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BlackHatKings: cryptographic speculation and investment
Posted by: Quintondum
Post time: June 10, 2019 at 12:40.

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BlackHatKings: Proxies and VPN Section
Posted by: Quintondum
Post time: June 3, 2019 at 16:57.

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BlackHatKings: Proxies and VPN Section
Posted by: MervinROX
Post time: May 28, 2019 at 01:56.

2019 2c

2019 2c[IMG]https: //i109.fastpic*****big/2019/0524/ab/6c74eb002372f82836b9bd46b050c8ab.jpg[/IMG] I I I – ,,,,, 63., -14. 2019hide text.10: 08. 28: 2019: b: ,,,, .00: 43: 14 ,. , -34 2019 hd n g w3 ,. 67.) 95? 15. 2019 ,. Championship 2019. – ,, 1986.175 .Advertising (movie news, trailer, pre-roll video announcements, 2018- – .16 19878:., 11. 2018, 2002, – 77 .. 2001 (9).:., All is illuminated (., 90 17:00 4 2019. → 74-, (). ,,,, Page 4518. 2019: 119 .: 18 +. & # 39; 2019 (2019).,, New Balance, Reebok 2016, 12:30, 51-22 11 19, & quot; (,,: 2×2 2021, 2×2 2020, 2×2 2019, 2×2 2018, 2×2 247. , 2×22012.:., -: 18:21: "," .Lego. Lego (.,. ,,?: 2019. 2 (. 2019, & from 39; from 2019. Its charming stream, full of joy, 4, 53, (,) – 4,.,: 81 (54, 12, 6, 2, 1, 1, 1), 2019, 26, 26. 2011:.,. 119-125; .. -., -. -1) 934K (fb2) -. ,,,,., & # 39;,! 80 ,,, -.,, 2012. Spring. 58 59, Long time 1. 2019 – 3 90. 9 80.,: 1 .: 1 .: 0. Real Estate News – 2018-2019.2019.? Dennis 9.84. 3. Lateral. 9.84. 4. Agent07 Jordan Trail Jordan Trail 1. – 26.03.2019 450000. 20 30 3., Kungsleden – (2017).,: Operating system LG Web, SAM SUNG Tizen, HTML5. ,,! (2017). (2019). ! (2019). (2019). (2019). (2018). (2018) & # 39; 2015. . 3 2014. 2015. 2012. 2015. 2015. 2012. 100: 60.. 6: ,,. . : (). -, 4., – ,. 5. I – 6. Ragga Sapiens -. 7 – (-2016). 38. – (promo 2011) .-. 2 12.55. & # 39 ;. & # 39;)) .. "8. 11,55 -". 12.55 11.55. " "….". "-." "." ,. ,: ICTV .2019. 46:25. . .2019. 40:49. . .2019. 45:20. . 05/14/2019. 45:14. . .2019. . alternative ukrainian hardcore rock. Without limits. . Without Limits – alternative MP3, Ukrainian, rock, hardcore. . Without limits – . . . . 3:44. Party . . . . -,,, (2017) HD 720p. :: ,,,,,,,,. : (2017) 720. ,,,,., .2019, 07:42. RSS. I-III 18.. . :,,,. – ,,. ,, 12:10, 12:30 12:55 Euronews ,. , -Live . :,. ,, The stones that roll,,. 1 + 1 video -2019 () 10:15 – 10:50. . 17.45 – 18.30 … . , 201015 2: 2: (2010) DVDRip-. ,, 12. 19h55. 2: 2: (2010) DVDRip-. , – 2019. & # 39 ;. 18-20 19:30 -2019: 91-. – 91-10: 08.. ! ! !, -. Facebook, , , . . 2017 :: "".:,: Brain Storm: 00:04:08 Video: Advanced video codec, 5,887, 19201080, 16: 9 Audio: Advanced audio codec, 192, 2: MP. . . . . +. Photoshop. . Electronic Books 29. 30. 31. 2015 (64) 2015 (1732) 2015 (1626) 2014 (1995) 2014 (1575) 2014 (2050). – & # 39; -. . The, 19:25 1 + 1, 10:31. . ,!, 2019.:,: 12: 0118: 00. ,,,. – 2-5, 7-18 60. 1., 6. 72-88%. 763-764. 1017-1019. : 06:00, 20:46 , (v2), (v2). .: 2019 hd i :.

