думаю лучше если нет публичных - слать лесом. Все равно если ты его и
вытащить, то при попытке создать инстанс получишь в рожу
иллегалаккессэксепшен.
On Dec 20, 2015 4:21 PM, "ther10n73" <notifications@github.com> wrote:

> Ну дык, нужно создать объект типа class, а для этого нужен конструтор, а
> так публичных нет, то вытаскиваем приватные.
> Разве нет?
>
> —
> Reply to this email directly or view it on GitHub
> <https://github.com/ther10n73/jsonParser/commit/ba6121234a46a7460f9119e2547dfe44c70da245#commitcomment-15085420>
> .
>


Sorry for my bad commit, but I don't understand : If you simulate a player changing the code, you reset the whole formspec... https://github.com/Jeija/minetest-mod-mesecons/blob/master/mesecons_luacontroller/init.lua#L487
In any case, sure your two new commits work a lot better :)


`cursor`が前方に記述がなく、`ParserFunction`の引数だと知るまで時間がかかりました。


This PR is related to issue #207


Hi, I think --pidfile should be used, if present, it only validates that program created pid file in that location. It is just a check that filters some possible startup problems...


Yeah, I think that'd be best actually.


there is a possibility that this go routine leaks when uploadPart fails


That's actually 0x7f, not 7b.


It didn't last too long 😅


This was useless lol. Just deleted the key.


`"<<EOF>>"`という文字列に特殊な役割を持たせるなら定数として宣言したほうがいいと思います。


it cant work kait. only on android

On Sat, Sep 12, 2015 at 6:21 PM, xXGamingPandaXx <notifications@github.com>
wrote:

> Idk
>
> —
> Reply to this email directly or view it on GitHub
> <https://github.com/andriodjs/Minecraftpe-LUCKY-BLOCKS-mods/commit/68c33a1beb53f5bebfe8cb4169a46d8d2086b6da#commitcomment-13198815>
> .
>


My Github repository


Gonzalo is the package maintainer, but he should not be credited with the images. See http://www.art4apps.org/


Saw that. I fixed it. :D

On Sun, Dec 20, 2015 at 12:21 AM, Bennett Liu <notifications@github.com>
wrote:

> the "+=" should become a "+"
>
> —
> Reply to this email directly or view it on GitHub
> <https://github.com/8737/ftc_app/commit/65d62dcc92b49d0f7d658c03f592868d0a185fd2#commitcomment-15084536>
> .
>


Just an oversight in the refactor. Feel free to add them.


Binary release @ https://blog.mcdope.org/2015/12/20/teamviewer-11-unattended-teamviewer-o-matic-v-2-0-11-1/


pisitools.insinto("usr/lib/qt5/qml", "qml/QtTest")

usr den önce / koyulmasi unutulmus


i think its rather clear now that it is weaker than distinct_iter_11 so I stop this test.


In fact, RT doesn't build on Windows with this branch, as is or with replacing the includes by `gtkmm.h`.


Xaudio crashes randomly. And thats in the xaudio library and not in pcsx2 code. I think some emu found some workaround by accessing all entry points manually. But i can not recall the exact issue or solution.

But i actually dont care as portaudio works nicely for me.


I es deixaria els resources. Per tant caldria comprovar isResource, isBarrack y mirar que no sigui stronhold. Crec que te sentit hasMeetingpoint. Ara que es cert que potser hauria de anar a info .


- Failed after the following steps:
 * run server "./Chat -s -t 4"
 * connect first client
 * connect second client
 * disconnect second client
 * send message from first client
 * result:
```
kel@astra:~/projects_hpc/hpcourse/leti/0303/pka/1> ./Chat -s -t 4
client[127.0.0.157786] connected
client[127.0.0.157787] connected
client[127.0.0.157787] disconnected
[kel]: 1
terminate called after throwing an instance of 'boost::exception_detail::clone_impl<boost::exception_detail::error_info_injector<boost::system::system_error> >'
  what():  remote_endpoint: Transport endpoint is not connected

Stack:

(gdb) bt
#0  0x00007f3f163dc187 in __GI_raise (sig=sig@entry=6) at ../nptl/sysdeps/unix/sysv/linux/raise.c:56
#1  0x00007f3f163dd538 in __GI_abort () at abort.c:78
#2  0x00007f3f16ccb145 in __gnu_cxx::__verbose_terminate_handler() () from /usr/lib64/libstdc++.so.6
#3  0x00007f3f16cc92e6 in ?? () from /usr/lib64/libstdc++.so.6
#4  0x00007f3f16cc9313 in std::terminate() () from /usr/lib64/libstdc++.so.6
#5  0x00007f3f16d1bdd5 in ?? () from /usr/lib64/libstdc++.so.6
#6  0x00007f3f16f760a4 in start_thread (arg=0x7f3f1518e700) at pthread_create.c:309
#7  0x00007f3f1648c08d in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:111
(gdb) info threads
  Id   Target Id         Frame
  5    Thread 0x7f3f17b03740 (LWP 31514) 0x00007f3f1647fd2d in read () at ../sysdeps/unix/syscall-template.S:81
  4    Thread 0x7f3f16190700 (LWP 31515) pthread_cond_wait@@GLIBC_2.3.2 () at ../nptl/sysdeps/unix/sysv/linux/x86_64/pthread_cond_wait.S:185
  3    Thread 0x7f3f1498d700 (LWP 31518) pthread_cond_wait@@GLIBC_2.3.2 () at ../nptl/sysdeps/unix/sysv/linux/x86_64/pthread_cond_wait.S:185
  2    Thread 0x7f3f1598f700 (LWP 31516) 0x00007f3f1648c663 in epoll_wait () at ../sysdeps/unix/syscall-template.S:81
* 1    Thread 0x7f3f1518e700 (LWP 31517) 0x00007f3f163dc187 in __GI_raise (sig=sig@entry=6) at ../nptl/sysdeps/unix/sysv/linux/raise.c:56
(gdb)
```
* Does valgrind complains reasonably?
```
==31570== Thread #5 unlocked lock at 0x65C2770 currently held by thread #2
==31570==    at 0x4C31166: pthread_mutex_unlock (in /usr/lib64/valgrind/vgpreload_helgrind-amd64-linux.so)
==31570==    by 0x4A16F9: __gthread_mutex_unlock(pthread_mutex_t*) (gthr-default.h:778)
==31570==    by 0x4A6C2D: std::mutex::unlock() (mutex:152)
==31570==    by 0x4B44BA: network::server::tcp::connection::implementation::receive(network::message)::{lambda(boost::system::error_code const&, unsigned long)#1}::operator()(boost::system::error_code const&, unsigned long) (server.cpp:76)
==31570==    by 0x4B710D: boost::asio::detail::read_op<boost::asio::basic_stream_socket<boost::asio::ip::tcp, boost::asio::stream_socket_service<boost::asio::ip::tcp> >, boost::asio::mutable_buffers_1, boost::asio::detail::transfer_all_t, network::server::tcp::connection::implementation::receive(network::message)::{lambda(boost::system::error_code const&, unsigned long)#1}>::operator()(boost::system::error_code const&, unsigned long, int) (read.hpp:282)
==31570==    by 0x4BBEA9: boost::asio::detail::binder2<boost::asio::detail::read_op<boost::asio::basic_stream_socket<boost::asio::ip::tcp, boost::asio::stream_socket_service<boost::asio::ip::tcp> >, boost::asio::mutable_buffers_1, boost::asio::detail::transfer_all_t, network::server::tcp::connection::implementation::receive(network::message)::{lambda(boost::system::error_code const&, unsigned long)#1}>, boost::system::error_code, unsigned long>::operator()() (bind_handler.hpp:127)
==31570==    by 0x4BBD90: void boost::asio::asio_handler_invoke<boost::asio::detail::binder2<boost::asio::detail::read_op<boost::asio::basic_stream_socket<boost::asio::ip::tcp, boost::asio::stream_socket_service<boost::asio::ip::tcp> >, boost::asio::mutable_buffers_1, boost::asio::detail::transfer_all_t, network::server::tcp::connection::implementation::receive(network::message)::{lambda(boost::system::error_code const&, unsigned long)#1}>, boost::system::error_code, unsigned long> >(boost::asio::detail::binder2<boost::asio::detail::read_op<boost::asio::basic_stream_socket<boost::asio::ip::tcp, boost::asio::stream_socket_service<boost::asio::ip::tcp> >, boost::asio::mutable_buffers_1, boost::asio::detail::transfer_all_t, network::server::tcp::connection::implementation::receive(network::message)::{lambda(boost::system::error_code const&, unsigned long)#1}>, boost::system::error_code, unsigned long>, ...) (handler_invoke_hook.hpp:64)
==31570==    by 0x4BBB22: void boost_asio_handler_invoke_helpers::invoke<boost::asio::detail::binder2<boost::asio::detail::read_op<boost::asio::basic_stream_socket<boost::asio::ip::tcp, boost::asio::stream_socket_service<boost::asio::ip::tcp> >, boost::asio::mutable_buffers_1, boost::asio::detail::transfer_all_t, network::server::tcp::connection::implementation::receive(network::message)::{lambda(boost::system::error_code const&, unsigned long)#1}>, boost::system::error_code, unsigned long>, {lambda(boost::system::error_code const&, unsigned long)#1}>(boost::asio::detail::binder2<boost::asio::detail::read_op<boost::asio::basic_stream_socket<boost::asio::ip::tcp, boost::asio::stream_socket_service<boost::asio::ip::tcp> >, boost::asio::mutable_buffers_1, boost::asio::detail::transfer_all_t, network::server::tcp::connection::implementation::receive(network::message)::{lambda(boost::system::error_code const&, unsigned long)#1}>, boost::system::error_code, unsigned long>&, {lambda(boost::system::error_code const&, unsigned long)#1}&) (handler_invoke_helpers.hpp:37)
==31570==    by 0x4BB4F4: void boost::asio::detail::asio_handler_invoke<boost::asio::detail::binder2<boost::asio::detail::read_op<boost::asio::basic_stream_socket<boost::asio::ip::tcp, boost::asio::stream_socket_service<boost::asio::ip::tcp> >, boost::asio::mutable_buffers_1, boost::asio::detail::transfer_all_t, network::server::tcp::connection::implementation::receive(network::message)::{lambda(boost::system::error_code const&, unsigned long)#1}>, boost::system::error_code, unsigned long>, boost::asio::basic_stream_socket<boost::asio::ip::tcp, boost::asio::stream_socket_service<boost::asio::ip::tcp> >, boost::asio::mutable_buffers_1, boost::asio::detail::transfer_all_t, {lambda(boost::system::error_code const&, unsigned long)#1}>(boost::asio::detail::binder2<boost::asio::detail::read_op<boost::asio::basic_stream_socket<boost::asio::ip::tcp, boost::asio::stream_socket_service<boost::asio::ip::tcp> >, boost::asio::mutable_buffers_1, boost::asio::detail::transfer_all_t, network::server::tcp::connection::implementation::receive(network::message)::{lambda(boost::system::error_code const&, unsigned long)#1}>, boost::system::error_code, unsigned long>&, boost::asio::detail::read_op<boost::asio::basic_stream_socket<boost::asio::ip::tcp, boost::asio::stream_socket_service<boost::asio::ip::tcp> >, boost::asio::mutable_buffers_1, boost::asio::detail::transfer_all_t, {lambda(boost::system::error_code const&, unsigned long)#1}>*) (read.hpp:502)
==31570==    by 0x4BB18C: void boost_asio_handler_invoke_helpers::invoke<boost::asio::detail::binder2<boost::asio::detail::read_op<boost::asio::basic_stream_socket<boost::asio::ip::tcp, boost::asio::stream_socket_service<boost::asio::ip::tcp> >, boost::asio::mutable_buffers_1, boost::asio::detail::transfer_all_t, network::server::tcp::connection::implementation::receive(network::message)::{lambda(boost::system::error_code const&, unsigned long)#1}>, boost::system::error_code, unsigned long>, network::server::tcp::connection::implementation::receive(network::message)::{lambda(boost::system::error_code const&, unsigned long)#1}>(boost::asio::detail::binder2<boost::asio::detail::read_op<boost::asio::basic_stream_socket<boost::asio::ip::tcp, boost::asio::stream_socket_service<boost::asio::ip::tcp> >, boost::asio::mutable_buffers_1, boost::asio::detail::transfer_all_t, network::server::tcp::connection::implementation::receive(network::message)::{lambda(boost::system::error_code const&, unsigned long)#1}>, boost::system::error_code, unsigned long>&, network::server::tcp::connection::implementation::receive(network::message)::{lambda(boost::system::error_code const&, unsigned long)#1}&) (handler_invoke_helpers.hpp:37)
==31570==    by 0x4BAAF6: boost::asio::detail::reactive_socket_recv_op<boost::asio::mutable_buffers_1, boost::asio::detail::read_op<boost::asio::basic_stream_socket<boost::asio::ip::tcp, boost::asio::stream_socket_service<boost::asio::ip::tcp> >, boost::asio::mutable_buffers_1, boost::asio::detail::transfer_all_t, network::server::tcp::connection::implementation::receive(network::message)::{lambda(boost::system::error_code const&, unsigned long)#1}> >::do_complete(boost::asio::detail::task_io_service*, boost::asio::detail::task_io_service_operation*, boost::system::error_code const&, unsigned long) (reactive_socket_recv_op.hpp:110)
==31570==    by 0x4A77D1: boost::asio::detail::task_io_service_operation::complete(boost::asio::detail::task_io_service&, boost::system::error_code const&, unsigned long) (task_io_service_operation.hpp:37)
==31570==  Lock at 0x65C2770 was first observed
==31570==    at 0x4C30CC6: pthread_mutex_lock (in /usr/lib64/valgrind/vgpreload_helgrind-amd64-linux.so)
==31570==    by 0x4A16CA: __gthread_mutex_lock(pthread_mutex_t*) (gthr-default.h:748)
==31570==    by 0x4A6BFF: std::mutex::lock() (mutex:134)
==31570==    by 0x4B45D8: network::server::tcp::connection::implementation::receive(network::message) (server.cpp:61)
==31570==    by 0x4B1099: network::server::tcp::connection::receive(network::message&&) (server.cpp:126)
==31570==    by 0x483498: run_server(unsigned int, unsigned short)::{lambda(network::server::tcp::connection&&)#2}::operator()(network::server::tcp::connection&&) (chat.cpp:122)
==31570==    by 0x48480A: std::_Function_handler<void (network::server::tcp::connection&&), run_server(unsigned int, unsigned short)::{lambda(network::server::tcp::connection&&)#2}>::_M_invoke(std::_Any_data const&, network::server::tcp::connection&&) (functional:2071)
==31570==    by 0x4B5AB6: std::function<void (network::server::tcp::connection&&)>::operator()(network::server::tcp::connection&&) const (functional:2471)
==31570==    by 0x4B0C90: network::server::tcp::doConnect()::{lambda(boost::system::error_code const&)#1}::operator()(boost::system::error_code const&) const (server.cpp:96)
==31570==    by 0x4B2048: boost::asio::detail::binder1<network::server::tcp::doConnect()::{lambda(boost::system::error_code const&)#1}, boost::system::error_code>::operator()() (bind_handler.hpp:47)
==31570==    by 0x4B1F43: void boost::asio::asio_handler_invoke<boost::asio::detail::binder1<network::server::tcp::doConnect()::{lambda(boost::system::error_code const&)#1}, boost::system::error_code> >(boost::asio::detail::binder1<network::server::tcp::doConnect()::{lambda(boost::system::error_code const&)#1}, boost::system::error_code>, ...) (handler_invoke_hook.hpp:64)
==31570==    by 0x4B1DA9: void boost_asio_handler_invoke_helpers::invoke<boost::asio::detail::binder1<network::server::tcp::doConnect()::{lambda(boost::system::error_code const&)#1}, boost::system::error_code>, {lambda(boost::system::error_code const&)#1}>(boost::asio::detail::binder1<network::server::tcp::doConnect()::{lambda(boost::system::error_code const&)#1}, boost::system::error_code>&, {lambda(boost::system::error_code const&)#1}&) (handler_invoke_helpers.hpp:37)
==31570==  Address 0x65c2770 is 112 bytes inside a block of size 160 alloc'd
==31570==    at 0x4C2AC90: operator new(unsigned long) (in /usr/lib64/valgrind/vgpreload_helgrind-amd64-linux.so)
==31570==    by 0x4BABF1: __gnu_cxx::new_allocator<std::_Sp_counted_ptr_inplace<network::server::tcp::connection::implementation, std::allocator<network::server::tcp::connection::implementation>, (__gnu_cxx::_Lock_policy)2> >::allocate(unsigned long, void const*) (new_allocator.h:104)
==31570==    by 0x4B9F71: std::allocator_traits<std::allocator<std::_Sp_counted_ptr_inplace<network::server::tcp::connection::implementation, std::allocator<network::server::tcp::connection::implementation>, (__gnu_cxx::_Lock_policy)2> > >::allocate(std::allocator<std::_Sp_counted_ptr_inplace<network::server::tcp::connection::implementation, std::allocator<network::server::tcp::connection::implementation>, (__gnu_cxx::_Lock_policy)2> >&, unsigned long) (alloc_traits.h:351)
==31570==    by 0x4B9655: std::__shared_count<(__gnu_cxx::_Lock_policy)2>::__shared_count<network::server::tcp::connection::implementation, std::allocator<network::server::tcp::connection::implementation>, boost::asio::io_service&, network::server::tcp* const>(std::_Sp_make_shared_tag, network::server::tcp::connection::implementation*, std::allocator<network::server::tcp::connection::implementation> const&, boost::asio::io_service&, network::server::tcp* const&&) (shared_ptr_base.h:499)
==31570==    by 0x4B8932: std::__shared_ptr<network::server::tcp::connection::implementation, (__gnu_cxx::_Lock_policy)2>::__shared_ptr<std::allocator<network::server::tcp::connection::implementation>, boost::asio::io_service&, network::server::tcp* const>(std::_Sp_make_shared_tag, std::allocator<network::server::tcp::connection::implementation> const&, boost::asio::io_service&, network::server::tcp* const&&) (shared_ptr_base.h:957)
==31570==    by 0x4B8031: std::shared_ptr<network::server::tcp::connection::implementation>::shared_ptr<std::allocator<network::server::tcp::connection::implementation>, boost::asio::io_service&, network::server::tcp* const>(std::_Sp_make_shared_tag, std::allocator<network::server::tcp::connection::implementation> const&, boost::asio::io_service&, network::server::tcp* const&&) (shared_ptr.h:316)
==31570==    by 0x4B738B: std::shared_ptr<network::server::tcp::connection::implementation> std::allocate_shared<network::server::tcp::connection::implementation, std::allocator<network::server::tcp::connection::implementation>, boost::asio::io_service&, network::server::tcp* const>(std::allocator<network::server::tcp::connection::implementation> const&, boost::asio::io_service&, network::server::tcp* const&&) (shared_ptr.h:598)
==31570==    by 0x4B5A37: std::shared_ptr<network::server::tcp::connection::implementation> std::make_shared<network::server::tcp::connection::implementation, boost::asio::io_service&, network::server::tcp* const>(boost::asio::io_service&, network::server::tcp* const&&) (shared_ptr.h:614)
==31570==    by 0x4B0D4F: network::server::tcp::doConnect() (server.cpp:93)
==31570==    by 0x4B0B98: network::server::tcp::tcp(unsigned int, unsigned short) (server.cpp:86)
==31570==    by 0x483960: run_server(unsigned int, unsigned short) (chat.cpp:90)
==31570==    by 0x482B74: main (chat.cpp:74)
==31570==  Block was alloc'd by thread #1
```


