Clicks in Google Search Console are almost zero, but Google Analytics shows no drop in traffic.

The Google Search Console does not provide you with traffic reports. This shows impressions and clicks that differ from users / Google Analytics sessions.

A link URL records an impression when it appears in a search result.
for a user. Whether or not the link is actually parade
see or otherwise visible depends on the type of research element that
contains the link, as described later.

Different metrics and data

Nevertheless, you might think that a click can be considered a visit to your site, but we are talking about two independent tools for the data to be different. These are the main reasons:

  • Search Console performs additional data processing, for example to process duplicate content and robot visits, which may result in a difference between your statistics and those listed in other sources.
  • Some tools, such as Google Analytics, track only users who have JavaScript enabled in their browser.
  • Google Analytics only records visits to pages that contain the correctly configured Analytics Javascript code. If the pages of the site do not have the code, Analytics will not follow the visits on these pages. However, visits to pages without an Analytics tracking code will be tracked in the search console if users reach them through the search results, or if Google searches or discovers them.

Some tools define "keywords" differently. For example:

  • The Search Console Keywords page displays the most significant words found by Google on your site.
  • The Google Adwords Keywords Tool displays the total number of user queries for this keyword on the Web.
  • Analytics uses the term "keywords" to describe both search engine queries and paid AdWords keywords.
  • Lists on the Search Console Search Analytics page show the total number of keyword search queries in which your page's list was viewed in the search results. This number is lower. In addition, the search console rounds the search query data to one or two significant digits.

The Google Analytics dashboard does not display "search query" data even when it is linked to the search console.

The Google Analytics account on my website is linked to the Google Search Console. I see all the data from the search console in the "Acquisition" report.

When I create a custom dashboard and create widgets to get "search queries", there is no data. Why would the dashboard not have this data?

The domain property of the Google Search Console is not in the list of properties I can add to Google Analytics.

I'm trying to connect a domain property to a Google Analytics domain. But when the property I added is not in the list of properties from which I can choose.

All other properties are. The big difference is that the newly added property is a domain property. All the others are ordinary properties. Is there a new way to connect these domain properties to Google Analytics?

How to link a verified domain search console site to Google Analytics?

Hello dear Webmasters.

I'm trying to connect a search console site to analytics.

This is supposed to be as simple as Admin> Property Settings> Add Search Console Site (this has been verified).

This particular site has been verified by domain in the search console. So, I find that it is not so easy.

This thread indicates that it is not possible to link a domain-verified search console site to analytics. You must add the site as a URL prefix.

My questions:

  • If the site has already been verified by the domain, should I first remove the verified site from the search console domain, and then add it again as a URL prefix? (I've just tried adding it as a URL prefix and that did not work.)
  • If I delete the domain, will we lose all historical data in the search console?
  • Has any of you encountered this problem? How did you work around that?

I have to understand this for a big client and I do not want to drop the ball. Your help is greatly appreciated!

Thank you so much.

-Sheep

Google Search Console – Exact copy English / English Causing Error "The duplicate URL has not been defined as canonical"

Check that your site uses this approach:

Your home page https://www.example.com/ something looks like this in the source:











Then if http://www.example.com/uk/ is almost identical to https://www.example.com/ then it will look exactly like the code on the homepage:











Then if https://www.example.com/de/ is unique, so it should look like this:











Summary:

  • Duplicate content: Canonical pointed elsewhere.
  • Unique Content: Canonical is directed to you.

Windows App – O & O Enterprise Management 6.1.35 (x64) Administration Console | NulledTeam UnderGround

Size of the file: 372 MB

O & O Enterprise Management Console 5 reduces the workload of your IT department, allowing you to focus on your core business. Easily manage and install our O & O programs from your computer through your corporate network. The manual installation on each network computer (client) is rendered superfluous thanks to the integrated remote installation. At the enterprise level, you can now create regular backups, optimize system resources, monitor storage, and more.
A flawless stay

Enterprise Management Console 5 lets you distribute tasks to both individual clients and groups of computers, and has a comprehensive reporting system to keep you fully informed.

Benefits for your business:
– Save money and work
– Easy to use: simple and intuitive user interface
– Automatic installation and execution of work
– Evolutionary structure
– Continuous and secure communication
– Advanced report management: versatile search function and definable retention time
– Remote installation of O & O products on a network
– Perform batch jobs before and after a job
– Work Wizard elaborated with options for creating individual parameters

Save money and work
You can now manage your O & O programs from a central network location. O & O Enterprise Management Console allows you to install O & O programs remotely; In addition, you can also distribute tasks to individual clients and sites. All events are logged in detailed reports and stored in a datastore so that you can retrieve information about the status of the job at any time.

New functions
It is now possible to integrate the new O & O Defrag software into the current O & O Enterprise Management Management Console. This allows you to automatically and permanently protect your network computers from fragmentation via the advanced settings of the computer. Automatic monitoring is always on and there is no need to create a regular job to do this. You can also specify other settings, such as enabling / disabling O & O defragmentation tray icons or maximum resource usage allowed when defragmenting each computer network.

The optimized detailed presentation of the user interface allows you to collect relevant information even faster, such as the degree of fragmentation of a network computer or the time of the last defragmentation.

Easy operation
The simple and intuitive user interface emphasizes the important functions of network management. The system is up and running in minutes and you can start with remote installations and work planning. The O & O Enterprise Management Console will explain each step of network licensing with the help of tutorials, job creation and transfer to clients. Creating regular jobs such as daily images is just as easy. Detailed dialogs help you to enter all the important parameters.

Automatic installation and work execution
The remote installation of O & O products, especially the installation of "product agents", is processed transparently and automatically for you and your users. To run a remote installation, you need a network-enabled O & O program, client licenses, and a user account with appropriate administrator privileges for clients. Tasks are automatically performed as soon as they are assigned to a computer. If, for example, a computer is not available at the time of task distribution, the request is automatically repeated at regular intervals.

Evolutionary structure
The modular design of the O & O Enterprise Management Management Console adapts to your specific needs, to the size of your business. As a long-time Microsoft Gold Certified Partner, all of our products are designed to be compatible with Windows to ensure maximum security for your system and data. To enable centralized storage of all your information when you use O & O Enterprise Management, we use Microsoft SQL Server, which provides great flexibility and scalability when used with businesses of all sizes. The basic version of O & O Enterprise Management includes Microsoft SQL Server Express preconfigured upon delivery. Connecting or switching to larger versions of the SQL Server is possible at any time and can be initiated with the help of an assistant.

Continuous and secure communication
If desired, communication between server components and clients can be encrypted using SSL, so that data attacks are blocked from the outside and from the inside. . This security, along with other components, ensures maximum security of access with minimal administrative burden. The built-in active components also guarantee the permanent synchronization of tasks and reports on the network. You will also be informed about new versions of the program. In short, you will see which O & O programs are installed on which computer. You will always have an overview of all the processes in your IT environment.

O & O programs that can be integrated
You can manage the following O & O programs in their current versions with the O & O Enterprise Management Console on the network: Keep in mind that only the Workstation and Server Editions include an interface with the O & O Enterprise Management Console.

