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kandi X-RAY | warcraft Summary
Warcraft 2 clone development at UFRPE. A* for pathfinding.
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QUESTION
I need find the average grade of all the students in the university and create custom exception while finding the average in the Arrays.asList
. Exception should be thrown if int warCraftGrade
< 0 or int warCraftGrade
> 10. I have the following code:
ANSWER
Answered 2021-May-22 at 21:22It would be better to move the exception into the constructor instead of having to catch an exception every time you get the average. Simply make it so that you cannot construct an invalid object. And in your particular case, it does not make sense to throw a checked exception (an exception that does not extend a RuntimeException
and is appended to the throws
clause, forcing the caller to deal with it).
This answer suggests when it is appropriate to use checked exceptions (emphasis mine):
I also think that throwing checked exceptions can be OK1, assuming that the checked exception is 1) declared, 2) specific to the problem you are reporting, and 3) it is reasonable to expect the caller to deal with a checked exception for this2.
2 - For example, the existing FileInputStream constructors will throw FileNotFoundException if you try to open a file that does not exist. Assuming that it is reasonable for FileNotFoundException to be a checked exception3, then the constructor is the most appropriate place for that exception to be thrown. If we threw the FileNotFoundException the first time that (say) a read or write call was made, that is liable to make application logic more complicated.
Also, I would recommend moving the actual grade range logic into a method, rather than forcing the caller to do it every time.
One last thing: I'd make your methods nonstatic since you're dealing with an instance. In Java (I don't know what language you're coming from), this
, the current instance, is available in all nonstatic methods and is favored over passing an instance into a static method.
Take a look at these questions:
QUESTION
I want to start this off by thanking anybody who is taking the time to read this. I am very new to web development, so I understand this may have been explained already, however I haven't been able to find or figure out what I am trying to accomplish.
I am working on a project for school to use an API. I am using the Blizzard Entertainment World of Warcraft Game Data API. I have figured out how to parse the JSON Data to display the item attributes that I like, however I am running into the following issue:
I have to make two separate fetch requests, because the first API returns only the item attributes in an array, but I also need to display the image associated with each item. However, the request to retrieve an image only retrieves one image, specified by the item ID. Therefore, I need to call the image API for each item in the array of the first request.
Below, you may see the code I am working with:
...ANSWER
Answered 2021-Apr-18 at 04:31I have so far been unable to determine why certain API calls have a CORS error, but most do not. That said, I've made a solution to handle this issue, and, I think, gather most of the information you are looking for:
QUESTION
I tried to write a simple LUA AddOn in World of Warcraft to avoid to be AFK.
Here is what I tried:
...ANSWER
Answered 2021-Apr-07 at 14:40Yes, RunMacro is a protected function that can only be called by user code if it was triggered by a key/button press.
Before I continue, let me say I'd be careful with attempting custom, homebrewed anti-afk methods on Blizzard's servers, as it may be seen as automation if Warden notices it.
The addon Narcissus has a feature to activate its, uh, viewport when you go AFK, and also has an option to cast /stand to prevent sitting down while AFK. The setting says it does not prevent AFK logout, but I feel like it does prolong the time until you get eventually logged out. This is merely anecdotal, and your mileage may vary.
But you could take a look at how this is implemented in the addon and experiment with it.
QUESTION
currentHead, maximumHead= GetInventoryItemDurability(1);
currentShoulder, maximumShoulder = GetInventoryItemDurability(3);
currentChest, maximumChest = GetInventoryItemDurability(5);
print("Head: " .. currentHead .. " Durability")
print("Shoulders: " .. currentShoulder .. " Durability")
print("Chest: " .. currentChest .. "/" .. maximumChest .. " Durability")
...ANSWER
Answered 2021-Mar-15 at 11:26Try this. If found it via websearch within a minute or so...
QUESTION
So i want to make like an aura around the player, like in warcraft 3 or path of exile, etc, using a particle system, and when the character is idle it works perfectly fine. Thing is when it isnt idle.
I've tried changing the particle system position itself using Update(), but that doesnt really affect the position of the particles. What i need is to set each one of them to the players position.