Will continue on that later.


I think it should be `#include <ctime>` instead, considering it's a C++ file and the other C includes follow that convention.


@aniruddha-adhikary no , used file jar from archive


名前と実態があってないように思います。


done


Мой первый файл загруженный из локального репозитария


Weil das im Inhaltsverzeichnis falsch angezeigt wurde, wenn du das mit \glsentrylong machst. Außerdem ist das komisch, wenn alle Überschriften deutsch sind, und dann auf einmal eine englische kommt.


This works, put in the main file


`cursor`を進めるためのもの　という説明が必要なのではないでしょうか？


if we decide not to do parallel uploads of parts we can remove the related code.


Cert, em deixava els Resource. Doncs es podria fer a info algo tipu el que dius, que simplement comprovi `(isBarrack && !((BuildingInfo)this).type == BuildingTypes.STRONGHOLD) || isResource`.

Tot i que tampoc és precisament bonic.. Parlo de cap així que potser té algun error això d'aquí d'alt. Més que res ho deia de cara en un futur (que potser ni arriba, però qui sap), és més facilment extensible així.


1)Не удобно проверять. т.к. все время нужно вводить строки
2) Меню - странное - но хоть обозначь, что это меню
3) пункт 3 - поиск слова - в задании имелось ввиду не слово, а подстроку -> если я введу строку изначально "I like C plus plus very much", то найти нужно "I like" или "like" или "plus plus very"...


>And no, I apparently don't get notified for comments

Ohh. Good to know. :wink:

Yeah, CaseSensitive and IndexOf is better choice :sunglasses:


The XAudio2 crashes is what the second commit of #990 attempts to address, except it doesn't crash for me on Windows 10 (it used to on Windows 8.1) so I can't really test it.


ll


`option`を突っ込むとdeadlockするのではないでしょうか？


Coolio, thanks. Which of these fields would be the walk- and runspeed?


isPullRequestFileView


Конкатенанация склеивает без пробела


Cool, just decrease the height and padding then


Infinite command request from single client eats 8Gb+ RAM in several seconds


Nice work!


`combined`ではなく`combinator`だと思われます。


Take your time, this thing is mostly you now. I've done nothing in this version :(


このファイルは際限なく伸びていく感じでしょうか？


Yes so just implement that in your tab switcher?


Is it worth having separate if for `isGitHub` ? you can as well squash it all into single method, with isGitHub as its first check.


I think this was better before: let's keep the initialization for all properties in one place.


Please, name mutexes according to what they protect, not when they are holding


That was my message to you, The credit should read:

Art4Apps is a database of images, audio,and videos files of words created by ET4D under a Attribution-NonCommercial-ShareAlike (CC BY-NC-SA). See http://www.art4apps.org/ for details.


使用例と目的を書いてほしいです。


Should be "http://raykaze.github.io/Hacklondon-Pebble/"


we should verify the md5sum of the uploaded part with the data on disk, if there is mismatch we should reupload the part


23 строка не нужно проверять на this, т.к. это конструктор, который только что создает объект.


テスト単位が一メソッド一ファイルだとめんどうだと思います。


This is unlikely, but there is possibility that project name (i.e. `Viridovix/commit/`) will be caught by this regex


when I'm not on github I don't want to run `insertCSS('disableShowMeTheCode.css');` so it must stay


that fancy term pops up again :)


Many changes has made on this commit. So be careful before apply code.


ack


das bruchts ned, oder?


genauso bruchts ``$filter`` ned..


yes, there is
Alternative from that could be some check on DOM


@m-kuhn sorry, I don't understand. The return type here is int?


