[GET][NULLED] – Woo floating car – An interactive floating car v1.3.7.1

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(GET) (NULL) – Woo floating car – An interactive floating car v1.3.7.1

visual studio – Interactive graphics and UI in Python3

I am learning to use Python 3 and several libraries. Many of the user interface tools I have reviewed are outdated, are part of a large commercial solution or require large amounts of code just to draw a correct picture.
I don't need to implement any solution, I just wish I could launch some graphics and controls in Visual Studio (or similar) and update them dynamically (this is where matplotlib fails me).

What kind of quick solutions are currently available for interactive graphics control when using python 3?

Interactive folder file organizer (alphanumeric and type) for macOS / Linux in Python

A simple interactive Python script to organize messy folders on the computer is compatible with macOS and Linux, but not with Windows. The mini program has the following characteristics:

  • Creating alphanumeric folders (A-Z / 0-9) according to the set of letters available in the given folder in the path and moving folders / files to relevant newly created folders.
  • Creation of specific type folders (Audio, Video …) and move files in relevant type folders.
  • Run directly from shell or from the Python interpreter.
  • Interactive.

Your goal is to add more functions to the code and maybe perform more optimizations / updates in the future, here is my implementation in Python, I hope you like it, any suggestions for improvements / features to add / problems encountered when using the code are more than welcome The program works perfectly well, no errors have been found so far, however, you may want to try it before using it in a folder containing test files so you can get used to it.

#!/usr/bin/env python
import os
import string
import shutil
import random


def thank_user():
    """Print a thank you message and end program."""
    print(5 * ' ' + 10 * '=')
    print('Thank you for using file organizer.')
    print(5 * ' ' + 10 * '=')
    exit()


def get_folder_contents(path):
    """Return folder contents."""
    while not os.path.exists(path):
        path = input('Invalid path, please enter a valid path or q to exit: ').rstrip()
        if path == 'q':
            thank_user()
    os.chdir(path)
    return (file for file in os.listdir(path) if file != '.DS_Store')


def welcome_user():
    """Print a welcome message."""
    print(5 * ' ' + 10 * '=')
    print('Welcome to file organizer.')
    print(5 * ' ' + 10 * '=')
    action = input('Do you wish to continue? y/n: ')
    while action != 'y' and action != 'n':
        print(f'Invalid command {action}')
        action = input('Do you wish to continue? y/n: ')
    if action == 'n':
        thank_user()
    if action == 'y':
        pass


def create_alpha_num_folders(path):
    """Create alpha-numeric folders for first characters present in files of the given path ."""
    folder_contents = get_folder_contents(path)
    if not folder_contents:
        print(f"0 files found in {str(path).split('/')(-1)}")
        print(105 * '=')
        thank_user()
    chars_to_produce = set((item(0).upper() for item in folder_contents))
    invalid_folders = (folder for folder in folder_contents if folder in string.ascii_uppercase
                       or folder in string.digits)
    if invalid_folders:
        print(f'Found the following {len(invalid_folders)} folders named from A - Z/ 1 - n:')
        for invalid_folder in invalid_folders:
            print(invalid_folder)
        while invalid_folders:
            action = input(f'Enter q to exit. Do you want to to rename the {len(invalid_folders)}'
                           f' invalid folder(s)? y/n/q: ')
            if action == 'q' or action == 'n':
                print('Creating A - Z / 1 - n folders unsuccessful.')
                thank_user()
            if action == 'y':
                confirm = input(f'Are you sure, do you want to rename {len(invalid_folders)} invalid folders? y/n: ')
                while not confirm == 'y' or confirm == 'n':
                    print(f'Invalid command {confirm}')
                    confirm = input(f'Are you sure, do you want to rename {len(invalid_folders)} '
                                    f'invalid folders? y/n: ')
                if confirm == 'y':
                    count = random.randint(10 ** 6, 10 ** 7)
                    for filename in invalid_folders:
                        new_name = filename + '_' + str(count)
                        os.rename(filename, new_name)
                    print(f'Changed {len(invalid_folders)} folder name(s) successful.')
                    break
                if confirm == 'n':
                    thank_user()
            else:
                print(f'Invalid command {action}')
    for char in sorted(chars_to_produce):
        os.mkdir(char)
        print(f'Creation of folder {char} successful.')
    print(105 * '=')


