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df.groupby(['A', 'B'], group_keys=True).apply(lambda x: x.drop(columns=['A', 'B']).reset_index(drop=True))[['C', 'D']] returns empty dataframe, but df contains all the columns and rows.
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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) }. These are some of my classes separated with "," . MusicCategoriesScreen(categories = categories) { category -> // Handle the selected category here } -> this part in the MainActivity.kt gives me error. I just want to observe MusicCategoriesScreen composable in the HomeScreen composable when the app starts. I don't want to do anything yet when user clicks a category so can you make the necessary changes for me
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How can i use chatgpt from china?
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E/AndroidRuntime: FATAL EXCEPTION: main Process: com.example.deezermusicplayer, PID: 4393 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) -> this is the error i had when i ran the app. 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.title) }, 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) } @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 ) } } -> these 2 are my UI classes separated with ", " how can i fix the issue ?
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5,626
code c#, player jump with velocity in unity 2d
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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.title) }, selected = currentRoute == screen.route, onClick = { navController.navigate(screen.route) { popUpTo(navController.graph.startDestinationId) launchSingleTop = true } } ) } } }, content = { paddingValues -> val navHostController = navController as NavHostController NavigationHost( navController = navHostController, 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) } @Composable fun FavoritesScreen(categories: List<Category>, navController: NavController, modifier: Modifier = Modifier) { } } -> this is my MainActivity but bottom navigation bar and scaffold causes issues. -> these are another codes for bottom navigation and it is working. ->package com.talhaoz.loginbottombarapp.ui.bottombar import androidx.compose.material.Scaffold import androidx.compose.material.rememberScaffoldState import androidx.compose.runtime.Composable import androidx.navigation.NavController import com.talhaoz.loginbottombarapp.navigation.NavigationHost @Composable fun AppScaffold( navController: NavController, logout: () -> Unit ) { val scaffoldState = rememberScaffoldState() Scaffold( bottomBar = { BottomBar(navController = navController) }, scaffoldState = scaffoldState, ) { NavigationHost(navController = navController) { logout() } } },package com.talhaoz.loginbottombarapp.ui.bottombar import androidx.compose.material.BottomNavigation import androidx.compose.material.BottomNavigationItem import androidx.compose.material.Icon import androidx.compose.material.Text import androidx.compose.runtime.Composable import androidx.compose.runtime.getValue import androidx.compose.ui.graphics.Color import androidx.compose.ui.res.painterResource import androidx.compose.ui.unit.dp import androidx.navigation.NavController import androidx.navigation.compose.currentBackStackEntryAsState import com.talhaoz.loginbottombarapp.navigation.NavigationScreen @Composable fun BottomBar(navController: NavController) { val items = listOf( NavigationScreen.HomeScreen, NavigationScreen.ProfileScreen, NavigationScreen.SettingsScreen, ) BottomNavigation( elevation = 5.dp, ) { val navBackStackEntry by navController.currentBackStackEntryAsState() val currentRoute = navBackStackEntry?.destination?.route items.map { BottomNavigationItem( icon = { Icon( painter = painterResource(id = it.icon), contentDescription = it.title ) }, label = { Text( text = it.title ) }, selected = currentRoute == it.route, selectedContentColor = Color.White, unselectedContentColor = Color.White.copy(alpha = 0.4f), onClick = { navController.navigate(it.route) { navController.graph.startDestinationRoute?.let { route -> popUpTo(route) { saveState = true } } restoreState = true launchSingleTop = true } }, ) } } },package com.talhaoz.loginbottombarapp.ui.bottombar import androidx.compose.foundation.background import androidx.compose.foundation.layout.Box import androidx.compose.foundation.layout.fillMaxSize import androidx.compose.material.MaterialTheme import androidx.compose.material.Text import androidx.compose.runtime.Composable import androidx.compose.ui.Alignment import androidx.compose.ui.Modifier import androidx.compose.ui.text.font.FontWeight import androidx.compose.ui.unit.sp @Composable fun HomeScreen() { Box( modifier = Modifier .fillMaxSize() .background(MaterialTheme.colors.background) ) { Text( text = "Home", fontWeight = FontWeight.Bold, color = MaterialTheme.colors.primary, modifier = Modifier.align(Alignment.Center), fontSize = 20.sp ) } },package com.talhaoz.loginbottombarapp.ui.bottombar import androidx.compose.foundation.background import androidx.compose.foundation.layout.Box import androidx.compose.foundation.layout.fillMaxSize import androidx.compose.material.MaterialTheme import androidx.compose.material.Text import androidx.compose.runtime.Composable import androidx.compose.ui.Alignment import androidx.compose.ui.Modifier import androidx.compose.ui.text.font.FontWeight import androidx.compose.ui.unit.sp @Composable fun ProfileScreen() { Box( modifier = Modifier .fillMaxSize() .background(MaterialTheme.colors.background) ) { Text( text = "Profile", fontWeight = FontWeight.Bold, color = MaterialTheme.colors.primary, modifier = Modifier.align(Alignment.Center), fontSize = 20.sp ) } }. -> I want you to apply the second bottom navigation bar prencible to my initial code. So i can use it like this. Explain me how to do it and write the code for me
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5,628
hi
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{ "intermediate": 0.3246487081050873, "beginner": 0.27135494351387024, "expert": 0.40399640798568726 }
5,629
generate a html table with table title and elements of the table using django. I need models.py, forms.py, urls.py, views.py, templates
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{ "intermediate": 0.6773771643638611, "beginner": 0.14487116038799286, "expert": 0.17775161564350128 }
5,630
hi there
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5,631
write a python script for rhino to displace surface from curves
9e7914bea657c1ceaf1a6148b137a7a1
{ "intermediate": 0.2758750021457672, "beginner": 0.14717097580432892, "expert": 0.5769540071487427 }
5,632
This my current html code for a interactive clickable table: "<!DOCTYPE html> <style type="text/css"> .tg {border-collapse:collapse;border-spacing:0;} .tg td{border-color:black;border-style:solid;border-width:1px;font-family:Arial, sans-serif;font-size:14px; overflow:hidden;padding:8px 20px;word-break:normal;} .tg th{border-color:black;border-style:solid;border-width:1px;font-family:Arial, sans-serif;font-size:14px; font-weight:normal;overflow:hidden;padding:8px 20px;word-break:normal;} .tg .tg-l0f3{background-color:#67fd9a;text-align:center;vertical-align:top} .tg .tg-wrg0{font-size:22px;text-align:center;vertical-align:top} .tg .tg-3f51{background-color:#ffefc1;text-align:left;vertical-align:top} .tg .tg-zrs9{background-color:#fdb18e;font-size:24px;text-align:center;vertical-align:top} .tg .tg-0jg8{background-color:#a1eaff;text-align:left;vertical-align:top} </style> <table class="tg"> <thead> <tr> <th class="tg-zrs9" colspan="3"><span style="font-weight:bold">Part 2: Game</span></th> </tr> </thead> <tbody> <tr> <td class="tg-0jg8">Your chosen item:</td> <td class="tg-0jg8">&lt;list box showing items&gt;</td> <td class="tg-3f51">Current Score: 0</td> </tr> <tr> <td class="tg-l0f3" colspan="3">&lt;Start Game Button&gt;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Stop Game Button&gt;</td> </tr> <tr> <td class="tg-wrg0"><span style="color:#CD9934">&lt;1st item&gt;</span></td> <td class="tg-wrg0"><span style="color:#3531FF">&lt;2nd item&gt;</span></td> <td class="tg-wrg0"><span style="color:#036400">&lt;3rd item&gt;</span></td> </tr> </tbody> </table>" These are the requirements: "The player will pick a target item from a list box showing “!@#$%^&*()_+=?qwertyuiop1234567890” The initial value of score is zero and it must be shown as “0” in the box. When the player clicks on the “Start Game” button, in every 1 second, three random items will be generated and displayed on the screen (e.g. 3 * 9) at the position as shown above. The three items must not repeat at the same time (i.e. can’t have repeating numbers – e.g. 3 % 3). After starting a game, you can’t change the chosen item. To play the game, the player must click on the randomly generated item that was chosen earlier to win 5 points. If the player clicks on the wrong item, 3 points are deducted. Therefore, the game score can become negative if the player clicks on many wrong item. For example, if the chosen item is “5” and the randomly generated item are “5”, “a” and “%”, clicking on the 1st item “5” will gain 5 points. Clicking on the item “a” will result in losing 3 points. It is possible to result in a negative score. The current score is displayed on the top right corner of the table. It must be updated in real-time as the player plays the game. Try to have the font size, foreground and background colours as close as possible to what are shown above. When the player clicks on the “Stop Game” button, the game is stopped. The screen must remain the same with the chosen item, the current score and the last 3 random items remain unchanged. When you click on “start” game again, it will reset the score to 0 and start the random item generation again. You can also change the chosen item to a new item." Print the full code after editing according to the requirements
4443c53d9c3f93f28701f0b6504966ce
{ "intermediate": 0.39374980330467224, "beginner": 0.35935449600219727, "expert": 0.2468956857919693 }
5,633
create menu navigate in react
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{ "intermediate": 0.3406163454055786, "beginner": 0.3069171607494354, "expert": 0.35246649384498596 }
5,634
This my current html code for a interactive clickable table: “<!DOCTYPE html> <style type=“text/css”> .tg {border-collapse:collapse;border-spacing:0;} .tg td{border-color:black;border-style:solid;border-width:1px;font-family:Arial, sans-serif;font-size:14px; overflow:hidden;padding:8px 20px;word-break:normal;} .tg th{border-color:black;border-style:solid;border-width:1px;font-family:Arial, sans-serif;font-size:14px; font-weight:normal;overflow:hidden;padding:8px 20px;word-break:normal;} .tg .tg-l0f3{background-color:#67fd9a;text-align:center;vertical-align:top} .tg .tg-wrg0{font-size:22px;text-align:center;vertical-align:top} .tg .tg-3f51{background-color:#ffefc1;text-align:left;vertical-align:top} .tg .tg-zrs9{background-color:#fdb18e;font-size:24px;text-align:center;vertical-align:top} .tg .tg-0jg8{background-color:#a1eaff;text-align:left;vertical-align:top} </style> <table class=“tg”> <thead> <tr> <th class=“tg-zrs9” colspan=“3”><span style=“font-weight:bold”>Part 2: Game</span></th> </tr> </thead> <tbody> <tr> <td class=“tg-0jg8”>Your chosen item:</td> <td class=“tg-0jg8”><list box showing items></td> <td class=“tg-3f51”>Current Score: 0</td> </tr> <tr> <td class=“tg-l0f3” colspan=“3”><Start Game Button> <Stop Game Button></td> </tr> <tr> <td class=“tg-wrg0”><span style=“color:#CD9934”><1st item></span></td> <td class=“tg-wrg0”><span style=“color:#3531FF”><2nd item></span></td> <td class=“tg-wrg0”><span style=“color:#036400”><3rd item></span></td> </tr> </tbody> </table>” These are the requirements: “The player will pick a target item from a list box showing “!@#$%^&*()_+=?qwertyuiop1234567890” The initial value of score is zero and it must be shown as “0” in the box. When the player clicks on the “Start Game” button, in every 1 second, three random items will be generated and displayed on the screen (e.g. 3 * 9) at the position as shown above. The three items must not repeat at the same time (i.e. can’t have repeating numbers – e.g. 3 % 3). After starting a game, you can’t change the chosen item. To play the game, the player must click on the randomly generated item that was chosen earlier to win 5 points. If the player clicks on the wrong item, 3 points are deducted. Therefore, the game score can become negative if the player clicks on many wrong item. For example, if the chosen item is “5” and the randomly generated item are “5”, “a” and “%”, clicking on the 1st item “5” will gain 5 points. Clicking on the item “a” will result in losing 3 points. It is possible to result in a negative score. The current score is displayed on the top right corner of the table. It must be updated in real-time as the player plays the game. Try to have the font size, foreground and background colours as close as possible to what are shown above. When the player clicks on the “Stop Game” button, the game is stopped. The screen must remain the same with the chosen item, the current score and the last 3 random items remain unchanged. When you click on “start” game again, it will reset the score to 0 and start the random item generation again. You can also change the chosen item to a new item.” Print the full code after editing according to the requirements
f1845b582460b66031b44aae36b41db0
{ "intermediate": 0.3620165288448334, "beginner": 0.284311443567276, "expert": 0.3536720871925354 }
5,635
I have a RAID storage with 6 drive, I removed one of the drives for about a minute and put back what will happen and how to check everything in detail
859031184b75549f76426ed25010ab6d
{ "intermediate": 0.4197363257408142, "beginner": 0.21859906613826752, "expert": 0.36166462302207947 }
5,636
how to pass here target languages @router.post("/multi-local-from-file") async def multi_local_from_file( data: UploadFile, target_lang_list: list[str] = LANGUAGE_LIST, source_lang: str = "en", ) -> StreamingResponse: """ Translates the arb file into several languages - **data**: arb file - **source_lang**: original language - **target_lang_list**: languages after translation """ data_dict = get_dict_from_arb_file(data.file) tmpdir = tempfile.TemporaryDirectory() target_lang_list = comma_str_to_list(target_lang_list) file_paths = multi_lang_translate(source_lang, target_lang_list, data_dict, tmpdir) zip_io = save_files_to_zip(file_paths) return StreamingResponse( iter([zip_io.getvalue()]), media_type="application/x-zip-compressed", headers={"Content-Disposition": f"attachment; filename=translated.zip"}, ) from here <select id="target_lang_list" name="target_lang_list" class="selectpicker" multiple data-live-search="true" required> {% for key, value in languages.items() %} <option value="{{ key }}">{{ value }}</option> {% endfor %} </select>
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hey are you here?
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I'm taking a Neural networks course in university and we were tasked with participating in a kaggle competition
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why dropzon inactive <form id="my-form" method="POST"> <select id="target_lang_list" name="target_lang_list[]" class="selectpicker" multiple data-live-search="true" required> {% for key, value in languages.items() %} <option value="{{ key }}">{{ value }}</option> {% endfor %} </select> <div id="my-dropzone" class="dropzone"></div> <!-- initialize the dropzone here --> <button type="submit">Submit</button> </form> <script> Dropzone.autoDiscover = false; (document).ready(function() { // Initialize the dropzone element ("#my-dropzone").dropzone({ url: "/localization/multi-local-from-file", addRemoveLinks: true, paramName: "data", maxFiles: 1, maxFilesize: 3, // Maximum filesize in MB acceptedFiles: ".arb", dictDefaultMessage: "Drag and drop an ARB file here or click to select one", dictFallbackMessage: "Your browser does not support drag and drop file uploads.", dictInvalidFileType: "Only ARB files are allowed.", dictFileTooBig: "The file is too big 3 Mb. Maximum allowed size: 3 Mb.", dictResponseError: "Server responded with {{statusCode}} code.", dictCancelUpload: "Cancel upload", dictUploadCanceled: "Upload canceled.", dictCancelUploadConfirmation: "Are you sure you want to cancel this upload?", dictRemoveFile: "Remove file", dictMaxFilesExceeded: "You can’t upload any more files.", init: function() { var dz = this; // On successful translation, enable the download button and change the download link dz.on(“success”, function(file, response) { ("#download-multiple").prop("href", URL.createObjectURL(response)); ("#download-multiple").prop("disabled", false); }); } }); // Set selected target language(s) on form submission ("#my-form").submit(function(event) { event.preventDefault(); var formData = new FormData(event.target); .ajax({ url: "/localization/multi-local-from-file", method: "POST", data: formData, processData: false, contentType: false, success: function(response) { // handle success response }, error: function(xhr, status, error) { // handle error response } }); }); }); </script>
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gl错误 it is undefined behaviour to use a uniform buffer that is too small 的原因和解决方式
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I have data: [{fee:'NO',id:1,feeCol:5,1,seq:1},{fee:'客户名',id:3,feeCol:5,1,seq:2},{fee:'基本单价',id:3,feeCol:2,3,seq:3},{fee:'防水',id:5,feeCol:5,1,seq:4},{fee:'Pin数',id:6,feeCol:1,3,seq:3},{fee:'1P 以上',id:7,feeCol:1,1,seq:3}] I need foramat data:[{prop:'id_1',text:'NO',rowspan:5,colspan:1},{prop:'id_3',text:'客户名',rowspan:5,colspan:1},{prop:'id_3',text:'基本单价',rowspan:2,colspan:3},{prop:'id_5',text:'防水',rowspan:5,colspan:1},{prop:'id_6',text:'Pin数',rowspan:1,colspan:3},{prop:'id_7',text:'1P以上',rowspan:1,colspan:1}]