First off, because it flat out didn't work for me on Linux. I have a debug version of node, so it built Debug bindings, but `node-gyp-pre` kept looking for a Release build, and I couldn't figure out how to tell it otherwise.


These files need to be initialized as empty json files which are at a minimum "{}" and preferably "{\n\t\n}".


Adatbázishoz való csatlakozás!


I think there is half bracket missing. chi(a,b)(x) = 1


Any specific reason why we are having multiple "#{first_name} #{last_name}"?


Не стоит ли здесь добавить s->ptr = NULL?


Paypal returns both `payment_gross` and `mc_gross` in the POST response, along with the SUCCESS message.
I would say this is not an issue.


`callback`やこの`concat`はライブラリの機能として実装したほうがいいと思う。


Good point. Can you make http://catsconfig.tk/ redirect to http://raykaze.github.io/Hacklondon-Pebble/ ? Was it @jgillard or @thomaspurchas  who registered the domain?


That would be awfully confusing though. How is a new user supposed to know the difference?


`callback`として登録するのではなく、同期的にコンビネーターとして表現できると思う。


Yeah, just a typo, thanks.


Why do you think that task 3 not similar to other tasks? Please, name entities/classes in English in future, thanks.


double free of title here.


triple free


@Hombre57 This is probably due to some conditional compilation paths I am not seeing on Linux which worked until now due to indirect includes, as this is something that should be cleaned-up anyway, can you post the build errors here or tell me where to add the missing includes where appropriate?


Meanwhile I am trying to figure how actually get a button-release-event... :-\


Canola?


How you deal with TCP-packets fragmentation?


Что такое this, в этом контексте? Здесь ```this === phtotogallery```, а ```photogallery``` это в свою очередь ```document.querySelector('.photogallery')``` который не является объектом типа Gallery, а является узлом в DOM. Поэтому у него нет поля this._photos. Это поле есть у ```gallery._photos```


Not ready


Would be good to have a more detailed message here, like https://github.com/obspy/obspy/blob/1804da1156038af5c68f2392bfbe394defc2d530/obspy/io/shapefile/core.py#L11-L18. It's fascinating, but we really get quite a lot puzzled emails on the mailing lists with people struggling with just a generic ImportError message.


s/return/change/

    Context id() const override;


the same way a user would be awfully confused by triangle not being a triangle at low frequencies, by reading the docs.  I'm happy to call the trilfo and sqrlfo though


По заданию нужно повесить обработчик на каждый элемент.
```
Добавьте на элементы .photogallery-item обработчики клика, которые будут вызывать метод setCurrentPicture объекта Gallery с номером текущей фотографии.
```
Тогда обрабочик будет выглядеть как-то так:
```
function(event) {
  gallery.setCurrentPicture(index);
}
```


Me. I've made the change


Wow, this took me a second to understand how it could possibly work.  Please use `(cutLabel -> cutFormula) +: goalSequent` for consistency with the rest of the code, and so it is clearer on which side of the sequent the formula gets added.


In order to avoid `Notice Undefined offset 1`, it is enough to change `$lines = explode("\n", $res);` to `$lines = explode("\n", trim($res));`

Paypal returns both `payment_gross` and `mc_gross` in the POST response, along with the SUCCESS message. I would say this is not an issue.

As a conclusion, I would say this pull is not needed.


@ryukinix Assim que é bom, não é? hahaha Tenho certeza que mesmo você deve ter um pouco de NSFW. :wink:


А почему не используется off? Получается, что чтение поддерживается только с 0-го смещения? Тогда если size маленький, второе чтение будет возвращать не то, что надо.


should we auto detect contentType as we have the file extension type?


whoops disregard that  title is reset.


Really? Now what..
https://github.com/turtleli/pcsx2/commit/8d4c62f1e58396392927d8dfb5953792f3e76970
Would that help?


@Hombre57 Concerning the gtkmm header, that would be rather bad for build times and also I could not find any documentation that tells me that e.g. `gtkmm/button.h` is deprecated? Can you point me to the right place? (In fact the gtkmm tutorial [here](https://developer.gnome.org/gtkmm-tutorial/stable/sec-helloworld.html.en) for version 3 seems to use the separate headers, but of course they might be wrong as well.)

((I will push an amended version of this commit with the shift-click change now to replace this one.))


Sure, but there is a typo in your commit, please fix it.


does this miss the taking care of the uint?


Great idea, please fix the typo and we're golden!


> It should return newCurrentOffset

You are right.


@staltz Can you explain why this is better or more popular? I'm just curious :) On the first glance it looks easier to read if I start with the initial value and introduce `Observable.interval` after that.


> Actually, this go routine is not needed. we can have httpReader as a field in objectReadSeeker and do the logic implemented here inside Read()

What about seeking later? how do you pass the new Reader from the new offset?  a Seek can happen later not just in the beginning. Not having a go routine will not work.


Ahh... It's overriding a qt method returning int though.


> It's not right to close doneCh during error conditions as any subsequent Read() will block.
> A Seek() failure should not mean that no more operations is possible on the stream.
> We should implement Close() and do close(doneCh) there.

We cannot implement a Close there needs to be another way since io.ReadSeeker doesn't implement Close, otherwise we have to implement ReadSeekCloser which is a custom interface which is not a good idea.


48 строка если у тебя объект в который ты копируешь пустой, будет ошибка.
и если объекты будут равны, то наверно тоже будет ошибка.


NO TABULATION IN .YML


You probably want to remove commented out lines like this :smile:


> minor thing, io.Copy() can be used

io.CopyN is on purpose to error on larger read that objectStat.Size.


TeamCity OSS :: Kubernetes Mesos :: 4 - Smoke Tests [Build 9989](https://teamcity.mesosphere.io/viewLog.html?buildId=96445&buildTypeId=Oss_KubernetesMesos_5SmokeTestsDockerMesos&guest=1) outcome was **SUCCESS**
Summary: Tests passed: 1, ignored: 207 Build time: 00:09:19


I'm going to verify if we can have both, I had myself to get rid of some `node-pre-gyp` directive due some
interference with plain `node-gyp` so ... if I manage to fix the build Debug thing, would you mind keeping `node-pre-gyp` directives in? It really makes my raspberry Pi version 1 scream less when it comes to `npm install node-gtk` :-)


> minor thing again, the comment suggests that doing Close before rename is helpful. But it does not matter. doing defer filePart.Close() after openFile will be a better as it is a familiar pattern.

On windows that is not the case, a rename will not succeed on an open file descriptor. This is a correct place.


very true. Other languages make a distinction to call these signal generators "bandlimited".

something like blsaw, blsquare, bltri/angle would be what I'd call them. I'd also change them in Soundpipe as well.


No, because the size 4s are the default :hamster:


using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using HealthBarTutorial;

public enum CurrentState
{
    TitleScreen,
    AboutDev,
    ControlsInfo,
    Trans_Start_Level1,
    Level1,
    Trans_Level1_Level2,
    Level2,
    Trans_Level2_Level3,
    Level3,
    Trans_Level3_Boss,
    BossLevel,
    BeatGame,
    GameOver
}

namespace WindowsGame1
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {

        Texture2D Screen_TitleScreen;
        Texture2D Screen_AboutDev;
        Texture2D Screen_ControlsInfo;
        Texture2D Screen_BeatGame;
        Texture2D Screen_GameOver;

        Texture2D Tex_TitleScreen_Option_Start_Button;
        Texture2D Tex_TitleScreen_Option_AboutDev_Button;
        Texture2D Tex_TitleScreen_Option_ControlsInfo_Button;
        Texture2D Tex_ReturnToTitleScreen_Button;
        Texture2D Tex_RetryLevel_Button;

        Texture2D LevelExitOpen;
        Texture2D LevelExitClosed;

        public CurrentState GameState = CurrentState.TitleScreen;
        public CurrentState PreviousGameState = CurrentState.TitleScreen;

        KeyboardState keyboardstate;
        MouseState mousestate;

        Point ButtonClicked;

        Rectangle Rect_StartButton;
        Rectangle Rect_AboutDevButton;
        Rectangle Rect_ControlsInfoButton;
        Rectangle Rect_ReturnToTitleScreenButton;
        Rectangle Rect_RetryLevel;

        SoundEffect ThemeMusic;
        SoundEffectInstance Sound_ThemeMusic;

        SoundEffect Sound_BeatGame;
        SoundEffect Sound_GameOver;
        SoundEffect Sound_PlayerDying;
        SoundEffect Sound_WeakEnemyDying;
        SoundEffect Sound_BossDying;

        Texture2D LevelExit;

        Rectangle LevelExitLevel_1;
        Rectangle LevelExitLevel_2;
        Rectangle LevelExitLevel_3;

        bool EnemiesAlive = true;

        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Rectangle viewportrect;

        Player player;
        int DamageDealt = Player.AttackDamage;

        Vector2 drawpoint = new Vector2(0.1f, 0.1f);

        BossClass boss;

        const int MaxNumOfEnemies = 4;
        WeakEnemy[] WeakEnemies;

        List<Vector2> EnemySpawnPoints_Level1;
        List<Vector2> EnemySpawnPoints_Level2;
        List<Vector2> EnemySpawnPoints_Level3;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            IsMouseVisible = true;

            graphics.IsFullScreen = true;
            this.graphics.PreferredBackBufferWidth = 1280;
            this.graphics.PreferredBackBufferHeight = 720;
            graphics.ApplyChanges();

            EnemySpawnPoints_Level1 = new List<Vector2>();
            EnemySpawnPoints_Level1.Add(new Vector2(100, 300));
            EnemySpawnPoints_Level1.Add(new Vector2(300, 300));

            EnemySpawnPoints_Level2 = new List<Vector2>();
            EnemySpawnPoints_Level2.Add(new Vector2(200, 400));
            EnemySpawnPoints_Level2.Add(new Vector2(500, 600));
            EnemySpawnPoints_Level2.Add(new Vector2(600, 200));

            EnemySpawnPoints_Level3 = new List<Vector2>();
            EnemySpawnPoints_Level3.Add(new Vector2(200, 400));
            EnemySpawnPoints_Level3.Add(new Vector2(500, 600));
            EnemySpawnPoints_Level3.Add(new Vector2(600, 200));
            EnemySpawnPoints_Level3.Add(new Vector2(500, 300));

            Rect_StartButton = new Rectangle(200, 100, 200, 50);
            Rect_AboutDevButton = new Rectangle(200, 250, 200, 50);
            Rect_ControlsInfoButton = new Rectangle(200, 400, 200, 50);
            Rect_RetryLevel = new Rectangle((graphics.GraphicsDevice.Viewport.Width / 2) - 200, (graphics.GraphicsDevice.Viewport.Height / 2) + 300, 200, 50);
            Rect_ReturnToTitleScreenButton = new Rectangle(graphics.GraphicsDevice.Viewport.Width / 2, (graphics.GraphicsDevice.Viewport.Height / 2) + 300, 200, 50);

            LevelExitLevel_1 = new Rectangle(100,200,50,50);
            LevelExitLevel_2 = new Rectangle(200,300,50,50);
            LevelExitLevel_3 = new Rectangle(300,200,50,50);

            EnemiesAlive = true;

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            ContentManager Content_Manager = new ContentManager (this.Services, @"Content/Screens_And_Textures");

            viewportrect = new Rectangle(0, 0,
                graphics.GraphicsDevice.Viewport.Width,
                graphics.GraphicsDevice.Viewport.Height);

            player = new Player();
            player.LoadContent(Content);

            boss = new BossClass();