The following solutions are supported:
– Performance: O & O Defrag
– Backup: O & O DiskImage
– Monitor disk space: O & O DiskStat
– Monitor Hard Drives: O & O DriveLED

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A flawless stay

c ++ – Arkanoid console game

After playing the snake game, I decided to go crazy and create an Arkanoid clone:

enter the description of the image here
enter the description of the image here

I organized the code as follows:

  • GameObject: This class is the base of all objects in the game. It manages all the movements and also the collisions between two
    GameObjects.

  • Platform: Derived from GameObject. The only new thing is that it can be reset to the init position. Used when a level is
    restarted.

  • Wall: Derived from GameObject. Not mobile. Can be switched to Ball or Platform manage collisions between them

  • Ball: Derived from GameObject. Can be disabled to stay on the move. This is used before the user presses the spacebar to start the program.
    Game. The movement routine is canceled to add a force of gravity on the
    Ball

  • Brick: Derived from GameObject. Not mobile. Has life points and can be destroyed. This is used to not need to delete
    the brick of the field, it just becomes invisible. L & # 39; init
    the markers are also stored to be used for different scores

  • Level: Manages everything that happens in a level played. It can take a collection of bricks to load different levels.

  • Thu: This routine calls the different levels and announces the end of the part if it occurs

  • Grid: Used to display on the console. In the background, just as the positions of the ball is calculated with floating
    ad hoc operations. Since the console has very big pixels, we only show
    whole sizes so 10.5 becomes 10 etc.

  • Console: Currently, only supports Windows. Commands to manipulate the console and check the pressed keys

  • MathHelper: Some definitions and functions to convert from degree to radiate. For readability in GameObject calculations and debugging
    purposes.

  • Time: Manages the recording of the elapsed time between two points for calculating movements and also provides an expectation
    a function.

  • NearlyEqual: Double comparison function equal with delta similar to ints.

The code:

main.cpp

#include "Game.h"

#understand 

int main ()
try {
while (arkanoid :: runGame ());
}
catch (const std :: out_of_range & e) {
std :: cerr << e.what () << " n";
std :: cin.get ();
}
catch (const std :: invalid_argument & e) {
std :: cerr << e.what () << " n";
std :: cin.get ();
}
capture (...) {
std :: cerr << "unknown error" << " n";
std :: cin.get ();
}

Game.h

#ifndef GAME_H
#define GAME_H

namespace arkanoid {

bool runGame ();

bool userInputGameOver (long and long score);
}
#end if

Game.cpp

#include "Game.h"

#include "Console.h"
#include "Level.h"

#understand 

namespace arkanoid {

bool runGame ()
{
console :: resize (500, 453);

static constexpr auto startScore = 0;
static constexpr auto startLives = 3;
long score long = startScore;
int lives = earlyLives;
int level {0};
for (;;) {

Level1 level {score, lives, level ++, makeBricksLevel1 ()};
level1.run ();
score = level1.score ();
lives = level1.lives ();

if (level1.isGameOver ()) {
return userInputGameOver (score);
}

Level level2 {level1.score (), level1.lives (), level ++, makeBricksLevel2 ()};
level2.run ();
score = level1.score ();
lives = level1.lives ();

if (level2.isGameOver ()) {
return userInputGameOver (score);
}
}
}

bool userInputGameOver (long and long score)
{
console :: clearScreen ();
std :: cout << << Game over !!!  n "
<< "SCORE:" << score << & nbsp;
<< "Press R to retry or ESC to exit  n";
for (;;) {
if (console :: rKeyHoldDown ()) {
return true;
}
if (console :: escKeyHoldDown ()) {
returns false;
}
}
console :: clearScreen ();
}
} // arkanoid namespace

Niveau.h

#ifndef LEVEL_H
#define LEVEL_H

#include "Ball.h"
#include "Brick.h"
#include "Platform.h"
#include "Wall.h"

#understand 

namespace arkanoid {

class wall;
brick class;
platform class;

class level
{
public:
Level (long score, int lives, level, std :: vector bricks);
~ Level () = default;

empty run ();

long long score () const;
int lives () const;

bool isGameOver () const;
private:
void handleBallMovementsAndCollisions (double elapsedTimeInMS);
void printToConsole ();

Platform makePlatform ();
Ball make ball ();

static constexpr int boardWidth {26};
static constexpr int boardHeight {18};

static constexpr auto plattformWidth {5.0};
Constexpr static static wallThickness {1.0};

static constexpr auto pointsPerBrick {100};

long long mScore;
int mLives;
const int mLevel;

std :: vector mBricks;

const Wall mLeftWall;
Wall mRightWall const;
Wall mTopWall const;

MPlatform platform;
Ball mBall;

bool mIsGameOver;
};

cancel movePlatformBetweenWalls (
Platform and Platform, const Wall & leftWall, const and Wall & rightWall,
double elapsedTimeInMS);

Point CalculatePlattformInitPosition (
double plattformSize, double boardWidth, double boardHeight);

Point CalculateBallInitPosition (double boardWidth, double boardHeight);

bool allBricksAreDestroyed (const std :: vector& bricks);

std :: vector makeBricksLevel1 ();

std :: vector makeBricksLevel2 ();
} // arkanoid namespace
#end if

Level.cpp

#include "Level.h"

#include "Console.h"
#include "Grid.h"
#include "Time.h"

#understand 
#understand 
#understand 

namespace arkanoid {

Level :: Level (long and long score, int lives, Int level,
const std :: vector bricks)
: mScore {score}, mLives {lives}, mLevel {level},
mBricks {bricks},
mLeftWall {
Point {0,0},
Wall Thickness, plankHeight
}
mRightWall {
Point {boardWidth - wallThickness, 0},
Wall Thickness, plankHeight
}
mTopWall {
Point {wallThickness, 0},
boardWidth - 2.0 * wallThickness, wallThickness
}
mPlatform {makePlatform ()},
mBall {makeBall ()},
mIsGameOver {false}
{
}

void Level :: run ()
{
std :: chrono :: time_point t1;
std :: chrono :: time_point t2;
double elapsedTimeInMS {0.0};

for (;;) {
t1 = getCurrentTime ();

if (! mBall.isActive () && console :: spaceKeyHoldDown ()) {
mBall.activer ();
}

movePlatformBetweenWalls (
mPlatform, mLeftWall, mRightWall, elapsedTimeInMS);

if (mBall.isActive ()) {
handleBallMovementsAndCollisions (elapsedTimeInMS);
}

if (allBricksAreDestroyed (mBricks)) {
return;
}

if (mIsGameOver) {
return;
}

printToConsole ();

t2 = getCurrentTime ();
elapsedTimeInMS = arkanoid :: getElapsedTime (t1, t2);
}
}

long long Level :: score () const
{
return mScore;
}

int Level :: lives () const
{
return mLives;
}

bool Level :: isGameOver () const
{
return mIsGameOver;
}

void Level :: handleBallMovementsAndCollisions (double elapsedTimeInMS)
{
if (mBall.reflectIfHit (mRightWall)) {
;
}
else if (mBall.reflectIfHit (mLeftWall)) {
;
}
else if (mBall.reflectIfHit (mTopWall)) {
;
}
else if (mBall.reflectIfHit (mPlatform)) {
;
}
else if (mBall.bottomRight (). y> = boardHeight) {

wait (std :: chrono :: milliseconds {1000});

