#delete duplicate characters in a string
Explore tagged Tumblr posts
Text
Ruby: 100 Simple Codes
Ruby: 100 Simple Codes
beginner-friendly collection of easy-to-understand Ruby examples.

Each code snippet is designed to help you learn programming concepts step by step, from basic syntax to simple projects. Perfect for students, self-learners, and anyone who wants to practice Ruby in a fun and practical way.
Codes:
1. Hello World
2. Add Two Numbers
3. Check Even or Odd
4. Loop Through Numbers
5. Simple Method
6. Array Example
7. Hash Example
8. Class and Object
9. Check If Number Is Positive
10. Simple Calculator
===
11. Subtract Two Numbers
12. Multiply Two Numbers
13. Divide Two Numbers
14. Find Remainder
15. Compare Two Numbers
16. Case Statement
17. While Loop
18. Until Loop
19. Check If String Includes Word
20. Reverse a String
===
21. Capitalize a String
22. Convert String to Uppercase
23. Convert String to Lowercase
24. Get String Length
25. Split String into Words
26. Join Array into String
27. Sort an Array
28. Find Maximum in Array
29. Find Minimum in Array
30. Check if Array Includes Value
===
31. Remove Duplicates from Array
32. Push Item to Array
33. Pop Item from Array
34. Check if Hash Has Key
35. Check if Hash Has Value
36. Iterate Over Hash
37. Convert String to Integer
38. Convert String to Float
39. Convert Integer to String
40. Check if Number is Zero
===
41. Create a Range
42. Check if Value in Range
43. Get Current Time
44. Format Time
45. Sleep for 2 Seconds
46. Generate Random Number
47. Repeat a String
48. Check If Variable is Nil
49. Ternary Operator
50. Define Constant
===
51. Rescue from Error
52. Check Data Type
53. Loop with Times
54. Loop with Upto
55. Loop with Downto
56. Map an Array
57. Select from Array
58. Reject from Array
59. Reduce Array to Sum
60. Symbol vs String
===
61. Convert String to Symbol
62. Check if File Exists
63. Read a File
64. Write to a File
65. Append to a File
66. Delete a File
67. Check if Directory Exists
68. Create a Directory
69. List Files in Directory
70. Delete a Directory
===
71. Check if String is Empty
72. Count Items in Array
73. Create an Empty Hash
74. Merge Two Hashes
75. Nested Hash Example
76. Define a Class with Initialize
77. Check if Object is Instance of Class
78. Check if Number is Negative
79. Count Characters in String
80. Swap Case in String
===
81. Repeat Code with Loop and Break
82. Next in Loop
83. Find Index in Array
84. Flatten Nested Array
85. Delete from Array
86. Compact Array (Remove nils)
87. Check if All Items Match Condition
88. Check if Any Item Matches Condition
89. Get Unique Characters from String
90. Use Constants in Class
===
91. Yield with Block
92. Default Parameter in Method
93. Global Variable
94. Class Variable
95. Check If Method Exists
96. Get First and Last from Array
97. Create Range with Step
98. Random Sample from Array
99. Sort Hash by Key
100. Sort Hash by Value
===
0 notes
Text
Version 590
youtube
windows
zip
exe
macOS
app
linux
tar.zst
I had a pretty good week and have a bunch of quality of life improvements to roll out.
full changelog
highlights
The 'check now' button in 'edit subscriptions' and 'edit subscription' is now more intelligent and handles pause status. It'll ask you about paused subscriptions and queries, and it better examines and navigates what you can and will be resurrecting.
If you shrink the search page's 'preview' window down to 0 pixel size, it now recognises it is hidden and will no longer load videos and stuff in the background!
In the parsing system, the 'character set' choice for a 'String Match' now includes the quick-select options for hexadecimal and base64 chars.
When hitting share->copy hashes on a thumbnail, the program now loads up the md5, sha1, and sha512 hashes into the menu labels, so you can now verify md5s or whatever at a glance.
I wrote a thing for API devs and any other advanced users interested in hydrus content updates about how the Current Deleted Pending Petitioned model works in hydrus: https://hydrusnetwork.github.io/hydrus/developer_api.html#CDPP. I went into very specific detail because when talking about this with a user the other day, I couldn't remember it perfectly myself.
Lastly, I am happy to say that I succeeded in doing, as I planned, some meaty background work. The 'Metadata Conditional' object, which does 'does this file have x property, yes/no?', and which I have been thinking about for a couple years, got its first version, and it went a lot better and simpler than I expected. The whole thing plugs into the existing system predicate system and will share much edit UI with it. The MC will be a key lego brick in the development of the duplicate auto-resolution system, and most of the comparison logic for the first version is essentially done now. I pretty much just have to write the database tables and maintenance daemon, and then some UI, so fingers crossed it won't be too long before I am rolling it out for advanced users to play with.
next week
I want to add local media file path fetching to the API and do a bit of API permissions cleanup.
0 notes
Text
PHP Form MySQL
To check if MySQL is running: mysql.server status
To start MySQL: mysql.server start
Connecting to a MySQL database
(new-connection.php)
This PHP code is a set of functions for interacting with a MySQL database. Let's break down what each part does:
Connection Process:
Constants (DB_HOST, DB_USER, DB_PASS, DB_DATABASE) are defined to hold the database connection information. These constants should be adjusted to match the database settings.
A new mysqli object is created to establish a connection to the MySQL database using the defined constants.
If the connection fails, an error message is displayed, and the script stops executing.
Database Querying Functions:
fetch_all($query): This function executes a SELECT query that may return multiple rows. It fetches all the rows as associative arrays and stores them in an array. The array of rows is then returned.
fetch_record($query): This function executes a SELECT query that is expected to return a single row. It fetches that single row as an associative array and returns it.
run_mysql_query($query): This function is used to execute INSERT, DELETE, or UPDATE queries. It returns the ID of the most recently inserted record (if applicable) or true/false based on the success of the query.
escape_this_string($string): This function is used to escape special characters in a string, making it safe to use in database queries. This helps prevent SQL injection attacks. It returns the escaped string.
Overall, these functions provide a convenient and secure way to interact with a MySQL database in PHP scripts. They encapsulate common database operations and help prevent SQL injection vulnerabilities by properly escaping user input.
Include and Require
Let's say you have two files: new-connection.php and index.php. New-connection php has the Database blueprint where you're creating an object to connect to the MySql database. Now if you want to gain access or use this inside index.php, how do you do it? Use include and require. In this case, since the new-connection.php is NECESSARY inside index.php so that it will have a connection to the database, use require. But if you have another php file that you want to add to index.php but not really necessary, just use include. When you use require but there's an error in the inserted file, it will produce an error and it will HALT the execution. If you use include and there's an error in the include part, it will display the error but will still CONTINUE executing the rest of the file.
So, if new-connection.php contains essential code for index.php to function correctly (like setting up a database connection), you should use require to include it, ensuring that if the file is missing or fails to include, the script execution stops, preventing potential errors further down the line due to the missing functionality. For other files that are not essential for the core functionality of index.php, you can use include. If these files are missing, it won't halt the script execution, and your script can continue running without them.
What if you forgot you already included or required a file?
We can just use require_once() and include_once() instead of just require() and include(). These functions will ignore the duplicated calls.
Connection Errors
There can be multiple possible errors when connecting to a mysql database. Check the DB_HOST, the root, or the pass. When I encountered an unknown database error, all I had to do was to go to phpmyadmin and imported the database.
Sample Folder Structure
new-connection.php (database connection)
home.php (contains HTML + require('new-connection.php');
In home.php, to check if database has been sucessfully connected, do a var_dump($connection)
Accessing and Displaying Database Records
fetch_all($query), fetch_record($query), etc, will return an associative array containing details of a record/records from the database. To access a specific detail, we can just access it like how we access multidimensional associative arrays.
$query = "SELECT * FROM people WHERE id = 1";
$person = fetch_record($query);
$fetch_record() will return an associative array that contains the details of a record. Example.
array(5) { ["id"]=>string(1) "1" ["first_name"]=>string(5) "Hanna" ["last_name"]=>string(9) "Velazquez" ["from"]=>string(19) "2014-09-23 12:19:25" ["to"]=>string(19) "2014-11-20 12:19:32" }
since this associative array is stored in $person, we can now access details of this record inside the HTML by doing:
<?php echo $person['first_name']; ?>
INSERT, UPDATE, DELETE a record
If we want to insert, update, or delete a record, use run_mysql_query($query). If successful, it will return the id of the newly added record OR true or false if it was a success or not.
$query = "INSERT INTO people(first_name,last_name) VALUES ('Jon', 'SNOW')"; if(run_mysql_query($query)){ echo "added"; }else{ echo "failed"; }
0 notes
Text
The game also regularly creates split character files if a character file gets too large - this seems to happen a lot with certain NPCs that have large templates, in particular bartenders.
The only issue I've I've heard of to happen consistently with sims with split character files is that I recently saw simsample on MTS saying that doing plastic surgery on them with the Gussy Up mod crashes the game. I don't know if it also crashes the game if you use the regular plastic surgery machine, since I don't use it. I use my witch idle animations mod that you mentioned, it splits all of my playables' character files, and I've never had the wiped face glitch. It was my understanding that that glitch is related to assigning OFB employee uniforms. The reason I never reuploaded this mod is because it does split the character files, which I mainly consider an issue because it tends to make people freak out, and there exists another mod that accomplishes the same thing by deleting the animation string rather than editing the BHAV in the template, and thus should not cause a split character file.
I'm not sure about recombining split character files - there appear to be duplicates of type/instance between the files, but the resources are not exact duplicates of the resource in the other file. Like, with my mod, one file will have the original EA version of the witch idle animations function, whereas the other file will have the overridden version I put in my mod. Obviously in that case you would just replace the one with the other, but sometimes there are other resources that have duplicate type/instance, and I'm not sure if both are necessary, or if one is overriding the other. I notice, though, when babies are born in my game, the second character file contains only my overridden witch idle animations function, and it's not until the sim ages up that more resources wind up in that second file. It seems like if you intervened at that point, extracted that function, replaced the function in the other file with it, and then deleted the second file, that would get rid of the split character file. But I think pretty much everyone is still going to have bartenders with split character files in their game regardless of what mods they do or do not install.
Split Character Files
I was let known that my personality-based witch idles mod causes new sims to have split character files.
It made me look into the issue. Since the information about it is spread across various forum threads and lacked some details too, I decided to gather what I've found in this post.
What does a 'split character file' mean?
Each sim has its own character file in Documents directory. For example, Neighborhoods \ E001 \ Characters \ E001_User00024.package is Samantha Cordial.
When a character file is split, in addition to the usual E001_User00024.package there's also a file named E001_User00024.1.package. It would still be Samantha Cordial, but her data would be stored in two files instead of just one.
What kind of mods cause it?
Mods that edit character templates. That means: TemplatePerson (group 0x7FEDFE16), TemplateCat (0x7F99E646), TemplateDog (0x7F3C1917), and TemplateSmallDog (0x7F593B25). In addition, NPCs have their own character templates too.
These templates seem to get copied whenever a new sim or a pet is created. If you have a mod that includes a part of them, it appears the game creates a second character file and then copies any related BHAVs from the mod into it.
Do split character files cause problems?
In SimPe's neighborhood browser, a split character file might not be displayed properly and it's possible that you won't be able to edit the sim's stats with SimPe if that happens.
The game itself seems to be able to parse the sim together from two character files in most cases. However, it's plausible that it causes the empty/wiped face glitch to appear. As I tested the issue, I was able to replicate this myself, though I only saw it happening once.
There are also people in related threads who say they have split character files and haven't noticed it causing problems. The empty/wiped face glitch can happen even with singular character files, that much is certain. I can't definitely say that split character files cause it to happen more often, but I'm personally wary about it.
Why do mods edit these templates, then?
I don't think it's been common knowledge what exactly causes the issue. And to be fair, creating new sims and then inspecting their character files isn't probably a part of many modder's testing routines. It sure hasn't been a part of mine.
The unpleasant fact is that if we want to make some things happen through mods, editing the code related to templates might be necessary. Ideally, Maxis would've only used them to create new sims and pets, but that's not the case. Their code gets called in various other situations â when witches idle, for example.
