// 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
http://localhost:52108/Trade/Details/1953452?class=pull-left
<?php
$arr = [
["price" => 1],
["price" => 2]
];
$update = $arr;
$update[0]["price"] = 4;
$arr = $update;
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.
public static int[] xxx(String filename) throws IOException{
int[] f = new int[26];
BufferedReader in = new BufferedReader(new FileReader(filename));
String line;
while((line = in.readLine()) != null){
line = line.toUpperCase();
for(char ch:line.toCharArray()){
if(Character.isLetter(ch)){
f[ch - 'A']++;
}
}
}
in.close();
return f;
}
SELECT CAST(CASE a8900.AllowCloserChanges
WHEN 0
THEN 0
ELSE 1 END AS BIT) AllowCloserChanges
FROM Vision.sub8900.tApplication8900 a8900
WHERE a8900.ApplicationNum = @ApplicationNum
Inheriting others' code in the fun world of corporate development.
$guard = ($vars->a_payment) + (0) * $price;
if ($bless >= $guard) {
$amount = $bless;
}
Why not to write just 1 line?! $amount = max($bless, $vars->a_payment);
if (preg_match("/^N/",$postcode)) {
if (preg_match("/^NW/", $postcode)) {
if (!preg_match("/^NW1/", $postcode)) {
// NORTH WEST (NW2, NW3, NW4, NW5, NW6, NW7, NW8, NW9, NW10)
$property['Prop_area'] = 'NW';
} else {
// NW1 which is Central
$property['Prop_area'] = 'SW';
}
} else {
// NORTH (N1, N2, N3, N4, N5 etc)
$property['Prop_area'] = 'N';
}
} else if (preg_match("/^W/",$postcode)) {
if (
!preg_match("/^W1 /",$postcode)
&& !preg_match("/^W2 /",$postcode)
&& !preg_match("/^W8/",$postcode)
&& !preg_match("/^W11/",$postcode)
) {
// WEST includes (W3, W4, W5, W6, W7, W9, W10, W12, W13, W14)
$property['Prop_area'] = 'W';
} else {
//W1 and W2, W8, W11 which are Central
$property['Prop_area'] = 'SW';
}
} else {
if (
preg_match("/^SW/",$postcode)
|| preg_match("/^EC/",$postcode)
|| preg_match("/^WC/",$postcode)
) {
// CENTRAL includes (W1, W2, EC, WC, NW1, SW1, SW3, SW5, SW7, W8, W11)
$property['Prop_area'] = 'SW';
} else {
// OTHER includes South and East and everything else
return 'SE';
}
}
function urlREPLACER(dtTEXTVALUE){
dtTEXTVALUE.indexOf('http://') != -1 && (dtTEXTVALUE = dtTEXTVALUE.replace('http://','')) && dtTEXTVALUE.indexOf('.aspx') == -1 && (dtTEXTVALUE += '.aspx');
return dtTEXTVALUE;
}
apps_to_be_deployed = apps_to_be_deployed.strip()
if apps_to_be_deployed.endswith(":"):
apps_to_be_deployed_length = len(apps_to_be_deployed)
apps_to_be_deployed_list = list(apps_to_be_deployed)
apps_to_be_deployed_list[apps_to_be_deployed_length - 1] = ''
apps_to_be_deployed = "".join(apps_to_be_deployed_list)
[HttpPost]
[Route("validaPrepacks")]
public IHttpActionResult ValidaPrepacks(ValidaPrepackVO validacion)
{
try
{
return Ok();
}
catch (Exception e)
{
return Ok(e.Message);
}
}
A code that "validate" a pack in the backend
def divide(a, b):
try:
return a / b
except:
x = 17
My smart exception handling before meeting "pass" :))
// Test read access of memory
try
{
c = ( (char*) pvMemory )[0];
c = ( (char*) pvMemory )[iNLen - 1];
}
catch( ... ) {
return -1;
}
char * dataFunc(){
TCHAR tc[256];
LONG tc_len = sizeof(tc);
getData((LPBYTE)&tc, &tc_len);
char * data = new char[tc_len];
for(int i = 0;i < tc_len;i++)
data[i] = tc[i];
return data;
}