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/* * Bison Parser */ %{ #include <stdio.h> #include <stdlib.h> %} %start program %token IDENTIFIER %token NUMBER %token INTEGER %token FLOAT %token BOOLEAN %token STRING %token OR %token AND %token NOT %token EQUALS %token NOT_EQUALS %token GREATER_THAN %token LESS_THAN %token GREATER_THAN_EQUAL %token LESS_THAN_EQUAL %token FOR %token WHILE %token IF %token ELSE %token SEMICOLON %token <string> type %token VALUE %left OR %left AND %nonassoc EQUALS NOT_EQUALS GREATER_THAN LESS_THAN GREATER_THAN_EQUAL LESS_THAN_EQUAL %left '+' '-' %left '*' '/' //Define yyval %union { int number; char *string; } %type <string> IDENTIFIER %type <number> NUMBER %type <string> STRING %type <string> declaration %type <string> loop %type <string> condition %type <bool> expression %type <string> comparator %type <statement_list> statement_list %% // Program program: statement_list | statement ; statement: declaration | loop | condition | SEMICOLON ; /* * Action Code */ // Declaration Action declaration: type IDENTIFIER SEMICOLON { printf("Declared %s of type %s\n", $2, $1); // Allocate memory for the new variable if (strcmp($1, "int") == 0) { int *var = malloc(sizeof(int)); // Save the pointer in the symbol table SymbolTable_add($2, var); } else if (strcmp($1, "float") == 0) { float *var = malloc(sizeof(float)); // Save the pointer in the symbol table SymbolTable_add($2, var); } else if (strcmp($1, "bool") == 0) { bool *var = malloc(sizeof(bool)); // Save the pointer in the symbol table SymbolTable_add($2, var); } else if (strcmp($1, "string") == 0) { char *var = malloc(sizeof(char*)); // Save the pointer in the symbol table SymbolTable_add($2, var); } } ; // Loop Action loop: FOR '(' type condition ')' statement_list { printf("Loop: for (%s) {\n", $3); // Execute the loop body executeLoop($3); } | WHILE '(' type condition ')' statement_list { printf("Loop: while (%s) {\n", $3); // Execute the loop body executeLoop($3); } ; // Condition Action condition: expression comparator expression { // Evaluate the expression bool result = evaluateCondition($1, $2, $3); if (result) { // Execute the statement list executeStatements(statement_list); } else { printf("Condition: %s %s %s\n", $1->string, $2->type, $3->string); } }; // Expression Action expression: IDENTIFIER { printf("Expression: %s\n", $1->string); // Lookup the variable in the symbol table void *var = SymbolTable_lookup($1->string); // Return the result of the expression return var; } | NUMBER { printf("Expression: %d\n", $1->number); // Return the result of the expression return $1->number; } | STRING { printf("Expression: %s\n", $1->string); // Return the result return $1->string; } | expression '+' expression { printf("Addition: %d + %d\n", $1, $3); // Add the two operands return $1 + $3; } %prec '*' | expression '-' expression { printf("Subtraction: %d - %d\n", $1, $3); // Subtract the second operand from the first return $1 - $3; } %prec '*' | expression '*' expression { printf("Multiplication: %d * %d\n", $1, $3); // Multiply the two operands return $1 * $3; } | expression '/' expression { printf("Division: %d / %d\n", $1, $3); // Check for division by zero if ($3 == 0) { fprintf(stderr, "Error: division by zero\n"); exit(1); } // Divide the first operand by the second return $1 / $3; } %prec '*'; // Comparator Action comparator: OR {printf("Comparator: ||\n");} | AND {printf("Comparator: &&\n");} | NOT {printf("Comparator: !\n");} | EQUALS {printf("Comparator: ==\n");} | NOT_EQUALS {printf("Comparator: !=\n");} | GREATER_THAN {printf("Comparator: >\n");} | LESS_THAN {printf("Comparator: <\n");} | GREATER_THAN_EQUAL {printf("Comparator: >=\n");} | LESS_THAN_EQUAL {printf("Comparator: <=\n");} ; // Statement List Action statement_list: statement_list statement {printf("Statement List: \n");} | statement {printf("Statement List: \n");} ; %% // Helper Functions void executeStatements(StatementList *list) { // Execute each statement in the list for (int i=0; i < list->size; i++) { executeStatement(list->statements[i]); } } void executeStatement(Statement *statement) { if (statement->type == DECLARATION) { executeDeclaration(statement->declaration); } else if (statement->type == LOOP) { executeLoop(statement->loop); } else if (statement->type == CONDITION) { executeCondition(statement->condition); } } void executeDeclaration(Declaration *declaration) { // Allocate memory for the new variable if (strcmp(declaration->type, "int") == 0) { int *var = malloc(sizeof(int)); // Save the pointer in the symbol table SymbolTable_add(declaration->identifier, var); } else if (strcmp(declaration->type, "float") == 0) { float *var = malloc(sizeof(float)); // Save the pointer in the symbol table SymbolTable_add(declaration->identifier, var); } else if (strcmp(declaration->type, "bool") == 0) { bool *var = malloc(sizeof(bool)); // Save the pointer in the symbol table SymbolTable_add(declaration->identifier, var); } else if (strcmp(declaration->type, "string") == 0) { char *var = malloc(sizeof(char*)); // Save the pointer in the symbol table SymbolTable_add(declaration->identifier, var); } } void executeLoop(Loop *loop) { // Evaluate the condition bool result = evaluateCondition(loop->condition); while (result) { // Execute the loop body executeStatements(loop->statementList); // Re-evaluate the condition result = evaluateCondition (loop->condition); } } void executeCondition(Condition *condition) { // Evaluate the expression bool result = evaluateCondition(condition->expression1, condition->comparator, condition->expression2); if (result) { // Execute the statement list executeStatements(condition->statementList); } } bool evaluateCondition(Expression *expression1, Comparator *comparator, Expression *expression2) { // Get the values of the expressions void *val1 = evaluateExpression(expression1); void *val2 = evaluateExpression(expression2); // Compare the values if (strcmp(comparator->type, "OR") == 0) { return val1 || val2; } else if (strcmp(comparator->type, "AND") == 0) { return val1 && val2; } else if (strcmp(comparator->type, "NOT") == 0) { return !val1; } else if (strcmp( comparator->type, "EQUALS") == 0) { return val1 == val2; } else if (strcmp(comparator->type, "NOT_EQUALS") == 0) { return val1 != val2; } else if (strcmp(comparator->type, "GREATER_THAN") == 0) { return val1 > val2; } else if (strcmp(comparator->type, "LESS_THAN") == 0) { return val1 < val2; } else if (strcmp(comparator->type, "GREATER_THAN_EQUAL") == 0) { return val1 >= val2; } else if (strcmp(comparator->type, "LESS_THAN_EQUAL") == 0) { return val1 <= val2; } return false; } void* evaluateExpression(Expression *expression) { if (expression->type == IDENTIFIER) { // Lookup the variable in the symbol table return SymbolTable_lookup(expression->identifier); } else if (expression->type == NUMBER) { // Return the number return expression->number; } else if (expression->type == STRING) { // Return the string return expression->string; } return NULL; } void SymbolTable_init() { // Initialize the symbol table symbol_table = malloc(sizeof(SymbolTable)); symbol_table->size = 0; symbol_table->capacity = 16; symbol_table->entries = malloc(symbol_table->capacity * sizeof(SymbolTableEntry)); } // SymbolTable_add() /*void SymbolTable_add(char* name, void* value) { // Create a new entry in the symbol table SymbolTableEntry *entry = malloc(sizeof(SymbolTableEntry)); entry->name = name; entry->value = value; // Add the entry to the symbol table symbolTable[numEntries++] = entry; }*/ void SymbolTable_add(char *key, void *value) { // Resize the symbol table if necessary if (symbol_table->size == symbol_table->capacity) { symbol_table->capacity *= 2; symbol_table->entries = realloc(symbol_table->entries, symbol_table->capacity * sizeof(SymbolTableEntry)); } // Add the entry to the symbol table SymbolTableEntry *entry = &(symbol_table->entries[symbol_table->size++]); entry->key = key; entry->value = value; } void *SymbolTable_lookup(char *key) { // Lookup the entry in the symbol table for (int i=0; i < symbol_table->size; i++) { if (strcmp(symbol_table->entries[i].key, key) == 0) { return symbol_table->entries[i].value; } // The variable is not defined fprintf(stderr, "Error: variable '%s' is not defined\n", key); exit(1); } } /*// SymbolTable_lookup() void* SymbolTable_lookup(char* name) { // Search the symbol table for the variable for (int i=0; i < numEntries; i++) { if (strcmp(symbolTable[i]->name, name) == 0) { return symbolTable[i]->value; } } // If the variable is not found, return NULL return NULL; }*/ %% int main(void) { SymbolTable_init(); yyparse(); return 0; }
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create a responsive navigation bar in react remix for home, products, and about sample pages
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I created an Android Project with Kotlin. I selected empty compose at start and want to use jetpack compose in the project. I want to use Mvvm, i created my packages for Interface -> inside the Interface package i created BottomBar package. I also have a different package which is Navigation. First i want to create a bottom navigation bar with jetpack compose in the app. I didn't add any dependencies yet either.How can i create a bottom navigation bar with 2 icons. Can you help me to create
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@echo off & python -x "%~f0" %* & goto :eof import sys print "Hello World!" for i,a in enumerate(sys.argv): print "argv[%d]=%s" % (i,a)
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Hi, can you contextualize the below text? If possible, please create a process flow. Purpose: This file includes the risk factors, risks of material misstatement (RoMMs), procedures, and respective guidance as included in the Insurance Contract Liabilities — Premium Allocation Approach (Insurance) Guided Risk Assessment (GRA) included in Omnia (April 2022 Release). How to Use: This file is intended to be used as a resource for engagement teams that have not yet transitioned to Omnia. No risk assessment and/or documentation is to be performed within this file. GRA SET-UP TAB: "This tab includes general information about the GRA, including: - Important considerations when completing the GRA. - Scenarios for which the GRA is not intended. - Completeness considerations." ROMMS AND RESPONSE TAB: "This tab contains all account-specific risk factors, RoMMs, and assertions. It also includes links to the associated: - Risk factor group guidance. - Risk factor guidance. - Procedures. - Suggested controls. " COMMON RISK FACTORS TAB: This tab contains the common risk factors (e.g., quantitative, process-level risk factors) and the related guidance. All common risk factors are applicable when identifying and assessing all RoMMs. GUIDANCE TAB: This tab contains all risk factor group and risk factor guidance. Each guidance item is linked to the applicable risk factor group/risk factor on the "RoMMs and Response" tab. PROCEDURES TAB: "The ""Procedures"" tab includes the suggested substantive procedures to address the corresponding suggested RoMM. The procedures associated with deliberative risks may be tailored for engagement-specific circumstances. However, the risk description and procedures are required to be tailored for significant risks. Each of the procedures is linked to the applicable RoMM on the ""RoMMs and Response"" tab. Where there are multiple procedures suggested to address a RoMM, consider each procedure for applicability and, if applicable, select the suggested procedure. In many cases, the RoMM is appropriately addressed by the combination of audit evidence obtained through the performance of multiple suggested procedures. If the procedure titles within each procedure set begin with either “DW 1” or “DW 2,” teams are to select one of the Deloitte Ways and perform all procedures under that Deloitte Way." CONTROLS TAB: This tab contains all suggested controls, which are extracted from the Internal Controls Library. Each of the controls is linked to the applicable RoMM on the "RoMMs and Response" tab.
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java 创建hapi-fhir Resource Bundle
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5,648
How to stream using minecraft bot with ffmpeg without any obs using vps
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how to delete an element of custom type in list
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5,650
This my current html code for a interactive clickable table: “<!DOCTYPE html> <style type=“text/css”> .tg {border-collapse:collapse;border-spacing:0;} .tg td{border-color:black;border-style:solid;border-width:1px;font-family:Arial, sans-serif;font-size:14px; overflow:hidden;padding:8px 20px;word-break:normal;} .tg th{border-color:black;border-style:solid;border-width:1px;font-family:Arial, sans-serif;font-size:14px; font-weight:normal;overflow:hidden;padding:8px 20px;word-break:normal;} .tg .tg-l0f3{background-color:#67fd9a;text-align:center;vertical-align:top} .tg .tg-wrg0{font-size:22px;text-align:center;vertical-align:top} .tg .tg-3f51{background-color:#ffefc1;text-align:left;vertical-align:top} .tg .tg-zrs9{background-color:#fdb18e;font-size:24px;text-align:center;vertical-align:top} .tg .tg-0jg8{background-color:#a1eaff;text-align:left;vertical-align:top} </style> <table class=“tg”> <thead> <tr> <th class=“tg-zrs9” colspan=“3”><span style=“font-weight:bold”>Part 2: Game</span></th> </tr> </thead> <tbody> <tr> <td class=“tg-0jg8”>Your chosen item:</td> <td class=“tg-0jg8”><list box showing items></td> <td class=“tg-3f51”>Current Score: 0</td> </tr> <tr> <td class=“tg-l0f3” colspan=“3”><Start Game Button> <Stop Game Button></td> </tr> <tr> <td class=“tg-wrg0”><span style=“color:#CD9934”><1st item></span></td> <td class=“tg-wrg0”><span style=“color:#3531FF”><2nd item></span></td> <td class=“tg-wrg0”><span style=“color:#036400”><3rd item></span></td> </tr> </tbody> </table>” These are the requirements: “The player will pick a target item from a list box showing “!@#$%^&*()_+=?qwertyuiop1234567890” The initial value of score is zero and it must be shown as “0” in the box. When the player clicks on the “Start Game” button, in every 1 second, three random items will be generated and displayed on the screen (e.g. 3 * 9) at the position as shown above. The three items must not repeat at the same time (i.e. can’t have repeating numbers – e.g. 3 % 3). After starting a game, you can’t change the chosen item. To play the game, the player must click on the randomly generated item that was chosen earlier to win 5 points. If the player clicks on the wrong item, 3 points are deducted. Therefore, the game score can become negative if the player clicks on many wrong item. For example, if the chosen item is “5” and the randomly generated item are “5”, “a” and “%”, clicking on the 1st item “5” will gain 5 points. Clicking on the item “a” will result in losing 3 points. It is possible to result in a negative score. The current score is displayed on the top right corner of the table. It must be updated in real-time as the player plays the game. Try to have the font size, foreground and background colours as close as possible to what are shown above. When the player clicks on the “Stop Game” button, the game is stopped. The screen must remain the same with the chosen item, the current score and the last 3 random items remain unchanged. When you click on “start” game again, it will reset the score to 0 and start the random item generation again. You can also change the chosen item to a new item.” Print the full code after editing according to the requirements without changing the display format of the table. just make the table clickable
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5,651
make for my unity PUN2 fps game an healthmanager
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5,652
hi
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5,653
Can you run lua in batch files?
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5,654
Answer the question what is blip-2 and how does it work: Hugging Face's logo Search models, datasets, users... Back to blog Zero-shot image-to-text generation with BLIP-2 Published February 15, 2023 Maria Khalusova's avatar MariaK Maria Khalusova JunnanLi's avatar JunnanLi JunnanLi This guide introduces BLIP-2 from Salesforce Research that enables a suite of state-of-the-art visual-language models that are now available in 🤗 Transformers. We'll show you how to use it for image captioning, prompted image captioning, visual question-answering, and chat-based prompting. Table of contents Introduction What's under the hood in BLIP-2? Using BLIP-2 with Hugging Face Transformers Image Captioning Prompted image captioning Visual question answering Chat-based prompting Conclusion Acknowledgments Introduction Recent years have seen rapid advancements in computer vision and natural language processing. Still, many real-world problems are inherently multimodal - they involve several distinct forms of data, such as images and text. Visual-language models face the challenge of combining modalities so that they can open the door to a wide range of applications. Some of the image-to-text tasks that visual language models can tackle include image captioning, image-text retrieval, and visual question answering. Image captioning can aid the visually impaired, create useful product descriptions, identify inappropriate content beyond text, and more. Image-text retrieval can be applied in multimodal search, as well as in applications such as autonomous driving. Visual question-answering can aid in education, enable multimodal chatbots, and assist in various domain-specific information retrieval applications. Modern computer vision and natural language models have become more capable; however, they have also significantly grown in size compared to their predecessors. While pre-training a single-modality model is resource-consuming and expensive, the cost of end-to-end vision-and-language pre-training has become increasingly prohibitive. BLIP-2 tackles this challenge by introducing a new visual-language pre-training paradigm that can potentially leverage any combination of pre-trained vision encoder and LLM without having to pre-train the whole architecture end to end. This enables achieving state-of-the-art results on multiple visual-language tasks while significantly reducing the number of trainable parameters and pre-training costs. Moreover, this approach paves the way for a multimodal ChatGPT-like model. What's under the hood in BLIP-2? BLIP-2 bridges the modality gap between vision and language models by adding a lightweight Querying Transformer (Q-Former) between an off-the-shelf frozen pre-trained image encoder and a frozen large language model. Q-Former is the only trainable part of BLIP-2; both the image encoder and language model remain frozen. Overview of BLIP-2's framework Q-Former is a transformer model that consists of two submodules that share the same self-attention layers: an image transformer that interacts with the frozen image encoder for visual feature extraction a text transformer that can function as both a text encoder and a text decoder Q-Former architecture The image transformer extracts a fixed number of output features from the image encoder, independent of input image resolution, and receives learnable query embeddings as input. The queries can additionally interact with the text through the same self-attention layers. Q-Former is pre-trained in two stages. In the first stage, the image encoder is frozen, and Q-Former is trained with three losses: Image-text contrastive loss: pairwise similarity between each query output and text output's CLS token is calculated, and the highest one is picked. Query embeddings and text don't “see” each other. Image-grounded text generation: queries can attend to each other but not to the text tokens, and text has a causal mask and can attend to all of the queries. Image-text matching loss: queries and text can see others, and a logit is obtained to indicate whether the text matches the image or not. To obtain negative examples, hard negative mining is used. In the second pre-training stage, the query embeddings now have the relevant visual information to the text as it has passed through an information bottleneck. These embeddings are now used as a visual prefix to the input to the LLM. This pre-training phase effectively involves an image-ground text generation task using the causal LM loss. As a visual encoder, BLIP-2 uses ViT, and for an LLM, the paper authors used OPT and Flan T5 models. You can find pre-trained checkpoints for both OPT and Flan T5 on Hugging Face Hub. However, as mentioned before, the introduced pre-training approach allows combining any visual backbone with any LLM. Using BLIP-2 with Hugging Face Transformers Using Hugging Face Transformers, you can easily download and run a pre-trained BLIP-2 model on your images. Make sure to use a GPU environment with high RAM if you'd like to follow along with the examples in this blog post. Let's start by installing Transformers. As this model has been added to Transformers very recently, we need to install Transformers from the source: pip install git+https://github.com/huggingface/transformers.git Next, we'll need an input image. Every week The New Yorker runs a cartoon captioning contest among its readers, so let's take one of these cartoons to put BLIP-2 to the test. import requests from PIL import Image url = 'https://media.newyorker.com/cartoons/63dc6847be24a6a76d90eb99/master/w_1160,c_limit/230213_a26611_838.jpg' image = Image.open(requests.get(url, stream=True).raw).convert('RGB') display(image.resize((596, 437))) New Yorker Cartoon We have an input image. Now we need a pre-trained BLIP-2 model and corresponding preprocessor to prepare the inputs. You can find the list of all available pre-trained checkpoints on Hugging Face Hub. Here, we'll load a BLIP-2 checkpoint that leverages the pre-trained OPT model by Meta AI, which has 2.7 billion parameters. from transformers import AutoProcessor, Blip2ForConditionalGeneration import torch processor = AutoProcessor.from_pretrained("Salesforce/blip2-opt-2.7b") model = Blip2ForConditionalGeneration.from_pretrained("Salesforce/blip2-opt-2.7b", torch_dtype=torch.float16) Notice that BLIP-2 is a rare case where you cannot load the model with Auto API (e.g. AutoModelForXXX), and you need to explicitly use Blip2ForConditionalGeneration. However, you can use AutoProcessor to fetch the appropriate processor class - Blip2Processor in this case. Let's use GPU to make text generation faster: device = "cuda" if torch.cuda.is_available() else "cpu" model.to(device) Image Captioning Let's find out if BLIP-2 can caption a New Yorker cartoon in a zero-shot manner. To caption an image, we do not have to provide any text prompt to the model, only the preprocessed input image. Without any text prompt, the model will start generating text from the BOS (beginning-of-sequence) token thus creating a caption. inputs = processor(image, return_tensors="pt").to(device, torch.float16) generated_ids = model.generate(**inputs, max_new_tokens=20) generated_text = processor.batch_decode(generated_ids, skip_special_tokens=True)[0].strip() print(generated_text) "two cartoon monsters sitting around a campfire" This is an impressively accurate description for a model that wasn't trained on New Yorker style cartoons! Prompted image captioning We can extend image captioning by providing a text prompt, which the model will continue given the image. prompt = "this is a cartoon of" inputs = processor(image, text=prompt, return_tensors="pt").to(device, torch.float16) generated_ids = model.generate(**inputs, max_new_tokens=20) generated_text = processor.batch_decode(generated_ids, skip_special_tokens=True)[0].strip() print(generated_text) "two monsters sitting around a campfire" prompt = "they look like they are" inputs = processor(image, text=prompt, return_tensors="pt").to(device, torch.float16) generated_ids = model.generate(**inputs, max_new_tokens=20) generated_text = processor.batch_decode(generated_ids, skip_special_tokens=True)[0].strip() print(generated_text) "having a good time" Visual question answering For visual question answering the prompt has to follow a specific format: "Question: {} Answer:" prompt = "Question: What is a dinosaur holding? Answer:" inputs = processor(image, text=prompt, return_tensors="pt").to(device, torch.float16) generated_ids = model.generate(**inputs, max_new_tokens=10) generated_text = processor.batch_decode(generated_ids, skip_special_tokens=True)[0].strip() print(generated_text) "A torch" Chat-based prompting Finally, we can create a ChatGPT-like interface by concatenating each generated response to the conversation. We prompt the model with some text (like "What is a dinosaur holding?"), the model generates an answer for it "a torch"), which we can concatenate to the conversation. Then we do it again, building up the context. However, make sure that the context does not exceed 512 tokens, as this is the context length of the language models used by BLIP-2 (OPT and T5). context = [ ("What is a dinosaur holding?", "a torch"), ("Where are they?", "In the woods.") ] question = "What for?" template = "Question: {} Answer: {}." prompt = " ".join([template.format(context[i][0], context[i][1]) for i in range(len(context))]) + " Question: " + question + " Answer:" print(prompt) Question: What is a dinosaur holding? Answer: a torch. Question: Where are they? Answer: In the woods.. Question: What for? Answer: inputs = processor(image, text=prompt, return_tensors="pt").to(device, torch.float16) generated_ids = model.generate(**inputs, max_new_tokens=10) generated_text = processor.batch_decode(generated_ids, skip_special_tokens=True)[0].strip() print(generated_text) To light a fire. Conclusion BLIP-2 is a zero-shot visual-language model that can be used for multiple image-to-text tasks with image and image and text prompts. It is an effective and efficient approach that can be applied to image understanding in numerous scenarios, especially when examples are scarce. The model bridges the gap between vision and natural language modalities by adding a transformer between pre-trained models. The new pre-training paradigm allows this model to keep up with the advances in both individual modalities. If you'd like to learn how to fine-tune BLIP-2 models for various vision-language tasks, check out LAVIS library by Salesforce that offers comprehensive support for model training. To see BLIP-2 in action, try its demo on Hugging Face Spaces. Acknowledgments Many thanks to the Salesforce Research team for working on BLIP-2, Niels Rogge for adding BLIP-2 to 🤗 Transformers, and to Omar Sanseviero for reviewing this blog post. More articles from our Blog A Dive into Text-to-Video Models By adirik May 8, 2023 How to Install and Use the Hugging Face Unity API By dylanebert May 1, 2023 Company © Hugging Face TOS Privacy About Jobs Website Models Datasets Spaces Pricing Docs
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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 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> #include <stdexcept> struct SwapChainSupportDetails { VkSurfaceCapabilitiesKHR capabilities; std::vector<VkSurfaceFormatKHR> formats; std::vector<VkPresentModeKHR> presentModes; }; class Renderer { public: Renderer(); ~Renderer(); void Initialize(GLFWwindow* window); void Shutdown(); void BeginFrame(); void EndFrame(); private: std::vector<VkImage> swapChainImages; std::vector<VkImageView> swapChainImageViews; VkExtent2D swapChainExtent; VkRenderPass renderPass; VkFormat swapChainImageFormat; void CreateImageViews(); void CleanupImageViews(); void CreateRenderPass(); void CleanupRenderPass(); void CreateSurface(); void DestroySurface(); 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… const uint32_t kMaxFramesInFlight = 2; std::vector<VkSemaphore> imageAvailableSemaphores; std::vector<VkSemaphore> renderFinishedSemaphores; std::vector<VkFence> inFlightFences; size_t currentFrame; VkQueue graphicsQueue; VkQueue presentQueue; void CreateSyncObjects(); void CleanupSyncObjects(); SwapChainSupportDetails querySwapChainSupport(VkPhysicalDevice device, VkSurfaceKHR surface); VkSurfaceFormatKHR chooseSwapSurfaceFormat(const std::vector<VkSurfaceFormatKHR>& availableFormats); VkPresentModeKHR chooseSwapPresentMode(const std::vector<VkPresentModeKHR>& availablePresentModes); VkExtent2D chooseSwapExtent(const VkSurfaceCapabilitiesKHR& capabilities, GLFWwindow* window); }; 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(); CreateSurface(); ChoosePhysicalDevice(); CreateDevice(); CreateSwapchain(); CreateRenderPass(); CreateCommandPool(); CreateFramebuffers(); CreateSyncObjects(); } void Renderer::Shutdown() { CleanupFramebuffers(); CleanupCommandPool(); CleanupRenderPass(); CleanupSwapchain(); DestroySurface(); CleanupDevice(); CleanupInstance(); CleanupSyncObjects(); } void Renderer::BeginFrame() { // Acquire an image from the swapchain, then begin recording commands for the current frame. vkWaitForFences(device, 1, &inFlightFences[currentFrame], VK_TRUE, UINT64_MAX); vkResetFences(device, 1, &inFlightFences[currentFrame]); uint32_t imageIndex; vkAcquireNextImageKHR(device, swapchain, UINT64_MAX, imageAvailableSemaphores[currentFrame], VK_NULL_HANDLE, &imageIndex); VkCommandBufferBeginInfo beginInfo{}; beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; vkResetCommandBuffer(currentCommandBuffer, 0); vkBeginCommandBuffer(currentCommandBuffer, &beginInfo); } void Renderer::EndFrame() { // Finish recording commands, then present the rendered frame back to the swapchain. VkSubmitInfo submitInfo{}; submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; VkPipelineStageFlags waitStages[] = { VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT }; submitInfo.waitSemaphoreCount = 1; submitInfo.pWaitSemaphores = &imageAvailableSemaphores[currentFrame]; submitInfo.pWaitDstStageMask = waitStages; submitInfo.commandBufferCount = 1; submitInfo.pCommandBuffers = &currentCommandBuffer; submitInfo.signalSemaphoreCount = 1; submitInfo.pSignalSemaphores = &renderFinishedSemaphores[currentFrame]; vkEndCommandBuffer(currentCommandBuffer); vkQueueSubmit(graphicsQueue, 1, &submitInfo, inFlightFences[currentFrame]); uint32_t imageIndex; vkAcquireNextImageKHR(device, swapchain, UINT64_MAX, imageAvailableSemaphores[currentFrame], VK_NULL_HANDLE, &imageIndex); VkPresentInfoKHR presentInfo{}; presentInfo.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; presentInfo.waitSemaphoreCount = 1; presentInfo.pWaitSemaphores = &renderFinishedSemaphores[currentFrame]; VkSwapchainKHR swapChains[] = { swapchain }; presentInfo.swapchainCount = 1; presentInfo.pSwapchains = swapChains; presentInfo.pImageIndices = &imageIndex; vkQueuePresentKHR(presentQueue, &presentInfo); currentFrame = (currentFrame + 1) % kMaxFramesInFlight; } void Renderer::CreateSurface() { if (glfwCreateWindowSurface(instance, window, nullptr, &surface) != VK_SUCCESS) { throw std::runtime_error("Failed to create a window surface."); } } void Renderer::DestroySurface() { vkDestroySurfaceKHR(instance, surface, nullptr); } 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() { // Get swapchain support details SwapChainSupportDetails swapChainSupport = querySwapChainSupport(physicalDevice,surface); VkSurfaceFormatKHR surfaceFormat = chooseSwapSurfaceFormat(swapChainSupport.formats); swapChainImageFormat = surfaceFormat.format; // Initialize the swapChainImageFormat VkPresentModeKHR presentMode = chooseSwapPresentMode(swapChainSupport.presentModes); VkExtent2D extent = chooseSwapExtent(swapChainSupport.capabilities,window); uint32_t imageCount = swapChainSupport.capabilities.minImageCount + 1; if (swapChainSupport.capabilities.maxImageCount > 0 && imageCount > swapChainSupport.capabilities.maxImageCount) { imageCount = swapChainSupport.capabilities.maxImageCount; } // Create the swapchain // … // Retrieve swapchain images (color buffers) // … // Retrieve swapchain images vkGetSwapchainImagesKHR(device, swapchain, &imageCount, nullptr); swapChainImages.resize(imageCount); vkGetSwapchainImagesKHR(device, swapchain, &imageCount, swapChainImages.data()); // Create image views for swapchain images CreateImageViews(); } void Renderer::CleanupSwapchain() { // Clean up Vulkan swapchain } void Renderer::CreateImageViews() { swapChainImageViews.resize(swapChainImages.size()); for (size_t i = 0; i < swapChainImages.size(); ++i) { VkImageViewCreateInfo createInfo{}; createInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; createInfo.image = swapChainImages[i]; createInfo.viewType = VK_IMAGE_VIEW_TYPE_2D; createInfo.format = swapChainImageFormat; createInfo.components.r = VK_COMPONENT_SWIZZLE_IDENTITY; createInfo.components.g = VK_COMPONENT_SWIZZLE_IDENTITY; createInfo.components.b = VK_COMPONENT_SWIZZLE_IDENTITY; createInfo.components.a = VK_COMPONENT_SWIZZLE_IDENTITY; createInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; createInfo.subresourceRange.baseMipLevel = 0; createInfo.subresourceRange.levelCount = 1; createInfo.subresourceRange.baseArrayLayer = 0; createInfo.subresourceRange.layerCount = 1; createInfo.flags = 0; if (vkCreateImageView(device, &createInfo, nullptr, &swapChainImageViews[i]) != VK_SUCCESS) { throw std::runtime_error("Failed to create an image view."); } } } void Renderer::CleanupImageViews() { for (auto imageView : swapChainImageViews) { vkDestroyImageView(device, imageView, nullptr); } swapChainImageViews.clear(); } void Renderer::CreateRenderPass() { // Replace this comment with an implementation for creating the render pass using vkCreateRenderPass() } void Renderer::CleanupRenderPass() { vkDestroyRenderPass(device, renderPass, nullptr); } void Renderer::CreateCommandPool() { // Create Vulkan command pool } void Renderer::CleanupCommandPool() { // Clean up Vulkan command pool } void Renderer::CreateFramebuffers() { // Create Vulkan framebuffers for swapchain images framebuffers.resize(swapChainImageViews.size()); for (size_t i = 0; i < swapChainImageViews.size(); ++i) { VkImageView attachments[] = { swapChainImageViews[i] }; VkFramebufferCreateInfo framebufferInfo{}; framebufferInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO; framebufferInfo.renderPass = renderPass; framebufferInfo.attachmentCount = 1; framebufferInfo.pAttachments = attachments; framebufferInfo.width = swapChainExtent.width; framebufferInfo.height = swapChainExtent.height; framebufferInfo.layers = 1; if (vkCreateFramebuffer(device, &framebufferInfo, nullptr, &framebuffers[i]) != VK_SUCCESS) { throw std::runtime_error("Failed to create framebuffer."); } } } void Renderer::CleanupFramebuffers() { // Clean up Vulkan framebuffers } void Renderer::CreateSyncObjects() { imageAvailableSemaphores.resize(kMaxFramesInFlight); renderFinishedSemaphores.resize(kMaxFramesInFlight); inFlightFences.resize(kMaxFramesInFlight); VkSemaphoreCreateInfo semaphoreInfo{}; semaphoreInfo.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO; VkFenceCreateInfo fenceInfo{}; fenceInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO; fenceInfo.flags = VK_FENCE_CREATE_SIGNALED_BIT; for (size_t i = 0; i < kMaxFramesInFlight; ++i) { if (vkCreateSemaphore(device, &semaphoreInfo, nullptr, &imageAvailableSemaphores[i]) != VK_SUCCESS || vkCreateSemaphore(device, &semaphoreInfo, nullptr, &renderFinishedSemaphores[i]) != VK_SUCCESS || vkCreateFence(device, &fenceInfo, nullptr, &inFlightFences[i]) != VK_SUCCESS) { throw std::runtime_error("Failed to create synchronization objects for a frame."); } } } void Renderer::CleanupSyncObjects() { for (size_t i = 0; i < kMaxFramesInFlight; ++i) { vkDestroySemaphore(device, renderFinishedSemaphores[i], nullptr); vkDestroySemaphore(device, imageAvailableSemaphores[i], nullptr); vkDestroyFence(device, inFlightFences[i], nullptr); } } SwapChainSupportDetails Renderer::querySwapChainSupport(VkPhysicalDevice device, VkSurfaceKHR surface) { SwapChainSupportDetails details; // Query the capabilities vkGetPhysicalDeviceSurfaceCapabilitiesKHR(device, surface, &details.capabilities); // Query the supported formats uint32_t formatCount; vkGetPhysicalDeviceSurfaceFormatsKHR(device, surface, &formatCount, nullptr); if (formatCount != 0) { details.formats.resize(formatCount); vkGetPhysicalDeviceSurfaceFormatsKHR(device, surface, &formatCount, details.formats.data()); } // Query the supported present modes uint32_t presentModeCount; vkGetPhysicalDeviceSurfacePresentModesKHR(device, surface, &presentModeCount, nullptr); if (presentModeCount != 0) { details.presentModes.resize(presentModeCount); vkGetPhysicalDeviceSurfacePresentModesKHR(device, surface, &presentModeCount, details.presentModes.data()); } return details; } VkSurfaceFormatKHR Renderer::chooseSwapSurfaceFormat(const std::vector<VkSurfaceFormatKHR>& availableFormats) { for (const auto& availableFormat : availableFormats) { if (availableFormat.format == VK_FORMAT_B8G8R8A8_SRGB && availableFormat.colorSpace == VK_COLOR_SPACE_SRGB_NONLINEAR_KHR) { return availableFormat; } } return availableFormats[0]; } VkPresentModeKHR Renderer::chooseSwapPresentMode(const std::vector<VkPresentModeKHR>& availablePresentModes) { for (const auto& availablePresentMode : availablePresentModes) { if (availablePresentMode == VK_PRESENT_MODE_MAILBOX_KHR) { return availablePresentMode; } } return VK_PRESENT_MODE_FIFO_KHR; } VkExtent2D Renderer::chooseSwapExtent(const VkSurfaceCapabilitiesKHR& capabilities, GLFWwindow* window) { if (capabilities.currentExtent.width != UINT32_MAX) { return capabilities.currentExtent; } else { int width, height; glfwGetFramebufferSize(window, &width, &height); VkExtent2D actualExtent = { static_cast<uint32_t>(width), static_cast<uint32_t>(height) }; actualExtent.width = std::max(capabilities.minImageExtent.width, std::min(capabilities.maxImageExtent.width, actualExtent.width)); actualExtent.height = std::max(capabilities.minImageExtent.height, std::min(capabilities.maxImageExtent.height, actualExtent.height)); return actualExtent; } } The code in the Renderer class source file doesn't create and initialize the currentCommandBuffer. What would the code look like if this was fixed?
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This my current html code for a interactive clickable table: "<!DOCTYPE html> <html lang=“en”> <head> <style type=“text/css”> .tg { border-collapse: collapse; border-spacing: 0; } .tg td { border-color: black; border-style: solid; border-width: 1px; font-family: Arial, sans-serif; font-size: 14px; overflow: hidden; padding: 8px 20px; word-break: normal; } .tg th { border-color: black; border-style: solid; border-width: 1px; font-family: Arial, sans-serif; font-size: 14px; font-weight: normal; overflow: hidden; padding: 8px 20px; word-break: normal; } .tg .tg-l0f3 { background-color: #67fd9a; text-align: center; vertical-align: top; } .tg .tg-wrg0 { font-size: 22px; text-align: center; vertical-align: top; } .tg .tg-3f51 { background-color: #ffefc1; text-align: left; vertical-align: top; } .tg .tg-zrs9 { background-color: #fdb18e; font-size: 24px; text-align: center; vertical-align: top; } .tg .tg-0jg8 { background-color: #a1eaff; text-align: left; vertical-align: top; } </style> </head> <body> <table class=“tg”> <thead> <tr> <th class=“tg-zrs9” colspan=“3”><span style=“font-weight:bold”>Part 2: Game</span></th> </tr> </thead> <tbody> <tr> <td class=“tg-0jg8”>Your chosen item:</td> <td class=“tg-0jg8”> <select id=“itemList”> <option value=“”></option> “!@#$%^&*()_+=?qwertyuiop1234567890”.split(“”).forEach(function (char) { document.write(‘<option value="’ + char + ‘">’ + char + ‘</option>’); }); </select> </td> <td class=“tg-3f51”>Current Score: <span id=“score”>0</span></td> </tr> <tr> <td class=“tg-l0f3” colspan=“3”> <button id=“startGame”>Start Game</button> <button id=“stopGame”>Stop Game</button> </td> </tr> <tr> <td id=“item1” class=“tg-wrg0”></td> <td id=“item2” class=“tg-wrg0”></td> <td id=“item3” class=“tg-wrg0”></td> </tr> </tbody> </table> <script> const itemList = document.getElementById(“itemList”); const startGame = document.getElementById(“startGame”); const stopGame = document.getElementById(“stopGame”); const scoreDisplay = document.getElementById(“score”); const item1 = document.getElementById(“item1”); const item2 = document.getElementById(“item2”); const item3 = document.getElementById(“item3”); let score = 0; let gameInterval = null; function generateItems() { const chars = "!@" These are the requirements: "The player will pick a target item from a list box showing “!@#$%^&*()_+=?qwertyuiop1234567890” The initial value of score is zero and it must be shown as “0” in the box. When the player clicks on the “Start Game” button, in every 1 second, three random items will be generated and displayed on the screen (e.g. 3 * 9) at the position as shown above. The three items must not repeat at the same time (i.e. can’t have repeating numbers – e.g. 3 % 3). After starting a game, you can’t change the chosen item. To play the game, the player must click on the randomly generated item that was chosen earlier to win 5 points. If the player clicks on the wrong item, 3 points are deducted. Therefore, the game score can become negative if the player clicks on many wrong item. For example, if the chosen item is “5” and the randomly generated item are “5”, “a” and “%”, clicking on the 1st item “5” will gain 5 points. Clicking on the item “a” will result in losing 3 points. It is possible to result in a negative score. The current score is displayed on the top right corner of the table. It must be updated in real-time as the player plays the game. Try to have the font size, foreground and background colours as close as possible to what are shown above. When the player clicks on the “Stop Game” button, the game is stopped. The screen must remain the same with the chosen item, the current score and the last 3 random items remain unchanged. When you click on “start” game again, it will reset the score to 0 and start the random item generation again. You can also change the chosen item to a new item." Print the remaining code after editing according to the requirements