Now that we know which groups are involved, I hope modders can at least alert players when we share mods that cause this issue.
How can I know if the mods I use cause split character files?
It's not that common for mods to edit the templates, so suspecting all mods isn't necessary. Here are some mods that do edit them:
My Personality-based Witch Idles (includes code from TemplatePerson, the NPC witch template, and the NPC servo template)
Object Freedom 1.02 by @fwaysims (TemplateCat, TemplateDog, TemplateSmallDog)
lobonanny by Pescado (the nanny NPC template)
Spectral Cat Variety by @hexagonal-bipyramid (the spectral cat NPC template)
AntiGoodWitchIdleAnims by @paradoxcase (the link is broken and kestrellyn hasn't reuploaded this one to MTS, but assumingly involves the same templates as my witch idle mod)
There are probably more, but these I know of. Considering that I use hundreds of mods in my own game, it's not many.
Using these mods doesn't affect existing character files, but it will affect any new ones. You can prevent the split from happening by temporarily removing these mods from your game before creating new sims or pets, but you should keep in mind that this also includes spawning townies and NPCs (when their template is involved, that is) as well as born-in-game babies.
Can we stop the character files from splitting altogether?
If we can, it's sadly beyond my skillset as it appears to be hard-coded. I'm interested in testing if split character files can be safely merged back into one but I don't know about that either, yet.
I hope this clarifies the issue for someone! If I missed some crucial info, please comment.
320 notes
¡
View notes
Text
Overdeath: The Peaks and Valleys
So, this whole debacle began as a more realistic, horror-focused idea codenamed 'SPARKLER'. There was evil robots and limited ways to defend yourself. You can still find some preliminary ideas right at the bottom of this blog; it was a kinda cool idea but I decided I wanted a more wacky shooter in its place. My original plans, I thought were very simple: lots of weapons, lots of enemies, carnage and explosions, physics props flying everywhere, some having special effects like floating or expanding to add flavour to the environment. I did have some other ideas before this, including a melee-focused mech game, but I scrapped this due to percieved issues coding it.
I made a basic map with a teleporter, bounce pad, and cubes you could shoot to grow or destroy (using actor tags connected to the projectile). One issue I had was that stock Unreal movement was very bad - it seemed hyper-realistic, with no air control existing, i.e. once you jump in a direction, you're stuck in that direction. It made leaping around very difficult and clunky, so I changed it to something more akin to the movement of Serious Sam 1. My next issue was that the main building in my map, which I had titled 'Warehouse Red' internally, was built using the CubeGr tool, and registered as one gigantic, solid piece of level geometry - doorways and all. So my character couldn't walk inside it, and it was useless. For a time, I worked on voxel art via MagicaVoxel. I found it fun to use, and easy compared to Maya. I made the Blaz Pistol and the Octo-Shotgun, before duplicating the weapons pickup and turning my voxel models into skeletal meshes, placing them into the weapons pickup viewports in lieu of the stock rifle. The Blaz was semi automatic while the Octo fired automatically with a 0.2 second delay. Some issues did arise; you could only carry one weapon at a time and the Octo did not fire instantly. It seemed a pickup system like this wouldn't work without an inventory/hotkey system. We also learned animation in Maya via timelines, not that I used it in my game.
Next up was landscaping; I made a valley out of a mesh and gave it a white snowy texture taken from the Quixel Bridge. I added some level geometry out of simple blocks, planning to replace them with vehicles and detritus later. There were also some cubes that grew when shot, now titled Inflata-boxes. I added some more snow drifts and fallen rocks from the Quixel Bridge, to give the level some detail. My next order of business was to change the projectile; currently it was still a stock bouncy ball. I made a blue voxel projectile in MagicaVoxel to replace the ball, altered its speed and other factors so it wouldn't be affected by bullet drop, and also changed it to delete itself upon a hit registering. The entire pickup system was changed so that the player started with both the Blaz and Octo, switching between them with Q. The Blaz was unchanged in its abilities, while the Octo became a more conventional shotgun, firing eight pellets in a horizontal spread with a half-second delay between shots. The game was not without its issues though; the stock hand model clipped through the gun meshes, and there were still lots of placeholder models in the map. I did replace one placeholder, however; a yellow hover-fighter that was a previous enemy consideration replaced the metal boxes that previously existed in the level.
Next up came AI. I made a basic character, and by implementing a navmesh, I had a simple enemy that charged at the player's position. Using a pawn sensing component, I then changed the enemy's field of view to have it charge at the player once sighted. Otherwise, it would wander aimlessly. Beginning to realise that my project was going nowhere, I deigned to teach myself key game design values, such as making workable notes. It began as an actor that printed a string when touched, but I upgraded it to a widget that was added to viewport when touched. The issue then was that it would be stuck to your face effectively, so I changed it to a 'toggle' system working on a boolean variable, and that fixed it. All in all, Overdeath has been an important learning experience. I misjudged not only my own skill, but the amount of time 3D game development takes, and the multiple overlapping components that make a game fun. In future endeavors, I will create the key components of a game foremost (shooting and enemies in an FPS, movement and levels in a platformer, inventory and items in an adventure game) so I at least have something playable in the alpha stages.
1 note
¡
View note
Text
Changes and Deleted Content Part 2 - Far Cry 5: Features and Missions
This is a small passion project series of posts where I share some insight of whatâs hidden in the game(s) files, but also some general observations. The main focus will be on character changes or deletions with a few words about functions and deprecated missions.
What will not be touched upon are a lot of the things the Resistance Mod on PC restores, namely deleted store weapons and clothes, weather systems and general gameplay related things like skinning animations. I also wonât go into audio files and their content, as @lulu2992 is already working on an amazing series for FC5 that summarizes them per character.
This part will be significantly shorter Edit from post finishing-Angy: This post turned out really damn long despite only discussing some scrapped or changed features and a couple of deprecated mission strings. I still hope you find this as interesting to read as I found writing and investigating it :)
1. Changed and Scrapped Features
1.1 Guns/Fangs for Hire
Just for reference, the release version of the game has 9 unique GFH/FFH available + 3 slots for random specialists you can hire throughout the world.
Among the gameâs UI textures for tutorials is this image, showing an earlier version of the GFH screen.
What this indicates is that the planned amount for active GFHs you can have was originally 4; or the top row could function as some sort of favorites tab. We will probably never know for certain.Â
Interestingly though, this version has slots for 20 GFHs in total, 18 either filled a character icon or a locked symbol, suggesting the originally planned unique GFH count was 18.
Considering almost every NPC in-game has spawn-able archetypes with battle audio fully in place it is possible that we were supposed to be able to recruit more of them. I will return to the matter of recruitment shortly.
Another thing Iâd like to open up for consideration is that there may have been plans for (ex-)cultist GFHs or at least areas where they act friendly towards the deputy. Reason for this assumption is the fact that cultists have recorded lines for when you meet them (spawn them), aim weapons at them (the taunts GFH and friendlies do too), along with idle lines when you use mods to spawn them as friendly followers. The game has no purpose for most of these lines, as you never walk into peaceful cultists outside of the intro. In the intro you have no weapons to aim at anyone, making it impossible to trigger these lines.Â
You may argue they were recorded for the arcade, but the Seeds are also featured in it and have none of those. However, they may also be a leftover from scrapped missions that would feature cultists that donât shoot you on sight.Â
Additionally to that early menu screenshot, I have also found an old reddit thread discussing the gameâs Uplay page near release because of the following image:

Unfortunately I was not able to find this particular page myself anymore, and knowing how short lived everything is nowadays, it might be lost in time forever. The commenters discuss that the three additional slots here refer to potential DLC characters, but we donât get to use any of the DLC companions in the main game (nor do the DLCs share the main gameâs art direction). So, this might be another indicator for additionally planned GFH/FFH we never got to see.
One of these was likely the Eagle FFH called ââFreedomââ (Character/Unique/FFH_Eagle_Freedom), which was partially restored through mods on PC as its loaders and everything are still present. It is unknown why this was scrapped.
It also appears that there once were inventory (purchaseable?) items for almost each GFH (Boomer and Jess have none), as these placeholder icons exist inside the gameâs ui\icons\inventory folder:

Possible functions: Quest items you needed to obtain to recruit them (implying changed missions); Gift items (for potential level up?)
Now to return to the matter of recruitment: Deprecated mission strings suggest that originally you had to hire unique GFHs similarly to random ones; and that was part of quest lines. These lines appear in âoasisstringsâ, the gameâs main language file(s):
HIRE Jess RECRUIT Adelaide Drubman ADD Adelaide to your squad
In light of the old GFH screen I actually looked up the definition of âSquadâ, and on wikipedia it is listed that a Squad is a team of 5+ members, further strengthening the theory that originally you could have 4 active GFH (plus the Deputy theyâd be 5, therefore a squad).Â
1.2 In-game Wiki menu
Some of the previous Far Cry titles have a sort of wiki menu that features short bios of characters, explanations of locations, resources and weaponry. New Dawn sort of brought part of this back with the âSurvival Guideâ (accessible from the pause menu), but 5 does not have this at all. However, in the ui files there are still texture leftovers, implying this feature was planned and it had sections for Animals, Base Jumps, Characters, Destructible Structures, Fish, Locations, Parking Spots (Garages), Plants and Treasure Hunts. The following image shows the âundiscoveredâ symbols arranged in that order.

Again, no text entries along with a lot of duplicate and unfinished images imply this was scrapped early.
You can view the additional images (minus characters, because they will be handled in the next posts) here.
2. Abandoned Missions
This section will focus on mission strings that still exist in âoasisstringsâ. For the sake of readability I removed the style code the game uses and the line numbers. You can easily find them by searching part of the text in the files or website listed in References. Please keep in mind that only the mission titles themselves are 100% like that in the files, any assumption as to what they might have been used for is purely speculative, but I attempt to always provide a reasonable explanation with evidence for the theories presented. Also I am not perfect, so it is possible I missed something in-game. In that case please do correct me!
2.1. Investigation Type objectives
There is a set of objectives listed that imply a different setup for Willis Huntleyâs mission. It introduces the objectives PHOTOGRAPH, TAG, LISTEN and INTERROGATE:
PHOTOGRAPH potential property PHOTOGRAPH an animal slaughter TAG the target PHOTOGRAPH the target LISTEN to the conversation INTERROGATE the target PHOTOGRAPH cult signs and rituals: BRING the photos back to Willis
The release build mission has you tail someone and steal a VHS tape. None of the above objectives appear. Itâs interesting to see that at one point there were mechanics in consideration that included intel gathering.
2.2. Quest centered around Melvin
The only Melvin I could find in relation to Far Cry 5 is Nadine Abercrombieâs grandfather. Melvin Abercrombie joined the cult. It isnât assured that these objectives refer to him, but if they do itâd mean a potential mission where you speak to a lower ranked cultist.
Please Note that mission strings are not always in correct order.
TALK to Melvin LOOT Melvin's corpse REACH Melvin's house WAIT for Melvin to arrive GO MEET Melvin
2.3. The âRedeemerâ Objectives
At some point there was a quest-line revolving around something called the âRedeemerâ in Holland Valley. I could not find out what this thing really was supposed to be, but it sounds like it was either a boat or a submarine (???). In this line it appears that the garage in Fallâs End had actual relevance.
FIND a similar engine BRING engine to Mary's garage TALK to Mary's assistant TOW Redeemer Back the Garage (this typo is also in the file) SUBMERGE the Redeemer FLIP the Redeemer upside down GET IN the Tow Truck PUT the Redeemer on the Flat Bed
What this also implies is the inclusion of tow trucks and that there was a âMaryâs assistantâ character.
2.4. A few seperate Entries before we focus on plot relevant ones
In light of the afore mentioned wiki menues there is also an objective type that goes very well with its character section:
DISCOVER this character.
This could be attached to unknown entries in the character list.
There also is an unused objective called:
FIND the cow in the field
Which at first glance made me believe it was related to the mission at Cattle co., but it is not used there or anywhere else. I suppose we will never find out what was so special about this mysterious cow.
