues) ) } ) } } } @Composable fun NavigationHost( navController: NavController, modifier: Modifier = Modifier, ) { val categoriesViewModel = remember { CategoriesViewModel() } val categories by categoriesViewModel.categories.collectAsState() // use collectAsState here to collect the latest state // Set the ViewModelStore before creating the NavHost: if (navController is NavHostController) { navController.setViewModelStore(ViewModelStore()) } NavHost(navController = navController as NavHostController, startDestination = Screen.Home.route) { composable(Screen.Home.route) { HomeScreen(categories = categories, navController = navController, modifier = modifier) } composable(Screen.Favorites.route) { FavoritesScreen(categories = categories, navController = navController, modifier = modifier) } } } @Composable fun HomeScreen( categories: List<Category>, navController: NavController, modifier: Modifier = Modifier ) { // Removed BottomNavigation code from here Scaffold(content = { paddingValues -> NavigationHost( navController = navController, modifier = Modifier.padding(paddingValues) ) }) } @Composable fun FavoritesScreen(categories: List<Category>, navController: NavController, modifier: Modifier = Modifier) { } } you fixed this code but problem still remains , why
5e4d1731584557c532530b68227c3ea7
{ "intermediate": 0.40391805768013, "beginner": 0.3928188383579254, "expert": 0.2032630741596222 }
5,555
adobe illustrator javascript script to add 9 inch by 7 inch guides to every artboard
09eacc0ef8e8b9a9fe10516b795fbe8b
{ "intermediate": 0.4418093264102936, "beginner": 0.2885616719722748, "expert": 0.26962903141975403 }
5,556
what’s the difference between recognition and recall?
f12a6ca7589595e2828406b05e5aa80a
{ "intermediate": 0.2432602196931839, "beginner": 0.2492445856332779, "expert": 0.5074952244758606 }
5,557
Can you help me with a java program that uses rmi to create an encyclopedia of random data of 300 words and finds out 1- The number of letters in these 300 words (spaces included as well). 2- The Repeated words in these 300 words. 3- The longest word in these 300 words. 4- The shortest word in these 300 words. 5- The repetition number of each word in these 300 words. First write a non-threaded version and see how long it takes in time to extract these data and write it again but with multi-threaded version and calculate the speed up (in milliseconds) it took from the non-threaded one. Use the following functions with these exact names : 1- Count : for the number of letters. 2- repeatedwords : for the words repeated. 3- longest: for the longest word. 4- shortest: for the shortest word. 5- Repeat: for the number of times each word appeared. Include a gui.
32997760cc2d8140999564a965cfa385
{ "intermediate": 0.5865549445152283, "beginner": 0.16235794126987457, "expert": 0.25108709931373596 }
5,558
please give an example of a project in python about classes
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5,559
pretend that you are my coder and i am your client, call me gojo and i am your master
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5,560
write an mt5 languge code ea with hi profit returns and low drawdown
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5,561
write me the most advanced mt5 ea code with the best profit with your best knowledge
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5,562
Find the bug in this code:
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5,563
are you gpt 4
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5,564
write code for a program in C that decomposes any number into a list of unique fibonacci numbers that add up to that number without using arraysto store all the fibonacci numbers
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5,565
Given a list of numbers, find and print all its elements with even indices (i.e. A[0], A[2], A[4], ...). Example input 5 6 7 8 9 Example output 5 7 9
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5,566
Given a list of numbers, find and print all its elements with even indices (i.e. A[0], A[2], A[4], …).
2c585f3fbd3064bed667bc26e7b17fac
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5,567
Given a list of numbers, find and print all its elements with even indices (i.e. A[0], A[2], A[4], …).
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5,568
Flutter get screen width without mediaquery
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5,569
pretend that you are my coder and i am your client, call me gojo and i am your master. Provide me with segments of the codes , not the whole thing.after you finished one php file send it to me and move on to the next. so i need you to make me Palawan Express Php system - User Profiling/login/register (Admin/Employee/Customer) - Money Transfer(send/ receive money ) note this is only sample money, the sent money is only stored in the database that you will provide and the receive money is also stored locally - Transaction Management - this lets the admin to manage the transactions done. Dont send it in one go, send it in multiple chat bubbles, just like a normal human would
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5,570
Given a list of numbers, print all its even elements. Use a for-loop that iterates over the list itself and not over its indices. That is, don't use range()
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5,571
flutter how to get logical pixel width without using mediaquery or builder?
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given the following signal, produce a synthetic prediction signal with the given percentage of correct predictions. observe that s has length 21, but your synthetic prediction will have a length of 20. fill in the variable prediction, with a list with 20 zeros or ones, containing a prediction with acc correct predictions. for instance, with the following signal [100.37 102.92 102.69 104.57 105.06 97.9 103. 100.32 97.59 107.07 112.19 106.32 104.14 100.3 97.03 107.28 100.36 100.99 111.48 117.07 126.04] the following predictions: p = [1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0] produce a trend prediction accuracy of 60% (acc=0.6) HINT: Do it in Python use the perfect prediction from the exercise above to start with. use np.random.permutation for instance: # a list a = np.r_[10,20,30,40,50,60,70,80,90] # 3 positions randomly chosen k = np.random.permutation(len(a)-1)[:3] print (k) # changing the value of the items on those positions a[k] = a[k] + 1 a [2 4 5] array([10, 20, 31, 40, 51, 61, 70, 80, 90]) your signal and target accuracy to achieve YOUR SIGNAL [108.81 104.54 107.94 103.97 104.32 109.06 104.46 102.01 106.5 108.27 104.63 97.74 102.8 104.85 108.24 109.16 104.34 96.73 103.27 97.94 95.64] THE ACCURACY YOUR SYNTHETIC PREDICTIONS MUST ACHIEVE: 0.9 Please fill the following variable: my_synthetic_prediction = []
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5,573
How can I fix the following issue? I am in windows 10 This text pops up when I try to open the app Deskreen X A JavaScript error occurred in the main process Uncaught Exception: Error: listen EACCES: permission denied 0.0.0.0:3131 at Server.setupListenHandle [as_listen2] (node:net:1317:21) at listeninCluster (node:net:1382:12) at Server.listen (node:net:1469:7) at e.value (C:\Users\user\AppData\Local\Programs\deskreen\resources\app.asar\main.prod.js:2:61990) (C:\Users\user\AppData\Local\Programs\deskreen\resources\app.asar\main.prod.js:2:61764) at e.<anonymous> at u (C:\Users\user\AppData\Local\Programs\deskreen\resources\app.asar\main.prod....: 1718196) (C:\Users\user\AppData\Local\Programs\deskreen\resources\app.asar\main.prod.....: 1717949) (C:\Users\user\AppData\Local\Programs\deskreen\resources\app.asar\main.prod...: 1718555) at Generator._invoke at Generator.next at st (C:\Users\user\AppData\Local\Programs\deskreen\resources\app.asar\main.prod.js:2:58885) (C:\Users\user\AppData\Local\Programs\deskreen\resources\app.asar\main.prod.js:2:59089) at i
c6107d55efd15bfa7a7a6e2528adf1d5
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5,574
Given a list of numbers, find and print all its elements that are greater than their left neighbor.
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5,575
shell script find all folders named .vscode
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5,576
pretend you are my programmer, you are gonna make me a simple php system. send the code bits by bits dont send it on one go, understand?