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{ "intermediate": 0.3339187800884247, "beginner": 0.5157528519630432, "expert": 0.1503283828496933 }
5,658
%{ #include <stdio.h> #include <stdlib.h> %} %start program %token IDENTIFIER %token NUMBER %token INTEGER %token FLOAT %token BOOLEAN %token STRING %token OR %token AND %token NOT %token EQUALS %token NOT_EQUALS %token GREATER_THAN %token LESS_THAN %token GREATER_THAN_EQUAL %token LESS_THAN_EQUAL %token FOR %token WHILE %token IF %token ELSE %token SEMICOLON %token <string> type %token VALUE %left OR %left AND %nonassoc EQUALS NOT_EQUALS GREATER_THAN LESS_THAN GREATER_THAN_EQUAL LESS_THAN_EQUAL %left '+' '-' %left '*' '/' //Define yyval %union { int number; char *string; } %type <string> IDENTIFIER %type <number> NUMBER %type <string> STRING %type <string> declaration %type <string> loop %type <string> condition %type <bool> expression %type <string> comparator %type <statement_list> statement_list %% // Program program: statement_list | YYEOF ; statement: declaration | loop | condition | SEMICOLON ; /* * Action Code */ // Declaration Action declaration: type IDENTIFIER SEMICOLON { printf("Declared %s of type %s\n", $2, $1); // Allocate memory for the new variable if (strcmp($1, "int") == 0) { int *var = malloc(sizeof(int)); // Save the pointer in the symbol table SymbolTable_add($2, var); } else if (strcmp($1, "float") == 0) { float *var = malloc(sizeof(float)); // Save the pointer in the symbol table SymbolTable_add($2, var); } else if (strcmp($1, "bool") == 0) { bool *var = malloc(sizeof(bool)); // Save the pointer in the symbol table SymbolTable_add($2, var); } else if (strcmp($1, "string") == 0) { char *var = malloc(sizeof(char*)); // Save the pointer in the symbol table SymbolTable_add($2, var); } } ; // Loop Action loop: FOR '(' type condition ')' statement_list { printf("Loop: for (%s) {\n", $3); // Execute the loop body executeLoop($3); } | WHILE '(' type condition ')' statement_list { printf("Loop: while (%s) {\n", $3); // Execute the loop body executeLoop($3); } ; // Condition Action condition: expression comparator expression { // Evaluate the expression bool result = evaluateCondition($1, $2, $3); if (result) { // Execute the statement list executeStatements(statement_list); } else { printf("Condition: %s %s %s\n", $1->string, $2->type, $3->string); } }; // Expression Action expression: IDENTIFIER { printf("Expression: %s\n", $1->string); // Lookup the variable in the symbol table void *var = SymbolTable_lookup($1->string); // Return the result of the expression return var; } | NUMBER { printf("Expression: %d\n", $1->number); // Return the result of the expression return $1->number; } | STRING { printf("Expression: %s\n", $1->string); // Return the result return $1->string; } | expression '+' expression { printf("Addition: %d + %d\n", $1, $3); // Add the two operands return $1 + $3; } %prec '*' | expression '-' expression { printf("Subtraction: %d - %d\n", $1, $3); // Subtract the second operand from the first return $1 - $3; } %prec '*' | expression '*' expression { printf("Multiplication: %d * %d\n", $1, $3); // Multiply the two operands return $1 * $3; } | expression '/' expression { printf("Division: %d / %d\n", $1, $3); // Check for division by zero if ($3 == 0) { fprintf(stderr, "Error: division by zero\n"); exit(1); } // Divide the first operand by the second return $1 / $3; } %prec '*'; // Comparator Action comparator: OR {printf("Comparator: ||\n");} | AND {printf("Comparator: &&\n");} | NOT {printf("Comparator: !\n");} | EQUALS {printf("Comparator: ==\n");} | NOT_EQUALS {printf("Comparator: !=\n");} | GREATER_THAN {printf("Comparator: >\n");} | LESS_THAN {printf("Comparator: <\n");} | GREATER_THAN_EQUAL {printf("Comparator: >=\n");} | LESS_THAN_EQUAL {printf("Comparator: <=\n");} ; // Statement List Action statement_list: statement_list statement {printf("Statement List: \n");} | statement {printf("Statement List: \n");} ; Fix shift/reduce conflicts in this code
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5,659
use adaptive huffman coding to code the following sequence: ABCCCDDDCABBB
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5,660
ExternalProject_Add 中的 cmake_args 怎么传入 list
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{ "intermediate": 0.3259423077106476, "beginner": 0.2872288227081299, "expert": 0.38682886958122253 }
5,661
This my current html code for a interactive clickable table: "<!DOCTYPE html> <html lang=“en”> <head> <style type=“text/css”> .tg { border-collapse: collapse; border-spacing: 0; } .tg td { border-color: black; border-style: solid; border-width: 1px; font-family: Arial, sans-serif; font-size: 14px; overflow: hidden; padding: 8px 20px; word-break: normal; } .tg th { border-color: black; border-style: solid; border-width: 1px; font-family: Arial, sans-serif; font-size: 14px; font-weight: normal; overflow: hidden; padding: 8px 20px; word-break: normal; } .tg .tg-l0f3 { background-color: #67fd9a; text-align: center; vertical-align: top; } .tg .tg-wrg0 { font-size: 22px; text-align: center; vertical-align: top; } .tg .tg-3f51 { background-color: #ffefc1; text-align: left; vertical-align: top; } .tg .tg-zrs9 { background-color: #fdb18e; font-size: 24px; text-align: center; vertical-align: top; } .tg .tg-0jg8 { background-color: #a1eaff; text-align: left; vertical-align: top; } </style> </head> <body> <table class=“tg”> <thead> <tr> <th class=“tg-zrs9” colspan=“3”><span style=“font-weight:bold”>Part 2: Game</span></th> </tr> </thead> <tbody> <tr> <td class=“tg-0jg8”>Your chosen item:</td> <td class=“tg-0jg8”> <select id=“itemList”> <option value=“”></option> “!@#$%^&*()_+=?qwertyuiop1234567890”.split(“”).forEach(function (char) { document.write(‘<option value="’ + char + ‘">’ + char + ‘</option>’); }); </select> </td> <td class=“tg-3f51”>Current Score: <span id=“score”>0</span></td> </tr> <tr> <td class=“tg-l0f3” colspan=“3”> <button id=“startGame”>Start Game</button> <button id=“stopGame”>Stop Game</button> </td> </tr> <tr> <td id=“item1” class=“tg-wrg0”></td> <td id=“item2” class=“tg-wrg0”></td> <td id=“item3” class=“tg-wrg0”></td> </tr> </tbody> </table> <script> const itemList = document.getElementById(“itemList”); const startGame = document.getElementById(“startGame”); const stopGame = document.getElementById(“stopGame”); const scoreDisplay = document.getElementById(“score”); const item1 = document.getElementById(“item1”); const item2 = document.getElementById(“item2”); const item3 = document.getElementById(“item3”); let score = 0; let gameInterval = null; function generateItems() { const chars = "!@" These are the requirements: "The player will pick a target item from a list box showing “!@#$%^&*()_+=?qwertyuiop1234567890” The initial value of score is zero and it must be shown as “0” in the box. When the player clicks on the “Start Game” button, in every 1 second, three random items will be generated and displayed on the screen (e.g. 3 * 9) at the position as shown above. The three items must not repeat at the same time (i.e. can’t have repeating numbers – e.g. 3 % 3). After starting a game, you can’t change the chosen item. To play the game, the player must click on the randomly generated item that was chosen earlier to win 5 points. If the player clicks on the wrong item, 3 points are deducted. Therefore, the game score can become negative if the player clicks on many wrong item. For example, if the chosen item is “5” and the randomly generated item are “5”, “a” and “%”, clicking on the 1st item “5” will gain 5 points. Clicking on the item “a” will result in losing 3 points. It is possible to result in a negative score. The current score is displayed on the top right corner of the table. It must be updated in real-time as the player plays the game. Try to have the font size, foreground and background colours as close as possible to what are shown above. When the player clicks on the “Stop Game” button, the game is stopped. The screen must remain the same with the chosen item, the current score and the last 3 random items remain unchanged. When you click on “start” game again, it will reset the score to 0 and start the random item generation again. You can also change the chosen item to a new item." Print the remaining code after editing according to the requirements
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5,662
can i get my microsoft rewards without phone number verification
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5,663
html & php how to create a text document with cusotm text inside
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{ "intermediate": 0.40192946791648865, "beginner": 0.3443675637245178, "expert": 0.25370293855667114 }
5,664
Мой клиент не может принять картинку и выводит исключение Вызвано исключение: "System.FormatException" в mscorlib.dll Код: using System; using System.IO; using System.Net.Sockets; using System.Text; using System.Threading; using System.Windows.Markup; using System.Windows.Media.Imaging; using System.Windows.Threading; using System.Windows; namespace Connect { public class Client { public event EventHandler<string> MessageReceived; public event EventHandler<BitmapImage> Image; public static TcpClient client = new TcpClient("127.0.0.1", 12345); public NetworkStream stream = client.GetStream(); public string Text; public string User; public string Password; public Client(string _user, string _password) { User = _user; Password = _password; } public void start() { Thread thread = new Thread(messege_in); thread.Start(); Thread thread2 = new Thread(Listen_message); thread2.Start(); } public void Listen_message() { byte[] data = new byte[1024]; try { while (true) { int bytes = stream.Read(data, 0, data.Length); string message = Encoding.UTF8.GetString(data, 0, bytes); //Console.WriteLine("Сообщение от сервера: {0}", message); //MessageReceived?.Invoke(this, message); // Извлекаем данные о картинке из сообщения byte[] imageBytes = Convert.FromBase64String(message.Substring(6)); MemoryStream memoryStream = new MemoryStream(imageBytes); // Создаем объект BitmapImage из потока данных BitmapImage bitmapImage = new BitmapImage(); bitmapImage.BeginInit(); bitmapImage.StreamSource = memoryStream; bitmapImage.EndInit(); // Отображаем картинку в графическом интерфейсе Application.Current.Dispatcher.Invoke(DispatcherPriority.Background, new Action(() => { // Пример отображения картинки в Image элементе с именем "image1" // Добавьте соответствующий элемент в свой XAML файл Image?.Invoke(this, bitmapImage); })); } } catch (Exception ex) { Console.WriteLine("Потеряно соединение с сервером."); } finally { stream.Close(); client.Close(); } } public void messege_in() { string info = User + ":" + Password; byte[] datawrite = Encoding.UTF8.GetBytes(info); stream.Write(datawrite, 0, datawrite.Length); } public void message_text(string mess) { // Конвертируем сообщение в массив байтов и отправляем на сервер byte[] Text_message = Encoding.UTF8.GetBytes(mess); stream.Write(Text_message, 0, Text_message.Length); } public void Close() { stream.Close(); client.Close(); } } }
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{ "intermediate": 0.34603095054626465, "beginner": 0.5667067766189575, "expert": 0.08726220577955246 }
5,665
the core algorithm of Glove embedding
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{ "intermediate": 0.06973646581172943, "beginner": 0.09563697874546051, "expert": 0.8346264958381653 }
5,666
Write in C++ code that finds global clustering coefficient and explain how it works
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{ "intermediate": 0.23169365525245667, "beginner": 0.07073598355054855, "expert": 0.6975703835487366 }
5,667
This my current html code for a interactive clickable table: "<!DOCTYPE html> <html lang=“en”> <head> <style type=“text/css”> .tg { border-collapse: collapse; border-spacing: 0; } .tg td { border-color: black; border-style: solid; border-width: 1px; font-family: Arial, sans-serif; font-size: 14px; overflow: hidden; padding: 8px 20px; word-break: normal; } .tg th { border-color: black; border-style: solid; border-width: 1px; font-family: Arial, sans-serif; font-size: 14px; font-weight: normal; overflow: hidden; padding: 8px 20px; word-break: normal; } .tg .tg-l0f3 { background-color: #67fd9a; text-align: center; vertical-align: top; } .tg .tg-wrg0 { font-size: 22px; text-align: center; vertical-align: top; } .tg .tg-3f51 { background-color: #ffefc1; text-align: left; vertical-align: top; } .tg .tg-zrs9 { background-color: #fdb18e; font-size: 24px; text-align: center; vertical-align: top; } .tg .tg-0jg8 { background-color: #a1eaff; text-align: left; vertical-align: top; } </style> </head> <body> <table class=“tg”> <thead> <tr> <th class=“tg-zrs9” colspan=“3”><span style=“font-weight:bold”>Part 2: Game</span></th> </tr> </thead> <tbody> <tr> <td class=“tg-0jg8”>Your chosen item:</td> <td class=“tg-0jg8”> <select id=“itemList”> <option value=“”></option> “!@#$%^&*()_+=?qwertyuiop1234567890”.split(“”).forEach(function (char) { document.write(‘<option value="’ + char + ‘">’ + char + ‘</option>’); }); </select> </td> <td class=“tg-3f51”>Current Score: <span id=“score”>0</span></td> </tr> <tr> <td class=“tg-l0f3” colspan=“3”> <button id=“startGame”>Start Game</button> <button id=“stopGame”>Stop Game</button> </td> </tr> <tr> <td id=“item1” class=“tg-wrg0”></td> <td id=“item2” class=“tg-wrg0”></td> <td id=“item3” class=“tg-wrg0”></td> </tr> </tbody> </table> <script> const itemList = document.getElementById(“itemList”); const startGame = document.getElementById(“startGame”); const stopGame = document.getElementById(“stopGame”); const scoreDisplay = document.getElementById(“score”); const item1 = document.getElementById(“item1”); const item2 = document.getElementById(“item2”); const item3 = document.getElementById(“item3”); let score = 0; let gameInterval = null; function generateItems() { const chars = "!@" These are the requirements: "The player will pick a target item from a list box showing “!@#$%^&*()_+=?qwertyuiop1234567890” The initial value of score is zero and it must be shown as “0” in the box. When the player clicks on the “Start Game” button, in every 1 second, three random items will be generated and displayed on the screen (e.g. 3 * 9) at the position as shown above. The three items must not repeat at the same time (i.e. can’t have repeating numbers – e.g. 3 % 3). After starting a game, you can’t change the chosen item. To play the game, the player must click on the randomly generated item that was chosen earlier to win 5 points. If the player clicks on the wrong item, 3 points are deducted. Therefore, the game score can become negative if the player clicks on many wrong item. For example, if the chosen item is “5” and the randomly generated item are “5”, “a” and “%”, clicking on the 1st item “5” will gain 5 points. Clicking on the item “a” will result in losing 3 points. It is possible to result in a negative score. The current score is displayed on the top right corner of the table. It must be updated in real-time as the player plays the game. Try to have the font size, foreground and background colours as close as possible to what are shown above. When the player clicks on the “Stop Game” button, the game is stopped. The screen must remain the same with the chosen item, the current score and the last 3 random items remain unchanged. When you click on “start” game again, it will reset the score to 0 and start the random item generation again. You can also change the chosen item to a new item." Print the remaining code after editing according to the requirements
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{ "intermediate": 0.3339187800884247, "beginner": 0.5157528519630432, "expert": 0.1503283828496933 }
5,668
Hi!Please, i need a help. I'm using wpf c# desktop application.I have a usercontrol that has a input where an user put a month and year in a format "mm/yyyy" inside.I need to validated in this format and i need to return this month/year in the same format.Which component can I use and how can I do it on code,please?
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5,669
how to send email with java
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{ "intermediate": 0.5247051119804382, "beginner": 0.19552958011627197, "expert": 0.2797653377056122 }
5,670
call webservice rest in powershell
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{ "intermediate": 0.3154238164424896, "beginner": 0.3732715845108032, "expert": 0.31130462884902954 }
5,671
Is there a way to run lua inside of a batch file?
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{ "intermediate": 0.45146647095680237, "beginner": 0.1448705792427063, "expert": 0.40366289019584656 }
5,672
This is my current code for ide program. There are 3 classes. test class do not need to be edited. "public class EWallet { private String id; private double balance; //complete this public EWallet(String id, double balance) { } //complete this public void deductAmount(double amount) throws InsufficientBalanceException { } } public class InsufficientBalanceException extends Exception { //complete this class public double getInsufficientAmount() { //complete this return 0; } } public class Test { public static void main(String[] args) { try { EWallet card = new EWallet("A123", 5); card.deductAmount(10); System.out.println("Test case failed"); } catch (InsufficientBalanceException ex) { try { assert ex.getInsufficientAmount() == 5; System.out.println("Test case passed"); } catch (AssertionError e) { System.out.println("Test case failed"); } } } }" edit the EWallet class and InsufficientBalanceException class according to the following requirements so that when test class is run, the test case passes. "The EWallet class deductBalance(double amount) method subtract amount from balance. If there is insufficient balance in the EWallet object for deduction, it will throw InsufficientBalanceException. Task: A partial completed skeleton code for EWallet and InsufficientBalanceException are given. Look through the codes and complete the missing codes. Hints are given in the codes as comments."
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{ "intermediate": 0.3021889328956604, "beginner": 0.4286074638366699, "expert": 0.2692036032676697 }
5,673
Can you make it so that when you enter a command, it doesn’t exit until you put end into the console?
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{ "intermediate": 0.4907227158546448, "beginner": 0.21375209093093872, "expert": 0.2955251932144165 }
5,674
package com.example.appcent.ui import androidx.appcompat.app.AppCompatActivity import android.os.Bundle import androidx.compose.material.Scaffold import androidx.compose.material.Text import androidx.compose.material.TopAppBar import androidx.compose.runtime.Composable import com.example.appcent.R class MainActivity : AppCompatActivity() { override fun onCreate(savedInstanceState: Bundle?) { super.onCreate(savedInstanceState) setContentView(R.layout.activity_main) } @Composable fun FirstScreen() { Scaffold( topBar = { TopAppBar( title = { Text("First Screen") } ) } ) { // Add your UI components here Text(text = "This is the first screen") } } @Composable fun SecondScreen() { Scaffold( topBar = { TopAppBar( title = { Text("Second Screen") } ) } ) { // Add your UI components here Text(text = "This is the second screen") } } }, i have this 2 composable functions. I want a bottom app bar with 2 icons. I am using jetpack compose in the project. I want first icon will open the firstScreen composable and other icon will open secondScreen composable.
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{ "intermediate": 0.42389318346977234, "beginner": 0.2583042085170746, "expert": 0.31780266761779785 }
5,675
hi
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5,676
Whenever I use a third party, does my data get transferred to the company to whom the API belongs to? For instance, if I use Open API or Google API to work on some task on my own data, does my data get transferred to Open API or Google?
