angularjs – Unexpected TypeScript Token, Expecting a Constructor, Method, Accessor, or Property Descriptor

I have an error while implementing the OnInit interface, what am I doing wrong?
What's strange is that I use essentially the same thing, but in this component, I get the following error: TS1068 error: Unexpected token. A constructor, a method, an accessor or a property was expected.

import {Component, OnInit} from '@ angular / core & # 39 ;;
import {HeroesService} from ../../ services / heroes.service & # 39 ;;
import {ActivatedRoute} from & # 39; @ angular / router & # 39 ;;
import {router} from & # 39; @ angular / router & # 39;

@Component ({
selector: & # 39; app-search-hero & # 39;
templateUrl: & # 39; ./ buscar-heroe.component.html & # 39;
The SearchHeroeComponent export class implements OnInit {

leave arrangement: everything[] = [];

constructor (_heroesService: HeroesService, activatedRoute: EnabledRoute, router: Router) {


ngOnInit () { ();

research () {
this.activatedRoute.params.subscribe (params => {
console.log (& param; params);
this.arreglo = this._heroesService.buscarHeroes (settings['termino'])


java – Unexpected output of a quadtree merge, when these data are converted to Box2D projectors

I look at this code trying to solve it for 3 days, but it seems that I have become Code Blind. I know the problem is stupidly simple, but I just can not solve the problem.

I'm using a bastard quadtree to store the land on a map. Each node is filled with children or stores an instance of a mosaic dataset (the position data is saved in the mosaic dataset). the tile stores its type AABB (x, y, w, h) and its block type (1 = ground, 0 = air / nothing). Later, it will also store objects and entities. Insertion (for now) does NOT cause the merge – it's a separate function call.

The sacred thing correctly renders if attracted by a pixmap. Which makes me absolutely crazy.

Expected output (image generated in PixMap from data):

Expected release of a properly merged quadtree

Output WITHOUT fusion (tile width / height: 8 pixels), totally as expected:

Perfectly normal representation of the quadtree above, without merging the same blocks (all 8x8 pixel data)

Output WITH fusion (bizzare.):
The exact same quadtree in all other pictures, except that the squares are not aligned at all.

Code of which I am pretty sure that it is the problem (of tile class) PPM is a constant defined elsewhere (pixels per meter), set to 8. All this is made by LibGDX:

                public void setPhys (World w) {
if (this.block! = 0) {
this.bdef = new BodyDef ();
NovaLog.debug ("bdef.position.set (" + (this.aabb.x / PPM) + "," + (this.aabb.y / PPM) + ");");
bdef.position.set (this.aabb.x / PPM, this.aabb.y / PPM);
bdef.type = BodyType.StaticBody;
this.body = w.createBody (bdef);

PolygonShape form = new PolygonShape ();
NovaLog.debug ("shape.setAsBox (" + ((this.aabb.width / PPM) / 2) + +, "+ ((this.aabb.height / PPM) / 2) +"); ");
shape.setAsBox ((this.aabb.width / PPM) / 2, (this.aabb.height / PPM) / 2);
this.fdef = new FixtureDef ();
this.fdef.shape = form;
this.fixture = this.body.createFixture (fdef);
this.fixture.setUserData (this);

And the merge code of the quadnode class (maybe some problems here, I do not even know anymore).

protected Boolean merge () {

// The sheets are already merged!
if (this.isLeaf ()) {returns true;}

boolean canMerge = true;
// If we have child nodes, try to merge them.
if (c[0] ! = null) {if (! c[0].merge ()) {NovaLog.debug ("NW can not merge."); canMerge = false;}}
if (c[1] ! = null) {if (! c[1].merge ()) {NovaLog.debug ("Can not merge."); canMerge = false;}}
if (c[3] ! = null) {if (! c[3].merge ()) {NovaLog.debug ("SW can not merge."); canMerge = false;}}
if (c[2] ! = null) {if (! c[2].merge ()) {NovaLog.debug ("SE can not merge."); canMerge = false;}}

// If the nodes are not leaf nodes and we can not merge them, return false.
if (canMerge == false) {NovaLog.debug ("Unable to merge children."); returns false; }