MervinROX
Reviewed by MervinROX sure
.
2019 2c
2019 2chttps: //i109.fastpic*****big/2019/0524/ab/6c74eb002372f82836b9bd46b050c8ab.jpg i i i – ,,,, 63., -14. 2019hide text.10: 08. 28: 2019: b: ,,,, .00: 43: 14 ,. , -34 2019 hd n g w3 ,. 67.) 95? 15. 2019 ,. Championship 2019. – ,,, 1986.175 .Advertising (movie news, trailer, pre-roll video announcements, 2018- -., 16 19878:
Evaluation: 5

.

Javascript Rock, Paper, Scissors – Code Review Stack Exchange

I've built a simple JS class with functional methods that create a set of stones, paper and scissors.

I would be happy to receive a review without opinion in terms of optimal code, and thanks for your time!

Rps class {
Constructor () {
this.signs = {1: "rock", 2: "paper", 3: "scissors";
this.winMatrix = [
      {1:3},
      {2:1},
      {3:2}
    ];
}
randomizePlay () {
const keys = Object.keys (this.signs);
returns 1 + Math.floor (keys.length * Math.random ());
}

to play(){
return this.roundResult ([this.randomizePlay(),this.randomizePlay()])
}

roundResult (resultArray) {
leave victorious = {};

if (resultArray[0] === resultArray[1]) {
return "rematch";
}

this.winMatrix.forEach ((value, index) => {
const p1Result = resultArray[0];
const p2Result = resultArray[1];
const p1WinMatrix = parseInt (Object.keys (this.winMatrix[index]));
const p2WinMatrix = parseInt (Object.values ​​(this.winMatrix[index]));

if (p1Result === p1WinMatrix && p2Result === p2WinMatrix) {
return victorious = {1: p1Result}
}other{
return victorious = {2: p2Result}
}
});
return victorious;
}
}

const theRpsArray = [];
const theRpsAverage = 0;

let rps = new Rps;
rps.play ()

5th dnd – Does the Artificer tradition of the Rock Gnome trait apply if you are not proficient in history?

Rock gnomes have the following racial trait (PHB, 37):

Know the artificer

Whenever you check for magic items, alchemical items, or technological devices, you can add your mastery bonus twice. instead of any skill bonus that you normally apply.

If I have a rock gnome proficient in history, I normally apply my mastery bonus to perform historical checks, but if the control relates to a magic object, for example, I can add twice my mastery bonus. instead of just apply it once as usual. It makes sense.

But if my rock gnome is not competent in history? Since I do not normally apply a skill bonus (because I'm not competent), I have nothing to apply in place of, as, technically, you can not have more than one thing if you do not. have not had yet. Does this mean that I do not apply my skill bonus twice, since I usually do not apply anything?

Initially, I assumed that it probably meant that you had to deal with the situation as if you were mastering history under these circumstances (ie when the control relates to magical objects, alchemical objects or technological devices), but if we compare it to a dwarf. Stonecunning trait (PHB, 20):

Stonecunning

Whenever you perform a (historical) check related to the origin of the work of the stone, you are considered competent in the History skill and add twice your skill bonus to the check, instead of your normal skill bonus.

For Stonecunning, it is explicitly stated that you are considered competent in history for such controls, taking into account dwarf characters who do not normally master the story.

So, RAW, does the Rock Gnome Rock Artificer's know-how apply when you're not proficient in history?

The death of soul and country rock | Promotion Forum

https://en.wikipedia.org/wiki/Country_rock

Well, part of it has gone into "country" – but country purists are angry that it's called country. But a lot of the new "country rock" is not so bad. Whatever the case may be, since Country Rock has entered the country, he is apparently dead.

As for soul, I do not hear it anymore in music outside the country. Of course, Country Rock has a lot of soul – because of the influence of the southern United States (from where I come from).

java – Rest Controller in Spring Boot for REST API from Rock Paper Scissors

I've created a Microservice Spring Boot to play Rock Paper Scissors. I've tried to follow best practices, but I would still appreciate a review of my code. Thank you.