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{ "intermediate": 0.7672146558761597, "beginner": 0.06933670490980148, "expert": 0.16344857215881348 }
5,677
Write c++ program to convert kg to pound
14fd51f0f7b730bbaa689a61fb3e2b26
{ "intermediate": 0.2983517050743103, "beginner": 0.315022736787796, "expert": 0.3866255283355713 }
5,678
please make in-memory golang storage repository with timeout handle that can be called from controller layer and will call usecase layer in case of timeout
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{ "intermediate": 0.5059086680412292, "beginner": 0.14725981652736664, "expert": 0.3468315303325653 }
5,679
/* * Bison Parser */ %{ #include <stdio.h> #include <stdlib.h> %} %start program %token IDENTIFIER %token NUMBER %token INTEGER %token FLOAT %token BOOLEAN %token STRING %token OR %token AND %token NOT %token EQUALS %token NOT_EQUALS %token GREATER_THAN %token LESS_THAN %token GREATER_THAN_EQUAL %token LESS_THAN_EQUAL %token FOR %token WHILE %token IF %token ELSE %token SEMICOLON %token <string> type %token VALUE %left '+' '-' %left '*' '/' %left OR %left AND %nonassoc EQUALS NOT_EQUALS GREATER_THAN LESS_THAN GREATER_THAN_EQUAL LESS_THAN_EQUAL %right NOT //Define yyval %union { int number; char *string; } %type <string> IDENTIFIER %type <number> NUMBER %type <string> STRING %type <string> declaration %type <string> loop %type <string> condition %type <bool> expression %type <string> comparator %type <statement_list> statement_list %% // Program program: statement_list | YYEOF ; statement: declaration SEMICOLON | loop | condition | expression SEMICOLON ; /* * Action Code */ // Declaration Action declaration: type IDENTIFIER SEMICOLON { printf("Declared %s of type %s\n", $2, $1); // Allocate memory for the new variable if (strcmp($1, "int") == 0) { int *var = malloc(sizeof(int)); // Save the pointer in the symbol table SymbolTable_add($2, var); } else if (strcmp($1, "float") == 0) { float *var = malloc(sizeof(float)); // Save the pointer in the symbol table SymbolTable_add($2, var); } else if (strcmp($1, "bool") == 0) { bool *var = malloc(sizeof(bool)); // Save the pointer in the symbol table SymbolTable_add($2, var); } else if (strcmp($1, "string") == 0) { char *var = malloc(sizeof(char*)); // Save the pointer in the symbol table SymbolTable_add($2, var); } } ; // Loop Action loop: FOR '(' type condition ')' statement_list { printf("Loop: for (%s) {\n", $3); // Execute the loop body executeLoop($3); } | WHILE '(' type condition ')' statement_list { printf("Loop: while (%s) {\n", $3); // Execute the loop body executeLoop($3); } ; // Condition Action condition: expression comparator expression { // Evaluate the expression bool result = evaluateCondition($1, $2, $3); if (result) { // Execute the statement list executeStatements(statement_list); } else { printf("Condition: %s %s %s\n", $1->string, $2->type, $3->string); } }; // Expression Action expression: IDENTIFIER { printf("Expression: %s\n", $1->string); // Lookup the variable in the symbol table void *var = SymbolTable_lookup($1->string); // Return the result of the expression return var; } | NUMBER { printf("Expression: %d\n", $1->number); // Return the result of the expression return $1->number; } | STRING { printf("Expression: %s\n", $1->string); // Return the result return $1->string; } | expression '+' expression { printf("Addition: %d + %d\n", $1, $3); // Add the two operands return $1 + $3; } | expression '-' expression { printf("Subtraction: %d - %d\n", $1, $3); // Subtract the second operand from the first return $1 - $3; } | expression '*' expression { printf("Multiplication: %d * %d\n", $1, $3); // Multiply the two operands return $1 * $3; } | expression '/' expression { printf("Division: %d / %d\n", $1, $3); // Check for division by zero if ($3 == 0) { fprintf(stderr, "Error: division by zero\n"); exit(1); } // Divide the first operand by the second return $1 / $3; } // Comparator Action comparator: OR {printf("Comparator: ||\n");} | AND {printf("Comparator: &&\n");} | NOT {printf("Comparator: !\n");} | EQUALS {printf("Comparator: ==\n");} | NOT_EQUALS {printf("Comparator: !=\n");} | GREATER_THAN {printf("Comparator: >\n");} | LESS_THAN {printf("Comparator: <\n");} | GREATER_THAN_EQUAL {printf("Comparator: >=\n");} | LESS_THAN_EQUAL {printf("Comparator: <=\n");} ; // Statement List Action statement_list: statement_list statement {printf("Statement List: \n");} | statement {printf("Statement List: \n");} ; %% // Helper Functions void executeStatements(StatementList *list) { // Execute each statement in the list for (int i=0; i < list->size; i++) { executeStatement(list->statements[i]); } } void executeStatement(Statement *statement) { if (statement->type == DECLARATION) { executeDeclaration(statement->declaration); } else if (statement->type == LOOP) { executeLoop(statement->loop); } else if (statement->type == CONDITION) { executeCondition(statement->condition); } } void executeDeclaration(Declaration *declaration) { // Allocate memory for the new variable if (strcmp(declaration->type, "int") == 0) { int *var = malloc(sizeof(int)); // Save the pointer in the symbol table SymbolTable_add(declaration->identifier, var); } else if (strcmp(declaration->type, "float") == 0) { float *var = malloc(sizeof(float)); // Save the pointer in the symbol table SymbolTable_add(declaration->identifier, var); } else if (strcmp(declaration->type, "bool") == 0) { bool *var = malloc(sizeof(bool)); // Save the pointer in the symbol table SymbolTable_add(declaration->identifier, var); } else if (strcmp(declaration->type, "string") == 0) { char *var = malloc(sizeof(char*)); // Save the pointer in the symbol table SymbolTable_add(declaration->identifier, var); } } void executeLoop(Loop *loop) { // Evaluate the condition bool result = evaluateCondition(loop->condition); while (result) { // Execute the loop body executeStatements(loop->statementList); // Re-evaluate the condition result = evaluateCondition (loop->condition); } } void executeCondition(Condition *condition) { // Evaluate the expression bool result = evaluateCondition(condition->expression1, condition->comparator, condition->expression2); if (result) { // Execute the statement list executeStatements(condition->statementList); } } bool evaluateCondition(Expression *expression1, Comparator *comparator, Expression *expression2) { // Get the values of the expressions void *val1 = evaluateExpression(expression1); void *val2 = evaluateExpression(expression2); // Compare the values if (strcmp(comparator->type, "OR") == 0) { return val1 || val2; } else if (strcmp(comparator->type, "AND") == 0) { return val1 && val2; } else if (strcmp(comparator->type, "NOT") == 0) { return !val1; } else if (strcmp( comparator->type, "EQUALS") == 0) { return val1 == val2; } else if (strcmp(comparator->type, "NOT_EQUALS") == 0) { return val1 != val2; } else if (strcmp(comparator->type, "GREATER_THAN") == 0) { return val1 > val2; } else if (strcmp(comparator->type, "LESS_THAN") == 0) { return val1 < val2; } else if (strcmp(comparator->type, "GREATER_THAN_EQUAL") == 0) { return val1 >= val2; } else if (strcmp(comparator->type, "LESS_THAN_EQUAL") == 0) { return val1 <= val2; } return false; } void* evaluateExpression(Expression *expression) { if (expression->type == IDENTIFIER) { // Lookup the variable in the symbol table return SymbolTable_lookup(expression->identifier); } else if (expression->type == NUMBER) { // Return the number return expression->number; } else if (expression->type == STRING) { // Return the string return expression->string; } return NULL; } void SymbolTable_init() { // Initialize the symbol table symbol_table = malloc(sizeof(SymbolTable)); symbol_table->size = 0; symbol_table->capacity = 16; symbol_table->entries = malloc(symbol_table->capacity * sizeof(SymbolTableEntry)); } // SymbolTable_add() /*void SymbolTable_add(char* name, void* value) { // Create a new entry in the symbol table SymbolTableEntry *entry = malloc(sizeof(SymbolTableEntry)); entry->name = name; entry->value = value; // Add the entry to the symbol table symbolTable[numEntries++] = entry; }*/ void SymbolTable_add(char *key, void *value) { // Resize the symbol table if necessary if (symbol_table->size == symbol_table->capacity) { symbol_table->capacity *= 2; symbol_table->entries = realloc(symbol_table->entries, symbol_table->capacity * sizeof(SymbolTableEntry)); } // Add the entry to the symbol table SymbolTableEntry *entry = &(symbol_table->entries[symbol_table->size++]); entry->key = key; entry->value = value; } void *SymbolTable_lookup(char *key) { // Lookup the entry in the symbol table for (int i=0; i < symbol_table->size; i++) { if (strcmp(symbol_table->entries[i].key, key) == 0) { return symbol_table->entries[i].value; } // The variable is not defined fprintf(stderr, "Error: variable '%s' is not defined\n", key); exit(1); } } /*// SymbolTable_lookup() void* SymbolTable_lookup(char* name) { // Search the symbol table for the variable for (int i=0; i < numEntries; i++) { if (strcmp(symbolTable[i]->name, name) == 0) { return symbolTable[i]->value; } } // If the variable is not found, return NULL return NULL; }*/ %% int main(void) { SymbolTable_init(); yyparse(); return 0; } Fix shift/reduce conflicts
17b7ed538416a28e2c021948d96a279f
{ "intermediate": 0.3408777117729187, "beginner": 0.3466748297214508, "expert": 0.3124474883079529 }
5,680
Develop a DApp that interacts with a smart contract on the Ethereum network.
22d127334eca59b5a9ce4b731637f95d
{ "intermediate": 0.27509617805480957, "beginner": 0.1792459487915039, "expert": 0.5456578731536865 }
5,681
Expand and extend this in a thorough refinement. Utilize classes, edges, variables and the ideas of optimization, recursion, supermodularity, the axiom of constructibility, the principle of charity, intuitionistic logic, polysystems, supersystems, and algorithmics in your refinement, incorporating them comprehensively naturally-flowing way. Also, include a pseudocode representation. I will be asking my professor this at the end of class, today. "Professor, I'd like to revisit a question I asked earlier, and this time, I've got a more concrete example to illustrate my point. It's about managing indeterminate or undefined values in our programming logic, especially when we're dealing with more complex data types or expressions. Let's consider a situation where we're dealing with complex integers in our C# program. We know that a complex integer consists of a real part and an imaginary part, like 5 + 3i, for instance. Now, suppose we have a real integer, say 7, and we're supposed to divide this real integer by a complex integer. In mathematical terms, it's not that division by a complex number is undefined, as it is with division by zero, rather it's just not commonly done because it doesn't fit neatly within the system of real numbers. I suppose we could say that it's an indeterminate operation. My question is, how does C# handle this? I assume it would throw an exception, but how do we, as programmers, maintain a sense of paraconsistency in our logic in such situations? By paraconsistency, I'm talking about avoiding a logical explosion, where one contradiction suddenly makes everything both true and false, and our logic unravels. It's a term I picked up from philosophical logic, but it feels applicable here too, especially when dealing with more abstract data types or operations that may return indeterminate or undefined results. In other words, how do we guard against these "in-between" scenarios where an operation isn't clearly true or false? Are we meant to always use try/catch blocks and handle exceptions, or are there other methods or best practices we should be aware of? Are there any non-Boolean solutions to such situations, or is that a concept beyond the scope of C#? I appreciate your insights on this, as I feel understanding this aspect will help me write more robust and reliable code in the future."
bac99784f80221024e1c2ce45648136b
{ "intermediate": 0.16501827538013458, "beginner": 0.46612995862960815, "expert": 0.36885178089141846 }
5,682
why in this code the menu is not displayed? import tkinter as tk from tkinter import filedialog class Application(tk.Frame): def init(self, master): super().init(master) self.master = master self.filename = '' self.ccspackets = [] self.initUI() def initUI(self): menubar = tk.Menu(self.master) filemenu = tk.Menu(menubar, tearoff=False) #filemenu.add_command(label='Open', command=self.opendialog) filemenu.add_command(label='Open') menubar.add_cascade(menu=filemenu, label='File') self.master.config(menu=menubar) # self.outputbox = tk.Text(self.master) # self.outputbox.pack( side='bottom',expand=True, fill='both') def opendialog(self): self.filename = filedialog.askopenfilename(defaultextension='.txt', filetypes=[('Text Files', '.txt'), ('All Files', '.*')]) if self.filename == '': return self.process_file() def process_file(self): with open(self.filename, 'r') as f: self.ccspackets = f.readlines() for packet in self.ccspackets: packetfields = packet.split() self.outputbox.insert(tk.END, '\t'.join(packetfields) + '\n') def main(): root = tk.Tk() root.geometry('800x600') root.title('Menu Bar') app = Application(master=root) app.mainloop() main()
ffd490f97ca072f1ddd58c5407c559c5
{ "intermediate": 0.47141939401626587, "beginner": 0.29720303416252136, "expert": 0.23137757182121277 }
5,683
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 having some issues with the Renderer class. Here is the code for both the header and the source file: Renderer.h: #pragma once #include <vulkan/vulkan.h> #include "Window.h" #include <vector> #include <stdexcept> #include <set> #include <optional> struct QueueFamilyIndices { std::optional<uint32_t> graphicsFamily; std::optional<uint32_t> presentFamily; bool IsComplete() { return graphicsFamily.has_value() && presentFamily.has_value(); } }; struct SwapChainSupportDetails { VkSurfaceCapabilitiesKHR capabilities; std::vector<VkSurfaceFormatKHR> formats; std::vector<VkPresentModeKHR> presentModes; }; class Renderer { public: Renderer(); ~Renderer(); void Initialize(GLFWwindow* window); void Shutdown(); void BeginFrame(); void EndFrame(); private: std::vector<VkImage> swapChainImages; std::vector<VkImageView> swapChainImageViews; VkExtent2D swapChainExtent; VkRenderPass renderPass; VkFormat swapChainImageFormat; std::vector<VkCommandBuffer> commandBuffers; void CreateImageViews(); void CleanupImageViews(); void CreateRenderPass(); void CleanupRenderPass(); void CreateSurface(); void DestroySurface(); void CreateInstance(); void CleanupInstance(); void ChoosePhysicalDevice(); void CreateDevice(); void CleanupDevice(); void CreateSwapchain(); void CleanupSwapchain(); void CreateCommandPool(); void CleanupCommandPool(); void CreateFramebuffers(); void CleanupFramebuffers(); void CreateCommandBuffers(); void CleanupCommandBuffers(); 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… const uint32_t kMaxFramesInFlight = 2; std::vector<VkSemaphore> imageAvailableSemaphores; std::vector<VkSemaphore> renderFinishedSemaphores; std::vector<VkFence> inFlightFences; size_t currentFrame; VkQueue graphicsQueue; VkQueue presentQueue; void CreateSyncObjects(); void CleanupSyncObjects(); SwapChainSupportDetails querySwapChainSupport(VkPhysicalDevice device, VkSurfaceKHR surface); VkSurfaceFormatKHR chooseSwapSurfaceFormat(const std::vector<VkSurfaceFormatKHR>& availableFormats); VkPresentModeKHR chooseSwapPresentMode(const std::vector<VkPresentModeKHR>& availablePresentModes); VkExtent2D chooseSwapExtent(const VkSurfaceCapabilitiesKHR& capabilities, GLFWwindow* window); std::vector<const char*> deviceExtensions = { VK_KHR_SWAPCHAIN_EXTENSION_NAME }; std::vector<const char*> CheckPhysicalDeviceExtensionSupport(VkPhysicalDevice physicalDevice); QueueFamilyIndices GetQueueFamilyIndices(VkPhysicalDevice physicalDevice); }; Renderer.cpp: #include "Renderer.h" Renderer::Renderer() { } Renderer::~Renderer() { Shutdown(); } void Renderer::Initialize(GLFWwindow* window) { this->window = window; CreateInstance(); CreateSurface(); ChoosePhysicalDevice(); CreateDevice(); CreateSwapchain(); CreateRenderPass(); CreateCommandPool(); CreateFramebuffers(); CreateSyncObjects(); } void Renderer::Shutdown() { CleanupFramebuffers(); CleanupCommandPool(); CleanupRenderPass(); CleanupSwapchain(); DestroySurface(); CleanupDevice(); CleanupInstance(); CleanupSyncObjects(); } void Renderer::BeginFrame() { // Acquire an image from the swapchain, then begin recording commands for the current frame. vkWaitForFences(device, 1, &inFlightFences[currentFrame], VK_TRUE, UINT64_MAX); vkResetFences(device, 1, &inFlightFences[currentFrame]); uint32_t imageIndex; vkAcquireNextImageKHR(device, swapchain, UINT64_MAX, imageAvailableSemaphores[currentFrame], VK_NULL_HANDLE, &imageIndex); VkCommandBufferBeginInfo beginInfo{}; beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; currentCommandBuffer = commandBuffers[currentFrame]; vkBeginCommandBuffer(currentCommandBuffer, &beginInfo); } void Renderer::EndFrame() { // Acquire the next available swapchain image uint32_t imageIndex; VkResult acquireResult = vkAcquireNextImageKHR(device, swapchain, UINT64_MAX, imageAvailableSemaphores[currentFrame], VK_NULL_HANDLE, &imageIndex); if (acquireResult == VK_ERROR_OUT_OF_DATE_KHR) { // Handle swapchain recreation if needed, e.g. due to resizing the window or other swapchain properties changes return; } else if (acquireResult != VK_SUCCESS && acquireResult != VK_SUBOPTIMAL_KHR) { throw std::runtime_error("Failed to acquire next swapchain image."); } // Wait for any previous work on this swapchain image to complete vkWaitForFences(device, 1, &inFlightFences[currentFrame], VK_TRUE, UINT64_MAX); // Finish recording commands, then present the rendered frame back to the swapchain. VkSubmitInfo submitInfo{}; submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; VkPipelineStageFlags waitStages[] = { VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT }; submitInfo.waitSemaphoreCount = 1; submitInfo.pWaitSemaphores = &imageAvailableSemaphores[currentFrame]; submitInfo.pWaitDstStageMask = waitStages; submitInfo.commandBufferCount = 1; submitInfo.pCommandBuffers = &currentCommandBuffer; submitInfo.signalSemaphoreCount = 1; submitInfo.pSignalSemaphores = &renderFinishedSemaphores[currentFrame]; vkEndCommandBuffer(currentCommandBuffer); vkQueueSubmit(graphicsQueue, 1, &submitInfo, inFlightFences[currentFrame]); VkPresentInfoKHR presentInfo{}; presentInfo.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; presentInfo.waitSemaphoreCount = 1; presentInfo.pWaitSemaphores = &renderFinishedSemaphores[currentFrame]; VkSwapchainKHR swapChains[] = { swapchain }; presentInfo.swapchainCount = 1; presentInfo.pSwapchains = swapChains; presentInfo.pImageIndices = &imageIndex; VkResult queuePresentResult = vkQueuePresentKHR(presentQueue, &presentInfo); if (queuePresentResult == VK_ERROR_OUT_OF_DATE_KHR || queuePresentResult == VK_SUBOPTIMAL_KHR) { // Handle swapchain recreation if needed, e.g. due to resizing the window or other swapchain properties changes } else if (queuePresentResult != VK_SUCCESS) { throw std::runtime_error("Failed to present the swapchain image."); } currentFrame = (currentFrame + 1) % kMaxFramesInFlight; } void Renderer::CreateSurface() { if (glfwCreateWindowSurface(instance, window, nullptr, &surface) != VK_SUCCESS) { throw std::runtime_error("Failed to create a window surface."); } } void Renderer::DestroySurface() { vkDestroySurfaceKHR(instance, surface, nullptr); } void Renderer::CreateInstance() { // Set up the application info VkApplicationInfo appInfo{}; appInfo.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO; appInfo.pApplicationName = "Game Engine"; appInfo.applicationVersion = VK_MAKE_VERSION(1, 0, 0); appInfo.pEngineName = "Game Engine"; appInfo.engineVersion = VK_MAKE_VERSION(1, 0, 0); appInfo.apiVersion = VK_API_VERSION_1_2; // Set up the instance create info VkInstanceCreateInfo createInfo{}; createInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO; createInfo.pApplicationInfo = &appInfo; // Set up the required extensions uint32_t glfwExtensionCount = 0; const char** glfwExtensions; glfwExtensions = glfwGetRequiredInstanceExtensions(&glfwExtensionCount); createInfo.enabledExtensionCount = glfwExtensionCount; createInfo.ppEnabledExtensionNames = glfwExtensions; createInfo.enabledLayerCount = 0; // Create the Vulkan instance if (vkCreateInstance(&createInfo, nullptr, &instance) != VK_SUCCESS) { throw std::runtime_error("Failed to create the Vulkan instance."); } } void Renderer::CleanupInstance() { // Destroy the Vulkan instance vkDestroyInstance(instance, nullptr); } void Renderer::ChoosePhysicalDevice() { // Enumerate the available physical devices and choose one that supports required features uint32_t deviceCount = 0; vkEnumeratePhysicalDevices(instance, &deviceCount, nullptr); if (deviceCount == 0) { throw std::runtime_error("Failed to find a GPU with Vulkan support."); } std::vector<VkPhysicalDevice> allDevices(deviceCount); vkEnumeratePhysicalDevices(instance, &deviceCount, allDevices.data()); for (const auto& testDevice : allDevices) { if (glfwGetPhysicalDevicePresentationSupport(instance, testDevice, 0) && CheckPhysicalDeviceExtensionSupport(testDevice).empty() && GetQueueFamilyIndices(testDevice).IsComplete()) { physicalDevice = testDevice; break; } } if (physicalDevice == VK_NULL_HANDLE) { throw std::runtime_error("Failed to find a suitable GPU."); } } void Renderer::CreateDevice() { // Get the GPU’s queue family indices const QueueFamilyIndices indices = GetQueueFamilyIndices(physicalDevice); // Set up the device queue create info std::vector<VkDeviceQueueCreateInfo> queueCreateInfos; std::set<uint32_t> uniqueQueueFamilyIndices = { indices.graphicsFamily.value(),indices.presentFamily.value() }; float queuePriority = 1.0f; for (uint32_t queueFamilyIndex : uniqueQueueFamilyIndices) { VkDeviceQueueCreateInfo queueCreateInfo{}; queueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO; queueCreateInfo.queueFamilyIndex = queueFamilyIndex; queueCreateInfo.queueCount = 1; queueCreateInfo.pQueuePriorities = &queuePriority; queueCreateInfos.push_back(queueCreateInfo); } // Set up the physical device features VkPhysicalDeviceFeatures deviceFeatures{}; // Set up the device create info VkDeviceCreateInfo createInfo{}; createInfo.