PPPT & l2tp info storage location in the root

Configuring Android vpn (for example pptp or l2tp) stores the information in the whch file and in which root folder

c ++ – Error:> Invalid use of a non-static member function & # 39; when passing from a child class method to a father method (inherited from the public)

I hope everyone is doing well.

I write this part of code in which I have a class called XZStage (child) that inherits all public methods from the SerialCommand library / class (father) and an XZStage method I passes to a method father, a child method as argument.

The error I receive is the following: "Invalid use of a non-static member function & # 39;

A little advice for a refined search would be nice.

The child class declaration is as follows:

XZStage class: SerialCommand public {

public:

XZStage();

..

..the method where I get is the error is this one:

void XZStage :: comm_interface () {

addCommand ("help", help);

..

where addCommand is a method of the parent class, SerialCommand, which passes the help method of the child class, XZStage, as an argument.

Thanks in advance for the tips.

bash – Develop the PATH path with a list of directories extracted from a text file, the character & # 39; ~ & # 39; not being extended to $ HOME

The PATH is developed by a list of directories extracted from a text file;

$ cat ~/.path
~/.local/bin
~/W-space/esp/esp-open-sdk/xtensa-lx106-elf/bin
~/W-space/research/recognition/voxforge/bin
~/W-space/research/recognition/voxforge/bin/julius-4.3.1/bin

as follows (the following files are in one of the BASH startup files):

declare -a BATH_ARRAY=($(cat ~/.path)) 2>/dev/null # extend path
for BATH in "${BATH_ARRAY(@)}"
do
case ":${PATH}:" in
  *:${BATH}:*) ;;
  *) PATH=${PATH}:$BATH && export PATH;;
esac
done

Basic iteration on the array of PATH expansion entries extracted from the ~/.path file (above). Inside the ~/.local/bin (which is in the PATH) there is a bl script I am able to invoke, as follows:

$ ls -l ~/.local/bin/bl
-rwxr-xr-x 1 romeo romeo 6304 Nov 17 09:06 /home/romeo/.local/bin/bl*
$ bl 1 #no error!
$

However, some side effects have been briefly discussed in the environment & # 39; sh & # 39; not respecting the PATH extensions, the local PATH variable of the user is not effective? question and include symptoms such as the following:

$ bl 1
$ sh -c 'bl 1'
sh: bl: command not found
$
$ bl 1
$ whereis bl
bl:
$

The consensus was that the character '& # 39; should be extended to the user's HOME before the PATH expansion. How to achieve it, while maintaining an external file as a directory source for PATH extension? Where does the problem lie with the current approach? Help very appreciated 🙂

is it just me or is the age of D & D more or less useless [on hold]

There are few races in D & D that are immortal if not none. But never notice how much age hardly affects your character. And how few players die of age. And elves live essentially forever.

Illustration & UI / UX

I've used InDesign, Adobe Illustrator, and so on. However, I am sure that there are a number of other applications that would be best suited for creating cellular / microbiological illustrations.

unit – Error CS1585: The member modifier & # 39; private & # 39; must precede the type and name of the member

As Casanova says, it seems like your problem is here:

public UnityStandardAssets.Characters.FirstPerson.MouseLook

// Use this for initialization 
private void Start()
{

Note that you have not finished writing the statement of your MouseLook field or end the line with a semicolon. The analyzer therefore calculates that the declaration must continue on one of the following lines. He continues to read, ignoring spaces and comments, until he has a complete statement. In his reading, he thinks you are trying to say this:

public UnityStandardAssets...MouseLook private void Start() { ...

… which is gibberish. This is not a valid statement in C #, so it fails to parse and tells you the first thing it found that was wrong with the statement, namely that you have private after the type, when modifiers like this must be preceded by the type. That's true, but in context, the real solution is:

public UnityStandardAssets.Characters.FirstPerson.MouseLook giveThisVariableAName;

// Use this for initialization
public void Start()
{

Now, there is a complete statement that the parser must find:

public      UnityStandardAssets...MouseLook    giveThisVariableAName  ;
 ^ Modifier   ^ Type                            ^ Identifier          ^ End of Line

So he analyzes the Start statement as his own separate statement, rather than trying to interpret it as a continuation of the line above.

