r8 | Laravel Package for Reviews and Ratings and Recommendations | Database library

 by   secrethash PHP Version: v1.0.0 License: MIT

kandi X-RAY | r8 Summary

kandi X-RAY | r8 Summary

r8 is a PHP library typically used in Retail, Database applications. r8 has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Laravel has always been missing a package like this, that supports dynamic rating with multiple Rating Types (ex. Like in Amazon or any e-commerce platform, Quality Rating, Customer Service Experience Ratings, etc.) with Integrated Reviews and Recommend Functionality. The main Ideology behind this package is to make it easily adaptable for everyone's use case. Reviews & Ratings system for Laravel 7. You can rate any of your models.
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              r8 has a low active ecosystem.
              It has 20 star(s) with 2 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              r8 has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of r8 is v1.0.0

            kandi-Quality Quality

              r8 has no bugs reported.

            kandi-Security Security

              r8 has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              r8 is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              r8 releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed r8 and discovered the below as its top functions. This is intended to give you an instant insight into r8 implemented functionality, and help decide if they suit your requirements.
            • Publishes the package .
            • Get timestamp for the given number of seconds .
            • Type the rate .
            • Role this object .
            • Has many ratings .
            • Return the rateable model .
            • Get the author of the feed .
            • Register the module .
            Get all kandi verified functions for this library.

            r8 Key Features

            No Key Features are available at this moment for r8.

            r8 Examples and Code Snippets

            No Code Snippets are available at this moment for r8.

            Community Discussions

            QUESTION

            Why does the .NET CLR not inline this properly?
            Asked 2021-Jun-15 at 19:35

            I ran into less than ideal inlining behavior of the .NET JIT compiler. The following code is stripped of its context, but it demonstrates the problem:

            ...

            ANSWER

            Answered 2021-Jun-15 at 19:35

            The functions Hash_Inline and Hash_FunctionCall are not equivalent:

            • The first statement in Hash_Inline rotates by 1, but in Hash_FunctionCall it rotates by curIndex.
            • For RotateLeft you may have probably meant:

            Source https://stackoverflow.com/questions/67991820

            QUESTION

            Android Gradle Plugin 4.2.0 R8 ArrayIndexOutOfBoundsException
            Asked 2021-Jun-08 at 11:50

            Today AS 4.2 hit stable. I updated my gradle distribution url to 6.7.1 like I was told, and Android Gradle Plugin to 4.2.0. If I update the AGP, my app no longer builds.

            I don't understand the error or know where to look. Here is the stacktrace:

            ...

            ANSWER

            Answered 2021-May-05 at 14:39

            First thought: Probably mixed up index number with number of elements?

            But to be certain I have to see the actual code where the exception is thrown.

            Not meant to be disrespectful: https://docs.oracle.com/javase/tutorial/java/nutsandbolts/arrays.html

            Source https://stackoverflow.com/questions/67403334

            QUESTION

            Why can't I get the value of asm registers in C?
            Asked 2021-Jun-07 at 10:10

            I'm trying to get the values of the assembly registers rdi, rsi, rdx, rcx, r8, but I'm getting the wrong value, so I don't know if what I'm doing is taking those values or telling the compiler to write on these registers, and if that's the case how could I achieve what I'm trying to do (Put the value of assembly registers in C variables)?

            When this code compiles (with gcc -S test.c)

            ...

            ANSWER

            Answered 2021-Jun-07 at 01:19

            Your code didn't work because Specifying Registers for Local Variables explicitly tells you not to do what you did:

            The only supported use for this feature is to specify registers for input and output operands when calling Extended asm (see Extended Asm).

            Other than when invoking the Extended asm, the contents of the specified register are not guaranteed. For this reason, the following uses are explicitly not supported. If they appear to work, it is only happenstance, and may stop working as intended due to (seemingly) unrelated changes in surrounding code, or even minor changes in the optimization of a future version of gcc:

            • Passing parameters to or from Basic asm
            • Passing parameters to or from Extended asm without using input or output operands.
            • Passing parameters to or from routines written in assembler (or other languages) using non-standard calling conventions.

