Snippets Collections
import java.util.*; 

public class LabTask33 

{ 

public static void main(String args[]) 

 { 

 //create a HashSet to store Strings 

HashSet<String> hs=new HashSet<String>();

 //Store some String elements 

hs.add("India");

hs.add("America"); 

hs.add("Japan");

hs.add("China"); 

hs.add("America");

 //view the HashSet 

System.out.println ("HashSet = " + hs);

 //add an Iterator to hs 

 Iterator it = hs.iterator ();

 //display element by element using Iterator 

System.out.println("Elements Using Iterator: "); 

while(it.hasNext())
  { 

 String s=(String)it.next(); 

System.out.println(s);

 } 

 //create an empty stack to contain Integer objects 

 Stack<Integer>st=new Stack<Integer>(); 

st.push(new Integer(10));

st.push(new Integer(20));

st.push(new Integer(30)); 

st.push(new Integer(40));

st.push (new Integer(50)); 

System.out.println(st);

System.out.println("Element at top of the stack is: "+st.peek()); 

System.out.println("Removing element at the TOP of the stack: "+st.pop()); 

System.out.println("The new stack is: "+st);

HashMap<Integer,String> hm=new HashMap<Integer,String>(); 

hm.put(new Integer(101),"Naresh");

hm.put(new Integer(102),"Rajesh"); 

hm.put(new Integer(103),"Suresh"); 

hm.put(new Integer(104),"Mahesh"); 

hm.put(new Integer(105),"Ramesh"); 

 Set<Integer> set=new HashSet<Integer>(); 

set=hm.keySet();
   System.out.println(set);

 } 

}
class Display 
{ 
synchronized public void wish(String name) 
{ 
for(int i=0;i<3;i++) 
{ 
System.out.println("Good morning"); 
try 
{ 
Thread.sleep(1000); 
} 
catch(InterruptedException e) 
{} 
System.out.println(name); 
} 
} 
} 
class My extends Thread 
{ 
Display d; 
String name;
  My(Display d,String name) 

{ 

this.d=d; 

this.name=name; 

} 

public void run() 

{ 

d.wish(name); 

} 

} 

class B{ public static void main(String... args) 

{ 

Display d=new Display(); 

My t=new My(d,"Sai "); 

t.start(); 

} 

}
class Sample extends Thread 
{ 
Sample() 
{ 
super(); 
start(); 
} 
public void run() 
{ 
for(int i=0;i<3;i++) 
{ 
try 
{ 
System.out.println(Thread.currentThread().getName()+" - "+i); 
Thread.sleep(1000); 
} 
catch(InterruptedException e) 
{ 
System.out.println("hii");
  } 

} 

} 

} 

class Main 

{ 

public static void main(String[] args) 

{ 

Sample t1=new Sample(); 

for(int i=0;i<3;i++) 

{ 

try 

{ 

System.out.println(Thread.currentThread().getName()+" - "+i); 

Thread.sleep(1000); 

} 

catch(InterruptedException e) 

{ 

System.out.println("hello"); 

} 

} 

} 

}
class A implements Runnable 
{ 
public void run() 
{ 
for(int i=0;i<5;i++) 
{ 
try 
{ 
Thread.sleep(500); 
System.out.println("Hello"); 
} 
catch(Exception e){} 
} 
} 
} 
class B 
{ 
public static void main(String... args) 
{ 
A x=new A();
  Thread t1=new Thread(x);

t1.start(); 

} 

} 

}
class A 

{ 

void m1()throws InterruptedException 

{ 

for(int i=0;i<5;i++) 

{ 

Thread.sleep(1000); 

System.out.println("Good Morning"); 

} 

} 

void m2()throws InterruptedException 

{ 

m1(); 

} 

public static void main(String args[])throws InterruptedException 

{ 

A x=new A(); 

x.m2(); 

} 

}
import java.util.*; 

class B extends RuntimeException 

{ 

B(String a) 

{ 

super(a); 

} 

public static void main(String... args) 

{ 

int balance=1700; 

Scanner x=new Scanner(System.in); 

System.out.print("Enter amount=");

int amount=x.nextInt(); 

if(amount>balance) 

{ 

throw new B("Invalid balance"); 

} 

else 

{ 

System.out.println("Your Amount ="+amount); 

} 

} 

}
class A 
{ 
void m1()throws InterruptedException 
{ 
System.out.println("hello"); 
} 
} 
class B extends A 
{ 
void m1()throws InterruptedException 
{ 
for(int i=0;i<5;i++) 
{ 
Thread.sleep(1000); 
System.out.println("Welcome"); 
} 
} 
public static void main(String args[]) 
{ 
B x=new B(); 
try 
{ 
x.m1(); 
}
import java.util.*; 

class Lab26 

{ 

public static void main(String args[]) 

{ 

Scanner x=new Scanner(System.in);

System.out.print("enter size=");

int size=x.nextInt();

 try 

{ 

int a[]=new int[size]; 

} 

catch(Exception e) 

{ 

System.out.println(e); 

System.out.println("array size is negative"); 

System.exit(0); 

} 

finally 

{ 

System.out.println("array size is positive"); 

} 

} }
class Lab25 
{ 
public static void main(String[] args) 
{ 
try 
{ 
int a=17/0; 
} 
catch(Exception x) 
{ 
System.out.println(x); 
} 
System.out.println("rest of the code"); 
} 
}
abstract class A 
{ 
int a=17,b=46; 
void m2() 
{ 
System.out.println("sum="+(a+b)); 
} 
} 
class B extends A 
{ 
void m1() 
{ 
System.out.println("sub="+(b-a)); 
} 
public static void main (String args[]) 
{ 
B x=new B(); 
x.m2(); 
x.m1(); 
} }
import Mypack.Lab23; 
class Circle 
{ 
public static void main(String... Y) 
{ 
Lab23 x=new Lab23(); 
x.m1(5); 
} 
} 
 
package Mypack; 
public class Lab23 
{ 
public void m1(int r) 
{ 
double pi=3.14,area; area=pi*r*r; 
System.out.print("area of circle="+area); 
} }
import pl.B; 
class ex1 
{ 
public static void main(String... Y) 
{ 
B x=new B(); 
x.m1(); 
} 
} 
package pl; 
public class B 
{ 
public void m1() 
{ 
int a=17; 
{ 
System.out.print("a value is="+a); 
} 
} }
final class A 
{ 
final int a=17; 
public static void main(String... args ) 
{ 
A x=new A(); 
x.a=46; 
} 
}
interface A 
{ 
int a=50;
} 
interface B 
{ 
int b=40;
} 
class Task20 implements A,B 
{ 
void stmt() 
{ 
System.out.println("I have Rights on both A & B");
} 
public static void main(String[] args) 
{ 
Task20 x=new Task20();
x.stmt();
System.out.println("Addition is :"+(a+b));
} 
}
class Sample 
{ 
void name() 
{ 
System.out.println("I am Sai");
} 
} 
class Task19 extends Sample 
{ 
void name() 
{ 
super.name();
System.out.println("This is Siva");
} 
public static void main(String[] args) 
{ 
Task19 t=new Task19();
t.name();
} 
}
//Method Overloading 

classMotorBike 

{ 

private String startMethod = "Kick"; 

public void start() 