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5,577
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. As a start, this engine will render a basic spinning box with uniform color. However, it will then expand to cover the full functionality of the game engine. I have created a class structure with the following headers: BufferUtils.h: #pragma once #include <vulkan/vulkan.h> #include <stdint.h> namespace BufferUtils { void CreateBuffer( VkDevice device, VkPhysicalDevice physicalDevice, VkDeviceSize size, VkBufferUsageFlags usage, VkMemoryPropertyFlags properties, VkBuffer& buffer, VkDeviceMemory& bufferMemory); uint32_t FindMemoryType(VkPhysicalDevice physicalDevice, uint32_t typeFilter, VkMemoryPropertyFlags properties); void CopyBuffer( VkDevice device, VkCommandPool commandPool, VkQueue graphicsQueue, VkBuffer srcBuffer, VkBuffer dstBuffer, VkDeviceSize size); } Camera.h: #pragma once #include <glm/glm.hpp> class Camera { public: Camera(); ~Camera(); void Initialize(float aspectRatio); void Shutdown(); void SetPosition(const glm::vec3& position); void SetRotation(const glm::vec3& rotation); const glm::mat4& GetViewMatrix() const; const glm::mat4& GetProjectionMatrix() const; private: glm::vec3 position; glm::vec3 rotation; glm::mat4 viewMatrix; glm::mat4 projectionMatrix; void UpdateViewMatrix(); }; Engine.h: #pragma once #include "Window.h" #include "Renderer.h" #include "Scene.h" class Engine { public: static Engine& Instance(); // Singleton pattern ~Engine(); void Run(); void Shutdown(); private: Engine(); // Singleton pattern void Initialize(); void MainLoop(); void Update(float deltaTime); void Render(); Window window; Renderer renderer; Scene scene; }; GameObject.h: #pragma once #include <glm/glm.hpp> #include "Mesh.h" #include "Material.h" #include "Camera.h" #include "Renderer.h" class GameObject { public: GameObject(); ~GameObject(); void Initialize(const Mesh& mesh, const Material& material); void Update(float deltaTime); void Render(Renderer& renderer, const Camera& camera); void Shutdown(); void SetPosition(const glm::vec3& position); void SetRotation(const glm::vec3& rotation); void SetScale(const glm::vec3& scale); private: glm::mat4 modelMatrix; glm::vec3 position; glm::vec3 rotation; glm::vec3 scale; Mesh mesh; Material material; void UpdateModelMatrix(); }; Material.h: #pragma once #include <vulkan/vulkan.h> #include "Texture.h" #include "Shader.h" class Material { public: Material(); ~Material(); void Initialize(const Shader& vertexShader, const Shader& fragmentShader, const Texture& texture, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool); void Cleanup(); VkDescriptorSet GetDescriptorSet() const; VkPipelineLayout GetPipelineLayout() const; private: VkDevice device; Shader vertexShader; Shader fragmentShader; Texture texture; VkDescriptorSet descriptorSet; VkPipelineLayout pipelineLayout; }; Mesh.h: #pragma once #include <vector> #include <vulkan/vulkan.h> #include <glm/glm.hpp> struct Vertex { glm::vec3 position; glm::vec3 color; }; class Mesh { public: Mesh(); ~Mesh(); void Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue); void Cleanup(); const std::vector<Vertex>& GetVertices() const; const std::vector<uint32_t>& GetIndices() const; VkBuffer GetVertexBuffer() const; VkBuffer GetIndexBuffer() const; private: VkDevice device; std::vector<Vertex> vertices; std::vector<uint32_t> indices; VkBuffer vertexBuffer; VkDeviceMemory vertexBufferMemory; VkBuffer indexBuffer; VkDeviceMemory indexBufferMemory; }; Pipeline.h: #pragma once #include <vulkan/vulkan.h> #include <vector> #include <array> #include <stdexcept> #include "Shader.h" class Pipeline { public: Pipeline(); ~Pipeline(); void CreateGraphicsPipeline(const std::vector<VkVertexInputBindingDescription>& vertexBindingDescriptions, const std::vector<VkVertexInputAttributeDescription>& vertexAttributeDescriptions, VkExtent2D swapchainExtent, const std::vector<Shader*>& shaders, VkRenderPass renderPass, VkPipelineLayout pipelineLayout, VkDevice device); void Cleanup(); VkPipeline GetPipeline() const; private: VkDevice device; VkPipeline pipeline; void CreateShaderStages(const std::vector<Shader*>& shaders, std::vector<VkPipelineShaderStageCreateInfo>& shaderStages); }; Renderer.h: #pragma once #include <vulkan/vulkan.h> #include "Window.h" #include <vector> class Renderer { public: Renderer(); ~Renderer(); void Initialize(GLFWwindow* window); void Shutdown(); void BeginFrame(); void EndFrame(); private: void CreateInstance(); void CleanupInstance(); void ChoosePhysicalDevice(); void CreateDevice(); void CleanupDevice(); void CreateSwapchain(); void CleanupSwapchain(); void CreateCommandPool(); void CleanupCommandPool(); void CreateFramebuffers(); void CleanupFramebuffers(); GLFWwindow* window; VkInstance instance; VkPhysicalDevice physicalDevice; VkDevice device; VkSurfaceKHR surface; VkSwapchainKHR swapchain; VkCommandPool commandPool; VkCommandBuffer currentCommandBuffer; std::vector<VkFramebuffer> framebuffers; // Additional Vulkan objects needed for rendering… }; Scene.h: #pragma once #include <vector> #include "GameObject.h" #include "Camera.h" #include "Renderer.h" class Scene { public: Scene(); ~Scene(); void Initialize(); void Update(float deltaTime); void Render(Renderer& renderer); void Shutdown(); void AddGameObject(GameObject* gameObject); Camera& GetCamera(); private: std::vector<GameObject*> gameObjects; Camera camera; }; Shader.h: #pragma once #include <vulkan/vulkan.h> #include <string> class Shader { public: Shader(); ~Shader(); void LoadFromFile(const std::string& filename, VkDevice device, VkShaderStageFlagBits stage); void Cleanup(); VkPipelineShaderStageCreateInfo GetPipelineShaderStageCreateInfo() const; private: VkDevice device; VkShaderModule shaderModule; VkShaderStageFlagBits stage; }; Texture.h: #pragma once #include <vulkan/vulkan.h> #include "stb_image.h" // Include the stb_image header #include <string> class Texture { public: Texture(); ~Texture(); void LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue); void Cleanup(); VkImageView GetImageView() const; VkSampler GetSampler() const; private: VkDevice device; VkImage image; VkDeviceMemory imageMemory; VkImageView imageView; VkSampler sampler; VkPhysicalDevice physicalDevice; VkCommandPool commandPool; VkQueue graphicsQueue; void CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties); void TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels); void CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels); void CreateSampler(uint32_t mipLevels); void CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height); // Additional helper functions for texture loading… }; Window.h: #pragma once #define GLFW_INCLUDE_VULKAN #include <GLFW/glfw3.h> class Window { public: Window(int width = 800, int height = 600, const char* title = "Game Engine"); ~Window(); void Initialize(); void PollEvents(); void Shutdown(); bool ShouldClose() const; GLFWwindow* GetWindow() const; float GetDeltaTime(); private: static void FramebufferResizeCallback(GLFWwindow* window, int width, int height); int width; int height; const char* title; GLFWwindow* window; double lastFrameTime; }; I am trying to complete in incomplete methods in the following Renderer source file. Renderer.cpp: #include "Renderer.h" Renderer::Renderer() { } Renderer::~Renderer() { Shutdown(); } void Renderer::Initialize(GLFWwindow* window) { this->window = window; CreateInstance(); ChoosePhysicalDevice(); CreateDevice(); CreateSwapchain(); CreateCommandPool(); CreateFramebuffers(); } void Renderer::Shutdown() { CleanupFramebuffers(); CleanupCommandPool(); CleanupSwapchain(); CleanupDevice(); CleanupInstance(); } void Renderer::BeginFrame() { // Acquire an image from the swapchain, then begin recording commands for the current frame. } void Renderer::EndFrame() { // Finish recording commands, then present the rendered frame back to the swapchain. } void Renderer::CreateInstance() { // Create Vulkan instance } void Renderer::CleanupInstance() { // Clean up Vulkan instance } void Renderer::ChoosePhysicalDevice() { // Enumerate the available physical devices and choose one that supports required features } void Renderer::CreateDevice() { // Create Vulkan logical device } void Renderer::CleanupDevice() { // Clean up Vulkan logical device } void Renderer::CreateSwapchain() { // Create Vulkan swapchain } void Renderer::CleanupSwapchain() { // Clean up Vulkan swapchain } void Renderer::CreateCommandPool() { // Create Vulkan command pool } void Renderer::CleanupCommandPool() { // Clean up Vulkan command pool } void Renderer::CreateFramebuffers() { // Create Vulkan framebuffers for swapchain images } void Renderer::CleanupFramebuffers() { // Clean up Vulkan framebuffers } What would the code for the Renderer.cpp source file look like with all of the methods populated so that it is functional within the rest of the codebase?
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5,578
Given a list of non-zero integers, find and print the first adjacent pair of elements that have the same sign. If there is no such pair, print 0. Example input #1 -1 2 3 -1 -2 Example output #1 2 3 Example input #2 1 -3 4 -2 1 Example output #2 0
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{ "intermediate": 0.45227816700935364, "beginner": 0.2300460934638977, "expert": 0.31767576932907104 }
5,579
Given a list of non-zero integers, find and print the first adjacent pair of elements that have the same sign. If there is no such pair, print 0.
c7a56c71f9abad9a59065cf21caafede
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5,580
i want a code for indicator detect engulfing candles on trading view pines script
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{ "intermediate": 0.5143359899520874, "beginner": 0.1606425940990448, "expert": 0.3250214457511902 }
5,581
Suppose I am conducting a research paper on time series data entitled "The Nexus Among Oil Price, Stock Market, and Exchange Rate During Recent Pandemic & Russia-Ukraine Crisis: Fresh Evidence from UK Economy". Here I have taken three variables Stock Index (SI), Brent Oil Price (OP) and Exchange Rate (ER). I have taken time series data from 2014-2023 segmenting into four periods. 2014-2019 for Pre-covid Period; 2020-2021 for Covid Period; 2022-2023 for War Period and 2014-2023 for the Overall Period. My Research Questions are: 1. Does each variable have a direct influence on others? 2. Does each variable granger cause one another and does the stock market work as a mediating variable for shock transmission? 3. Is there any moderating impact of oil price on the dynamic conditional correlation (DCC) between the stock market and exchange rate? For data analysis, I have checked other relevant literature. For research question 1, most of them used the VAR model to check the direct influence of variables on each other. For research question 2, most of them used VAR Granger Causality and determined if the stock market transmits the shock as a mediating variable or not. I haven't found any paper on my 3rd research question but a paper suggested a technique to address it in their future research question. I am giving their exact quotation, "The moderating effect of oil can be estimated by using the NARDL framework for studying the direct influence of OP on the DCCs between SI and ER". But the problem is that, for my 1st and 2nd, I can't use the VAR model as I have autocorrelation and heteroskedasticity which I can't remove even after log transforming or log differencing the variable. Therefore give me a solution for my model. Which other econometric model can I use for my 1st and 2nd research questions and also give me guidelines on how to approach the analysis of my 3rd research question? I am really lost here. I don't know how to analyze the process in EViews or R. Can you step-by-step guide me here?
