ngOnInit() {
this._FunctionService.getSicksList().then(res => {
let resf:any = res;
if (resf.err) {
} else {
this.diagnosticAll = resf.data
}
}, err => { })
}
/*
ngOnInit() {
this._FunctionService.getSicksList().then(res => {
this.diagnosticAll = res.data
}, err => { })
}
*/
if(date.getFullYear() <= 2017) {
if(date.getMonth() <= 11) {
if(date.getDate() <= 26) {
if(date.getHours() <= 23) {
if(date.getMinutes() <= 59) {
if(date.getSeconds() <= 59) {
//Display popup before 2017-11-27
}
}
}
}
}
}
@EventHandler
public void onCpUse(PlayerMoveEvent e) {
Player player = e.getPlayer();
if(Main.main.state != Gamestate.JUMP) return;
if(!Main.main.alive.contains(player)) return;
Location loc = e.getPlayer().getLocation();
loc.setY(loc.getY() -1);
Block standingOnBlock = loc.getBlock();
int currentCP = Main.main.checkpointTracker.get(player);
int nextCP = currentCP+1;
if(standingOnBlock.getType() == Material.EMERALD_BLOCK) {
Main.main.lm.setLocation(Main.main.map + "x" + nextCP + "x" + player.getName(), player.getLocation());
standingOnBlock.setType(Material.BEDROCK);
giveCPEquip(player, nextCP);
Main.main.checkpointTracker.put(player, nextCP);
Main.main.scoreboard.setIngameScoreboard(player);
player.sendMessage(Main.main.pr + "�aDu hast den " + nextCP + ". Checkpoint erreicht!");
if(Main.main.particleTracker.containsKey(player)) {
player.spawnParticle(Main.main.particleTracker.get(player), player.getLocation(), 10);
}
player.playSound(player.getLocation(), Sound.ENTITY_PLAYER_LEVELUP, 10, 1);
}
}
public void giveCPEquip(Player p, int cp) {
Inventory i = p.getInventory();
ItemStack cp1Helmet = Main.main.utils.create(Material.LEATHER_HELMET, 1);
ItemStack cp1Chest = Main.main.utils.create(Material.LEATHER_CHESTPLATE, 1);
ItemStack cp1Leggings = Main.main.utils.create(Material.LEATHER_LEGGINGS, 1);
ItemStack cp1Boots = Main.main.utils.create(Material.LEATHER_BOOTS, 1);
ItemStack cp2Sword = Main.main.utils.createSharp1Item(Material.STONE_SWORD, 1);
ItemStack cp3Apples = Main.main.utils.create(Material.GOLDEN_APPLE, 3);
ItemStack cp4Chest = Main.main.utils.create(Material.CHAINMAIL_CHESTPLATE, 1);
ItemStack cp4Leggings = Main.main.utils.create(Material.CHAINMAIL_LEGGINGS, 1);
ItemStack cp5Helmet = Main.main.utils.create(Material.IRON_HELMET, 1);
ItemStack cp5Boots = Main.main.utils.create(Material.IRON_BOOTS, 1);
//6 Add extra Herzen
ItemStack cp7Sword = Main.main.utils.create(Material.DIAMOND_SWORD, 1);
ItemStack cp8Sword = Main.main.utils.create(Material.SHIELD, 1);
ItemStack cp1Helmet1 = Main.main.utils.create(Material.DIAMOND_HELMET, 1);
ItemStack cp1Chest1 = Main.main.utils.create(Material.DIAMOND_CHESTPLATE, 1);
ItemStack cp1Leggings1 = Main.main.utils.create(Material.DIAMOND_LEGGINGS, 1);
ItemStack cp1Boots1 = Main.main.utils.create(Material.DIAMOND_BOOTS, 1);
ItemStack cp2Sword1 = Main.main.utils.createSharp1Item(Material.DIAMOND_SWORD, 1);
ItemStack cp3Apples1 = Main.main.utils.create(Material.SHIELD, 1);
ItemStack cp4Leggings1 = Main.main.utils.create(Material.NETHERITE_LEGGINGS, 1);
ItemStack cp5Helmet1 = Main.main.utils.create(Material.NETHERITE_HELMET, 1);
ItemStack cp5Boots1 = Main.main.utils.create(Material.NETHERITE_BOOTS, 1);
//6 Add extra Herzen
ItemStack cp7Sword1 = Main.main.utils.create(Material.NETHERITE_CHESTPLATE, 1);
ItemStack cp8Sword1 = Main.main.utils.createSharp1Item(Material.NETHERITE_SWORD, 1);
ItemStack cp1Helmet2 = Main.main.utils.create(Material.GOLDEN_HELMET, 1);
ItemStack cp1Chest2 = Main.main.utils.create(Material.GOLDEN_CHESTPLATE, 1);
ItemStack cp1Leggings2 = Main.main.utils.create(Material.GOLDEN_LEGGINGS, 1);
ItemStack cp1Boots2 = Main.main.utils.create(Material.GOLDEN_BOOTS, 1);
ItemStack cp2Sword2 = Main.main.utils.createSharp1Item(Material.STONE_SWORD, 1);
ItemStack cp3Apples2 = Main.main.utils.create(Material.GOLDEN_APPLE, 3);
ItemStack cp3Apple2 = Main.main.utils.create(Material.SHIELD, 1);
