Unable to find main class (Minecraft plug-in)

I'm new to this area, so I'm sorry.
I decompiled a plugin using the JD-GUI program and took the src and imported it into eclipse, changed only some strings and then exported to a .jar file, it didn’t ; there were no errors during export but when I start the server with the plugin, the following error appears.

Console error
[09:55:56 ERROR]: Unable to load & # 39; plugins LootingShop.jar & # 39; in the & # 39; plugins & # 39; folder
org.bukkit.plugin.InvalidPluginException: Unable to find main class `br.com.earthsurvival.shop.EarthShop & # 39;

Pastebin: https://pastebin.com/V7dRjpz0

Main code

Pastebin: https://pastebin.com/qPTQc6fp

Plugin.yml

Pastebin: https://pastebin.com/DxfpPQWe

File structure

Pastebin: https://imgur.com/GCGrisC

c ++ – Should I use a class with only static members to encapsulate my program?

I am therefore writing a network simulator in C ++ as part of a university project. Right now, I have a class structure that looks something like:

//includes type aliases
#include "GlobalTypes.h"

//main body of simulator, contains various static members and methods that define behavior of simulator
class mySimulator : public myErrorHandler {static member1...static method1()...};

//these are things like a file IO handler, simulator environment initialization, etc
class largeSimulatorSubcomponent1 : private Simulator {static member1...static method1()...};
class largeSimulatorSubcomponent2 : private Simulator {static member1...static method1()...};
class largeSimulatorSubcomponent3 : private Simulator {static member1...static method1()...};

//various non-static object classes that are manipulated 
//by the simulator and each other to perform the simulation
class cellTower{member1...method1()...};
class cellPhone{member1...method1()...}; 
class dataContainer1{member1...method1()...};
class dataContainer2{member1...method1()...};
class etc{member1...method1()...};

Generally speaking, the mySimulator and largeSimulatorSubComponent classes form the "universe" and control the external behavior of the different objects that are created in order to perform the simulation.

For my point of view, my structure makes sense because the "Simulator" is never created more than once, so it does not seem necessary to allow it to be a non static class which can be traditionally instantiated. However, I have come to understand that static classes are generally frowned upon, with many suggesting that the use of namespaces is better. At first, this was what I did, but I switched to classes with static members and methods because it allowed me to control which parts of the simulator were allowed to access other parts.

I expect this project to be taken up by the students in the future, and I am trying to make the structure as clear and safe so that they can use it, and I know that many of them will not be C ++ experts and may inadvertently cause bugs or implement behavior in a logically inconsistent manner. I try to protect them from this by carefully restricting access between parts of the program with clear logical encapsulation, constant correction, error handling, etc. I believe my current structure allows, but I am interested in hearing suggestions or comments on my logic / structure.

Also, on a minor point, what is your opinion on using global aliases in this way?

using typename1 = float;  //typename 1 & 2 serve to "label" floats 
using typename2 = float;  //that are used to represent a certain category of
                          //values that important to the simulator;

c ++ – simple parallel download using a connection pool class using cpprestsdk

The following is a simple class for establishing multiple http connections, primarily for downloading a list of small files:

#include 
#include
#include
#include 
#include 

using namespace utility;                    // Common utilities like string conversions
using namespace web;                        // Common features like URIs.
using namespace web::http;                  // Common HTTP functionality
using namespace web::http::client;          // HTTP client features
using namespace concurrency::streams;       // Asynchronous streams

    class ConnectionPool
{
public:
    ConnectionPool(size_t nWorkers, std::wstring baseUri) :BaseUri(baseUri)
    {
        for (size_t i = 0; i < nWorkers; i++) Pool.emplace_back(http_client(baseUri), http_request(methods::GET));
    }

    void ResetState(size_t nWorkers, std::wstring baseUri)
    {
        BaseUri = baseUri;
        nDone = 0;
        Pool.clear();
        for (size_t i = 0; i < nWorkers; i++) Pool.emplace_back(http_client(baseUri), http_request(methods::GET));
    }

    void ResizePool(size_t nWorkers)
    {
        Pool.resize(nWorkers, { http_client(BaseUri) , http_request(methods::GET) });
    }