TAKE Joseph's writings
is also an interesting entry, as it is not related to the mission where you burn his book. This is again an unused string with unknown original purpose.
2.5. Mary May and John Seed
There are two particularly interesting unused mission objectives in relation to these two characters.Â
For one, it looks like originally we were supposed to rescue Mary May from Johnâs ranch:
RESCUE Mary May From John Seed's Ranch
This could either be a replacement for saving her in Fallâs End or it is a mission that appeared later on in which John possibly captured her. It gets more possible applications with the next one, though.
FIND John and Mary May's secrets
Now, this one caught my attention immediately, because there are two big things that come to mind in terms of possible application. It could refer back to the novel Absolution in which Mary May gets captured and tattooed by John, heavily implying that part of the plot that made it to the novel was originally intended to be shown in the game (we will get back to this in the character episode when talking about Holly).Â
Additionally, keeping the previous objective in mind, it could also imply that Mary has been converted during her capture (or her capture was planned) and played a different role in the story overall. Of course, all of this is only speculation as we will probably never know, but the objective specifically says âJohn AND Mary Mayâs secretsâ, refering to shared secrets, not just one of Mary herself (which would fit more into the tattoo theory).Â
  If you have ever even considered the possibility that Ubisoft might have cut a lot of stuff from the Whitetail region of the game, the rest of this Mission section should finally prove this to you. Iâd like to make clear here that this is unbiased. I have tried to dig up deleted content equally in all regions but it just turns out that this is the one they really went wild with. There is nothing that stands out in terms of deleted or changed missions in the Henbane area and the Holland Valley content is mostly not that plot relevant minus the last examples just mentioned.
2.6. Eli and the Wolfâs Den
In the final version of the game we are told that Eli is an important character, but he is not very active in any way. Where Mary May assists you on the way to Johnâs Ranch and Tracey and the others at the prison fight by your side in defense missions, Eli will stay at the Wolfâs Den and have you run his errands for him. Just like the other mentioned characters he has full fight capabilities though. His AI is capable of using that bow, despite him never leaving the bunker.
As it turns out, he used to be a far more active character and there were multiple ways you could encounter him for the first time. For reference: In the game as it is now you will only meet him when he and his people rescue the deputy after Jacobâs first trial. You cannot enter the Wolfâs Den prior to this point.
Inside the gameâs animations folders are these three subfolders including the respective files (JJ and Key03 is how Eli is often referred to in the files, I will get back to this in the character post):

This means there were three ways that you would encounter Eli: Inside a cabin, through being captured in a net or by being released by Perkins. This was most likely Doc Perkins, giving her a bit more significance in the game.
The main cutscene files for these are not present anymore, only the animations remain so I could not find out where the exact locations for these were supposed to be at. I however, loaded these animations into a game cutscene so we get to look at them anyway. I have chosen Jacobâs death cutscene for the simple reason that thereâs only the player + 1 NPC, it is daytime and thereâs no intrusive DOF blurring everything. The video below shows all of them.Â
Keep in mind that only the player animation matters in the first two! Ignore the rest. The third one features Doc Perkins and has her animation applied to her. As you can see it is very very unfinished, but it shows that she possibly unties the deputy or opens an animal cage, then drives away in a car.
youtube
This unused mission string supports the theory of these different ways further, as it implies that you met him somewhere and he would guide you to the den:
FOLLOW Eli into the Wolf's Den
There are several other objectives that suggest a more active Eli, who might have accompanied you on some missions:
WAIT for Eli to arrive GO with Eli GO inside the Wolf's Den
2.7. Jacob and the Veteran Center
Before swan diving down a very deep rabbit hole, letâs address this unused mission string first:
TALK to Deputy Pratt
Sounds very unspectacular and like something you would do at some point, but this is never an objective in the game. The intended function will forever remain unknown most likely, but possibilities are vast, especially with the upcoming abandoned objectives.
There are hints at an alternate useage of Jacobâs bunker (specifically called bunker here and not armory). Mission strings are:
FIND a way out of Jacob's Bunker LEAVE Jacob's Bunker
Again, on first sight youâd think these are just whatâs there in-game. But they arenât. During the final mission it goes from RESCUE Deputy Pratt straight to ESCAPE Jacobâs Armory. There is no indicator that youâd need to find a way out. The objectives above hint that it was similar to Johnâs and Faithâs bunker initially, where you had to do a few more things before escaping.Â
An observation derived from the gameâs subtitle file is that at one point there might have been a differentiation between âArmoryâ and âBunkerâ as, most likely, a random NPC says "I don't know where Jacob's bunker is. I'm not sure anybody does, but it's out there somewhere." The armory is (other than Johnâs and Faithâs bunkers) directly next to a main road, next to McKinley Dam. It is quite impossible to miss. Therefore this statement, along with the inconsistent switch between calling it âarmoryâ, âbunkerâ or âgateâ, could mean there was originally a different bunker and the armory really functioned as such.Â
Before moving on to more mission strings, there is one more subtitle entry worth mentioning:Â "When you tried to arrest Joseph, Jacob got wind of it and things got real crazy here in the Whitetail Mountains." It heavily implies that at some point, Josephâs family might not have been intended to be present during the opening, and they instead found out about the arrest afterwards. As far fetched as it sounds at first, it does check out with the inactivity and absence of the three heralds after you cuff Joseph (and in case you ever wondered what the three of them are doing while you guide Joseph outside, they de-spawn and are gone as soon as you turn around).
But enough about that and letâs get back to more missions we never got to see.
For instance there is:
GO TO the Veteran's Center
Which, as most of you know, is impossible during the game because you get repositioned everytime you attempt to go close. This string implies a different kind of mission at some point.Â
HUNT Jacob
No, this also does not appear in the game. The final mission goes from DESTROY Wolf Beacons to KILL Jacob Seed. Possibility in combination with the previous entry is that you were supposed to follow him back to the Veteran Center and thatâs where the final fight would be. It could also imply a different kind of trial.
Small observation because we are talking about the final fight: The Prima Gamesâ guide (based on a pre-release build of the game, it will be featured more prominently in the next post) depicts Jacob at the bottom of the mountain during this encounter. WIth a lot of perseverance Iâm sure you can somehow manage to replicate this in-game. But it is interesting regardless that they chose this image. It might imply that at some point he was not positioned on top of the hill, and instead closer to the area he finally dies in.

Before we move on, here are a few other interesting unused strings:
TRAIN TRAIN yourself INTERACT with Jacob for finishing takedown TALK to Jacob
They imply a different way to end the fight along with the possibility to talk to Jacob at some point (unrelated to each other mind you). I have no clue in what kind of scenario you were supposed to talk to him. The only explanation I have is that trials were possibly supposed to be different at some point and maybe they had more intentions to explore the whole brainwashed aspect of it to the point you casually took strolls around St Francis. Now before you say I just made that up, I implore you to wait till after the next part to call me out on it, because there are reasons I offer that possibility up for discussion here.
TRAIN and TRAIN yourself might not be linked to this region at all. But it is interesting to have these sort of objectives as they form the âTrain, Hunt, Kill, Sacrificeâ part of the regionâs theme, when you refer back to other mission strings: TRAIN (yourself), HUNT Jacob, KILL Jacob Seed.
Now to get to the main part. If you ever used mods on PC that let you access the Veteran Center, you will have noticed that the AI acts very strange. Your assigned GFH might wander around, aim at nothing or even attack civillians. Cultists inside the area will not always attack you, while civillians will do. This is most likely why the developers were so quick to patch out the tricks to access the region without mods.
I have seen multiple speculations circling around, but the one that always struck me as the most plausible one is that there was some kind of mission after Pratt rescues you from the cage. It is a very discontinuous cutscene, in which you transition from the cage directly to the top floor of the Veteran Center, implying there were no problems for Pratt and the Deputy to get there, despite having to cross the entire guarded frontyard and going through multiple building floors to get to the office. So, naturally I wasted some time of my life trying to dig up stuff that proves this theory right and I...well I did find something.
Important note so you understand whatâs going on here: It is very common in games to load objects underneath the map (outside of sight of the player) to assure they are properly loaded in when they are needed. I have seen posts circulating around which depicted Pratt underneath the building, suggesting they eventually had an area planned there. The more likely case is that Pratt was loaded there for later use in a cutscene.
Why am I saying that? Well, this following screenshot was taken underneath the map during the cutscene where Pratt rescues the deputy and it transitions to the top of the building. I have changed the time to daytime for a bit better visibility.

What you see here is an entirely unused set of either cutscene or gameplay elements. A truck, Jacob (whoâs absent in the cutscene we see), Pratt, a random NPC, a bag, a small table (unseen in cutscene), a single door (unseen in cutscene), a double door and 3 small pieces of paper (only two are in cutscene). I have kept watch on these assets for the entirety of the cutscene and none of them were moved into place. Meaning that all of these were here to be used in either a different cutscene or even a gameplay segment.
It brings me back to the mission theory, where there was a potential stealth segment between leaving the cage and entering the office. Maybe there was an alternate cutscene for the case where youâd be caught and the one we see in the game is the one after successfully sneaking up there? We will never know for certain again but it is one possible explanation as to why these assets even still exist. It would also check out with the TALK to Deputy Pratt mission string, as you maybe had to speak to him after reaching a certain area.
Here are also some additional screenshots of the room in front of the office:



It was modelled and filled with a few detail props we never get to see much of.
Another potential mission, which would explain the broken AI behavior better, is the already mentioned theory that they might have planned to do more with the whole brainwashing aspect. Cultists inside the Vet Center area do not shoot and are allied, while civillians act hostile, implying while the player is there they are considered to be allied to cultists. TALK to Deputy Pratt, TALK to Jacob or TRAIN (yourself) could have taken place during this also. Something that could support this theory is also this unused timelapse marking days passing:
youtube
3. The Gameâs Title and Closing Words
Internally the game is often called âfc zetaâ, âzetaâ or âfczâ. So *sigh* of course I tried to find a deeper meaning behind it all and came to the sixth letter of the Greek alphabet âZetaâ. If you count Far Cry: Primal as a real standalone title, Far Cry 5 is the sixth Far Cry release. But because the Greek were special snowflakes or something, the sixth letter actually has the value of 7. So Zeta is actually 7 despite being the sixth. If you count Blood Dragon as a Far Cry release itâd mean FC5 is the 7th release. However, these theories exclude all the expansions and stuff for earlier Far Cry games.
Another indicator that Zeta might have been more than just a number, is this texture used as a decal on some clothing materials:
I have not found someone in-game who has this anywhere, and they might just disable the transparency and use it only for the American flag. But still, why would they make such a decal texture in the first place? Maybe very early name of the cult or resistance group?Â
Before closing this incredibly long essay, here is an old, unused version of the logo found in the files :)

Phew, we finally reached the end. If you made it all the way down here: CONGRATULATIONS you just read a long af essay! Again, iâd like to remind you that a lot of what youâve read is pure speculation. I tried to prove my arguments as best as I could with evidence that I provided but only Ubisoft knows what really happened. And they are unlikely to tell us.
The next post will focus on the expansive character list and I may split it into parts because there is a lot to say and show about some characters.Â
I hope you have a nice day and thank you for reading âĽ
_______________________________________________________
References:
text.farcry.info (website where you can look through Oasisstrings yourself!) languages\english\oasisstrings.oasis.bin languages\english\oasisstrings_subtitles.oasis.bin animations\narrative\cin_key03_q01_b00_meet_jj_cabin animations\narrative\cin_key03_q01_b00_meet_jj_net animations\narrative\cin_key03_q01_b00_meet_jj_release domino\user\fcz_proto_ld domino\user\zeta_dlcm ui\resources\textures\04_menu\tooltips ui\resources\textures\06_icons\inventory ui\resources\textures\05_hud\tutorials\_images __Unknown\XBT\AE800D066AB2E84A.xbt __Unknown\XBT\FD080AA2BBABE691.xbt Zeta on Wikipedia (english) Squad on Wikipedia (english) Prima Games guide (2018, collectorâs edition, print and digital) reddit.com/r/farcry/comments/89nsf1/so_theres_3_missing_guns_for_hire_here_maybe_3/ __Unknown\BIK\C6AB10EDBC81E933.bik
#far cry 5#gameinfo#obligatory longessay tag#if you ever wondered how much of a nerd i am#look at these essays#and know that i enjoyed writing and capturing footage of every second of this
188 notes
¡
View notes
Text
Kerbal Space Program 1.10: âShared Horizonsâ is now available!