This is a basic programming syntax error that does not require game-specific expertise. So you should always check our partner site, general programming, StackOverflow, for topics like this one. Often you will find them already answered, sometimes several times.

Python & # 39; s .split () implemented in C

I'm a beginner in C and I just created the split () function of Python in that language.
The only missing part is to pass the delimiters as a parameter, instead of using only spaces / tabs. But it would be quite easy by modifying isDelimiter and it is not important.

For those who have not used split (), here is an example:

>>> "test test2 ?        .. stack     overflow ".split()
('test', 'test2', '?', '..', 'stack', 'overflow')

I have sufficiently documented it to not need a lot of explanations, but if something is not clear, thank you for letting me know. All comments and suggestions are welcome, also for the design itself 🙂

#include 
#define TRUE 1
#define FALSE 0
#define DEFAULT_BUFSIZE 512


static inline int isDelimiter(char s) {
    return s == ' ' || s == 't';
}


// Splits a string with elements delimited by spaces or tabs into an array
// of strings. It works very similarly to Python's split() function.
int parser(char *source, char ***destination) {
    // The auxiliar variable `aux` will save the array contents, rather than
    // using *destination. Its elements length is initially DEFAULT_BUFSIZE
    // so that realloc() doesn't have to be called everytime a character
    // is copied. The memory used by each element will be reduced to the
    // minimum possible afterwards.
    // The most efficient solution would actually be having two buffer
    // variables: one for the element size and another for the array itself.
    // But currently this isn't neccessary.
    size_t bufsize = DEFAULT_BUFSIZE;
    char **aux = malloc(sizeof(char *));

    // The source string is iterated and its contents are copied to the aux
    // array, so we need 3 counters:
    //     * `len` is the array length
    //     * `iArr` is the array's current element index.
    //     * `iStr` is the source array's index.
    size_t len = 1;
    int iStr = 0;
    int iArr = 0;
    // If there's more than 1 delimiter in a row, a new element shouldn't be
    // created. This is why `newEl` has to be created. It acts as a boolean
    // that indicates when a new element should start.
    int newEl = TRUE;
    // The first element of the array is created. The rest will be allocated
    // inside the loop.
    aux(0) = malloc(bufsize * sizeof(char));
    while (source(iStr) != '') {
        if (isDelimiter(source(iStr)) && !newEl) {
            // The used memory is reduced to what's actually being used.
            aux(len-1) = realloc(aux(len-1), (iArr+1) * sizeof(char));
            // The current element ends.
            aux(len-1)(iArr) = '';
            iArr = 0;
            ++len;
            // Don't come back here until a character other than a delimiter
            // is found.
            newEl = TRUE;

            // The new element is allocated.
            aux = realloc(aux, len * sizeof(char *));
            aux(len-1) = malloc(bufsize * sizeof(char));
        } else if (!isDelimiter(source(iStr))) {
            // The source character is copied to the destination.
            aux(len-1)(iArr) = source(iStr);
            ++iArr;
            // From now on, a new element can be started.
            newEl = FALSE;

            // The buffer is enlargened if neccessary.
            if (iArr >= bufsize) {
                bufsize += DEFAULT_BUFSIZE;
                aux(len-1) = realloc(aux(len-1), bufsize * sizeof(char *));
            }
        }
        ++iStr;
    }

    // The last element's size has to be reduced outside of the loop, and a
    // '' is added to finish it. If newEl is true, it means the last element
    // is filled with delimiters and it shouldn't be included in the array.
    if (newEl) {
        --len;
        aux(len) = NULL;
    } else {
        aux(len-1) = realloc(aux(len-1), (iArr+1) * sizeof(char));
        aux(len-1)(iArr) = '';