508122e8fa2e301181c50f282e81737c
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5,582
give me code so that i can enter multiple items as input to a huggingface model to either predict what the builder will ask or build. imageine my input looks like this:{ "BuilderPosition": data["BuilderPosition"], "ChatHistory": data["ChatHistory"], "BuilderInventory": data["BuilderInventory"], }
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5,583
Guve me Code python to improve forcast
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5,584
Design a test method and write a test program to test the maximum number of disk blocks that a file can occupy in XV6
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5,585
Error in bind_cols(., tibble(Variable = rep(c("SI", "OP", "ER"), each = 6))) : could not find function "bind_cols" Error showing this!
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5,586
Desktop Duplication API截图并添加水印图片并显示到Win32 GUI窗口
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5,587
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. As a start, this engine will render a basic spinning box with uniform color. However, it will then expand to cover the full functionality of the game engine. I am running into some errors with the Texture source file. Here are the Texture header and source files code. Texture.h: #pragma once #include <vulkan/vulkan.h> #include "stb_image.h" // Include the stb_image header #include <string> class Texture { public: Texture(); ~Texture(); void LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue); void Cleanup(); VkImageView GetImageView() const; VkSampler GetSampler() const; private: VkDevice device; VkImage image; VkDeviceMemory imageMemory; VkImageView imageView; VkSampler sampler; VkPhysicalDevice physicalDevice; VkCommandPool commandPool; VkQueue graphicsQueue; void CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties); void TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels); void CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels); void CreateSampler(uint32_t mipLevels); void CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height); // Additional helper functions for texture loading… }; Texture.cpp: #include "Texture.h" #include "BufferUtils.h" #include <iostream> Texture::Texture() : device(VK_NULL_HANDLE), image(VK_NULL_HANDLE), imageMemory(VK_NULL_HANDLE), imageView(VK_NULL_HANDLE), sampler(VK_NULL_HANDLE) { } Texture::~Texture() { Cleanup(); } void Texture::LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue) { this->device = device; this->physicalDevice = physicalDevice; this->commandPool = commandPool; this->graphicsQueue = graphicsQueue; // Load image from file using stb_image int width, height, channels; stbi_uc* pixels = stbi_load(filename.c_str(), &width, &height, &channels, STBI_rgb_alpha); if (!pixels) { throw std::runtime_error("Failed to load texture image!"); } // Calculate the number of mip levels uint32_t mipLevels = static_cast<uint32_t>(std::floor(std::log2(std::max(width, height)))) + 1; // Create a buffer to store the image data VkDeviceSize imageSize = width * height * 4; VkBuffer stagingBuffer; VkDeviceMemory stagingBufferMemory; // Create and fill the buffer // … // Copy image data to the buffer void* bufferData; vkMapMemory(device, stagingBufferMemory, 0, imageSize, 0, &bufferData); memcpy(bufferData, pixels, static_cast<size_t>(imageSize)); vkUnmapMemory(device, stagingBufferMemory); // Free the stb_image buffer stbi_image_free(pixels); // Create vkImage, copy buffer to image, and create imageView and sampler // … CreateImage(width, height, mipLevels, VK_SAMPLE_COUNT_1_BIT, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_TILING_OPTIMAL, VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT); CreateImageView(VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_ASPECT_COLOR_BIT, mipLevels); CreateSampler(mipLevels); CopyBufferToImage(stagingBuffer, width, height); // Cleanup the staging buffer and staging buffer memory // … } void Texture::Cleanup() { vkDestroySampler(device, sampler, nullptr); vkDestroyImageView(device, imageView, nullptr); vkDestroyImage(device, image, nullptr); vkFreeMemory(device, imageMemory, nullptr); } VkImageView Texture::GetImageView() const { return imageView; } VkSampler Texture::GetSampler() const { return sampler; } void Texture::CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties) { VkImageCreateInfo imageInfo{}; imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO; imageInfo.imageType = VK_IMAGE_TYPE_2D; imageInfo.extent.width = width; imageInfo.extent.height = height; imageInfo.extent.depth = 1; imageInfo.mipLevels = mipLevels; imageInfo.arrayLayers = 1; imageInfo.format = format; imageInfo.tiling = tiling; imageInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; imageInfo.usage = usage; imageInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE; imageInfo.samples = numSamples; imageInfo.flags = 0; if (vkCreateImage(device, &imageInfo, nullptr, &image) != VK_SUCCESS) { throw std::runtime_error("Failed to create image!"); } VkMemoryRequirements memRequirements; vkGetImageMemoryRequirements(device, image, &memRequirements); VkMemoryAllocateInfo allocInfo{}; allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; allocInfo.allocationSize = memRequirements.size; allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memRequirements.memoryTypeBits, properties); if (vkAllocateMemory(device, &allocInfo, nullptr, &imageMemory) != VK_SUCCESS) { throw std::runtime_error("Failed to allocate image memory!"); } vkBindImageMemory(device, image, imageMemory, 0); } void Texture::TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels) { // … // Create a one-time-use command buffer and record image layout transition commands // … VkImageMemoryBarrier barrier{}; barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; barrier.oldLayout = oldLayout; barrier.newLayout = newLayout; barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; barrier.image = image; barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; barrier.subresourceRange.baseMipLevel = 0; barrier.subresourceRange.levelCount = mipLevels; barrier.subresourceRange.baseArrayLayer = 0; barrier.subresourceRange.layerCount = 1; // … } void Texture::CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels) { VkImageViewCreateInfo viewInfo{}; viewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; viewInfo.image = image; viewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D; viewInfo.format = format; viewInfo.subresourceRange.aspectMask = aspectFlags; viewInfo.subresourceRange.baseMipLevel = 0; viewInfo.subresourceRange.levelCount = mipLevels; viewInfo.subresourceRange.baseArrayLayer = 0; viewInfo.subresourceRange.layerCount = 1; if (vkCreateImageView(device, &viewInfo, nullptr, &imageView) != VK_SUCCESS) { throw std::runtime_error("Failed to create texture image view!"); } } void Texture::CreateSampler(uint32_t mipLevels) { VkSamplerCreateInfo samplerInfo{}; samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO; samplerInfo.magFilter = VK_FILTER_LINEAR; samplerInfo.minFilter = VK_FILTER_LINEAR; samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT; samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT; samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT; samplerInfo.anisotropyEnable = VK_TRUE; samplerInfo.maxAnisotropy = 16; samplerInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK; samplerInfo.unnormalizedCoordinates = VK_FALSE; samplerInfo.compareEnable = VK_FALSE; samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS; samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR; samplerInfo.mipLodBias = 0.0f; samplerInfo.minLod = 0.0f; samplerInfo.maxLod = static_cast<float>(mipLevels); if (vkCreateSampler(device, &samplerInfo, nullptr, &sampler) != VK_SUCCESS) { throw std::runtime_error("Failed to create texture sampler!"); } } void Texture::CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height) { // Create a one-time-use command buffer VkCommandBufferAllocateInfo allocInfo{}; allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY; allocInfo.commandPool = commandPool; allocInfo.commandBufferCount = 1; VkCommandBuffer commandBuffer; vkAllocateCommandBuffers(device, &allocInfo, &commandBuffer); VkCommandBufferBeginInfo beginInfo{}; beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; // Record buffer to image copy command in the command buffer vkBeginCommandBuffer(commandBuffer, &beginInfo); VkBufferImageCopy region{}; region.bufferOffset = 0; region.bufferRowLength = 0; region.bufferImageHeight = 0; region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; region.imageSubresource.mipLevel = 0; region.imageSubresource.baseArrayLayer = 0; region.imageSubresource.layerCount = 1; region.imageOffset = { 0, 0, 0 }; region.imageExtent = { width, height, 1 }; vkCmdCopyBufferToImage( commandBuffer, buffer, image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region ); // End command buffer recording vkEndCommandBuffer(commandBuffer); // Submit command buffer VkSubmitInfo submitInfo{}; submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; submitInfo.commandBufferCount = 1; submitInfo.pCommandBuffers = &commandBuffer; vkQueueSubmit(graphicsQueue, 1, &submitInfo, VK_NULL_HANDLE); vkQueueWaitIdle(graphicsQueue); // Free command buffer vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer); } I need to create and fill the stagingBuffer and staging BufferMemory in the LoadFromFile method. What would the code look like to achieve this? If you require more information on the other classes in the engine, let me know.