 { 

System.out.println(startMethod+" starƟng...");

 } 

public void start(String method) 

 { 

this.startMethod = method; 

System.out.println(startMethod+" starƟng...");

 } 

} 

public class LabTask18a 

{ 

public staƟc void main(String args[])

 { 

MotorBike b=new MotorBike(); 

b.start(); 

b.start("Self"); 

 } 

}

//Constructor Overloading 

class LabTask18b 

{ 

 String lang; 

LabTask18b() 

 { 

this.lang="Java"; 

 } 

LabTask18b(String lang) 

 { 

this.lang=lang; 

 } 

public void getLang() 

 { 

System.out.println("Programming Langauage: "+this.lang); 

 } 

public staƟc void main(String[] args) 

 { 

 LabTask18b obj1=new LabTask18b(); 

 LabTask18b obj2=new LabTask18b("C++"); 

obj1.getLang(); 

obj2.getLang(); 

 } 

}
//Method Overloading 

classMotor Bike 

{ 

private String startMethod = "Kick"; 

public void start() 

 { 

System.out.println(startMethod+" starƟng...");

 } 

public void start(String method) 

 { 

this.startMethod = method; 

System.out.println(startMethod+" starƟng...");

 } 

} 

public class LabTask17a 

{ 

public staƟc void main(String args[])

 { 

MotorBike b=new MotorBike(); 

b.start(); 

b.start("Self"); 

 } 

}
//Method Overriding 

classMotor Bike 

{ 

public void start() 

 { 

System.out.println("Using kick paddle to start..."); 

 } 

} 

classSelfStartMotorBike extends MotorBike 

{ 

public void start() 

 { 

System.out.println("Using self start buƩon to start...");

 } 

} 

public class LabTask17b 

{ 

public staƟc void main(String args[])

 { 

SelfStartMotorBike b=new SelfStartMotorBike(); 

b.start(); 

 } 

}
class Animal 
{ 
void eat() 
{ 
System.out.println("eaƟng...");
} 
} 
class Dog extends Animal 
{ 
void bark() 
{ 
System.out.println("barking..."); 
} 
} 
Class BabyDog extends Dog 
{ 
void weep() 
{ 
System.out.println("weeping..."); 
} 
} 
public class LabTask16 
{ 
public staƟc void main(String args[])
 { 
BabyDog d=new BabyDog();
   d.weep(); 

d.bark(); 

d.eat(); 

 } 

}
class LabTask15 
{ 
int a=10;
void friend() 
{ 
System.out.println("my friends");
} 
} 
class Best extends LabTask15 
{ 
int b=20;
void bestu() 
{ 
System.out.println("My Bestie1 is Siva.");
System.out.println("My Bestie2 is Sai.");
} 
public static void main(String[] args) 
{ 
LabTask15 n1=new LabTask15();
System.out.println(n1.a);
  Best n2=new Best();

System.out.println(n2.b);

n2.bestu();

}} 

class A 

{ 

int a=10;

void read() 

{ 

System.out.println("This is read method");

} 

} 

class B extends A 

{ 

int b=20;

void add() 

{ 

System.out.println("This is addition");

} 

}
class Lab14b 

{ 

int a,b; 

public static void main(String args[]) 

{ 

Lab14b x=new Lab14b(); 

x.a=17; 

x.b=46; 

System.out.println("a="+x.a+",b="+x.b); change(x); 

System.out.println("A er changing..."); 

System.out.println("a="+x.a+",b="+x.b); 

} 

public static void change(Lab14b A) 

{ 

A.a=46; 

A.b=17; 

} 

}
class Lab14a 
{ 
int x,y,temp;
void m1(int x,int y) 
{ 
temp=x; 
x=y; 
y=temp; 
System.out.println("a er swapping"); 
System.out.println("x="+x); 
System.out.println("y="+y); 
} 
public sta c void main(String... args) 
{ 
Lab14a a=new Lab14a(); 
a.x=46; 
a.y=17; 
a.m1(46,17); 
System.out.println("before swapping"); 
System.out.println("x="+a.x+"y="+a.y); 
}}
import java.util.*;

class LabTask13 

{ 

static int i,j,r1,c1,r2,c2,k;

public static void main(String... args) 

{ 

Scanner sc=new Scanner(System.in);

System.out.print("Enter the no.of rows of 1st matrix: ");

r1=sc.nextInt();

System.out.print("Enter the no.of columns of 1st matrix: ");

c1=sc.nextInt();

System.out.print("Enter the no.of rows of 2nd matrix: ");

r2=sc.nextInt();

System.out.print("Enter the no.of columns of 2nd matrix: ");

c2=sc.nextInt();

if(c1!=r1) 

{ 

System.out.println("matrix multiplication is not possible");

return ;

} 

int mul[][]=new int[r1][c2];
  System.out.println("Enter first matrix elements:");

int a[][]=new int[r1][c1];

for(i=0;i<r1;i++){

for(j=0;j<c1;j++){

a[i][j]=sc.nextInt();

} 

} 

System.out.println("Enter second matrix elements:");

int b[][]=new int[r2][c2];

for(i=0;i<r2;i++){

for(j=0;j<c2;j++){

b[i][j]=sc.nextInt();

} 

} 

System.out.println("Resultant matrix is:");

for(i=0;i<r1;i++){

for(j=0;j<c2;j++){

mul[i][j]=0;

for(k=0;k<c1;k++){

mul[i][j]=a[i][k]*b[k][j];

} 

System.out.print(mul[i][j]+" ");

} 

System.out.println(); }}}
import java.util.*;
class LabTask12 
{ 
static int i,j,rows,cols;
public static void main(String... args) 
{ 
Scanner sc=new Scanner(System.in);
System.out.print("Enter the no.of rows: ");
rows=sc.nextInt();
System.out.print("Enter the no.of columns: ");
cols=sc.nextInt();
int sum[][]=new int[rows][cols];
System.out.println("Enter first matrix elements:");
int a[][]=new int[rows][cols];
for(i=0;i<rows;i++){
for(j=0;j<cols;j++){
a[i][j]=sc.nextInt();
} 
} 
System.out.println("Enter second matrix elements:");
int b[][]=new int[rows][cols];
  for(i=0;i<rows;i++){
for(j=0;j<cols;j++){
b[i][j]=sc.nextInt();
} 
} 
for(i=0;i<rows;i++){
for(j=0;j<cols;j++){
sum[i][j]=a[i][j]+b[i][j];
} 
} 
System.out.println("The resultant matrix is:");
for(i=0;i<rows;i++){
for(j=0;j<cols;j++)
System.out.print(sum[i][j]+"\t");
System.out.println();
} 
} 
}
import java.util.*; 

class LabTask11 

{ 

public static void main(String args[]) 