            Screen_TitleScreen = Content_Manager.Load<Texture2D>("TitleScreen");
            Screen_AboutDev = Content_Manager.Load<Texture2D>("AboutDev");
            Screen_ControlsInfo = Content_Manager.Load<Texture2D>("ControlsInfo");
            Screen_BeatGame = Content_Manager.Load<Texture2D>("BeatGame");
            Screen_GameOver = Content_Manager.Load<Texture2D>("GameOver");

            Tex_TitleScreen_Option_Start_Button = Content_Manager.Load<Texture2D>("StartGameButton");
            Tex_TitleScreen_Option_AboutDev_Button = Content_Manager.Load<Texture2D>("AboutDevButton");
            Tex_TitleScreen_Option_ControlsInfo_Button = Content_Manager.Load<Texture2D>("ControlsInfoButton");
            Tex_ReturnToTitleScreen_Button = Content_Manager.Load<Texture2D>("ReturnToTitleScreen");;
            Tex_RetryLevel_Button = Content_Manager.Load<Texture2D>("RetryLevel");

            WeakEnemies = new WeakEnemy[MaxNumOfEnemies];
             /*
            WeakEnemies[0].Sprite = Content_Manager.Load<Texture2D>("WeakEnemy");
            WeakEnemies[1].Sprite = Content_Manager.Load<Texture2D>("WeakEnemy");
            WeakEnemies[2].Sprite = Content_Manager.Load<Texture2D>("WeakEnemy");
            WeakEnemies[3].Sprite = Content_Manager.Load<Texture2D>("WeakEnemy");
            */

            for(int i = 0; i < MaxNumOfEnemies; i++)
            {
                WeakEnemies[i] = new WeakEnemy (Content_Manager.Load<Texture2D>("WeakEnemy"));
            }

            boss.Sprite = Content_Manager.Load<Texture2D>("WeakEnemy");

            LevelExitOpen = Content_Manager.Load<Texture2D>("ExitOpen");
            LevelExitClosed = Content_Manager.Load<Texture2D>("ExitClosed");

            ThemeMusic = Content_Manager.Load<SoundEffect>("GamePlay");
            Sound_ThemeMusic = ThemeMusic.CreateInstance();
            Sound_ThemeMusic.IsLooped = true;
            Sound_ThemeMusic.Play();

            Sound_BeatGame = Content_Manager.Load<SoundEffect>("BeatGameSound");
            Sound_GameOver = Content_Manager.Load<SoundEffect>("GameOverSound");
            Sound_PlayerDying = Content_Manager.Load<SoundEffect>("PlayerDying");
            Sound_WeakEnemyDying = Content_Manager.Load<SoundEffect>("EnemyDying");
            Sound_BossDying = Content_Manager.Load<SoundEffect>("BossDying");

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            int count = 0;
            foreach (WeakEnemy we in WeakEnemies)
            {
                if(we.Alive)
                {
                    count++;
                }
            }
            if (count > 0)
            {
                EnemiesAlive = true;
            }
            else if (count == 0)
            {
                EnemiesAlive = false;
                LevelExit = LevelExitOpen;
            }

            player.Update(gameTime);

            mousestate = Mouse.GetState();
            ButtonClicked = new Point(mousestate.X, mousestate.Y);

            keyboardstate = Keyboard.GetState();

            switch (GameState)
            {

                case CurrentState.TitleScreen:
                    //display homescreen and options
                    if ( mousestate.LeftButton == ButtonState.Pressed && Rect_StartButton.Contains(ButtonClicked) )
                    {
                        GameState = CurrentState.Trans_Start_Level1;
                    }
                    if ( mousestate.LeftButton == ButtonState.Pressed && Rect_AboutDevButton.Contains(ButtonClicked) )
                    {
                        GameState = CurrentState.AboutDev;
                    }
                    if ( mousestate.LeftButton == ButtonState.Pressed && Rect_ControlsInfoButton.Contains(ButtonClicked) )
                    {
                        GameState = CurrentState.ControlsInfo;
                    }
                    break;

                case CurrentState.AboutDev:
                    //display image about us
                    if ( mousestate.LeftButton == ButtonState.Pressed && Rect_ReturnToTitleScreenButton.Contains(ButtonClicked) )
                    {
                        GameState = CurrentState.TitleScreen;
                    }
                    break;

                case CurrentState.ControlsInfo:
                    //display image detailing controls
                    if ( mousestate.LeftButton == ButtonState.Pressed && Rect_ReturnToTitleScreenButton.Contains(ButtonClicked))
                    {
                        GameState = CurrentState.TitleScreen;
                    }
                    break;

                case CurrentState.Trans_Start_Level1:
                    LoadLevel(EnemySpawnPoints_Level1);
                    //spawn player at starting location
                    LevelExit = LevelExitClosed;
                    PreviousGameState = CurrentState.Trans_Level1_Level2;
                    player.healthBar.currentHealth = player.healthBar.fullHealth;
                    GameState = CurrentState.Level1;
                    break;

                case CurrentState.Level1:
                    UpdateEnemies();
                    if (player.rightRun.rect.Intersects(LevelExitLevel_1) && EnemiesAlive == false)
                    {
                        GameState = CurrentState.Trans_Level1_Level2;
                    }
                    if (player.healthBar.currentHealth <= 0)
                    {
                        GameState = CurrentState.GameOver;
                    }
                    break;

                case CurrentState.Trans_Level1_Level2:
                    LoadLevel(EnemySpawnPoints_Level2);
                    //spawn player at starting location
                    LevelExit = LevelExitClosed;
                    GameState = CurrentState.Level2;
                    break;

                case CurrentState.Level2:
                    UpdateEnemies();
                    if (player.rightRun.rect.Intersects(LevelExitLevel_2) && EnemiesAlive == false)
                    {
                        GameState = CurrentState.Trans_Level2_Level3;
                    }
                    if (player.healthBar.currentHealth <= 0)
                    {
                        GameState = CurrentState.GameOver;
                    }
                    break;

                case CurrentState.Trans_Level2_Level3:
                    LoadLevel(EnemySpawnPoints_Level3);
                    //spawn player at starting location
                    LevelExit = LevelExitClosed;
                    GameState = CurrentState.Level3;
                    break;

                case CurrentState.Level3:
                    UpdateEnemies();
                    if (player.rightRun.rect.Intersects(LevelExitLevel_3) && EnemiesAlive == false)
                    {
                        GameState = CurrentState.Trans_Level3_Boss;
                    }
                    if (player.healthBar.currentHealth <= 0)
                    {
                        GameState = CurrentState.GameOver;
                    }
                    break;

                case CurrentState.Trans_Level3_Boss:
                    //spawn player at starting location
                    GameState = CurrentState.BossLevel;
                    break;

                case CurrentState.BossLevel:
                    if (boss.CurrentHealth <= 0)
                    {
                        GameState = CurrentState.BeatGame;
                    }
                    if (player.healthBar.currentHealth <= 0)
                    {
                        GameState = CurrentState.GameOver;
                    }
                    break;

                case CurrentState.GameOver:
                    //display gameover sound and screen
                    Sound_ThemeMusic.Pause();
                    //Sound_GameOver.Play();
                    if ( mousestate.LeftButton == ButtonState.Pressed && Rect_ReturnToTitleScreenButton.Contains(ButtonClicked) )
                    {
                        Sound_ThemeMusic.Resume();
                        GameState = CurrentState.TitleScreen;
                    }
                    if ( mousestate.LeftButton == ButtonState.Pressed && Rect_RetryLevel.Contains(ButtonClicked) )
                    {
                        Sound_ThemeMusic.Resume();
                        GameState = PreviousGameState;
                    }
                    break;

                case CurrentState.BeatGame:
                    //display victory screen and sound
                    Sound_ThemeMusic.Pause();
                    Sound_BeatGame.Play();
                    if ( mousestate.LeftButton == ButtonState.Pressed && Rect_ReturnToTitleScreenButton.Contains(ButtonClicked) )
                    {
                        Sound_ThemeMusic.Resume();
                        GameState = CurrentState.TitleScreen;
                    }
                    break;
             }

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            switch (GameState)
            {
                case CurrentState.TitleScreen:
                    spriteBatch.Begin();
                    spriteBatch.Draw(Screen_TitleScreen, viewportrect, Color.White);
                    spriteBatch.Draw(Tex_TitleScreen_Option_Start_Button, Rect_StartButton, Color.White);
                    spriteBatch.Draw(Tex_TitleScreen_Option_AboutDev_Button, Rect_AboutDevButton, Color.White);
                    spriteBatch.Draw(Tex_TitleScreen_Option_ControlsInfo_Button, Rect_ControlsInfoButton, Color.White);
                    spriteBatch.End();
                    break;

                case CurrentState.AboutDev:
                    spriteBatch.Begin();
                    spriteBatch.Draw(Screen_AboutDev, viewportrect, Color.White);
                    spriteBatch.Draw(Tex_ReturnToTitleScreen_Button, Rect_ReturnToTitleScreenButton, Color.White);
                    spriteBatch.End();
                    break;

                case CurrentState.ControlsInfo:
                    spriteBatch.Begin();
                    spriteBatch.Draw(Screen_ControlsInfo, viewportrect, Color.White);
                    spriteBatch.Draw(Tex_ReturnToTitleScreen_Button, Rect_ReturnToTitleScreenButton, Color.White);
                    spriteBatch.End();
                    break;

                case CurrentState.Level1:
                    spriteBatch.Begin();
                    //draw level first
                    player.Draw(spriteBatch);
                    spriteBatch.Draw(LevelExit, LevelExitLevel_1, Color.White);
                    foreach (WeakEnemy we in WeakEnemies)
                    {
                        if (we.Alive)
                        {
                            spriteBatch.Draw(we.Sprite, we.Pos, Color.White);
                        }
                    }
                    spriteBatch.End();
                    break;

                case CurrentState.Level2:
                    spriteBatch.Begin();
                    //draw level first
                    player.Draw(spriteBatch);
                    spriteBatch.Draw(LevelExit, LevelExitLevel_2, Color.White);
                    foreach (WeakEnemy we in WeakEnemies)
                    {
                        if (we.Alive)
                        {
                            spriteBatch.Draw(we.Sprite, we.Pos, Color.White);
                        }
                    }
                    spriteBatch.End();
                    break;

                case CurrentState.Level3:
                    spriteBatch.Begin();
                    //draw level first
                    player.Draw(spriteBatch);
                    spriteBatch.Draw(LevelExit, LevelExitLevel_3, Color.White);
                    foreach (WeakEnemy we in WeakEnemies)
                    {
                        if (we.Alive)
                        {
                            spriteBatch.Draw(we.Sprite, we.Pos, Color.White);
                        }
                    }
                    spriteBatch.End();
                    break;

                case CurrentState.BossLevel:
                    spriteBatch.Begin();
                    //draw function
                    player.Draw(spriteBatch);
                    spriteBatch.Draw(boss.Sprite, boss.BossPos, Color.White);
                    spriteBatch.End();
                    break;

                case CurrentState.GameOver:
                    spriteBatch.Begin();
                    spriteBatch.Draw(Screen_GameOver, viewportrect, Color.White);
                    spriteBatch.Draw(Tex_ReturnToTitleScreen_Button, Rect_ReturnToTitleScreenButton, Color.White);
                    spriteBatch.Draw(Tex_RetryLevel_Button, Rect_RetryLevel, Color.White);
                    spriteBatch.End();
                    break;

                case CurrentState.BeatGame:
                    spriteBatch.Begin();
                    spriteBatch.Draw(Screen_BeatGame, viewportrect, Color.White);
                    spriteBatch.Draw(Tex_ReturnToTitleScreen_Button, Rect_ReturnToTitleScreenButton, Color.White);
                    spriteBatch.End();
                    break;
             }

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }

        public void UpdateEnemies()
        {
            foreach (WeakEnemy we in WeakEnemies)
            {
                if (we.CurrentHealth <= 0)
                {
                    we.Alive = false;
                }
                if (we.Alive)
                {
                    if (player.rightRun.rect.Y == we.Pos.Y)
                    {
                        we.SeesPlayer = true;
                    }

                    if (we.SeesPlayer == true)
                    {
                        if (player.rightRun.rect.X < we.Pos.X)
                        {
                            we.Pos.X--;
                        }
                        else if (player.rightRun.rect.X > we.Pos.X)
                        {
                            we.Pos.X++;
                        }
                    }

                    if (player.rightRun.sourcerect.Contains(we.WeakEnemyRect.Left, we.WeakEnemyRect.Top) || player.rightRun.sourcerect.Contains(we.WeakEnemyRect.Right, we.WeakEnemyRect.Top))
                    {
                        if (keyboardstate.IsKeyDown(Keys.K))
                        {
                            we.CurrentHealth -= DamageDealt;
                        }
                        else
                        {
                            player.healthBar.currentHealth -= we.AttackDamage;
                        }
                    }
                }
            }
        }

        public void LoadLevel(List<Vector2> veclist)
        {
            int i = 0;
            foreach(Vector2 p in veclist)
            {
                WeakEnemies[i].Pos = p;
                WeakEnemies[i].Alive = true;
                i++;
            }
        }
    }
}


maybe a clarification on where the CTC WORKING_GROUPS.md document is? i can imagine people getting confused about it being in the `nodejs/node` repo


As long as you don't check the build artifacts into git, sure???