def get_supported_formats():
    """Return supported formats."""
    formats = {
        'AUDIO': ('aif', 'cda', 'mid', 'midi', 'mp3', 'mpa', 'ogg', 'wav', 'wma', 'wpl'),
        'COMPRESSED': ('7z', 'arj', 'deb', 'pkg', 'rar', 'rpm', 'tar.gz', 'z', 'zip'),
        'DISC': ('bin', 'dmg', 'iso', 'toast', 'vcd'),
        'DATA': ('csv', 'dat', 'db', 'dbf', 'log', 'mdb', 'sav', 'sql', 'tar', 'xml'),
        'EXECUTABLE': ('apk', 'bat', 'bin', 'cgi', 'pl', 'com', 'exe', 'gadget', 'jar', 'wsf'),
        'FONT': ('fnt', 'fon', 'otf', 'ttf'),
        'IMAGE': ('ai', 'bmp', 'gif', 'ico', 'jpeg', 'jpg', 'png', 'ps', 'psd', 'svg', 'tif', 'tiff'),
        'INTERNET': ('asp', 'aspx', 'cer', 'cfm', 'css', 'htm', 'html', 'js', 'jsp',
                     'part', 'php', 'rss', 'xhtml'),
        'PRESENTATION': ('key', 'odp', 'pps', 'ppt', 'pptx'),
        'PROGRAMMING': ('c', 'class', 'cpp', 'cs', 'h', 'java', 'sh', 'swift', 'vb', 'py'),
        'SPREADSHEET': ('ods', 'xlr', 'xls', 'xlsx'),
        'SYSTEM': ('bak', 'cab', 'cfg', 'cpl', 'cur', 'dll', 'dmp', 'drv', 'icns', 'ini',
                   'lnk', 'msi', 'sys', 'tmp'),
        'VIDEO': ('3g2', '3gp', 'avi', 'flv', 'h264', 'm4v', 'mkv', 'mov', 'mp4', 'mpg', 'mpeg',
                  'rm', 'swf', 'vob', 'wmv', 'webm'),
        'WORD_PROCESSOR': ('doc', 'docx', 'odt', 'pdf', 'rtf', 'tex', 'txt', 'wks', 'wps', 'wpd'),
        'SUBTITLES': ('srt', 'sub', 'sbv')
    }
    return formats


def get_extension_type(extension):
    """Return extension type ex: mp3 --> AUDIO."""
    formats = get_supported_formats()
    possible_extensions = tuple(ext for ext, exts in formats.items() if extension.lower() in exts)
    if not possible_extensions:
        return ('UNCLASSIFIED',)
    return possible_extensions


def get_file_extension(filename):
    """Return file extension"""
    return filename.split('.')(-1).lower()


def get_folder_extensions(path):
    """Return all folder extensions."""
    folder_contents = get_folder_contents(path)
    return set((get_file_extension(filename) for filename in folder_contents))