    /*template
    void DownloadAsync(std::vector Uris, const Function& f)//Not implemented
    {
        WorkItems = Uris;
        const size_t limit = (std::min)(Pool.size(), WorkItems.size());
        for (size_t i = 0; i < limit; i++) assignWork(i, f);
    }*/

    template
    void DownloadSync(const std::vector Uris, const Function& f)
    {
        std::wcout << "*DownloadSync Started*" << std::endl;
        WorkItems = Uris;
         for (size_t i = nDone = 0, limit = nActive = std::min(Pool.size(), WorkItems.size()); i < limit; ++i) assignWork(i, f);

        std::unique_lock lk(m1);
        cv.wait(lk, (&)() { return nActive == 0; });
        std::wcout << "*DownloadSync Ended*" << std::endl;
    }

    template
    void assignWork(int pidx, const Function& f)
    {
        //m2 isn't needed, right?!
        //m2.lock();
        if (nDone >= WorkItems.size())
        {
            std::lock_guard lk(m1);
            --nActive;
            cv.notify_one();
            //m2.unlock();
            return;
        }
        const auto wItem = WorkItems(nDone);
        int cIdx = nDone;
        ++nDone;
        //m2.unlock();

        std::wcout << L"Worker " << pidx << L": Assigning/t" << wItem << L" succeed" << std::endl;
        auto& (client, request) = Pool(pidx);

        request.set_request_uri(wItem);
        client.request(request).then((=)(pplx::task   responseTask) {
            try {
                if (auto response = responseTask.get(); response.status_code() == http::status_codes::OK)
                {
                    f(response, cIdx);
                    std::wcout << L"Worker " << pidx << L": Downloading/t" << wItem <> Pool;
    std::vector WorkItems;
    std::wstring BaseUri;
    std::mutex m1/*,m2*/;
    std::condition_variable cv;
    std::atomic nActive = 0, nDone = 0;
};

int main()
{
//....code....//
ConnectionPool con(n, L"base url");
        con.DownloadSync(urls, ()(http_response res, int idx)
            {
                auto outFile = fstream::open_ostream(std::to_wstring(idx) + L".ext").get();
                res.body().read_to_end(outFile.streambuf()).wait();
                outFile.close().wait();
            });
}

c # – Should I refactor this class to use a factory?

Given the following class in an inherited code base without UT.
So any refactoring should be done on the smallest scale possible, just to be able to write UTs.

public class Person
{
    private readonly PersonValidator personValidator;

    public Person()
    {
        this.personValidator = new PersonValidator(this);
    }
}

public class PersonValidator
{
    public PersonValidator(Person person)
    {
        // Logic here.
    }
}

Please note that this is very simplistic.
Do I have to create an interface of the PersonValidator class and use the factory design template to create this one?
Note that it cannot be injected as it requires this in its constructor.

Basically, the code would become something like this:

public interface IPersonValidator 
{ }

public interface IPersonValidatorFactory
{
    IPersonValidator CreatePersonValidator(Person person);
}

public sealed class PersonValidatorFactory : IPersonValidatorFactory
{
    public IPersonValidator CreatePersonValidator(Person person)
    {
        return new PersonValidator(person);
    }
}

public class PersonValidator : IPersonValidator
{
    public PersonValidator(Person person)
    {
        // Logic here.
    }
}

public class Person
{
    private readonly IPersonValidator personValidator;

    public Person(IPersonValidatorFactory personValidatorFactory)
    {
        this.personValidator = personValidatorFactory.CreatePersonValidator(this);
    }
}

Using this approach, I get rid of the cable dependency of the "PersonValidator".
And since I use an interface that represents a factory, I could make fun of it and return any type that I like.
My unit test would therefore not depend on any other type of concrete.

Is this the preferred approach or is something missing?

c # – Using const values ​​in the factory class to choose the implementation

I create a small program to analyze the content of Excel files. There are two types of Excel files, containing the same data, but with different models.

It is possible to distinguish them with 100% certainty by checking the content of a specific cell, which I call fingerprint.


Follows an MVCE:

Interesting data (two characters left / right depending on the class) are then displayed. (Obviously, the actual use case is more complex than extracting data from the fingerprint. In some cases I want to get the contents of column A, in some cases it’s 39; is the first word in column B, concatenated with column D, etc.)

