$(document).on('click', '.edit-item', function(event) {
let row_id = event.currentTarget.attributes['data-row'].value,
data = dataIndex[
dataIndex.findIndex(i => i.id === Number(row_id))
];
$('.modal-body div:nth-child(1) input').attr('value', data.name)
$('.modal-body div:nth-child(2) input').attr('value', data.category)
$('.modal-body div:nth-child(3) #basicSelect').val(data.status)
$('.modal-body div:nth-child(4) input').attr('value', data.price)
$('.modal-body div:nth-child(5) input').attr('value', data.bju.mass)
$('.modal-body div:nth-child(6) input').attr('value', data.bju.calories)
$('.modal-body div:nth-child(7) input').attr('value', data.bju.proteins)
$('.modal-body div:nth-child(8) input').attr('value', data.bju.fats)
$('.modal-body div:nth-child(9) input').attr('value', data.bju.carbohydrates)
}
)
class JavaScriptParser(BaseParser):
... # some (exactly four) (useful?) methods
get_references_of_tag = get_forms = BaseParser._return_empty_list
get_comments = BaseParser._return_empty_list
get_meta_redir = get_meta_tags = get_emails = BaseParser._return_empty_list
Developer if forced (by himself probably) to overwrite all methods to prevent raise NotImplementedError xD
def open(self, *filename):
if len(filename) > 1:
print(("Usage:\nopen() - opens with the initialized "
"filename\nopen(filename) - opens with given filename"))
return 1
if len(filename) == 1:
self.filename = filename[0]
if self.filename is None:
print("No filename given")
return 1
self.struct_p = open_struct(self.last_error, self.error_size, \
self.filename)
if self.struct_p is None:
print("Cannot open file: " + self.filename)
return 1
self.load_data()
return 0
double zuida(std::vector<double> vec) {
std::vector<double> temp;
for(int i = 0; i < vec.size(); i++)
temp.push_back(vec[i]);
notend:
if(temp.size() > 0) {
if(temp.size() < 2) {
double tmp = *(&temp[0]);
return tmp;
}
else if(temp.size() >= 2) {
double mini = temp[0];
int ind = 0;
for(int i = 0; i < temp.size(); i++)
if(temp[i] < mini) {
mini = temp[i];
ind = i;
}
temp.erase(temp.begin() + ind);
goto notend;
}
}
}
The beauty is that every case is the best (also worst) case!
foreach($bookings as $booking) {
$status = $apiController->getBookingStatus($booking);
if($status->error == 1) {
switch($status->message) {
case "FIND_PRV_KO": continue; //Wrong parameters
case "ERR_PREN_NOTFOUND": continue; //Request booking cannot be found
case "ERR_PRV_NOTFOUND": continue; //Check-in not carried out
default: continue;
};
continue;
}
//DO SOME STUFF...
}
Found this on a production website
// What they did:
var serverCommands = {};
for(var each in commandList.general)
(dmCommands[commandList.general[each].type] ? dmCommands[commandList.general[each].type] +=
(config.prefix + each + (commandList.general[each].args ? ' ' + commandList.general[each].args : '') +
': ' + commandList.general[each].description + '\n') : (dmCommands[commandList.general[each].type] =
'\u200B'+ config.prefix + each + (commandList.general[each].args ? ' ' + commandList.general[each].args : '') +
': ' + commandList.general[each].description + '\n'))
// What they should've done:
let srvrCmds = new Map();
let gldCmds = commandList[message.guild.id];
for (let each in gldCmds) {
const cur = gldCmds[each];
const text = `${config.prefix + each + (cur.args ? " " + cur.args : "")}: ${cur.description}\n`;
const srvrCmdType = srvrCmds.get(cur.type);
srvrCmds.set(cur.type, (srvrCmdType || "\u200B") + text);
}
# 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
<table class="table table-sm o_main_table" style="width='100%'">
<!-- ... thanks ...-->
</table>
Found that on a customer's project, wonder if my employee knows about inline css
function clean(toClean, source){
if (typeof(toClean) !== 'string') return true;
if (typeof(source) !== 'string') return true;
return source.replace(toClean, String('CLEANED')).toString();
}
Found this in a project at work and someone clearly doesn't trust JavaScripts typeof function
try {
channel.send(eventMessage);
} catch (MessageHandlingException ex) {
channel.send(eventMessage);
}
void winner(int score[4])
{
if (score[0] > score[1] > score[2] > score[3])
cout << "The winner is the Player 1 with " << score[0] << " points.";
else if (score[1] > score[0] > score[2] > score[3])
cout << "The winner is the Player 2 with " << score[1] << " points.";
else if (score[2] > score[0] > score[1] > score[3])
cout << "The winner is the Player 3 with " << score[2] << " points.";
else if (score[3] > score[2] > score[1] > score[0])
cout << "The winner is the Player 4 with " << score[3] << " points.";
}
var list = new List<string>() { // Assume some items in the list };
for (var i = 0; i < list.Count; i++)
{
var item = list[i];
list.Remove(item);
i--;
}
Simple alternative to List.Clear()
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
this.onSubmit = this.onSubmit.bind(this)
this.onClose = this.onClose.bind(this)
somewhere in react-native app
foreach ($desired_components as $name => $junk) {
list($component_value, $component_comments) = self::unpackPair($desired_components[$name]);
$desired_components[$name] = self::packPair(round($component_value, 2), $component_comments);
}