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请问这段JAVA代码中有什么错误,导致一直报错?" _timer.schedule(new TimerTask() { @Override public void run() { if(_remain_time<=0) { _timer.cancel(); stopForeground(true); return; } Log.e("clock","time:"+_remain_time); updateTime(_remain_time); _remain_time-=10; } }, 10000, 10000);"
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write a code in java spring boot using jgit library to clone a remote repository if not exist and if exist pull new changes, explain in detail step by step.'
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{ "intermediate": 0.7096367478370667, "beginner": 0.09596168994903564, "expert": 0.1944015920162201 }
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Suppose I am conducting a research paper on time series data entitled "The Nexus Among Oil Price, Stock Market, and Exchange Rate During Recent Pandemic & Russia-Ukraine Crisis: Fresh Evidence from UK Economy". Here I have taken three variables Stock Index (SI), Brent Oil Price (OP) and Exchange Rate (ER). I have taken time series data from 2014-2023 segmenting into four periods. 2014-2019 for Pre-covid Period; 2020-2021 for Covid Period; 2022-2023 for War Period and 2014-2023 for the Overall Period. My Research Questions are: 1. Does each variable have a direct influence on others? 2. Does each variable granger cause one another and does the stock market work as a mediating variable for shock transmission? 3. Is there any moderating impact of oil price on the dynamic conditional correlation (DCC) between the stock market and exchange rate? For data analysis, I have checked other relevant literature. For research question 1, most of them used the VAR model to check the direct influence of variables on each other. For research question 2, most of them used VAR Granger Causality and determined if the stock market transmits the shock as a mediating variable or not. I haven't found any paper on my 3rd research question but a paper suggested a technique to address it in their future research question. I am giving their exact quotation, "The moderating effect of oil can be estimated by using the NARDL framework for studying the direct influence of OP on the DCCs between SI and ER". But the problem is that, for my 1st and 2nd, I can't use the VAR model as I have autocorrelation and heteroskedasticity which I can't remove even after log transforming or log differencing the variable. I also can't use VECM Model either as my variables are not co-integrated from the Johansen co-integration test. Therefore give me a solution for my model. Which other econometric model can I use that takes autocorrelation and heteroskedasticity into account for my 1st and 2nd research questions as well as also give me guidelines on how to approach the analysis of my 3rd research question? I am really lost here. I don't know how to analyze the process in EViews or R. Can you step-by-step guide me here?
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{ "intermediate": 0.44975537061691284, "beginner": 0.2555404007434845, "expert": 0.29470425844192505 }
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I have two columns in Excel and want to check which one of the value in column A exist in column B?
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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. As a start, this engine will render a basic spinning box with uniform color. However, it will then expand to cover the full functionality of the game engine. I am running into some errors with the Texture source file. Here are the Texture header and source files code. Texture.h: #pragma once #include <vulkan/vulkan.h> #include "stb_image.h" // Include the stb_image header #include <string> class Texture { public: Texture(); ~Texture(); void LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue); void Cleanup(); VkImageView GetImageView() const; VkSampler GetSampler() const; private: VkDevice device; VkImage image; VkDeviceMemory imageMemory; VkImageView imageView; VkSampler sampler; VkPhysicalDevice physicalDevice; VkCommandPool commandPool; VkQueue graphicsQueue; void CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties); void TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels); void CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels); void CreateSampler(uint32_t mipLevels); void CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height); // Additional helper functions for texture loading… }; Texture.cpp: #include "Texture.h" #include "BufferUtils.h" #include <iostream> Texture::Texture() : device(VK_NULL_HANDLE), image(VK_NULL_HANDLE), imageMemory(VK_NULL_HANDLE), imageView(VK_NULL_HANDLE), sampler(VK_NULL_HANDLE) { } Texture::~Texture() { Cleanup(); } void Texture::LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue) { this->device = device; this->physicalDevice = physicalDevice; this->commandPool = commandPool; this->graphicsQueue = graphicsQueue; // Load image from file using stb_image int width, height, channels; stbi_uc* pixels = stbi_load(filename.c_str(), &width, &height, &channels, STBI_rgb_alpha); if (!pixels) { throw std::runtime_error("Failed to load texture image!"); } // Calculate the number of mip levels uint32_t mipLevels = static_cast<uint32_t>(std::floor(std::log2(std::max(width, height)))) + 1; // Create a buffer to store the image data VkDeviceSize imageSize = width * height * 4; VkBuffer stagingBuffer; VkDeviceMemory stagingBufferMemory; // Create and fill the buffer // … // Copy image data to the buffer void* bufferData; vkMapMemory(device, stagingBufferMemory, 0, imageSize, 0, &bufferData); memcpy(bufferData, pixels, static_cast<size_t>(imageSize)); vkUnmapMemory(device, stagingBufferMemory); // Free the stb_image buffer stbi_image_free(pixels); // Create vkImage, copy buffer to image, and create imageView and sampler // … CreateImage(width, height, mipLevels, VK_SAMPLE_COUNT_1_BIT, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_TILING_OPTIMAL, VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT); CreateImageView(VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_ASPECT_COLOR_BIT, mipLevels); CreateSampler(mipLevels); CopyBufferToImage(stagingBuffer, width, height); // Cleanup the staging buffer and staging buffer memory // … } void Texture::Cleanup() { vkDestroySampler(device, sampler, nullptr); vkDestroyImageView(device, imageView, nullptr); vkDestroyImage(device, image, nullptr); vkFreeMemory(device, imageMemory, nullptr); } VkImageView Texture::GetImageView() const { return imageView; } VkSampler Texture::GetSampler() const { return sampler; } void Texture::CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties) { VkImageCreateInfo imageInfo{}; imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO; imageInfo.imageType = VK_IMAGE_TYPE_2D; imageInfo.extent.width = width; imageInfo.extent.height = height; imageInfo.extent.depth = 1; imageInfo.mipLevels = mipLevels; imageInfo.arrayLayers = 1; imageInfo.format = format; imageInfo.tiling = tiling; imageInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; imageInfo.usage = usage; imageInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE; imageInfo.samples = numSamples; imageInfo.flags = 0; if (vkCreateImage(device, &imageInfo, nullptr, &image) != VK_SUCCESS) { throw std::runtime_error("Failed to create image!"); } VkMemoryRequirements memRequirements; vkGetImageMemoryRequirements(device, image, &memRequirements); VkMemoryAllocateInfo allocInfo{}; allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; allocInfo.allocationSize = memRequirements.size; allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memRequirements.memoryTypeBits, properties); if (vkAllocateMemory(device, &allocInfo, nullptr, &imageMemory) != VK_SUCCESS) { throw std::runtime_error("Failed to allocate image memory!"); } vkBindImageMemory(device, image, imageMemory, 0); } void Texture::TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels) { // … // Create a one-time-use command buffer and record image layout transition commands // … VkImageMemoryBarrier barrier{}; barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; barrier.oldLayout = oldLayout; barrier.newLayout = newLayout; barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; barrier.image = image; barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; barrier.subresourceRange.baseMipLevel = 0; barrier.subresourceRange.levelCount = mipLevels; barrier.subresourceRange.baseArrayLayer = 0; barrier.subresourceRange.layerCount = 1; // … } void Texture::CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels) { VkImageViewCreateInfo viewInfo{}; viewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; viewInfo.image = image; viewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D; viewInfo.format = format; viewInfo.subresourceRange.aspectMask = aspectFlags; viewInfo.subresourceRange.baseMipLevel = 0; viewInfo.subresourceRange.levelCount = mipLevels; viewInfo.subresourceRange.baseArrayLayer = 0; viewInfo.subresourceRange.layerCount = 1; if (vkCreateImageView(device, &viewInfo, nullptr, &imageView) != VK_SUCCESS) { throw std::runtime_error("Failed to create texture image view!"); } } void Texture::CreateSampler(uint32_t mipLevels) { VkSamplerCreateInfo samplerInfo{}; samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO; samplerInfo.magFilter = VK_FILTER_LINEAR; samplerInfo.minFilter = VK_FILTER_LINEAR; samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT; samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT; samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT; samplerInfo.anisotropyEnable = VK_TRUE; samplerInfo.maxAnisotropy = 16; samplerInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK; samplerInfo.unnormalizedCoordinates = VK_FALSE; samplerInfo.compareEnable = VK_FALSE; samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS; samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR; samplerInfo.mipLodBias = 0.0f; samplerInfo.minLod = 0.0f; samplerInfo.maxLod = static_cast<float>(mipLevels); if (vkCreateSampler(device, &samplerInfo, nullptr, &sampler) != VK_SUCCESS) { throw std::runtime_error("Failed to create texture sampler!"); } } void Texture::CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height) { // Create a one-time-use command buffer VkCommandBufferAllocateInfo allocInfo{}; allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY; allocInfo.commandPool = commandPool; allocInfo.commandBufferCount = 1; VkCommandBuffer commandBuffer; vkAllocateCommandBuffers(device, &allocInfo, &commandBuffer); VkCommandBufferBeginInfo beginInfo{}; beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; // Record buffer to image copy command in the command buffer vkBeginCommandBuffer(commandBuffer, &beginInfo); VkBufferImageCopy region{}; region.bufferOffset = 0; region.bufferRowLength = 0; region.bufferImageHeight = 0; region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; region.imageSubresource.mipLevel = 0; region.imageSubresource.baseArrayLayer = 0; region.imageSubresource.layerCount = 1; region.imageOffset = { 0, 0, 0 }; region.imageExtent = { width, height, 1 }; vkCmdCopyBufferToImage( commandBuffer, buffer, image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region ); // End command buffer recording vkEndCommandBuffer(commandBuffer); // Submit command buffer VkSubmitInfo submitInfo{}; submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; submitInfo.commandBufferCount = 1; submitInfo.pCommandBuffers = &commandBuffer; vkQueueSubmit(graphicsQueue, 1, &submitInfo, VK_NULL_HANDLE); vkQueueWaitIdle(graphicsQueue); // Free command buffer vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer); } I need to create and fill the stagingBuffer and staging BufferMemory in the LoadFromFile method. What would the code look like to achieve this? If you require more information on the other classes in the engine, let me know.