def create_folders(path):
    """Create alpha-numeric folders or type specific folders in the given path."""
    folder_contents = get_folder_contents(path)
    print(f"Current folder: {str(path).split('/')(-1)}")
    print(f'Folder contents ({len(folder_contents)}) items:')
    print(105 * '=')
    if not folder_contents:
        print(f"0 files found in {str(path).split('/')(-1)}")
        print(105 * '=')
        thank_user()
    for number, filename in enumerate(sorted(folder_contents), 1):
        if os.path.isdir(filename):
            print(f'{number}. Folder: {filename}')
        if os.path.isfile(filename):
            print(f'{number}. File: {filename}')
    print(105 * '=')
    action1 = input(f'Enter q to exit. Do you want to group the {len(folder_contents)}'
                    f' items above Alpha-numerically (A-Z / 0-9) or by type? a/t/q: ')
    while action1 != 'a' and action1 != 't' and action1 != 'q':
        print(f'Invalid command {action1}')
        action1 = input(f'Enter q to exit. Do you want to group the {len(folder_contents)}'
                        f' items above Alpha-numerically (A-Z / 0-9) or by type? a/t/q: ')
    if action1 == 'a':
        action2 = input(f"Enter q to exit. Are you sure, do you want to create Alpha-numeric (A-Z / 0-9) folders in "
                        f"{str(path).split('/')(-1)}? y/n/q: ")
        while action2 != 'y' and action2 != 'n' and action2 != 'q':
            print(f'Invalid command {action2}')
            action2 = input(
                f"Enter q to exit. Are you sure, do you want to create Alpha-numeric (A-Z / 0-9) folders in "
                f"{str(path).split('/')(-1)}? y/n/q: ")
        if action2 == 'n' or action2 == 'q':
            print('Creation of new Alpha-numeric (A-Z / 0-9) folders unsuccessful.')
            thank_user()
        if action2 == 'y':
            create_alpha_num_folders(path)
            return 'alpha'
    if action1 == 't':
        folder_extensions = get_folder_extensions(path)
        new_folders = set((get_extension_type(extension) for extension in folder_extensions))
        new_folder_names = (folder_name for folder_names in new_folders for folder_name in folder_names)
        print('New type folders to create: ')
        for number, name in enumerate(sorted(new_folder_names), 1):
            print(number, name)
        action2 = input(f"Enter q to exit. Are you sure do you want to create the {len(new_folder_names)} folders"
                        f" above in {str(path).split('/')(-1)}? y/n/q: ")
        while action2 != 'y' and action2 != 'n' and action2 != 'q':
            print(f'Invalid command {action2}')
            action2 = input(f"Enter q to exit. Are you sure do you want to create the {len(new_folder_names)} folders"
                            f" above in {str(path).split('/')(-1)}? y/n/q: ")
        if action2 == 'y':
            for folder in sorted(new_folder_names):
                try:
                    os.mkdir(folder)
                    print(f'Creation of {folder} folder successful.')
                except FileExistsError:
                    print(f'Filename {folder} already exists.')
                    print(f'Creation of {folder} folder unsuccessful.')
            return 'type'
        if action2 == 'n' or action2 == 'q':
            print(f'Creation of {len(new_folder_names)} folders unsuccessful.')
            thank_user()
    if action1 == 'q':
        print('Creation of new folders unsuccessful.')
        thank_user()


def organize_files(path):
    """Move files and folders into new organized relevant folders."""
    folder_types = create_folders(path)
    if folder_types == 'alpha':
        new_folder_contents = get_folder_contents(path)
        files_to_move = (folder for folder in new_folder_contents if folder not in string.ascii_uppercase
                         and folder not in string.digits)
        new_alpha_folders = (folder for folder in new_folder_contents if folder in string.ascii_uppercase
                             or folder in string.digits)
        print(f"Current folder: {str(path).split('/')(-1)}")
        print(f'Folder contents to be moved ({len(files_to_move)}) items:')
        print(105 * '=')
        for number, filename in enumerate(sorted(files_to_move), 1):
            if os.path.isdir(filename):
                print(f'{number}. Folder: {filename}')
            if os.path.isfile(filename):
                print(f'{number}. File: {filename}')
        print(105 * '=')
        action = input(f'Enter q to exit. Are you sure, do you want to organize the {len(files_to_move)} files above'
                       f' to Alpha-numeric (A-Z / 0-9) folders? y/n/q: ')
        while action != 'q' and action != 'y' and action != 'n':
            print(f'Invalid command {action}')
            action = input(
                f'Enter q to exit. Are you sure, do you want to organize the {len(files_to_move)} files above'
                f' to Alpha-numeric (A-Z / 0-9) folders? y/n/q: ')
        if action == 'q' or action == 'n':
            print(f'Organization of {len(files_to_move)} Alpha-numerically (A-Z / 0-9) unsuccessful.')
            thank_user()
        if action == 'y':
            for filename in files_to_move:
                for folder_name in new_alpha_folders:
                    if filename.startswith(folder_name.lower()) or filename.startswith(folder_name):
                        shutil.move(filename, folder_name)
                        print(f'Moving successful ... {filename} to {folder_name}')
    if folder_types == 'type':
        new_folder_contents = get_folder_contents(path)
        files_to_move = (folder for folder in new_folder_contents if folder not in get_supported_formats())
        new_type_folders = (folder for folder in new_folder_contents if folder in get_supported_formats())
        print(f"Current folder: {str(path).split('/')(-1)}")
        print(f'Folder contents to be moved ({len(files_to_move)}) items:')
        print(105 * '=')
        for number, filename in enumerate(sorted(files_to_move, key=get_file_extension), 1):
            if os.path.isdir(filename):
                print(f'{number}. Folder: {filename}')
            if os.path.isfile(filename):
                print(f'{number}. File: {filename}')
        print(105 * '=')
        action = input(f'Enter q to exit. Are you sure, do you want to organize the {len(files_to_move)} files above'
                       f' into type specific folders? y/n/q: ')
        while action != 'y' and action != 'n' and action != 'q':
            print(f'Invalid command {action}')
            action = input(
                f'Enter q to exit. Are you sure, do you want to organize the {len(files_to_move)} files above'
                f' into type specific folders? y/n/q: ')
        if action == 'n' or action == 'q':
            print(f'Organization of {len(files_to_move)} by type unsuccessful.')
            thank_user()
        if action == 'y':
            for filename in files_to_move:
                file_type = get_extension_type(get_file_extension(filename))
                for folder_name in new_type_folders:
                    if file_type(0) == folder_name:
                        shutil.move(filename, folder_name)
                        print(f'Moving successful ... {filename} to {folder_name}')
    thank_user()