--mLives;
if (mLives == 0) {
mIsGameOver = true;
}
mBall.deactivate ();
mPlatform.setToInitPosition ();
return;
}

for (auto & brick: mBricks) {
if (brick.isDestroyed ()) {
Carry on;
}
if (mBall.reflectIfHit (brick)) {
brick.decreaseHitpoints ();

if (brick.isDestroyed ()) {
mScore + =
pointsPerBrick * brick.startHitpoints ();
}
Pause;
}
}

mBall.move (elapsedTimeInMS);
}

void Level :: printToConsole ()
{
console :: putCursorToStartOfConsole ();

Grid grid (
static_cast(BoardWidth)
static_cast(BoardHeight)
)

grid.add (mBall);
grid.add (mPlatform);
grid.add (mLeftWall);
grid.add (mRightWall);
grid.add (mTopWall);

for (const auto & brick: mBricks) {
grid.add (brick);
}

console :: putCursorToStartOfConsole ();
std :: cout << << Score: "<< std :: setw (15) << mScore <<"
<< "Lives:" << std :: setw (4) << mLives << ""
<< "Level:" << std :: setw (4) << mLevel << & # 39;  n & nbsp;
<< grid << & nbsp ;;

// std :: cout << std :: setw (5) << mBall.topLeft (). x << ""
// << std :: setw (5) << mBall.topLeft (). y << ""
// << std :: setw (10) << radientToDegrees (mBall.angle ())
// << std :: setw (10) << radientToDegrees (mBall.quadrantAngle ())
// << std :: setw (3) << static_cast(mBall.quadrant ()) + 1 << & # 39;  n & # 39;

// std :: cout << std :: setw (5) << mPlatform.topLeft (). x << ""
// << std :: setw (5) << mPlatform.topLeft (). y << "
// << std :: setw (10) << radientToDegrees (mPlatform.angle ())
// << std :: setw (10) << radientToDegrees (mPlatform.quadrantAngle ())
// << std :: setw (3) << static_cast(mPlatform.quadrant ()) + 1 << & # 39;  n & # 39;
}

Platform level :: makePlatform ()
{
return the platform {
CalculatePlattformInitPosition (
plattformWidth, boardWidth, boardHeight),
static_cast(BoardWidth)
plattformWidth,
};
}

Ball level :: makeBall ()
{
return Ball {CalculateBallInitPosition (boardWidth, boardHeight),
static_cast(BoardWidth)
static_cast(BoardHeight)
};
}

cancel movePlatformBetweenWalls (
Platform and Platform, const Wall & leftWall, const and Wall & rightWall,
double elapsedTimeInMS)
{
if (console :: rightKeyHoldDown ()) {

platform.setAngle (0,0);
platform.move (elapsedTimeInMS);
}
else if (console :: leftKeyHoldDown ()) {

platform.setAngle (deg_180);
platform.move (elapsedTimeInMS);
}

if (platform.reflectIfHit (rightWall)) {
;
}
else if (platform.reflectIfHit (leftWall)) {
;
}
}

Point CalculatePlattformInitPosition (
double plattformSize, double boardWidth, double boardHeight)
{
Point of return {
boardWidth / 2.0 - plattformSize / 2.0,
boardHeight - 3.0
};
}

Point CalculateBallInitPosition (double boardWidth, double boardHeight)
{
Point of return {
boardWidth / 2.0 - 1,
boardHeight - 4.0
};
}

bool allBricksAreDestroyed (const std :: vectorand bricks)
{
returns std :: find_if (bricks.begin (), bricks.end (),
            [](const Brick & b)
{
return! b.isDestroyed ();
}) == bricks.end ();
}

std :: vector makeBricksLevel1 ()
{
constexpr auto brickLength = 3.0;
constexpr auto brickHeight = 1.0;

returns std :: vector
        {
Brick {Point {4,2}, lengthBrick, heightHex, 1},
Brick {Point {7,2}, brick length, brick height, 1},
Brick {Point {10,2}, brick length, brick height, 1},
Brick {Point {13,2}, brick length, brick height, 1},
Brick {Point {16,2}, brick length, brick height, 1},
Brick {Point {19,2}, brickLength, brickHeight, 1},

Brick {Point {4,3}, brick length, brick height, 1},
Brick {Point {19,3}, brickLength, brickHeight, 1},

Brick {Point {4,4}, brickLength, brickHeight, 1},
Brick {Point {10,4}, brickLength, brickHeight, 2},
Brick {Point {13,4}, length of brick, height of brick, 2},
Brick {Point {19,4}, brick length, brick height, 1},

Brick {Point {4,5}, lengthBrick, Brick height, 1},
Brick {Point {19.5}, brick length, brick height, 1},

Brick {Point {4,6}, brick length, brick height, 1},
Brick {Point {7.6}, brick length, brick height, 1},
Brick {Point {10,6}, brick length, brick height, 1},
Brick {Point {13,6}, brick length, brick height, 1},
Brick {Point {16,6}, length of brick, height of brick, 1},
Brick {Point {19,6}, brickLength, brickHeight, 1},
};
}

std :: vector makeBricksLevel2 ()
{
constexpr auto brickLength = 3.0;
constexpr auto brickHeight = 1.0;

returns std :: vector
        {
// draw a C
Brick {Point {4,2}, lengthBrick, heightHex, 1},
Brick {Point {7,2}, brick length, brick height, 1},
Brick {Point {10,2}, brick length, brick height, 1},
Brick {Point {13,2}, brick length, brick height, 1},
Brick {Point {4,3}, brick length, brick height, 1},
Brick {Point {4,4}, brickLength, brickHeight, 1},
Brick {Point {4,5}, lengthBrick, Brick height, 1},
Brick {Point {4,6}, brick length, brick height, 1},
Brick {Point {4,7}, lengthBrick, Brick height, 1},
Brick {Point {4,8}, lengthBrick, Brick height, 1},
Brick {Point {4,9}, BrickLength, Brick Height, 1},
Brick {Point {4,10}, brickLength, brickHeight, 1},
Brick {Point {7,10}, brickLength, brickHeight, 1},
Brick {Point {10,10}, brickLength, brickHeight, 1},
Brick {Point {13,10}, brickLength, brickHeight, 1},

// draw first +
Brick {Point {13,6}, brickHeight, brickHeight, 2},
Brick {Point {14,6}, brickHeight, brickHeight, 3},
Brick {Point {15,4}, brickHeight, brickHeight, 2},
Brick {Point {15,5}, brickHeight, brickHeight, 3},
Brick {Point {15,6}, brickHeight, brickHeight, 4},
Brick {Point {15,7}, brickHeight, brickHeight, 3},
Brick {Point {15,8}, brickHeight, brickHeight, 2},
Brick {Point {16,6}, brickHeight, brickHeight, 3},
Brick {Point {17,6}, brickHeight, brickHeight, 2},