        // Finally, the last element is NULL.
        aux(len) = NULL;
    }

    // Saving the destination variable and returning its length.
    *destination = aux;
    return len;
}

I've also made a small test file:

#include   // fgets()...
#include   // strlen()
#include   // size_t, atoi...
#include "parser.h"
#define MAX 1024


int main() {
    char str(MAX);
    printf("Introduce numbers delimited by spaces or tabs: ");
    fgets(str, MAX, stdin);
    // Removing the 'n' from fgets()
    str(strlen(str)-1) = '';

    char **nums;
    size_t len = parser(str, &nums);
    if (len == 0) {
        fprintf(stderr, "No input.n");
        exit(1);
    }

    int sum = 0;
    for (int i = 0; i < len; ++i)
        sum += atoi(nums(i));

    printf("Sum: %dn", sum);

    free(nums);
    return 0;
}

In addition, here is a GodBolt code snippet: https://godbolt.org/z/rGtvN9

c # – Unit Error CS1585: The Private Member Modifier & # 39; must precede the type and name of the member

I correct errors in my script after having meticulously worked them, but this one puzzles me, even if I am sure that it is something very simple. Here is the following error:

Assets Scripts Movement_Scripts FirstPersonCharacter Scripts FirstPersonController.cs (44,9):
error CS1585: the private member modifier must precede the type of member
and name

From my script:

using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
using UnityStandardAssets.Utility;
using Random = UnityEngine.Random;
using MouseLook = UnityEngine.MouseLook;

public class FirstPersonController : MonoBehaviour
{
    (SerializeField) private bool m_IsWalking;
    (SerializeField) private float m_WalkSpeed;
    (SerializeField) private float m_RunSpeed;
    (SerializeField) (Range(0f, 1f)) private float m_RunstepLenghten;
    (SerializeField) private float m_JumpSpeed;
    (SerializeField) private float m_StickToGroundForce;
    (SerializeField) private float m_GravityMultiplier;
    (SerializeField) private MouseLook m_MouseLook;
    (SerializeField) private bool m_UseFovKick;
    (SerializeField) private FOVKick m_FovKick = new FOVKick();
    (SerializeField) private bool m_UseHeadBob;
    (SerializeField) private CurveControlledBob m_HeadBob = new CurveControlledBob();
    (SerializeField) private LerpControlledBob m_JumpBob = new LerpControlledBob();
    (SerializeField) private float m_StepInterval;
    (SerializeField) private AudioClip() m_FootstepSounds;    // an array of footstep sounds that will be randomly selected from.
    (SerializeField) private AudioClip m_JumpSound;           // the sound played when character leaves the ground.
    (SerializeField) private AudioClip m_LandSound;           // the sound played when character touches back on ground.

    private Camera m_Camera;
    private bool m_Jump;
    private float m_YRotation;
    private Vector2 m_Input;
    private Vector3 m_MoveDir = Vector3.zero;
    private CharacterController m_CharacterController;
    private CollisionFlags m_CollisionFlags;
    private bool m_PreviouslyGrounded;
    private Vector3 m_OriginalCameraPosition;
    private float m_StepCycle;
    private float m_NextStep;
    private bool m_Jumping;
    private AudioSource m_AudioSource;
    readonly AudioSource AudioSource;
    public UnityStandardAssets.Characters.FirstPerson.MouseLook

        // Use this for initialization 
        private void Start()
    {
        m_CharacterController = GetComponent();
        m_Camera = Camera.main;
        m_OriginalCameraPosition = m_Camera.transform.localPosition;
        m_FovKick.Setup(m_Camera);
        m_HeadBob.Setup(m_Camera, m_StepInterval);
        m_StepCycle = 0f;
        m_NextStep = m_StepCycle / 2f;
        m_Jumping = false;
        m_AudioSource = GetComponent();
        m_MouseLook.Init(transform, m_Camera.transform);
    }


