r8 | Laravel Package for Reviews and Ratings and Recommendations | Database library
kandi X-RAY | r8 Summary
kandi X-RAY | r8 Summary
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
Top functions reviewed by kandi - BETA
- 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 .
r8 Key Features
r8 Examples and Code Snippets
Community Discussions
Trending Discussions on r8
QUESTION
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 19:35The functions Hash_Inline
and Hash_FunctionCall
are not equivalent:
- The first statement in
Hash_Inline
rotates by 1, but inHash_FunctionCall
it rotates bycurIndex
. - For
RotateLeft
you may have probably meant:
QUESTION
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 14:39First 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
QUESTION
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 01:19Your 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:
QUESTION
- 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
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 08:24We 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
.
QUESTION
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 06:32I'm sorry I don't know much about fasm, I tried to reproduce the problem through C++:
QUESTION
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 16:39The 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:
QUESTION
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 11:11Apache 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.
QUESTION
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 16:36The 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
.
QUESTION
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 17:49You need to draw the enemy (blob
) on the screen
instead of the map (display
) Surface
blob.draw(display)
QUESTION
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 19:16Indexing 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.)
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