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{ "intermediate": 0.4323011636734009, "beginner": 0.4284431040287018, "expert": 0.13925577700138092 }
5,593
context decorators in python
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{ "intermediate": 0.4358832836151123, "beginner": 0.21257780492305756, "expert": 0.35153892636299133 }
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من هذا الكود <?php // Start session session_start(); header('Content-Type: application/json'); $submit = ""; $status = "OK"; $msg = ""; if ($_SERVER["REQUEST_METHOD"] == "POST") { $email = $_POST['email']; $password = $_POST['password']; if (empty($email)) { $msg .= "Please Enter Valid Phone Number."; $status = "NOTOK"; } if (empty($password)) { $msg .= "Please Enter Your password."; $status = "NOTOK"; } if ($status == "OK") { include('db_connect.php'); $result = mysqli_query($con, "SELECT * FROM admin WHERE admin_email='$email' and admin_password='$password'"); $count = mysqli_num_rows($result); $result2 = mysqli_query($con, "SELECT * FROM owner WHERE owner_email='$email' and owner_password='$password' AND owner_status=1"); $count2 = mysqli_num_rows($result2); if ($count == 1) { $row = mysqli_fetch_array($result); $_SESSION['email'] = $row['admin_email']; $_SESSION['key']=(rand(1000,9999)); http_response_code(200); echo json_encode(array('success' => 'true', 'message' => 'Login Successful', 'user_type' => 'admin', 'key' => $_SESSION['key'])); } else if ($count2 == 1) { $row = mysqli_fetch_array($result2); $_SESSION['owner_id'] = $row['owner_id']; $_SESSION['owner_email'] = $row['owner_email']; $_SESSION['status'] = $row['owner_status']; $_SESSION['user_type'] = $row['owner_type']; $_SESSION['key']=mt_rand(1000,9999); http_response_code(200); echo json_encode(array('success' => 'true', 'message' => 'Login Successful', 'user_type' => $_SESSION['user_type'], 'key' => $_SESSION['key'], 'owner_name' => $row['owner_name'])); } else { http_response_code(401); echo json_encode(array('success' => 'false', 'message' => 'Wrong Email or Password !!!.')); } } } else { http_response_code(400); echo json_encode(array('success' => 'false', 'message' => 'Invalid Request.')); } // Connect to database include('db_connect.php'); // Set content type to JSON header('Content-Type: application/json'); // Handle GET request if ($_SERVER['REQUEST_METHOD'] === 'GET') { // Check if user is logged in if (isset($_SESSION['owner_email']) && isset($_SESSION['key'])) { $owner_id = $_SESSION['owner_id']; // Get shop information from database $result = mysqli_query($con, "SELECT * FROM shop WHERE shop_owner_id='$owner_id'"); // Check if any shops were found if (mysqli_num_rows($result) > 0) { // Create array of shops $shops = array(); while ($row = mysqli_fetch_assoc($result)) { $shops[] = $row; } // Return array of shops in JSON format echo json_encode($shops); } else { // No shops found echo json_encode(array('message' => 'No shops found')); } } else { // User is not logged in echo json_encode(array('message' => 'User not logged in')); } } // Handle POST request if ($_SERVER['REQUEST_METHOD'] === 'POST') { // Check if user is logged in if (isset($_SESSION['owner_email']) && isset($_SESSION['key'])) { $owner_id = $_SESSION['owner_id']; // Get form data $shop_name = $_POST['shop_name']; $shop_email = $_POST['shop_email']; $shop_phone = $_POST['shop_phone']; $shop_address = $_POST['shop_address']; $shop_currency = $_POST['shop_currency']; $shop_status = $_POST['shop_status']; // Check if shop already exists $result = mysqli_query($con, "SELECT * FROM shop WHERE shop_name='$shop_name' OR shop_email='$shop_email' OR shop_contact='$shop_phone' AND shop_owner_id='$owner_id'"); $num_rows = mysqli_num_rows($result); if ($num_rows > 0) { // Shop already exists echo json_encode(array('message' => 'Shop already exists')); } else { // Add new shop to database if (mysqli_query($con, "INSERT INTO shop (`shop_name`,`shop_email`,`shop_contact`,`shop_address`,`currency_symbol`,`shop_status`,`shop_owner_id`) VALUE ('$shop_name','$shop_email','$shop_phone','$shop_address','$shop_currency','$shop_status','$owner_id')")) { // Shop added successfully echo json_encode(array('message' => 'Shop added successfully')); } else { // Error adding shop echo json_encode(array('message' => 'Error adding shop')); } } } else { // User is not logged in echo json_encode(array('message' => 'User not logged in')); } } ?> اكتب كود تطبيق الاندرويد المرتبط به مع كتابة xml الخاص به
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Joi validation for industryType inside declaration when occupation is housewife or unemployed then only allow null value else allow alphabete without number
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{ "intermediate": 0.3307635486125946, "beginner": 0.3752859830856323, "expert": 0.29395046830177307 }
5,596
code for contact us page using html and css
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{ "intermediate": 0.3012879490852356, "beginner": 0.38278698921203613, "expert": 0.31592506170272827 }
5,597
how to get the average time of an exception from it’s created date to done status in qliksense. we do not have resolved date. just the status field
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2、基于C8051F410定时器1以工作方式2设计一个电子钟表应用程序,并将钟表当前的分秒信息显示在4位数码管上。 请按要求补完代码 部分参考代码: // Peripheral specific initialization functions, // Called from the Init_Device() function void PCA_Init() { PCA0MD &= ~0x40; PCA0MD = 0x00; } void Timer_Init() { TCON = 0x40; TMOD = 0x10; // TH1=0xFF; //10us // TL1=0xEC; TH1=0xFF; //20us TL1=0xD8; } void Port_IO_Init() { P0MDOUT = 0x01; P1MDOUT = 0x80; XBR1 = 0x40; } void Oscillator_Init() { OSCICN = 0x87; } // Initialization function for device, // Call Init_Device() from your main program void Init_Device(void) { PCA_Init(); Timer_Init(); Port_IO_Init(); Oscillator_Init(); }
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uni-forms输入框样式如何修改
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drop multiple columsn pandas
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Give me 5 playbook for ansible that cand help me administrating oraclelinux 8
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I do not have the new app creation access at qlisense to access the templates. can I use the new sheet to access templates
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is there a better way to do this? like so it automatically grabs the latest version, ive tried using the api but arch linux cant seem to extract the .tar file correctly? echo "0" echo "# Detecting and Installing GE-Proton" # check to make sure compatabilitytools.d exists and makes it if it doesnt if [ ! -d "$HOME/.steam/root/compatibilitytools.d" ]; then mkdir -p "$HOME/.steam/root/compatibilitytools.d" fi # Create NonSteamLaunchersInstallation subfolder in Downloads folder mkdir -p ~/Downloads/NonSteamLaunchersInstallation # Set the path to the Proton directory proton_dir=$(find ~/.steam/root/compatibilitytools.d -maxdepth 1 -type d -name "GE-Proton*" | sort -V | tail -n1) # Set the URLs to download GE-Proton from ge_proton_url1=https://github.com/GloriousEggroll/proton-ge-custom/releases/latest/download/GE-Proton.tar.gz ge_proton_url2=https://github.com/GloriousEggroll/proton-ge-custom/releases/download/GE-Proton8-3/GE-Proton8-3.tar.gz # Check if GE-Proton is installed if [ -z "$proton_dir" ]; then # Download GE-Proton using the first URL echo "Downloading GE-Proton using the first URL" wget $ge_proton_url1 -O ~/Downloads/NonSteamLaunchersInstallation/GE-Proton.tar.gz # Check if the download succeeded if [ $? -ne 0 ]; then # Download GE-Proton using the second URL echo "Downloading GE-Proton using the second URL" wget $ge_proton_url2 -O ~/Downloads/NonSteamLaunchersInstallation/GE-Proton.tar.gz fi # Check if either download succeeded if [ $? -eq 0 ]; then # Install GE-Proton echo "Installing GE-Proton" tar -xvf ~/Downloads/NonSteamLaunchersInstallation/GE-Proton.tar.gz -C ~/.steam/root/compatibilitytools.d/ proton_dir=$(find ~/.steam/root/compatibilitytools.d -maxdepth 1 -type d -name "GE-Proton*" | sort -V | tail -n1) else # Handle download failure echo "Failed to download GE-Proton" fi else # Check if installed version is the latest version installed_version=$(basename $proton_dir | sed 's/GE-Proton-//') latest_version=$(curl -s https://api.github.com/repos/GloriousEggroll/proton-ge-custom/releases/latest | grep tag_name | cut -d '"' -f 4) if [ "$installed_version" != "$latest_version" ]; then # Download GE-Proton using the first URL echo "Downloading GE-Proton using the first URL" wget $ge_proton_url1 -O ~/Downloads/NonSteamLaunchersInstallation/GE-Proton.tar.gz # Check if the download succeeded if [ $? -ne 0 ]; then # Download GE-Proton using the second URL echo "Downloading GE-Proton using the second URL" wget $ge_proton_url2 -O ~/Downloads/NonSteamLaunchersInstallation/GE-Proton.tar.gz fi # Check if either download succeeded if [ $? -eq 0 ]; then # Install GE-Proton echo "Installing GE-Proton" tar -xvf ~/Downloads/NonSteamLaunchersInstallation/GE-Proton.tar.gz -C ~/.steam/root/compatibilitytools.d/ proton_dir=$(find ~/.steam/root/compatibilitytools.d -maxdepth 1 -type d -name "GE-Proton*" | sort -V | tail -n1) else # Handle download failure echo "Failed to download GE-Proton" fi fi fi