// draw second +
Brick {Point {19,6}, brickHeight, brickHeight, 5},
Brick {Point {20,6}, brickHeight, brickHeight, 6},
Brick {Item {21,4}, brickHeight, brickHeight, 5},
Brick {Point {21.5}, brickHeight, brickHeight, 3},
Brick {Point {21,6}, brickHeight, brickHeight, 7},
Brick {Point {21,7}, brickHeight, brickHeight, 6},
Brick {Point {21.8}, brickHeight, brickHeight, 5},
Brick {Point {22,6}, brickHeight, brickHeight, 6},
Brick {Point {23,6}, brickHeight, brickHeight, 5},
};
}
} // arkanoid namespace

GameObject.h

#ifndef GAMEOBJECT_H
#define GAMEOBJECT_H

#include "Point.h"

namespace arkanoid {

Enum class Quadrant {
I,
II
III
IV
};

GameObject class
{
public:
GameObject (
Point topLeft, double maxPositioX, double maxPositionY,
double width, double height,
double speed, double angle);

virtual ~ GameObject () = 0;

Point topLeft () const;
void setTopLeft (TopLeft Point);
Point bottomRight () const;

double velocity () const;
void setVelocity (double velocity);

double angle () const;
void setAngle (double angle);

double quadrantAngle () const;
Quadrant quadrant () const;

double width () const;
double height () const;

virtual void move (double elapsedTimeInMS);

bool reflectIfHit (const GameObject & obj);

private:
void reflectFromQuadrantOneIfHit (const GameObject & obj);
void reflectFromQuadrantTwoIfHit (const GameObject & obj);
void reflectFromQuadrantThreeIfHit (const GameObject & obj);
void reflectFromQuadrantFourIfHit (const GameObject & obj);

void reflectToQuadrantFourIfIntersectsWithX (const GameObject & obj);
void reflectToQuadrantTwoIfIntersectsWithY (const GameObject & obj);

void reflectToQuadrantThreeIfIntersectsWithX (const GameObject & obj);
void reflectToQuadrantOneIfIntersectsWithY (const GameObject & obj);

void reflectToQuadrantTwoIfIntersectsWithX (const GameObject & obj);
void reflectToQuadrantFourIfIntersectsWithY (const GameObject & obj);

void reflectToQuadrantOneIfIntersectsWithX (const GameObject & obj);
void reflectToQuadrantThreeIfIntersectsWithY (const GameObject & obj);

empty toQuadrantOne ();
empty toQuadrantTwo ();
empty toQuadrantThree ();
empty toQuadrantFour ();

MTopLeft point;
double const mMaxPositionX;
double const mMaxPositionY;

double const mWidth;
double mHeight const;

double mVelocity;
Quadrant mQuadrant;
double mQuadrantAngle;
};

bool isInQuadrantOne (double angle);
bool isInQuadrantTwo (double angle);
bool isInQuadrantThree (double angle);
bool isInQuadrantFour (double angle);

bool interectsWithRightX (GameObject const & a, const GameObject & b);
void putBeforeIntersectsWithRightX (GameObject & a, const GameObject & b);

bool interectsWithLeftX (const GameObject & a, const GameObject & b);
void putBeforeIntersectsWithLeftX (GameObject & a, const GameObject & b);

bool interectsWithBottomY (const GameObject & a, const GameObject & b);
void putBeforeIntersectsWithBottomY (GameObject & a, const GameObject & b);

bool interectsWithTopY (const GameObject & a, const GameObject & b);
void putBeforeIntersectsWithTopY (GameObject & a, const GameObject & b);

bool isInsideWithY (const GameObject & a, const GameObject & b);
bool isInsideWithX (const GameObject & a, const GameObject & b);

bool intersectsFromRigthWithX (const GameObject & a, const GameObject & b);
bool intersectsFromLeftWithX (const GameObject & a, const GameObject & b);
bool intersectsFromTopWithY (const GameObject & a, const GameObject & b);
bool intersectsFromBottomWithY (const GameObject & a, const GameObject & b);

CalcDelta point (double quadrantAngle, quadrant quadrant, double face C);

double calcTraveldWay (double deltaTimeMS, double velocityInS);

double calcAlphaIfOver360 (double alpha);

Quadrant calcQuadrant (double alpha);

double angleToQuadrantAngle (double angle, quadrant quadrant);

double qudrantAngleToAngle (double quadrantAngle, quadrant quadrant);

double increaseAngle (double quadrantAngle);

double decreaseAngle (double quadrantAngle);

double mirror (double quadrantAngle);
} // arkanoid namespace
#end if

GameObject.cpp

#include "GameObject.h"

#include "MathHelper.h"
#include "NearlyEqual.h"

#understand 
#understand 

#understand 

namespace arkanoid {

GameObject :: GameObject (TopLeft Point,
double maxPositioX, double maxPositionY,
double width, double height,
double speed, double angle)
: mTopLeft {topLeft},
mMaxPositionX (maxPositioX),
mMaxPositionY (maxPositionY),
mWidth {width},
mHeight {height},
mVelocity {velocity},
mQuadrant {calcQuadrant (angle)},
mQuadrantAngle {angleToQuadrantAngle (angle, mQuadrant)}
{
}

GameObject :: ~ GameObject () = default;

Point GameObject :: topLeft () const
{
return mTopLeft;
}

Cancel GameObject :: setTopLeft (TopLeft Point)
{
mTopLeft = topLeft;
}

GameObject Point :: bottomRight () const
{
Return point {mTopLeft.x + mWidth, mTopLeft.y + mHeight};
}

Double GameObject :: velocity () const
{
return mVelocity;
}

GameObject :: setVelocity (double velocity)
{
mVelocity = velocity;
}

double GameObject :: angle () const
{
returns qudrantAngleToAngle (mQuadrantAngle, mQuadrant);
}

GameObject :: setAngle (double angle)
{
angle = calcAlphaIfOver360 (angle);
mQuadrant = calcQuadrant (angle);
mQuadrantAngle = angleToQuadrantAngle (angle, mQuadrant);
}

double GameObject :: quadrantAngle () const
{
returns mQuadrantAngle;
}

Quadrant GameObject :: quadrant () const
{
return mQuadrant;
}

double GameObject :: width () const
{
return mWidth;
}

double GameObject :: height () const
{
return mHeight;
}

cancel GameObject :: move (double elapsedTimeInMS)
{
auto distance = calcTraveldWay (elapsedTimeInMS, mVelocity);
auto traveldWay = calcDelta (mQuadrantAngle, mQuadrant, distance);

mTopLeft.x + = traveldWay.x;
mTopLeft.y + = traveldWay.y;

auto maxX = mTopLeft.x + mWidth;
mTopLeft.x = std :: clamp (maxX, mWidth, mMaxPositionX) - mWidth;

auto maxY = mTopLeft.y + mHeight;
mTopLeft.y = std :: clamp (maxY, mHeight, mMaxPositionY) - mHeight;
}

bool GameObject :: reflectIfHit (const GameObject & obj)
{
auto oldQuadrant = mQuadrant;

switch (mQuadrant)
{
Quadrant box :: I:
reflectFromQuadrantOneIfHit (obj);
Pause;
Quadrant of Case :: II:
reflectFromQuadrantTwoIfHit (obj);
Pause;
Quadrant of cases :: III:
reflectFromQuadrantThreeIfHit (obj);
Pause;
Quadrant of cases :: IV:
reflectFromQuadrantFourIfHit (obj);
Pause;
}