// we should be able to try to merge this node.
if (c[0].data.equalTo (c[1].data) && c[3].data.equalTo (c[2].data) && c[0].data.equalTo (c[3].The data)) {
// The data is the same, WE CAN MERGE. = c[0].data.block;
this.c[0] = null;
this.c[1] = null;
this.c[3] = null;
this.c[2] = null;
//this.setFixture ();
NovaLog.debug ("Merge Success ->" + this.toString ());
return true;
} other {
// The data are not identical, we can not merge!
NovaLog.debug ("Data not identical -");
for (int x = 0; x <4; x ++) {NovaLog.debug ("" + c[x].data.block);} return false;

At this point, I'm a Westworld host watching something that could hurt his psyche – "It's nothing like me." Help me please – the bruise on my forehead that hits my head against the wall enlarges.

opengl – Bullet Physics DebugDraw Unexpected Results

I'm integrating Bullet Physics into my project for collision detection and I just run a debug drawing feature. However, the results are not what I expected. I've tried drawing a sphere and box shape, but each time they look like the following (this specific screen capture shows how a btBoxShape is rendered):

enter the description of the image here

The relevant code is as follows:

// From CollisionWorld.h
CollisionWorld class {

btCollisionConfiguration * bt_collision_configuration;
btCollisionDispatcher * bt_dispatcher;
btBroadphaseInterface * bt_broadphase;
btCollisionWorld * bt_collision_world;
btScalar scene_size = 500;
unsigned int max_objects = 1000;
CollisionDebugDrawer collision_debug_drawer;

CollisionWorld (bool debug = false);
~ CollisionWorld ();
empty draw ();
CollisionDebugDrawer & getCollisionDebugDrawer ();

// From CollisionWorld.cpp
CollisionWorld :: CollisionWorld (debug Boolean) {

bt_collision_configuration = new btDefaultCollisionConfiguration ();
bt_dispatcher = new btCollisionDispatcher (bt_collision_configuration);

btVector3 worldAabbMin (-scene_size, -scene_size, -scene_size);
btVector3 worldAabbMax (scene_size, scene_size, scene_size);
bt_broadphase = new bt32BitAxisSweep3 (worldAabbMin, worldAabbMax, max_objects, 0, true);

bt_collision_world = new btCollisionWorld (bt_dispatcher, bt_broadphase, bt_collision_configuration);
if (debugging) {
bt_collision_world-> setDebugDrawer (& collision_debug_drawer);

/ * btCollisionObject * sphere = new btCollisionObject ();
sphere-> getWorldTransform (). setOrigin (btVector3 ((btScalar) 0, (btScalar) 2, (btScalar) 0));
btSphereShape * sphere_shape = new btSphereShape (2);
sphere-> setCollisionShape (sphere_shape);
bt_collision_world-> addCollisionObject (sphere); * /

btCollisionObject * box = new btCollisionObject ();
box-> getWorldTransform (). setOrigin (btVector3 ((btScalar) 0, (btScalar) 2, (btScalar) 4));
btBoxShape * box_shape = new btBoxShape (btVector3 ((btScalar) 1, (btScalar) 1, (btScalar) 1));
box-> setCollisionShape (box_shape);
bt_collision_world-> addCollisionObject (box);


CollisionWorld :: ~ CollisionWorld () {}

CollisionDebugDrawer & CollisionWorld :: getCollisionDebugDrawer () {
returns this-> collision_debug_drawer;

void CollisionWorld :: draw () {
this-> bt_collision_world-> debugDrawWorld ();

// From CollisionDebugDrawer.h
CollisionDebugDrawer class: public btIDebugDraw {

Shader debug_shader;

CollisionDebugDrawer ();
~ CollisionDebugDrawer ();
Shader & getDebugShader ();
void drawLine (const btVector3 & from, btVector3 const & to, const btVector3 & color) override;
void drawContactPoint (const btVector3 &, const btVector3 &, btScalar, int, const btVector3 &) override;
void reportErrorWarning (const char *) override;
void draw3dText (const btVector3 &, const char *) override;
void setDebugMode (int p) override;
int getDebugMode (void) const overrides;