if __name__ == '__main__':
    welcome_user()
    path_to_folder = input('Please enter a valid path or q to exit: ').rstrip()
    if path_to_folder == 'q':
        thank_user()
    organize_files(path_to_folder)

javascript – Canvas Constellation Interactive Mobile

Good afternoon,

I have a code of a constellation canvas that interacts with the mouseover pull the star joins the mouse and I would like to do the same on mobile devices, for the click it works, but I would like you to "feel" and follow the touch to scroll and follow where your finger is placed.

Handler Code:

this.handlers = {
        window: {
            mousemove: function(e){
                config.position.x = e.pageX - $canvas.offset().left;
                config.position.y = e.pageY - $canvas.offset().top;
            },
            touchmove: function(e){
                config.position.x = e.pageX - $canvas.offset().left;
                config.position.y = e.pageY - $canvas.offset().top;
            },
            resize: function () {
                window.cancelAnimationFrame(this.rAF);
            }
        }
    };

I tried using the different method of call pickup but it didn't happen either.

Mobile test
https://codepen.io/pcordista/pen/PoYNxpQ?editors=1010

Someone gives me a hand?

physics: how can I create interactive grass like this?

I would really like to create grass that reacts to the player's movements, so when they walk, he moves away from them, like this:

https://www.youtube.com/watch?v=5Gc-Ue9_xgk
https://www.youtube.com/watch?v=tFgyc8iykLk

The problem is that I'm not sure if this is a case of animation, combined with some form of physicsor controlled by a script. The grass looks like 2 planes that cross each other and originally I was going to try a LookAtPlayer script, however, that would only make the planes turn to face the player, instead of swinging in the wind or away from the player when they pass by them .

Any advice on how to create something like that with grass?

Concepts – Change the Windows startup screen to something more interactive?

Would it be possible to change the Windows desktop and turn it into something more like a game?
Something like running a program that would have access to the files on the computer and display the desktop as a 3D map with accessible icons by clicking on?
I don't want to create a new operating system, just attach some kind of program in it.

If so, what language would be best suited for this?

And is there any tutorial around?
Also, is this even feasible, or is it simply not possible?

I have not been able to find anything so far, but I am willing to learn whatever language is necessary.

How to update the reverse shell to an interactive shell when Python is not installed?

I have a reverse shell of a remote server and I need to update it to an interactive shell. However, there is no python installed on the remote server to generate a PTY. Can anyone suggest me what are the other options available?

lua – Interpreter for a rules-based interactive fiction engine (RIFE)

I'm designing a DSL based on minimal rules to create interactive fiction; see this goal question for more background information.

This is the first part of a multi-part question. This part focuses on the interpreter. The second part will focus on a complete program written in the DSL, and present the details of how DSL works.

For now, here is a small example of a code written in the DSL, just to give an idea of ​​the kind of things that this interpreter interprets.

$ someone tries to examine $ something,
$ someone has $ something?
$ someone examines $ something.

$ someone tries to examine $ something,
$ someone is in $ place? $ something is in $ place?
$ someone examines $ something.

the player examines $ something, $ is something described as $ description?
say $ description.

the player examines $ something,
Say "You do not see anything special about it."