{ 

String str, rev = "";

Scanner sc = new Scanner(System.in); 

System.out.println("Enter the string:"); 

str= sc.nextLine(); 

int len= str.length(); 

for (int i = len-1;i>=0;i--) 

 { 

 rev= rev+ str.charAt(i); 

 } 

if (str.equals(rev)) 

{ 

 System.out.println(str+" is a palindrome string."); 

} 

 else 

{ 

 System.out.println(str+" is not a palindrome string."); 

} 

 } 

}
import java.util.*;

class labtask10 

{ 

static String a[],t;

static int n,i,j;

public static void main(String[] args) 

{ 

Scanner sc=new Scanner(System.in);

System.out.println("enter n");

int n=sc.nextInt();

String a[]=new String[n];

System.out.println("enter "+n+" strings");

for(i=0;i<n;i++)

{ 

a[i]=sc.next();

} 

for(int i=0;i<n;i++)

{ 

for(int j=i+1;j<n;j++)

{ 

if(a[i].compareTo(a[j])>0)
  { 

String t=a[i];

a[i]=a[j];

a[j]=t;

} 

} 

} 

for(i=0;i<n;i++)

{ 

System.out.print(Arrays.toString(a));

break;

} 

} 

}
import java.util.*;
class labtask9 
{ 
static int a[],n,i,j,t;
 public static void main(String[] args) 
 { 
 Scanner sc=new Scanner(System.in);
 System.out.println("Enter n");
 int n=sc.nextInt();
 int a[]=new int[n];
 System.out.println("Enter "+n+" elements ");
 for(i=0;i<n;i++)
 { 
 a[i]=sc.nextInt();
 } 
 for(int i=0;i<n;i++)
 { 
 for(int j=i+1;j<n;j++)
 { 
 if (a[i]>a[j]) 
 {
   int t=a[i];
 a[i]=a[j];
 a[j]=t;
 } 
 } 
 } 
 for(i=0;i<n;i++)
 { 
 System.out.print(a[i]+" "); 
 } 
 } 
}
import java.util.*;
class labtask8 
{ 
static int a[],l,h,n,i,key;
 static void bsearch(int a[],int l,int h,int key) 
 { 
 int mid = (l+h)/2; 
 while( l<=h ) 
 { 
 if (a[mid]<key ) 
 { 
 l=mid+1; 
 } 
 else if ( a[mid] == key ) 
 { 
 System.out.println("Element is found at location : " + (mid+1)); 
 break; 
 } 
 else 
 { 
 h=mid-1;
   } 

 mid=(l+h)/2; 

 } 

 if (l>h) 

 { 

 System.out.println("Element is not found"); 

 } 

 } 

 public static void main(String[] args) 

 { 

 Scanner sc=new Scanner(System.in);

 System.out.println("Enter n");

 n=sc.nextInt();

 a=new int[n];

 System.out.println("Enter "+n+" elements ");

 for(i=0;i<n;i++)

 { 

 a[i]=sc.nextInt();

 } 

 System.out.println("Enter key");

 key=sc.nextInt();

 l=0;

 h=n-1;

 bsearch(a,l,h,key); }}
import java.util.Scanner; 
public class LabTask7 
{ 
public static void main(String args[]) 
 { 
int arr[],n,search,i; 
 Scanner sc=new Scanner(System.in); 
System.out.println("Enter number of elements: "); 
 n=sc.nextInt(); 
arr=new int[n];
System.out.println("Enter "+n+" elements: "); 
for(i=0;i<n;i++) 
arr[i]=sc.nextInt(); 
System.out.println("Enter the value to find: "); 
search=sc.nextInt(); 
for(i=0;i<n;i++) 
 { 
if (arr[i]==search) 
 { 
System.out.println(search+" is found at location "+(i+1));
   break; 
 } 
 } 
if(i==n) 
System.out.println(search+" isn't found in array");
 } 
}
public class LabTask6{ 
static String s="HITLER";
static int x=245;
static int y;
static void fun(int z) 
 { 
System.out.println("s: "+s);
System.out.println("x= "+x);
System.out.println("y= "+y);
System.out.println("z= "+z);
 } 
static 
 { 
System.out.println("static block is invoked");
 y=x-98;
 } 
public static void main(String args[]) 
 { 
fun(10);
 }}
import java.util.Scanner;
public class biggest{ 
private int num1;
private int num2;
public biggest SetValues() 
 { 
 Scanner sc= new Scanner(System.in);
System.out.print("Enter 'num1' value: ");
int num1=sc.nextInt();
System.out.print("Enter 'num2' value: ");
int num2=sc.nextInt();
 this.num1=num1;
 this.num2=num2;
return this;
 } 
public void display() 
 { 
if(num1>num2) 
System.out.print("num1 is bigger");
else
  System.out.print("num2 is bigger");
 } 
public static void main(String args[]) 
 { 
biggest obj = new biggest();
obj=obj.SetValues();
obj.display();
 } 
 }
public class LabTask4 
{ 
public static void main(String args[]) 
 { 
int x=Integer.parseInt(args[0]);
int y=Integer.parseInt(args[1]);
int sum=x+y;
System.out.println("Sum of two numbers is:"+sum);
 } 
}
import java.util.Scanner;
public class LabTask3 
{ 
public static void main(String args[]) 
{ 
int n1=0,n2=1,n3;
Scanner sc=new Scanner(System.in);
System.out.println("Enter 'k' value:");
int k=sc.nextInt(); 
System.out.println(n1+" "+n2);
for(int i=2;i<k;i++) 
 { 
 n3=n1+n2; 
System.out.println(" "+n3); 
 n1=n2; 
 n2=n3; 
 } 
} 
}
import java. util.Scanner; 
public class LabTask2 
{ 
public static void main(String args[]) 
 { 
 Scanner input=new Scanner(System.in); 
System.out.print("Enter value of a:"); 
double a=input.nextDouble(); 
System.out.print("Enter value of b:"); 
double b=input.nextDouble(); 
System.out.print("Enter value of c:"); 
double c=input.nextDouble(); 
double d=b*b-4.0*a*c; 
if (d>0.0) 
 { 
double r1=(-b+Math.pow(d,0.5))/(2.0*a); 
double r2=(-b-Math.pow(d,0.5))/(2.0*a); 
System.out.println("THE ROOTS ARE "+r1+" AND "+r2); 
 } 
else if (d==0.0) 
 {
   double r1=-b/(2.0*a);

System.out.println("ROOTS ARE REAL AND EQUAL"); 

System.out.println("The root is "+r1); 

 } 

else 

 { 

System.out.println("IMAGINARY ROOTS"); 