            To put the value of registers in variables, you can use Extended asm, like this:

            Source https://stackoverflow.com/questions/67864098

            QUESTION

            java.lang.IncompatibleClassChangeError inside FirebaseInitProvider.onCreate when starting app with minifyEnabled true
            Asked 2021-Jun-02 at 08:24
            Tested Environment / Dependencies
            • Android Studio: Android Studio Arctic Fox Beta 2 and Bumblebee Canary 1
            • AGP: 7.1.0-alpha01
            • Firebase Analytics: com.google.firebase:firebase-analytics-ktx:19.0.0
            • Firebase Crashlytics: com.google.firebase:firebase-crashlytics-ktx:18.0.0
            • minifyEnabled: true
            • Proguard Config specifically for Firebase: None
            What's happening

            When I build my app with minifyEnabled = true and try to start the app, app crashes right after it launches with the following crash log:

            ...

            ANSWER

            Answered 2021-Jun-02 at 08:24

            We had similar crashes in release since AGP 7.0.0-alpha12. The crashes are gone after updating the desugaring library to version 1.1.5.

            Source https://stackoverflow.com/questions/67753227

            QUESTION

            fasm x64 windows gdi programming struggles - call to stretchdibits not painting screen as expected
            Asked 2021-Jun-02 at 00:38

            I have a simple fasm program, in this program I get some zeroed memory from windows through VirtualAlloc. I then have a procedure where I simply set up the parameters and make a call to StretchDIBits passing a pointer to the empty memory buffer. I therefore expect the screen should be drawn black. This however is not the case, and I can't for the life of me figure out why.

            Below is the code.

            ...

            ANSWER

            Answered 2021-May-31 at 06:32

            I'm sorry I don't know much about fasm, I tried to reproduce the problem through C++:

            Source https://stackoverflow.com/questions/67766028

            QUESTION

            Pygame enemy not staying at the intended position on the map
            Asked 2021-Jun-01 at 16:39
            import pygame, sys
            
            clock = pygame.time.Clock()
            
            from pygame.locals import *
            pygame.mixer.pre_init(44100,-16,2,512)
            pygame.init()
            
            pygame.display.set_caption('THE GAME')#Window name
            
            walkRight = [pygame.image.load('player_animations/R1.png'), pygame.image.load('player_animations/R2.png'), pygame.image.load('player_animations/R3.png'), pygame.image.load('player_animations/R4.png'), pygame.image.load('player_animations/R5.png'), pygame.image.load('player_animations/R6.png'), pygame.image.load('player_animations/R7.png'), pygame.image.load('player_animations/R8.png'), pygame.image.load('player_animations/R9.png')]
            walkLeft = [pygame.image.load('player_animations/L1.png'), pygame.image.load('player_animations/L2.png'), pygame.image.load('player_animations/L3.png'), pygame.image.load('player_animations/L4.png'), pygame.image.load('player_animations/L5.png'), pygame.image.load('player_animations/L6.png'), pygame.image.load('player_animations/L7.png'), pygame.image.load('player_animations/L8.png'), pygame.image.load('player_animations/L9.png')]
            
            Window_SIZE = (900,600)
            
            screen = pygame.display.set_mode(Window_SIZE,0,32)
            
            display = pygame.Surface((900,600))
            
            player_image = pygame.image.load('player_animations/player_image.png')
            player_image.set_colorkey((255,255,255))
            
            grass_image = pygame.image.load('Map/Grassblock.png')
            grass_image.set_colorkey((255,255,255))
            
            dirt_image = pygame.image.load('Map/Dirtblock.png')
            
            cobble_image = pygame.image.load('Map/Stoneblock.png')
            
            TILE_SIZE = grass_image.get_width()
            
            true_scroll = [0,0]
            
            #ENEMIES
            class Enemy(pygame.sprite.Sprite):
                def __init__(self,x,y):
                    pygame.sprite.Sprite.__init__(self)
                    self.image = pygame.image.load('Map/blob.png')
                    self.rect = self.image.get_rect()
                    self.rect.x = x
                    self.rect.y = y
                    self.move_direction = 1
                    self.move_counter = 0
            
                def update(self):
                    self.rect.x += self.move_direction
                    self.move_counter += 1
                    if self.move_counter > 50:
                        self.move_direction *= -1
                        self.move_counter = 0
            
            
            def redrawGameWindow():
                global walkCount
                screen.blit(display,(0,0))
                blob_group.draw(screen)
                blob_group.update()
                