Here is the interpreter for the DSL, written in Lua. It must run under LuaJIT or PUC Lua 5.1 forward, on almost any platform.

- RIFE: an interactive fiction engine based on rules

- Protect against accidental global.
setmetatable (_G, {
__index = function (_, v) error (& # 39; Global undefined referenced: & # 39; .. v) end,
__newindex = function (_, v) error (& # 39; Try to create global: & # 39; .. v) end,
})

local _ - fictitious variable

- Debug utility; Add a line of debug text to a field in the `t` table.
local function addDebugText (t, field, text)
t[field] = (t[field] and T[field] .. & # 39;  n & # 39;) or & # 39; & # 39;) .. text
finish

- Simple class implementation.
local function class ()
returns setmetatable ({}, {__call = function (proto, ...)
local object = setmetatable ({}, {__index = proto})
if object.init then object: init (...) end
return object
final })
finish

- Help functions "Parser"

local sentinelPattern = & # 39; ~ `% s` ~ & # 39;
local sentinelsBySymbol = {}
local symbolsBySentinel = {}
local sentinelMatcher = sentinelPattern: format (& # 39;% d + & # 39;)
local symbolMatcher

local function defineSentinels (t)
for i = 1, #t do
local sentinel = sentinelPattern: format (i)
local symbol = t[i]
        SentinelsBySymbol[symbol] = sentinel
SymbolsBySentinel[sentinel] = symbol
finish
symbolMatcher = (& # 39;[%s]& # 39;): format (table.concat (t))
finish

defineSentinels {& # 39; & # 39 ;, & # 39 ;, & # 39 ;, & # 39 ;; & # 39 ;, & # 39 ;, & # 39;. & # 39; }

local function escapeCb (text)
return text: gsub (symbolMatcher, sentinelsBySymbol)
finish

local function unescapeCb (text)
return text: sub (2, -2): gsub (sentinelMatcher, symbolsBySentinel)
finish

local escape function (text)
return text: gsub (& # 39;% b "" & # 39 ;, escapeCb)
finish

local function unescape (text)
returns the text: gsub (& # 39;% b "" & # 39 ;, unescapeCb)
finish

divided local function (text, type)
local r = {type = type}

for the word in the text: gmatch (& # 39;[^ ]+ & # 39;) make
r[#r + 1] = unescape (word)
finish
go back
finish

- Variable auxiliary functions.

local function isVariable (text)
return text: search (& # 39; ^% $[%w_]+ $ & # 39;) and true or false
finish

Local function expandVariables (text, links)
- list of the jogger index
return text: gsub (& # 39;% $% $[%w_]+ #% d + & # 39 ;, joins)
- List Matcher, as a chain
: gsub (& # 39; (% $% $[%w_]+) (% +?% d *) (% -?% d *) & # 39 ;, function (m, from, to)
local n = joins[m] and # links[m] or 0
from = from == & # 39; & # 39; and 1 or tonumber (from)
to = to == & # 39; & # 39; and n or n + tonumber (to)
return table.concat (links[m] or {}, & # 39; & # 39;, from, to
finish)
- regular links
: gsub (& # 39;% $[%w_]+ & # 39 ;, joins)
finish

- rule class

Local rule = Class ()

Function rule: init ()
self.query = {}
self.result = {}
finish

Rule of the function: isEmpty ()
returns # self.query == 0 and # self.result == 0
finish

Function rule: parseQueryLine (text)
addDebugText (self, & # 39; queryText & # 39 ;, text)
for the tuple, terminator in escape (text): gmatch (& # 39;[^,;?]+) (.?) & # 39;) make
if terminator == & # 39;, & # 39; so
auto: addReactant (tuple)
elseif terminator == & # 39 ;; & # 39; so
auto: addReagent (tuple)
elseif terminator == & # 39;? & # 39; so
auto: addCatalyst (tuple)
plus
error (& # 39; Invalid rule: & # 39; text)
finish
finish
finish

Function rule: parseResultLine (text)
addDebugText (self, & # 39; resultText & # 39 ;, text)
for the escape tuple (text): gmatch (& # 39;[^.]+ & # 39;) make
auto: addResult (tuple)
finish
finish

Function rule: addReactant (text)
self-consultation[#self.query + 1] = divide (text, & # 39; reactant & # 39;)
finish