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO; createInfo.queueCreateInfoCount = static_cast<uint32_t>(queueCreateInfos.size()); createInfo.pQueueCreateInfos = queueCreateInfos.data(); createInfo.pEnabledFeatures = &deviceFeatures; createInfo.enabledExtensionCount = static_cast<uint32_t>(deviceExtensions.size()); createInfo.ppEnabledExtensionNames = deviceExtensions.data(); // Create the logical device if (vkCreateDevice(physicalDevice, &createInfo, nullptr, &device) != VK_SUCCESS) { throw std::runtime_error("Failed to create a logical device."); } // Retrieve the graphics queue and the present queue vkGetDeviceQueue(device, indices.graphicsFamily.value(), 0, &graphicsQueue); vkGetDeviceQueue(device, indices.presentFamily.value(), 0, &presentQueue); } void Renderer::CleanupDevice() { // Destroy the logical device vkDestroyDevice(device, nullptr); } void Renderer::CreateSwapchain() { // Get swapchain support details SwapChainSupportDetails swapChainSupport = querySwapChainSupport(physicalDevice,surface); VkSurfaceFormatKHR surfaceFormat = chooseSwapSurfaceFormat(swapChainSupport.formats); swapChainImageFormat = surfaceFormat.format; // Initialize the swapChainImageFormat VkPresentModeKHR presentMode = chooseSwapPresentMode(swapChainSupport.presentModes); VkExtent2D extent = chooseSwapExtent(swapChainSupport.capabilities,window); uint32_t imageCount = swapChainSupport.capabilities.minImageCount + 1; if (swapChainSupport.capabilities.maxImageCount > 0 && imageCount > swapChainSupport.capabilities.maxImageCount) { imageCount = swapChainSupport.capabilities.maxImageCount; } // Create the swapchain // … VkSwapchainCreateInfoKHR createInfo{}; createInfo.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR; createInfo.surface = surface; createInfo.minImageCount = imageCount; createInfo.imageFormat = surfaceFormat.format; createInfo.imageColorSpace = surfaceFormat.colorSpace; createInfo.imageExtent = extent; createInfo.imageArrayLayers = 1; createInfo.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT; QueueFamilyIndices indices = GetQueueFamilyIndices(physicalDevice); uint32_t queueFamilyIndices[] = { indices.graphicsFamily.value(), indices.presentFamily.value() }; if (indices.graphicsFamily != indices.presentFamily) { createInfo.imageSharingMode = VK_SHARING_MODE_CONCURRENT; createInfo.queueFamilyIndexCount = 2; createInfo.pQueueFamilyIndices = queueFamilyIndices; } else { createInfo.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE; } createInfo.preTransform = swapChainSupport.capabilities.currentTransform; createInfo.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR; createInfo.presentMode = presentMode; createInfo.clipped = VK_TRUE; if (vkCreateSwapchainKHR(device, &createInfo, nullptr, &swapchain) != VK_SUCCESS) { throw std::runtime_error("failed to create swap chain!"); } // Retrieve swapchain images (color buffers) // … // Retrieve swapchain images vkGetSwapchainImagesKHR(device, swapchain, &imageCount, nullptr); swapChainImages.resize(imageCount); vkGetSwapchainImagesKHR(device, swapchain, &imageCount, swapChainImages.data()); // Create image views for swapchain images CreateImageViews(); } void Renderer::CleanupSwapchain() { // Clean up Vulkan swapchain } void Renderer::CreateImageViews() { swapChainImageViews.resize(swapChainImages.size()); for (size_t i = 0; i < swapChainImages.size(); ++i) { VkImageViewCreateInfo createInfo{}; createInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; createInfo.image = swapChainImages[i]; createInfo.viewType = VK_IMAGE_VIEW_TYPE_2D; createInfo.format = swapChainImageFormat; createInfo.components.r = VK_COMPONENT_SWIZZLE_IDENTITY; createInfo.components.g = VK_COMPONENT_SWIZZLE_IDENTITY; createInfo.components.b = VK_COMPONENT_SWIZZLE_IDENTITY; createInfo.components.a = VK_COMPONENT_SWIZZLE_IDENTITY; createInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; createInfo.subresourceRange.baseMipLevel = 0; createInfo.subresourceRange.levelCount = 1; createInfo.subresourceRange.baseArrayLayer = 0; createInfo.subresourceRange.layerCount = 1; createInfo.flags = 0; if (vkCreateImageView(device, &createInfo, nullptr, &swapChainImageViews[i]) != VK_SUCCESS) { throw std::runtime_error("Failed to create an image view."); } } } void Renderer::CleanupImageViews() { for (auto imageView : swapChainImageViews) { vkDestroyImageView(device, imageView, nullptr); } swapChainImageViews.clear(); } void Renderer::CreateRenderPass() { VkAttachmentDescription colorAttachment{}; colorAttachment.format = swapChainImageFormat; colorAttachment.samples = VK_SAMPLE_COUNT_1_BIT; colorAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; colorAttachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE; colorAttachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; colorAttachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; colorAttachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; colorAttachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR; VkAttachmentReference colorAttachmentRef{}; colorAttachmentRef.attachment = 0; colorAttachmentRef.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; VkSubpassDescription subpass{}; subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS; subpass.colorAttachmentCount = 1; subpass.pColorAttachments = &colorAttachmentRef; VkRenderPassCreateInfo renderPassInfo{}; renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO; renderPassInfo.attachmentCount = 1; renderPassInfo.pAttachments = &colorAttachment; renderPassInfo.subpassCount = 1; renderPassInfo.pSubpasses = &subpass; VkSubpassDependency dependency{}; dependency.srcSubpass = VK_SUBPASS_EXTERNAL; dependency.dstSubpass = 0; dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; dependency.srcAccessMask = 0; dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; renderPassInfo.dependencyCount = 1; renderPassInfo.pDependencies = &dependency; if (vkCreateRenderPass(device, &renderPassInfo, nullptr, &renderPass) != VK_SUCCESS) { throw std::runtime_error("Failed to create render pass."); } } void Renderer::CleanupRenderPass() { vkDestroyRenderPass(device, renderPass, nullptr); } void Renderer::CreateCommandPool() { // Find a queue family index that supports graphics operations QueueFamilyIndices queueFamilyIndices = GetQueueFamilyIndices(physicalDevice); // Create a command pool for the queue family VkCommandPoolCreateInfo poolInfo{}; poolInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; poolInfo.queueFamilyIndex = queueFamilyIndices.graphicsFamily.value(); poolInfo.flags = 0; if (vkCreateCommandPool(device, &poolInfo, nullptr, &commandPool) != VK_SUCCESS) { throw std::runtime_error("Failed to create command pool."); } CreateCommandBuffers(); // Create command buffers after creating the command pool } void Renderer::CleanupCommandPool() { // Clean up Vulkan command pool CleanupCommandBuffers(); // Add this line to clean up command buffers before destroying the command pool vkDestroyCommandPool(device, commandPool, nullptr); } void Renderer::CreateCommandBuffers() { commandBuffers.resize(kMaxFramesInFlight); VkCommandBufferAllocateInfo allocInfo{}; allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; allocInfo.commandPool = commandPool; allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY; allocInfo.commandBufferCount = static_cast<uint32_t>(commandBuffers.size()); if (vkAllocateCommandBuffers(device, &allocInfo, commandBuffers.data()) != VK_SUCCESS) { throw std::runtime_error("Failed to allocate command buffers."); } // Set the initial value of the currentCommandBuffer currentCommandBuffer = commandBuffers[currentFrame]; } void Renderer::CleanupCommandBuffers() { vkFreeCommandBuffers(device, commandPool, static_cast<uint32_t>(commandBuffers.size()), commandBuffers.data()); } void Renderer::CreateFramebuffers() { // Create Vulkan framebuffers for swapchain images framebuffers.resize(swapChainImageViews.size()); for (size_t i = 0; i < swapChainImageViews.size(); ++i) { VkImageView attachments[] = { swapChainImageViews[i] }; VkFramebufferCreateInfo framebufferInfo{}; framebufferInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO; framebufferInfo.renderPass = renderPass; framebufferInfo.attachmentCount = 1; framebufferInfo.pAttachments = attachments; framebufferInfo.width = swapChainExtent.width; framebufferInfo.height = swapChainExtent.height; framebufferInfo.layers = 1; if (vkCreateFramebuffer(device, &framebufferInfo, nullptr, &framebuffers[i]) != VK_SUCCESS) { throw std::runtime_error("Failed to create framebuffer."); } } } void Renderer::CleanupFramebuffers() { // Clean up Vulkan framebuffers } void Renderer::CreateSyncObjects() { imageAvailableSemaphores.resize(kMaxFramesInFlight); renderFinishedSemaphores.resize(kMaxFramesInFlight); inFlightFences.resize(kMaxFramesInFlight); VkSemaphoreCreateInfo semaphoreInfo{}; semaphoreInfo.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO; VkFenceCreateInfo fenceInfo{}; fenceInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO; fenceInfo.flags = VK_FENCE_CREATE_SIGNALED_BIT; for (size_t i = 0; i < kMaxFramesInFlight; ++i) { if (vkCreateSemaphore(device, &semaphoreInfo, nullptr, &imageAvailableSemaphores[i]) != VK_SUCCESS || vkCreateSemaphore(device, &semaphoreInfo, nullptr, &renderFinishedSemaphores[i]) != VK_SUCCESS || vkCreateFence(device, &fenceInfo, nullptr, &inFlightFences[i]) != VK_SUCCESS) { throw std::runtime_error("Failed to create synchronization objects for a frame."); } } } void Renderer::CleanupSyncObjects() { for (size_t i = 0; i < kMaxFramesInFlight; ++i) { vkDestroySemaphore(device, renderFinishedSemaphores[i], nullptr); vkDestroySemaphore(device, imageAvailableSemaphores[i], nullptr); vkDestroyFence(device, inFlightFences[i], nullptr); } } SwapChainSupportDetails Renderer::querySwapChainSupport(VkPhysicalDevice device, VkSurfaceKHR surface) { SwapChainSupportDetails details; // Query the capabilities vkGetPhysicalDeviceSurfaceCapabilitiesKHR(device, surface, &details.capabilities); // Query the supported formats uint32_t formatCount; vkGetPhysicalDeviceSurfaceFormatsKHR(device, surface, &formatCount, nullptr); if (formatCount != 0) { details.formats.resize(formatCount); vkGetPhysicalDeviceSurfaceFormatsKHR(device, surface, &formatCount, details.formats.data()); } // Query the supported present modes uint32_t presentModeCount; vkGetPhysicalDeviceSurfacePresentModesKHR(device, surface, &presentModeCount, nullptr); if (presentModeCount != 0) { details.presentModes.resize(presentModeCount); vkGetPhysicalDeviceSurfacePresentModesKHR(device, surface, &presentModeCount, details.presentModes.data()); } return details; } VkSurfaceFormatKHR Renderer::chooseSwapSurfaceFormat(const std::vector<VkSurfaceFormatKHR>& availableFormats) { for (const auto& availableFormat : availableFormats) { if (availableFormat.format == VK_FORMAT_B8G8R8A8_SRGB && availableFormat.colorSpace == VK_COLOR_SPACE_SRGB_NONLINEAR_KHR) { return availableFormat; } } return availableFormats[0]; } VkPresentModeKHR Renderer::chooseSwapPresentMode(const std::vector<VkPresentModeKHR>& availablePresentModes) { for (const auto& availablePresentMode : availablePresentModes) { if (availablePresentMode == VK_PRESENT_MODE_MAILBOX_KHR) { return availablePresentMode; } } return VK_PRESENT_MODE_FIFO_KHR; } VkExtent2D Renderer::chooseSwapExtent(const VkSurfaceCapabilitiesKHR& capabilities, GLFWwindow* window) { if (capabilities.currentExtent.width != UINT32_MAX) { return capabilities.currentExtent; } else { int width, height; glfwGetFramebufferSize(window, &width, &height); VkExtent2D actualExtent = { static_cast<uint32_t>(width), static_cast<uint32_t>(height) }; actualExtent.width = std::max(capabilities.minImageExtent.width, std::min(capabilities.maxImageExtent.width, actualExtent.width)); actualExtent.height = std::max(capabilities.minImageExtent.height, std::min(capabilities.maxImageExtent.height, actualExtent.height)); return actualExtent; } } std::vector<const char*> Renderer::CheckPhysicalDeviceExtensionSupport(VkPhysicalDevice physicalDevice) { uint32_t extensionCount; vkEnumerateDeviceExtensionProperties(physicalDevice, nullptr, &extensionCount, nullptr); std::vector<VkExtensionProperties> availableExtensions(extensionCount); vkEnumerateDeviceExtensionProperties(physicalDevice, nullptr, &extensionCount, availableExtensions.data()); std::set<std::string> requiredExtensions(deviceExtensions.begin(), deviceExtensions.end()); for (const auto& extension : availableExtensions) { requiredExtensions.erase(extension.extensionName); } std::vector<const char*> remainingExtensions; for (const auto& extension : requiredExtensions) { remainingExtensions.push_back(extension.c_str()); } return remainingExtensions; } QueueFamilyIndices Renderer::GetQueueFamilyIndices(VkPhysicalDevice physicalDevice) { QueueFamilyIndices indices; uint32_t queueFamilyCount = 0; vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueFamilyCount, nullptr); std::vector<VkQueueFamilyProperties> queueFamilies(queueFamilyCount); vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueFamilyCount, queueFamilies.data()); int i = 0; for (const auto& queueFamily : queueFamilies) { if (queueFamily.queueFlags & VK_QUEUE_GRAPHICS_BIT) { indices.graphicsFamily = i; } VkBool32 presentSupport = false; vkGetPhysicalDeviceSurfaceSupportKHR(physicalDevice, i, surface, &presentSupport); if (presentSupport) { indices.presentFamily = i; } if (indices.IsComplete()) { break; } i++; } return indices; } The code seems to get stuck in the EndFrame method in the Renderer class at this line: vkWaitForFences(device, 1, &inFlightFences[currentFrame], VK_TRUE, UINT64_MAX); Do you know what the issue could be and how to fix it?
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5,684
explain me this react code const [nextClicked, setNextClicked] = useState(false); onNextClick={() => setNextClicked((nxtClicked) => !nxtClicked)}
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5,685
This code freaks out whenever I run a command in the terminal.
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5,686
How can I run code from a website using batch?
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{ "intermediate": 0.47747042775154114, "beginner": 0.2302553653717041, "expert": 0.29227420687675476 }
5,687
Нужно из следующей строки избавиться от всего что до фигурной скобки, а после из json через JSON_VALUE получить p_pack_id START on_add_tariff_reactivation: {"p_subs_id":26199611,"p_pack_id":40453,"p_order_date":"2023-04-30T16:27:18","p_revoke_date":"2023-05-11T00:00:00","p_personal":0,"p_trace_number":171081367,"CLIENTCONTEXT":"MMP"}
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{ "intermediate": 0.5055246949195862, "beginner": 0.24616074562072754, "expert": 0.24831461906433105 }
5,688
where are NDIRECT and NINDIRECT defined in xv6 public
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5,689
check this code for error"<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>Clickable Table Game</title> <style> .tg { border-collapse: collapse; border-spacing: 0; } .tg td { border-color: black; border-style: solid; border-width: 1px; font-family: Arial, sans-serif; font-size: 14px; overflow: hidden; padding: 8px 20px; word-break: normal; } .tg th { border-color: black; border-style: solid; border-width: 1px; font-family: Arial, sans-serif; font-size: 14px; font-weight: normal; overflow: hidden; padding: 8px 20px; word-break: normal; } .tg .tg-l0f3 { background-color: #67fd9a; text-align: center; vertical-align: top; } .tg .tg-wrg0 { font-size: 22px; text-align: center; vertical-align: top; } .tg .tg-3f51 { background-color: #ffefc1; text-align: left; vertical-align: top; } .tg .tg-zrs9 { background-color: #fdb18e; font-size: 24px; text-align: center; vertical-align: top; } .tg .tg-0jg8 { background-color: #a1eaff; text-align: left; vertical-align: top; } </style> </head> <body> <table class="tg"> <thead> <tr> <th class="tg-zrs9" colspan="3"><span style="font-weight:bold">Part 2: Game</span></th> </tr> </thead> <tbody> <tr> <td class="tg-0jg8">Your chosen item:</td> <td class="tg-0jg8"> <select id="itemList"> <option value=""></option> <option value="!">@</option> <option value="#">$</option> <option value="%">^</option> <option value="&amp;">*</option> <option value="(">)</option> <option value=")">_</option> <option value="+">=</option> <option value="?">?</option> <option value="q">w</option> <option value="e">r</option> <option value="t">y</option> <option value="u">i</option> <option value="o">p</option> <option value="1">2</option> <option value="2">3</option> <option value="3">4</option> <option value="4">5</option> <option value="5">6</option> <option value="6">7</option> <option value="7">8</option> <option value="8">9</option> <option value="9">0</option> <option value="0">q</option> </select> </td> < // Stop the game and reset everything function stopGame() { clearInterval(gameInterval); score = 0; scoreDisplay.innerText = score; item1.innerText = ""; item2.innerText = ""; item3.innerText = ""; startGame.disabled = false; } startGame.addEventListener("click", startNewGame); stopGame.addEventListener("click", stopGame); </script> </body> </html>"
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5,690
I need to run code from a website and i need it to not run through the windows termianl
53f35c0d49a0d90ab086128f4a7df209
{ "intermediate": 0.3753896951675415, "beginner": 0.2470598667860031, "expert": 0.3775504231452942 }
5,691
Convert code to python.
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{ "intermediate": 0.3938797116279602, "beginner": 0.2785155475139618, "expert": 0.327604740858078 }
5,692
write 5-6 pages Topic : Active learnning in Machine Learning Title of the topic 2. Brief description of the topic 3. Necessity or relevance of the topic 4. A brief literature survey on this topic, which includes the gradual journey since initial or early stage development towards the latest improvement in its design/implementation/application. your work write 2-3 pages if the last part that is "4. A brief literature survey on this topic, which includes the gradual journey since initial or early stage development towards the latest improvement in its design/implementation/application."
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{ "intermediate": 0.15399755537509918, "beginner": 0.23517799377441406, "expert": 0.6108245253562927 }
5,693
please fix this code that creates a GUI which can open a file and decodes the binary input file which contains ccsds packets. The packets should be displayed in the GUI as a table with a packet per line, and the CCSDS fields in separate columns
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{ "intermediate": 0.5018196105957031, "beginner": 0.17824135720729828, "expert": 0.3199390470981598 }
5,694
Does Perl support DBI connection pools that can be shared between processes?
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{ "intermediate": 0.4788699448108673, "beginner": 0.11798587441444397, "expert": 0.40314412117004395 }
5,695
How can I ensure that my Perl programs don't use more database handles than a certain limit? Can I have them request handles from a pool?
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{ "intermediate": 0.5661382079124451, "beginner": 0.16257809102535248, "expert": 0.27128365635871887 }
5,696
nodejs how to server host a index.html website using express
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{ "intermediate": 0.42932748794555664, "beginner": 0.3211584687232971, "expert": 0.24951399862766266 }
5,697
Describe in a few sentences the difference between a stateful and a stateless widget and explain how stateful widget works
dbe590698204542540966133a44a107a
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5,698
when creating an LVM snapshot, is there a way to indicate there is no limit to the size of the snapshot?
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5,699
I am trying to open a text document without a menu bar and at a specific size. The code I am trying has error. Sub OpenTextFile() Dim fs As Object Dim f As Object Set fs = CreateObject("Scripting.FileSystemObject") Set f = fs.OpenTextFile("C:\Users\HP\Desktop\VBA NOTES.txt", 1, False) With ActiveWindow .Width = 500 .Height = 500 End With f.Close End Sub
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5,700
Can I use a ramdisk as the backing disk for a snapshot of an LV on a VG whose PV is a hard drive?
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5,701
Your task is to create a block-level copy of a disk in Linux that is being actively written to. The destination must be an exact copy. However, once you copy a block, it is possible for the source block to have been updated, and you will need to copy it again to end up with a consistent copy. What tools do you use?
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{ "intermediate": 0.4751835763454437, "beginner": 0.19381456077098846, "expert": 0.33100181818008423 }
5,702
Your task is to create a block-level copy of a disk in Linux that is being actively written to. The destination must be an exact copy. However, once you copy a block, it is possible for the source block to have been updated, and you will need to copy it again to end up with a consistent copy. You cannot unmount the source. What tools do you use?
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5,703
How would you live clone a block device and ensure a 100% consistent copy? Stopping activity on the source is not an option. Linux.
e617b7a3a082af89db6f7570b68f78d8
{ "intermediate": 0.322979211807251, "beginner": 0.23464582860469818, "expert": 0.44237497448921204 }
5,704
create a program in python which will take in many variables that i can customize and will simulate a county over a period of 100 years, plotting data on graphs and maybe images if needed
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5,705
How would you live clone a block device and ensure a 100% consistent copy? Stopping activity on the source is not an option. Linux.