@RestController
Public class RockPaperScissorsController {

@Autowired
playerService playerPrivate service;

@Autowired
private context HttpServletRequest;

@Autowired
GameSessionService private gameSessionService;

@Autowired
GameplayPrivate service gameplayService;

public RockPaperScissorsController (PlayerService playerService,
GameSessionService gameSessionService) {
this.playerService = playerService;
this.gameSessionService = gameSessionService;
}

@GetMapping (value = "/ ping", product = "application / json")
public ResponseEntity ping () {
return ResponseEntity.ok ("{" response  ": " pong  "}");
}

@GetMapping (value = "/ player / {playerName}", product = "application / json")
public ResponseEntity drive (@PathVariable ("playerName") String playerName) {
try {
Player player = playerService.getPlayer (playerName);
return ResponseEntity.ok (reader);
} catch (RPSException e) {
return ResponseEntity.badRequest (). body (e.getMessage ());
}
}

@PostMapping (value = "/ player / {playerName}", product = "application / json")
public ResponseEntity playerPOST (@PathVariable ("playerName") String playerName) {
try {
playerService.createPlayer (playerName);
returns ResponseEntity.ok (). body ("");
} catch (RPSException e) {
return ResponseEntity.badRequest (). body (e.getMessage ());
}
}


@DeleteMapping (value = "/ player / {playerName}", product = "application / json")
public ResponseEntity playerDELETE (@PathVariable ("playerName") String PlayerName) {
try {
playerService.deletePlayer (playerName);
returns ResponseEntity.ok ("");
} catch (RPSException e) {
return ResponseEntity.badRequest (). body (e.getMessage ());
}
}

@PostMapping (value = "/ createInvite / {playerName}", product = "application / json")
public ResponseEntity createInvite (@PathVariable ("playerName") String invite) {
try {
Player player = playerService.getPlayer (invite);
GameSession session = gameSessionService.createSessionFrom (new Prompt (player));
return ResponseEntity.ok (session);
} catch (RPSException e) {
return ResponseEntity.badRequest (). body (e.getMessage ());
}
}

@PostMapping (value = "/ acceptInvite / {promptCode} / {playerName}", product = "application / json")
public ResponseEntity acceptInvite (@PathVariable ("promptCode") String promptCode,
@PathVariable ("playerName") String playerName) throws InvalidOperationException {
try {
Player player = playerService.getPlayer (playerName);
return ResponseEntity.ok (gameSessionService.acceptInvite (drive, promptCode));
} catch (RPSException e) {
return ResponseEntity.badRequest (). body (e.getMessage ());
}
}

@GetMapping (value = "/ session / {promptCode}", product = "application / json")
public session ResponseEntity (@PathVariable ("promptCode") String promptCode) {
return ResponseEntity.ok (gameSessionService.sessions (). get (promptCode));
}

@PostMapping (value = "/ readyplayer / {playername}", product = "application / json")
public ResponseEntity ready (@PathVariable ("playername") String playerName) {
try {
Player player = playerService.changePlayerState (playerName, Player.State.READY);
return ResponseEntity.ok (reader);
} catch (RPSException e) {
return ResponseEntity.badRequest (). body (e.getMessage ());
}
}

@PostMapping (value = "/ play", product = "application / json")
Public ResponseEntity play (@RequestBody PlayRequest playRequest) {
try {
gameplayService.play (playRequest);
returns ResponseEntity.ok (). body ("");
} catch (RPSException e) {
e.printStackTrace ();
}
return ResponseEntity.status (HttpStatus.NOT_IMPLEMENTED) .body ("");
}

}

Beginner – Simple Rock Game, Paper, Python Scissors

I've been trying to learn python during the weekend and after gaining some knowledge, I decided to create a little game of scissors-paper-stone. I would appreciate your contribution on how I could improve my code. All comments are highly appreciated.

randomly import


def round_winner (choice):
ai_chosen = str (random.randint (1, 3))
print (choose AI {ai_chosen} & # 39;)

if choice == 1 & # 39; and ai_chosen == & # 39; 2 & # 39 ;:
back & # 39; ai & # 39;
elif choice ==> 2 & # 39; and ai_chosen == & # 39; 3 & # 39 ;:
back & # 39; ai & # 39;
elif choice ==> 3 & # 39; and ai_chosen == & # 39; 1 & # 39 ;:
back & # 39; ai & # 39;
choice elif == ai_chosen:
back & # 39; tie & # 39;
other:
return & # 39; player & # 39;


def display_round_winner (winner):
if the winner ==> draws:
print ('This turn is tied!')
other:
print (The winner of this round is the {winner.upper ()}.