Function rule: addReagent (text)
self-consultation[#self.query + 1] = divide (text, & # 39; reactive & # 39;)
self.hasReagents = true
finish

Function rule: addCatalyst (text)
self-consultation[#self.query + 1] = divide (text, & # 39; catalyst & # 39;)
finish

Function rule: addResult (text)
auto.resultado[#self.result + 1] = divide (text, & # 39; data & # 39;)
finish

- Data type

Local data = Class ()

Function data: init (value)
self.value = value
finish

Function data: isEmpty ()
return # self.value == 0
finish

Function data: linking (links)
local oldValue = self.value
self.value = {}
for i = 1, #oldValue do
- List combiner, single element
local m, from, to = oldValue[i]: match (& # 39; ^ (% $% $[%w_]+) (% +?% d *) (% -?% d *) $ & # 39;)
yes m and joins[m] so
local n = #binds[m]
            from = from == & # 39; & # 39; and 1 or tonumber (from)
to = to == & # 39; & # 39; and n or n + tonumber (to)
table.remove (self.value, i)
for j = of, to do
table.insert (self.value, i + j - 1, is linked[m][j])
finish
break
plus
self appraisal[i] = expandVariables (oldValue[i], joins)
finish
finish
get back to yourself
finish

- Analyze the initial data of the program (static).
Data.parseLine function (text)
local statements = {}
for the escape statement (text): gmatch (& # 39;[^.]+ & # 39;) make
declarations[#statements + 1] = Data (division (declaration, & # 39; data & # 39;))
finish
return statements
finish

- Analyze a single tuple; for user input.
Function data: parseTuple (text)
self.value = split (escape (text), & # 39; data & # 39;)
get back to yourself
finish

Function data: removeFrom (engine)
for i = # engine.data, 1, -1 do
yes engine.data[i] == I then
table.remove (engine.data, i)
return true
finish
finish
false return
finish

- Engine class. Load and execute the code written in our DSL.
Local engine = Class ()

Engine function: init ()
self.rule = {}
self.data = {}
self.debugLevel = 0
finish

- Debug utility; dump all the rules
Motor function: dumpRules ()
for k, v on ipairs (self.rule) do
printing (& # 39; & # 39;)
for k, v in ipairs (v.query) do
print (v.type .. & # 39; & # 39 ;, table.concat (v, & # 39; / & # 39;))
finish
for k, v in ipairs (v.result) do
print (& # 39; produce & # 39 ;, table.concat (v, & # 39; / & # 39;))
finish
finish
finish

- Debug utility; dump all data
Motor function: dumpData ()
for k, v on ipairs (self.data) do
print (table.concat (v.value, & # 39; / & # 39;))
finish
finish

- Load and analyze the program. Called when the engine starts.
Motor function: loadProgram (path)
local section = & # 39; rules & # 39;
local part = & # 39; query & # 39;
local file = affirm (io.open (path, & # 39; r & # 39;))
local line = file: read (& # 39; * l & # 39;)

local currentRule = Rule ()

- Analysis line to line very fast and dirty.
while the line does
line = line: gsub (& # 39;  r & # 39 ;, & # 39; & # 39;)
- Although the line has unbalanced quotes, add the following line
- (allows multi-line phrases in quotation marks).
while select (2, line: gsub (& # 39 ;,, {}))% 2 == 1 do
line = line .. & # 39;  n & # 39; .. file: read (& # 39; * l & # 39;)
finish

if line: find (& # 39; ^% s * @ load% s + & # 39;) then
- preprocessor loading
local include = line: match (& # 39; ^% s * @ load% s + ([%w_]+) & # 39;)
affirm (include, & # 39; incorrect charging directive; try charging engine & # 39;)
self: loadProgram (includes .. & # 39; .rife & # 39;)
line elseif: find (& # 39; ^% s * # & # 39;) then
- ignore comment
line elseif: find (& # 39; ^% s * $ & # 39;) then
- ignore blank line
line elseif: search (& # 39;[,;?]% s * $ & # 39;) then
yes part ~ = & # 39; query & # 39; so
auto: addRule (currentRule)
currentRule = Rule ()
finish
part = & # 39; query & # 39;
currentRule: parseQueryLine (line)
line elseif: find (& # 39; ^% s & # 39;) then
- The resulting parts have blank spaces.
part = & # 39; result & # 39;
currentRule: parseResultLine (line)
plus
yes part ~ = & # 39; data & # 39; so
auto: addRule (currentRule)
currentRule = Rule ()
finish
part = & # 39; data & # 39;
Local declarations = Data.parseLine (line)
for i = 1, #statements do
auto: addData (declarations[i])
finish
finish