17c4a251e1d6a2677606994c2c686322
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5,707
boolean smooth objects grasshopper
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5,708
RUBY SCRIPT TO CREATE EDITABLE SURFACE
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5,709
One of team member cant visit office due to having 6 months old baby after maternity leave for quarterly visit how to say this to manager
169ab0a4959a4c5c0bb46f038f0aef95
{ "intermediate": 0.34499800205230713, "beginner": 0.26912856101989746, "expert": 0.3858734965324402 }
5,710
good structure for production react app
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5,711
Hello, write Python3 code for solving 15puzzle ith random initial state
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5,712
can you comment and annotate the following script: packages <- c( "tidyverse", "shiny", "shinydashboard", "shinyFiles", "shinyWidgets", "shinythemes","RColorBrewer","ggthemes","plotly","shinyBS","processx" ) #Now load or install&load all packages package.check <- lapply( packages, FUN = function(x) { if (!require(x, character.only = TRUE)) { #install.packages(x, dependencies = TRUE) library(x, character.only = TRUE,lib.loc="/home/pxl10/R/x86_64-pc-linux-gnu-library/4.2/") } } ) #options(shiny.port = 3142) #options(shiny.host = "10.50.156.93") instance <- "Test" sample_list <- ("") ui <- dashboardPage( skin = "red", dashboardHeader(title = "Nanopore TB tNGS Assay",titleWidth = 300) |> tagAppendChild( div( paste("DashBoard Instance",instance), style = " display: block; font-size: 1.5em; margin-block-start: 0.5em; color: white; margin-right: 50%", align = "left" ), .cssSelector = "nav" ), ###side tab setup dashboardSidebar( width = 300, br(),br(), ### shinyFiles::shinyDirButton("test_dir_select",label = "Select Nanopore Run Folder",title = "Directory selection",icon = shiny::icon("folder")), shiny::htmlOutput("test_dir_select_ready") ,br(),br(), fileInput(inputId = "file_sample",label = "Select Sample Sheet",multiple = FALSE), br(), selectizeInput(inputId = "workflow",label = "Select Amplicon Workflow",choices = c("Main AR Targets", "Extended AR Targets"),multiple = FALSE),br(), selectizeInput(inputId = "flowcell",label = "Flow Cell type",choices = c("R9","R10"),multiple = FALSE),br(), textInput("run_name", label="Enter Run Name", "", width = "600px"),br(),br(),br(),br(),br(),br(),br(),br(), bsButton(inputId = "go", width = "250px",label = " Start Pipeline", icon = icon("play-circle"), style = "success") ), dashboardBody( fluidRow( tabBox( # The id lets us use input$tabset1 on the server to find the current tab id = "tabset1", height = "1100px",width=12, tabPanel(title = "tNGS AMR Targets", # Select sample fluidRow( column(2, (selectInput(inputId = "sample", label = "Sample:",choices = sample_list, selected = sample_list[1])))), tableOutput('fastq_count'), fluidRow( column(2, h3("Loci Status:"), tableOutput('table'),br(), actionButton(inputId = "markdown_display", label = "Show Full Report", width = "300px",height = "100px") ,br(), h3("Time of last Analyses:"),br(), tableOutput('stamp')), column(9,offset = 0, plotlyOutput("plot", height = "800px", width = "100%")))), ) )) ) #################################################################################################################################### #################################################################################################################################### #################################################################################################################################### ####### server side of things ####### ready_to_start <- 0 makeReactiveBinding("ready_to_start") server <- function(input, output, session) { whichbutton <- reactiveVal(TRUE) cancelbutton <- reactiveVal(TRUE) ##my_run_name <<- 0 pid <- 0 fn <- "" countstamp <- "" timestamp <- "" p <- "" rundir <- "/local/tNGS_TB/FASTQ/" shiny_save <- paste0 ("/local/tNGS_TB/data_Dashboard_",instance,".RDS") fn <- "" loci <- "" if (file.exists(shiny_save)) { loaded_data <- readRDS(shiny_save) ## list(ready_to_start,pid,my_run_name,whichbutton(),path,samplesheet,xworkflow,fn) #whichbutton <- reactiveVal(NULL) #whichbutton(!whichbutton()) ready_to_start <- 3 pid <- loaded_data[[2]] my_run_name <<- loaded_data[[3]] path <- loaded_data[[5]] samplesheet <- loaded_data[[6]] xworkflow <- loaded_data[[7]] fn <- loaded_data[[8]] path <- fn rundir <- (paste0(rundir,my_run_name)) print (paste("rundir x ",rundir)) print (paste("my_run_name x ",my_run_name)) print (paste("path x ",path)) print (paste("pid x ",pid)) } ###download button### ### not working ### def_reports_roots <- c(home = "/") shinyFileChoose(input, 'file_outputs', roots = def_reports_roots) observeEvent(input$download_button, { print (paste("pushed...")) output$file_outputs <- downloadHandler( filename <- function() { paste("output", "zip", sep=".") }, content <- function(file) { file.copy("/home/pxl10/out.zip", file) }, contentType = "application/zip" ) }) ## select directory button def_roots <- c(home = "/local") shinyFiles::shinyDirChoose(input, 'test_dir_select', roots = def_roots) test_dir_select_ready <- shiny::reactive({ if(length(input$test_dir_select) == 1) { path <- "Directory not yet selected" } else { path <- file.path( shinyFiles::parseDirPath(def_roots, input$test_dir_select) ) } return(path) }) output$test_dir_select_ready <- shiny::renderUI({ shiny::HTML("<font color=\"white\">", test_dir_select_ready(), "</font>") }) ## Select sample sheet button def_sheet_roots <- c(home = "/") shinyFileChoose(input, 'file_sample', roots = def_sheet_roots) sample_sheet_ready <- shiny::reactive({ if(length(input$file_sample) == 1) { path_sheet <- "Sample Sheet not selected" } else { path_sheet <- file.path( shinyFiles::parseFilePaths(def_sheet_roots, input$file_sample)$datapath ) } return(path_sheet) }) output$sample_sheet_ready <- shiny::renderUI({ shiny::HTML("<font color=\"white\">", sample_sheet_ready(), "</font>") }) ### Trigger event Start/Stop Button observe({ if ((!whichbutton()) && (ready_to_start==0)) { if(length(input$file_sample) == 0) { samplesheet <<- "NULL" } else { samplesheet <<- input$file_sample[4] ### need to check integrity of the sample sheet } if(length(input$test_dir_select) == 1) { path <<- "NULL" } else { path <<- file.path( shinyFiles::parseDirPath(def_roots, input$test_dir_select) ) } if (input$workflow == "Main AR Targets") { xworkflow <<- "main_line" } else { xworkflow <<- "extended" } if (input$run_name == "") { ##my_run_name <- "NULL" ### get run name from fasq path ### parts <- strsplit(path, "/")[[1]] my_run_name <<- parts[4] fn <<- paste0(rundir,my_run_name,"/locus_depth.txt") } else { my_run_name <<- input$run_name fn <<- paste0(rundir,my_run_name,"/locus_depth.txt") } # verify if fastq path given. if true, close and start pipeline if((path == "NULL")) { whichbutton(!whichbutton()) # show pop-up ... showModal(modalDialog( title = "Oh no!", paste0("You have not selected a valid MinION FastQ repository, silly person!"), easyClose = TRUE, footer = NULL )) } else { pathcheck <<- paste0("/local/tNGS_TB/FASTQ/",my_run_name) script <- paste0 ("run ",my_run_name) # Execute the "ps aux" command and store the output in a variable ps_output <- system("ps aux", intern=TRUE) print (paste("folder name = ",pathcheck)) # Search for "tNGS" in the output using grep tNGS_processes <- grep(pathcheck, ps_output, value=TRUE) tNGS_script <- grep(script, ps_output, value=TRUE) print (paste("tNGS grep = ",tNGS_processes)) # Check if tNGS_processes is empty if ((length(tNGS_processes > 0)) || (length(tNGS_script > 0))) { showModal(modalDialog( title = "Abort!", paste0("Run Name folder already active. Please choose another Run Name."), easyClose = TRUE, footer = NULL )) whichbutton(!whichbutton()) } else { updateButton(session,inputId = "go",label = " Stop Pipeline",icon = icon("stop-circle"),style = "danger") timestamp <<- paste0(rundir,my_run_name,"/timestamp.txt") countstamp <<- paste0(rundir,my_run_name,"/fastq_counts.txt") loci <<- paste0(rundir,my_run_name,"/Loci_status_main.txt") print (paste(timestamp)) rundir <<- (paste0(rundir,my_run_name)) if (dir.exists(rundir)) { system(paste("rm -r",rundir)) } if(samplesheet != "NULL") { sheet_renamed <<- paste0("sample_sheet_",my_run_name,".txt") system(paste0("cp ",samplesheet," /local/tNGS_TB/sample_sheet_tmp/",sheet_renamed)) #system(paste("cp ",samplesheet,sheet_renamed)) #system (paste("rm",samplesheet)) samplesheet <<- sheet_renamed } # Open the output file in write mode print(paste("/local/tNGS_TB/Real-time_wrapper/Amplicon_RT_analyzer_V0.4.4.pl -FASTQ", path ,"-Sheet",samplesheet,"-RUN", my_run_name," -Kit Auto -Flowcell", input$flowcell,"-Workflow", xworkflow,">","/local/tNGS_TB/Rlog.txt")) my_command <<- c("-FASTQ", path ,"-Sheet", samplesheet,"-RUN", my_run_name,"-Kit", "Auto", "-Flowcell", input$flowcell,"-Workflow", xworkflow,">","/local/tNGS_TB/Rlog.txt","&") p <<- process$new("/local/tNGS_TB/Real-time_wrapper/Amplicon_RT_analyzer_V0.4.4.pl",c("-FASTQ", path ,"-Sheet", samplesheet,"-RUN", my_run_name,"-Kit", "Auto", "-Flowcell", input$flowcell,"-Workflow", xworkflow,">","/local/tNGS_TB/Rlog.txt","&"),cleanup_tree = FALSE,cleanup = FALSE) pid <<- p$get_pid() print(pid) ready_to_start <<- 2 whichbutton(!whichbutton()) data_to_save <<- list(ready_to_start,pid,my_run_name,whichbutton(),path,samplesheet,xworkflow,fn) #data_to_save <- list(ready_to_start,pid) # Save the list to a file saveRDS(data_to_save, shiny_save) } } } }) observe({ print (paste("fn: ",fn)) if (ready_to_start==2) { if ((!file.exists(fn))) { invalidateLater(1000, session) } if ((file.exists(fn))) { removeModal() ready_to_start<<-3 } } }) observe ({ if ((!whichbutton()) && ready_to_start==3) { ### when stop button is pressed #whichbutton(!whichbutton()) system (paste("rm", shiny_save)) if (pid > 0) { system(paste("kill -9 ",pid)) pid <<- 0 } fn <<- "" rundir<<- "" ready_to_start <<- 0 updateButton(session,inputId = "go",label = " Start Pipeline",icon = icon("play-circle"),style = "success") showModal(modalDialog( title = "Success!", paste0("The pipeline has been successfully terminated.xxxx"), easyClose = TRUE, footer = NULL )) ## stop pipeline at the system level session$reload() path <- "NULL" } }) observe ({ if ((whichbutton()) && ready_to_start==3) { print (paste("starting analyses...")) updateButton(session,inputId = "go",label = " Stop Pipeline",icon = icon("stop-circle"),style = "danger") timestamp <- paste0(rundir,"/timestamp.txt") loci <- paste0(rundir,"/Loci_status_main.txt") countstamp <- paste0(rundir,"/fastq_counts.txt") print (paste("loci = ",loci)) data_timestamp <- reactiveFileReader( intervalMillis = 1000, session = NULL, filePath = timestamp, readFunc = function(filePath) { read.csv(filePath,header = TRUE, stringsAsFactors=FALSE) } ) loci_data_manipulated <- reactiveFileReader( intervalMillis = 1000, session = NULL, filePath = loci, readFunc = function(filePath) { read.csv(filePath,header = TRUE, stringsAsFactors=FALSE) } ) removeModal() data_manipulated <- reactiveFileReader( intervalMillis = 1000, session = NULL, filePath = fn, readFunc = function(filePath) { read.csv(filePath,header = TRUE, stringsAsFactors=FALSE) } ) data_countstamp <- reactiveFileReader( intervalMillis = 1500, session = NULL, filePath = countstamp, readFunc = function(filePath) { read.csv(filePath,header = TRUE, stringsAsFactors=TRUE,fill = TRUE) }) output$stamp <- renderTable({ data_timestamp() }) output$fastq_count <- renderTable({ data_countstamp() }) output$table <- renderTable({ xdata <- subset(loci_data_manipulated(), sample %in% input$sample) xdata[,3] <- as.integer(xdata[,3]) data <- xdata[,2:4] }) sample_original <- read.csv(fn, header = TRUE, stringsAsFactors=FALSE) sample_list <- unique(sample_original$sample) updateSelectInput(session, inputId = "sample", choices = sample_list, selected = sample_list[1]) ### Original target plot # Replace the `renderPlot()` with the plotly version output$plot <- renderPlotly({ # Convert the existing ggplot2 to a plotly plot ggplotly({ data <- subset(data_manipulated(), sample %in% input$sample ) p <- ggplot(data, aes(x = position, y = depth, group = sample, colour = gene)) + geom_line(linewidth=.3) + facet_wrap( ~ gene, ncol=4, nrow=4, scales = "free", shrink = FALSE) + theme_few() + theme(legend.position="none", strip.text = element_text(face="bold", size = 14), plot.title = element_text(face = "bold"), panel.spacing.y = unit(-0.4, "lines"), panel.spacing.x = unit(-0.4, "lines")) + scale_color_tableau("Tableau 20") + ylab("") + xlab("") + ggtitle(paste('Sample ',input$sample, sep='')) }) %>% config(p, displaylogo = FALSE) }) } }) observeEvent(input$markdown_display, { report <- paste0(rundir) filename <- paste0("my_pdf_resource/","/",input$sample,"_Report.pdf") addResourcePath(prefix = "my_pdf_resource", directoryPath = report) filecheck <- paste0(report,"/",input$sample,"_Report.pdf") print (paste(filecheck)) if(file.exists((filecheck))) { showModal(modalDialog(size="l",renderUI({ tags$iframe(style="height:650px; width:100%", src = filename)}), easyClose = TRUE)) } }) ## start/stop button actions ##### Start Button blocks ###### observeEvent(input$go, { if (whichbutton()) { showModal(modalDialog( title = "Retrieving data file", h3("Please wait for file to be generated!"), easyClose = FALSE, footer = tagList( actionButton("cancel", "Cancel")))) } whichbutton(!whichbutton()) }) ### Cancel button actions ##### observeEvent(input$cancel, { whichbutton(!whichbutton()) cancelbutton(!cancelbutton()) system (paste("rm", shiny_save)) fn <<- "" rundir<<- "" if (pid > 0) { system(paste("kill -9 ",pid)) pid <<- 0 } ready_to_start <<- 0 updateButton(session,inputId = "go",label = " Start Pipeline",icon = icon("play-circle"),style = "success") removeModal() showModal(modalDialog( title = "Success!", paste0("The pipeline has been successfully terminated."), easyClose = TRUE, footer = NULL )) #session$reload() path <- "NULL" }) } shinyApp(ui, server)
6e001a3cb65bda276c0ebfcc37e4d5b2
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5,713
hi
2162cfe697b7b4615f6f26330ecc4f81
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I have a DatePicker control inside a usercontrol that takes a date in a format dd/mm/yyyy. I need to show in a format mm/yyyy.How to do this validation
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5,715
/* * Bison Parser */ %{ #include <stdio.h> #include <stdlib.h> #include <stdbool.h> %} %start program %token IDENTIFIER %token NUMBER %token INTEGER %token FLOAT %token BOOLEAN %token STRING %token OR %token AND %token NOT %token EQUALS %token NOT_EQUALS %token GREATER_THAN %token LESS_THAN %token GREATER_THAN_EQUAL %token LESS_THAN_EQUAL %token FOR %token WHILE %token IF %token ELSE %token SEMICOLON %token <string> type %token VALUE %left '+' '-' %left '*' '/' %left OR %left AND %nonassoc EQUALS NOT_EQUALS GREATER_THAN LESS_THAN GREATER_THAN_EQUAL LESS_THAN_EQUAL %right NOT %left IDENTIFIER %left type %left STRING //Define yyval %union { int number; char *string; } %type <string> IDENTIFIER %type <number> NUMBER %type <string> STRING %type <string> declaration %type <string> loop %type <string> condition %type <bool> expression %type <string> comparator %type <statement_list> statement_list %% // Program program: statement_list | YYEOF ; // Statement List Action statement_list: statement_list statement {printf("Statement List: \n");} | statement {printf("Statement List: \n");} ; statement: declaration SEMICOLON | loop | condition | expression SEMICOLON ; /* * Action Code */ // Declaration Action declaration: type IDENTIFIER SEMICOLON { printf("Declared %s of type %s\n", $2, $1); // Allocate memory for the new variable if (strcmp($1, "int") == 0) { int *var = malloc(sizeof(int)); // Save the pointer in the symbol table SymbolTable_add($2, var); } else if (strcmp($1, "float") == 0) { float *var = malloc(sizeof(float)); // Save the pointer in the symbol table SymbolTable_add($2, var); } else if (strcmp($1, "bool") == 0) { bool *var = malloc(sizeof(bool)); // Save the pointer in the symbol table SymbolTable_add($2, var); } else if (strcmp($1, "string") == 0) { char *var = malloc(sizeof(char*)); // Save the pointer in the symbol table SymbolTable_add($2, var); } } ; // Loop Action loop: FOR '(' type IDENTIFIER ':' type IDENTIFIER ')' statement_list SEMICOLON { printf("Loop: for (%s) {\n", $3); // Execute the loop body executeLoop($3); } | WHILE '(' type condition ')' statement_list { printf("Loop: while (%s) {\n", $3); // Execute the loop body executeLoop($3); } ; // Condition Action condition: IF'('expression comparator expression')' { // Evaluate the expression bool result = evaluateCondition($3); if (result) { // Execute the statement list executeStatements(statement_list); } else { printf("Condition: %s\n", $3->string); } }; // Expression Action expression: IDENTIFIER { printf("Expression: %s\n", $1->string); // Lookup the variable in the symbol table void *var = SymbolTable_lookup($1->string); // Return the result of the expression return var; } | NUMBER { printf("Expression: %d\n", $1->number); // Return the result of the expression return $1->number; } | STRING { printf("Expression: %s\n", $1->string); // Return the result return $1->string; } | expression '+' expression { printf("Addition: %d + %d\n", $1, $3); // Add the two operands return $1 + $3; } | expression '-' expression { printf("Subtraction: %d - %d\n", $1, $3); // Subtract the second operand from the first return $1 - $3; } | expression '*' expression { printf("Multiplication: %d * %d\n", $1, $3); // Multiply the two operands return $1 * $3; } | expression '/' expression { printf("Division: %d / %d\n", $1, $3); // Check for division by zero if ($3 == 0) { fprintf(stderr, "Error: division by zero\n"); exit(1); } // Divide the first operand by the second return $1 / $3; } // Comparator Action comparator: OR {printf("Comparator: ||\n");} | AND {printf("Comparator: &&\n");} | NOT {printf("Comparator: !\n");} | EQUALS {printf("Comparator: ==\n");} | NOT_EQUALS {printf("Comparator: !