print (& # 39; & # 39; & # 39; & # 39; & # 39;
Current points as follows:
Player: {counter['player']}
AI: {counter['ai']}
Linked rounds: {counter['tie']}
& # 39; & # 39; & # 39;)


def score_checker ():
global_game
for the key, value in counter.items ():
if value == 2:
print (f # {key.upper ()} wins the game! & # 39;)
game_ongoing = False


def initializer ():
global counter
message = & # 39; & # 39;
Please choose one of the following options:
1: rock
2: paper
3: scissors
& # 39; & # 39; & # 39;

print (message)

choice_of_obj = input (& # 39; What will it be?)
if choice_of_obj in ['1', '2', '3']:
winner = round_winner (choice_of_obj)
counter[winner] + = 1
display_round_winner (winner)
score_checker ()
other:
print (& # 39; out of bounds & # 39;)


counter = {
& # 39 ;: player 0,
& # 39; ai & # 39 ;: 0,
& # 39; tie: 0
}

game_ongoing = True

during the game:
initializer ()

c ++ – Rock, paper and scissors

Thank you for your time, I am new in programming and I spent a few days creating this game of rock, paper and scissors. What other improvements can I make after those that I have made myself?

I tried to explain each step as the program progressed, but basically I generated a computer choice (ie. Rock Paper or Scissor), then ask the user to choose their choice (ie. rock, paper or scissors), compare the two and, depending on the rules of the game (Rock vs Paper results in a loss for the Rock), displays the result of the game.

Again, this is my first try. Here are some improvements I've already added myself: getline instead of cin, use functions and switches, shorten the code and merge the outputs into a small space.

Thank you for helping a new entry to the coding.

main.cpp

#include "main.h"

main int (int argc, const char * argv[]) {
// variables.
string usrPick;
string stringResult;
char randPick = fnc.randPick (); // generate the first random choice.
int gameCountr = 0;
// start of the program.
cost << endl << "GAME" << gameCountr << "~";
while (getline (cin, usrPick) && ++ gameCountr) {
// variables.
char gameResult = fnc.gameResults (fnc.toChar (usrPick), randPick);
// convert the result of the game to readable text.
switch (gameResult) {
case e: stringResult = "even";
Pause;
case w: stringResult = "won";
Pause;
box: l: stringResult = "lost";
Pause;
default: stringResult = "?";
Pause;
}
// show the choices and who won the game.
cost << "you:" << fnc.toChar (usrPick) << "/ computer:" << randPick << "/" << stringResult << endl << endl << endl;
// generate a new random choice.
randPick = fnc.randPick ();
// prompt the user to enter their choice to replay.
cost << "GAME" << gameCountr << "~";
}
returns 0;
}

main.h

#ifndef main_h
#define main_h

#understand 
#understand 

using namespace std;

class exercise2 {
public:
char toChar (string word);
char randPick ();
char gameResults (char usr_ch, char cmptr_ch);
private:
char outp_s;
};

exercise2 fnc;

// convert the user input into characters.
char exercise2 :: toChar (string inpt_s) {
// reset the value.
outp_s = NULL;
if (inpt_s == "rock") {
outp_s = R # ;;
} else if (inpt_s == "paper") {
outp_s = P # ;;
} else if (inpt_s == "scissor") {
outp_s = S #;
} other {
outp_s = & # 39 ;;
}
return outp_s;
}

// generates a random choice for the computer to play.
exercise char2 :: randPick () {
// variables.
vector vctrOptions = {R}, ## EQU1 ##, ## EQU1 ##;
// chooses a random value from the given value pool.
return vctrOptions[rand() % vctrOptions.size()];
}

// show the results of the game
exercise char2 :: gameResults (char usr_ch, char cmptr_ch) {
// variables.
outp_s = NULL;
// check the user input and apply the rules of the game.
switch (usr_ch) {
case 'R':
switch (cmptr_ch) {
case "R": outp_s = "e";
Pause;
case "P: outp_s =";
Pause;
checkbox: S: outp_s = w & # 39 ;;
Pause;
}
Pause;
case & # 39; P:
switch (cmptr_ch) {
case 'R': outp_s = 'w' ;;
Pause;
case "P: outp_s =" e;
Pause;
case 's: outp_s =' s;
Pause;
}
Pause;
case's:
switch (cmptr_ch) {
case "R": outp_s = "l;"
Pause;
case "P: outp_s =" w;
Pause;
case 's: outp_s = e';
Pause;
}
Pause;
default:
outp_s = & # 39;
Pause;
}
return outp_s;
}

#end if