Hello everyone!
The European Space Agency (ESA) and Kerbal Space Program have come together to bring you brand new content, including the ESA space-suit texture, new parts and variants, and two of their most iconic and groundbreaking missions into the game. Gear up, fuel up and prepare to share horizons with ESA and KSP!
Kerbal Space Program 1.10: Shared Horizons is the gameâs latest major update aimed to continue with our efforts to enrich the KSP experience. Build a kerbalized version of the renowned and powerful Ariane 5 heavy launch vehicle, visit comets and push the limits of space exploration with a host of new additions to the game that not only will give you more things to do, but also make the game look and perform better with a bunch of bug fixes and quality of life improvements.
Letâs go through some of the updateâs highlights below:
ESA Missions
Thanks to our collaboration with ESA, put yourself to the test and carry out KSP versions of the historic BepiColombo and Rosetta missions! Drop a lander module on the surface of a comet and visit the innermost planet of the solar system to study its magnetosphere and surface characteristics, all in the name of science. Best of all, the Making History and Breaking Ground expansions are not required to play these missions!
Comets
In order to make the Rosetta mission possible, comets now roam the Kerbal Solar System. With beautiful tails and larger dimensions than regular asteroids, comets appear in all game modes and you can take on new career mode contracts to detect and visit them. Be vigilant, because you might even see one that is passing through from interstellar space!Â
New Parts and Variants
Kerbal Space Program 1.10: Shared Horizons includes several new parts and variants to match ESAâs style! Decorate your vehicles with a variety of flag parts that can be attached to your liking, take the brand new Magnetometer Boom along with the MTO and MPO to carry out scientific experiments on Moho or beyond, or capture asteroids and comets with the Advanced Grabbing Unit Jr., a smaller and versatile version of the âKlawâ. Additionally, there are also new variants of some tanks, SRBs, the âPoodleâ Liquid Fuel Engine, and decouplers; plus, fairings have not only new variants, but some updated functionality as well.
Jool and Laythe Visual Improvements
The legendary green gas giant and itâs innermost satellite have new high-quality texture maps & graphic shaders, and now look sharper and more realistic than ever! Find a nice beach on Laythe and enjoy the view of Joolâs newly animated clouds. Beautiful!
youtube
youtube
To learn more you can read the full Changelog here:
======================= v1.10===========================
1.10.0 Changelog - BaseGame ONLY (see below for Making History and Breaking Ground changelog)
+++ Improvements
* Added the ability to fine tune fairings or use the existing, snap mode. This behavior reacts to the editor's angle snap. * Added ESA missions tutorial. * Adjusted the Remove Row button in KAL to only delete the row when clicking on the red cross, not the whole segment. * Fuel cells can be set started in the VAB or SPH for launch. * Drag cube debug information now available in VAB/SPH when show aero data in PAW debug option is on. * Improve drag cube system to handle Part Variants and Shrouds on the same part. * Add additional drag cube information to Debug Aero info in PAWs. * Persist Aero GUI UI debug window setting and Debug Aero info in PAWs setting between game sessions. * Performance improvements for engine module. * Performance and memory improvements for launching a vessel from the space centre. * Performance and memory improvements for part action windows by caching them. * Performance and memory improvements for reading and writing config nodes, so better performance for loading and saving. * Performance and memory improvements for undo and redo in VAB/SPH by caching stage manager icons. * Intended duplicated group-actions have a marker to distinguish the part side. * Converter actions now indicate resource type to differentiate them. * Performance and memory improvements for loading vessels. * Preview and select suits for Kerbals via the suit selector icon (coat hanger). * Performance and Memory improvements for game, craft and mission load dialogues. * Performance and Memory improvements for vessel loading. * Performance and Memory improvements for ModuleJettison in VAB/SPH. * The KSC's grass now changes according to the currently set terrain shader quality. * Revamped Jool, giving it a new animated shader and high resolution textures. * Laythe planet textures revamp. Low, medium and high quality terrain shaders. * ESA Collaboration missions implemented for base game. * Added EVA button to the crew transfer dialog. Functions the same as the crew hatch dialog EVA button. * Added the ability to have open-ended/uncapped fairings. * Sliders now display units in the Part Action Window where appropriate. * Optimized fairing mesh construction and exploded view heuristic by caching mouse position. * Reduced GC and unnecessary calculations performed for variants on fairings. * Reduced number of meshes and colliders for fairings to improve draw calls and standarize at 24-32 sides. * Added Marquee scrolling to a few PAW items for when the text is super long. Text is ellipsis in this case and on mouse over will move left then right. * Performance improvements in flight mode by caching variables in ThermalIntegrationPass and PartBuoyancy. * Hide UI elements that aren't being used and avoid unnecessary updates in flight mode. * Performance and memory improvements for DeltaV simulations. * Speed up craft loading and use less memory in VAB/SPH. * The PAW starts towards the outside of the screen instead of over the center of the rocket/screen. * The camera will not position itself at an appropriate distance when switching vessels to prevent the camera starting inside vessels. * KSP now has Comets! * Added two new contracts for comets. * Added surface sample science experiment for comets. * Comets can explode into smaller fragments while entering a CB's atmosphere. * Fairings can now be set to not auto-expand in SPH/VAB via a new PAW option. * Improve performance of splash FX in water by using combination aof close splashes and limiting how many occur in close proximity * Adjusted the "dark" them color to be more visible in the variant selector.
+++ Localization
* Changed Japanese translation of "Polar Crater" based on community feedback. * Stock vessel name and description translations. * Fix science done at Dessert not showing localized name. * Fix Service Module parts displaying unlocalized text for Shroud. * Fix Command parts displaying unlocalized text for Cutaway. * Fixed a localization issue on the Strategies occurring on FR, IT and PT * Fix unlocalized label for facility level during missions. * Fix grammar issue in From the Moon tutorial. * Updated SC-9001 Science Jr. perform science button so it now matches the new part name. * Fixes translation error in FTE-1 part in Japanese. * Fix missing character in KSP Merchandise link in main menu in simplified Chinese. * Improved phrasing for landing label in Russian. * Fix localized string when debugging aero details. * Fix localization issues with tab headings in Tracking Station. * Fix KSPedia - Numbers on Resources/Conversion Management page alignment in Russian and Chinese. * Fix KSPedia 'app launcher' text box on the Manual/Flight Interface page alignment in Portuguese. * Fix KSPedia text on Rocketry/Basics/Centered page spacing in Japanese. * Fix KSPedia text on Manual/Management page spacing in Portuguese. * Fix KSPedia unlocalized text for measurements is displayed in the 'Effective Range Table'. * Fix KSPedia Japanese Incorrect break line in Control. * Fix numerous part description texts. * Fix a couple of messages in tutorials. * Fix action sets override explanation tooltip text. * Fix Localization of Vessel Naming Group and vessel name in PAWs. * Removed line breaks in the Orbit's Ejection field tooltip in English.
+++ Parts
* Add fuel line ESA variant. * Add Thoroughbred ESA variant. * Added Rockomax X200-32 ESA variant. * Revamped R-11 'Baguette' External Tank and added silver variant. * Revamped R-4 'Dumpling' External Tank and added silver variant. * Revamped R-12 'Doughnut' External Tank and added silver variant. * Added new variants to the fairings size 1, 2 and 3. Now we have them in white, black and white, orange, silver and gold. * Revamped Struts and added white variant. * New Moho Planetary Observer (MPO) Probe. * New Moho Transfer Module (MTM). * Fix Mainsail's Center Of Thrust. * Fix LV-N engine FX particle offset. * Added the ESA variant to the Rockomax X200-16 Fuel Tank. * New Flag parts, these new parts can be placed on fairings by holding the Mod key or by setting the Fairing Expansion = Off setting in the fairings PAW. * Parts with Flag Decals on them can now have their decal set to mirrored. * New Magnetometer Boom science experiment.* Advanced Grabbing Unit textures revamped and added a Dark variant. * New Advanced Grabbing Unit Jr. With 2 variants * Fix for LV-N engine not stacking correctly at the bottom. * Added a white and yellow variant to all TD decouplers and TS separators.
+++ Bugfixes
* Fix Action Groups app position. * Fix mesh scale on short compoundparts causing reentry FX issues. * Fixed Interstage fairings holding onto the payload in certain use cases. * Fix dV calcs for stages drawing resources across decouplers with crossfeed enabled. * Fix unable to timewarp after using Set Position and then Set Orbit cheat. * Fix autostrut being incorrectly reset on parts attached to dynamic nodes if the part is the parent. * Fix drag cubes on J-90 Goliath, 48-7S Spark, LV-909 Terrier, RE-M3 Mainsail, RE-L10 Poodle RE-I5 Skipper, and numerous other parts. * Fix craft browser selecting wrong tab when player switches between VAB/SPH. * Fix the highlight and navigation colors not being set on game start when the settings file did not exist. * Fixed a bug that stopped the player from progressing in the Basic Science Tutorial. * Fix Action Groups app header in flight. * Fix Lights toggle image not showing all rays properly in Altimiter UI. * Fix comm link not displaying correct strength when focusing on a relay satellite. * Fix node icons being rendered on top of other Flight scene UI elements. * Fix broken off solar panels, fairings and shroud parts left on the surface causing vessels to remain in landed state after they take off. * Fix Dont Show Again not working for Delete all Messages functionality. * Fix LV-T45 config by removing duplicate definition of testmodule. * Fixed veteran kerbals dissappearing when being dismissed. * Fix Navball render issue when Maneuver mode is enabled. * Fix resources not being displayed in tracking station in Prospecting Eeloo Scenario. * Fix asteroids having incorrect mass when docking. * Fix bug causing kerbals to not respawn in Space Center. * Fix bug causing difficulty settings to revert when reverting flight. * Fix maneuver node label not showing when switching selected node. * Fix an issue where Maneuver Mode's Maneuver Editor's Gizmos can enlarge or shrink when clicked extremely fast. * Fix 3.75m decoupler and separator drag cubes creating too much drag. * Fix issue where some vessels were not being reset to the terrain when loading them in a save game where the game terrain detail settings had been changed since it was last saved. * Fix a different tone of white in the white fairing variant. * Fix Launch platform selector getting stuck when opening dialogs while it is already open. * Fix Portrait Gallery when EVAing and all gallery pictures have been hidden. * Fix lighting on specular shaded part icons. * Fix 3D object masking in Editor and RnD scenes for Windows platform and openGL forced. * Pinned PAW stays open in the editor on click events and on part selection. * Add some clarity in the strategies that have no-duration (Bail-out and Sell-out) so players dont expect them to remain active over time. * Fix Z-100 battery light showing white in toolbar and tooltip icons sometimes. * Fix fuel overlay becoming offset when dragging the root part by hiding the overlay during that drag. * Remove Jettison event for Jettison parts that are fairings as they cannot be jettisoned manually. * Fix hitching in the main menu. * Fix visual artefacts of atmosphere planets in map view at high timewarp rates. * Interior lights of ship cockpits and passenger modules are linked to the toggle lights action group. * Fixed bug causing empty stages not to be deleted. * Fix label overlap that was happening in some languages. * Part Action Windows will always close when its part is destroyed. * Fixed bug where drain valve values were being defaulted to true. * Fixed bug which caused some building lights to remain on during the day. * Fix camera out of frustum error when reloading flight scene in some scenarios. * Fix inertial tensor errors when reloading flight scene in some scenarios. * Fix log messages when running missions with test experiment node and node is set to any experiment. * Maneuver mode UI negative handles don't flip functionality anymore after adjusting the tool sensitivity. * Docking Port Actions now fire docking ports on same vessel. * The technology path lines don't disappear anymore. * Fix tutorial 'orbit 101' getting stuck when trying to get to the inclination value of 10 degrees. * Correctly handle engines burning across stages for dV calcs. * Fix decoupler handling when no parts attached to decoupler for dV calcs. * Fix stage UI dV display fluctuating up and down whilst burning engines. * Fixed NRE when changing the variant of a surface-attached LV-1 'Ant'. * Fix not copying resource amounts when copying parts in VAB/SPH. * Fix contract part naming to use real part names and not 'research lab' or 'materials bay'. * Fix for some keybindings activating when typing in toolbox part search in VAB/SPH. * Fix camera shake issues in the SPH when using shift and hovering over UI elements. * Fixed disappearing mode toggle button in KerbNet dialog. * Fix for Shadow Projection Settings resetting. * Fix PAW group headers being cut off in some languages. * Fixed an issue where the UT field in Precision Maneuver Editor wasn't able to display Universal Time in the 'y * Fix 'Cannot deploy while stowed.' bug for service bays. * Fix manuever node handles changing value incorrectly when dragging 'anti' handles. * Fix randomization error in Sentinel causing short lifetimes of discovered asteroids. * Fix Exception storm when inflatable heat shield destroyed by overheat in some situations. * Fix incorrect Line Break - Tracking Station - The string 'Last seen * PAW title now matches the new name of an asteroid after being renamed. * Maneuver node no longer moves along the planned trajectory instead of the current one when moving it ahead in time using the Maneuver Mode UI input field. * Fix crew assignment being blocked after loading second ship. * Fix the vesselSituation on unloaded space objects being Flying instead of Orbiting. * Fix flickering Celestial body self-shadow issues with DX11 platform. * Fix icons in map view not rescaling properly when UI scale changes. * Fix the EVA 'Board' button prompt not disappearing when the target vessel is destroyed. * Fix unlocalized label for mk1-3 pod lights. * Fixed the Island runway textures. * Fix camera behavior when camera mode is activated multiple times in flight mode. * Fix loading of Modders KSPedia slides. * Fix beginner tutorials being locked out after pressing Save or Load game buttons. * Fix NRE flood when creating or selecting a maneuver node with the Maneuver Mode UI Intercept tab open. * Fix Set Orbit cheat to allow rendezvous with vessels in an escaping sphere of influence situation. * Fairing panels now display the proper texture you see in the editor instead of pure white. * Fix incorrect drag cube and class size on Asteroids after they have been grappled and subsequently ungrappled or reloaded via scene change or save game load.