[retakes_overlays.zip](https://github.com/data-bomb/csgo-retakes/files/67912/retakes_overlays.zip)
The attached binary files would be placed in materials/overlays/retakes/


> there is a possibility that this go routine leaks when uploadPart fails

Yes same doneCh is needed here.


Okay..so that works as long as the default value stays the same :-)


It might - I only tested that nothing seems to implode, I'm unable to test if it actually fixes the crash issue.


do meetings __have__ to be done weekly? perhaps add that it isn't absolutely required (if it isn't)


How about R_FREE()?


Boss and enemy classes

using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace WindowsGame1
{
    /// <summary>
    /// This is a game component that implements IUpdateable.
    /// </summary>

    public class WeakEnemy
    {
            public int AttackDamage;
            public int MaxHealth;
            public int CurrentHealth;
            public Rectangle WeakEnemyRect;
            public Vector2 Pos;
            public bool Alive;
            public Texture2D Sprite;
            public bool SeesPlayer;

            public WeakEnemy(Texture2D Sprites)
            {
                AttackDamage = 2;
                MaxHealth = 10;
                CurrentHealth = 10;
                Pos = Vector2.Zero;
                Alive = false;
                SeesPlayer = false;
                Sprite = Sprites;
            }
    };

    public class BossClass
    {
          public int AttackDamage;
          public int MaxHealth;
          public int CurrentHealth;
          public Rectangle BossRect;
          public Vector2 BossPos;
          public Texture2D Sprite;

          enum BossTacticState
          {
                Attacking,
                Retreating,
                Stunned,
                Dead
          }

          enum BossHealthState
          {
             HighHealth,
             MidHealth,
             LowHealth
          }

          public BossClass()
          {
              AttackDamage = 10;
              MaxHealth = 40;
              CurrentHealth = 40;
          }
    };
}


> This is a blocking call. All the parallelization code is not being useful.

You are right, for the time being i am keeping it this way and remove the parallelization code.


> On windows that is not the case, a rename will not succeed on an open file descriptor. This is a correct place.
I see, then we can mention that we are doing this for windows


Player class

using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using HealthBarTutorial;

namespace WindowsGame1
{
     class Player
    {
        public AnimatedTexture rightRun, jump, idle, attack, die;
        private const float Rotation = 0;
        private const float Scale = 1.0f;
        private const float Depth = 0.0f;
        public bool jumping = false;
        private float startY, jumpSpeed = 0;
        public State currentState;
        public HealthBar healthBar;
        public const int AttackDamage = 5;

        public enum State { Jump, Run, Idle, Attack, Die };

        public Player()
        {
            rightRun = new AnimatedTexture(Vector2.Zero, Rotation, Scale, Depth);
            jump = new AnimatedTexture(Vector2.Zero, Rotation, Scale, Depth);
            idle = new AnimatedTexture(Vector2.Zero, Rotation, Scale, Depth);
            attack = new AnimatedTexture(Vector2.Zero, Rotation, Scale, Depth);
            die = new AnimatedTexture(Vector2.Zero, Rotation, Scale, Depth);
        }

        public void LoadContent(ContentManager content)
        {
            healthBar = new HealthBar(content);
            rightRun.Load(content, "run", 6, 10);
            jump.Load(content, "jump", 7, 12);
            idle.Load(content, "idle", 1, 1);
            attack.Load(content, "attack", 9, 10);
            die.Load(content, "die", 10, 12);
            startY = rightRun.position.Y;
        }

        public void Update(GameTime gameTime)
        {
            healthBar.Update();
            Vector2 velocity = new Vector2(0, 0);
            float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds;
            KeyboardState ks = Keyboard.GetState();
            if (ks.IsKeyDown(Keys.A))
            {
                currentState = State.Run;
                rightRun.looping = true;
                rightRun.flip = true;
                rightRun.position.X -= 3;
                rightRun.UpdateFrame(elapsed);
            }
            if (ks.IsKeyDown(Keys.D))
            {
                currentState = State.Run;
                rightRun.flip = false;
                rightRun.position.X += 3;
                rightRun.UpdateFrame(elapsed);
            }
            if (ks.IsKeyUp(Keys.A) && ks.IsKeyUp(Keys.D) && ks.IsKeyUp(Keys.K) && currentState != State.Die)
            {
                currentState = State.Idle;
                idle.position.X = rightRun.position.X;
                idle.flip = rightRun.flip;
            }
            if (jumping)
            {
                currentState = State.Jump;
                jump.flip = rightRun.flip;
                jump.position.Y += jumpSpeed;
                jump.position.X = rightRun.position.X;
                jumpSpeed += 1;
                jump.UpdateFrame(elapsed);
                if (jump.Frame > jump.framecount - 1)
                    jump.Frame = jump.framecount - 1;
                if (jump.position.Y >= startY)
                {
                    jumping = false;
                    jump.position.Y = startY;
                }
            }
            else
            {
                if (ks.IsKeyDown(Keys.Space))
                {
                    jumping = true;
                    jumpSpeed = -15;
                }
            }
            if (ks.IsKeyDown(Keys.K))
            {
                currentState = State.Attack;
                attack.position.X = rightRun.position.X;
                attack.flip = rightRun.flip;
                attack.position.Y = jump.position.Y;
                attack.UpdateFrame(elapsed);
            }
            if (healthBar.currentHealth <= 0)
            {
                currentState = State.Die;
                die.position.X = rightRun.position.X;
                die.position.Y = jump.position.Y;
                die.flip = rightRun.flip;
                die.looping = false;
                die.UpdateFrame(elapsed);
            }
        }

        public void Draw(SpriteBatch spriteBatch)
        {
            healthBar.Draw(spriteBatch);
            if (currentState == State.Run)
                rightRun.DrawFrame(spriteBatch);
            else if (currentState == State.Jump)
                jump.DrawFrame(spriteBatch);
            else if (currentState == State.Idle)
                idle.DrawFrame(spriteBatch);
            else if (currentState == State.Attack)
                attack.DrawFrame(spriteBatch);
            else if (currentState == State.Die)
                die.DrawFrame(spriteBatch);
        }
    }
}


health bar class

using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace HealthBarTutorial
{
    class HealthBar
    {
        private Texture2D container, lifeBar;
        private Vector2 position;
        public int fullHealth;
        public int currentHealth;
        //private int rateOfChange = 1;

        public HealthBar(ContentManager content)
        {
            position = new Vector2(0, 0);
            LoadContent(content);
            fullHealth = lifeBar.Width;
            currentHealth = fullHealth;
        }

        private void LoadContent(ContentManager content)
        {
            container = content.Load<Texture2D>("healthBar");
            lifeBar = content.Load<Texture2D>("healthGauge");
        }

        public void Update()
        {
           // if (currentHealth >= 0)
                //currentHealth -= rateOfChange;
        }

        public void Draw(SpriteBatch spriteBatch)
        {
            spriteBatch.Draw(lifeBar, position, new Rectangle(0, 0, currentHealth, lifeBar.Height), Color.Red);
            spriteBatch.Draw(lifeBar, new Rectangle((int)position.X + currentHealth, (int)position.Y, lifeBar.Width - currentHealth, lifeBar.Height), Color.Gray);
        }

    }
}


You forgot to commit changes to the animation?


> we should verify the md5sum of the uploaded part with the data on disk, if there is mismatch we should reupload the part

Yes that will be part of next set of changes.


Can someone tell me when you have received this? Also can someone send me the rest of what we are turning in?


nem todo mundo trabalha com Visual Studio Code.
Eu por exemplo uso o Sublime Text.


Ah, I see. Thanks for all the cleanup anyway, really like to see such commits.


i think that it might be reasonable that, if enough members are present, there could also be a separate role just for taking notes. this is how we did it in some of the inclusivity meetings and i feel that it could be good to include here


> minor thing, filepath.Dir() can be used

filepath.Dir() is always successful even if you pass just fileName, it is better to use split to see if there are are top level directories.


możesz to porozdzielać na metody jak Ci się chce, ale to projekt akademicki to nie musisz :P


Joli !


możesz zwracać IllegalArtumentException, w sumie dziedziczy po RE, a troche więcej mówi o samym błędzie (zwłaszcza jak dodasz odpowiedni komunikat)


where is include coming from?


@Martii

FYI


> * What was the problem the required the changes in 305-312

Honestly, this was almost an year ago and my first (and last) experience with Python, whatsoever. I have to freshen my memory a bit, probably by single-stepping through this code. But I'm sure that I had a reason :sweat_smile:.

> * Could line 759, update_prop_len, not be moved outside the for loop?

Same as above + I have to re-check SVN dump format docs. But probably yes, we can recalculate `content-length` only once in the end.


Yea I notice that after I forked haha. Cheers :)


widzę, że każda metoda zwraca Generator ze zmienionym stanem. W sumie jest to bardzo funkcyjne (tak w haskellu jest btw?), ale pamiętaj że obiekt nie jest immutable


+ za histogram


jak już masz tego loggera to możesz zalogować błąd :P


[ci skip]


the previous statement,
```python
if delay_ms is None:
```
seems to be about 15% faster than the string comparison, but I changed it to compare the command exclusively in case a future command uses delay_ms argument as well.

I'm hoping something like ```dmpub``` is implemented later for "deferred multiple publish"


Between "distinct_iter_paths10 - homogen skips" (tested with 10000 @ 5+0.1 th 13) which got a 5.30 ELO gain over the original patch and "distinct_iter_paths11 - rotating symetric patterns2" (tested with sprt @ 5+0.1 th 21), which one is stronger? Both have been tested with different number of threads. Also, could you confirm which approach will we be going with eventually? My understanding is that a patch is stronger than the other if it always performs better than the one that its compared against in all the conditions. Can that be said for distinct_iter_paths11 when compared against distinct_iter_paths10? We haven't seen distinct_iter_paths10 tested with sprt @ 5+0.1 th 21 and distinct_iter_paths11 tested with 10000 @ 5+0.1 th 13.


generalnie tak btw. to możesz skorzystać z Java8 do zapisu pliku (jak chcesz się bawić, albo zobaczyć jak to wygląda w Javie8, gdzieś to wisi u mnie w projekcie)


Test removing non-existent item?