            
                if walkCount + 1 >=  27:
                    walkCount = 0
            
                if moving_left:
                    screen.blit(walkLeft[walkCount // 3],(player_rect.x-scroll[0],player_rect.y-scroll[1] ))
                    walkCount += 1
                        
                elif moving_right:
                    screen.blit(walkRight[walkCount // 3],(player_rect.x-scroll[0],player_rect.y-scroll[1] ))
                    walkCount += 1  
            
            
                else:
                    screen.blit(player_image,(player_rect.x-scroll[0],player_rect.y-scroll[1]))     
                
            
            
                pygame.display.update() 
                
            
            
            def load_map(path):
                f = open(path + '.txt','r')
                data = f.read()
                f.close()
                data = data.split('\n')
                game_map = []
                for row in data:
                    game_map.append(list(row))
                return game_map         
            
            game_map = load_map('Map/map')
            
            background_objects = [[0.2,[500,200,250,3000]],[0.5,[750,30,200,4000]],[0.3,[1000,100,235,2000]],[0.5,[130,90,100,4000]],[0.6,[300,100,220,5000]]]
            
            def collision_test(rect,tiles):
                hit_list = []
                for tile in tiles:
                    if rect.colliderect(tile):
                        hit_list.append(tile)
                return hit_list
                
            def move(rect,movement,tiles):
                collision_types = {'top':False,'bottom':False,'right':False,'left':False}
                rect.x += movement[0]
                hit_list = collision_test(rect,tiles)
                for tile in hit_list:
                    if movement[0] > 0:
                        rect.right = tile.left
                        collision_types['right'] = True
                    elif movement[0] < 0:
                        rect.left = tile.right
                        collision_types['left'] = True
                rect.y += movement[1]           
                hit_list = collision_test(rect,tiles)
                for tile in hit_list:
                    if movement[1] > 0:
                        rect.bottom = tile.top
                        collision_types['bottom'] = True
                    elif movement[1] < 0:
                        rect.top = tile.bottom
                        collision_types['top'] = True   
            
                return rect, collision_types
            
            
            moving_right = False
            moving_left = False
            
            moving_down = False
            
            player_y_momentum = 0
            air_timer = 0
            
            player_rect = pygame.Rect(50,50,player_image.get_width(),player_image.get_height())
            
            player_left = False
            player_right = False
            player_down = False 
            
            jump_sound = pygame.mixer.Sound('jump.wav')
            grass_sound = [pygame.mixer.Sound('grass_0.wav'),pygame.mixer.Sound('grass_1.wav')]
            
            pygame.mixer.music.load('music.wav')
            pygame.mixer.music.play(-1)
            
            
            
            walkCount = 0
            
            vel = 5
            
            true_scroll[0] += (player_rect.x - true_scroll[0]-450)/20
            true_scroll[1] += (player_rect.y - true_scroll[1]-364)/20
             
            scroll = true_scroll.copy()
            scroll[0] = int(scroll[0])
            scroll[1] = int(scroll[1])
            
            blob_group = pygame.sprite.Group()
            tile_rects = []
            for y, row in enumerate(game_map):
                for x, tile in enumerate(row):
                    if tile != '0': 
                       tile_rects.append(pygame.Rect(x * TILE_SIZE, y * TILE_SIZE,TILE_SIZE,TILE_SIZE))
                    if tile == '4':
                        blob = Enemy(x*TILE_SIZE,y*TILE_SIZE+2)
                        blob_group.add(blob)
            
            #Game loop
            while True:
                display.fill((146,244,255))
            
                true_scroll[0] += (player_rect.x - true_scroll[0]-450)/20
                true_scroll[1] += (player_rect.y - true_scroll[1]-364)/20
             
                scroll = true_scroll.copy()
                scroll[0] = int(scroll[0])
                scroll[1] = int(scroll[1])
            
                pygame.draw.rect(display,(7,80,75),pygame.Rect(0,400,900,600))
                for background_object in background_objects:
                    obj_rect = pygame.Rect(background_object[1][0]-scroll[0]*background_object[0],background_object[1][1]-scroll[1]*background_object[0],background_object[1][2],background_object[1][3])
                    if background_objects[0] == 0.5:
                        pygame.draw.rect(display,(255,0,0),obj_rect)
                    else:
                        pygame.draw.rect(display,(9,91,85),obj_rect)    
            
                for y, row in enumerate(game_map):
                    for x, tile in enumerate(row):
                        if tile == '1':
                            display.blit(dirt_image,(x*TILE_SIZE-scroll[0],y*TILE_SIZE-scroll[1]))
                        if tile == '2':
                            display.blit(grass_image,(x*TILE_SIZE-scroll[0],y*TILE_SIZE-scroll[1]))
                        if tile == '3':
                            display.blit(cobble_image,(x*TILE_SIZE-scroll[0],y*TILE_SIZE-scroll[1]))            
                   
                player_movement = [0,0]
                if moving_right:
                    player_movement[0] += vel
                if moving_left:
                    player_movement[0] -= vel
                #________________________________________
                if moving_down:
                    player_movement[1] += 7
            