// from CollisionDebugDrawer.cpp
CollisionDebugDrawer :: CollisionDebugDrawer ():
debug_shader (GlobalConstants :: DEBUG_VERTEX_SHADER,
GlobalConstants :: DEBUG_FRAGMENT_SHADER) {};

CollisionDebugDrawer :: ~ CollisionDebugDrawer () {};

Shader & CollisionDebugDrawer :: getDebugShader () {
return this-> debug_shader;

void CollisionDebugDrawer :: drawLine (const btVector3 and from, const btVector3 & to, const btVector3 & color) {

// I know it's very inefficient, but it's just to make sure everything works as expected,
// I plan to set up a better solution once everything is clicked

unsigned int VBO2, VAO2;

GLfloat Points[6];

points[0] = from.x ();
points[1] = from.y ();
points[2] = from.z ();
points[3] = to.x ();
points[4] = to.y ();
points[5] = to.z ();

glGenVertexArrays (1, & VAO2);
glGenBuffers (1, & VBO2);
glBindVertexArray (VAO2);

glBindBuffer (GL_ARRAY_BUFFER, VBO2);
glBufferData (GL_ARRAY_BUFFER, sizeof (points), & points, GL_STATIC_DRAW);

glVertexAttribPointer (0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof (GLfloat), 0);
glEnableVertexAttribArray (0);

glBindBuffer (GL_ARRAY_BUFFER, 0);

glDrawArrays (GL_LINES, 0, 2);

glBindVertexArray (0);
glDeleteBuffers (1, & VBO2);
glDeleteVertexArrays (1, & VAO2);


void CollisionDebugDrawer :: drawContactPoint (const btVector3 &, const btVector3 &, btScalar, int, const btVector3 &) {}
void CollisionDebugDrawer :: reportErrorWarning (const char *) {}
void CollisionDebugDrawer :: draw3dText (const btVector3 &, char const *) {}
void CollisionDebugDrawer :: setDebugMode (int p) {}
int CollisionDebugDrawer :: getDebugMode (void) const {return 3; } // TF is 3?

// From Scene.cpp (where all this is called)
void Scene :: render (float alpha) {

GameState lerp_render_state = lerpRenderState (alpha);

// Set player_actor point (debugging only)
player_actor.getModel (). setTranslation (lerp_render_state.player_point.position + glm :: vec3 (0.0f, 0.0f, -3.0f));

// Select a color to clear the screen with and clear the screen
glClearColor (0.2f, 0.3f, 0.3f, 1.0f);

// Same shader used for all models (collision_world uses its own shader)
shader.use ();

// draw the scene
shader.setMat4 ("mvp", camera.getProjectionMatrix () * camera.getViewMatrix () * stage.getModel (). getModelMatrix ());
stage.getModel (). draw (shader);

// Draw the player's capsule (normally, the capsule is only for the collision)
shader.setMat4 ("mvp", camera.getProjectionMatrix () * camera.getViewMatrix () * player_actor.getModel (). getModelMatrix ());
player_actor.getModel (). draw (shader);

// Debug Draw for the world of collisions
collision_world.getCollisionDebugDrawer (). getDebugShader (). use ();
collision_world.getCollisionDebugDrawer (). getDebugShader (). setMat4 ("vp", camera.getProjectionMatrix () * camera.getViewMatrix ());
collision_world.draw ();


Does something look horribly wrong? I have the impression that it is probably something simple that missed me.

Mojomarketplace Unexpected Token <in JSON at position 0

Does anyone use this error with mojo?

they seem to send support questions to the hosting provider and neither side solves it.

I t … | Read the rest of

syntax error, unexpected "?" in C: wamp www amt-drupal docroot vendor symfony filesystem Filesystem.php on line 560

The error above is the result of drush commands, an idea of ​​how to fix it?

J & # 39; uses:
Windows 10 64bit
wampserver 3.1.3 64bit
PHP 7.2.4
MySql 5.7.21
Drupal ^ 8
Drush ^ 9

Thank you in advance.



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SQL Server – Optimize a Query with Unexpected Results

I do not post often in this SE, so if I do not explain the request correctly, thank you for letting me know and I will edit it.

I have to conceal some of the work I do to try to explain my problem in generic terms and hope that I can get some answers on what to investigate.