Please move this code to OCP\Util::isValidFileName


Students/30425/Farcas S. Silviu Vlad/snake/snake/src/views/StartMenu.java

Again, way too much static-ness.

```
    Snake.setSnake(new Snake());
```

Now this is especially weird. You create an instance of a class but you set the *class* variable (which is of that type for some reason) to that instance. That's like class-ception of some sort :smile:


And keep this in the tests.


What I want you to do is simply work with instances, like this:

```
    Snake snake = new Snake();
    // and use this instance wherever you need it. you can pass it as a parameter
```


I don't think it needs to happen in this PR, but it might be useful to define some very light base requirements for a code of conduct if a group chooses to write their own to make sure that WGs stay within the spirit of the Node.js code of conduct.


Ge logger from Constants.LOGGER_TYPE?


Think about it this way.. it's impossible for example, to have two snakes in your game. Ok, fine, it does not make sense to have them in a simple game of Snake, however, conceptually speaking, it should not be a problem


incomplete sentence.


... and here also test that removing non-existent key doesn't do any harm?


This adds #1


> Meanwhile I am trying to figure how actually get a button-release-event...

See `Gtk::Widget::set_events`


What logical real-life equivalent object or entity does this `SnakeDirection` have? Are you sure you need it? The direction should simply be an attribute of the `Snake` class


Space missing :p


You're absolutely right!  Thanks for the correction.

I find a few other changes are also needed - `test.html` doesn't work as written, and the images need to be copied into place.  I'll upload these fixes soon.


serverHost?


Students/30425/Farcas S. Silviu Vlad/snake/snake/src/models/Snake.java

The `Snake` class should by no means know or have an attribute of type `RenderPanel`


here's a proof of concept leveraging numfmt:
```
$ LC_ALL=C pacman -Qi wine fslint xrandr-mgr | grep 'Installed Size'
Installed Size : 174.95 MiB
Installed Size : 529.00 KiB
Installed Size : 1024.00 B
$ LC_ALL=C numfmt --from=iec $(LC_ALL=C pacman -Qi wine fslint xrandr-mgr | sed -n '/Installed Size/s/B$//p'  | sed 's/\([KM]\)i$/\1/' | tr -d ' '  | awk -F: '{print $2}')
183448372
541696
1024.00
```


Already done


"... zbadamy zachowanie algorytmów dla zbiorów danych odpowiadających dzisiejszym wymaganiom ..." - co to znaczy? Jakie zachowanie zbadamy?


It really works.
Thanks you @aniruddha-adhikary


GL at LTC


hah, i think you're right. i doubt anything clever. i'm guessing they get combined later on somehow, since i'd be surprised if we're missing test coverage for this...but maybe. thanks for the catch!


Again, the `Snake` object should not contain `obstacles` either. Conceptually speaking, it does not make sense


No need to hurry, take your time


Но это же будет плохо если я напишу this._photos правильно? Оно же приватное и его лучше не использовать за пределами конструктора?


@janekptacijarabaci
Thought this was covered with https://github.com/greasemonkey/greasemonkey/commit/f202dfa5ce1ea336b9b83d222470b56c02e93061 ... this is what GM Port is running as far as the HEAD.


Ale to mamy badać na danych syntetycznych i na wikipedii też? IHMO trochę za dużo... i tak żadnych odkrywczych wniosków się nie spodziewam - po co?


Don't worry, it's still your project, I just like to contribute :D


> See `Gtk::Widget::set_events`

Yes, I found that one but I still wound not get anything from signal_button_release_event, however overriding on_button_release_event did work and I chose that route for now. I am also currently building this in a Windows VM to fix the compilation errors you mention above.


Yes, I will take a look on that later, and also fix the image buttons. I already added them to the TabSwitcher but I didn't come to align them correctly, so they are


You should use the `error` block as described in https://github.com/fastlane/fastlane/tree/master/docs#error-block


I know I bring a lot of criticism but please, bear with me on this.
I'd like you to take a look at how [this](https://github.com/OOP-2015-Sem1/OOP-2015/tree/master/Exam%20Problems%20-%20Solutions/Snake) is implemented. I know your snake looks A LOT better than this, but please take a look at the architecture and how everything is linked together. Try to .. learn a bit from what is done there. I think you can "steal" a few ideas from there!

```
     A good composer does not imitate; he steals.
                - Igor Stravinsky
```

But don't tell anyone I said that.


Peut-être serait-il intéressant de regarder du côté de [ghooks](https://github.com/gtramontina/ghooks)?

Voir https://egghead.io/lessons/javascript-how-to-write-a-javascript-library-automatically-running-tests-before-commits-with-ghooks

De ce que j'ai compris, ça installe le hook à l'installation du package.


is there no equivalent to `;` in Siren?


huh. thanks! probably yes. funny enough, i think in practice it could be `continue`, `break`, or nothing and everything would still work ok. :P


I also thought about [this](https://github.com/ZieIony/MaterialRecents/blob/master/README.md) but I don't know how to use the library because gradle is saying that it is an APK and using APKs as dependencies is not supported.


поиск символа - > не красивый. и в мэйне цикл и в методе цикл. и index не понятно зачем. В мейне должен быть только вызов метода и все.


We should follow redirects and remove this option, since we use virtual style now and we should fail later.


185- 186 строки проверки нет. для того кто не видит код.


No cost_price in product_fournisseur_price, only in product table. Typo?
Error only shown in log, function almost never checked for errors.


Кейс 4 можно оптимизировать.


Why is this here?


All issues have been addressed, but now I see it clearly. It would be
a good idea to have modern versions of some scripts alongside the
dusty ones.

the probedisk written by jamesbond is a complete implementation that
discards legacy stuff, so maybe it would be a good idea to look at
fatdog.

Then a script can switch between them: legacy

legacy on|off


118 и 135 строки можно данный по ссылке поредавать


Should this be an explicit NUM_IRQ or something? Just thinking about different MCUs. For example, the F7 adds a bunch of IRQs which are larger than FPU_IRQn (including SPI4/5). If we do it right I think we can get it from the assembler code in startup_stm32.S

I don't think we're actually using the those IRQs yet, but when we do, they would wind up trampling memory beyond then end of iqr_stats.


> I am also currently building this in a Windows VM to fix the compilation errors you mention above.

Or not. It is building on MSYS2 here. Are you using MSYS2 as well? If so, are sure you are not getting those linker errors because that branch is still force the use of the old C++ ABI for Gtk+ version 2?


Sorry - can we have this actually return the new matrix? In general I'm not a huge fan of the in-place ops unless there's real memory pressure. A PCA object will almost always be small.


@Martii

Yes. But this commit causes the problem: The install window was running every second installation (on SeaMonkey and PaleMoon).
(e.g. copying *.user.js files by using the drag-and-drop method)


306 строка break можно просто переписать в default


@SubJunk I notice it's already up (I hadn't actually looked earlier, was it already up?).  Here's the actual info, only difference from what you already have is the ```desc```:
```ini
name=Jumpy
url=http://skeptical.github.io/jumpy/jumpy-inst
desc=Plug in your scripts, Kodi addons, and more.
author=infidel
rating=5.0
version=0.3.7
require=2.0.1
```


и вот чтож ты не сделал, я думал у тебя подсмотреть
• преобразование в число любого типа;((((


комментарий сверху с условием задачи


комментарий с условием задачи съехал


If you are to create a class called `Movement` I would that this class should well, represent a movement of some sort. A source, a destination and probably the object to be moved. I don't see this class representing anything like this.


This could be tested as a simplification because it deletes a multiplication by weights.


> Or not. It is building on MSYS2 here. Are you using MSYS2 as well? If so, are sure you are not getting those linker errors because that branch is still force the use of the old C++ ABI for Gtk+ version 2?

Maybe, I don't know what's the situation with this actually (I didn't followed all the comments). Should I use the new ABI ?

> Can you point me to the right place?

https://developer.gnome.org/gtk3/stable/gtk-getting-started.html

Quote :
> Even if GTK+ installs multiple header files, only the top-level `gtk/gtk.h` header can be directly included by third party code. The compiler will abort with an error if any other header is directly included.

It's for gtk not gtkmm, but I thought that I've seen that somewhere for gtkmm3 too, but this says the contrary: https://developer.gnome.org/gtkmm/stable/

Quote :
> `#include <gtkmm.h>`
> (You may include individual headers, such as `gtkmm/button.h` instead.)


Feels a bit dodgy to first check Highcharts and then expecting to assign stuff to global.Highcharts. I would do the check on global.Highchart as well just for the peace of mind. Even though we both know this will in most cases work the same way.


this should work I guess:
```go
func (r *objectReadSeeker) Read(p []byte) (int, error) {
	r.mutex.Lock()
	defer r.mutex.Unlock()

	if (r.httpReader == nil) {
		r.httpReader, _, err := r.c.getObject(bucketName, objectName, 0, 0)
	}

	if r.prevOffset != r.currentOffset {
		r.httpReader, _, err = r.c.getObject(bucketName, objectName, msg.currentOffset, 0)
	}

	n, err := r.httpReader.Read(p)

	r.currentOffset += n
	r.prevOffset = r.currentOffset

```


Also, why is everything static?
Furthermore, how should I know what this is:
```
    Character.getNumericValue(move.charAt(2))
```
Is there a secret code hidden inside that `move` string that I need to decipher before I understand what this thing is doing to the `chessBoard` object?


Why do you have the coordinates of the kings static in some far away `MainChess` class?


Seems all all well in general! Except the small "issue" about global.X vs X checking I would do the same.


елки палки почему просто не написать "введите строку 1: "
и что за значение для строки 0???


OK, I've been playing a bit with it and there's apparently no way to not make them conflict (talking about `node-gyp` and `node-pre-gyp` configuration)

So all we need to do now is to use `node-pre-gyp configure` and then `node-pre-gyp build -d` in  order to have a `Debug` folder with a proper debug build.

Everything else should be the same, since `node-pre-gyp` is supposed to substitute `node-gyp` for everything and make this project life easier when it comes to publishing it via npm.

I haven't fully test the `make release` procedure (and I might need to give you the used key to publish in npm) but this should be the way to go. Is that OK? It's annoying to type `-pre` within `node-gyp` but many other projects have done that and it opens doors for every platform that might not have all tools and software needed to build this package.


Yo SHC
fromInputStream is kinda edgy, let me know how you want me to format this. Models are constructed from sources in the format of string arrays from files / other sources, how you'd like me to parse this is up to you xD


@skeptical yeah I had put it up to verify that the new code was working :) I just updated the description. If you'd like access to make changes to the PHP script I can give it by the way, it's not my intention to have that part of our code be inaccessible to the project


Ako viem dat undo na tieto 2 moje zmeny? Mam zalozeny vlastny branch, ale dalo mi to to master..


ok


You've written so much code that it's almost impossible for me to figure things out in here. Your `MainChess` class is full of statics, you have a `Movement` class which does everything but model a movement and you are for some reason encoding stuff in `Strings` in some weird format just so you can decode it later on. Why not create an object of some type for this? (hint hint: `Movement` or something)

Argh, I know you're probably getting tired of my nagging and criticism but I am honestly only trying to help.. However, it's getting more and more difficult because you just don't seem to want to let go of using static stuff instead of instances and having everything so tightly coupled and different from how it should at least conceptually be


@Pavel2451 AI was totally broken, I fixed part of it, don't use sarcasm, diminish your intelligence.