 } 

 } 

}
public class LabTask1 
{ 
static boolean val1; 
static double val2; 
static float val3; 
static int val4; 
static long val5; 
static String val6; 
public static void main (String args[]) 
 { 
System.out.println("Default values...."); 
System.out.println("Boolean default is = " + val1); 
System.out.println("Double default is = " + val2); 
System.out.println("Float default is = " + val3); 
System.out.println("Int default is = " + val4); 
System.out.println("Long default is = " + val5); 
System.out.println("String default is = " + val6); 
 } 
}
CACHES = {
    "default": {
        "BACKEND": "django.core.cache.backends.redis.RedisCache",
        "LOCATION": "redis://127.0.0.1:6379",
    }
}
    #include <iostream>
    #include <SFML/Graphics.hpp>
    #include <SFML/Audio.hpp>
     
    using namespace std;
     
    // Initializing Dimensions.
    // resolutionX and resolutionY determine the rendering resolution.
    // Don't edit unless required. Use functions on lines 43, 44, 45 for resizing the game window.
    const int resolutionX = 960;
    const int resolutionY = 960;
    const int boxPixelsX = 32;
    const int boxPixelsY = 32;
    const int gameRows = resolutionX / boxPixelsX; // Total rows on grid
    const int gameColumns = resolutionY / boxPixelsY; // Total columns on grid
     
    // Initializing GameGrid.
    int gameGrid[gameRows][gameColumns] = {};
     
    // The following exist purely for readability.
    const int x = 0;
    const int y = 1;
    const int exists = 2;                                    //bool exists;//                       
    const int direction = 3;
    /////////////////////////////////////////////////////////////////////////////
    //                                                                         //
    // Write your functions declarations here. Some have been written for you. //
    //                                                                         //
    /////////////////////////////////////////////////////////////////////////////
     
    void drawPlayer(sf::RenderWindow& window, float player[], sf::Sprite& playerSprite);
    void movePlayer(float player[],float bullet[]);
    void moveBullet(float bullet[], sf::Clock& bulletClock);
    void drawBullet(sf::RenderWindow& window, float bullet[], sf::Sprite& bulletSprite);
    void drawShrooms(sf::RenderWindow& window, float shroom[][2], sf::Sprite& shroomSprite,int maxShrooms);
    void initializeShrooms(float shroom[][2],int maxShrooms);
    void initialize_centipede(float centipede[][4],int totalSegments);
    void drawCentipede(sf::RenderWindow& window, float centipede[12][4], sf::Sprite& centipedeSprite,const int totalSegments); 
    void move_centipede(float centipede[][4], sf::Clock& bulletClock, int maxShrooms,float shroom[][2]);   //remove from sf::render..          ////,int maxShrooms,float shroom[][2] //
    void bullet_shroom(float bullet[],float shroom[][2]);
    void shroom_centipede_collision(float centipede[][4],float shroom[][2],int totalSegments,int maxShrooms);
    //void player_shroom_collision(
    int main()
    {
    	srand(time(0));
      /*
      //centipede stuff:
      const int totalSegments = 12;
    float centipede[totalSegments][2]; // 2D array to store x and y positions of each segment
     
    // Initialize centipede positions (for example, starting from the top left)
    const int startX = 100; // Adjust as needed
    const int startY = 100; // Adjust as needed
    const int segmentGap = 20; // Gap between segments
     
    for (int i = 0; i < totalSegments; ++i) {
        centipede[i][0] = startX + i * segmentGap; // x position
        centipede[i][1] = startY; // y position (same for all segments in this example)
        
    }
                         */
     
           
     
     
     
    	// Declaring RenderWindow.
    	sf::RenderWindow window(sf::VideoMode(resolutionX, resolutionY), "Centipede", sf::Style::Close | sf::Style::Titlebar);
     
    	// Used to resize your window if it's too big or too small. Use according to your needs.
    	window.setSize(sf::Vector2u(640, 640)); // Recommended for 1366x768 (768p) displays.
    	//window.setSize(sf::Vector2u(1280, 1280)); // Recommended for 2560x1440 (1440p) displays.
    	// window.setSize(sf::Vector2u(1920, 1920)); // Recommended for 3840x2160 (4k) displays.
    	
    	// Used to position your window on every launch. Use according to your needs.
    	window.setPosition(sf::Vector2i(100, 0));
     
    	// Initializing Background Music.
    	sf::Music bgMusic;
    	bgMusic.openFromFile("Centipede_Skeleton/Music/field_of_hopes.ogg");
    	bgMusic.play();
    	bgMusic.setVolume(50);
     
    	// Initializing Background.
    	sf::Texture backgroundTexture;
    	sf::Sprite backgroundSprite;
    	backgroundTexture.loadFromFile("Centipede_Skeleton/Textures/background.png");
    	backgroundSprite.setTexture(backgroundTexture);
    	backgroundSprite.setColor(sf::Color(255, 255, 255, 200)); // Reduces Opacity to 25%
            
    	// Initializing Player and Player Sprites.
    	float player[2] = {};
    	player[x] = (gameColumns / 2) * boxPixelsX;
    	player[y] = (gameColumns * 3 / 4) * boxPixelsY;
    	sf::Texture playerTexture;
    	sf::Sprite playerSprite;
    	playerTexture.loadFromFile("Centipede_Skeleton/Textures/player.png");
    	playerSprite.setTexture(playerTexture);
    	playerSprite.setTextureRect(sf::IntRect(0, 0, boxPixelsX, boxPixelsY));
    	
    	sf::Clock playerClock;
     
    	// Initializing Bullet and Bullet Sprites.
    	float bullet[3] = {};                              
    	                                  //bool bullet1[3];
    	bool request = false;
    	bullet[x] = player[x];
    	bullet[y] = player[y] - boxPixelsY;
    	bullet[exists] = false;
    	sf::Clock bulletClock;
    	sf::Texture bulletTexture;
    	sf::Sprite bulletSprite;
    	bulletTexture.loadFromFile("Centipede_Skeleton/Textures/bullet.png");
    	bulletSprite.setTexture(bulletTexture);
    	bulletSprite.setTextureRect(sf::IntRect(0, 0, boxPixelsX, boxPixelsY));
    	
    	//initializing centipede
    	const int totalSegments = 12;
    	float centipede[100][4];
    	
    	//centipede[x] = (gameColumns / 2) * boxPixelsX;           //the position from where centipede will start its journey x-co-ordinate//
    	//centipede[y] = (gameColumns * 3 / 4) * boxPixelsY;         //the position from where centipede will start its journey y-co-ordinate//
    	//centipede[1][exists] = false;
    	for(int i=0;i<totalSegments;i++){
     
    	centipede[i][exists] = true;
    	
    	
    	                                 }
    	               
    	sf::Texture centipedeTexture;
    	sf::Sprite centipedeSprite;
    	centipedeTexture.loadFromFile("Centipede_Skeleton/Textures/c_body_left_walk.png");
    	centipedeSprite.setTexture(centipedeTexture);
    	centipedeSprite.setTextureRect(sf::IntRect(0, 0, boxPixelsX, boxPixelsY));
    	
    	sf::Clock centipedeClock;
    	initialize_centipede(centipede,totalSegments);
    	