        // Update is called once per frame
        private void Update()
        {
            RotateView();
            // the jump state needs to read here to make sure it is not missed
            if (!m_Jump)
            {
                m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
            }

            if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)
            {
                StartCoroutine(m_JumpBob.DoBobCycle());
                PlayLandingSound();
                m_MoveDir.y = 0f;
                m_Jumping = false;
            }
            if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)
            {
                m_MoveDir.y = 0f;
            }

            m_PreviouslyGrounded = m_CharacterController.isGrounded;
        }


        private void PlayLandingSound()
        {
            m_AudioSource.clip = m_LandSound;
            m_AudioSource.Play();
            m_NextStep = m_StepCycle + .5f;
        }


        private void FixedUpdate()
        {
            float speed;
            GetInput(out speed);
            // always move along the camera forward as it is the direction that it being aimed at
            Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x;

            // get a normal for the surface that is being touched to move along it
            RaycastHit hitInfo;
            Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,
                               m_CharacterController.height/2f, Physics.AllLayers, QueryTriggerInteraction.Ignore);
            desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;

            m_MoveDir.x = desiredMove.x*speed;
            m_MoveDir.z = desiredMove.z*speed;


            if (m_CharacterController.isGrounded)
            {
                m_MoveDir.y = -m_StickToGroundForce;

                if (m_Jump)
                {
                    m_MoveDir.y = m_JumpSpeed;
                    PlayJumpSound();
                    m_Jump = false;
                    m_Jumping = true;
                }
            }
            else
            {
                m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime;
            }
            m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);

            ProgressStepCycle(speed);
            UpdateCameraPosition(speed);

            m_MouseLook.UpdateCursorLock();
        }


        private void PlayJumpSound()
        {
            m_AudioSource.clip = m_JumpSound;
            m_AudioSource.Play();
        }


        private void ProgressStepCycle(float speed)
        {
            if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0))
            {
                m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))*
                             Time.fixedDeltaTime;
            }

            if (!(m_StepCycle > m_NextStep))
            {
                return;
            }

            m_NextStep = m_StepCycle + m_StepInterval;

            PlayFootStepAudio();
        }


        private void PlayFootStepAudio()
        {
            if (!m_CharacterController.isGrounded)
            {
                return;
            }
            // pick & play a random footstep sound from the array,
            // excluding sound at index 0
            int n = Random.Range(1, m_FootstepSounds.Length);
            m_AudioSource.clip = m_FootstepSounds(n);
            m_AudioSource.PlayOneShot(m_AudioSource.clip);
            // move picked sound to index 0 so it's not picked next time
            m_FootstepSounds(n) = m_FootstepSounds(0);
            m_FootstepSounds(0) = m_AudioSource.clip;
        }


        private void UpdateCameraPosition(float speed)
        {
            Vector3 newCameraPosition;
            if (!m_UseHeadBob)
            {
                return;
            }
            if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded)
            {
                //m_Camera.transform.localPosition =
                    //m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude +
                                      //(speed*(m_IsWalking ? 1f : m_RunstepLenghten)));
                newCameraPosition = m_Camera.transform.localPosition;
                newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset();
            }
            else
            {
                newCameraPosition = m_Camera.transform.localPosition;
                newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset();
            }
            //m_Camera.transform.localPosition = newCameraPosition;
        }


        private void GetInput(out float speed)
        {
            // Read input
            float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
            float vertical = CrossPlatformInputManager.GetAxis("Vertical");

            bool waswalking = m_IsWalking;

#if !MOBILE_INPUT
            // On standalone builds, walk/run speed is modified by a key press.
            // keep track of whether or not the character is walking or running
            m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
#endif
            // set the desired speed to be walking or running
            speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
            m_Input = new Vector2(horizontal, vertical);

            // normalize input if it exceeds 1 in combined length:
            if (m_Input.sqrMagnitude > 1)
            {
                m_Input.Normalize();
            }