+++ Mods
* Add IPartMassModifier to ModuleJettison. Allows mods to implement mass change on jettison. * Fix application of mass to resource ratios in ModuleResourceConverter recipes. * Renamed a duplicated shader "KSP/Particles/Alpha Blended" to now have one named that and another named "KSP/Particles/Alpha Blended Scenery".
===================== Making History 1.10.0====================
+++ Improvements
* Tracking of vessels now works for creator defined vessels that undock and get created during a mission from another vessel. Mission creators can now assign parts that have had vessel rename and priority set to test against in mission nodes. * Moved localization files to base game. * Add checkbox to FlyThrough Test Node to allow the map marker to be hidden * Added a new icon for Test Grapple node in Mission Builder. * Add setting (MISSION_NAVIGATION_GHOSTING) to show nav marker ghosting when the target is behind you. Defaulted to on for all mission games (including ESA). * Added a new Grapple test node to verify if a grabbing unit took hold of a space object. * Space Objects can now be selected in the Distance to node. * Test vessel velocity can now be compared relative to vessels, kerbals, and space objects instead of just the orbited CB. * Nodes in Making History support comets the same as asteroids.
+++ Localization
* Fixed wrong localization for asteroid nodes in mission builder. * Fix descriptions for Shrimp and SWM-94 parts.
+++ Parts
* Kickback booster revamp and ESA variant. * Added new variants to the fairings size 1.5 and 3. Now we have them in white, black and white, orange, silver and gold. * Added a white and yellow variant to the size 1.5 and size 4 TD decouplers and size 1.5 and size 4 TS separators.
+++ Bugfixes
* Fix scenario loading in Mission Builder scene causing Mission Issues. * Fix Vessel/Part tracking on Nodes for Dock/Undock/Decouple/Couple events during a mission. * Added Create Comet node to be used on the Mission Editor. Under the Spawnables section. * Fixed minor typo in Intermediate Tutorial for Missions * Fixed label size to better suit other languages in SpawnAsteroid, mission builder. * Fix label displaying incorrect experiment for collected science data when prompted to overwrite. * Fix incorrect orbit around The Sun for asteroids spawning in missions. * Fix lighting brightness on displayed Kerbals and Vessels in the GAP. * Fix bug that impeded time warping after finishing a mission. * Fix Dawn of Space Age mission failing inmediately after lift off in some cases. * Fix drag cubes for the 3.75m Structural Tubes. * Fixed mirror symmetry placement for structural panels. * Fix GAP vessel filter ribbon disappearing when selecting alternate vessel/part selector in the SAP. * Fix #autoLOC_8005448 showing in Mission builder test distance validation report. * Fix bug causing unlocked servos to be locked when launching * Fix missing line break in node description. * Fix log messages when running missions with test experiment node and node is set to any experiment. * Fix log messages about Gene Kerman's animations being legacy when using him in message nodes in a mission. * Fix misnamed FL-TX440 Tank variants so they are consistent. * Fix a number of typos in the 'Dawn of the Space Age' mission. * Fix wrong size category for FL-R5 RCS Fuel Tank and the Heat Shield (1.875m) parts. * Fix stutter and error in planet viewer transition. * Fix button text issues on Play mission dialog for non-English text.
+++ Bugfix
* Fixed erratic positioning of Dessert Airfield windmills.
==================== Breaking Ground 1.5.0=====================
+++ Improvements
* Solar Panel and RTG now displays the power units produced based on Experience trait settings in the Part extended tooltip. * Added action groups for the fan blades for toggling the Roll, Yaw and Pitch controls independently and also Turn them all ON or OFF.
+++ Localization
* Localized Blades Control Rotations.
+++ Parts
* Fan Shrouds now have a node stack on top.
+++ Bugfixes
* Fix an issue where the Track Editor would remain open after switching vessels. * Fix for localization overlapping bug for all languages in graphics settings. * Fix spelling errors in robot scanner arm parts. * Fix tooltip not appearing for max limit axis. * Fixed bug when a KAL controlling another KAL's parameters play position stopped. * Fix issue with motors engaging on launch when they have been set to disengaged in editor. * Fixed mirror symmetry placement for propellers, blades, alligator hinges and rotational servos. * Fix Autostrut on Robotic Parts being cancelled (set to off) in some use cases. * Fix Autostrut debug visualization on Robotic Parts when locked/unlocked. * Fix the FTE-1 Drain Valve releasing particles when switching between VAB and SPH. * Fix non-cargo parts being able to be stored in a cargo container. * Fix Hinges and Pistons sometimes returning to build angle when locked. *Fix lock/unlock of robotic parts not working when fired from an action group.
Kerbal Space Program 1.10: Shared Horizons is now available on Steam and will soon be available on GOG and other third-party resellers. You will also be able to download it from the KSP Store if you already own the game.
Happy Launchings!
#Kerbal Space Program#shared horizons#ESA#Update#annoucnement#Update 1.10#changelog#available now#comets
21 notes
¡
View notes
Text
mtmte liveblog issue 33
[sees rewind cover] time to be emo
swerve giving us a nice lil recap of the wild events of slaughterhouse thus far
and then the roll call page...I love how the last one is ârewind?!?â
OUGHGHGGHGHGH REWIND TINYYYYYYYYYYYY
I adore that nautica has a list of in-jokes to check offÂ
ohhhh man I forgot that alt-lost light rewind doesn't really know skids?? bc the alt lost light never picked him up....
POOR REWIND he wakes up all elder scrolls style and then immediately autobot megatron is just There without explanation lmao this poor lil guy
love the casual gender stuff honestly
nightbeat: ayyyy rewind!! sup? what horrific slaughter happened here? spill the tea!Â
hvakjdfbskdf poor rewind is going thru it jesus
nautica and riptide hvbhkjasdsfasdfn âare jokes not funny where you come from?â immmmm
nautica is so cute I love her
ohhhhh I love the panel of the two lost lights going off in separate directions with the title right belowÂ
âI remember it well. kind ofâ that's a really funny line actually hbvkdjfnasdfl
I really like how on the alt lost light, rodimusâs risky stunt with the sparkeater actually kills him - I mean I'm glad that didn't happen in the main story but that's such a cool jarring discrepancyÂ
ok but its inherently VERY funny that the djd like, murdered the entire lost light, but later in the story the lost lighters are obviously still around and not dead...that's so fucking funny, the djd were probably like ????????????????? what the fuck didn't we kill these guys?????? but also they were tripping so they cant be sure
isn't it brainstorm who called the djd on the alt lost light??? oofÂ
LOVE the continuity of the alt lost light being the place that the djd went at the end of the scavengers 2 parter wayyyy back in the beginning of s1
more horrific slaughter, as one would expect from an arc called âslaughterhouseâÂ
jeeeesus I forgot how completely fucked up all the shit was for poor rewind 2. christÂ
also the like, thematic irony of alt-chromedome refusing to erase rewind from his memory and choosing to die horribly instead....SCREAMS I cant handle it
ITS SO HORRIBLE I'm so sad. poor rewind
âsilly stringâ I love riptide
nautica is so smart I lov herÂ
oooh skids going off on megatron is really good. I find the whole âcons are super anti-organic/alien lifeâ angle interesting, bc it like, Makes Sense that a race of robot aliens who live for millions of years wouldn't consider shorter-lived organic life to be on the same level as them, but its also like, not morally right, so the autobots are correct w/the whole âfreedom is the right of all sentient beingsâ thing...its LAYERED
rewind:Â âI'm tinyâ
me, crying: yeah...
honestly I really really love the quantum duplication plot in this arc. its like, peak sci fi nonsense but it also like, Makes Sense, and is presented in a very understandable manner...plus its like, super entertaining and fun, so I just love it
love how they're perusing brainstorms lab and just stumble across a dead body. classic
aaaand the plot thickens, with the reveal that brainstorm is a decepticon????? whoaaaa
I love that twist too oh man. I cannot WAIT for the time travel arc yessss
oof nautica being in denial about brainstorm being a con :(Â
I find it kinda funny that getaway is IMMEDIATELY like, punching walls and going full that-one-wack-storm-trooper-from-that-star-wars-movie abt brainstorm being a con lmao, like what's even ur beef dude
when nightbeat is all like, wait there's a Type⢠for decepticon double agents? and megatron says âhm. have you never been approached?â bvhjaskdfbaksfd
mannn tho, I love all the character stuff this issue...I love the panels of megatron where he looks mad and crushes brainstorms mask, bc like, heâs gotta be thinking abt the fact that the djd, his personal squad of bloodthirsty attack dogs, were the ones responsible for all of this, as well as overlords presence, and brainstorm secretly being a con....
ok rewind and megatrons interactions are fantastic
like, rewind IS the nice one, but the definition of âniceâ is probably a little different than it used to be due to Big Ole WarÂ
how are they propelling themselves in space????
NOOOOOOO I'm so fucking sad, rewind 2 is literally like âI'm fine with being deleted from existence bc my husband and everything I knew is goneâ aughhhh
and then megatron lies and tells him that he and chromedome, on the og lost light, are âinseparableâ đđđ I mean I guess that's not a lie if you count cd rewatching rewinds goodbye video on loop...AUGHHH
âletâs not drag out the goodbyesâ but rewind, what about one of the storyâs themes, âhow to say goodbye and mean itâ?Â
and we cut off right there for maximum suspense...
omg I love swerve like, fistbumping cyclonus in the chest, and cyclonus is just like ?
skids,,,,,maybe surprising chromedome with his not-so-dead alternate-version husband isn't the best idea...like, this isn't exactly a zero-explanation-necessary kinda situation...
I adore rewinds massive shoulder pads tbh
oh god. GODDDDD. the panels of rewind and chromedome sitting next to each other, not saying anything, and just slowly moving closer to each other while looking out at the stars....literally these gay robots invented romance, thank you very much
I'm so fucking tender guhhhhhhh
like,,,,the fact that both of them separately watched the other die horribly and could do nothing to stop it, and now they're reunited here, and they don't even need to say anything...AUGH.....