    	
    	//initializing shrooms:
    	const int maxShrooms = 18;
    	float shroom[25][2] = {};
            
    	sf::Texture shroomTexture;
    	sf::Sprite shroomSprite;
    	shroomTexture.loadFromFile("Centipede_Skeleton/Textures/mushroom.png");
    	shroomSprite.setTexture(shroomTexture);
    	shroomSprite.setTextureRect(sf::IntRect(0, 0, boxPixelsX, boxPixelsY));
    	for(int i=0;i<maxShrooms;i++){
    	shroom[i][exists] = true;
    	                               }  
    	
    	
          
           initializeShrooms(shroom,maxShrooms);           //calling shroom's function to initialize position;
                                                        // shroom_centipede_collision(centipede,shroom,totalSegments,maxShrooms);
    	while(window.isOpen()) {
     
    		///////////////////////////////////////////////////////////////
    		//                                                           //
    		// Call Your Functions Here. Some have been written for you. //
    		// Be vary of the order you call them, SFML draws in order.  //
    		//                                                           //
    		///////////////////////////////////////////////////////////////
     
    		window.draw(backgroundSprite);
    		
    		drawPlayer(window, player, playerSprite);
    		movePlayer(player,bullet);
    		/*shootBullet(bullet,request);
    		if(request){
    		bullet[exists] = true;
    		request = false;          
    		    }                       */  
    		
    		if (bullet[exists] == true) {
    			moveBullet(bullet, bulletClock);
    			drawBullet(window, bullet, bulletSprite);
    			
    		}
    		
    		
    		drawShrooms(window,shroom,shroomSprite,maxShrooms);
    		bullet_shroom(bullet,shroom);
    		
    		
    		drawCentipede(window, centipede, centipedeSprite,totalSegments);
    		move_centipede(centipede,centipedeClock,maxShrooms,shroom);                         //,maxShrooms,shroom//
    		
    		shroom_centipede_collision(centipede,shroom,totalSegments,maxShrooms);
    		
               sf::Event e;
    		while (window.pollEvent(e)) {
    			if (e.type == sf::Event::Closed) {
    				return 0;
    			}
    		
    		}		
    		window.display();
    		window.clear();
    	}
    	 
    	
    	
     }
     
    ////////////////////////////////////////////////////////////////////////////
    //                                                                        //
    // Write your functions definitions here. Some have been written for you. //
    //                                                                        //
    ////////////////////////////////////////////////////////////////////////////
     
    void drawPlayer(sf::RenderWindow& window, float player[], sf::Sprite& playerSprite) {
    	playerSprite.setPosition(player[x], player[y]); 
    	window.draw(playerSprite);
    }
     
     
     
     
    void drawBullet(sf::RenderWindow& window, float bullet[], sf::Sprite& bulletSprite) {
     
     if(bullet[exists] == true){
    	bulletSprite.setPosition(bullet[x], bullet[y]);
    	window.draw(bulletSprite);
    	
        }
     
     }
     
     
     
                     
                           
     
     
     
    void moveBullet(float bullet[], sf::Clock& bulletClock) {
     float bullet_speed = 10.0f;
            
        
     	if (bulletClock.getElapsedTime().asMilliseconds() < 10)
    		return;
            
    	bulletClock.restart(); 
    	bullet[y] += -32;	 
    	if (bullet[y] < -32)    
           {  bullet[exists] = false; }
    		
                                                   }  
                                                   
     
     
           
                                                   
                                                   
     
     
    void drawShrooms(sf::RenderWindow& window, float shroom[][2], sf::Sprite& shroomSprite,int maxShrooms){
         
         for(int i=0;i<maxShrooms;i++){
             if(shroom[i][exists]){                    
                              
                              
                              shroomSprite.setPosition(shroom[i][x],shroom[i][y]);
                              window.draw(shroomSprite);                            
                                                                                      } 
                                                          }                                 
                      } 
     
    void initializeShrooms(float shroom[][2],int maxShrooms){
                                                                                                    
                                                                                                   
         for(int i=0;i<maxShrooms;i++){
                              shroom[i][x] =     rand()%gameRows * boxPixelsX; 
                              shroom[i][y] =     rand()%gameColumns * boxPixelsY;            
                             // shroom[i][exists] = true;                                      }
                                                                            } 
                                                                              }
                                                                               
                                                                                                                                                                   
    void movePlayer(float player[],float bullet[]) {
        float movementSpeed = 5.0f;
        int bottomLimit = resolutionY - (6 * boxPixelsY); // Calculate the bottom limit
        
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::W) && player[y] > bottomLimit) {
            player[y] -= movementSpeed + 3;
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::S) && player[y] < resolutionY - boxPixelsY) {
            player[y] += movementSpeed + 3;
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::D) && player[x] < resolutionX - boxPixelsX) {
            player[x] += movementSpeed + 3;
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::A) && player[x] > 0) {
            player[x] -= movementSpeed + 3;
        }
        
        if(sf::Keyboard::isKeyPressed(sf::Keyboard::Space) && bullet[exists]==false){
        
        bullet[exists] = true;
        bullet[x] = player[x];
        bullet[y] = player[y] - boxPixelsY;
        
    }
        }
     
    void initialize_centipede(float centipede[][4],int totalSegments){
         
        
             for(int j=0;j<totalSegments;j++){
         centipede[j][x] = boxPixelsX*j;
          centipede[j][y] = boxPixelsY; 
         centipede[j][exists] = true;
         centipede[j][direction] = 1;              //1 for right and 0 for left;
         
         
     
                                                 }
                                              
                 
                                                           }   
     
    void drawCentipede(sf::RenderWindow& window, float centipede[12][4], sf::Sprite& centipedeSprite,const int totalSegments) {
        const int segmentWidth = boxPixelsX; // Width of each centipede segment
        const int segmentHeight = boxPixelsY; // Height of each centipede segment
     
        for (int i = 0; i < totalSegments; ++i) {
            if(centipede[i][exists]){
            centipedeSprite.setPosition(centipede[i][x], centipede[i][y]);
            window.draw(centipedeSprite);
            }
        }
    }
     

 
   void move_centipede(float centipede[][4], sf::Clock& centipedeClock, int maxShrooms,float shroom[][2] ) {                        //, int maxShrooms,float shroom[][2] //
    int totalSegments = 12;
 
    if (centipedeClock.getElapsedTime().asMilliseconds() < 100)
        return;
 
    centipedeClock.restart();
 
    bool reachedBottomRight = true;
    bool reachedBottomLeft = true;
    shroom_centipede_collision(centipede,shroom,totalSegments,maxShrooms);
 