                #________________________________________       
                player_movement[1] += player_y_momentum 
                player_y_momentum += 0.2
                if player_y_momentum > 3:   
                    player_y_momentum = 3
                  
            
                player_rect,collisions = move(player_rect,player_movement,tile_rects)           
            
                if collisions['bottom']:
                    player_y_momentum = 0
                    air_timer = 0
                else:
                    air_timer += 1
            
            
                if collisions['top']:
                    player_y_momentum = 0
                    air_timer = 0
                else:
                    air_timer += 0.1
            
            
                for event in pygame.event.get():
                    if event.type == QUIT:
                        pygame.quit()
                        sys.exit()
            
                    if event.type == KEYDOWN:
                        if event.key == K_RIGHT:
                            moving_right = True
                            player_right = True
                            player_left = False
                            player_down = False
            
                        elif event.key == K_LEFT:
                            moving_left = True
                            player_left = True
                            player_right = False
                            player_down = False
            
                        #_________________________
                        elif event.key == K_DOWN:
                            moving_down = True
                            player_down = True
                            player_left = False
                            player_right = False
            
            
                        
                        else:
                            player_right = False
                            player_left = False
                            player_down = False
                            walkCount = 0   
            
                        if event.key == K_UP:
                            if air_timer < 6:
                                player_y_momentum = -7.5
                                player_right = False
                                player_left = False
                                player_down = False
                                walkCount = 0
                                jump_sound.play()
                                jump_sound.set_volume(0.1)
            
            
            
                    if event.type == KEYUP:
                        if event.key == K_RIGHT:
                            moving_right = False
                            
                        if event.key == K_LEFT:
                            moving_left = False 
            
                        if event.key == K_DOWN:
                            moving_down = False
                        
                    
                
                            
                
                redrawGameWindow()  
                
            
                surf = pygame.transform.scale(display,Window_SIZE)
                clock.tick(54)
            
            ...

            ANSWER

            Answered 2021-Jun-01 at 16:39

            The position of the player is corrected by scroll. You also need to correct the position of the enemies. Remove blob_group.draw(screen) from the redrawGameWindow function, but draw the enemies in a loop:

            Source https://stackoverflow.com/questions/67783217

            QUESTION

            A fatal error has been detected by the Java Runtime Environment when ignite native persistence is on
            Asked 2021-Jun-01 at 11:11

            I try to put Apache Arrow vector in Ignite, this is working fine when I turn off native persistence, but after I turn on native persistence, JVM is crashed every time. I create IntVector first then put it in Ignite:

            ...

            ANSWER

            Answered 2021-Jun-01 at 11:11

            Apache Arrow utilizes a pretty similar idea of Java off-heap storage as Apache Ignite does. For Apache Arrow it means that objects like IntVector don't actually store data in their on-heap layout. They just store a reference to a buffer containing an off-heap address of a physical representation. Technically it's a long offset pointing to a chunk of memory within JVM address space.

            When you restart your JVM, address space changes. But in your Apache Ignite native persistence there's a record holding an old pointer. It leads to a SIGSEGV because it's not in the JVM address anymore (in fact it doesn't even exist after a restart).

            You could use Apache Arrow serialization machinery to store data permanently in Apache Ignite or even somewhere else. But in fact after that you're going to lose Apache Arrow preciousness as a fast in-memory columnar store. It was initially designed to share off-heap data across multiple data-processing solutions.

            Therefore I believe that technically it could be possible to leverage Apache Ignite binary storage format. In that case a custom BinarySerializer should be implemented. After that it would be possible to use it with the Apache Arrow vector classes.

            Source https://stackoverflow.com/questions/67734205

            QUESTION

            Tkinter gui doesn't work Mouse and keyboard modules
            Asked 2021-May-31 at 03:36

            I was trying to make an auto clicker using Mouse and keyboard modules and tkinter as the gui and wrote this code

            ...