OUGHHHHHHHHHHHHHH I'm sorry I canât. SO tender
and MANNNN I'm so so glad that rewind is back. I don't always love when characters don't stay dead but I'm completely happy w/it here for multiple reasons, like the fact that I really like rewind and chromedomeâs story after this arc - like, I LOVE that they addressed the fact that rewind 2 is different from OG rewind, despite being fundamentally the same person, so he and cd cant just immediately get back together and pretend everything's fine, but also there's really only an 18 month (?i think) disparity between the 2 rewinds which is nothing compared to literal millions of years, soooo
ALSO I literally never considered this until this reread but it would've been kind of an L for rewind to die and stay dead considering that rewind and cd were The First transformers gay couple, and that's a really big deal! and I don't really consider it bury your gays bc like, rewind doesn't stay dead that long and also there are soooo many other gays, but STILLÂ
plus rewind and cd ended up having a lot of story left to get thru, which is awesome
also I just love rewind so I'm glad heâs back :)Â
ok the fact that the suspense over brainstorm being a con still isn't resolved bc not everyone knows....spectacular tbh
don't knock the power of love, nightbeat!Â
the briefcaseeeeeee
ok but I really don't remember jros explanation as to why rewind 2 and the briefcase didn't get deleted hvbhjsdkhfk I gotta go look that up again
OHHHHHHHHHH I FORGOT THE EPILOGUE IS THIS. OHHHHH MANNNNNN THIS IS ONE OF MY FAV PARTSÂ
BRAINSTORMMMMMMMMM ILYYYYYYYYY
I fucking love this scene bc this is basically the culmination of brainstorm being Completely Ominous for the entire story thus far, like, it really hit me this readthru that brainstorm was so totally sinister for like most of his screentime up until this arc...and this scene is the pinnacle, I love how everything brainstorm says is overlaid with so much tension for the reader bc of what we know now about him
like brainstorm saying âyes - hereâs to fixing thingsâ is so fucking sinister even though out of context that sentence is just normal
and when atomizer basically voices what the entire audience is thinking as brainstorm opens the briefcase -Â âbrainstorm, you canât do that.â bc yeah, what the hell, heâs opening THE briefcase, Oh Shit
AND THEN THE FINAL SHOT....brainstorm front and center looking SCARY AS HELL.... âI can do whatever the hell I like.â....everyone suddenly collapsed around him...the fantastic shadowy lighting...the ominously open briefcase...the clear segue Directly into the next high-concept arc....[chefs kiss] ART
seriously I love this issue so much. SO many good things. such good character stuff, really great interactions, some fantastic plot development, super creative sci-fi fun times...all around just an extremely solid and enjoyable issue, 10 outta 10
and MAN OH MAN I cannot wait to get into the elegant chaos arc, it fucking SLAPS, that arc and remain in light have always been my favs, I'm so excited to revisit itÂ
AND ruth bought the physical comic TPB for like issues 34-38 or something and I'm so so glad I can read that instead of braving the many split-up double page spreads on the online comicÂ
so yeah, cant wait!
3 notes
¡
View notes
Text
50 Sql Inquiry Questions You Need To Exercise For Interview
You can pick distinct documents from a table by utilizing the UNIQUE keyword phrase. Trigger in SQL is are a unique type of stored procedures that are specified to implement automatically in place or after information adjustments. It enables you to carry out a batch of code when an insert, update or any other question is executed against a particular table. DROP command eliminates a table and also it can not be rolled back from the database whereas TRUNCATE command eliminates all the rows from the table. This index does not allow the area to have duplicate values if the column is special indexed. Longevity indicates that when a transaction has been dedicated, it will certainly remain so, even in the event of power loss, crashes, or errors. In a relational database, for instance, once a group of SQL statements implement, the outcomes require to be kept completely. The SELECT statement is made use of as a partial DML statement, utilized to select all or relevant documents in the table. Denormalization is made use of to access the information from greater or reduced regular form of database. It likewise processes redundancy right into a table by including information from the associated tables. Denormalization includes required repetitive term right into the tables so that we can stay clear of making use of complicated joins as well as many other complex operations. t mean that normalization will not be done, however the denormalization process takes place after the normalization procedure. Think of a solitary column in a table that is inhabited with either a solitary number (0-9) or a single character (a-z, A-Z). Write a SQL inquiry to publish 'Fizz' for a numeric worth or 'Buzz' for alphabetical value for all values because column. Finally utilize the DEALLOCATE declaration to delete the cursor meaning and also release the associated sources. Clustering index can boost the performance of many query operations since they supply a linear-access path to data saved in the database. DeNormalization is a method used to access the information from higher to decrease regular types of database. It is also procedure of introducing redundancy into a table by including information from the related tables. Normalization is the process of reducing redundancy and also dependence by organizing fields and table of a database. The major objective of Normalization is to add, erase or modify field that can be made in a single table. APrimary keyis a column or a set of columns that uniquely identifies each row in the table. The information kept in the database can be customized, obtained and also deleted as well as can be of any type of type like strings, numbers, photos and so on. A CTE or common table expression is an expression which includes short-term outcome set which is defined in a SQL declaration. By utilizing DISTINCT key words duplicating records in a query can be avoided. When stored in a database, varchar2 uses just the allocated space. E.g. if you have a varchar2 and placed 50 bytes in the table, it will use 52 bytes. Stored Procedure is a feature includes many SQL statement to access the data source system. Numerous SQL statements are settled into a kept treatment and also implement them whenever and wherever called for. SQL represents Structured Query Language is a domain name particular programs language for managing the information in Database Administration Solution. SQL programs skills are extremely desirable and needed out there, as there is a huge use Database Management Systems in practically every software program application. To get a work, prospects require to crack the interview in which they are asked various SQL interview questions. A Stored Treatment is a function which includes numerous SQL declarations to access the data source system. Numerous SQL statements are settled into a kept treatment and also execute them whenever and also wherever required which saves time and prevent writing code time and again. If a main key is defined, a one-of-a-kind index can be applied immediately. An index refers to a performance adjusting method of enabling much faster access of records from the table. An index creates an access for every value as well as therefore it will be faster to retrieve data. Denormalization refers to a strategy which is utilized to gain access to information from higher to lower kinds of a data source. It aids the data source supervisors to raise the efficiency of the entire infrastructure as it introduces redundancy into a table. It adds the redundant information into a table by incorporating database questions that incorporate information from numerous tables into a solitary table. A DB question is a code written in order to obtain the details back from the data source. Question can be made as if it matched with our expectation of the result collection. Unique index can be applied immediately when main key is specified. An index is performance tuning approach of allowing much faster retrieval of records from the table. An index creates an entrance for each and every worth as well as it will certainly be much faster to get data. To defend against power loss, transactions need to be recorded in a non-volatile memory. Compose a inquiry to bring values in table test_a that are as well as not in test_b without utilizing the NOT keyword phrase. A self SIGN UP WITH is a case of normal join where a table is signed up with to itself based upon some relation between its very own column. Self-join makes use of the INNER JOIN or LEFT JOIN clause as well as a table pen name is made use of to designate various names to the table within the query. In this guide you will certainly locate a collection of real world SQL meeting inquiries asked in firms like Google, Oracle, Amazon.com and also Microsoft and so on. Each question includes a completely composed solution inline, saving your interview prep work time. TRUNCATE removes all the rows from the table, as well as it can not be rolled back. An Index is an unique structure related to a table speed up the efficiency of questions. https://geekinterview.net Index can be created on several columns of a table. A table can have just one PRIMARY KEY whereas there can be any variety of UNIQUE secrets. Main key can not contain Void values whereas One-of-a-kind key can have Void worths. MINUS - returns all unique rows selected by the first query but not by the second. UNION - returns all unique rows selected by either query UNION ALL - returns all rows chosen by either query, consisting of all duplicates. DECLINE command removes a table from the database and also procedure can not be curtailed. MINUS operator is utilized to return rows from the initial inquiry however not from the 2nd question. Matching records of first as well as 2nd query as well as various other rows from the very first question will be presented therefore set. Cross sign up with specifies as Cartesian product where variety of rows in the first table increased by number of rows in the 2nd table. If suppose, WHERE clause is made use of in cross sign up with then the inquiry will function like an INNER SIGN UP WITH. A nonclustered index does not alter the method it was kept yet develops a full separate item within the table. It point back to the original table rows after looking.

Considering the data source schema showed in the SQLServer-style diagram below, write a SQL inquiry to return a checklist of all the invoices. For every invoice, show the Billing ID, the billing day, the customer's name, as well as the name of the client that referred that customer. PROCLAIM a arrow after any type of variable declaration. The cursor statement must always be associated with a SELECT Declaration. The OPEN statement have to be called before fetching rows from the result set. FETCH statement to get and also relocate to the next row in the result set. Call the CLOSE declaration to shut off the arrow.
1 note
¡
View note
Text
Characters I Think Can (and possibly can't) defeat Alastor
You know. Different characters in Hazbin going up against Alastor one day in a full on power battle with him would be interesting. But what about other characters from other fandoms?
Disclaimer: Some characters from some fandoms, I haven't seen all of (like movies, shows and anime). So please keep that in mind.
I will also categorize characters in the following: High Chance, Medium Chance, Low Chance
High Chance meaning they could most definatley defeat him easily without any injuries or within the blink of an eye, Medium Chance, they could defeat him but it would take a while to, may take some injuries, Low Chance, will most definatley end up with injuries, maybe even come close to dying.
Please note: I don't hate Alastor. He's a really interesting character in my book. This idea has just been in my head for a while. And I wanna see if other people will agree and or disagree. You are also free to reblog this and add onto the list if you want to. This is an open topic to discuss. As long as it remains peaceful and civil. If it gets out of hand, I will delete this post.
This post may also contain spoilers from other shows, anime, cartoons, and movies. I'm leaving game characters out of this because I haven't played a lot of games in order to put those characters on this list. But you are free to add game characters if you wish. You have been warned of possible spoilers!
Anyways. On with the list. This also will be in no particular order power wise so yeah.
High Chance:
1. Mob/Shigeo Kageyama (Mob Psycho 100) (As of this post, I have 2 more episodes left remaining in Season 2. Do not spoil for me and for others please!)
Okay. Maybe not when he's at normal power (0%). But when he's at 100%, that boy is an explosive depending on what emotion he's feeling at the time of a situation. Yes, he has his rule of not using his psychic powers against others. But when the people he holds dearly are in danger of possibly dying or not, he is not a force to be messed with.
(An example of when he's at 100%)
2. Bill Cipher (Gravity Falls) (Spoiler warning!)
We all know of how powerful Bill is. He caused a Weirdmaggedon on Gravity Falls in the Season 2 finale. He froze time, he can grow, he can change his form, and he's been around since the beginning of time itself. Sure, he was defeated by Mabel and Dipper themselves a few times already. But as a whole, this triangle demon is pretty much an unstoppable force to deal with if you really look at it.
He also has a lot of similar qualities to that of Alastor. He likes to make deals, he likes to cause trouble, a lot of the citizens fear him, etc.
3. Kurumi (Date a Live) (Spoiler warning!)
It's been a long time since I last watched Date a Live. But from what I remember, this girl is pretty powerful. If my memory serves me correctly, she can freeze time, she can make duplicates of herself, she weilds a shotgun, she's quite a handful power wise. I haven't seen all of Date a Live. Just the 1st Season. So idk if other seasons/spin offs/OVA's/movies explore more on her powers or not (please don't spoil if it does).
4. Gon (Hunter x Hunter 2011) (Spoiler warning!)
I honestly do think that Gon has a high chance of defeating Alastor. We saw him duke it out with Neferpitou and he won for the sake of a friend. Just like Mob, he may not seem strong appearance wise but this boy has taken on some people much powerful than he is and won. Sure, his battle with the Chimera Ants almost left him for dead but he still made it out alive in the end thanks to Killua's help.