    for (int j = 0;j < totalSegments ; j++) {
        if (centipede[j][direction] == 1 ) { // Moving right                     ////
            if (centipede[j][x] < 928) {
                centipede[j][x] += 32;
                if (centipede[j][y] != 928) {
                    reachedBottomRight = false;
                    reachedBottomLeft = false;
                }
            } else {
                centipede[j][direction] = 0; // Change direction to down
                centipede[j][y] += 32;      // Move down a row
            }
        } else { // Moving left
            if (centipede[j][x] > 0) {
                centipede[j][x] -= 32;
                if (centipede[j][y] != 928) {
                    reachedBottomRight = false;
                    reachedBottomLeft = false;
                }
            } else {
                centipede[j][direction] = 1; // Change direction to down
                centipede[j][y] += 32;      // Move down a row
            }
        }
    }
    
    for (int j = 0; j < totalSegments; j++){
 if (centipede[j][y] == 928 && centipede[j][x] == 928){
 reachedBottomRight = true;}
 else{reachedBottomRight = false;}
 
 if(centipede[j][y] == 928 && centipede[j][x] < 0){
  reachedBottomLeft = true; }
  else{reachedBottomLeft = false;} 
 
    if (reachedBottomRight || reachedBottomLeft) {
        // Move to the 6th row above the bottom
         {
            centipede[j][y] = 928 - (7 * boxPixelsY);
        }
    }
}
/*mushroom_centipede collsion:

initializeShrooms(shroom,maxShrooms);
for(int i=0,j=0;i<maxShrooms && j<totalSegments;i++,j++){

if(shroom[i][x] == centipede[j][x] && shroom[i][y] == centipede[j][y]){
centipede[j][y] += 32;}
                             */
  
   }  










void bullet_shroom(float bullet[], float shroom[][2]) {
    float bulletX = bullet[x];
    float bulletY = bullet[y];
 
    for (int i = 0; i < 18; i++) {
        float shroomX = shroom[i][x];
        float shroomY = shroom[i][y];
 
        // Define a range around the mushroom position for collision detection
        float collisionRange = 16.0f; // Adjust this value as needed
 
        // Check if bullet position is within the range of a mushroom
        if (bulletX >= shroomX - collisionRange && bulletX <= shroomX + collisionRange &&
            bulletY >= shroomY - collisionRange && bulletY <= shroomY + collisionRange) {
          
            shroom[i][exists] = false;
             bullet[exists] = false;
           // break; // Exit loop after handling collision with one mushroom//
        }
        /* if(shroom[i][exists] == false){
         bullet[exists] == true;  }   */
                                    
    }
}                     

void shroom_centipede_collision(float centipede[][4],float shroom[][2],int totalSegments,int maxShrooms){

//initialize_centipede(centipede,totalSegments);
            //initializeShrooms(shroom,maxShrooms);
for(int i=0;i<totalSegments;i++){

   for(int j=0;j<maxShrooms;j++){
   
     if(centipede[i][x] == shroom[j][x] && centipede[i][y] == shroom[j][y] && centipede[i][y] != 928 && shroom[i][x] != 0){
     centipede[i][y] += 32;                                                     
                                     }
     else if(centipede[i][x] == shroom[j][x] && centipede[i][y] == shroom[j][y] && centipede[i][y] == 928 ){
    centipede[i][y] -= 32;    }
    
    
                                     
                                       }
                                         } 
                                           }


/*for(int i=0,j=0;i<maxShrooms && j<totalSegments;i++,j++){
 if(centipede[j][x] == shroom[i][x] && centipede[j][y] == shroom[j][y] ){
 centipede[j][y] += 32;
                                 } 
                                     }
                                        }   */


  
             

// func that is going to set our title of our customer magically
function w2w_customers_set_title( $data , $postarr ) {

    // We only care if it's our customer
    if( $data[ 'post_type' ] === 'w2w-customers' ) {

        // get the customer name from _POST or from post_meta
        $customer_name = ( ! empty( $_POST[ 'customer_name' ] ) ) ? $_POST[ 'customer_name' ] : get_post_meta( $postarr[ 'ID' ], 'customer_name', true );

        // if the name is not empty, we want to set the title
        if( $customer_name !== '' ) {

            // sanitize name for title
            $data[ 'post_title' ] = $customer_name;
            // sanitize the name for the slug
            $data[ 'post_name' ]  = sanitize_title( sanitize_title_with_dashes( $customer_name, '', 'save' ) );
        }
    }
    return $data;
}
add_filter( 'wp_insert_post_data' , 'w2w_customers_set_title' , '99', 2 );
function update_post( $post_id ) {
   $post = array(
     'ID'         => $post_id,
     'post_title' => '#'.$post_id,
     'post_name'  => $post_id,
   );
   wp_update_post( $post );
   update_post_meta($post_id, 'order', $post_id);
}
add_action('save_post_booking', 'update_post', 20);
import cv2
import numpy as np

img = cv2.imread('blackdots.jpg')
gray_img = cv2.cvtColor(img, cv2.COLOR_BGR2GRAY)

ret, thresh = cv2.threshold(gray_img, 170, 255, cv2.THRESH_BINARY) # <--- Try different values here

accum_size = 1
# Minimum distance between the centers of the detected circles.
minDist = 30
#First method-specific parameter. In case of CV_HOUGH_GRADIENT , it is the higher threshold of the two passed to the Canny() edge detector (the lower one is twice smaller).
param1 = 50
# Second method-specific parameter. In case of CV_HOUGH_GRADIENT , it is the accumulator threshold for the circle centers at the detection stage. The smaller it is, the more false circles may be detected. Circles, corresponding to the larger accumulator values, will be returned first.
param2 = 5
#
minRadius = 1
#
maxRadius = 10
circles = cv2.HoughCircles(thresh, cv2.HOUGH_GRADIENT, accum_size, minDist,
                           param1=param1, param2=param2,
                           minRadius=minRadius, maxRadius=maxRadius)
circles = circles.reshape(1,circles.shape[1], circles.shape[2])
if circles is not None:
    circles = np.uint16(np.around(circles))
    for ind, i in enumerate(circles[0, :]):
        center = (i[0], i[1])
        radius = 15
        cv2.circle(img, center, radius, (255, 0, 255), 3)

thresh = cv2.resize(thresh, (1280, 720)) # <---- This is just for easier display
img = cv2.resize(img, (1280, 720)) # <---- This is just for easier display
cv2.imwrite('circles_black_dot.png', img)
cv2.imwrite('threshold_black_dots.png', thresh)
<!DOCTYPE html>
<html>
  <head>
    <script type='importmap'>
      {
        "imports": {
          "@fullcalendar/core": "https://cdn.skypack.dev/@fullcalendar/core@6.1.9",
          "@fullcalendar/daygrid": "https://cdn.skypack.dev/@fullcalendar/daygrid@6.1.9"
        }
      }
    </script>
    <script type='module'>
      import { Calendar } from '@fullcalendar/core'
      import dayGridPlugin from '@fullcalendar/daygrid'

      document.addEventListener('DOMContentLoaded', function() {
        const calendarEl = document.getElementById('calendar')
        const calendar = new Calendar(calendarEl, {
          plugins: [dayGridPlugin],
          headerToolbar: {
            left: 'prev,next today',
            center: 'title',
            right: 'dayGridMonth,timeGridWeek,timeGridDay,listWeek'
          }
        })
        calendar.render()
      })
    </script>
  </head>
  <body>
    <div id='calendar'></div>
  </body>
</html>
<!DOCTYPE html>
<html lang='en'>
  <head>
    <meta charset='utf-8' />
    <script src='https://cdn.jsdelivr.net/npm/fullcalendar@6.1.9/index.global.min.js'></script>
    <script>

      document.addEventListener('DOMContentLoaded', function() {
        var calendarEl = document.getElementById('calendar');
        var calendar = new FullCalendar.Calendar(calendarEl, {
          initialView: 'dayGridMonth'
        });
        calendar.render();
      });

    </script>
  </head>
  <body>
    <div id='calendar'></div>
  </body>
</html>
// First, we filter the meta_query in our query that fetches events and tell it to look for posts where

// the meta field 'custom_event_start' isn't blank.

