Class feature – Does the monastery’s weapon power apply to its powerful fist ability?

Powerful fists are of no use to monastery weapons.

Monastery weapons make it clear that they do not count when a certain attack is triggered.

You can use melee monk weapons for any of your monk talents or monk skills that typically require unarmed attacks not if the performance or ability requires you to perform a certain type of attacklike Crane Stance

Powerful fists do not change your unarmed blow damage. It changes the damage to the fists (Non-) weapon with the unarmed property.

You know how to use your fists as deadly weapons. The damage dies for your fist changes to 1d6 instead of 1d4.

The "fist" is a "single specific type of attack". No other weapon receives the change of damage from d4 to d6.

Stuck with the Haskell class "configurable"

I tinkered with a small program and it is slowly driving me crazy. Consider the following program (https://repl.it/repls/ItchyShorttermEvents). The goal is to create any data type by asking the user to fill in each argument from the command line. I have abstracted the implementation more and more.

The idea is based on a type class Configurable, Each data type in this class can be "configured" by executing configure :: IO (name of data type you want to configure), For example, run configure::IO Int prompts the user to enter an integer and the same integer is returned.

To prevent instances from being written for many different data types, the goal now is to design them so that all data types are derived Data are Configurable (probably not very idiomatic, but I think it's cool). For the algebraic data type, I can find all constructors (or more precisely, an abstract representation of the constructor) that are assigned to this data type. However, I am unable to properly construct this constructor.

I think that should be done gunfold, This unfolding function constructs the constructor based on the abstract representation of the constructor. The signature for this function is: gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c a, The second argument to this function is used to apply the parameters to the constructor. My idea was to use it recursively configure Function to prompt the user for each parameter of the constructor. Due to the Data b => Limitation I cannot use all configurable instances (which is required for certain types).

For example, if I want to construct the data type ABC as described in the program. The C The constructor can be constructed correctly since no parameters are required B The constructor can be constructed correctly because its only parameter is another algebraic data type that meets the requirements Data b => Limitations. But I cannot construct that A Constructor as its parameters are Int and Char, While there is Int and Char Instances for Configurable These are not picked up due to the Data b => Limitations of gunfold,

Sorry if this post is a little vague. I have had great difficulty explaining this as clearly as possible and English is not my mother tongue.

{-# LANGUAGE
ScopedTypeVariables
, DeriveDataTypeable
, FlexibleInstances
, UndecidableInstances
, IncoherentInstances
#-}
import Data.Data
import Data.Typeable
import Data.Maybe

class Configurable a where
configure :: IO a

instance Configurable Int where
configure = do putStrLn "Enter Int" ; read <$> getLine

instance Configurable Char where
configure = do putStrLn "Enter Char" ; getChar

instance Data a => Configurable a where
configure = do
let dataType     = dataTypeOf (undefined :: a)
constructors = zip (map show (1..)) (dataTypeConstrs dataType)
putStrLn $ "Constructing " ++ show (dataTypeName dataType)
mapM_ ((i, c) -> putStrLn $ i ++ ") " ++ showConstr c) constructors
ln <- getLine
case lookup ln constructors of
Just c  -> gunfold (<*> configure) return c
Nothing -> do putStrLn "Unregonized answer" ; configure

data ABC = A Char Int | B ABC | C deriving (Show, Data)

main :: IO ()
main = (configure :: IO ABC) >>= print

magento2 – Magento 2.2.6: How to fix this error "Check the class that was not found under the base name & # 39; Magento Framework Validator EmailAddress & # 39;".

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Python – dynamically add a new parent class to an existing object

How can you dynamically add a new parent class in Python to an existing object?

class A:
    def doA(self): print('A::doA')

class C(A): pass

c = C()

# class 'B' is created after object 'c'
class B:
    def doB(self): print('B::doB')

# XXX: python magic here, which adds dynamically 'B' to the list of parent classes of 'C'
#      as if 'C' was created like this "class C(A,B): pass"

c.doB() # works

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Unit – instantiation of a user-defined class

I have a custom class called Stars:

class Star
{
    public int primaryID;
    public string properName;
    public string HIPID;
    public string HDID;
    public string HRID; 
    public string GLID;
    public string BFID;
    public decimal rightAscension;
    public decimal declination;
    public string magnitude;
    public string colourIndex;
    public int scale;
    public int red;
    public int green;
    public int blue;
    public bool isSimulated;
    public double x;
    public double y;
    public double z;

    public void setDetails(int primaryID, string properName, string HIPID, string HDID, string HRID, string GLID, string BFID, decimal rightAscension, decimal declination, string magnitude, string colourIndex)
    {
        this.primaryID = primaryID;
        this.properName = properName;
        this.HIPID = HIPID;
        this.HDID = HDID;
        this.HRID = HRID;
        this.GLID = GLID;
        this.BFID = BFID;
        this.rightAscension = rightAscension;
        this.declination = declination;
        this.magnitude = magnitude;
        this.colourIndex = colourIndex;
        decimal deg2rad = 0.01745329251994329576923690768489m;

        this.isSimulated = true;

        // Decimal datatype is used to make sure that values are very accurate and precise
        decimal degrees_ra;
        decimal degrees_dec;
        decimal radians_ra;
        decimal radians_dec;

        degrees_ra = Decimal.Multiply(rightAscension, 15);
        degrees_dec = declination;

        radians_ra = Decimal.Multiply(degrees_ra, deg2rad);
        radians_dec = Decimal.Multiply(degrees_dec, deg2rad);