return mQuadrant! = oldQuadrant;
}

void GameObject :: reflectFromQuadrantOneIfHit (const GameObject & obj)
{
if (interectsWithBottomY (* this, obj)) {
reflectToQuadrantFourIfIntersectsWithX (obj);
}
else if (interectsWithRightX (* this, obj)) {
reflectToQuadrantTwoIfIntersectsWithY (obj);
}
}

void GameObject :: reflectFromQuadrantTwoIfHit (const GameObject & obj)
{
if (interectsWithLeftX (* this, obj)) {
reflectToQuadrantOneIfIntersectsWithY (obj);
}
else if (interectsWithBottomY (* this, obj)) {
reflectToQuadrantThreeIfIntersectsWithX (obj);
}
}

void GameObject :: reflectFromQuadrantThreeIfHit (const GameObject & obj)
{
if (interectsWithLeftX (* this, obj)) {
reflectToQuadrantFourIfIntersectsWithY (obj);
}
else if (interectsWithTopY (* this, obj)) {
reflectToQuadrantTwoIfIntersectsWithX (obj);
}
}

void GameObject :: reflectFromQuadrantFourIfHit (const GameObject & obj)
{
if (interectsWithRightX (* this, obj)) {
reflectToQuadrantThreeIfIntersectsWithY (obj);
}
else if (interectsWithTopY (* this, obj)) {
reflectToQuadrantOneIfIntersectsWithX (obj);
}
}

void GameObject :: reflectToQuadrantFourIfIntersectsWithX (
const GameObject & obj)
{
if (isInsideWithX (* this, obj)) {
toQuadrantFour ();
}
else if (intersectsFromRigthWithX (* this, obj) ||
intersectsFromLeftWithX (* this, obj)) {
toQuadrantFour ();
mQuadrantAngle = increaseAngle (mQuadrantAngle);
}
other {
return;
}
putAvantIntersectsWithBottomY (* this, obj);
}

void GameObject :: reflectToQuadrantTwoIfIntersectsWithY (
const GameObject & obj)
{
if (isInsideWithY (* this, obj)) {
toQuadrantTwo ();
}
else if (intersectsFromTopWithY (* this, obj) ||
intersectsFromBottomWithY (* this, obj)) {
toQuadrantTwo ();
mQuadrantAngle = increaseAngle (mQuadrantAngle);
}
other {
return;
}
putBeforeIntersectsWithRightX (* this, obj);
}

void GameObject :: reflectToQuadrantThreeIfIntersectsWithX (
const GameObject & obj)
{
if (isInsideWithX (* this, obj)) {
toQuadrantThree ();
}
else if (intersectsFromRigthWithX (* this, obj) ||
intersectsFromLeftWithX (* this, obj)) {
toQuadrantThree ();
mQuadrantAngle = decreaseAngle (mQuadrantAngle);
}
other {
return;
}
putAvantIntersectsWithBottomY (* this, obj);
}

void GameObject :: reflectToQuadrantOneIfIntersectsWithY (
const GameObject & obj)
{
if (isInsideWithY (* this, obj)) {
toQuadrantOne ();
}
else if (intersectsFromTopWithY (* this, obj) ||
intersectsFromBottomWithY (* this, obj)) {
toQuadrantOne ();
mQuadrantAngle = decreaseAngle (mQuadrantAngle);
}
other {
return;
}
putBeforeIntersectsWithLeftX (* this, obj);
}

void GameObject :: reflectToQuadrantTwoIfIntersectsWithX (
const GameObject & obj)
{
if (isInsideWithX (* this, obj)) {
toQuadrantTwo ();
}
else if (intersectsFromRigthWithX (* this, obj) ||
intersectsFromLeftWithX (* this, obj)) {
toQuadrantTwo ();
mQuadrantAngle = increaseAngle (mQuadrantAngle);
}
other {
return;
}
putBeforeIntersectsWithTopY (* this, obj);
}

void GameObject :: reflectToQuadrantFourIfIntersectsWithY (
const GameObject & obj)
{
if (isInsideWithY (* this, obj)) {
toQuadrantFour ();
}
else if (intersectsFromTopWithY (* this, obj) ||
intersectsFromBottomWithY (* this, obj)) {
toQuadrantFour ();
mQuadrantAngle = increaseAngle (mQuadrantAngle);
}
other {
return;
}
putBeforeIntersectsWithLeftX (* this, obj);
}

void GameObject :: reflectToQuadrantOneIfIntersectsWithX (
const GameObject & obj)
{
if (isInsideWithX (* this, obj)) {
toQuadrantOne ();
}
else if (intersectsFromRigthWithX (* this, obj) ||
intersectsFromLeftWithX (* this, obj)) {
toQuadrantOne ();
mQuadrantAngle = decreaseAngle (mQuadrantAngle);
}
other {
return;
}
putBeforeIntersectsWithTopY (* this, obj);
}

void GameObject :: reflectToQuadrantThreeIfIntersectsWithY (
const GameObject & obj)
{
if (isInsideWithY (* this, obj)) {
toQuadrantThree ();
}
else if (intersectsFromTopWithY (* this, obj) ||
intersectsFromBottomWithY (* this, obj)) {
toQuadrantThree ();
mQuadrantAngle = decreaseAngle (mQuadrantAngle);
}
other {
return;
}
putBeforeIntersectsWithRightX (* this, obj);
}

Cancel GameObject :: toQuadrantOne ()
{
mQuadrant = Quadrant :: I;
mQuadrantAngle = mirror (mQuadrantAngle);
}

Cancel GameObject :: toQuadrantTwo ()
{
mQuadrant = Quadrant :: II;
mQuadrantAngle = mirror (mQuadrantAngle);
}

Cancel GameObject :: toQuadrantThree ()
{
mQuadrant = Quadrant :: III;
mQuadrantAngle = mirror (mQuadrantAngle);
}

empty GameObject :: toQuadrantFour ()
{
mQuadrant = Quadrant :: IV;
mQuadrantAngle = mirror (mQuadrantAngle);
}

bool isInQuadrantOne (double angle)
{
return angle> = deg_0 && angle <= deg_90;
    }

    bool isInQuadrantTwo(double angle)
    {
        return angle > deg_90 && angle <= deg_180;
    }

    bool isInQuadrantThree(double angle)
    {
        return angle > deg_180 && angle <= deg_270;
    }

    bool isInQuadrantFour(double angle)
    {
        return angle > deg_270 && angle <= deg_360;
    }

    bool interectsWithRightX(const GameObject& a, const GameObject& b)
    {
        return a.bottomRight().x >= b.topLeft (). x &&
a.topLeft (). x <b.topLeft (). x;
}

void putBeforeIntersectsWithRightX (GameObject & a, const GameObject & b)
{
Point p = a.topLeft ();
p.x = b.topLeft (). x - a.width ();
a.setTopLeft (p);
}

bool interectsWithLeftX (GameObject const & a, const GameObject & b)
{
returns a.topLeft (). x <= b.bottomRight().x &&
            a.bottomRight().x > b.bottomRight (). x;
}

