let arr = []
if(arr[record.id]) {
arr[record.id] = false
} else {
arr[record.id] = false
}
this.setState({a: arr})
arr = []
if yearOfBirth > 2002 {
fmt.Errorf("year of birth not allowed %d", yob)
return
}
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
"check cassandra config" in {
val config: Configuration = pureconfig.loadConfigOrThrow[Configuration]
config.cassandra.hosts shouldBe List("192.168.26.207")
config.cassandra.keyspace shouldBe "releases"
}
Why not to check works cassandra or not? What is the difference between this and hardcoding data right in source?
void destroy_phone(T9obj* ptr_T9Obj){
free(ptr_T9Obj);
}
Such thoughtful name!
scrollToEl($el.parent().parent().parent());
Someones idea of how to select an element to scroll to.... Please no.
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
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;
}
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>
function urlREPLACER(dtTEXTVALUE){
dtTEXTVALUE.indexOf('http://') != -1 && (dtTEXTVALUE = dtTEXTVALUE.replace('http://','')) && dtTEXTVALUE.indexOf('.aspx') == -1 && (dtTEXTVALUE += '.aspx');
return dtTEXTVALUE;
}
public static int maximum(int f, int g)
{
try
{
int[] far = new int[f];
far[g] = 1;
return f;
}
catch(NegativeArraySizeException e)
{
f = -f;
g = -g;
return (-maximum(f, g) == -f)? -g : -f;
}
catch(IndexOutOfBoundsException e)
{
return (maximum(g, 0) == 0)? f : g;
}
}
def divide(a, b):
try:
return a / b
except:
x = 17
My smart exception handling before meeting "pass" :))
StartCoroutine(Patrol());
public IEnumerator Patrol() {
while(true) {
dt.Walk();
yield return new WaitForSeconds(reactionTime);
}
}
class vggNet(nn.Module):
def __init__(self, pretrained=True):
super(vggNet, self).__init__()
self.net = models.vgg16(pretrained=True).features.eval()
def forward(self, x):
out = []
for i in range(len(self.net)):
#x = self.net[i](x)
x = self.net[i](x)
#if i in [3, 8, 15, 22, 29]:
#if i in [15]: #提取1,1/2,1/4的特征图
if i in [8,15,22]: #提取1,1/2,1/4,1/8,1/16
# print(self.net[i])
out.append(x)
return out
Some creepy feature extraction code I found attached to a research paper.
Features:
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class StoryOfMyLife : MonoBehaviour
{
void OnDestory()
{
Debug.Log(" Directed by ");
Debug.Log("ROBERT B. WEIDE");
}
}
For Unity developers only