ItemStack cp4Leggings2 = Main.main.utils.create(Material.IRON_LEGGINGS, 1);
ItemStack cp5Helmet2 = Main.main.utils.create(Material.IRON_HELMET, 1);
ItemStack cp5Boots2 = Main.main.utils.create(Material.IRON_BOOTS, 1);
//6 Add extra Herzen
ItemStack cp7Sword2 = Main.main.utils.create(Material.IRON_CHESTPLATE, 1);
ItemStack cp8Sword2 = Main.main.utils.createSharp1Item(Material.IRON_SWORD, 1);
if(!Main.main.random) {
if(Main.main.rn ==0) {
if(cp == 1) {
i.addItem(cp1Helmet);
i.addItem(cp1Chest);
i.addItem(cp1Leggings);
i.addItem(cp1Boots);
}else if(cp == 2) {
i.addItem(cp2Sword);
}else if(cp == 3) {
i.addItem(cp3Apples);
}else if(cp == 4) {
i.addItem(cp4Chest);
i.addItem(cp4Leggings);
}else if(cp == 5) {
i.addItem(cp5Helmet);
i.addItem(cp5Boots);
}else if(cp == 6) {
p.setMaxHealth(24);
p.sendMessage(Main.main.pr + "�aDu hast zwei Extraherzen erhalten!");
}else if(cp == 7) {
i.addItem(cp7Sword);
}else if(cp == 8) {
i.addItem(cp8Sword);
if(Main.main.fallTracker.get(p) == 0) {
p.sendMessage(Main.main.pr + "Du hast das Ziel ohne JumpFail erreicht!");
p.getInventory().addItem(Main.main.utils.create(Material.DIAMOND_HELMET, 1));
}
Bukkit.broadcastMessage(Main.main.pr + "�5" + p.getName() + " �a hat das Ziel erreicht!");
Main.main.cd.cancelIngameTask();
Main.main.cd.startDeathmatchCD();
}
}else if(Main.main.rn == 1) {
if(cp == 1) {
i.addItem(cp1Helmet1);
i.addItem(cp1Chest1);
i.addItem(cp1Leggings1);
i.addItem(cp1Boots1);
}else if(cp == 2) {
i.addItem(cp2Sword1);
}else if(cp == 3) {
i.addItem(cp3Apples1);
}else if(cp == 4) {
i.addItem(cp4Leggings1);
}else if(cp == 5) {
i.addItem(cp5Helmet1);
i.addItem(cp5Boots1);
}else if(cp == 6) {
p.setMaxHealth(24);
p.sendMessage(Main.main.pr + "�aDu hast zwei Extraherzen erhalten!");
}else if(cp == 7) {
i.addItem(cp7Sword1);
}else if(cp == 8) {
i.addItem(cp8Sword1);
if(Main.main.fallTracker.get(p) == 0) {
p.sendMessage(Main.main.pr + "Du hast das Ziel ohne JumpFail erreicht!");
p.getInventory().addItem(Main.main.utils.create(Material.GOLDEN_APPLE, 10));
}
Bukkit.broadcastMessage(Main.main.pr + "�5" + p.getName() + " �a hat das Ziel erreicht!");
Main.main.cd.cancelIngameTask();
Main.main.cd.startDeathmatchCD();
}
}else if(Main.main.rn == 2) {
if(cp == 1) {
i.addItem(cp1Helmet2);
i.addItem(cp1Chest2);
i.addItem(cp1Leggings2);
i.addItem(cp1Boots2);
}else if(cp == 2) {
i.addItem(cp2Sword2);
}else if(cp == 3) {
i.addItem(cp3Apples2);
i.addItem(cp3Apple2);
}else if(cp == 4) {
i.addItem(cp4Leggings2);
}else if(cp == 5) {
i.addItem(cp5Helmet2);
i.addItem(cp5Boots2);
}else if(cp == 6) {
p.setMaxHealth(24);
p.sendMessage(Main.main.pr + "�aDu hast zwei Extraherzen erhalten!");
}else if(cp == 7) {
i.addItem(cp7Sword2);
}else if(cp == 8) {
i.addItem(cp8Sword2);
if(Main.main.fallTracker.get(p) == 0) {
p.sendMessage(Main.main.pr + "Du hast das Ziel ohne JumpFail erreicht!");
p.getInventory().addItem(Main.main.utils.create(Material.GOLDEN_APPLE, 10));
}
Bukkit.broadcastMessage(Main.main.pr + "�5" + p.getName() + " �a hat das Ziel erreicht!");
Main.main.cd.cancelIngameTask();
Main.main.cd.startDeathmatchCD();
}
}
}else {
Random random = new Random();
List<Material> materials = Arrays.asList(Material.values());
int size = materials.size()-1;
Material ran = materials.get(random.nextInt(size));
p.getInventory().addItem(new ItemStack(ran, 1));
if(cp == 8) {
if(Main.main.fallTracker.get(p) == 0) {
p.sendMessage(Main.main.pr + "Du hast das Ziel ohne JumpFail erreicht!");
p.getInventory().addItem(Main.main.utils.create(Material.DIAMOND_HELMET, 1));
}
Bukkit.broadcastMessage(Main.main.pr + "�5" + p.getName() + " �a hat das Ziel erreicht!");
Main.main.cd.cancelIngameTask();
Main.main.cd.startDeathmatchCD();
}
}
}
This beautiful code snippet was found in one of the repositories of people who sell their products on Fiverr. As you may have noticed only the functionally of code is beautiful but also the formatting style.