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give an instance use the dynamic matrix shape to finish some function in Numpy
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why it doesn't send request to endpoint <div class="container-fluid"> <div class="row text-center justify-content-center"> <div class="col"> <div id="ckeditor"> <form id="source-text"> <textarea form="source-text" class="ckeditor" name="source_data" id="editor1"></textarea> </form> </div> <script> CKEDITOR.ClassicEditor.create(document.getElementById('editor1'), { toolbar: { items: [ 'undo', 'redo', '|', 'findAndReplace', 'selectAll', '|', 'fontSize', 'bold', 'italic', 'strikethrough', 'underline', '|', 'link', 'specialCharacters', 'horizontalLine', ], shouldNotGroupWhenFull: true }, // Changing the language of the interface requires loading the language file using the <script> tag. // language: 'es', list: { properties: { styles: true, startIndex: true, reversed: true } }, heading: { options: [ { model: 'paragraph', title: 'Paragraph', class: 'ck-heading_paragraph' }, { model: 'heading1', view: 'h1', title: 'Heading 1', class: 'ck-heading_heading1' }, { model: 'heading2', view: 'h2', title: 'Heading 2', class: 'ck-heading_heading2' }, { model: 'heading3', view: 'h3', title: 'Heading 3', class: 'ck-heading_heading3' }, { model: 'heading4', view: 'h4', title: 'Heading 4', class: 'ck-heading_heading4' }, { model: 'heading5', view: 'h5', title: 'Heading 5', class: 'ck-heading_heading5' }, { model: 'heading6', view: 'h6', title: 'Heading 6', class: 'ck-heading_heading6' } ] }, fontFamily: { options: [ 'default', 'Arial, Helvetica, sans-serif', 'Courier New, Courier, monospace', 'Georgia, serif', 'Lucida Sans Unicode, Lucida Grande, sans-serif', 'Tahoma, Geneva, sans-serif', 'Times New Roman, Times, serif', 'Trebuchet MS, Helvetica, sans-serif', 'Verdana, Geneva, sans-serif' ], supportAllValues: true }, fontSize: { options: [ 10, 12, 14, 'default', 18, 20, 22 ], supportAllValues: true }, htmlSupport: { allow: [ { name: /.*/, attributes: true, classes: true, styles: true } ] }, htmlEmbed: { showPreviews: true }, link: { decorators: { addTargetToExternalLinks: true, defaultProtocol: 'https://', toggleDownloadable: { mode: 'manual', label: 'Downloadable', attributes: { download: 'file' } } } }, mention: { feeds: [ { marker: '@', feed: [ '@apple', '@bears', '@brownie', '@cake', '@cake', '@candy', '@canes', '@chocolate', '@cookie', '@cotton', '@cream', '@cupcake', '@danish', '@donut', '@dragée', '@fruitcake', '@gingerbread', '@gummi', '@ice', '@jelly-o', '@liquorice', '@macaroon', '@marzipan', '@oat', '@pie', '@plum', '@pudding', '@sesame', '@snaps', '@soufflé', '@sugar', '@sweet', '@topping', '@wafer' ], minimumCharacters: 1 } ] }, removePlugins: [ 'CKBox', 'CKFinder', 'EasyImage', 'RealTimeCollaborativeComments', 'RealTimeCollaborativeTrackChanges', 'RealTimeCollaborativeRevisionHistory', 'PresenceList', 'Comments', 'TrackChanges', 'TrackChangesData', 'RevisionHistory', 'Pagination', 'WProofreader', 'MathType', 'SlashCommand', 'Template', 'DocumentOutline', 'FormatPainter', 'TableOfContents' ] }); </script> </div> <div class="col-md-2"> <div class="container-fluid"> <form action="home"><input class="btn btn-secondary" id="new-btn" type="submit" value="New"></form> <input class="btn btn-success" id="download-single" type="submit" value="Save"> </div> <br> <div class="container-fluid"> <select class="classic" form="source-text" name="target-lang" id="target-lang"> {% for key, value in languages.items() %} {% if key == "ru" %} <option value="{{ key }}" selected>{{ value }}</option> {% else %} <option value="{{ key }}">{{ value }}</option> {% endif %} {% endfor %} </select> <input class="btn btn-primary" form="source-text" id="translate-btn" type="submit" value="Translate"> </div> </div> <div class="col"> <div id="ckeditor"> <textarea name="content" id="editor2"></textarea> </div> </div> <script> const form = document.getElementById('source-text'); form.addEventListener('submit', (event) => { event.preventDefault(); const textarea = document.getElementById('editor1'); const data = JSON.parse(textarea.value); const selectElement = document.getElementById("target-lang"); const selectedTargetLang = selectElement.value; fetch(`/localization/local-from-json?target_lang=${selectedTargetLang}`, { method: 'POST', body: JSON.stringify(data), headers: { 'Content-Type': 'application/json' } }) .then(response => response.json()) .then(data => { const jsonString = JSON.stringify(data, null, 2); const textArea = document.getElementById('editor2'); textArea.value = jsonString; }) .catch(error => console.error('Error:', error)); }); function downloadFile(filename, content) { const element = document.createElement('a'); //A blob is a data type that can store binary data // "type" is a MIME type // It can have a different value, based on a file you want to save const blob = new Blob([content], { type: 'plain/text' }); //createObjectURL() static method creates a DOMString containing a URL representing the object given in the parameter. const fileUrl = URL.createObjectURL(blob); //setAttribute() Sets the value of an attribute on the specified element. element.setAttribute('href', fileUrl); //file location element.setAttribute('download', filename); // file name element.style.display = 'none'; //use appendChild() method to move an element from one element to another document.body.appendChild(element); element.click(); //The removeChild() method of the Node interface removes a child node from the DOM and returns the removed node document.body.removeChild(element); }; window.onload = () => { document.getElementById('download-single'). addEventListener('click', e => { //The value of the file name input box const filename = "translated.arb"; //The value of what has been input in the textarea const content = document.getElementById('editor2').value; // The && (logical AND) operator indicates whether both operands are true. If both operands have nonzero values, the result has the value 1 . Otherwise, the result has the value 0. if (filename && content) { downloadFile(filename, content); } }); }; </script> </div> </div>
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hi
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whats the difference between utils.AssertEqual from github.com/gofiber/fiber and assert.Equal from github.com/stretchr/testify/assert
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How to create custom mod that hides player names for all players for Stellaris
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где я ошибся и кратко скажи что и где я должен исправить? class Expr: pass class Num(Expr): def __init__(self, value: int): self.value = value class BinOp(Expr): def __init__(self, left: Expr, right: Expr): self.left = left self.right = right class Add(BinOp): pass class Mul(BinOp): pass # 3.4. Реализация dot_expr def dot_expr(expr: Expr) -> str: node_list = [] def add_node(node: Expr) -> str: nonlocal node_list node_id = len(node_list) if isinstance(node, Num): node_list.append(f"n{node_id} [label=\"{node.value}\" shape=circle]") elif isinstance(node, Add): node_list.append(f"n{node_id} [label=\"+\" shape=circle]") elif isinstance(node, Mul): node_list.append(f"n{node_id} [label=\"*\" shape=circle]") return f"n{node_id}" def add_edge(start: Expr, end: Expr) -> str: start_id = node_list.index(add_node(start)) end_id = node_list.index(add_node(end)) return f"n{start_id} -> n{end_id}" def traverse(curr: Expr): nonlocal node_list if isinstance(curr, Num): add_node(curr) elif isinstance(curr, Add): add_node(curr) traverse(curr.left) traverse(curr.right) node_list.append(add_edge(curr.left, curr)) node_list.append(add_edge(curr.right, curr)) node_list.append(add_edge(curr, curr.left)) node_list.append(add_edge(curr, curr.right)) elif isinstance(curr, Mul): add_node(curr) traverse(curr.left) traverse(curr.right) node_list.append(add_edge(curr.left, curr)) node_list.append(add_edge(curr.right, curr)) node_list.append(add_edge(curr, curr.left)) node_list.append(add_edge(curr, curr.right)) traverse(expr) return "digraph G {\n" + "\n".join(node_list) + "\n}" # Пример использования add_expr = Add(Num(7), Mul(Num(3), Num(2))) result = dot_expr(add_expr) print(result) # digraph G { # n0 [label="7" shape=circle] # n1 [label="2" shape=circle] # n2 [label="3" shape=circle] # n3 [label="*" shape=circle] # n4 [label="+" shape=circle] # n0 -> n4 # n1 -> n3 # n2 -> n3 # n3 -> n4 # n4 -> n0 # n4 -> n3 # }