            ANSWER

            Answered 2021-May-30 at 16:36

            The reason why GUI does not show up is that before the code hits mainloop() it goes into a infinite loop(while loop) and it cannot reach mainloop and hence window does not show up and events are not processed. So what you should do is get rid of while. One way is to use after() method to emulate while.

            Source https://stackoverflow.com/questions/67762981

            QUESTION

            Pygame Enemy not showing on screen
            Asked 2021-May-29 at 17:49
            import pygame, sys
            
            clock = pygame.time.Clock()
            
            from pygame.locals import *
            pygame.mixer.pre_init(44100,-16,2,512)
            pygame.init()
            
            pygame.display.set_caption('THE GAME')#Window name
            
            walkRight = [pygame.image.load('player_animations/R1.png'), pygame.image.load('player_animations/R2.png'), pygame.image.load('player_animations/R3.png'), pygame.image.load('player_animations/R4.png'), pygame.image.load('player_animations/R5.png'), pygame.image.load('player_animations/R6.png'), pygame.image.load('player_animations/R7.png'), pygame.image.load('player_animations/R8.png'), pygame.image.load('player_animations/R9.png')]
            walkLeft = [pygame.image.load('player_animations/L1.png'), pygame.image.load('player_animations/L2.png'), pygame.image.load('player_animations/L3.png'), pygame.image.load('player_animations/L4.png'), pygame.image.load('player_animations/L5.png'), pygame.image.load('player_animations/L6.png'), pygame.image.load('player_animations/L7.png'), pygame.image.load('player_animations/L8.png'), pygame.image.load('player_animations/L9.png')]
            
            Window_SIZE = (900,600)
            
            screen = pygame.display.set_mode(Window_SIZE,0,32)
            
            display = pygame.Surface((900,600))
            
            player_image = pygame.image.load('player_animations/player_image.png')
            player_image.set_colorkey((255,255,255))
            
            grass_image = pygame.image.load('Map/Grassblock.png')
            grass_image.set_colorkey((255,255,255))
            
            dirt_image = pygame.image.load('Map/Dirtblock.png')
            
            cobble_image = pygame.image.load('Map/Stoneblock.png')
            
            TILE_SIZE = grass_image.get_width()
            
            true_scroll = [0,0]
            
            #ENEMIES
            class Enemy(pygame.sprite.Sprite):
                enemy_sprite = [pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png')]
                def __init__(self,x,y,width,height,end):
                    self.x = x 
                    self.y = y
                    self.width = width
                    self.height = height
                    self.end = end
                    self.path = [self.x,self.end]
                    self.walkCount = 0
                    self.vel = 3
                
                def draw(self,display):
                    self.move()
                    if self.walkCount + 1 <= 33:
                        self.walkCount = 0
            
                    if self.vel > 0:
                        display.blit(self.enemy_sprite[self.walkCount//3],(self.x,self.y))
                        self.walkCount += 1
                    else:
                        display.blit(self.enemy_sprite[self.walkCount//3],(self.x,self.y))
                        self.walkCount += 1     
            
                def move(self):
                    if self.vel > 0:
                        if self.x + self.vel < self.path[1]:
                            self.x += self.vel  
                        else:
                            self.vel = self.vel *-1
                            self.move_counter = 0
                    else:
                        if self.x - self.vel > self.path[0]:
                            self.x += self.vel  
                        else:
                            self.vel = self.vel *-1
                            self.move_counter = 0           
                    
            
            def redrawGameWindow():
                global walkCount
                screen.blit(display,(0,0))
                blob.draw(display)
            
                if walkCount + 1 >=  27:
                    walkCount = 0
            
                if moving_left:
                    screen.blit(walkLeft[walkCount // 3],(player_rect.x-scroll[0],player_rect.y-scroll[1] ))
                    walkCount += 1
                        
                elif moving_right:
                    screen.blit(walkRight[walkCount // 3],(player_rect.x-scroll[0],player_rect.y-scroll[1] ))
                    walkCount += 1  
            
            
                else:
                    screen.blit(player_image,(player_rect.x-scroll[0],player_rect.y-scroll[1]))     
                
            
            
                pygame.display.update() 
                