void putBeforeIntersectsWithLeftX (GameObject & a, const GameObject & b)
{
Point p = a.topLeft ();
p.x = b.bottomRight (). x;
a.setTopLeft (p);
}

bool interectsWithBottomY (GameObject const & a, const GameObject & b)
{
returns a.bottomRight (). y> = b.topLeft (). y &&
a.topLeft (). y <b.topLeft (). there;
}

void putBeforeIntersectsWithBottomY (GameObject & a, const GameObject & b)
{
Point p = a.topLeft ();
p.y = b.topLeft (). y - a.height ();
a.setTopLeft (p);
}

bool interectsWithTopY (const GameObject & a, const GameObject & b)
{
returns a.topLeft (). there <= b.bottomRight().y &&
            a.bottomRight().y > b.bottomRight (). there;
}

void putBeforeIntersectsWithTopY (GameObject & a, const GameObject & b)
{
Point p = a.topLeft ();
p.y = b.bottomRight (). there;
a.setTopLeft (p);
}

isInsideWithY bool (GameObject const & a, const GameObject & b)
{
returns a.topLeft (). y> = b.topLeft (). y &&
a.bottomRight (). there <= b.bottomRight().y;
    }

    bool isInsideWithX(const GameObject& a, const GameObject& b)
    {
        return a.topLeft().x >= b.topLeft (). x &&
a.bottomRight (). x <= b.bottomRight().x;
    }

    bool intersectsFromRigthWithX(const GameObject& a, const GameObject& b)
    {
        return a.bottomRight().x >= b.topLeft (). x &&
a.bottomRight (). x <= b.bottomRight (). x &&
a.topLeft (). x < b.topLeft().x;
    }

    bool intersectsFromLeftWithX(const GameObject& a, const GameObject& b)
    {
        return a.topLeft().x >= b.topLeft (). x &&
a.topLeft (). x <= b.bottomRight().x &&
            a.bottomRight().x > b.bottomRight (). x;
}

bool intersectsFromTopWithY (const GameObject & a, const GameObject & b)
{
returns a.bottomRight (). y> = b.topLeft (). y &&
a.bottomRight (). y <= b.bottomRight (). y &&
a.topLeft (). there < b.topLeft().y;
    }

    bool intersectsFromBottomWithY(const GameObject& a, const GameObject& b)
    {
        return a.topLeft().y >= b.topLeft (). y &&
a.topLeft (). there <= b.bottomRight().y &&
            a.bottomRight().y > b.bottomRight (). there;
}

CalcDelta point (double quadrantAngle, quadrant quadrant, double-sidedC)
{
if (almostEqual (C-rating, 0.0)) {
Point of return {0,0};
}

self sideA = sin (quadrantAngle) * sideC;
auto sideB = cos (quadrantAngle) * sideC;

Point ret;
switch (quadrant)
{
Quadrant box :: I:
ret.x = sideB;
ret.y = sideA;
Pause;
Quadrant of Case :: II:
ret.x = -sideA;
ret.y = sideB;
Pause;
Quadrant of cases :: III:
ret.x = -sideB;
ret.y = -sideA;
Pause;
Quadrant of cases :: IV:
ret.x = sideA;
ret.y = -sideB;
Pause;
}
return ret;
}

double calcTraveldWay (double deltaTimeMS, double velocityInS)
{
return deltaTimeMS / 1000.0 * velocityInS;
}

double calcAlphaIfOver360 (double alpha)
{
if (alpha> deg_360) {
alpha - = deg_360;
}
return alpha;
}

Quadrant calcQuadrant (double alpha)
{
if (isInQuadrantOne (alpha)) {
back Quadrant :: I;
}
if (isInQuadrantTwo (alpha)) {
back Quadrant :: II;
}
if (isInQuadrantThree (alpha)) {
back Quadrant :: III;
}
back Quadrant :: IV;
}

double angleToQuadrantAngle (double angle, quadrant quadrant)
{
return angle - deg_90 * static_cast(quadrant);
}

double qudrantAngleToAngle (double quadrantAngle, quadrant quadrant)
{
returns quadrantAngle + deg_90 * static_cast(quadrant);
}

double increaseAngle (double quadrantAngle)
{
quadrantAngle * = 1.03;
returns std :: clamp (quadrantAngle, 0.0, deg_60);
}

double decreaseAngle (double quadrantAngle)
{
back quadrantAngle * 0.97;
}

double mirror (double quadrantAngle)
{
return deg_90 - quadrantAngle;
}

} // arkanoid namespace

Ball.h

#ifndef BALL_H
#define BALL_H

#include "GameObject.h"
#include "MathHelper.h"

namespace arkanoid {

Ball class: Public GameObject
{
public:
Ball (TopLeft point, double maxPositionX, double maxPositionY);
~ Ball () override = default;

bool isActive ();
empty activate ();
void deactivate ();

void move (double elapsedTimeInMS) redefines;

private:
const Point mInitPosition;
bool mIsActive;

static constexpr auto startAngle {deg_135};
static constexpr auto startVelocity {9.0};
static constexpr auto gravityVelocity {2.5};

static static constexpr width {1};
auto height static constexpr {1};
};
} // arkanoid namespace
#end if

Ball.cpp

#include "Ball.h"

#understand 

namespace arkanoid {

Ball :: Ball (TopLeft point, double maxPositionX, double maxPositionY)
: GameObject (topLeft,
maxPositionX, maxPositionY, width, height, 0.0, 0.0),
mInitPosition {topLeft},
mIsActive {false}
{
}

bool Ball :: isActive ()
{
return mISActive;
}

void Ball :: deactivate ()
{
mIsActive = false;
setAngle (0.0);
setVelocity (0.0);
setTopLeft (mInitPosition);
}

empty Ball :: activate ()
{
mIsActive = true;
setAngle (startAngle);
setVelocity (startVelocity);
}

void Ball :: move (double elapsedTimeInMS)
{
auto distance Y = calcTraveldWay (elapsedTimeInMS, gravityVelocity);

auto p = topLeft ();
p.y + = distanceY;
setTopLeft (p);

GameObject :: move (elapsedTimeInMS);
}

} // arkanoid namespace

Brique.h

#ifndef BRICK_H
#define BRICK_H

#include "GameObject.h"

namespace arkanoid {

Class Brick: Public GameObject
{
public:
Brick (TopLeft point, double width, double height, landmarks std :: size_t);
~ Brick () override = default;

double velocity () const = delete;
void setVelocity (double velocity) = delete;

double angle () const = delete;
void setAngle (double angle) = delete;

zero displacement (const Point & delta) = delete;

std :: size_t startHitpoints () const;
std :: size_t hitpoints () const;

empty decreaseHitpoints ();
bool isDestroyed () const;
private:
const std :: size_t mStartHitpoints;
std :: size_t mHitpoints;
};
} // arkanoid namespace
#end if

