Review the current unit test coverage report at `build/coverage.xml` and use it to write new Behave based unit tests to improve code coverage. Specifically, write Behave style unit tests that are descriptively named and specifically improve coverage on the current file changes waiting to be committed to git by writing tests that will target the uncovered lines in the report. You should start by viewing the current code changes that need to be covered by running command `git diff HEAD`.# 详解:func convert( _ rect: CGRect, to coordinateSpace: any UICoordinateSpace ) -> CGRect
## 假设有以下层级:
```
Window
└── ViewA
└── ViewB
```
## 示例代码
```swift
let rectInB = CGRect(x: 0, y: 0, width: 50, height: 50)
// 把 ViewB 坐标系中的矩形转换到 ViewA 坐标系
let rectInA = viewB.convert(rectInB, to: viewA)
```
这段代码会将 rectInB(在 ViewB 自身坐标系下的矩形)转换成它在 ViewA 坐标系下的位置。
如果你换成:
```swift
let rectOnScreen = viewB.convert(rectInB, to: UIScreen.main.coordinateSpace)
```
就能得到这个矩形在屏幕坐标系中的位置(即屏幕左上角为原点的坐标)。/**
* @param {string[]} strs
* @param {number} m
* @param {number} n
* @return {number}
*/
var findMaxForm = function(strs, m, n) {
// Step 1: Initialize a 2D DP array
// dp[i][j] = max number of strings we can form with i zeros and j ones
let dp = Array.from({ length: m + 1 }, () => Array(n + 1).fill(0));
// Step 2: Process each string in strs
for (let str of strs) {
// Count zeros and ones in the current string
let zeros = 0, ones = 0;
for (letgo to settings/environments/staging
Activate branch tracking and set the branch
save it
got to /deployments and deploy it with the name of the branch setfunction removeStars(s) {
const array = s.split('')
const n = array.length
const stack = []
for (let i = 0; i < n; i++) {
if (array[i] === '*') {
stack.pop()
} else {
stack.push(array[i])
}
}
return stack.join('')
}function removeDuplicates(s) {
const array = s.split('')
const n = array.length
console.log(n)
const stack = []
for (let i = 0; i < n; i++) {
if (stack.length && stack[stack.length - 1] === array[i]) {
stack.pop()
} else {
stack.push(array[i])
}
}
return stack.join('')
}# iOS开发:SnapKit使用
## 例子1
```swift
// make width = superview.width + 100, height = superview.height + 100
make.size.equalTo(superview).offset(100)
```
## 例子2
```swift
// 等价于make.left.equalToSuperview().offset(10)
make.left.equalTo(10)
// 等价于make.right.equalToSuperview().offset(-10)
make.right.equalTo(-10)
```
## 例子3
```swift
// make.leading.trailing.equalToSuperview().inset(10)等价于以下两行代码
make.leading.equalTo(10)
make.trailing.equalTo(-10)
```
## 例子4
```swift
// make centerX = superview.centerXfunction simplifyPath(path) {
const pathArr = path.split('/')
const n = pathArr.length
const simplifiedPath = []
for(let i=0; i<n; i++) {
if(pathArr[i]==='.' || pathArr[i]==='') {
continue
}
if(pathArr[i]==='..') {
simplifiedPath.pop()
continue
}
simplifiedPath.push(pathArr[i])
}
return `/${simplifiedPath.join('/')}`
}:root {
--container-width: 700px;
--columns: 12;
--gap: 20px;
--column-width: calc((var(--container-width) / var(--columns)) - var(--gap));
--breakpoint: 46em;
}
img {
max-width: 100%;
}
.image-edge-grid {
margin-bottom: 2rem;
display: grid;
grid-gap: var(--gap);
grid-template-columns: minmax(1em, 1fr) repeat(var(--columns), minmax(0, var(--column-width))) minmax(1em, 1fr);
max-width: initial;
}
.image-edge-grid__img {
grid-colfunction sortStack(stack) {
let tempStack = [];
while(stack.length) {
const temp = stack.pop()
while(tempStack.length && tempStack[tempStack.length - 1]>temp) {
stack.push(tempStack.pop())
}
tempStack.push(temp)
}
return tempStack
}
<img src="assets/images/1.jpg" alt="" class="img" draggable="false" oncontextmenu="return false;" /><button id="createContext">WebGLコンテキスト作成</button>
<input type="number" id="deleteNumber" min="1" value="1" />
<button id="deleteSpecific">番号を指定して削除</button>
<button id="deleteAll">全て削除</button>
<div id="canvasContainer"></div><textarea class="auto-resize"></textarea>using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class SmartRandomMover : MonoBehaviour
{
[Header("Movement Settings")]
public Transform[] targets; // Assign points in Inspector
public float moveSpeed = 3f; // Speed of movement
public float rotationSpeed = 5f; // How fast it rotates to face target
public float stopDistance = 0.5f; // Distance to consider "arrived"
public float waitTime = 1f; using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerShootingAuto : MonoBehaviour
{
[Header("Setup")]
public GameObject bulletPrefab;
public Transform firePoint;
public float bulletSpeed = 20f;
public float fireDelay = 0.3f; // seconds between shots
private bool isFiring = false;
private float nextFireTime = 0f;
// Called via Unity Event
public void OnFire(InputAction.CallbackContext context)
{
if (context.perfoinicio{
"host":"VB4/gmn8UE5J73Bg9vSbWyhnUA==",
"porta":"CbyZhQEGptRObG41",
"contador":"e1Num6WG25XoF58yuifZFiiwRYcv+914nDNI57ZYQX8opvtTgHKpfsUXX+lngKGuEWTZnB3RUS03WS/UlPEg",
"spammer":"xQAIzKqmHLR3sYGuiRV33LNMw+U="
}fim