function isEmpty(value) {
if (value === '') {
return false;
} else if (value === 0) {
return false;
} else if (value === null) {
return false;
} else if (value === undefined) {
return false;
} else {
return true;
}
return true;
}
javascript empty value check
$url = 'https://query.yahooapis.com/v1/public/yql?q=select%20*%20from%20html%20where%20url%3D%22https%3A%2F%2Fwww.google.com%2Ffinance%3Fq%3D' . $stock_identifier . '%26fstype%3Dii%26ei%3DCFrdWImFNdiGe_atlegC%22%20and%20compat%3D%22html5%22%20and%20xpath%3D' . "'%2F%2Ftable%5Bcontains(%40class%2C%22gf-table%20rgt%22)%5D'" . '&format=json&diagnostics=true&callback=';
$json = json_decode($this->getJsonFromYql($url), true);
$json = $json["query"]["results"]["table"];
//If the value is red, that means there is an additional span class which needs to be checked through.
$response["revanueValue"] = empty($json["1"]["tbody"]["tr"]["0"]["td"]["1"]["content"]) ? $json["1"]["tbody"]["tr"]["0"]["td"]["1"]["span"]["content"] : $json["1"]["tbody"]["tr"]["0"]["td"]["1"]["content"];
$response["costofRevanue"] = $json["1"]["tbody"]["tr"]["3"]["td"]["1"]["content"];
$response["operatingIncome"] = empty($json["1"]["tbody"]["tr"]["12"]["td"]["1"]["content"]) ? $json["1"]["tbody"]["tr"]["12"]["td"]["1"]["span"]["content"] : $json["1"]["tbody"]["tr"]["12"]["td"]["1"]["content"];
$response["netIncome"] = empty($json["1"]["tbody"]["tr"]["24"]["td"]["1"]["content"]) ? $json["1"]["tbody"]["tr"]["24"]["td"]["1"]["span"]["content"] : $json["0"]["tbody"]["tr"]["24"]["td"]["1"]["content"];
$response["dividendsPerShare"] = $json["1"]["tbody"]["tr"]["35"]["td"]["1"]["content"];
$response["dilutedNormalizedEps"] = empty($json["1"]["tbody"]["tr"]["48"]["td"]["1"]["content"]) ? $json["1"]["tbody"]["tr"]["48"]["td"]["1"]["span"]["content"] : $json["1"]["tbody"]["tr"]["48"]["td"]["1"]["content"];
$response["minorityInterest"] = $json["1"]["tbody"]["tr"]["18"]["td"]["1"]["content"];
Website --> Json --> PHP Parsing Beautiful.
if ($customerId > 0) {
$customerId = $customerId;
} else {
$customerId = $this->customerSession->getId();
}
if(computedDate != null){
myObject.setDueDate(computedDate);
}
else{
myObject.setDueDate(null);
}
function uploadimg(file) {
var ext = file.value.split('.').pop().toLowerCase();
var size = document.getElementById("uploadpic").files.item(0).size;
if (size > 3145728) {
$.messager.alert({
title: "Error",
msg: " image to large",
icon: "error"
});
return true;
}
return false;
}
var reader = new FileReader();
$("#uploadpic").change(function() {
var pdfcheck = this;
var ext = pdfcheck.value.split('.').pop().toLowerCase();
if (!($.inArray(ext, ['pdf']) == -1)) {
console.log('upload pdf start');
if (uploadPdf(pdfcheck)) {
$("#preview_img").attr("src", "");
$("#preview_img2").attr("src", "");
$("#uploadpic").prop("file", "");
$("#uploadpic").val("");
}
} else {
if (uploadimg(pdfcheck)) {//dude, I think the image you upload to check is your dick, only small enough you would rather keep going producing shitcode.
