if ($customerId > 0) {
$customerId = $customerId;
} else {
$customerId = $this->customerSession->getId();
}
private static function derivePrice(...)
{
$price = self::derivePriceUnchecked($vars);
if (isset($price)) {
// CODE HERE
}
if (isset($price)) {
// CODE HERE
}
if (isset($price)) {
// CODE HERE
}
if (isset($price)) {
// CODE HERE
}
if (isset($price)) {
// CODE HERE
}
if (isset($price)) {
// CODE HERE
}
if (isset($price)) {
// CODE HERE
}
if (isset($price)) {
// CODE HERE
}
return $price;
}
string month = DateTime.Today.Month.ToString();
if (DateTime.Today.Month < 10)
{
month = "0" + month;
}
string day = DateTime.Today.Day.ToString();
if (DateTime.Today.Day < 10)
{
day = "0" + day;
}
string dateCorrect = String.Format("{0}.{1}.{2}", DateTime.Today.Year, month, day);
string dateDue = "";
if (transferFields.DueDate.SelectedDate.HasValue)
{
var dateDuearr = transferFields.DueDate.Value.Split(' ')[0].Split('.');
dateDue = dateDuearr[2] + '.' + dateDuearr[1] + '.' + dateDuearr[0];
}
else {
dateDue = dateCorrect;
}
Real developers don't use built in parsing and formatting methods.
filterForProvincia() {
console.log('ciao');
}
The last line of code of a parting Developer
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
if ( variable )
{
}
else
{
Console.WriteLine("Wrong")
}
He doesn't know what "Not" is it :|
case ClientMessage:
if (*XGetAtomName(GLWin.dpy, event.xclient.message_type)
== *"WM_PROTOCOLS")
{ printf("Exiting sanely...\n");
done = True;
}
break;
someone just want to watch the world burn
typedef NS_ENUM(NSUInteger, MyEnum1) {
PackagesNo1 = 1,
PackagesNo2 = 2,
PackagesNo4 = 4,
PackagesNo8 = 8
};
typedef NS_ENUM(NSUInteger, MyEnum2) {
LEVEL0 = 0,
LEVEL1 = 1,
LEVEL2 = 2,
LEVEL3 = 3
};
- (int)packagesNeededForLevel:(int)level {
switch (level) {
case LEVEL0:
return PackagesNo8;
case LEVEL1:
return PackagesNo4;
case LEVEL2:
return PackagesNo2;
case LEVEL3:
return PackagesNo1;
}
}
well done mr junior
Native XML structure:
<?xml version="1.0" encoding="utf-8" ?>
<tree>
<node name="root">
<node name="TELEVISIONS">
<node name="TUBE"/>
<node name="LCD"/>
<node name="PLASMA"/>
</node>
<node name="PORTABLE ELECTRONICS">
<node name="MP3 PLAYERS">
<node name="FLASH"/>
</node>
<node name="CD PLAYERS"/>
<node name="2 WAY RADIOS"/>
</node>
</node>
</tree>
Flattened XML structure (example 1):
<tree>
<node key="0">root</node>
<node key="1" parent="0">TELEVISIONS</node>
<node key="2" parent="1">TUBE</node>
<node key="3" parent="1">LCD</node>
<node key="4" parent="1">PLASMA</node>
<node key="5" parent="0">PORTABLE ELECTRONICS</node>
<node key="6" parent="5">MP3 PLAYERS</node>
<node key="7" parent="6">FLASH</node>
<node key="8" parent="5">CD PLAYERS</node>
<node key="9" parent="5">2 WAY RADIOS</node>
</tree>
Flattened XML structure (example 2):
<tree>
<node>
<name>root</name>
<depth>0</depth>
</node>
<node>
<name>TELEVISIONS</name>
<depth>1</depth>
</node>
<node>
<name>TUBE</name>
<depth>2</depth>
</node>
<node>
<name>LCD</name>
<depth>2</depth>
</node>
<node>
<name>PLASMA</name>
<depth>2</depth>
</node>
<node>
<name>PORTABLE ELECTRONICS</name>
<depth>1</depth>
</node>
<node>
<name>MP3 PLAYERS</name>
<depth>2</depth>
</node>
<node>
<name>FLASH</name>
<depth>3</depth>
</node>
<node>
<name>CD PLAYERS</name>
<depth>2</depth>
</node>
<node>
<name>2 WAY RADIOS</name>
<depth>2</depth>
</node>
</tree>
if (baza[mCurrentIndex] == Boolean.TRUE) {
if (mCurrentIndex != baza.length-1) {
up();
nextQuestion();
}
if (mCurrentIndex == baza.length) {
WypiszWynik();
}
}
so you have an array of booleans and you're comparing it to Boolean.TRUE why
@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.
from django.http import JsonResponse, HttpResponse
import requests
def download_custom_award(request):
try:
custom_img = requests.get(request.GET.get('award'))
response = HttpResponse(custom_img.content, content_type='application/PNG')
filename = "Your_Award.png"
response['Content-Disposition'] = 'attachment; filename=%s' % (filename)
return response
except Exception as e:
return JsonResponse({'Status': 404, "message": e.message})
This developer was trying to force the browser to download a custom image rather than show it inline, so he coded an open reverse proxy and attempted to release it to a production web app. Also, all exceptions are trapped and shown to the user in plaintext in their browser.
const configs = {
employeeObject: {
// tab 0
firstName: "",
middleName: "",
nickname: "",
lastName: "",
gender: "",
race: "",
title: "",
dob: "",
employeeIDNo: "",
// tab 1
userName: "",
permissionRole: 0,
employeeNo: "",
phoneExt: "",
startDate: "",
company: "",
division: "",
jobDescription: "",
businessUnit: "",
regionId: "",
participantStatus: "",
costCentre: "",
personType: "",
comments: "",
// tab 2
phone1: "",
phone2: "",
phone3: "",
address1: "",
address2: "",
address3: "",
address4: "",
postalCode: "",
email: "",
},
Why add another object with a title when you can just add a comment saying... well... nothing really...
else if result !== true && result === false { return result !== true }
should I keep this in our project or nah
if (currentDay.day() !== MONDAY) {
do {
currentDay = this.$moment(currentDay).subtract(1, 'days');
days.unshift(currentDay);
} while (currentDay.day() !== MONDAY);
}