=\n");} | GREATER_THAN {printf("Comparator: >\n");} | LESS_THAN {printf("Comparator: <\n");} | GREATER_THAN_EQUAL {printf("Comparator: >=\n");} | LESS_THAN_EQUAL {printf("Comparator: <=\n");} ; %% // Forward declarations struct StatementList; struct Statement; struct Declaration; struct Loop; struct Condition; struct Expression; struct Comparator; typedef struct StatementList { struct Statement** statements; int size; } StatementList; typedef struct Statement { enum { DECLARATION, LOOP, CONDITION, EXPRESSION } type; union { struct Declaration* declaration; struct Loop* loop; struct Condition* condition; struct Expression* expression; }; } Statement; typedef struct Declaration { char* type; char* identifier; } Declaration; typedef struct Loop { enum { FOR_LOOP, WHILE_LOOP } loopType; char* type; struct Condition* condition; struct StatementList* statementList; } Loop; typedef struct Condition { struct Expression* expression1; struct Comparator* comparator; struct Expression* expression2; struct StatementList* statementList; } Condition; typedef struct Expression { enum { IDENTIFIER_EXP, NUMBER_EXP, STRING_EXP, BINARY_EXP } expressionType; union { char* identifier; int number; char* string; struct { struct Expression* left; struct Expression* right; char* operator; } binaryExp; }; } Expression; typedef struct Comparator { char* type; } Comparator; // Helper Functions void executeStatements(StatementList *list) { // Execute each statement in the list for (int i=0; i < list->size; i++) { executeStatement(list->statements[i]); } } void executeStatement(Statement *statement) { if (statement->type == DECLARATION) { executeDeclaration(statement->declaration); } else if (statement->type == LOOP) { executeLoop(statement->loop); } else if (statement->type == CONDITION) { executeCondition(statement->condition); } } void executeDeclaration(Declaration *declaration) { // Allocate memory for the new variable if (strcmp(declaration->type, "int") == 0) { int *var = malloc(sizeof(int)); // Save the pointer in the symbol table SymbolTable_add(declaration->identifier, var); } else if (strcmp(declaration->type, "float") == 0) { float *var = malloc(sizeof(float)); // Save the pointer in the symbol table SymbolTable_add(declaration->identifier, var); } else if (strcmp(declaration->type, "bool") == 0) { bool *var = malloc(sizeof(bool)); // Save the pointer in the symbol table SymbolTable_add(declaration->identifier, var); } else if (strcmp(declaration->type, "string") == 0) { char *var = malloc(sizeof(char*)); // Save the pointer in the symbol table SymbolTable_add(declaration->identifier, var); } } void executeLoop(Loop *loop) { // Evaluate the condition bool result = evaluateCondition(loop->condition); while (result) { // Execute the loop body executeStatements(loop->statementList); // Re-evaluate the condition result = evaluateCondition (loop->condition); } } void executeCondition(Condition *condition) { // Evaluate the expression bool result = evaluateCondition(condition->expression1, condition->comparator, condition->expression2); if (result) { // Execute the statement list executeStatements(condition->statementList); } } bool evaluateCondition(Expression *expression1, Comparator *comparator, Expression *expression2) { // Get the values of the expressions void *val1 = evaluateExpression(expression1); void *val2 = evaluateExpression(expression2); // Compare the values if (strcmp(comparator->type, "OR") == 0) { return val1 || val2; } else if (strcmp(comparator->type, "AND") == 0) { return val1 && val2; } else if (strcmp(comparator->type, "NOT") == 0) { return !val1; } else if (strcmp( comparator->type, "EQUALS") == 0) { return val1 == val2; } else if (strcmp(comparator->type, "NOT_EQUALS") == 0) { return val1 != val2; } else if (strcmp(comparator->type, "GREATER_THAN") == 0) { return val1 > val2; } else if (strcmp(comparator->type, "LESS_THAN") == 0) { return val1 < val2; } else if (strcmp(comparator->type, "GREATER_THAN_EQUAL") == 0) { return val1 >= val2; } else if (strcmp(comparator->type, "LESS_THAN_EQUAL") == 0) { return val1 <= val2; } return false; } void* evaluateExpression(Expression *expression) { if (expression->type == IDENTIFIER) { // Lookup the variable in the symbol table return SymbolTable_lookup(expression->identifier); } else if (expression->type == NUMBER) { // Return the number return expression->number; } else if (expression->type == STRING) { // Return the string return expression->string; } return NULL; } typedef struct { SymbolTableEntry* entries; int size; int capacity; } SymbolTable; void SymbolTable_init() { // Initialize the symbol table symbol_table = malloc(sizeof(SymbolTable)); symbol_table->size = 0; symbol_table->capacity = 16; symbol_table->entries = malloc(symbol_table->capacity * sizeof(SymbolTableEntry)); } // SymbolTable_add() /*void SymbolTable_add(char* name, void* value) { // Create a new entry in the symbol table SymbolTableEntry *entry = malloc(sizeof(SymbolTableEntry)); entry->name = name; entry->value = value; // Add the entry to the symbol table symbolTable[numEntries++] = entry; }*/ void SymbolTable_add(char *key, void *value) { // Resize the symbol table if necessary if (symbol_table->size == symbol_table->capacity) { symbol_table->capacity *= 2; symbol_table->entries = realloc(symbol_table->entries, symbol_table->capacity * sizeof(SymbolTableEntry)); } // Add the entry to the symbol table SymbolTableEntry *entry = &(symbol_table->entries[symbol_table->size++]); entry->key = key; entry->value = value; } void *SymbolTable_lookup(char *key) { // Lookup the entry in the symbol table for (int i=0; i < symbol_table->size; i++) { if (strcmp(symbol_table->entries[i].key, key) == 0) { return symbol_table->entries[i].value; } // The variable is not defined fprintf(stderr, "Error: variable '%s' is not defined\n", key); exit(1); } } /*// SymbolTable_lookup() void* SymbolTable_lookup(char* name) { // Search the symbol table for the variable for (int i=0; i < numEntries; i++) { if (strcmp(symbolTable[i]->name, name) == 0) { return symbolTable[i]->value; } } // If the variable is not found, return NULL return NULL; }*/ %% int main(void) { SymbolTable_init(); yyparse(); return 0; } warning: shift/reduce conflict on token type [-Wcounterexamples] Example: WHILE '(' type condition ')' statement_list • type IDENTIFIER SEMICOLON SEMICOLON Shift derivation statement_list ↳ 4: statement ↳ 6: loop ↳ 11: WHILE '(' type condition ')' statement_list ↳ 3: statement_list statement ↳ 5: declaration SEMICOLON ↳ 9: • type IDENTIFIER SEMICOLON Reduce derivation statement_list ↳ 3: statement_list statement ↳ 4: statement ↳ 5: declaration SEMICOLON ↳ 6: loop ↳ 9: type IDENTIFIER SEMICOLON ↳ 11: WHILE '(' type condition ')' statement_list •
6a21010541b9353df5b44d5d89a4f055
{ "intermediate": 0.34586724638938904, "beginner": 0.42148372530937195, "expert": 0.232649028301239 }
5,716
I am getting the jump action in other columns even though i have this statement; If Target.Column = 1 Then GoTo Jump
85808a372e7dc9b1ca06306550df30cc
{ "intermediate": 0.3516062796115875, "beginner": 0.36176934838294983, "expert": 0.28662437200546265 }
5,717
how to decode ex4 detail documentation
5795b62b7b36a810c1698a35c7247d2c
{ "intermediate": 0.3712000250816345, "beginner": 0.38971784710884094, "expert": 0.23908205330371857 }
5,718
Write a program in C that counts the number of points won in a quiz. A correct answer is marked with 'o', an incorrect answer is marked with 'x', and a skipped question is marked with '-'. Incorrect and skipped answers earn 0 points. A correct answer earns 1 point, and final questions are worth 2 points. In one of the categories, the team can use a joker (the symbol '$') that doubles the points earned in that category. This can only be used once. If this symbol is not used, the points from the last category are doubled. The program should calculate the number of points won by the team, as well as the number of points won at halftime. I WANT TO: Input the boundary between questions worth 1 point and questions worth 2 points. The boundary represents the ordinal number of the first question worth 2 points. Input the team's answer information. Answers for each category are entered in separate rows. In addition to the 'o', 'x', and '-' symbols, a row can also contain the '$' symbol, as well as any number of blank spaces that should be ignored. The total number of categories in the quiz is not known, and should be read from standard input until the end is reached. The '$' symbol can appear more than once, but only its first appearance is counted. Print the team's answer information for each category in a separate row according to the format shown in the examples. Calculate and print the number of points earned at halftime and the total number of points in one row according to the format shown in the examples. Examples: If I enter this into the program: 4 $ o x - o o x x o x x o o o o o - o o I WANT IT TO OUTPUT THIS: ox-oox xoxxo oooo-oo 13 22
b861a84e3580eaebc1487a7088360fb9
{ "intermediate": 0.3678593337535858, "beginner": 0.27016448974609375, "expert": 0.3619762063026428 }
5,719
give me comonent of image upload using next ui
fe53a3f6bf45d7c4374399a85e81e8e3
{ "intermediate": 0.3900601863861084, "beginner": 0.18602542579174042, "expert": 0.4239144027233124 }
5,720
write me a documentation from 40 page with this format Ch1- introduction to show the Task objective and its importance. the used tools either software sw or hardware HW to achieve the task Ch2-Block diagram : to show the different items used with suitable explanations Ch-3Circuit diagram to show the different software simulator used with suitable explanations Ch-4 task implementations: that includes PCODE/ flowchart/algorithms Source code with suitable comments to show the different software HLL used with suitable comments And Different screens after implementation to show numerical results Ch5 Conclusion : that summarize what had been done. The different problems and difficulties you have encountered and show how you overcome this problems and carry out it to this code import tkinter as tk from tkinter import * from tkinter import filedialog from PIL import Image,ImageTk from colorthief import ColorThief import os root=Tk() root.title(“color picker from image”) root.geometry(“800x470+100+100”) root.configure(bg=“#e4e8eb”) root.resizable(False,False) def showimage(): global filename filename=filedialog.askopenfilename(initialdir=os.getcwd(), title=‘Select Image File’,filetypes=((‘PNG file’,‘.png’), (‘JPG file’,‘.jpg’))) img=Image.open(filename) img=ImageTk.PhotoImage(img) lbl.configure(image=img,width=310,height=270) lbl.image=img def Findcolor(): ct=ColorThief(filename) palette = ct.get_palette(color_count=11) rgb1=palette[0] rgb2=palette[1] rgb3=palette[2] rgb4=palette[3] rgb5=palette[4] rgb6=palette[5] rgb7=palette[6] rgb8=palette[7] rgb9=palette[8] rgb10=palette[9] color1=f"#{rgb1[0]:02x}{rgb1[1]:02x}{rgb1[2]:02x}“ color2=f”#{rgb2[0]:02x}{rgb2[1]:02x}{rgb2[2]:02x}“ color3=f”#{rgb3[0]:02x}{rgb3[1]:02x}{rgb3[2]:02x}“ color4=f”#{rgb4[0]:02x}{rgb4[1]:02x}{rgb4[2]:02x}“ color5=f”#{rgb5[0]:02x}{rgb5[1]:02x}{rgb5[2]:02x}“ color6=f”#{rgb6[0]:02x}{rgb6[1]:02x}{rgb6[2]:02x}“ color7=f”#{rgb7[0]:02x}{rgb7[1]:02x}{rgb7[2]:02x}“ color8=f”#{rgb8[0]:02x}{rgb8[1]:02x}{rgb8[2]:02x}“ color9=f”#{rgb9[0]:02x}{rgb9[1]:02x}{rgb9[2]:02x}“ color10=f”{rgb10[0]:02x}{rgb10[1]:02x}{rgb10[2]:02x}“ colors.itemconfig(id1, fill=color1) colors.itemconfig(id2, fill=color2) colors.itemconfig(id3, fill=color3) colors.itemconfig(id4, fill=color4) colors.itemconfig(id5, fill=color5) colors2.itemconfig(id6, fill=color6) colors2.itemconfig(id7, fill=color7) colors2.itemconfig(id8, fill=color8) colors2.itemconfig(id9, fill=color9) colors2.itemconfig(id10, fill=color10) hex1.config(text=color1) hex2.config(text=color2) hex3.config(text=color3) hex4.config(text=color4) hex5.config(text=color5) hex6.config(text=color6) hex7.config(text=color7) hex8.config(text=color8) hex9.config(text=color9) hex10.config(text=color10) #icon image_icon=PhotoImage(file=“icon.png”) root.iconphoto(False,image_icon) Label(root,width=120,height=10,bg=”#4272f9").pack() #frame frame=Frame(root,width=700,height=370,bg=“#fff”) frame.place(x=50,y=50) logo=PhotoImage(file=“logo.png”) Label(frame,image=logo,bg=“#fff”).place(x=10,y=10) Label(frame,text=“Color Finder”,font=“arial 14 bold”,bg=“white”).place(x=100,y=20) #color1 colors=Canvas(frame,bg=“#fff”,width=150,height=265,bd=0) colors.place(x=20,y=90) id1 = colors.create_rectangle((10,10,50,50),fill=“#b8255f”) id2 = colors.create_rectangle((10,50,50,100),fill=“#db4035”) id3 = colors.create_rectangle((10,100,50,150),fill=“#ff9933”) id4 = colors.create_rectangle((10,150,50,200),fill=“#fad000”) id5 = colors.create_rectangle((10,200,50,250),fill=“#afb83b”) hex1=Label(colors,text=“#b8255f”,fg=“#000”,font=“arial 12 bold”,bg=“white”) hex1.place(x=60,y=15) hex2=Label(colors,text=“#db4035”,fg=“#000”,font=“arial 12 bold”,bg=“white”) hex2.place(x=60,y=65) hex3=Label(colors,text=“#ff9933”,fg=“#000”,font=“arial 12 bold”,bg=“white”) hex3.place(x=60,y=115) hex4=Label(colors,text=“#fad000”,fg=“#000”,font=“arial 12 bold”,bg=“white”) hex4.place(x=60,y=165) hex5=Label(colors,text=“#afb83b”,fg=“#000”,font=“arial 12 bold”,bg=“white”) hex5.place(x=60,y=215) #color2 colors2=Canvas(frame,bg=“#fff”,width=150,height=265,bd=0) colors2.place(x=180,y=90) id6 = colors2.create_rectangle((10,10,50,50),fill=“#7ecc49”) id7 = colors2.create_rectangle((10,50,50,100),fill=“#299438”) id8 = colors2.create_rectangle((10,100,50,150),fill=“#6accbc”) id9 = colors2.create_rectangle((10,150,50,200),fill=“#158fad”) id10 = colors2.create_rectangle((10,200,50,250),fill=“#14aaf5”) hex6=Label(colors2,text=“#7ecc49”,fg=“#000”,font=“arial 12 bold”,bg=“white”) hex6.place(x=60,y=15) hex7=Label(colors2,text=“#299438”,fg=“#000”,font=“arial 12 bold”,bg=“white”) hex7.place(x=60,y=65) hex8=Label(colors2,text=“#6accbc”,fg=“#000”,font=“arial 12 bold”,bg=“white”) hex8.place(x=60,y=115) hex9=Label(colors2,text=“#158fad”,fg=“#000”,font=“arial 12 bold”,bg=“white”) hex9.place(x=60,y=165) hex10=Label(colors2,text=“#14aaf5”,fg=“#000”,font=“arial 12 bold”,bg=“white”) hex10.place(x=60,y=215) #select image selectimage=Frame(frame,width=340,height=350,bg=“#d6dee5”) selectimage.place(x=350,y=10) f=Frame(selectimage,bd=3,bg=“black”,width=320,height=280,relief=GROOVE) f.place(x=10,y=10) lbl=Label(f,bg=“black”) lbl.place(x=0,y=0) Button(selectimage,text=“Select Image”,width=12,height=1,font=“arial 14 bold”,command=showimage).place(x=10,y=300) Button(selectimage,text=“Find Colors”,width=12,height=1,font=“arial 14 bold”,command=Findcolor).place(x=176,y=300) root.mainloop()
048314a33b5a36ddbf7758623de8ac06
{ "intermediate": 0.40238866209983826, "beginner": 0.41377416253089905, "expert": 0.18383720517158508 }
5,721
Переделай код, чтобы самому задавать количество зубцов от 1 до 4. И чтобы то, что не входит в пилу, было неизменяемым. private void sawtooth4Image() { if (image != null) { BufferedImage combinedImage = deepCopy(image); // Создаем копию исходного изображения int teethNumber = userInput("Введите количество зубцов: "); // Запрашиваем количество зубцов // Запрос значения порогов в цикле до тех пор, пока пользователь не введет правильные значения float t1 = 0, t2 = 0; boolean valid = false; while (!valid) { t1 = userInput("Введите значение порога 1: ", 0, 255); t2 = userInput("Введите значение порога 2: ", 0, 255); if (t2 > t1) { BufferedImage[] sawtoothContrastImages = ImageReader.sawtoothContrastU(image, t1, t2, teethNumber); // Создаем массив изображений с контрастированными зубцами // Объединяем полученные изображения for (int y = 0; y < combinedImage.getHeight(); y++) { for (int x = 0; x < combinedImage.getWidth(); x++) { boolean isInRange = false; int red, green, blue; for (BufferedImage img : sawtoothContrastImages) { int rgb = img.getRGB(x, y); red = (rgb >> 16) & 0xFF; green = (rgb >> 8) & 0xFF; blue = rgb & 0xFF; float gray = (float) ((red + green + blue) / 3.0); if (gray >= t1 && gray <= t2) { isInRange = true; break; } } if (isInRange) { int rgb = sawtoothContrastImages[y % sawtoothContrastImages.length].getRGB(x, y); red = (rgb >> 16) & 0xFF; green = (rgb >> 8) & 0xFF; blue = rgb & 0xFF; combinedImage.setRGB(x, y, (red << 16) | (green << 8) | blue); } else { combinedImage.setRGB(x, y, Color.BLACK.getRGB()); } } } valid = true; } else { JOptionPane.showMessageDialog(null, “Значение порога 2 должно быть больше порога 1”); } } setImageIcon(combinedImage); saveImage(combinedImage); int[] originalHistogram = ImageReader.getImageHistogram(image); int[] sawtoothHistogram = ImageReader.getImageHistogram(combinedImage); JFrame histogramFrame = new JFrame(“Гистограммы”); histogramFrame.setLayout(new GridLayout(1, 2, 10, 10)); JPanel originalHistogramPanel = ImageReader.createHistogramPanel(originalHistogram, “Гистограмма исходного изображения”); JPanel sawtoothHistogramPanel = ImageReader.createHistogramPanel(sawtoothHistogram, “Гистограмма после контрастирования”); histogramFrame.add(originalHistogramPanel); histogramFrame.add(sawtoothHistogramPanel); histogramFrame.pack(); histogramFrame.setLocationRelativeTo(null); histogramFrame.setVisible(true); } } public static int userInput(String prompt) { String input = JOptionPane.showInputDialog(prompt); return Integer.parseInt(input); } public static BufferedImage[] sawtoothContrastU(BufferedImage image, float t1, float t2, int teethNumber) { BufferedImage[] sawtoothContrastImages = new BufferedImage[teethNumber]; float slope = 255 / (t2 - t1); float offset = -t1 * slope; for (int i = 0; i < teethNumber; i++) { BufferedImage sawtoothImage = new BufferedImage(image.getWidth(), image.getHeight(), BufferedImage.TYPE_INT_RGB); for (int y = 0; y < image.getHeight(); y++) { for (int x = 0; x < image.getWidth(); x++) { int rgb = image.getRGB(x, y); int red = (rgb >> 16) & 0xFF; int green = (rgb >> 8) & 0xFF; int blue = rgb & 0xFF; float gray = (float) ((red + green + blue) / 3.0); float sawtoothValue = (gray + (i / (float) teethNumber) * 255) % 510; if (sawtoothValue > 255) sawtoothValue = 510 - sawtoothValue; sawtoothValue = sawtoothValue * slope + offset; int sawtoothGray = Math.round(sawtoothValue); int sawtoothRGB = (sawtoothGray << 16) | (sawtoothGray << 8) | sawtoothGray; sawtoothImage.setRGB(x, y, sawtoothRGB); } } sawtoothContrastImages[i] = sawtoothImage; } return sawtoothContrastImages; }
56a0b81a0697bc094fb3281c91ee3d99
{ "intermediate": 0.24458527565002441, "beginner": 0.5064162611961365, "expert": 0.24899841845035553 }
5,722
connect nodejs to rxdb remotly an get recored
bb7efcc651fe4096cfdb680ee0778860
{ "intermediate": 0.5216023325920105, "beginner": 0.19872790575027466, "expert": 0.27966970205307007 }