I have a big table with a variety of columns. But for the sake of this question, let's just say that it's my table and has columns RecordID and Category

If I do:

Of the table

This request will take very, very long to run under several hours.

But if I do something like

Of the table
O Category = 1

This query will run very quickly. In fact, assuming I only have 2 categories, I can do something like

Of the table
O Category = 1
Of the table
O Category = 2

And this query will run in a few minutes and will always contain all the records that the first query should have extracted (again, assuming only 2 categories).

It should be noted that the following query does not show any improvement over the benchmark, it is only the UNION statement that corrects it.

Of the table
O Category IN (1,2)

It's counterintuitive to me that a basic query can be slower than a regular one. UNION two requests. Why is that? For me, this goes beyond the usual issues related to indexing: if the indexing was not correct, none of the queries presented would work properly. So, I really do not know what I should look for.

Is this a symptom that seems familiar to anyone and who can point me in the right direction for further research?

Unexpected email from Yorkshire Bank

I started receiving unexpected emails from Yorkshire Bank.

I have never been a customer. I do not remember asking for any of their products either, although I may have done so many years ago.

The first of the strange emails reads as follows:

Your partial postal code is 8NX

We have included your zip code at the top so you can be sure that this email
is Yorkshire Bank. To learn how to stay safe online, visit
Security Center

We sent your authentication code letter

Hi Mr. Stewart,

You should have received our letter containing an authentication
code now.

Once you have received our letter, you can confirm the code by clicking on
the button below to return to your application, then follow the instructions
instructions. This will allow us to progress in your application.

The sender seems to be legitimately, but the 8NX is DO NOT part of my zip code in any way.

There were 3 following emails, of an advertising nature.

I think ignoring would be the wrong thing to do, but I do not know what to do.

My main concern is that my identity has been stolen in order to get me Yorkshire Bank products, such as loans, for which I could be sued in case the identity thief fails.

Is it likely or even possible?

What other explanation could there be?

postgresql – Unexpected behavior of ltrim in postgres

The 2nd parameter is a list of characters cut, not a chain.
The manual on ltrim (string text [, characters text]):

Delete the longest string containing only characters from characters
(a default space) from the beginning of chain.

So that:

select ltrim ('abc cab bca foo', 'abc');

… only leaves 'foo'.

unit – Drawing Multiple BeginArea in a BeginScrollview (GUILayout) Causes Unexpected Behavior

Well, I have a question with a GUILayout.BeginArea in a BeginScrollview.

                                if (m_searchedItems? .Length> 0)
m_scroll = GlobalGUI.BeginScrollView (f_isEditor, m_scroll, viewSize);

for (int y = 0; y <lines; ++ y)
GUILayout.BeginHorizontal ();

for (int x = 0; x <columns; ++ x)
// Show thumbnails of items ...

var tTexture = GetThumbnail (item);

Rect? texRect = null;

if (tTexture! = null) // Check if the texture is available or requested
texRect = GlobalGUILayout.DrawTexture (tWidth, tHeight, tText);

// The above method returns a Nullable texture. (Https://
if (texRect.HasValue)
// Show the title with marquee
// .... Code ....

var btnsRect = new Rect (texRect.Value.position + Vector2.up * (height - 26), new Vector2 (texRect.Value.width, 21));

// Show buttons
GUILayout.BeginArea (btnsRect, "aaaaa"); // the string "aaaaa" is used for a test
GUILayout.BeginHorizontal ();

if (GUILayout.Button (m_infoTexture, GUILayout.Width (21)))
GetInfo (item);

if (GUILayout.Button ("Installer"))
DoInstall (item);

GUILayout.EndHorizontal ();
GUILayout.EndArea ();

GUILayout.EndHorizontal ();

GlobalGUI.EndScrollView (f_isEditor);

As you can see, I'm trying to display a list of items in said BeginScrollview:


Of course, everyone must have two buttons to perform actions (line 30 of the code).

But, as you can see, in the image that I have attached, I have blued the test string "aaaaa" so that you can see that it is very highlighted , which allows me to understand that all BeginArea are drawn in the same position.

But what worries me the most is that the buttons are not displayed.

However, if all of this is implemented with the GUI class, this does not happen in place of the GUILayout class.

What could be the problem?