            // handle speed change to give an fov kick
            // only if the player is going to a run, is running and the fovkick is to be used
            if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
            {
                StopAllCoroutines();
                StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
            }
        }


        private void RotateView()
        {
            m_MouseLook.LookRotation (transform, m_Camera.transform);
        }


        private void OnControllerColliderHit(ControllerColliderHit hit)
        {
            Rigidbody body = hit.collider.attachedRigidbody;
            //dont move the rigidbody if the character is on top of it
            if (m_CollisionFlags == CollisionFlags.Below)
            {
                return;
            }

            if (body == null || body.isKinematic)
            {
                return;
            }
            body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse);
        }
    }

Now I know that the problem is Private Void on line 44 and that everything I've read is in the wrong place (to be sure, I've changed it in public void, and then I l & # 39; I left empty, both generating errors). am puzzled as to or I should move Private Void too.

I appreciate all the advice on this subject.

c # – Unable to convert string System.Collections.IEnumerable & # 39; in & # 39;

I am a beginner in C #. And I'm doing a 2D RPG game with Unity.
I just followed the youtube and I have a problem. I'm looking for this error in google a whole day. However, I could not solve it .. I have to solve this problem
as fast as I can. Because it's my graduation mission …

In the inventory system, I want to use an article system.
So I put a distractor to use an object or not. And the error popup appears.
The version of the unit is 2019 1.14f.
(Youtube that I followed, it works normally ..)
it's my code.

error code ↓↓

AssetsScriptsOkOrCancel.cs(57,24): error CS1503: Argument 1: cannot convert from 'System.Collections.IEnumerable' to 'string'


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class OkOrCancel: MonoBehaviour
{
    private AudioManager theAudio;
    public string key_sound;
    public string enter_sound;
    public string cancel_sound;

    public GameObject up_Panel;
    public GameObject down_Panel;

    public Text up_Text;
    public Text down_Text;

    public bool activated;
    private bool keyInput;
    private bool result = true;

    // Start is called before the first frame update
    void Start()
    {
        theAudio = FindObjectOfType();

    }

    public void Selected()
    {
            theAudio.Play(key_sound);
            result = !result;

            if (result)
            {
                up_Panel.gameObject.SetActive(false);
                down_Panel.gameObject.SetActive(true);
            }
            else {
            up_Panel.gameObject.SetActive(true);
            down_Panel.gameObject.SetActive(false);
        }
     }

     public void ShowTwoChoice(string _upText, string _downText)
    {
        activated = true;
        result = true;
        up_Text.text = _upText;
        down_Text.text = _downText;

        up_Panel.gameObject.SetActive(false);
        down_Panel.gameObject.SetActive(true);

        StartCoroutine(ShowTwoChoiceCoroutine());
    }



    public bool GetResult()
    {
        return result;
    }

    IEnumerable ShowTwoChoiceCoroutine()
    {
        yield return new WaitForSeconds(0.01f);
        keyInput = true;

    }
    // Update is called once per frame
    void Update()
    {
        if (keyInput)
        {
            if (Input.GetKeyDown(KeyCode.DownArrow))
            {
                Selected();
            }
            else if (Input.GetKeyDown(KeyCode.UpArrow))
            {
                Selected();
            }
            else if (Input.GetKeyDown(KeyCode.Z))
            {
                theAudio.Play(enter_sound);
                keyInput = false;
                activated = false;
            }
            else if (Input.GetKeyDown(KeyCode.X))
            {
                theAudio.Play(cancel_sound);
                keyInput = false;
                activated = false;
                result = false;
            }
        }`enter code here`
    }
}

magento2 – Table or base view not found: 1146 The table & # 39; magent7.catalog_url_rewrite_product_category & # 39; does not exist

I migrate from Magento open source 1.9 to 2.3.3
the initial migration has gone well, however, I'm trying to do a delta migration using the Magento migration tool.

Execution of the delta command for the migration tool gives me the error

Base table or view not found: 1146 Table
'magent7.catalog_url_rewrite_product_category' does not exist

Although the table exists, but I think the tool does not add the prefix of the database before forming the query.
Any help is appreciated.

Thank you