        // Converted from decimal to double because the Math library cannot work with decimals
        float distanceStars = 19113;

        this.x = (distanceStars * Math.Cos(decimal.ToDouble(radians_dec)) * Math.Cos(decimal.ToDouble(radians_ra)));
        this.y = (distanceStars * Math.Cos(decimal.ToDouble(radians_dec)) * Math.Sin(decimal.ToDouble(radians_ra)));
        this.z = (distanceStars * Math.Sin(decimal.ToDouble(radians_dec)));
    }

    public Vector3 getVector()
    {
        return new Vector3((float)z, (float)y, (float)x);
    }
}

There are many of these stars and I want to instantiate them at runtime:

void plotStars()
{
    int i = 0;
    while (i < (StarDataBank.Instance.NumOfStars))
    {
        string name = StarDataBank.Instance.StarName(i);
        string HIP = StarDataBank.Instance.StarIDHIP(i);
        string HD = StarDataBank.Instance.StarIDHD(i);
        string HR = StarDataBank.Instance.StarIDHR(i);
        string GL = StarDataBank.Instance.StarIDGL(i);
        string BF = StarDataBank.Instance.StarIDBF(i);
        decimal RA = Convert.ToDecimal(StarDataBank.Instance.StarRA(i));
        decimal Dec = Convert.ToDecimal(StarDataBank.Instance.StarDec(i));
        string Mag = StarDataBank.Instance.StarMag(i);
        string ColI = StarDataBank.Instance.StarCI(i);

        var star = new Star();
        star = Instantiate(ObjectStar, transform.position + star.getVector(), Quaternion.identity);

        star.transform.parent = StarObject.transform;
        star.transform.localScale = new Vector3(star.scale, star.scale, star.scale);
        i++;
    }
}

But I have a lot of mistakes.

  1. Unity does not instantiate the stars because it cannot convert UnityEngine.Transform to Star
  2. Asterisk has no definition of transformation

Is there a way to assign a class as a game object?

c ++ – conversion from the element pointer to the entire structure / class

Consider the following code:

#include 


struct bar {
  double a = 1.0;
  int b = 2;
  float c = 3.0;
};

void callbackFunction(int* i) {

  auto myStruct = reinterpret_cast(i) - offsetof(bar, b);

  std::cout << myStruct->a << std::endl;
  std::cout << myStruct->b << std::endl;
  std::cout << myStruct->c << std::endl;

  //do stuff
}

int main() {

  bar foo;

  callbackFunction(&foo.b);

  return 0;
}

I need to define a callback function and would like to use some additional information in this function. I have defined my own structure and passed a member's address to the function. In function, I want to "get" the whole structure through casting, but the pointers don't seem to match and I get wrong results. I think I'm doing something wrong when casting, but I'm not sure what?

What would be the use of a static method in a normal class

If I have a static method in a normal class, what would it do? I understand that static attributes in a normal class use the same data in all created objects (I REMOVED IT FROM THIS SOURCE: Link). But what would the function of static methods be?

Static attribute

class MiClase
{
    private static int numero = 0;

    public int CambiarNumero(int num)
    {
        numero = num;
    }
}

class Program
{
        static void Main(string() args)
        {
            MiClase mc1 = new MiClase();
            MiClase mc2 = new MiClase();
            MiClase mc3 = new MiClase();

            mc1.CambiarNumero(2);
            mc2.CambiarNumero(1);
            mc3.CambiarNumero(6);
            //AL FINAL SI IMPRIMIMOS ESTOS 3 MÉTODOS EL VALOR DE LA VARIABLE 
            //"numero" SERÁ 6 YA QUE ESA ATRIBUTO ES ESTÁTICO Y LO COMPARTE 
            //CON OTROS OBJETOS. ¿Y CÓMO SERÍA PARA LOS MÉTODOS?

        }
}

c ++ class template, custom container

So I wrote that class template for a custom container. Basically, elements and their occurrences are saved. If an element is moved into the container and it already exists, it only increases its counter.

#pragma once

#include 
#include 

//
// Template class for a tocc, or Thing Occurence Counter Container
//
template 
class tocc
{
public:
    tocc();

    //
    // Increments the count of that item or creates a new pair if it doesn't exist
    //
    void push(const T& item)
    {
        // If no the item isn't found, create new pair with a count of 1
        if(_tocc.find(item) == _tocc.end())
            _tocc.insert(std::pair(item, 1));
        else
            _tocc.at(item)++;
    }

    //
    // Decrements the count of that item and erases it if the count reaches 0
    //
    void pop(const T& item)
    {
        // If the item is found
        if(_tocc.find(item) != _tocc.end())
            (_tocc.at(item) <= 1) ? _tocc.erase(item) : _tocc.at(item)--;

        // Do nothing if the item isn't found
    }

    //
    // Gets the count of a particular item
    // Returns the count if the item exists, 0 otherwise
    //
    long int getCount(const T& item)
    {
        if(_tocc.find(item) == _tocc.end())
            return 0;
        return _tocc.at(item);
    }

    //
    // Returns true if the item is present in the map, false otherwise
    //
    bool contains(const T& item)
    {
        return _tocc.find(item) != _tocc.end();
    }

private:
    std::map _tocc;
};

Here I have put all of the code in one "file" for the sake of simplicity, although I know that the best practice is to separate files into headers and source files (which I usually do).

I would like to know what can be improved with this implementation.