5. Elsa (Frozen, Frozen 2) (Please note I have not seen anything else Frozen related such as shorts. So I'm basing all of this based on what I have seen from Frozen. Any Frozen shorts that may have development on Elsa's powers! I have now seen Frozen 2 on YouTube due to a link but that doesn't mean you can spoil it for others!)
As rediculous as this may sound to some, she probably does have a high chance of defeating Alastor. We saw this girl make an entire ice castle just from her powers alone in Frozen within the course of a 2-3 minute song that everyone has embedded in their heads at this point in time. She can also change her outfits via her powers as well and make animate snow/ice creatures with her powers as well. Heck, we saw her freeze an entire kingdom which was the plot starter for Frozen! Again. Others may have other opinions. But this is what I think.
Medium Chance:
1. Celty Sturloson (Durarara!) (Spoiler warning!)
Like Date a Live, it's been quite a while since I last seen the entirety of Durarara so just bare with me on this. For those that don't know, Celty is a Dullahan, a creature from Irish folklore which is basically like their version of the Grim Reaper. Dullahans supposedly carry their heads around in their arms after they die. But in Celty's case, she lost her head and she kind of gave up on searching for it towards the end of the series. She can make a black ball out of an inescapable substance from her powers, she can make web-like structures with them as well, and she also does weild a scythe. Her motorcycle can also transform into different vehicles such as a horse (which is default), a bike, a carriage, etc.
2. Lelouch Lamporouge (Code Geass) (Please note that I have never completed this anime. I had like 9 episodes remaining in Season 1. So please don't spoil anything in regards to Lelouch's power development!)
I kind of have my doubts with Lelouch on this one since his powers require him to look at someone directly in the eye in order to possess them so he can command them to do something against their own will. But if he plays his cards right (which he's pretty good at doing), he could have a chance of defeating Alastor. Like I previously mentioned, I haven't completed all of Code Geass so I don't know the full extent of Lelouch's powers outside of Season 1. I already also mentioned Lelouch's powers previously, too so yeah lol. But yeah. I kind of have my doubts when it comes to him.
3. Yuu Otosaka (Charlotte) (Spoiler warning!)
Yuu would most likely have a medium chance of defeating Alastor because of his ability to harness other's powers. Keep in mind. It's also been a while since I've last seen Charlotte so bare with me on this one as well. I do think he would come out with some injuries because of the fact that he doesn't know the extent of other's powers that he has harnessed from them, he only knows about his own powers very well. If he's not careful, he could end up injured.
4. Albedo (Overlord) (Please note that I've only seen Season 1 so don't spoil anything that's important to Albedo's power development!)
I personally don't think Einz himself would go out to try to fight someone that's as powerful as he is unless it posed as a threat to his life and or his kingdom. So, I would think that he'd send his servants to survey the area of any potential threats and to get rid of them immediatley before they become a big threat. He probably wouldn't send Albedo out first but maybe she could be his 2nd to last resort before going to investigate himself. Either that or she'd automatically volunteer herself out of the sake of her love for Einz. Which, he'd probably agree with once the begging gets annoying.
5. Chrollo Lucilfer (Hunter x Hunter 2011) (Spoiler warning!)
This would be before he got his powers taken away and restricted into a state of Zetsu by Kurapika. He has shown to be pretty powerful. He made it out alive when fighting against two members of the Zoldyck family. But I think the only disadvantage to this would be the fact that he needs his Nen book in order to use other's powers. Without his Nen book, he's basically powerless.
Low Chance:
1. Ganta (Deadman Wonderland) (Spoiler warning!)
It's been quite a while since I've seen Deadman Wonderland. Bare with me here. So much like Gon, Ganta has taken on some pretty powerful Deadmen while serving his time in Deadman Wonderland after being accused of a crime he was blackmailed against for. I don't exactly remember his Deadman ability since it's been so long. But I do think he'd come out with quite a lot of injuries after challenging Alastor to a fight.
2. Decim (Death Parade) (Spoiler warning!)
The only thing I'm aware of power wise for Decim is that he can use web-like strings to hold people down after they've realized they're dead. I've heard quite a bit saying that he's based on the Greek god, Decima. Idk if that's true or not tho. But the extent of his powers is unknown and I highly doubt Death Parade will continue as an anime series. So I would think he has a low chance at defeating Alastor with all that we currently know on his powers.
3. Sebastian Micaelis (Black Butler/Kuroshitsuji) (Spoiler warning!)
A lot of fangirls will probably hate me for this. Lol. But I kind of doubt Sebastian could defeat Alastor without getting injured. We don't know the full extent of his powers yet despite also coming from Hell in that universe. So, that's the reason to my doubts.
4. Magica De Spell (DuckTales 2017) (Spoiler warning!)
This would be before the Shadow War! I'm also not going to discuss the 1987 show or the original comics since I've never completed the 1987 show nor have I read any of the original comics yet. So I'm only relying on what we've seen so far in the reboot. Like Bill, she was able to start this apocalypse by taking everyone's shadows from them. She trapped Scrooge in his own lucky dime in order to execute her plans. But I doubt she'd be able to defeat Alastor in all honesty.
5. Lena De Spell (DuckTales 2017) (Spoiler warning!)
Lena De Spell is the niece of Magica De Spell. She was created as a shadow with the appearance of the real girl in order to unwillingly help Magica with her plans to take over Duckburg in the exchange for her freedom. After Magica is defeated and powerless, Lena now currently possesses Magica's powers via her amulet. So she undoubtingly has some of the same powers that Magica had. But since she hasn't really had much character development/power development as of this post, I kind of doubt she could defeat Alastor without being injured.
Aand that's all. If you want to add to this post, reblogs are appriciated. Thank you!
4 notes
¡
View notes
Text
Python: 100 Simple Codes
Python: 100 Simple Codes
Beginner-friendly collection of easy-to-understand Python examples.

Each code snippet is designed to help you learn programming concepts step by step, from basic syntax to simple projects. Perfect for students, self-learners, and anyone who wants to practice Python in a fun and practical way.
Codes:
1. Print Hello World
2. Add Two Numbers
3. Check Even or Odd
4. Find Maximum of Two Numbers
5. Simple Calculator
6. Swap Two Variables
7. Check Positive, Negative or Zero
8. Factorial Using Loop
9. Fibonacci Sequence
10. Check Prime Number
===
11. Sum of Numbers in a List
12. Find the Largest Number in a List
13. Count Characters in a String
14. Reverse a String
15. Check Palindrome
16. Generate Random Number
17. Simple While Loop
18. Print Multiplication Table
19. Convert Celsius to Fahrenheit
20. Check Leap Year
===
21. Find GCD (Greatest Common Divisor)
22. Find LCM (Least Common Multiple)
23. Check Armstrong Number
24. Calculate Power (Exponent)
25. Find ASCII Value
26. Convert Decimal to Binary
27. Convert Binary to Decimal
28. Find Square Root
29. Simple Function
30. Function with Parameters
===
31. Function with Default Parameter
32. Return Multiple Values from Function
33. List Comprehension
34. Filter Even Numbers from List
35. Simple Dictionary
36. Loop Through Dictionary
37. Check if Key Exists in Dictionary
38. Use Set to Remove Duplicates
39. Sort a List
40. Sort List in Descending Order
===
41. Create a Tuple
42. Loop Through a Tuple
43. Unpack a Tuple
44. Find Length of a List
45. Append to List
46. Remove from List
47. Pop Last Item from List
48. Use range() in Loop
49. Use break in Loop
50. Use continue in Loop
===
51. Check if List is Empty
52. Join List into String
53. Split String into List
54. Use enumerate() in Loop
55. Nested Loop
56. Simple Class Example
57. Class Inheritance
58. Read Input from User
59. Try-Except for Error Handling
60. Raise Custom Error
===
61. Lambda Function
62. Map Function
63. Filter Function
64. Reduce Function
65. Zip Two Lists
66. List to Dictionary
67. Reverse a List
68. Sort List of Tuples by Second Value
69. Flatten Nested List
70. Count Occurrences in List
===
71. Check All Elements with all()
72. Check Any Element with any()
73. Find Index in List
74. Convert List to Set
75. Find Intersection of Sets
76. Find Union of Sets
77. Find Difference of Sets
78. Check Subset
79. Check Superset
80. Loop with Else Clause
===
81. Use pass Statement
82. Use del to Delete Item
83. Check Type of Variable
84. Format String with f-string
85. Simple List Slicing
86. Nested If Statement
87. Global Variable
88. Check if String Contains Substring
89. Count Characters in Dictionary
90. Create 2D List
===
91. Check if List Contains Item
92. Reverse a Number
93. Sum of Digits
94. Check Perfect Number
95. Simple Countdown
96. Print Pattern with Stars
97. Check if String is Digit
98. Check if All Letters Are Uppercase
99. Simple Timer with Sleep
100. Basic File Write and Read
===
0 notes
Text
Version 422
youtube
windows
zip
exe
macOS
app
linux
tar.gz
đđ It was hydrus's birthday this week! đđ
I had a great week. I mostly fixed bugs and improved quality of life.
tags
It looks like when I optimised tag autocomplete around v419, I accidentally broke the advanced 'character:*'-style lookups (which you can enable under tags->manage tag display and search. I regret this is not the first time these clever queries have been broken by accident. I have fixed them this week and added several sets of unit tests to ensure I do not repeat this mistake.
These expansive searches should also work faster, cancel faster, and there are a few new neat cache optimisations to check when an expensive search's results for 'char' or 'character:' can quickly provide results for a later 'character:samus'. Overall, these queries should be a bit better all around. Let me know if you have any more trouble.
The single-tag right-click menu now always shows sibling and parent data, and for all services. Each service stacks siblings/parents into tall submenus, but the tall menu feels better to me than nested, so we'll see how that works out IRL. You can click any sibling or parent to copy to clipboard, so I have retired the 'copy' menu's older and simpler 'siblings' submenu.
misc
Some websites have a 'redirect' optimisation where if a gallery page has only one file, it moves you straight to the post page for that file. This has been a problem for hydrus for some time, and particularly affected users who were doing md5: queries on certain sites, but I believe the downloader engine can now handle it correctly, forwarding the redirect URL to the file queue. This is working on some slightly shakey tech that I want to improve more in future, but let me know how you get on with it.
The UPnPc executables (miniupnp, here https://miniupnp.tuxfamily.org/) are no longer bundled in the 'bin' directory. These files were a common cause of anti-virus false positives every few months, and are only used by a few advanced users to set up servers and hit network->data->manage upnp, so I have decided that new users will have to install it themselves going forward. Trying to perform a UPnP operation when the exe cannot be found now gives a popup message talking about the situation and pointing to the new readme in the bin directory.
After working with a user, it seems that some clients may not have certain indices that speed up sibling and parent lookups. I am not totally sure if this was due to hard drive damage or broken update logic, but the database now looks for and heals this problem on every boot.
parsing (advanced)
String converters can now encode or decode by 'unicode escape characters' ('\u0394'-to-'Î') and 'html entities' ('&'-to-'&'). Also, when you tell a json formula to fetch 'json' rather than 'string', it no longer escapes unicode.
The hydrus downloader system no longer needs the borked 'bytes' decode for a 'file hash' content parser! These content parsers now have a 'hex'/'base64' dropdown in their UI, and you just deliver that string. This ugly situation was a legacy artifact of python2, now finally cleared up. Existing string converters now treat 'hex' or 'base64' decode steps as a no-op, and existing 'file hash' content parsers should update correctly to 'hex' or 'base64' based on what their string converters were doing previously. The help is updated to reflect this. hex/base64 encodes are still in as they are used for file lookup script hash initialisation, but they will likely get similar treatment in future.
birthday
đđđđđ
On December 14th, 2011, the first non-experimental beta of hydrus was released. This week marks nine years. It has been a lot of work and a lot of fun.
Looking back on 2020, we converted a regularly buggy and crashy new Qt build to something much faster and nicer than we ever had with wx. Along with that came mpv and smooth video and finally audio playing out of the client. The PTR grew to a billion mappings(!), and with that came many rounds of database optimisation, speeding up many complicated tag and file searches. You can now save and load those searches, and most recently, search predicates are now editable in-place. Siblings and parents were updated to completely undoable virtual systems, resulting in much faster boot time and thumbnail load and greatly improved tag relationship logic. Subscriptions were broken into smaller objects, meaning they load and edit much faster, and several CPU-heavy routines no longer interrupt or judder browsing. And the Client API expanded to allow browsing applications and easier login solutions for difficult sites.