I tried to find a way to go through all of the base class implementations, but I thought the remedy was worse than the disease …

using System;

public class Program
{
    public static void Main()
    {
        var factory = new Factory();

        var test1 = factory.CreateItem("something foo");
        Console.WriteLine(test1.GetInterestingData());


        var test2 = factory.CreateItem("something bar");
        Console.WriteLine(test2.GetInterestingData());
    }
}

public abstract class Base
{
    protected readonly string Data;
    public Base(string data){
        this.Data = data;
    }
    public abstract string GetInterestingData();
}

public class A:Base
{
    public const string Fingerprint = "Foo";
    public A(string data):base(data){}

    public override string GetInterestingData(){
        return this.Data.Substring(0,2);
    }
}

public class B:Base
{
    public const string Fingerprint = "Bar";
    public B(string data):base(data){}

    public override string GetInterestingData(){
        return this.Data.Substring(this.Data.Length - 2,2);
    }
}   

public class Factory
{
    public Base CreateItem(string data){
        if(data.Contains(A.Fingerprint, StringComparison.OrdinalIgnoreCase)){
            return new A(data);
        }
        if(data.Contains(B.Fingerprint, StringComparison.OrdinalIgnoreCase)){
            return new B(data);
        }
        throw new Exception("No fingerprint match");
    }
}

Assign a user to a class [Python]

I have a Mage and Warrior course and I want it to be assigned to the user when he chooses which course it is, how to do it?

unit – How to change the value of a global class variable in a function attached to the UI button?

public class ControlCar : MonoBehaviour
{
   int gear=0;
    public void onChangeGear(int gear_no)
    {
        gear = gear_no;
    }

}

In the above code, I attached onChangeGear to Button using Inspector.When the button is pressed, the value of the gear does not change.I think that 39; a separate copy of the function is created for Button. How can I change the value of the equipment?

java – Appropriate use of a class

I wrote a Nim Game program. it works well if i use two strings for player one and player two.
I want to create a player class. I could get an answer.
Can you help me?
Thank you
Not applicable, I had no problems.

public class NimPlayer {

     public String name;

     public NimPlayer(){

     }
     public NimPlayer(String n){
         name = n;
     }
     public void setName(String name){
         this.name = name;
     }
     public String getName(){
         return name;
     }


}
public class nimsys {



    public static void main(String() args) {


        Scanner keyboard = new Scanner(System.in);       
        System.out.println("Welcome to Nim");
        String playerOne;
        String playerTwo;
        NimPlayer player() = new NimPlayer(1);

        while(true){       
        System.out.println("Please enter Player 1's name:");
        player(0).setName(keyboard.nextLine()) ;

        if (player(0).name.contains(" ")|| (player(0).name.length()==0)){
            System.out.println("You name must not contains Space Please Enter Again");
            continue;}
        else
            break;

        }
        while(true){       
        System.out.println("Please enter Player 2's name:");
        player(1).name = keyboard.nextLine();

        if (player(1).name.contains(" ") || (player(1).name.length()==0 )){
            System.out.println("You name must not contains Space Please Enter Again");
            continue;}
        else
            break;
        }
        System.out.println("Please enter initial number of stones:");
        int initial = keyboard.nextInt();
        System.out.println("Please enter upper bound of stone removal: ");
        int upperBound = keyboard.nextInt();

        System.out.print(initial + " Stones Left :");
        for(int i=1;i <= initial;i++){
            System.out.print(" * ");
        }
        System.out.print("nn");

        boolean turn = true;
        int chosen ;
        while(true){
        while(turn == true){
            if (initial == 1){
                System.out.print(player(1).name + " Lost");
                break;
            }
            System.out.println(player(0).name + "'s " + "Turn - Remove How Many? ");
            chosen = keyboard.nextInt();
            if(chosen > upperBound){
                System.out.println("The chosen number MUST Not exceed the upperbound");
                continue;
            }
            initial = initial - chosen;
            System.out.print(initial + " Stones Left :");
            for(int i=1;i <= initial;i++){
               System.out.print(" * ");
        }
            turn = false;
       }

        System.out.print("nn");

        while(turn == false){

            if (initial == 1){
                System.out.print(player(0).name + " Lost");
                break;
            }
            System.out.println(player(1).name + "'s " + "Turn - Remove How Many? ");
            chosen = keyboard.nextInt();
            if(chosen > upperBound){
                System.out.println("The chosen number MUST Not exceed the upperbound");
                continue;
            }
            initial = initial - chosen;
            System.out.print(initial + " Stones Left :");
            for(int i=1;i <= initial;i++){
               System.out.print(" * ");
        }
            System.out.print("nn");
            turn = true;

        }
        if(turn == true)
            continue;
        else if(initial == 1)
            break;
        else
            break;

        }

    }






}

I added code and modified several parts of it, but the message cannot be submitted. This is fine if this message appears when you ask a new question, but it appears when I try to resubmit my modified message.