I see, so it seems the single header approach is only for Gtk+ but not for gtkmm. Since it can greatly reduce build times (full debug build on my machine takes over 6 minutes and even small header changes usually cause a lot of source files to be rebuilt), I would like to continue to use the specific headers?

Concerning the ABI, if you are using MSYS2 with GCC 5.2, you should use the new ABI as the MSYS2 packages are built using that compiler as well and hence also using the new ABI. This is already fixed on master, but for this branch you either need to rebase, merge or manually delete lines 16 to 24 of `CMakeLists.txt`.


не Никита не работает. во первых когда я ввожу первую строку -> этож строка естественно ставлю пробел между первым и вторым словом, и твоя вторая строка хавает этот пробел. А если пробелов несколько то и треться схавает и краш. и в первом пункте строка из слов крашится.


Students/30422/Calugar F. Catalina Andreea/Snake1/src/entities/BodyParts.java

I think maybe this class should be called `BodyPart` as it only models one part, not many?


Ati, solo veo el readme.md, aca estarian tambien los .ino?


Add another style of conditional compilation.


Also, there is almost no difference between `BodyParts` and `Food`. They are almost 100% the same. Surely, you can parametrise them or make `Food` extend `BodyPart` in order to not have so much duplicate code


Хм.. при вызове getConstructor() он мне возвращает 0, т.е. ничего. Т.е. по всем тестам, где нет публичного конструктора я получаю исключение. Но при вызове getDeclaredConstroctor() у меня все прекрасно отрабатывает.
Может я чего не понимаю.


TeamCity OSS :: Kubernetes Mesos :: 4 - Smoke Tests [Build 9990](https://teamcity.mesosphere.io/viewLog.html?buildId=96451&buildTypeId=Oss_KubernetesMesos_5SmokeTestsDockerMesos&guest=1) outcome was **SUCCESS**
Summary: Tests passed: 1, ignored: 207 Build time: 00:08:49


> I would like to continue to use the specific headers?

No problem, my comment was erroneous.

Will fix cmakelist now.


Ah.


Please see PsiTreeUtil. I believe that it contains the same method.


And again, PsiTreeUtil is your friend.


It only fixes for D405n 😛


module PC (Clk,Pci, Pco);

input wire Pci, Clk;
output reg Pco;
always @ (posedge Clk)
	Pco = Pci;
endmodule


Please extract a boolean function.


Students/30422/Calugar F. Catalina Andreea/Snake1/src/gui/Controller.java

Well this is kinda bad. You should have just one `direction` variable which can be either `UP`, `LEFT`, `RIGHT` or `DOWN`. Also, this direction should be inside the `Snake` class, which brings me to my next point


Where in the world is your `Snake` class? You're modelling a `Snake` game but the `Snake` object is nowhere to be found! :scream:


> The install window was running every second installation (on SeaMonkey...

Not happening here under Linux... what platforms are you experiencing this on?


Same problem as above.


Little reminder for myself: synchronise any write access to the crushers input list


Your code looks decently good and I like the fact that the snake moves by itself, great! But there is still room for improvements


This is useless.


Exceed.

Great work. No errors that I can see.


I don't remember now. I will try to reproduce that for you.


Hang on a second... now it's not running at all. :\ ... browser restart time.


ok


> Will fix cmakelist now.

Note that if you are going to commit this into your soft proof branch, you will probably end up with merge conflicts afterward since this was replaced by an explicit flag on `master`. Probably merging or rebasing the branch with `master` are better choices.


The change to .ex from .exs? I read somewhere that the difference is just
in intention, .exs is for scripting, so I changed the extension.
On Dec 20, 2015 1:18 PM, "Nic McPhee" <notifications@github.com> wrote:

> Why is this here?
>
> —
> Reply to this email directly or view it on GitHub
> <https://github.com/DjGusaas/bakers-algorithm/commit/b2e74e866d99f14c5ad66fcb606d2cedcd13196d#commitcomment-15086715>
> .
>


Love intermittent errors... I'll have to wait until I get back to my primary dev station to do some more testing but appears that even number installs are skipped... doesn't explain why it completely stopped working just a few minutes ago though.

Thanks for the heads up.


I'd prefer to avoid the base58 import and keep the module independent. Base58 is only one of many possible bases to use, and I'd rather abstract out the code we are using already rather than import a bunch of unneeded libraries.


Merging or rebasing which branch to master ? Both ?


It's actually 4 spaces as far as I can say...


TeamCity OSS :: Kubernetes Mesos :: 4 - Smoke Tests [Build 9991](https://teamcity.mesosphere.io/viewLog.html?buildId=96452&buildTypeId=Oss_KubernetesMesos_5SmokeTestsDockerMesos&guest=1) outcome was **SUCCESS**
Summary: Tests passed: 1, ignored: 207 Build time: 00:04:21


This is fairly inefficient, amount to a kind of busy-wait when there's no server waiting. It would make a lot more sense to have lists of both customers and servers as arguments to loop so you have a place to put waiting entities of either type. There are also quite a few places where you can use pattern matching to good effect here to, e.g., avoid having to use `List.first`.


Может, сразу через `<hr class="delimiter">`?


why minimum CentOS 7 as Spacewalk still supposed to work with 6 ?, see https://fedorahosted.org/spacewalk/wiki/HowToInstall


I want to turn the project over to someone who has more time for the project than I do.


No just one, whatever you prefer. I will just merge master into this (`add-popup-button-next-on-clicked`) branch now, then it can be easily merged into your soft proofing branch as well...


Solves https://github.com/dnna/pixelbonus/issues/5


Hey Manuel,

this causes some problems down the line, because (implicitly) it's assumed that Tabula.extract_table returns ONE table and never an array of them. Combining them is a little rough -- perhaps we should take the first table or the largest (i.e. most cells) table? Thoughts?


Thanks
Has been uploaded to the website


isnt this "conflicting" with this commit https://github.com/briandoodyie/spacewalk-server-chef/commit/8b614bf67f6d5d74d4d0197487b54810b95ed6a3#diff-197cc32010b702faa13dcd1265c985edR18 where you changed python 2.6 to 7 ?


Fails to build for me -- reverted.

I don't care about other platform support, personally, especially if it breaks the build.


What's up with these "hacks"? They're pretty clearly not necessary.


Statement separators are periods (`.`), so `a(); b(); c()` in JS would be `a. b. c` in Siren. Siren uses `;` for cascades/chaining, so `a; b; c` is the same as `((a) b) c`


Great, thanks!


Have you used `node-pre-gyp` instead of `node-gyp` ?

Have you `npm install -g node-pre-gyp` first ?


These files aren't generated any more @joestrong that's why I took these lines out?


## does this heading work
* I need to learn this
* help


The data for Captain Kromcrush above comes from the same run (so also patch 6.2.3). I went to DM North after leaving DM East. If you want older data for Kromcrush, I can most likely get that as he's always present and I have early WoTLK data for DM North.

The speeds are not in there. They are sent as part of the 'movement' section which precedes these values. It sounds like you're interested in them, so I'll go grab them for you.


I ran `npm install` and it didn't work. I don't care about anything else, if it doesn't work with `npm install`, it's broken.


Adding Socket rooms logic


Está sendo utilizada a task fail ao invés do atributo haltonfailure da target junit pois assim os reports podem ser gerados.


Returning the largest table sounds reasonable, although that's one of those things that might not make sense for some users. What does tabula-java do right now?


@anshulongithub:  distinct_iter_paths10 and distinct_iter_paths11 are equal strong with 13 threads
because with 13 threads the matrix used is exactly the same.


If I'm not wrong, we can't use Twitter widget if just want the text of tweet & nothing else displayed. Can you try implementing the same using https://dev.twitter.com/rest/reference/get/statuses/user_timeline?


Fixes #158.


We should be able to do this without trying to trigger click on a button to reach inverted stage. Can you try?


toute à une faim


@ashwinvaz Thanks for quick turn around. :-)


Why PHP?


I would imagine, but I wanted to keep the edits fairly benign for now.


Sorry guys! Got mired down by the complexity and couldn't reach the minimum of List Instantiation, which was just:
```number list mynumbers is new number list[5]. ---> float mynumbers[5];```

This seemed really similar to `Character Monster Frank is new Monster(1;2;3).` syntax but the need to hold onto the name identifier in list instantiation but not in object instantiation kinda threw me off.

List Assignment and List Access:
```
mynumbers[1] = 1.
mynumbers[2] = 2.
say (mynumbers[1]).
say (mynumbers[2]).
~~What happens?
say (mynumbers[3]).
```

List as function params? Allocate space on the heap? Lists of objects?


Build error:
  travis_time:start:3b6cdf12
$ rake
rake aborted!
No Rakefile found (looking for: rakefile, Rakefile, rakefile.rb, Rakefile.rb)
/home/travis/.rvm/gems/ruby-1.9.3-p551/bin/ruby_executable_hooks:15:in `eval'
/home/travis/.rvm/gems/ruby-1.9.3-p551/bin/ruby_executable_hooks:15:in `<main>'
(See full trace by running task with --trace)
travis_time:end:3b6cdf12:start=1449719439427672169,finish=1449719439513748140,duration=86075971

The command "rake" exited with 1.


"不支持"？  无此意


@Icenowy I do apologize for my blunt removal, I will make the overriding .cs into a patch.


fuck u @Magmakom  :fu:


Я хз, а нащо нам e-mail? Насправді, пофіг, але мене не радують дрібні зміни в коді. По-пунктам:
- Я би лишив всюди в коді референс саме на login, бо username — такоє. А раптом ми потім передумаєм?
- В базі назву поля поміняв би на Name, но це так. Мене дико напрягає в цьому смислі база Скайпа, де назви стовпців не відповідають змісту іноді.
- getProfile() має гарантовано буть один, по логіну (а ми там уже рішимо, що це буде), бо потім це просто потоне в потоці вибору з одного чи іншого, враховуючи, що вертаємо те саме. В крайньому випадку, цю логіку можна об'єднати в один метод, чи додати аргумент.
- isPasswordLongEnough — це ад, нащо така специфічність? А якщо нові правила придумає, писать окремі функції?
- Асинхронні таски не мають думати про is LoginByEmail. Це зайвий дизайн.
- Всі меседжі про помилку мають-таки починатися з "error_..."

Взагалі, виглядає як перестановка стільців на борту Титаніка. Це не те, що треба зараз робити.


Redundant indeed in this case. Being paranoid of `delete`,  it's an instinct for me to always prefix an if, in case this code is copied over to another context.


Thanks again for this PR. Sorry it took so long for me to get back to this. Accepted.


Good point, implemented in https://github.com/apple/swift/commit/f4c1f4b4a454789700a009091de2348b2a1bfd83 .


He lost a ; at the end.


great finding, thanks!


:+1: Thank you!


Please release an update with this fix ASAP


Shouldn't these be `$(DESTDIR)$(BINDIR)` and `$(DESTDIR)$(MANDIR)`?