Brick.cpp

#include "Brick.h"

namespace arkanoid {

Brick :: Brick (TopLeft point,
double width, double height, landmarks std :: size_t)
: GameObject (topLeft,
topLeft.x + width, topLeft.y + height,
width, height, 0, 0),
health points (mHitpoints),
mStartHitpoints
{
}

std :: size_t Brick :: startHitpoints () const
{
returns mStartHitpoints;
}

std :: size_t Brick :: hitpoints () const
{
return mHitpoints;
}

void Brick :: diminuteHitpoints ()
{
--mHitpoints;
}

bool Brick :: isDestroyed () const
{
return mHitpoints == 0;
}
} // arkanoid namespace

platform.h

#ifndef PLATFORM_H
#define PLATFORM_H

#include "GameObject.h"

namespace arkanoid {

Platform class: GameObject public
{
public:
Platform (TopLeft point, double maxPositioX, double length);
~ Platform () override = default;

void setToInitPosition ();
private:
const Point mInitPosition;

static constexpr auto mStartAngle {0};
static constexpr auto mStartVelocity {10.0};
};
} // arkanoid namespace
#end if

Platform.cpp

#include "Platform.h"

namespace arkanoid {

Platform :: Platform (
TopLeft point, double maxPositioX, double length)
: GameObject (
topLeft, maxPositioX, topLeft.y + 1,
length, 1, mStartVelocity, mStartAngle),
mInitPosition {topLeft}
{
}

void Platform :: setToInitPosition ()
{
setTopLeft (mInitPosition);
}
} // arkanoid namespace

Wall.h

#ifndef WALL_H
#define WALL_H

#include "GameObject.h"

namespace arkanoid {

Wall class: GameObject public
{
public:
Wall (TopLeft point, double width, double height);
~ Wall () override = default;

double velocity () const = delete;
void setVelocity (double velocity) = delete;

double angle () const = delete;
void setAngle (double angle) = delete;

zero displacement (const Point & delta) = delete;
};
} // arkanoid namespace
#end if

Wall.cpp

#include "Wall.h"

namespace arkanoid {

Wall :: Wall (TopLeft point, double width, double height)
: GameObject (topLeft,
topLeft.x + width, topLeft.y + height,
width, height, 0, 0)
{
}

}

Point.h

#ifndef POINT_H
#define POINT_H

#understand 

namespace arkanoid {

struct Point {
double x {0.0};
double y {0.0};
};

} // arkanoid namespace
#end if

time.h

#ifndef TIME_H
#define TIME_H

#understand 

namespace arkanoid {

std :: chrono :: time_point
        getCurrentTime ();

double getElapsedTime (
const std :: chrono :: time_point<
        std::chrono::high_resolution_clock>& first,
const std :: chrono :: time_point<
        std::chrono::high_resolution_clock>& latest);

void wait (const std :: chrono :: milliseconds and milliseconds);
} // arkanoid namespace
#end if

Time.cpp

#include "Time.h"

#understand 

namespace arkanoid {

std :: chrono :: time_point
        getCurrentTime ()
{
returns std :: chrono :: high_resolution_clock :: now ();
}

double getElapsedTime (
const std :: chrono :: time_point<
        std::chrono::high_resolution_clock>& first,
const std :: chrono :: time_point<
        std::chrono::high_resolution_clock>& latest)
{
returns static_cast(
std :: chrono :: duration(last - first) .count ());
}

void wait (const std :: chrono :: milliseconds and milliseconds)
{
std :: this_thread :: sleep_for (milliseconds);
}
}

Grid.h

#ifndef GRID_H
#define GRID_H

#understand 
#understand 

namespace arkanoid {

Ball class;
brick class;
platform class;
class wall;
GameObject class;

Enum class Field {
ball,
brick1Hits,
brick2Hits,
brick3Hits,
brick4Hits,
brick5Hits,
brick6Hits,
brick7Hits,
brick8Hits,
brick9Hits,
empty,
platform,
Wall
};

Grid class
{
public:
Grid (std :: size_t width, std :: size_t height);
~ Grid () = default;

empty add (const Ball & ball);
empty add (const Brick & brick);
void add (const Platform & plattform);
empty add (const Wall & wall);
private:
void add (GameObject const & gameObject, const Field & field);

std :: vector <std :: vector> mFields;
        ami std :: ostream & opérateur << (std :: ostream & os, const Grid & obj);
};

    std :: vector <std :: vector> init (
        std :: size_t width, std :: size_t height);

    std :: ostream & operator << (std :: ostream & os, const Grid & obj);
} // espace de nom arkanoid
#fin si

Grid.cpp

#include "Grid.h"

#include "Ball.h"
#include "Brick.h"
#include "Platform.h"
#include "Wall.h"

#understand 
#understand 
#understand 

espace de noms arkanoid {

    Grid :: Grid (std :: size_t width, std :: size_t height)
        : mFields {init (largeur, hauteur)}
{
}

    void Grid :: add (const Ball & ball)
{
        add (ball, Field :: ball);
}

    void Grid :: add (const Brick & brick)
{
        if (brick.isDestroyed ()) {
            revenir;
}

        auto brickType = static_cast(Field :: brick1Hits);
        brickType = brickType + brick.hitpoints () - 1;
        add (brick, static_cast(type de brique));
}

    void Grid :: add (const Platform & plattform)
{
        add (plattform, Field :: plattform);
}

    void Grid :: add (const Wall & wall)
{
        add (mur, champ :: mur);
}

    void Grid :: add (const GameObject & gameObject, const Field & field)
{
        auto x_begin =
            static_cast(gameObject.topLeft (). x);
        auto x_end =
            static_cast(gameObject.bottomRight (). x);

        auto y_begin =
            static_cast(gameObject.topLeft (). y);
        auto y_end =
            static_cast(gameObject.bottomRight (). y);

        pour (auto y = y_begin; y <y_end; ++ y) {
            pour (auto x = x_begin; x <x_end; ++ x) {
                mFields.at (y) .at (x) = champ;
}
}
}

    std :: vector <std :: vector> init (std :: size_t width, std :: size_t height)
{
std :: vector row (width, Field :: empty);
        std :: vector <std :: vector> champs (hauteur, rangée);
        retourner des champs;
}

    std :: ostream & operator << (std :: ostream & os, const Grid & obj)
{
        auto symbolWall = "#";
        auto symbolBall = "O";
        symbole automatiqueBrick = "1";
        auto symbolPlattform = "=";
        auto symbolEmpty = ".";

        symbole automatiqueBrick1Hit = "1";
        symbole automatiqueBrick2Hit = "2";
        symbole automatiqueBrick3Hit = "3";
        symbole automatiqueBrick4Hit = "4";
        symbole automatiqueBrick5Hit = "5";
        symbole automatiqueBrick6Hit = "6";
        symbole automatiqueBrick7Hit = "7";
        symbole automatiqueBrick8Hit = "8";
        symbole automatiqueBrick9Hit = "9";

        auto size_y = obj.mFields.size ();
        auto size_x = obj.mFields.at (0) .size ();

        pour (const auto & row: obj.mFields) {

            pour (const auto & field: row) {

                commutateur (champ) {
                case Field :: ball:
                    os << symbolBall;
Pause;
                case Field :: brick1Hits:
                    os << symbolBrick1Hit;
Pause;
                case Field :: brick2Hits:
                    os << symbolBrick2Hit;
Pause;
                case Field :: brick3Hits:
                    os << symbolBrick3Hit;
Pause;
                case Field :: brick4Hits:
                    os << symbolBrick4Hit;
Pause;
                case Field :: brick5Hits:
                    os << symbolBrick5Hit;
Pause;
                case Field :: brick6Hits:
                    os << symbolBrick6Hit;
Pause;
                case Field :: brick7Hits:
                    os << symbolBrick7Hit;
Pause;
                case Field :: brick8Hits:
                    os << symbolBrick8Hit;
Pause;
                case Field :: brick9Hits:
                    os << symbolBrick9Hit;
Pause;
                case Field::empty:
                    os << symbolEmpty;
Pause;
                case Field::plattform:
                    os << symbolPlattform;
Pause;
                case Field::wall:
                    os << symbolWall;
Pause;
}
}
            os << &#39;n&#39;;
}
        return os;
}
}  // namespace arkanoid

