c ++ – How to re-enter the input of a user in case he has not entered anything or has entered incorrectly?

"I am working on a puzzle game as a university project. The user has to guess a certain number of colors with a certain order. The problem is that if the user enters something like" erd "instead of "red", his chance would be lost. I wanted to make the code say "invalid color!" When he grabs something invalid and lets it come back in. I did it, but there has a little problem, look at the code below:

void guess(char guessBall(4)(10)){
for(int i=0; i<4; i++){
    cin>>guessBall(i);
    if(strcmp(guessBall(i),"red")==0 ||strcmp(guessBall(i),"blue")==0 ||strcmp(guessBall(i),"green")==0 || strcmp(guessBall(i),"yellow")==0|| strcmp(guessBall(i),"white")==0||strcmp(guessBall(i),"black")==0){
        continue;
    }
    else{
        cout<<"invalid color!";
        i--;
    }
}}

The problem is that if the user enters like this: red blue FALSE black instead of pressing enter every time, he SHOULD say "invalid color!" and let it in, but the color order would be wrong. example:
ENTRY: "red FALSE green blue"
EXIT: Invalid color!
ENTRY: "Red"
EXIT: Your guess: red green blue red
the assumption should be "red red green blue".
Would be grateful if u guys gave suggestions.

Please check my answer to a pseudocode CASE reporting question

This is a pseudocode issue in my IGCSE CompSci manual:

Use a CASE to display the day of the week if the variable DAY has the value 1 to 7 and an error otherwise.

Here is my answer:

CASE Day OF
    1 : OUTPUT "Monday"
    2 : OUTPUT "Tuesday"
    3 : OUTPUT "Wednesday"
    4 : OUTPUT "Thursday"
    5 : OUTPUT "Friday"
    6 : OUTPUT "Saturday"
    7 : OUTPUT "Sunday"
    OTHERWISE OUTPUT "Day invalid"
ENDCASE

Is this answer correct?

(I realize that this is a very rudimentary question for a CompSci course of the year 10/11, but I am schooled at home without any educational orientation. So, congratulations to all who would take the time to check my answer for me.)

Android 5.1 prevents USB Ethernet interface from going to sleep / suspend in case of AC power loss

We are using an Android device based on MT8163 which is connected to a USB-Ethernet device based on TP-link on a USB host MT8163. Our requirement is to prevent the TP-link USB-Ethernet dongle from entering standby mode and keep it available without suspending in case the MT8163 loses AC power. What are the changes with Android or AOSP to achieve this functionality

thank you,
Sai

usability – Short story / full story button in a case study. Why is this a bad idea?

– BACKGROUND –

Hey, I'm working on my portfolio website (UX / UI) now. The main audience will be small businesses that don't know much about user experience and case studies. But I am also looking for work and I hope that many recruiters will also look into my portfolio.

On the one hand, I want to present very detailed research, conclusions, redo after tests, etc.

— THE QUESTION —

So I thought of this button option in the case study. You open a project and you have an option depending on how many details you want to know. If you choose nothing, the short version is already loaded.

What are the disadvantages of this idea? Why shouldn't I do it?
As far as I know, this could complicate unnecessary things and people who don't care are going through the long case study anyway.

What do you think
This is a quick wireframe to show the idea:

A quick wireframe to show buttons

SQL Server – Is there a way to use a Case statement to read from one field and change another field?

I don't see why you would even need a case statement for this. Assuming your table is called myTable in the dbo schema (you didn't specify it, but it is not particularly important) and we're talking about updating the field in the same row .

UPDATE dbo.MyTable
SET Form_Factor = 'Server'
WHERE Category LIKE '%Server%'

Msdn link: update with Where

I don't see how a database professional could be embarrassed by this … unless the problem is much more complex than you say.

I have a doubt on how to put several values ​​in a column or if this would be the case, I create a different array and connect them

I have a table and I would like to add more than one value to a column
example
insert in ((…), classes) the values ​​((…), duidra, wizard …..)
when in doubt i mean the class column should cover multiple values

linux – In the case of ipvlan, how is the interface inside a POD connected to the ipvlan subinterface?