return false;
}
var upload_file = $("#uploadpic")[0].files[0];
if (upload_file != null) {
var chimgarr = ["image/png", "image/PNG", "image/jpg", "image/JPG", "image/jpeg", "image/JPEG", "image/gif", "image/GIF", "image/bmp", "image/BMP"];
if (chimgarr.indexOf(upload_file.type) != "-1") {
reader.readAsDataURL(upload_file);
reader.onload = function(e) {
$("#preview_img").attr("src", e.target.result);
$("#preview_img2").attr("src", e.target.result);
$("#pdf-contents").hide();
$("#pdf_name").val("");
$("#btn_pdf_view").hide();
$("#pic_name").val("");
}
} else {
$.messager.alert("Image format does not match");
$("#preview_img").attr("src", "");
$("#preview_img2").attr("src", "");
$("#uploadpic").prop("file", "");
$("#uploadpic").val("");
}
} else {
$("#preview_img").attr("src", "");
$("#preview_img2").attr("src", "");
}
}
});
The moment an important image ready to be uploaded It's really important that should be checked again and again.
try
{
len = readBufferSize(reader);
}
catch (IOException xcp)
{
throw xcp;
}
I swear I didn't omit a single symbol (except for tabs at the beginning)
scrollToEl($el.parent().parent().parent());
Someones idea of how to select an element to scroll to.... Please no.
function atoi(charstring)
{
if(charstring=="a") return 0x61;if(charstring=="b") return 0x62;
if(charstring=="c") return 0x63;if(charstring=="d") return 0x64;
if(charstring=="e") return 0x65;if(charstring=="f") return 0x66;
if(charstring=="g") return 0x67;if(charstring=="h") return 0x68;
if(charstring=="i") return 0x69;if(charstring=="j") return 0x6a;
if(charstring=="k") return 0x6b;if(charstring=="l") return 0x6c;
if(charstring=="m") return 0x6d;if(charstring=="n") return 0x6e;
if(charstring=="o") return 0x6f;if(charstring=="p") return 0x70;
if(charstring=="q") return 0x71;if(charstring=="r") return 0x72;
if(charstring=="s") return 0x73;if(charstring=="t") return 0x74;
if(charstring=="u") return 0x75;if(charstring=="v") return 0x76;
if(charstring=="w") return 0x77;if(charstring=="x") return 0x78;
if(charstring=="y") return 0x79;if(charstring=="z") return 0x7a;
if(charstring=="0") return 0x30;if(charstring=="1") return 0x31;
if(charstring=="2") return 0x32;if(charstring=="3") return 0x33;
if(charstring=="4") return 0x34;if(charstring=="5") return 0x35;
if(charstring=="6") return 0x36;if(charstring=="7") return 0x37;
if(charstring=="8") return 0x38;if(charstring=="9") return 0x39;
if(charstring==".") return 0x2e;
return 0x20;
}
found in a proxy script
// comment out the following two lines when deployed to production
defined('YII_DEBUG') or define('YII_DEBUG', true);
defined('YII_ENV') or define('YII_ENV', 'dev');
Never, ever define developer environment and debug as default thing! #pdk
typedef signed int sint;
#define N 100
static int n = N;
inline int f(const int n, int& i, int* j, int t[2], int p=11)
{
i*=i;
(*j)--;
if ( n<=0 )
{
cout << ::n << ">\n";
return t[0];
}
else return f(n-1, i, j, t) + t[n];
}
int main()
{
int n = 4;
int x = 1U;
sint y = 10;
int (*fptr)(const int, int&, int*, int*, int) = f;
int* t = new int[n];
int& r = *(t+3);
(*t) = 1;
*(t+1) = 2;
t[2] = 3;
r = 4;
int z = (*fptr)(5, x, &y, t, 12);
for(int i = 0; i < 2*n; i++)
{
if( i == n )
continue;
if( i > n )
break;
cout << t[i] << "\n";
};
cout << x << ", " << y << ", " << z << "\n";
delete[] t;
}
This is what my professor gave as part of the final exam. The purpose of giving us this code was to get us used to seeing different ways the C++ syntax can be used and figure out what the output is.
String s = "string";
String.valueOf(s).toString();
// just to make sure it's a damn string
while(!s instanceof String) {
String.valueOf(s).toString();
}
socket.on('newMessage', (messageObj) => {
if (roomNumber === messageObj.roomNumber) {
console.log("message received:" + messageObj.message);
$('#messages').append($('<li>').text(messageObj.userName + ' : ' + messageObj.message));
}
});
socket.in wasn't behaving as advertised (broadcasting to all rooms). I decided to take matters into my own hands.