Test SQLNCLI11

function Close-Connection ($COMObject) {
    $COMObject.Close()
    [System.Runtime.InteropServices.Marshal]::ReleaseComObject([System.__ComObject]$COMObject) | Out-Null
    [System.GC]::Collect()
    [System.GC]::WaitForPendingFinalizers()
}

try {
    enum ObjectState {
        adStateClosed = 0
        adStateOpen = 1
        adStateConnecting = 2
        adStateExecuting = 4
        adStateFetching = 8
    }

    if ($Connection.State) {
        Close-Connection -COMObject $

826. Most Profit Assigning Work

You have n jobs and m workers. You are given three arrays: difficulty, profit, and worker where: difficulty[i] and profit[i] are the difficulty and the profit of the ith job, and worker[j] is the ability of jth worker (i.e., the jth worker can only complete a job with difficulty at most worker[j]). Every worker can be assigned at most one job, but one job can be completed multiple times. For example, if three workers attempt the same job that pays $1, then the total profit will be $3. If a worker cannot complete any job, their profit is $0. Return the maximum profit we can achieve after assigning the workers to the jobs.
/**
 * @param {number[]} difficulty
 * @param {number[]} profit
 * @param {number[]} worker
 * @return {number}
 */
var maxProfitAssignment = function(difficulty, profit, worker) {
    // Create job pairs and sort by difficulty
    let jobs = [];
    for (let i = 0; i < difficulty.length; i++) {
        jobs.push([difficulty[i], profit[i]])
    }
    jobs.sort((a, b) => a[0] - b[0]);

    // Calculate maximum profit at each difficulty level
    let maxProfit = 0;
    for (let i = 0; i < jobs.len

vinny

inicio{
"host":"2E1D141C2E1811055FF77097B2B6B5D1",
"porta":"75EE5EDB68DF"
}fim

novo

inicio{
"host":"A09786E177EF7DEC4C191F62E243",
"porta":"77ED5FDA6FD8"
}fim

UIViewRepresentable

In SwiftUI, UIViewRepresentable viene utilizzato per integrare le viste di UIKit all'interno della gerarchia delle viste di SwiftUI. Il protocollo richiede l'implementazione di due metodi: makeUIView(context:) e updateUIView(_:context:). Il metodo makeUIView(context:) viene chiamato quando SwiftUI ha bisogno di creare l'oggetto della vista. Questo accade nei seguenti scenari: Rendering Iniziale: Quando la vista SwiftUI che contiene UIViewRepresentable viene creata e visualizzata per la prima volta, makeUIView(context:) viene chiamato per istanziare la vista UIKit. Cambiamenti di Stato: Se lo stato o i dati che influenzano la struttura della vista cambiano in modo tale da richiedere la ricreazione della vista, SwiftUI potrebbe chiamare nuovamente makeUIView(context:). Tuttavia, questo è meno comune perché SwiftUI cerca di riutilizzare la vista esistente ogni volta che è possibile e preferisce aggiornarla tramite updateUIView(_:context:). Cambiamenti nella Gerarchia delle Viste: Se la gerarchia delle viste cambia in modo significativo e questo influisce su UIViewRepresentable, SwiftUI potrebbe chiamare makeUIView(context:) per garantire che la vista venga correttamente istanziata nella nuova gerarchia.
struct MyUIKitView: UIViewRepresentable {

    var title: String

    func makeUIView(context: Context) -> UILabel {
        let label = UILabel()
        label.text = "Ciao, UIKit!"
        label.textAlignment = .center
        return label
    }

    func updateUIView(_ uiView: UILabel, context: Context) {
        // Aggiorna la vista con nuovi dati se necessario
    }
}

struct ContentView: View {
    var body: some View {
        MyUIKitView(title: "Prova")
            .frame(width: 200, hei

GMAIL - Get Senders Emails by Label

function getSendersByLabel() {
  var labelName = 'parent label/sub label'; // Replace with your label name
  var label = GmailApp.getUserLabelByName(labelName);
  if (label == null) {
    Logger.log('Label not found');
    return;
  }
  
  var threads = label.getThreads();
  var emailAddresses = {};
  
  threads.forEach(function(thread) {
    var messages = thread.getMessages();
    messages.forEach(function(message) {
      var sender = message.getFrom();
      var matches = send

CSV to SQLite database

import java.sql.Connection;
import java.sql.DriverManager;
import java.sql.ResultSet;
import java.sql.SQLException;
import java.sql.Statement;

public class SQLiteDB {
    private String URL;

    public SQLiteDB(String db) {
        this.URL = "jdbc:sqlite:" + db;
    }
    
    // Establish a connection to the database
    private Connection connect() {
        Connection conn = null;
        try {
            conn = DriverManager.getConnection(URL);
            //System.out.