I have a host where some PODs are operational.
The host has a physical interface eno1. I know that ipvlan (L3 or L3S) was used in this configuration. If I do ifconfig on the host, I can see the physical interfaces eno1, eno1.601 and eno1.602 under the default namespace all having the same MAC address.
eno1.601 and eno1.602 also have IP addresses assigned to them belonging to different subnets. Inside the PODs, the physical interface eth1 has the same MAC as eno1 and the IP address belonging to the subnet eno1.601 or eno1.602.

Now my doubts are: –
1) Since the POD interface is under another namespace, how does it connect to the let eno1.601 subinterface under the default namespace? I don't see any veths.
2) Is there a command to check how the parent interface keeps track of the IP under which subinterface and other details?
3) Can broadcast traffic from one POD reach another POD provided the two are in the same subnet?

c # – My vertex cache for reuse of vertices in the running cubes algorithm in the unit fails for a case, but I can't figure out which case

I implemented the walking cube algorithm in the unit and wanted to reuse the vertices instead of creating new ones for each triangle. I loop through a 3D array of points while I generate the mesh in the order x y z. To cache points for reuse, I save the relevant vertices for each layer of yz cubes to refer to the following cubes, then after exiting the y loop, I save the currentLayer as behindLayer in order to be able to get the last vertex, along edge 8 of my case, from the cache.

I use the diagram on the first page of this article as a reference for numbering edges and vertices as well as for edgeTable and triTable: http://paulbourke.net/geometry/polygonise/

In the 3rd dimension of the cache tables (currentLayer and behindLayer):
edge 0 is stored in 0; 1 in 1; 4 in 2; 5 out of 3; 6 out of 4; 7 out of 5; 8 out of 6; 9 out of 7; 10 out of 8.

The exact problem I have is that there are double vertices in some intersections. In this example, there are double vertices in the central intersection and the left central intersection. These correspond to edges 8, 9, 10 or 11 as defined in the paper linked above. 2x2x1 set of cubes to browse

public class MeshGenerator : MonoBehaviour {

private Vector3() vertices;
private Vector3() normals;
private int() triangles;

public Mesh GenerateMesh(float(,,) pointCloud, float surfaceLevel, int borderedSize, int height) {
    Polygonize(pointCloud, surfaceLevel, borderedSize, height);
    Mesh mesh = new Mesh();
    mesh.vertices = vertices;
    mesh.triangles = triangles;
    mesh.normals = normals;
    return mesh;
}

public void Polygonize(float(,,) pointCloud, float surfaceLevel, int borderedSize, int height) {
    List vertList = new List();
    List triList = new List();

    int(,,) behindCache = new int(height, borderedSize, 9);
    int(,,) currentCache;
    for (int x = 0; x < borderedSize - 1; x++) {
        currentCache = new int(height, borderedSize, 9);
        for (int y = 0; y < height - 1; y++) {
            for (int z = 0; z < borderedSize - 1; z++) {
                int cubeIndex = 0;
                //0
                if (pointCloud(x, y, z + 1) < surfaceLevel) cubeIndex |= 1;
                //1
                if (pointCloud(x + 1, y, z + 1) < surfaceLevel) cubeIndex |= 2;
                //2
                if (pointCloud(x + 1, y, z) < surfaceLevel) cubeIndex |= 4;
                //3
                if (pointCloud(x, y, z) < surfaceLevel) cubeIndex |= 8;
                //4
                if (pointCloud(x, y + 1, z + 1) < surfaceLevel) cubeIndex |= 16;
                //5
                if (pointCloud(x + 1, y + 1, z + 1) < surfaceLevel) cubeIndex |= 32;
                //6
                if (pointCloud(x + 1, y + 1, z) < surfaceLevel) cubeIndex |= 64;
                //7
                if (pointCloud(x, y + 1, z) < surfaceLevel) cubeIndex |= 128;

