(this.router.state['view']['data'] || {})['menuOpen'] && this.router.navigateBack();
That's how pros are javascripting
let showDots = typeof project.showDots === 'boolean' ? project.showDots : false;
if (showDots) {
// Somecode ...
}
Why, just why??
def get_schema(self, schema: object) -> object:
"""Get the Schema class
"""
if isinstance(schema, str):
Schema = getattr(self.request["operation"], schema, None)
else:
Schema = schema
if Schema is None:
Schema = getattr(self, schema, None)
if Schema is None:
raise web.HTTPNotImplemented
return Schema
I don't even know what to say
public class MetricsChecker
{
protected const string AwaitingRecognitionCountMetricName = "AwaitingRecognitionCount";
protected const string AwaitingExportCountMetricName = "AwaitingExportCount";
protected const string NotYetDownloadedEventCountMetricName = "NotYetDownloadedEventCount";
...
public virtual void PublishNotYetDownloadedEventCounts()
{
this.logger.Trace($"Starting to gather and publish {NotYetDownloadedEventCountMetricName}(s).");
...
}
...
}
# 5-level loop, forgive me...
for xi, xs in enumerate(X):
for yi, ys in enumerate(Y):
for zi, zs in enumerate(Z):
lx, ly, lz = len(xs), len(ys), len(zs)
# construct points
xx, yy, zz = custom_meshgrid(xs, ys, zs)
world_xyzs = (
torch.cat(
[xx.reshape(-1, 1), yy.reshape(-1, 1), zz.reshape(-1, 1)],
dim=-1,
)
.unsqueeze(0)
.to(count.device)
) # [1, N, 3]
# cascading
for cas in range(self.cascade):
bound = min(2**cas, self.bound)
half_grid_size = bound / resolution
# scale to current cascade's resolution
cas_world_xyzs = world_xyzs * (bound - half_grid_size)
# split batch to avoid OOM
head = 0
while head < B:
tail = min(head + S, B)
# world2cam transform (poses is c2w, so we need to transpose it. Another transpose is needed for batched matmul, so the final form is without transpose.)
cam_xyzs = cas_world_xyzs - poses[
head:tail, :3, 3
].unsqueeze(1)
cam_xyzs = cam_xyzs @ poses[head:tail, :3, :3] # [S, N, 3]
# query if point is covered by any camera
mask_z = cam_xyzs[:, :, 2] > 0 # [S, N]
mask_x = (
torch.abs(cam_xyzs[:, :, 0])
< cx / fx * cam_xyzs[:, :, 2] + half_grid_size * 2
)
mask_y = (
torch.abs(cam_xyzs[:, :, 1])
< cy / fy * cam_xyzs[:, :, 2] + half_grid_size * 2
)
mask = (
(mask_z & mask_x & mask_y).sum(0).reshape(lx, ly, lz)
) # [N] --> [lx, ly, lz]
# update count
count[
cas,
xi * S : xi * S + lx,
yi * S : yi * S + ly,
zi * S : zi * S + lz,
] += mask
head += S
return [word for word in words if any(all(ch in row for ch in word.lower()) for row in rows)]
Filtering words that can be typed using only one row of the keyboard.
boolean isUserAuthorized = user.isSuperAdmin();
if (!isUserAuthorized) {
isUserAuthorized = isUserAdminOfEntity1();
}
if (!isUserAuthorized) {
isUserAuthorized = isUserAdminOfEntity2();
}
if (!isUserAuthorized) {
throw new AccessDeniedException("Authenticated user is not admin ");
}
private <T> Supplier<T> abort(Class<T> exception) {
return () -> {
try {
return exception.newInstance();
} catch (InstantiationException | IllegalAccessException e) {
throw new RuntimeException(e);
}
};
}
...