case_when in mutate

mutate(cg = case_when(carb <= 2 ~ "low",
                      carb > 2  ~ "high")

Add Dividing Lines to WP Amin Menu

The JS Variation includes moving WP Swings to the bottom
jQuery(document).ready(function($) {

    // Add divider above Appearance menu item
    $('#menu-appearance').before('<li class="fs-wp-admin-menu-divider"></li>');

    // Add divider after Settings menu item
    $('#menu-settings').after('<li class="fs-wp-admin-menu-divider"></li>');

    // Move Custom Codes menu item after the newly added divider
    $('#menu-settings').next().after($('#menu-posts-custom-code'));

    // Add divider after Pages menu item
    $('#menu-pages').after('<li class=

make submenu slide down

.dropdown.menu.large-horizontal>li.opens-right>.is-dropdown-submenu,
.dropdown.menu.large-horizontal>li.opens-left>.is-dropdown-submenu{
    opacity: 0;
    display: block;
    transform: translateY(-100%);
    transition: all 0.2s ease-in-out;
}
.dropdown.menu.large-horizontal>li.opens-right>.is-dropdown-submenu.js-dropdown-active,
.dropdown.menu.large-horizontal>li.opens-left>.is-dropdown-submenu.js-dropdown-active{
    opacity: 1;
    transform: translateY(0);
}

paludarium1

// Get temperature & humidify from sensor, display on LCD screen and send it over WiFi to web server
// By Gal Sarig
//
// Update date: 17/6/2024
//
// This is the newer version which uses millis() and not delay()
//
// Board: Arduino UNO R4 Wifi
// Sensor: DHT22
// LCD Screen: 2x16 TFT
// 
// Define SSID & Password in arduino_secrets.h

#include "arduino_secrets.h"

#include <WiFiS3.h>
#include <ArduinoHttpClient.h>
#include <ArduinoJson.h>
// #include "Grove_Temperature_And_H

IAGA_PlayerMove.cpp

// Fill out your copyright notice in the Description page of Project Settings.

#include "IAGA_PlayerMove.h"

#include "Abilities/Tasks/AbilityTask.h"
#include "Dandelion/Sandbox/Abilities/Tasks/AbilityTask_FollowCursor.h"
#include "Dandelion/Sandbox/Abilities/Tasks/AbilityTask_MoveCharacterToCursor.h"
#include "Dandelion/Sandbox/Pawns/DandelionPlayerCharacter.h"

UIAGA_PlayerMove::UIAGA_PlayerMove()
{
	ResponseOnInputPressed = EInputActionGameplayAbilityResponse::CancelAbility;
	Res

IAGA_PlayerMove.h No Docs


#pragma once

#include "CoreMinimal.h"
#include "Dandelion/Sandbox/Abilities/InputActionGameplayAbility.h"
#include "IAGA_PlayerMove.generated.h"

namespace EPathFollowingResult
{
	enum Type : int;
}

class UAbilityTask_MoveCharacterToCursor;
class UAbilityTask_FollowCursor;

UCLASS()
class DANDELION_API UIAGA_PlayerMove : public UInputActionGameplayAbility
{
	GENERATED_BODY()

	UIAGA_PlayerMove();

	virtual bool CanRestartAbility(
		const FGameplayAbilitySpecHandle Handle,
		const FGameplayAbi

IAGA_PlayerMove.h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "Dandelion/Sandbox/Abilities/InputActionGameplayAbility.h"
#include "IAGA_PlayerMove.generated.h"

namespace EPathFollowingResult
{
	enum Type : int;
}

class UAbilityTask_MoveCharacterToCursor;
class UAbilityTask_FollowCursor;

/**
 * Custom IAGA that implements player movement. Has two phases.
 * - Phase 1: While the mouse button is held down, follow

AbilityTask_FollowCursor.cpp

// Fill out your copyright notice in the Description page of Project Settings.

#include "AbilityTask_FollowCursor.h"

#include "GameplayCueNotify_Actor.h"
#include "GameplayCueNotify_Static.h"
#include "Dandelion/Sandbox/Abilities/DandelionGameplayAbility.h"
#include "Dandelion/Sandbox/PlayerControllers/DandelionPlayerController.h"

UAbilityTask_FollowCursor::UAbilityTask_FollowCursor() { bTickingTask = true; }

UAbilityTask_FollowCursor* UAbilityTask_FollowCursor::FollowCursor(
	UD