            
            
            def load_map(path):
                f = open(path + '.txt','r')
                data = f.read()
                f.close()
                data = data.split('\n')
                game_map = []
                for row in data:
                    game_map.append(list(row))
                return game_map         
            
            game_map = load_map('Map/map')
            
            background_objects = [[0.2,[500,200,250,3000]],[0.5,[750,30,200,4000]],[0.3,[1000,100,235,2000]],[0.5,[130,90,100,4000]],[0.6,[300,100,220,5000]]]
            
            def collision_test(rect,tiles):
                hit_list = []
                for tile in tiles:
                    if rect.colliderect(tile):
                        hit_list.append(tile)
                return hit_list
                
            def move(rect,movement,tiles):
                collision_types = {'top':False,'bottom':False,'right':False,'left':False}
                rect.x += movement[0]
                hit_list = collision_test(rect,tiles)
                for tile in hit_list:
                    if movement[0] > 0:
                        rect.right = tile.left
                        collision_types['right'] = True
                    elif movement[0] < 0:
                        rect.left = tile.right
                        collision_types['left'] = True
                rect.y += movement[1]           
                hit_list = collision_test(rect,tiles)
                for tile in hit_list:
                    if movement[1] > 0:
                        rect.bottom = tile.top
                        collision_types['bottom'] = True
                    elif movement[1] < 0:
                        rect.top = tile.bottom
                        collision_types['top'] = True   
            
                return rect, collision_types
            
            
            moving_right = False
            moving_left = False
            
            moving_down = False
            
            player_y_momentum = 0
            air_timer = 0
            
            player_rect = pygame.Rect(50,50,player_image.get_width(),player_image.get_height())
            
            player_left = False
            player_right = False
            player_down = False 
            
            jump_sound = pygame.mixer.Sound('jump.wav')
            grass_sound = [pygame.mixer.Sound('grass_0.wav'),pygame.mixer.Sound('grass_1.wav')]
            
            pygame.mixer.music.load('music.wav')
            pygame.mixer.music.play(-1)
            
            blob = Enemy(0,20,50,50,7000)
            
            walkCount = 0
            
            vel = 5
            
            
            #Game loop
            while True:
                display.fill((146,244,255))
            
                true_scroll[0] += (player_rect.x - true_scroll[0]-450)/20
                true_scroll[1] += (player_rect.y - true_scroll[1]-364)/20
             
                scroll = true_scroll.copy()
                scroll[0] = int(scroll[0])
                scroll[1] = int(scroll[1])
            
                pygame.draw.rect(display,(7,80,75),pygame.Rect(0,400,900,600))
                for background_object in background_objects:
                    obj_rect = pygame.Rect(background_object[1][0]-scroll[0]*background_object[0],background_object[1][1]-scroll[1]*background_object[0],background_object[1][2],background_object[1][3])
                    if background_objects[0] == 0.5:
                        pygame.draw.rect(display,(255,0,0),obj_rect)
                    else:
                        pygame.draw.rect(display,(9,91,85),obj_rect)    
            
            
                
                tile_rects = []
                y=0
                for row in game_map:
                    x=0
                    for tile in row:
                        if tile != '0': 
                            tile_rects.append(pygame.Rect(x * TILE_SIZE, y * TILE_SIZE,TILE_SIZE,TILE_SIZE))
                        if tile == '1':
                            display.blit(dirt_image,(x*TILE_SIZE-scroll[0],y*TILE_SIZE-scroll[1]))
                        if tile == '2':
                            display.blit(grass_image,(x*TILE_SIZE-scroll[0],y*TILE_SIZE-scroll[1]))
                        if tile == '3':
                            display.blit(cobble_image,(x*TILE_SIZE-scroll[0],y*TILE_SIZE-scroll[1]))            
                        
            
            
                        x += 1
                    y += 1
                
                
                
                
                player_movement = [0,0]
                if moving_right:
                    player_movement[0] += vel
                if moving_left:
                    player_movement[0] -= vel
                #________________________________________
                if moving_down:
                    player_movement[1] += 7
            
                #________________________________________       
                player_movement[1] += player_y_momentum 
                player_y_momentum += 0.2
                if player_y_momentum > 3:   
                    player_y_momentum = 3
                  
            
                player_rect,collisions = move(player_rect,player_movement,tile_rects)           
            
                if collisions['bottom']:
                    player_y_momentum = 0
                    air_timer = 0
                else:
                    air_timer += 1
            
            
                if collisions['top']:
                    player_y_momentum = 0
                    air_timer = 0
                else:
                    air_timer += 0.1
            