// custom_event_start could be any meta key you want, but it should contain a

// properly formatted date/time (e.g. the default date format for ACF date/time // fields works fine)




add_filter(

"piecal_event_query_args",

function ($args, $atts) {

$args["meta_query"] = [

"relation" => "AND",

        [

            "key" => "custom_event_start",

            "value" => "",

            "compare" => "!=",

        ],

    ];




    return $args;

},

10,

2




);

// Next, we need to tell Pie Calendar to look at our 'custom_event_start' meta key for the start date.

add_filter("piecal_start_date_meta_key", function ($key) {

$key = "custom_event_start";

return $key;




});

// Finally, we tell Pie Calendar to look at our 'custom_event_end' meta key for the end date.

add_filter("piecal_end_date_meta_key", function ($key) {

$key = "custom_event_end";

return $key;




});
/*! jQuery v3.7.1 | (c) OpenJS Foundation and other contributors | jquery.org/license */
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import { useNavigate } from "react-router-dom";

#declear in function
  const navigate = useNavigate();

#inside button
  onClick={() => {
              navigate("/customize");
            }}
#include <iostream>
#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>

using namespace std;

// Initializing Dimensions.
// resolutionX and resolutionY determine the rendering resolution.
// Don't edit unless required. Use functions on lines 43, 44, 45 for resizing the game window.
const int resolutionX = 960;
const int resolutionY = 960;
const int boxPixelsX = 32;
const int boxPixelsY = 32;
const int gameRows = resolutionX / boxPixelsX; // Total rows on grid
const int gameColumns = resolutionY / boxPixelsY; // Total columns on grid

// Initializing GameGrid.
int gameGrid[gameRows][gameColumns] = {};

// The following exist purely for readability.
const int x = 0;
const int y = 1;
const int exists = 2;

/////////////////////////////////////////////////////////////////////////////
//                                                                         //
// Write your functions declarations here. Some have been written for you. //
//                                                                         //
/////////////////////////////////////////////////////////////////////////////



void drawPlayer(sf::RenderWindow& window, float player[], sf::Sprite& playerSprite);
void moveBullet(float bullet[], sf::Clock& bulletClock);
void drawBullet(sf::RenderWindow& window, float bullet[], sf::Sprite& bulletSprite);
void drawCentipede();
void moveCentipede();
void drawShrooms(sf::RenderWindow& window, sf::Sprite& shroomSprite);     //, float shroom[10][3]//
void hitbullet();

int main()
{
	srand(time(0));

	// Declaring RenderWindow.
	sf::RenderWindow window(sf::VideoMode(resolutionX, resolutionY), "Centipede", sf::Style::Close | sf::Style::Titlebar);

	// Used to resize your window if it's too big or too small. Use according to your needs.
	window.setSize(sf::Vector2u(640, 640)); // Recommended for 1366x768 (768p) displays.
	//window.setSize(sf::Vector2u(1280, 1280)); // Recommended for 2560x1440 (1440p) displays.
	// window.setSize(sf::Vector2u(1920, 1920)); // Recommended for 3840x2160 (4k) displays.
	
	// Used to position your window on every launch. Use according to your needs.
	window.setPosition(sf::Vector2i(100, 0));

	// Initializing Background Music.
	sf::Music bgMusic;
	bgMusic.openFromFile("Centipede_Skeleton/Music/field_of_hopes.ogg");
	bgMusic.play();
	bgMusic.setVolume(50);

	// Initializing Background.
	sf::Texture backgroundTexture;
	sf::Sprite backgroundSprite;
	backgroundTexture.loadFromFile("Centipede_Skeleton/Textures/background.png");
	backgroundSprite.setTexture(backgroundTexture);
	backgroundSprite.setColor(sf::Color(255, 255, 255, 200)); // Reduces Opacity to 25%

	// Initializing Player and Player Sprites.
	float player[2] = {};
	player[x] = (gameColumns / 2) * boxPixelsX;
	player[y] = (gameColumns * 3 / 4) * boxPixelsY;
	sf::Texture playerTexture;
	sf::Sprite playerSprite;
	playerTexture.loadFromFile("Centipede_Skeleton/Textures/player.png");
	playerSprite.setTexture(playerTexture);
	playerSprite.setTextureRect(sf::IntRect(0, 0, boxPixelsX, boxPixelsY));

	// Initializing Bullet and Bullet Sprites.
	float bullet[3] = {};
	bullet[x] = player[x];
	bullet[y] = player[y] - boxPixelsY;
	bullet[exists] = true;
	sf::Clock bulletClock;
	sf::Texture bulletTexture;
	sf::Sprite bulletSprite;
	bulletTexture.loadFromFile("Centipede_Skeleton/Textures/bullet.png");
	bulletSprite.setTexture(bulletTexture);
	bulletSprite.setTextureRect(sf::IntRect(0, 0, boxPixelsX, boxPixelsY));
	
	//initializing mushroom and mushroom sprite//
	/*float player[2] = {};
	player[x] = (gameColumns / 2) * boxPixelsX;
	player[y] = (gameColumns * 3 / 4) * boxPixelsY; */
	bool generated = false;
	float shrooms[10][3];
	sf::Texture shroomTexture;
	sf::Sprite shroomSprite;
	shroomTexture.loadFromFile("Centipede_Skeleton/Textures/mushroom.png");
	shroomSprite.setTexture(shroomTexture);
	shroomSprite.setTextureRect(sf::IntRect(0, 0, boxPixelsX, boxPixelsY));
       
	while(window.isOpen()) {

		///////////////////////////////////////////////////////////////
		//                                                           //
		// Call Your Functions Here. Some have been written for you. //
		// Be vary of the order you call them, SFML draws in order.  //
		//                                                           //
		///////////////////////////////////////////////////////////////

		window.draw(backgroundSprite);
		drawPlayer(window, player, playerSprite);
		if (bullet[exists] == true) {
			moveBullet(bullet, bulletClock);
			drawBullet(window, bullet, bulletSprite);
		}

		sf::Event e;
		while (window.pollEvent(e)) {
			if (e.type == sf::Event::Closed) {
				return 0;
			}
		}
		
		 drawShrooms(window,shroomSprite);    //,shrooms//    
				
		window.display();
		window.clear();
	}
	
	
	