Console.h

#ifndef CONSOLE_H
#define CONSOLE_H

#understand 

namespace console {

    void resize(std::size_t x, std::size_t y);

    void putCursorToStartOfConsole();

    void clearScreen();

    bool keyWasPressed();

    char getKey();

    bool leftKeyHoldDown();
    bool rightKeyHoldDown();
    bool spaceKeyHoldDown();
    bool escKeyHoldDown();
    bool rKeyHoldDown();

    bool isKeyDown(int key_code);

}  // namespace console
#endif

Console.cpp

#include "Console.h"

#understand 

#understand 
#understand 
#understand 

namespace console {

    void resize(std::size_t x, std::size_t y)
{
        HWND console = GetConsoleWindow();
        RECT r;
        GetWindowRect(console, &r); //stores the console&#39;s current dimensions
        MoveWindow(console, r.left, r.top, x, y, true); 
}

    void putCursorToStartOfConsole()
{
        HANDLE hOut;
        COORD Position;

        hOut = GetStdHandle(STD_OUTPUT_HANDLE);

        Position.X = 0;
        Position.Y = 0;
        SetConsoleCursorPosition(hOut, Position);
}


    void clearScreen()
{
        std::system("cls");
}

    bool keyWasPressed()
{
        return static_cast(_kbhit());
}

    char getKey()
{
        return _getch();
}

    bool leftKeyHoldDown()
{
        return isKeyDown(VK_LEFT);
}

    bool rightKeyHoldDown()
{
        return isKeyDown(VK_RIGHT);
}

    bool spaceKeyHoldDown()
{
        return isKeyDown(VK_SPACE);
}

    bool escKeyHoldDown()
{
        return isKeyDown(VK_ESCAPE);
}

    bool rKeyHoldDown()
{
        return isKeyDown(0x52);
}

    bool isKeyDown(int key_code)
{
        return GetAsyncKeyState(key_code) & -32768;
}
}

NearlyEqual.h

#ifndef NEARLYEQUAL_H
#define NEARLYEQUAL_H

namespace arkanoid{
    bool nearlyEqual(double a, double b);

    bool nearlyEqual(double a, double b, int factor);
}
#endif

NearlyEqual.cpp

#include "NearlyEqual.h"

#understand 
#understand 

namespace arkanoid {

    bool nearlyEqual(double a, double b)
{
        return std::nextafter(a, std::numeric_limits::lowest()) <= b
            && std::nextafter(a, std::numeric_limits::max()) >= b;
}

    bool nearlyEqual(double a, double b, int factor)
{
        double min_a = a - (a - std::nextafter(
            a, std::numeric_limits::lowest())) * factor;
        double max_a = a + (
            std::nextafter(a, std::numeric_limits::max()) - a) * factor;

        return min_a <= b && max_a >= b;
}
} // namespace arkanoid

MathHelper.h

#ifndef MATHHELPER_H
#define MATHHELPER_H

#define _USE_MATH_DEFINES
#understand 

#understand 

namespace arkanoid {

    constexpr double pi = M_PI;

    constexpr double deg_0 = 0.0;
    constexpr double deg_15 = pi / 12.0;
    constexpr double deg_30 = 2 * deg_15;
    constexpr double deg_45 = pi / 4.0;
    constexpr double deg_60 = deg_45 + deg_15;
    constexpr double deg_75 = deg_60 + deg_15;
    constexpr double deg_90 = pi / 2.0;
    constexpr double deg_105 = deg_90 + deg_15;
    constexpr double deg_120 = deg_105 + deg_15;
    constexpr double deg_135 = deg_120 + deg_15;
    constexpr double deg_150 = deg_135 + deg_15;
    constexpr double deg_165 = deg_150 + deg_15;
    constexpr double deg_180 = pi;
    constexpr double deg_195 = deg_180 + deg_15;
    constexpr double deg_210 = deg_195 + deg_15;
    constexpr double deg_225 = deg_210 + deg_15;
    constexpr double deg_240 = deg_225 + deg_15;
    constexpr double deg_255 = deg_240 + deg_15;
    constexpr double deg_270 = 3 * deg_90;
    constexpr double deg_285 = deg_270 + deg_15;
    constexpr double deg_300 = deg_285 + deg_15;
    constexpr double deg_315 = deg_270 + deg_45;
    constexpr double deg_330 = deg_315 + deg_15;
    constexpr double deg_345 = deg_330 + deg_15;
    constexpr double deg_360 = 2 * pi;

    constexpr double degreesToRadient(double degree)
{
        return degree * pi / 180.0;
}

    constexpr double radientToDegrees(double radient)
{
        return radient * 180.0 / pi;
}
}  // namespace arkanoid
#endif

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The old consoles and games are part of the memorable moments of many children and you can replay the classics with the best emulators for Android! … 15 best emulators for Android … the best of its …
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The N64 emulation is a little random, because of the design of the console, so it is not embarrassing to have an alternative emulator in case your game does not work. But if that's the case, it's one of the best N64 emulators to get through the plug-in system. If you know of any other emulators that should be on this list, please let us know in the comments.
The best emulators for Android (consoles and arcades) April 6, 2019 admin Game 0. The rise of smartphones has led to a rebirth for many classic games, but the ports are not always up to the nostalgic glory of the # 39; original. If you want to play games of yesteryear, then you might consider an emulator. Fortunately, you will have …
Download SNES Emulator for Windows, MAC and Android to play and connect with your childhood games. Several SNES emulators are available for all devices but, after practically experimenting, we have selected the best performing SNES emulators for you guys. For many classic game lovers, the acronym SNES should be well known. However, for […]
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seo – woocommerce Products – Google Search Console Error: Missing Product ID, Missing Brand Name, and Missing Availability for

I am looking for a solution to repair the Google Search Missing Product Id console, the missing brand name and the missing availability issue.

I visited the discussion https://github.com/woocommerce/woocommerce/issues/22896 and found a solution https://github.com/woocommerce/woocommerce/issues/22896#issuecomment-468435668

At the present time, our site also contains user reviews that are grouped into rich Google snippets. My question is this: Will the above code also remove reviews from the Search Console assessments? If so, how can I avoid that?

the version of woocomerce that I use is 3.5.7 and wordpress 5.1.1

or just update woocommerce again solve this problem?

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