                if (edgeTable(cubeIndex) != 0) {
                    int() vertIndices = new int(12);
                    if ((edgeTable(cubeIndex) & 1) == 1) {
                        //Vertex 0
                        if (y > 0 && currentCache(y - 1, z, 2) != 0) {
                            vertIndices(0) = currentCache(y - 1, z, 2);
                        } else {
                            vertIndices(0) = vertList.Count;
                            vertList.Add(LerpVert(new Vector3(x, y, z + 1), pointCloud(x, y, z + 1), new Vector3(x + 1, y, z + 1), pointCloud(x + 1, y, z + 1), surfaceLevel));
                            currentCache(y, z, 0) = vertIndices(0);
                        }
                    }
                    if ((edgeTable(cubeIndex) & 2) == 2) {
                        //Vertex 1
                        if (y > 0 && currentCache(y - 1, z, 3) != 0) {
                            vertIndices(1) = currentCache(y - 1, z, 3);
                        } else {
                            vertIndices(1) = vertList.Count;
                            vertList.Add(LerpVert(new Vector3(x + 1, y, z + 1), pointCloud(x + 1, y, z + 1), new Vector3(x + 1, y, z), pointCloud(x + 1, y, z), surfaceLevel));
                            currentCache(y, z, 1) = vertIndices(1);
                        }
                    }
                    if ((edgeTable(cubeIndex) & 4) == 4) {
                        //Vertex 2 - Dont Cache
                        if (y > 0 && currentCache(y - 1, z, 4) != 0) {
                            vertIndices(2) = currentCache(y - 1, z, 4);
                        } else {
                            vertIndices(2) = vertList.Count;
                            vertList.Add(LerpVert(new Vector3(x + 1, y, z), pointCloud(x + 1, y, z), new Vector3(x, y, z), pointCloud(x, y, z), surfaceLevel));
                        }
                    }
                    if ((edgeTable(cubeIndex) & 8) == 8) {
                        //Vertex 3 - Dont Cache
                        if (y > 0 && currentCache(y - 1, z, 5) != 0) {
                            vertIndices(3) = currentCache(y - 1, z, 5);
                        } else {
                            vertIndices(3) = vertList.Count;
                            vertList.Add(LerpVert(new Vector3(x, y, z), pointCloud(x, y, z), new Vector3(x, y, z + 1), pointCloud(x, y, z + 1), surfaceLevel));
                        }
                    }
                    if ((edgeTable(cubeIndex) & 16) == 16) {
                        //Vertex 4 - Leading Edge
                        vertIndices(4) = vertList.Count;
                        vertList.Add(LerpVert(new Vector3(x, y + 1, z + 1), pointCloud(x, y + 1, z + 1), new Vector3(x + 1, y + 1, z + 1), pointCloud(x + 1, y + 1, z + 1), surfaceLevel));
                        currentCache(y, z, 2) = vertIndices(4);
                    }
                    if ((edgeTable(cubeIndex) & 32) == 32) {
                        //Vertex 5 - Leading Edge
                        vertIndices(5) = vertList.Count;
                        vertList.Add(LerpVert(new Vector3(x + 1, y + 1, z + 1), pointCloud(x + 1, y + 1, z + 1), new Vector3(x + 1, y + 1, z), pointCloud(x + 1, y + 1, z), surfaceLevel));
                        currentCache(y, z, 3) = vertIndices(5);
                    }
                    if ((edgeTable(cubeIndex) & 64) == 64) {
                        //Vertex 6
                        if (z > 0 && currentCache(y, z - 1, 2) != 0) {
                            vertIndices(6) = currentCache(y, z - 1, 2);
                        } else {
                            vertIndices(6) = vertList.Count;
                            vertList.Add(LerpVert(new Vector3(x + 1, y + 1, z), pointCloud(x + 1, y + 1, z), new Vector3(x, y + 1, z), pointCloud(x, y + 1, z), surfaceLevel));
                            currentCache(y, z, 4) = vertIndices(6);
                        }
                    }
                    if ((edgeTable(cubeIndex) & 128) == 128) {
                        //Vertex 7
                        if (x > 0 && behindCache(y, z, 3) != 0) {
                            vertIndices(7) = behindCache(y, z, 3);
                        } else {
                            vertIndices(7) = vertList.Count;
                            vertList.Add(LerpVert(new Vector3(x, y + 1, z), pointCloud(x, y + 1, z), new Vector3(x, y + 1, z + 1), pointCloud(x, y + 1, z + 1), surfaceLevel));
                            currentCache(y, z, 5) = vertIndices(7);
                        }
                    }
                    if ((edgeTable(cubeIndex) & 256) == 256) {
                        //Vertex 8
                        if (x > 0 && behindCache(y, z, 7) != 0) {
                            vertIndices(8) = behindCache(y, z, 7);
                        } else {
                            vertIndices(8) = vertList.Count;
                            vertList.Add(LerpVert(new Vector3(x, y, z + 1), pointCloud(x, y, z + 1), new Vector3(x, y + 1, z + 1), pointCloud(x, y + 1, z + 1), surfaceLevel));
                            currentCache(y, z, 6) = vertIndices(8);
                        }
                    }
                    if ((edgeTable(cubeIndex) & 512) == 512) {
                        //Vertex 9 - Leading Edge
                        vertIndices(9) = vertList.Count;
                        vertList.Add(LerpVert(new Vector3(x + 1, y, z + 1), pointCloud(x + 1, y, z + 1), new Vector3(x + 1, y + 1, z + 1), pointCloud(x + 1, y + 1, z + 1), surfaceLevel));
                        currentCache(y, z, 7) = vertIndices(9);
                    }
                    if ((edgeTable(cubeIndex) & 1024) == 1024) {
                        //Vertex 10
                        if (z > 0 && currentCache(y, z - 1, 7) != 0) {
                            vertIndices(10) = currentCache(y, z - 1, 7);
                        } else {
                            vertIndices(10) = vertList.Count;
                            vertList.Add(LerpVert(new Vector3(x + 1, y, z), pointCloud(x + 1, y, z), new Vector3(x + 1, y + 1, z), pointCloud(x + 1, y + 1, z), surfaceLevel));
                            currentCache(y, z, 8) = vertIndices(10);
                        }
                    }
                    if ((edgeTable(cubeIndex) & 2048) == 2048) {
                        //Vertex 11 - Dont Cache
                        if (z > 0 && currentCache(y, z - 1, 6) != 0) {
                            vertIndices(11) = currentCache(y, z - 1, 6);
                        } else if (x > 0 && behindCache(y, z, 8) != 0) {
                            vertIndices(11) = behindCache(y, z, 8);
                        } else {
                            vertIndices(11) = vertList.Count;
                            vertList.Add(LerpVert(new Vector3(x, y, z), pointCloud(x, y, z), new Vector3(x, y + 1, z), pointCloud(x, y + 1, z), surfaceLevel));
                        }
                    }
                    for (int i = 0; triTable(cubeIndex, i) != -1; i += 3) {
                        triList.Add(vertIndices(triTable(cubeIndex, i)));
                        triList.Add(vertIndices(triTable(cubeIndex, i + 1)));
                        triList.Add(vertIndices(triTable(cubeIndex, i + 2)));
                    }
                }
            }
        }
        behindCache = currentCache;
    }
    triangles = triList.ToArray();
    vertices = vertList.ToArray();
    normals = CalculateNormals(triangles, vertices);
}