There are still a couple thousand things I would like to do, so I hope to keep going into 2021. I deeply appreciate the feedback, help, and support over the years. Thank you!
If you would like to further support my work and are in a position to do so, my simple no-reward Patreon is here: https://www.patreon.com/hydrus_dev
full list
advanced tags:
fixed the search code for various 'total' autocomplete searches like '*' and 'namespace:*', which were broken around v419's optimised regular tag lookups. these search types also have a round of their own search optimisations and improved cancel latency. I am sorry for the trouble here
expanded the database autocomplete fetch unit tests to handle these total lookups so I do not accidentally kill them due to typo/ignorance again
updated the autocomplete result cache object to consult a search's advanced search options (as under _tags->manage tag display and search_) to test whether a search cache for 'char' or 'character:' is able to serve results for a later 'character:samus' input
optimised file and tag search code for cases where someone might somehow sneak an unoptimised raw '*:subtag' or 'namespace:*' search text in
updated and expanded the autocomplete result cache unit tests to handle the new tested options and the various 'total' tests, so they aren't disabled by accident again
cancelling a autocomplete query with a gigantic number of results should now cancel much quicker when you have a lot of siblings
the single-tag right-click menu now shows siblings and parents info for every service, and will work on taglists in the 'all known tags' domain. clicking on any item will copy it to clipboard. this might result in megatall submenus, but we'll see. tall seems easier to use than nested per-service for now
the more primitive 'siblings' submenu on the taglist 'copy' right-click menu is now removed
right-click should no longer raise an error on esoteric taglists (such as tag filters and namespace colours). you might get some funky copy strings, which is sort of fun too
the copy string for the special namespace predicate ('namespace:*anything*') is now 'namespace:*', making it easier to copy/paste this across pages
.
misc:
the thumbnail right-click 'copy/open known urls by url class' commands now exclude those urls that match a more specific url class (e.g. /post/123456 vs /post/123456/image.jpg)
miniupnpc is no longer bundled in the official builds. this executable is only used by a few advanced users and was a regular cause of anti-virus false positives, so I have decided new users will have to install it manually going forward.
the client now looks for miniupnpc in more places, including the system path. when missing, its error popups have better explanation, pointing users to a new readme in the bin directory
UPnP errors now have more explanation for 'No IGD UPnP Device' errortext
the database's boot-repair function now ensures indices are created for: non-sha256 hashes, sibling and parent lookups, storage tag cache, and display tag cache. some users may be missing indices here for unknown update logic or hard drive damage reasons, and this should speed them right back up. the boot-repair function now broadcasts 'checking database for faults' to the splash, which you will see if it needs some time to work
the duplicates page once again correctly updates the potential pairs count in the 'filter' tab when potential search finishes or filtering finishes
added the --boot_debug launch switch, which for now prints additional splash screen texts to the log
the global pixmaps object is no longer initialised in client model boot, but now on first request
fixed type of --db_synchronous_override launch parameter, which was throwing type errors
updated the client file readwrite lock logic and brushed up its unit tests
improved the error when the client database is asked for the id of an invalid tag that collapses to zero characters
the qss stylesheet directory is now mapped to the static dir in a way that will follow static directory redirects
.
downloaders and parsing (advanced):
started on better network redirection tech. if a post or gallery URL is 3XX redirected, hydrus now recognises this, and if the redirected url is the same type and parseable, the new url and parser are swapped in. if a gallery url is redirected to a non-gallery url, it will create a new file import object for that URL and say so in its gallery log note. this tentatively solves the 'booru redirects one-file gallery pages to post url' problem, but the whole thing is held together by prayer. I now have a plan to rejigger my pipelines to deal with this situation better, ultimately I will likely expose and log all redirects so we can always see better what is going on behind the scenes
added 'unicode escape characters' and 'html entities' string converter encode/decode types. the former does '\u0394'-to-'Î', and the latter does '&'-to-'&'
improved my string converter unit tests and added the above to them
in the parsing system, decoding from 'hex' or 'base64' is no longer needed for a 'file hash' content type. these string conversions are now no-ops and can be deleted. they converted to a non-string type, an artifact of the old way python 2 used to handle unicode, and were a sore thumb for a long time in the python 3 parsing system. 'file hash' content types now have a 'hex'/'base64' dropdown, and do decoding to raw bytes at a layer above string parsing. on update, existing file hash content parsers will default to hex and attempt to figure out if they were a base64 (however if the hex fails, base64 will be attempted as well anyway, so it is not critically important here if this update detection is imperfect). the 'hex' and 'base64' _encode_ types remain as they are still used in file lookup script hash initialisation, but they will likely be replaced similarly in future. hex or base64 conversion will return in a purely string-based form as technically needed in future
updated the make-a-downloader help and some screenshots regarding the new hash decoding
when the json parsing formula is told to get the 'json' of a parsed node, this no longer encodes unicode with escape characters (\u0394 etc...)
duplicating or importing nested gallery url generators now refreshes all internal reference ids, which should reduce the liklihood of accidentally linking with related but differently named existing GUGs
importing GUGs or NGUGs through Lain easy import does the same, ensuring the new objects 'seem' fresh to a client and should not incorrectly link up with renamed versions of related NGUGs or GUGs
added unit tests for hex and base64 string converter encoding
next week
Last week of the year. I could not find time to do the network updates I wanted to this week, so that would be nice. Otherwise I will try and clean and fix little things before my week off over Christmas. The 'big thing to work on next' poll will go up next week with the 423 release posts.
1 note
¡
View note
Text
Java program to remove duplicate characters from a String
Java program to remove duplicate characters from a String
In this article, we will discuss how to remove duplicate characters from a String. Here is the expected output for some given inputs : Input : topjavatutorial Output : topjavuril Input : hello Output : helo The below program that loops through each character of the String checking if it has already been encountered and ignoring it if the condition is true. package com.topjavatutorial; publicâŚ
View On WordPress
#delete duplicate characters in a string#How to remove duplicate characters from a string in java#java - function to remove duplicate characters in a string#Java - Remove duplicates from a string#java LinkedHashSet#java remove duplicate characters#java remove duplicate characters preserving order#java remove duplicate chars from String#java remove duplicates#Remove all duplicates from a given string#Remove duplicate values from a string in java#remove duplicates from String in java#Removing duplicates from a String in Java
0 notes
Text
Iâm planning to write a sound change applier (like the one over at zompist) for conlanging purposes and probably written up on my conlanging/lingusitics/worldbuilding sideblog glossopoesis as bothj a useful project for my conlanging hobby, but also to help get me more proficient at coding which, given my actual job is definitely something I could use
plan is to duplicate all the functionality of the SCA2 on zompist (except for rewrite rules which, honestly are kinda pointless and I end up wasting more time trying to remember which way round it goes than it saves compared to just putting the changes in explicitly) which means substitution, environmental conditions, deletion, insertion, word boundaries, categories, simple metathesis, nonce categories, category-for-category substitutions, gemination, wildcards, glosses, option characters & exceptions. There are some other bits of functionality Iâd quite like to add which are:
multiple exceptionsf
long-range metathesis (e.g. miraculum -> milagro)
explicit indexing of categories (i.e. T{i} > D{i} / _ Z{i} would send a member of category T to the corresponding member of category D when followed by the member of category Z)
updating categories during a set of sound changes (i.e. say you want to use h for a glottal at the start but for whatever reason a velar later, you can move it to the corresponding categories rather than having to leave it in the same one itâs in at the start)
surface filters that apply after ever normal sound change applied (these would also probably need to be able to be turned on and off during the course of the program)
both greedy and non-greedy wildcards (SCA2 has greedy wildcards that match any string only, but also having a wildcard that matches any one character would be useful)
wildcard blocking (i.e. a > ĂŚ / _ ... i unless ... includes N; is slightly different from a > ĂŚ / _ ... i / _ ... N ... i because the latter would also prevent atini from umlauting when it probably shouldnât be blocked)
does anyone else have any suggestions on potentially useful features?
Also for code-ier people, any particularly strong feelings on what language to use? Itâd need to be able to handle unicode and be fairly easy to develop in on a windows machine (although I suppose I could turn my old laptop into an ubuntu machine) but those are pretty much the only considerations. I suspect bash/awk is strictly speaking the best option here (seeing as awk is literally all about pattern substitution stuff) but for Personal Development reasons Iâm leaning towards python or javascript/nodejs.
12 notes
¡
View notes
Text
Explaining Easy Secrets Of online text manipulation tools
My Text Tools - Text Manipulation Online My Text Tools really are a powerful suite of browser-based text manipulation tools to simply perform specialized text manipulation tasks which are impossible using traditional text editors. To your left* are the tool menu buttons, directly above is the "working-text" field where text manipulation occurs and right* will be the working-text field's controls. After clicking a tool's menu button, the tool's controls will load into the therapy lamp below the working-text field. Instruction and examples are available towards the bottom of each and every tool's controls but a majority of tools are self explanatory. Working of text often requires using multiple tools, so for your convenience the working-text will pass between tool pages without having to reload. Below is a listing of available tools with a short description to assist figure out what tool(s) will meet your preferences. *NOTE: Small screen devices will need to open menu/control columns through the "Open tool menu" and "Open text controls" buttons, located page bottom. Basic tools: ⢠Count lines, characters, words, sentences, strings. - Instantaneously count lines, characters, words, sentences and custom strings while you paste, type, click-on or select working-text. ⢠Find and replace text. - Find and replace text across line breaks while using option of regular expression (regex) matching and controlling replacement text dependant on matching text containing you aren't containing a certain text or regex. ⢠Change letter case. - Change/convert letter case to/from uppercase, lowercase, first letter of each word uppercase, first letter of each one sentence uppercase. ⢠Remove letter accents. - Convert å to some. ⢠Remove unwanted whitespace. - Reduce all double plus extra spacing into single spaces. Trim leading/trailing spaces from lines. Remove all whitespace. ⢠Sort text by alphabetical, length, random, reverse order. - Sort items/lines inside a list/text in alphabetical, length, random, reverse order. online text manipulation tools Items my be sorted by a specified delimiter and column number within the item. Line/item tools: ⢠Create/remove line breaks. - Create new or remove existing line breaks. New line breaks can be produced either before or after search string. Removed line breaks may be replaced by way of a string. ⢠Insert prefix and/or suffix into each line/item. - Does exactly wthat title says. Most useful tool ever! ⢠Join text lines, side-by-side. - Join multiple blocks of text by merging their lines/rows from right side to left side. ⢠Number each line/item. - Great tool to enumerate items within a delimited list. ⢠Remove blank lines. - Remove blank/empty lines, including lines containing only whitespace. ⢠Remove duplicate lines/items. - Will remove duplicate content between any delimiter. ⢠Remove lines/items containing... - Remove lines or delimited items containing/not containing a nominated text string with optional regex matching. ⢠Remove unwanted line numbers. - Remove unwanted line numbers in the first place each line often encountered from copying code blocks. Column tools: ⢠Delete column of text. - Will work with double quote CSV text. ⢠Extract column of text. - Will work with double quote CSV text. ⢠Insert column of text. - Will work with double quote CSV text. ⢠Swap columns of text. - Will work with double quote CSV text. Generators: ⢠Combination generator. - Generate limited combinations from text objects by merging objects/lines in combinations from left to right. ⢠Numbered list generator. - Generate a sequentially numbered, line break delimited list for additional completion. ⢠Random number generator. - Generate random numbers from the selected low/high range with prefix/suffix/joining options. ⢠Random string generator. - Generate random strings with many different construction options. Miscellaneous: ⢠Extract text between two strings, tags, characters, etc. - Extracts text lying between text like urls from href attribute tags within hyperlinks. ⢠Extract unique words from text with frequency count. - Extract a set of all unique words from text with all the use of a CSV format word frequency count.
1 note
¡
View note