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Can you make a discord server report bot? scripting language: python
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I want to get the average time from it's creation date to when it became done date and status as done exceptions data. I have exception key, status , the date when exception became done
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import androidx.compose.foundation.Image import androidx.compose.foundation.clickable import androidx.compose.foundation.layout.* import androidx.compose.foundation.lazy.LazyColumn import androidx.compose.foundation.lazy.items import androidx.compose.material.MaterialTheme import androidx.compose.material.Text import androidx.compose.runtime.* import androidx.compose.ui.Alignment import androidx.compose.ui.Modifier import androidx.compose.ui.layout.ContentScale import androidx.compose.ui.unit.dp import coil.compose.rememberImagePainter import com.example.deezermusicplayer.Category @Composable fun MusicCategoriesScreen( categories: List<Category>, onCategorySelected: (Category) -> Unit, modifier: Modifier = Modifier ) { LazyColumn( modifier = modifier, contentPadding = PaddingValues(16.dp) ) { items(categories) { category -> CategoryItem(category) { onCategorySelected(category) } } } } @Composable private fun CategoryItem(category: Category, onClick: () -> Unit) { Column( modifier = Modifier .clickable(onClick = onClick) .fillMaxWidth(), horizontalAlignment = Alignment.CenterHorizontally ) { val painter = rememberImagePainter( data = category.picture_medium ) Image( painter = painter, contentDescription = category.name, contentScale = ContentScale.Crop, modifier = Modifier .fillMaxWidth() .height(120.dp) ) Text( text = category.name, modifier = Modifier .padding(top = 8.dp) .align(Alignment.CenterHorizontally), style = MaterialTheme.typography.body2, color = MaterialTheme.colors.onSurface ) } },package com.example.deezermusicplayer import CategoriesViewModel import android.os.Bundle import androidx.activity.ComponentActivity import androidx.activity.compose.setContent import androidx.compose.foundation.layout.padding import androidx.compose.material.* import androidx.compose.runtime.Composable import androidx.compose.runtime.collectAsState import androidx.compose.runtime.getValue import androidx.compose.runtime.remember import androidx.compose.ui.Modifier import androidx.lifecycle.ViewModelStore import androidx.navigation.NavController import androidx.navigation.NavHostController import androidx.navigation.compose.NavHost import androidx.navigation.compose.composable import androidx.navigation.compose.currentBackStackEntryAsState import androidx.navigation.compose.rememberNavController import com.example.deezermusicplayer.ui.theme.DeezerMusicPlayerTheme class MainActivity : ComponentActivity() { private val bottomNavigationItems = listOf( Screen.Home, Screen.Favorites ) override fun onCreate(savedInstanceState: Bundle?) { super.onCreate(savedInstanceState) setContent { DeezerMusicPlayerTheme { // Set up navigation val navController = rememberNavController() Scaffold( bottomBar = { BottomNavigation { // BottomNavigation code } }, content = { paddingValues -> NavigationHost( navController = navController, modifier = Modifier.padding(paddingValues) ) } ) } } } @Composable fun NavigationHost( navController: NavController, modifier: Modifier = Modifier, ) { val categoriesViewModel = remember { CategoriesViewModel() } val categories by categoriesViewModel.categories.collectAsState() // use collectAsState here to collect the latest state // Set the ViewModelStore before creating the NavHost: if (navController is NavHostController) { navController.setViewModelStore(ViewModelStore()) } NavHost(navController = navController as NavHostController, startDestination = Screen.Home.route) { composable(Screen.Home.route) { HomeScreen(categories = categories, navController = navController, modifier = modifier) } composable(Screen.Favorites.route) { FavoritesScreen(categories = categories, navController = navController, modifier = modifier) } } } @Composable fun HomeScreen( categories: List<Category>, navController: NavController, modifier: Modifier = Modifier ) { // HomeScreen content goes here (not the Scaffold) } @Composable fun FavoritesScreen(categories: List<Category>, navController: NavController, modifier: Modifier = Modifier) { } },package com.example.deezermusicplayer data class Category( val id: Int, val name: String, val picture_medium: String ),import android.util.Log import androidx.lifecycle.ViewModel import androidx.lifecycle.viewModelScope import com.example.deezermusicplayer.Category import com.example.deezermusicplayer.DeezerRepository import kotlinx.coroutines.flow.MutableStateFlow import kotlinx.coroutines.flow.StateFlow import kotlinx.coroutines.launch class CategoriesViewModel : ViewModel() { private val deezerRepository = DeezerRepository() private val _categories = MutableStateFlow<List<Category>>(emptyList()) val categories: StateFlow<List<Category>> get() = _categories init { fetchCategories() } private fun fetchCategories() { viewModelScope.launch { try { val categories = deezerRepository.getCategories() _categories.value = categories } catch (e: Exception) { Log.e("CategoriesViewModel", "Failed to fetch categories: ${e.message}") } } } // public function to fetch categories fun refreshCategories() { fetchCategories() } }. These are some of my classes separated with ",". When i ran the app, ı see an empty bottom navigation with no content in the initial selected page. I want 2 icons on the bottom navigation, left icon will be homeScreen composable and 2nd icon will leads to favorites composable. At home screen composable, i want to observe, MusicCategoriesScreen composable as content but i see MusicCategoriesScreen composable is not used in the code yet. Can you make the necessary changes for my desirable code
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Please modify this script to load all images from a folder and report the SSIM for each of them as well as the average for each distortion. The function could take an input as to whether it should save the images or not. import os import cv2 import numpy as np import tempfile from skimage.metrics import structural_similarity as ssim from scipy.ndimage.filters import gaussian_filter # Create output directory if it doesn’t exist output_dir = 'C:/Users/Del Pin/Pexels/Animals/dogs/distorted_images' if not os.path.exists(output_dir): os.makedirs(output_dir) def imcontrastc(I, amount): LUT = np.interp(np.arange(256), np.array([0, 64, 192, 256]), np.array([0, (0.25 - amount/4)*255, (0.75 + amount/4)*255, 255])).astype('uint8') J = cv2.LUT(I, LUT) return J def imblurgauss(a, radius): return np.array([gaussian_filter(a[..., i], radius) for i in range(a.shape[-1])]).transpose(1, 2, 0) def imcompressjpeg(I, quality): temp_file = tempfile.NamedTemporaryFile(suffix='.jpg', delete=False) fname = temp_file.name cv2.imwrite(fname, I, [int(cv2.IMWRITE_JPEG_QUALITY), quality]) J = cv2.imread(fname, cv2.IMREAD_COLOR) temp_file.close() return J def main(): # Read the image img = cv2.imread('C:/Users/Del Pin/Pexels/Animals/dogs/dogs10_160738.jpg', cv2.IMREAD_COLOR) # Apply contrast modification contrast_img = imcontrastc(img, 0.55) # Set the amount value (e.g., 0.5) cv2.imwrite(os.path.join(output_dir, 'dogs10_160738_contrast.jpg'), contrast_img) # Apply Gaussian blur blurred_img = imblurgauss(img, 4) # Set the radius value (e.g., 2) cv2.imwrite(os.path.join(output_dir, 'dogs10_160738_blur.jpg'), blurred_img) # Apply JPEG compression jpeg_img = imcompressjpeg(img, 8) # Set the quality value (e.g., 80) cv2.imwrite(os.path.join(output_dir, 'dogs10_160738_jpeg.jpg'), jpeg_img) # Calculate and print SSIM for each distorted image ssim_c = ssim(img, contrast_img, multichannel=True) ssim_b = ssim(img, blurred_img, multichannel=True) ssim_j = ssim(img, jpeg_img, multichannel=True) print('SSIM (contrast change):', round(ssim_c, 3)) print('SSIM (Gaussian filter):', round(ssim_b, 3)) print('SSIM (JPEG compression):', round(ssim_j, 3)) main()