            
                for event in pygame.event.get():
                    if event.type == QUIT:
                        pygame.quit()
                        sys.exit()
            
                    if event.type == KEYDOWN:
                        if event.key == K_RIGHT:
                            moving_right = True
                            player_right = True
                            player_left = False
                            player_down = False
            
                        elif event.key == K_LEFT:
                            moving_left = True
                            player_left = True
                            player_right = False
                            player_down = False
            
                        #_________________________
                        elif event.key == K_DOWN:
                            moving_down = True
                            player_down = True
                            player_left = False
                            player_right = False
            
            
                        
                        else:
                            player_right = False
                            player_left = False
                            player_down = False
                            walkCount = 0   
            
                        if event.key == K_UP:
                            if air_timer < 6:
                                player_y_momentum = -7.5
                                player_right = False
                                player_left = False
                                player_down = False
                                walkCount = 0
                                jump_sound.play()
                                jump_sound.set_volume(0.1)
            
            
            
                    if event.type == KEYUP:
                        if event.key == K_RIGHT:
                            moving_right = False
                            
                        if event.key == K_LEFT:
                            moving_left = False 
            
                        if event.key == K_DOWN:
                            moving_down = False
                        
                    
                
                            
                
                redrawGameWindow()  
            
                surf = pygame.transform.scale(display,Window_SIZE)
                clock.tick(54)
            
            
            
            ...

            ANSWER

            Answered 2021-May-29 at 17:49

            You need to draw the enemy (blob) on the screen instead of the map (display) Surface

            blob.draw(display)

            Source https://stackoverflow.com/questions/67754133

            QUESTION

            Reverse engineering and interpreting assembly code
            Asked 2021-May-28 at 19:16

            I am having difficulty with reverse engineering this assembly code to deduce the values of the array's dimensions.

            I am given

            ...

            ANSWER

            Answered 2021-May-28 at 19:16

            Indexing a 2D array has to scale the first index by sizeof(struct vec3[A]): array1 is an array of arrays, and each smaller array has A elements. So you look at the asm and see what it's multiplying by.

            Given, struct vec3 array1[2][A];,
            array1[i1][j1].x is the same address math as for a flat 1D array: array1[ (i1*A) + j1 ].x. And in C, we index by element not bytes, so the asm also has to scale by sizeof(struct vec3). That's clearly what the sal $4, %reg instructions are doing, because after padding for alignment the struct size is 16 bytes.

            Notice that the leading dimension [2] doesn't come into the calculation at all; that just tells you how much total space you have. It's the later dimensions that set the geometry; the stride between the the same column in different rows.

            If you don't already see how that C would compile for different A and B values, try it with some sample ones and see what changes when you increase A or B by 1. https://godbolt.org/ is ideal for playing around with stuff like that.

            e.g. https://godbolt.org/z/zrecTcqMs uses prime numbers 3 and 7 for A and B, so even without changing the numbers, you can see which are multiples of which.

            Except GCC is too clever for it to be that simple: it's multiplying using one or two LEA, e.g. RCX + RCX*2 = RCX*3, not using imul $3, %rcx, %rdx for example. If you use large non-simple numbers like 12345 for A and B, you'll see actual imul. https://godbolt.org/z/4G3qc5d5E.

            I used gcc -fpie to make it use position-independent code: a RIP-relative LEA to get array addresses into registers, instead of addressing modes like array1(%rcx, %rdx, 2) which require the array address (in the .data or .bss section) to fit in a 32-bit sign-extended disp32 in the machine code.

            I also used __attribute__((ms_abi)) to use the Windows x64 calling convention like your code does, since GCC on the Godbolt compiler explorer is targeting Linux. (MSVC is the only compiler on Godbolt that targets Windows by default, but it won't output in AT&T syntax.)

            Source https://stackoverflow.com/questions/67732896

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install r8

            First, pull in the package through Composer. You will need to publish and run the migrations.
            Setup the model that will be reviewed, rated & recommended.

            Support

            Contributions are welcomed and appreciated. Feel free to create a Pull Request or an Issue.
            Find more information at:

            Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items

            Find more libraries
            CLONE
          • HTTPS

            https://github.com/secrethash/r8.git

          • CLI

            gh repo clone secrethash/r8

          • sshUrl

            git@github.com:secrethash/r8.git

          • Stay Updated

            Subscribe to our newsletter for trending solutions and developer bootcamps

            Agree to Sign up and Terms & Conditions

            Share this Page

            share link