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(B)Hurry up! Take advantage of this offer now for your personal or professional use, before the expiration of the EXCLUSIVE SALE OFFER! (/ B)
Our 2018 SPECIAL ACCOMMODATION OFFERS are only for time and very limited stocks. So place your order now and enjoy high quality accommodation at a very reasonable price.

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• System-wide Spam protection
Fastest performance & Highly Secured!

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40 GB (1 GB / user / IP) RAID-10 SSD space
400 GB (10 GB / user / IP) Monthly bandwidth
40 Hosted domains (40 main cPanel accounts)
Unlimited Addon / Subdomains
Unlimited Mail / FTP accounts
Unlimited Data base
Monthly price: $ 95 / m Now only $ 56.9 / m
Biennial award: $ 1,139.9 / year Now only $ 343.9 / year ($ 28.5 / m)
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Use the coupon codes above to receive up to 70% recurring discounts on all PBN hosting plans on multiple servers!

▐▌▐▌PBN Starter Hosting Plan

5 GB (1 GB / user / IP) RAID-10 SSD space
50 GB (10 GB / user / IP) Monthly bandwidth
5 Hosted domains (5 main cPanel accounts)
Unlimited Addon / Subdomains
Unlimited Mail / FTP accounts
Unlimited Data base
Monthly price: $ 30 / m Now only $ 17.9 / m
Biennial award: $ 360 / year $ 107.9 / year ($ 8.9 / m)
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▐▌▐▌Standard PBN hosting plan

10 GB (1 GB / user / IP) RAID-10 SSD space
100 GB (10 GB / user / IP) Monthly bandwidth
ten Hosted domains (10 main cPanel accounts)
Unlimited Addon / Subdomains
Unlimited Mail / FTP accounts
Unlimited Data base
Monthly price: $ 40 / m Now only $ 23.9 / m
Biennial award: $ 480 / year Now only $ 143.9 / year ($ 11.9 / m)
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▐▌▐▌Advanced PBN hosting plan

20 GB (1 GB / user / IP) RAID-10 SSD space
200 GB (10 GB / user / IP) Monthly bandwidth
20 Hosted domains (20 main cPanel accounts)
Unlimited Addon / Subdomains
Unlimited Mail / FTP accounts
Unlimited Data base
Monthly price: $ 50 / m Now only $ 29.9 / m
Biennial award: $ 600 / year Now only $ 179.9 / year ($ 14.9 / m)
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▐▌▐▌PBN Advanced Plus Hosting Plan

40 GB (1 GB / user / IP) RAID-10 SSD space
400 GB (10 GB / user / IP) Monthly bandwidth
40 Hosted domains (40 main cPanel accounts)
Unlimited Addon / Subdomains
Unlimited Mail / FTP accounts
Unlimited Data base
Monthly price: $ 100 / m Now only $ 59.9 / m
Biennial award: $ 1,200 / year Now only $ 359.9 / year ($ 29.9 / m)
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▐▌▐▌Agency's PBN hosting plan

50 GB (1 GB / user / IP) RAID-10 SSD space
500 GB (10 GB / user / IP) Monthly bandwidth
50 Hosted domains (50 main cPanel accounts) Unlimited (/ B) Addon / Subdomains
Unlimited Mail / FTP accounts
Unlimited Data base
Monthly price: $ 125 / m Now only $ 74.9 / m
Biennial award: $ 1,500 / year Now only $ 449.9 / year ($ 37.5 / m)
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▐▌▐▌PBN Agency Plus Hosting Plan

100 GB (1 GB / user / IP) RAID-10 SSD space
1000 GB (10 GB / user / IP) Monthly bandwidth
100 Hosted domains (100 main cPanel accounts)
Unlimited Addon / Subdomains
Unlimited Mail / FTP accounts
Unlimited Data base
Monthly price: $ 250 / m Now only $ 149.9 / m
Biennial award: $ 3000 / year Now only $ 899.9 / year ($ 74.9 / m)
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Frequently asked questions:

1. Do you have an availability guarantee?
Yes, we guarantee 99.9% server availability

2. Where are your servers located?
Our reseller servers are located in America (United States / Canada), Europe (United Kingdom / FR / DE / LU..plus), Pacific / Asia (SG / AU).

3. What payment method do you accept?
We accept payment via Pay Pal, Bitcoin, debit / credit cards.

4. How long does it take to set up my account?
Your account will be configured instantly after receiving the 1st payment.

If you have any questions, feel free to contact us via Live Chat or by opening a sales receipt. Please visit our website for more information about our PREMIUM SEO – PBN HOSTING.