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I have a golang microservice which can receive SMPP message to cotroller layer. My SMPP segments have a validity time. If we deadline vaidity then we don’t have to wait rest segments to come, but we have to handle all received segments separatly. What’s the best persistant storage for them that can handle deadline of their validity time. Provide golang code example. implement it for case that we can receive 3 of 4 segments, then validity of this 3 expired and we have to process this 3 in usecase/service layer. Ask me any question you need to provide best answer
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5,616
Is there a python equivalent of this matlab code: function J = imcontrastc(I, amount) % amount in [-1, 1] J = curves(I, [0.25-amount/4 0.75+amount/4]);
cea794a2451374b06839c5e640ea343d
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AttributeError: module 'yandex_checkout' has no attribute 'Client' как решить
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5,618
Отрефактори код, чтобы он больше соответтствовал python стилю: try: head_content = Page.objects.get_by_url(frontend_path).head_content except ObjectDoesNotExist: head_content = None return head_content
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5,619
example of dictionary for dvc.yaml
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5,620
import android.os.Bundle import androidx.activity.ComponentActivity import androidx.activity.compose.setContent import androidx.compose.foundation.layout.padding import androidx.compose.material.* import androidx.compose.material.icons.Icons import androidx.compose.material.icons.filled.Home import androidx.compose.runtime.Composable import androidx.compose.runtime.collectAsState import androidx.compose.runtime.getValue import androidx.compose.runtime.remember import androidx.compose.ui.Modifier import androidx.lifecycle.ViewModelStore import androidx.navigation.NavController import androidx.navigation.NavHostController import androidx.navigation.compose.NavHost import androidx.navigation.compose.composable import androidx.navigation.compose.currentBackStackEntryAsState import androidx.navigation.compose.rememberNavController import com.example.deezermusicplayer.Category import com.example.deezermusicplayer.Screen import com.example.deezermusicplayer.ui.theme.DeezerMusicPlayerTheme class MainActivity : ComponentActivity() { private val bottomNavigationItems = listOf( Screen.Home, Screen.Favorites ) override fun onCreate(savedInstanceState: Bundle?) { super.onCreate(savedInstanceState) setContent { DeezerMusicPlayerTheme { // Set up navigation val navController = rememberNavController() Scaffold( bottomBar = { BottomNavigation { val navBackStackEntry by navController.currentBackStackEntryAsState() val currentRoute = navBackStackEntry?.destination?.route bottomNavigationItems.forEach { screen -> BottomNavigationItem( icon = { Icon(Icons.Default.Home, contentDescription = null) }, // Set your custom icons here label = { Text(screen.name) }, selected = currentRoute == screen.route, onClick = { navController.navigate(screen.route) { popUpTo(navController.graph.startDestinationId) launchSingleTop = true } } ) } } }, content = { paddingValues -> NavigationHost( navController = navController, modifier = Modifier.padding(paddingValues) ) } ) } } } @Composable fun NavigationHost( navController: NavController, modifier: Modifier = Modifier, ) { val categoriesViewModel = remember { CategoriesViewModel() } val categories by categoriesViewModel.categories.collectAsState() if (navController is NavHostController) { navController.setViewModelStore(ViewModelStore()) } NavHost(navController = navController as NavHostController, startDestination = Screen.Home.route) { composable(Screen.Home.route) { HomeScreen(categories = categories, navController = navController, modifier = modifier) } composable(Screen.Favorites.route) { FavoritesScreen(categories = categories, navController = navController, modifier = modifier) } } } @Composable fun HomeScreen( categories: List<Category>, navController: NavController, modifier: Modifier = Modifier ) { // HomeScreen content goes here (not the Scaffold) MusicCategoriesScreen(categories = categories) { category -> // Handle the selected category here } } @Composable fun FavoritesScreen(categories: List<Category>, navController: NavController, modifier: Modifier = Modifier) { } },import androidx.compose.foundation.Image import androidx.compose.foundation.clickable import androidx.compose.foundation.layout.* import androidx.compose.foundation.lazy.LazyColumn import androidx.compose.foundation.lazy.items import androidx.compose.material.MaterialTheme import androidx.compose.material.Text import androidx.compose.runtime.* import androidx.compose.ui.Alignment import androidx.compose.ui.Modifier import androidx.compose.ui.layout.ContentScale import androidx.compose.ui.unit.dp import coil.compose.rememberImagePainter import com.example.deezermusicplayer.Category @Composable fun MusicCategoriesScreen( categories: List<Category>, onCategorySelected: (Category) -> Unit, modifier: Modifier = Modifier ) { LazyColumn( modifier = modifier, contentPadding = PaddingValues(16.dp) ) { items(categories) { category -> CategoryItem(category) { onCategorySelected(category) } } } } @Composable private fun CategoryItem(category: Category, onClick: () -> Unit) { Column( modifier = Modifier .clickable(onClick = onClick) .fillMaxWidth(), horizontalAlignment = Alignment.CenterHorizontally ) { val painter = rememberImagePainter( data = category.picture_medium ) Image( painter = painter, contentDescription = category.name, contentScale = ContentScale.Crop, modifier = Modifier .fillMaxWidth() .height(120.dp) ) Text( text = category.name, modifier = Modifier .padding(top = 8.dp) .align(Alignment.CenterHorizontally), style = MaterialTheme.typography.body2, color = MaterialTheme.colors.onSurface ) } },package com.example.deezermusicplayer import androidx.compose.material.icons.Icons import androidx.compose.material.icons.filled.Favorite import androidx.compose.material.icons.filled.Home import androidx.compose.ui.graphics.vector.ImageVector sealed class Screen(val route: String, val title: String, val icon: ImageVector) { object Home : Screen("home", "Home", Icons.Filled.Home) object Favorites : Screen("favorites", "Favorites", Icons.Filled.Favorite) },import android.util.Log import androidx.lifecycle.ViewModel import androidx.lifecycle.viewModelScope import com.example.deezermusicplayer.Category import com.example.deezermusicplayer.DeezerRepository import kotlinx.coroutines.flow.MutableStateFlow import kotlinx.coroutines.flow.StateFlow import kotlinx.coroutines.launch class CategoriesViewModel : ViewModel() { private val deezerRepository = DeezerRepository() private val _categories = MutableStateFlow<List<Category>>(emptyList()) val categories: StateFlow<List<Category>> get() = _categories init { fetchCategories() } private fun fetchCategories() { viewModelScope.launch { try { val categories = deezerRepository.getCategories() _categories.value = categories } catch (e: Exception) { Log.e("CategoriesViewModel", "Failed to fetch categories: ${e.message}") } } } // public function to fetch categories fun refreshCategories() { fetchCategories() } },package com.example.deezermusicplayer data class Category( val id: Int, val name: String, val picture_medium: String )-> these are some of my classes separated with ",". I see in the MainActivities.kt -> HomeScreen composable -> MusicCategoriesScreen -> // Handle the selected category here. I want you to handle it. I want another composable for ArtistDetail. When user selects a category , ArtistDetail composable will come to screen. This screen structure will be same with the MusicCategoriesScreen. I want 2 column and cells including Artist image and artist name. Also there is an error in the MainActivity.kt ->Unresolved reference: name:45. Fix the error and create the code for me as my needs
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{ "intermediate": 0.3219292163848877, "beginner": 0.5007715225219727, "expert": 0.17729924619197845 }
5,621
what's the difference between redis and keydb
2b275bca925491d5815af95bdea6ce88
{ "intermediate": 0.47725239396095276, "beginner": 0.15031322836875916, "expert": 0.3724343776702881 }