Vector3 LerpVert(Vector3 p1, float v1, Vector3 p2, float v2, float surfaceLevel) {
    float percent = (surfaceLevel - v1) / (v2 - v1);
    return Vector3.Lerp(p1, p2, percent);
}

Vector3() CalculateNormals(int() tris, Vector3() verts) {
    Vector3() normals = new Vector3(verts.Length);
    for (int i = 0; i < tris.Length; i += 3) {
        Vector3 pointA = verts(tris(i));
        Vector3 pointB = verts(tris(i + 1));
        Vector3 pointC = verts(tris(i + 2));


        Vector3 normal = Vector3.Cross(pointA - pointB, pointA - pointC);

        normals(tris(i)) += normal;
        normals(tris(i + 1)) += normal;
        normals(tris(i + 2)) += normal;
    }

    for (int i = 0; i < normals.Length; i++) {
        normals(i).Normalize();
    }
    return normals;
}

Any help is greatly appreciated. I've been watching this for far too long now, unable to understand what's wrong.

case studies – Dropout rates and telephone numbers

Suppose a customer service website of some description.

The company behind this website wants customers to browse it and find the answer to their question themselves.

They don't want customers to just call customer service and ask a basic question that they have already answered. Of course, they will have to provide this option somewhere for cases that cannot be easily handled with self-service.

Hiding the phone number to encourage customers to use self-service is very bad UX; although the business demands of reducing call numbers often push designers towards this bleak design which makes direct contact very difficult.

I wonder; Has there ever been research to find out to what extent having a readily visible phone number will lead to more calls but an improved user experience?

This will vary greatly on a case-by-case basis and many other aspects of site and service design will come into play.

But I'm curious to know if anyone has encountered a decent A and B study that attempts to quantify the value of hiding / showing numbers, to what extent a more visible contact number has an impact on the rate of 39; abandonment of self-service, etc.

Any pointer to remote work in this area would be welcome.

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