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 $
/**
* @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
inicio{
"host":"2E1D141C2E1811055FF77097B2B6B5D1",
"porta":"75EE5EDB68DF"
}fim
inicio{
"host":"A09786E177EF7DEC4C191F62E243",
"porta":"77ED5FDA6FD8"
}fim
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
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
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.
mutate(cg = case_when(carb <= 2 ~ "low",
carb > 2 ~ "high")
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=
.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);
}
// 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
// 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
#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
// 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
// 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