```
$ mkdir -p /tmp/staging/cd-discid
$ make install DESTDIR=/tmp/staging/cd-discid
mkdir -p /usr/local/bin
mkdir -p /usr/local/share/man/man1
/usr/bin/install cd-discid /tmp/staging/cd-discid/usr/local/bin/cd-discid
install: /tmp/staging/cd-discid/usr/local/bin/cd-discid: No such file or directory
make: *** [install] Error 71
```


Ran the big red X through detail page
Handshake
Build error

travis_time:start:3b6cdf12
$ rake
rake aborted!
No Rakefile found (looking for: rakefile, Rakefile, rakefile.rb, Rakefile.rb)
/home/travis/.rvm/gems/ruby-1.9.3-p551/bin/ruby_executable_hooks:15:in `eval'
/home/travis/.rvm/gems/ruby-1.9.3-p551/bin/ruby_executable_hooks:15:in `<main>'
(See full trace by running task with --trace)
travis_time:end:3b6cdf12:start=1449719439427672169,finish=1449719439513748140,duration=86075971

The command "rake" exited with 1.
Other steps taken on my side build icons now show build status (which is at the moment failing Travis integrations


TeamCity OSS :: Kubernetes Mesos :: 4 - Smoke Tests [Build 9969](https://teamcity.mesosphere.io/viewLog.html?buildId=96292&buildTypeId=Oss_KubernetesMesos_5SmokeTestsDockerMesos&guest=1) outcome was **SUCCESS**
Summary: Tests passed: 1, ignored: 207 Build time: 00:11:54


TeamCity LabKey :: LabkeyRelease15.3 :: Git postgres 9.4 [Build 108](https://teamcity.labkey.org/viewLog.html?buildId=292475&buildTypeId=LabkeyRelease153_GitPostgres) outcome was **FAILURE**
Summary: Tests failed: 45, passed: 242 Build time: 00:47:43
### Failed tests
```
org.labkey.test.tests.CDSTest.verifyFilterDisplays: <no details avaliable>

org.labkey.test.tests.CDSTest.verifyCounts: <no details avaliable>

org.labkey.test.tests.CDSTest.verifyGrid: <no details avaliable>

org.labkey.test.tests.CDSTest.verifyGroups: <no details avaliable>

org.labkey.test.tests.CDSTest.testLearnAboutStudyProducts: <no details avaliable>

org.labkey.test.tests.CDSTest.verifyFilters: <no details avaliable>

org.labkey.test.tests.CDSTest.testLearnAboutAssays: <no details avaliable>

org.labkey.test.tests.CDSTest.verifyHomePage: <no details avaliable>

org.labkey.test.tests.CDSTest.clickOnLearnAboutStudyItem: <no details avaliable>

org.labkey.test.tests.CDSTest.verifyGridCheckerboarding: <no details avaliable>

org.labkey.test.tests.CDSTest.clickOnLearnAboutStudyProductsItem: <no details avaliable>

##### there are 35 more failed tests, see build details
```


@m-kuhn , playing with the generator, loving it more and more.

After several days of usage, one thing became evident: we should get rid of the Geometry Type drop down list (i.e. poygon, line point), and instead have the geometry type set according to the type returned by the expression. If the expression returned is invalid (or does not return a geometry), stick to the last valid geometry type returned (by default, it'll be the same as the layer geometry type since you begin with a simple $geometry expression).

Thoughts? @nyalldawson ?


mark mistake.


Looks like `$(DESTDIR)` should be removed from the install commands below, right? That's where it's failing, trying to install to `/tmp/staging/cd-discid/usr/local/bin/cd-discid`


Cool, I'll remove this commit


I don't think I understood `DESTDIR` when I did this, but I guess it's not supposed to be used in Makefiles? https://www.gnu.org/prep/standards/html_node/DESTDIR.html


能不能提供一个复制播放地址的功能，有时候想把地址拷贝到VLC里面播放，可以放hd2和hd3的高清视频。


Hi @lem9 , we wouln't need this I guess, since now both the assignments on L159-160 and L184-185 are same, which is not required.
The one on L159-160 is meant to be the base case for everyone, except the newest MySQL 5.7.6+ versions which provides for newer `ALTER USER ...` syntax.

The QA_4_5 branch is fine.


Ohhh, nevermind. I see; you're right


oh LOL!


I think it's clearer to make this handle GeneratorExit, and then remove the `except GeneratorExit` below.


`except Exception:`?


I'm inclined to wait until 25 is stable, since a HEAD/devel-only option isn't visible in `brew info`.


I think it's easier to understand if you start the step at 1 rather than 0, and make it `step/total` instead of `(step+1)/total`. Also, I think it can be written like

```py
from __future__ import division
...

if ...:
    step, total = progress
    fraction = step / total
else:
    fraction = progress / 100

if ...

self.progressbar.set_fraction(fraction)
self.progressbar.set_text('%d%%' % fraction)
```


also, could you tell me what bug you are refering to which needs this upgrade?


TeamCity OSS :: Kubernetes Mesos :: 4 - Smoke Tests [Build 9992](https://teamcity.mesosphere.io/viewLog.html?buildId=96463&buildTypeId=Oss_KubernetesMesos_5SmokeTestsDockerMesos&guest=1) outcome was **SUCCESS**
Summary: Tests passed: 1, ignored: 207 Build time: 00:04:08


Try moving this into new migration.


Targets shouldn't be null here.


OK I'm happy, because I noticed this just glancing over the original PR and was going to ask about it, and that means I'm not lost in the new server code anymore :)


Looks good, the demo still works fine I assume?


Yeah, the `xcode_sdk` part


>  I also tend to prefer text fit to 80 chars or less, but sometimes even break that myself.

I honestly don't think anyone follows the 80 chars rule uniformly; thus I don't really think the rule makes sense.  I agree we don't want "massively" long lines, but forcing 80 chars just seems too small.

If you guys want to change the code you find to have 80 chars, that is fine.  I just don't think we should flag this in code reviews, even from contributors.  I think such changes should be accepted in the codebase without reformatting the lines first.


The [example](http://www.tutorialspoint.com/java/lang/math_min_int.htm) used Int


It's possible you could alter your Action Deck as a progression mechanic. Either to have different quantities of each Action or to have Advanced Actions that are better than the starting actions.

Though that's only necessary if you want to keep that open as a progression option.


As far as I could tell, yes.


@cyco sorry dunno how else to ping you. we could really use you around since there are still some outstanding issues!


OK, makes sense, can you try to pll and try `npm install` again? It should work now, at least it does here. Then I might ping `node-pre-gyp` chaps and ask them why they have no binary included by default like `node-gyp` does.


Coursera work


Totally optional. But there could be an Encounter that puts them into your deck.


this is shit


Strange, maybe they generated on my machine from an old version. I'll revert this


It looks like the example is wrong, have a look at the official javadoc here: https://docs.oracle.com/javase/7/docs/api/java/lang/Math.html#min(int,%20int)


The `Tabula.extract_table` method exists only in the Ruby version. I think it's sort of a kludge that is not super useful -- I think it basically is an attempt to get the same result you'd get out of Tabula GUI in a script -- but for backwards-compatibility, we ought to keep the method around (even if it does something slightly different in some scenarios).


this is also shit


Should you also be able to change your Armor?


Forgot to mention! The "I literally broke the compiler!" line comes from the fact that, if you put a std::string here instead, the compiler asks you nicely to report a bug because it causes in internal compiler error. I did so, and left this as a nice little thing to remember what I did. Start playing with lambdas, and, within a few minutes, find a gcc bug.


Seems to work, thanks.


See my comment about Advanced Actions. Ignore if you don't want to consider those.


`tap`? Откуда такое? [Я не вижу](https://developer.mozilla.org/en-US/docs/Web/API/TouchEvent)


Been meaning to ask, last I checked the filters and blendmodes demo didn't have full cross-platform compatibility, because we had been waiting on the shaders pull for OpenFL. Now that's that through, have we added full cpp feature parity for filters, blend modes, etc? If not I might take a look.


why?


I am not sure if this works yet.


Yeah, I say that later on.


Terminology question. I see you've been calling non-Wound cards Actions? Why the change back to non-Wound here?


bad macro, bad


Misplaced comment.


TeamCity OSS :: Kubernetes Mesos :: 4 - Smoke Tests [Build 9993](https://teamcity.mesosphere.io/viewLog.html?buildId=96464&buildTypeId=Oss_KubernetesMesos_5SmokeTestsDockerMesos&guest=1) outcome was **SUCCESS**
Summary: Tests passed: 1, ignored: 207 Build time: 00:03:46


и где `menuOpenBtn.classList.toggle()`?


Use static methods from Quest class, we will remove QuestState methods.


Needs to be TODO(chiangs) or whichever self-identifier you prefer.


Lost should be Lose. :P


:+1:  I think I was just typing exactly what I was reading at this point. I'll make another pass a little later to clean stuff up.


TeamCity DnnPackager :: Continuos [Build 63](http://dazinator.ddns.net:81/viewLog.html?buildId=1491&buildTypeId=DnnPackager_Continuos&guest=1) is now running


Dunno, haven't really looked into that.


Thanks for trying that. It might be simplified to:

    LC_ALL=C pacman -Qi | sed -n 's/Installed Size : \([^ ]*\) \([^ ]*\)B/\1\2/p' | numfmt --from=auto


TeamCity DnnPackager :: Continuos [Build 2.0.0-unstable.42](http://dazinator.ddns.net:81/viewLog.html?buildId=1491&buildTypeId=DnnPackager_Continuos&guest=1) outcome was **SUCCESS**
Summary: Running Build time: 00:00:13


вижу, ок)


Okay, that's fine, just confirming whether you'd gone ahead and implemented it when I wasn't looking.


If Prey are summoned by an Encounter, you must fight them as part of that Encounter's resolution. (If Prey are summoned by Prey, this may not necessarily be true.)


>>My understanding is that a patch is stronger than the other if it always performs better than the one that its compared against in all the conditions.

SMP tests are extremely ressource expensive, we all should be aware of that.
It's completely impossible to test ALL the conditions,
there are to many dimensions: threads, time control and least mut not least: the values in the matrix.
For instance it would absolutely not feasible to do SPSA tests at this stage.


давай этот файл «вклеим» в script.min.js


Unfortunately, the build process still fail :-/
[rawtherapee-default3.build.log.zip](https://github.com/adamreichold/RawTherapee/files/67943/rawtherapee-default3.build.log.zip)


TeamCity OSS :: Kubernetes Mesos :: 4 - Smoke Tests [Build 9995](https://teamcity.mesosphere.io/viewLog.html?buildId=96466&buildTypeId=Oss_KubernetesMesos_5SmokeTestsDockerMesos&guest=1) outcome was **SUCCESS**
Summary: Tests passed: 1, ignored: 207 Build time: 00:04:17


TeamCity OSS :: Kubernetes Mesos :: 4 - Smoke Tests [Build 9994](https://teamcity.mesosphere.io/viewLog.html?buildId=96465&buildTypeId=Oss_KubernetesMesos_5SmokeTestsDockerMesos&guest=1) outcome was **SUCCESS**
Summary: Tests passed: 1, ignored: 207 Build time: 00:08:13


:+1: Just checking.


Have you tested it to be sure it can't return "NaN"? as that's the only way to know for sure (scientifically speaking)


Eh, I was following the current standard of the code :p


Ahhh cool, I was looking on preferences and so on. I really didn't think about filters :-D

This looks really nice and give it a much more modern touch!

Thanks for the screens and the hint :-)


TeamCity OSS :: Kubernetes Mesos :: 4 - Smoke Tests [Build 9996](https://teamcity.mesosphere.io/viewLog.html?buildId=96467&buildTypeId=Oss_KubernetesMesos_5SmokeTestsDockerMesos&guest=1) outcome was **SUCCESS**
Summary: Tests passed: 1, ignored: 205 Build time: 00:04:07


If we want to support those kind of raw images in core, then we should move this code into core. I think of a helper class that is encapsulated and used from within FFmpegImage.

@notspiff would that be okay with you?


TeamCity MonoGame :: Develop (Win) [Build 3.5.0.1026](http://teamcity.monogame.net/viewLog.html?buildId=12739&buildTypeId=MonoGame_DevelopWin&guest=1) is now running


I especially like this as a reward for beating certain enemies.