throw abort(MyException.class).get();
const newReply = (reply !== null) ? reply : null;
roots.push(resolver(Config.root, `${pageDir}${path.sep}${page}${path.sep}${page}.html`));
/**
* Stringify a JSON object
* @param {*} value JSON value to stringify
* @returns {string} stringify JSON
*/
function stringify(value) {
var result = {};
try {
result = JSON.stringify(value);
} catch (e) {
Logger.error('Error while trying to stringify ' + e);
result = JSON.stringify(result);
}
return result;
}
Stringify a JSON object
# Better off alone
use_bmp 137
live_loop :drumrolls do
sample : drum_splash_soft, rate: 0.775, finsh: 0.75, amp: 0.75
use_synth :pnosie
with_fx :1x1_techno, phase: 8, phase_offset: 0.4,cutoff_min: 79, cutoff
with_fx :fhpf, cutoff: 115, res: 0.8, reps: 18 do
play :E1, release: 0.125
sleep 0.25
end
end
sleep 47.5
with_fx :ixi_techno, phase: 29 res: 0.5 re
use_rx_synth :mod_dsaw
live_loop :wierd_synth do re mi
Do sleep 0.3 then sample :sn_dolf, :amp 0.2 start 0.1 next finish: 1.5 do
if (date.Training != null)
{
var training = date.Training;
var status = new TrainingStatus();
var refresher = new Training();
if (training.Trainings != null)
refresher = training.Trainings;
bool hasTakenRefresher = false;
status.Value = date.Date.AddDays(
TrainingHelper.CalculateValidityDays(training.Validity ?? 0, training.ValidityType ?? 0));
status.Name = training.TrainingName;
status.ID = training.TrainingID;
status.Category = training.CategoryTraining != null ? training.CategoryTraining.Name : "Other";
status.IsTrained = _validityUtilsService.IsValid(training, date.Date);
if (status.IsTrained)
{
status.IsExpiring = _validityUtilsService.IsExpiring(training, date.Date,
TrainingHelper.CalculateValidityDays(
training.ExpirationWarningValidity ?? 0,
training.ExpirationWarningValidityType ?? 0));
}
if (refresher.ID != 0)
{
hasTakenRefresher = employee.Dates
.Count(x => x.Training != null
&& x.TrainingID == refresher.ID) > 1;
if (hasTakenRefresher && (status.IsExpiring || !status.IsTrained))
{
status.IsExpiring = false;
var trainingWithNewValidity = new Training();
status.Value = date.Date.AddDays(
TrainingHelper.CalculateValidityDays(training.ValidityRefresher ?? 0,
training.ValidityRefresherType ?? 0));
trainingWithNewValidity.Validity = training.ValidityRefresher;
trainingWithNewValidity.ValidityType = training.ValidityRefresherType;
status.IsTrained = _validityUtilsService.IsValid(trainingWithNewValidity, date.Date);
if (status.IsTrained)
{
status.IsExpiring = _validityUtilsService.IsExpiring(trainingWithNewValidity, date.Date,
TrainingHelper.CalculateValidityDays(
refresher.ExpirationWarningValidity ?? 0,
refresher.ExpirationWarningValidityType ?? 0));
}
}
}
if (status.IsTrained && !status.IsExpiring)
status.Status = TrainingStatuses.Trained;
else if (status.IsTrained && status.IsExpiring)
status.Status = TrainingStatuses.Expiring;
else if (!status.IsTrained && !status.IsExpiring)
status.Status = TrainingStatuses.Expired;
status.EmpID = employee.ID;
return status;
}
test
local Plr = game.Players.LocalPlayer
for i,v in pairs(game.ReplicatedStorage.DataStorage[Plr.Name].Data["Slot1"].AccessoriesList:GetChildren()) do
v.Value = "Unlocked"
end
for i,v in pairs(game.ReplicatedStorage.DataStorage[Plr.Name].Data["Slot1"].StanceList:GetChildren()) do
v.Value = "Unlocked"
end
for i,v in pairs(game.ReplicatedStorage.DataStorage[Plr.Name].Data["Slot1"].RunningList:GetChildren()) do
v.Value = "Unlocked"
end
for i,v in pairs(game.ReplicatedStorage.DataStorage[Plr.Name].Data["Slot1"].FlyingList:GetChildren()) do
v.Value = "Unlocked"
end
for i,v in pairs(game.ReplicatedStorage.DataStorage[Plr.Name].Data["Slot1"].FightingStyles:GetChildren()) do
v.Value = "Unlocked"
end
for i,v in pairs(game.ReplicatedStorage.DataStorage[Plr.Name].Data["Slot1"].MoveList:GetChildren()) do
v.Value = "Unlocked"
end
for i,v in pairs(game.ReplicatedStorage.DataStorage[Plr.Name].Data["Slot1"].ClothingList:GetChildren()) do
v.Value = "Unlocked"
end
Bad unlock script for Roblox
if (!response ||
!response.data ||
!response.data.success ||
response.data.success == false ) {
//process stuff
}
Not talking about the '===' warning, here