	
		   
		               
	
	
	
}

////////////////////////////////////////////////////////////////////////////
//                                                                        //
// Write your functions definitions here. Some have been written for you. //
//                                                                        //
////////////////////////////////////////////////////////////////////////////

void drawPlayer(sf::RenderWindow& window, float player[], sf::Sprite& playerSprite) {
	playerSprite.setPosition(player[x], player[y]);
	window.draw(playerSprite);
}
void moveBullet(float bullet[], sf::Clock& bulletClock) {
	if (bulletClock.getElapsedTime().asMilliseconds() < 20)
		return;

	bulletClock.restart();
	bullet[y] -= 10;	
	if (bullet[y] < -32)
		bullet[exists] = false;
}
void drawBullet(sf::RenderWindow& window, float bullet[], sf::Sprite& bulletSprite) {
	bulletSprite.setPosition(bullet[x], bullet[y]);
	window.draw(bulletSprite);
}

void drawShrooms(sf::RenderWindow& window, sf::Sprite& shroomSprite){
static bool generated = false;
srand(time(0));
if(generated==false){
for(int i=0;i<14;i++){
                                                                                 //float shrooms[10][3] ,//
 shroomSprite.setPosition(rand()%960,rand()%930);                          //100*j+2,30*i//
 window.draw(shroomSprite);
 
            }
           generated = true; 
       }
  }

import { FloatingWhatsApp } from "react-floating-whatsapp";

<FloatingWhatsApp
        phoneNumber="01602290655"
        accountName="Iconive Wigs"
        avatar="./image/logo/Img 3.png"
      />
/*
* Plugin Name: Course Taxonomy
* Description: A short example showing how to add a taxonomy called Course.
* Version: 1.0
* Author: developer.wordpress.org
* Author URI: https://codex.wordpress.org/User:Aternus
*/

function wporg_register_taxonomy_course() {
	 $labels = array(
		 'name'              => _x( 'Courses', 'taxonomy general name' ),
		 'singular_name'     => _x( 'Course', 'taxonomy singular name' ),
		 'search_items'      => __( 'Search Courses' ),
		 'all_items'         => __( 'All Courses' ),
		 'parent_item'       => __( 'Parent Course' ),
		 'parent_item_colon' => __( 'Parent Course:' ),
		 'edit_item'         => __( 'Edit Course' ),
		 'update_item'       => __( 'Update Course' ),
		 'add_new_item'      => __( 'Add New Course' ),
		 'new_item_name'     => __( 'New Course Name' ),
		 'menu_name'         => __( 'Course' ),
	 );
	 $args   = array(
		 'hierarchical'      => true, // make it hierarchical (like categories)
		 'labels'            => $labels,
		 'show_ui'           => true,
		 'show_admin_column' => true,
		 'query_var'         => true,
		 'rewrite'           => [ 'slug' => 'course' ],
	 );
	 register_taxonomy( 'course', [ 'post' ], $args );
}
add_action( 'init', 'wporg_register_taxonomy_course' );
<?php
$args = array(
	'post_type'      => 'product',
	'posts_per_page' => 10,
);
$loop = new WP_Query($args);
while ( $loop->have_posts() ) {
	$loop->the_post();
	?>
	<div class="entry-content">
		<?php the_title(); ?>
		<?php the_content(); ?>
	</div>
	<?php
}
function my_scripts() {
     if(!is_admin() {
          wp_deregister_script('jquery');
          wp_enqueue_script('jquery', '//code.jquery.com/jquery-latest.min.js');
     }
}
add_action('wp_enqueue_scripts', 'my_scripts');


//hook the administrative header output
add_action('admin_head', 'my_custom_logo');

function my_custom_logo() {
echo '
<style type="text/css">
#header-logo { background-image: url('.get_bloginfo('template_directory').'/images/custom-logo.gif) !important; }
</style>
';
}
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Sun Nov 26 2023 10:54:49 GMT+0000 (Coordinated Universal Time) https://docs.djangoproject.com/en/4.2/topics/cache/

@coder14

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Sun Nov 26 2023 09:34:19 GMT+0000 (Coordinated Universal Time)

@yolobotoffender

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Sun Nov 26 2023 08:25:05 GMT+0000 (Coordinated Universal Time) https://wordpress.stackexchange.com/questions/94364/set-post-title-from-two-meta-fields

@dmsearnbit #php

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Sun Nov 26 2023 07:55:25 GMT+0000 (Coordinated Universal Time) https://metabox.io/build-hotel-booking-web-use-meta-box-p2/

@dmsearnbit #php

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Sun Nov 26 2023 04:55:47 GMT+0000 (Coordinated Universal Time) https://stackoverflow.com/questions/60646050/opencv-find-small-darkblack-dots-inside-a-circle

@chook100 #python

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Sat Nov 25 2023 19:21:58 GMT+0000 (Coordinated Universal Time) https://fullcalendar.io/docs/initialize-browser-esm

@dmsearnbit

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Sat Nov 25 2023 16:20:32 GMT+0000 (Coordinated Universal Time) https://fullcalendar.io/docs/initialize-globals

@dmsearnbit

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Sat Nov 25 2023 15:58:52 GMT+0000 (Coordinated Universal Time) https://docs.piecalendar.com/article/23-use-custom-fields-as-event-date-time

@dmsearnbit

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Sat Nov 25 2023 15:51:49 GMT+0000 (Coordinated Universal Time) https://code.jquery.com/jquery-3.7.1.min.js

@sammy

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Sat Nov 25 2023 13:43:48 GMT+0000 (Coordinated Universal Time)

@2018331055

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Sat Nov 25 2023 13:35:32 GMT+0000 (Coordinated Universal Time)

@yolobotoffender

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Sat Nov 25 2023 13:10:42 GMT+0000 (Coordinated Universal Time)

@2018331055

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Sat Nov 25 2023 10:06:01 GMT+0000 (Coordinated Universal Time) https://developer.wordpress.org/plugins/taxonomies/working-with-custom-taxonomies/

@dmsearnbit #php

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Sat Nov 25 2023 10:05:09 GMT+0000 (Coordinated Universal Time) https://developer.wordpress.org/plugins/post-types/working-with-custom-post-types/

@dmsearnbit #php

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Sat Nov 25 2023 07:59:24 GMT+0000 (Coordinated Universal Time) https://www.thepixelpixie.com/how-to-properly-enqueue-jquery-in-a-wordpress-site/

@dmsearnbit #javascript

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Sat Nov 25 2023 07:57:27 GMT+0000 (Coordinated Universal Time) https://speckyboy.com/20-snippets-and-hacks-to-make-wordpress-user-friendly-for-your-clients/

@dmsearnbit

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