Is there a way to set the particles to the position of the player?(or any position at all)
Thanks
...ANSWER
Answered 2021-Mar-04 at 08:05You can change the ParticleSystem.simulationSpace
Controls whether particles are animated in the parent object’s local space (therefore moving with the parent object), in the world space, or relative to a custom object (moving with a custom object of your choosing).
to ParticleSystemSimulationSpace.Local
Simulate particles in local space
Either via the Inspector of the Main Module
or via code like
QUESTION
I'm working on my little portfolio page and wanted to put some background/fun stuff on my About page. Right now, it displays the information on ALL 4 article-columns at once, instead of just the one I'm hovering on.
Here's the code and logic I have.
...ANSWER
Answered 2021-Feb-12 at 20:55It looks like it is because all the sections are depending on the same state. Thus, once that state changes, all the sections are being affected. How I would approach this would be to have state hold the current hovered section. E.g.
QUESTION
I'm trying to work on an analysis of World of Warcraft gear and I'm having an issue with grouping. I can group all unique helms (head-gear) and count them by name. However, in-game your character can wear 2 rings. From the API this comes up as Ring 1 and Ring 2, the order does not matter but I would like to group the combination and count occurences.
ProblemThe 2 same rings on different fingers/slots will appear as 2 separate counts.
...ANSWER
Answered 2021-Jan-20 at 22:18you can sort the Ring text with this syntax
QUESTION
I have a graph structure like this-
...ANSWER
Answered 2020-Dec-10 at 22:50There are multiple ways to write the query.
Option 1: Start from console
g.V().has('console', 'ps3').in('uses').where(out('plays').has('game', 'warcraft')).valueMap('name')
Let me explain the structure here:
g.V().has('console', 'ps3')
--> Select all vertices which have a property with key as console
and value as ps3
in('uses')
--> From the set of previous vertices, jump to incoming vertices via an edge that has the label uses
. At this stage, we would have player vertices in our solution.
where(out('plays').has('game', 'warcraft'))
--> Apply a filter on existing solutions. Since we are using where
we would not jump/traverse to the next step of vertices.
valueMap('name')
--> Project one or more properties if existing solutions which are player vertices.
Option 2: Another way to write above query
g.V().has('console', 'ps3').in('uses').as('myusers').out('plays').has('game', 'warcraft').select('myusers').by('name')
as('myusers')
--> Provides a reference/alias to the vertices at this stage. Note that it does not store all the results at this stage instead it just provides a reference to the type of vertices at this point in the query.
out('plays').has('game', 'warcraft')
--> Unlike previous time when we did not jump since we were using where
, this time we jump onto the game
vertices.
select('myusers').by('name')
--> since we want to project the users but the current solutions are game vertices, we need to select the user vertices which we do using the reference we stored earlier.
Option 3: Start from user
g.V().hasLabel('user').where(out('plays').has('game','warcraft')).where(out('uses').has('console','ps3')).valueMap('name')
There are more ways to write this query such as using path()
but I won't go into details here.
Since you are beginning to learn Gremlin, I would recommend that you start with https://kelvinlawrence.net/book/Gremlin-Graph-Guide.html
QUESTION
So I have a Wow addon which is many, many thousands of lines long. Sometimes, Blizzard removes Lua functions from the game and I'm not always sure whether the functions I've called in the addon are valid anymore.
Is there a way that I can scan an entire Lua file for functions that no longer exist?
I know that I can do something like this:
...ANSWER
Answered 2020-Oct-15 at 12:52A good API would list removed function names in their changelog. Just search your script for those names.
You can use a linter like luacheck to find undefined stuff in your script. This would require you to maintain a list of existing function names. This also works for other globals.
Or you search your script for function calls and search that name in a list of existing function names. Or you check if this name is nil in your environment. A function call is any name that is followed by optional whitespace and either of (
, "
or {
.
For functions this is trivial, for other variables it becomes a bit more complicated and you'll end up writing your own linter so you could as well just use an existing one.
QUESTION
I am using Lua in World of Warcraft.
I have this string:
...ANSWER
Answered 2020-Nov-15 at 13:04#! /usr/bin/env lua
local serif = "Is this the\nreal life?\nIs this\njust fantasy?"
local reversed = serif :reverse() -- flip it
local pos = reversed :find( '\n' ) +1 -- count backwards
local sans_serif = serif :sub( 1, -pos ) -- strip it
print( sans_serif )
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