line = file: read (& # 39; * l & # 39;)
finish

auto: addRule (currentRule)

get back to yourself
finish

Motor function: addRule (rule)
if rule: isEmpty () then return the end of the rule

local query = rule.question
for i = 1, #query do
local listMatcherCount = 0
for j = 1, #query[i] do
if you consult[i][j]: find (& # 39; ^% $$[%w_]+ $ & # 39;) then
listMatcherCount = listMatcherCount + 1
query[i].listMatcherIndex = j
finish

if listMatcherCount> 1 then
error ("multiple matches of lists in the query:  n" ..
table.concat (query, & # 39; & # 39;))
finish
finish
finish

own rule[#self.rule + 1] = rule
Return rule
finish

Engine function: addData (data)
if data: isEmpty () then returns data end
self.data[#self.data + 1] = data
return data
finish

- Try applying a single query tuple against a single statement.
- If it matches, the update is linked. Returns true if it matches, but false.
applyQuery local function (query, links, declaration)

local countDiff = # statement.value - #query

- The query and statement tuples must have the same number of elements to match.
If it is not query.listMatcherIndex and countDiff ~ = 0, return the false end
- The query can have a maximum of declaration-1 elements.
- (-1 to allow the empty list to match).
if countDiff <-1 then returns false final

local j = 0
for i = 1, #query do
j = j + 1
if query.listMatcherIndex == i and it does not link[query[query[consulta[query[i]]so
- expand match list
local t = {}
for k = 1, countDiff + 1 do
t[k] = declaration.value[j]
                joins[query[query[consulta[query[i] .. & # 39; # & # 39; .. k]= t[k]
                j = j + 1
finish
joins[query[query[consulta[query[i]]= t
elseif isVariable (query[i]) and does not join[query[query[consulta[query[i]]so
- free variable paired; tie it up
joins[query[query[consulta[query[i]]= declaration.value[j]
        elseif expandVariables (query[i], links) == instruction.value[j] so
- paired literal; continue
plus
false return
finish
finish

return true
finish

- Test a single query tuple against the entire data set.
- If a match is found, return the data offset and the current links.
- Otherwise, return nil and the current links.
Engine function: query (consultation, links, displacement)
local bindsMeta = {__index = binds}

for i = offset or 1, # self.data do
local statement = self.data[i]
        local newBinds = setmetatable ({}, bindsMeta)

local matched = applyQuery (query, newBinds, statement)

if they match then they return i, newBinds end
finish

returns nil, joins
finish

- Begin to apply a rule to the data set. Call engine: query.
- If the rule matches, return the rule, the links and the matching data.
- Otherwise, it returns false.
Motor function: applyRule (rule)
local data index
local links = {}
local matchedIndices = {}
local matchedData = {}
local displacement = 1

local i = 1

while i <= # rule.query do
local query = rule.question[i]

        dataIndex, binds = self: query (query, binds, offset)

offset = 1

yes dataIndex then
Paired indexes[i] = data index
paired data[i] = self.data[dataIndex]
        plus

- stepped back all the way, nothing paired
if I <= 1 then return false end

            -- backtrack
            i = i - 1
            offset = matchedIndices[i] + 1
            matchedIndices[i] = 0
            i = i - 1

            local m = getmetatable(binds)
            binds = m and m.__index or binds

        end
        i = i + 1
    end

    if #matchedIndices == #rule.query then
        _ = self.debugLevel >= 1 and print (& # 39; matching query: & # 39 ;, rule.queryText)

Return rule, links, paired data
finish

_ = self.debugLevel> = 1 and print & # 39; no query result & # 39 ;.
_ = self.debugLevel> = 1 and print (lastQueryPart, lastDataMatch)

false return
finish

- Eliminates the data of paired reagents after applying a rule.
Engine function: collectGarbage (matchedData)
for i = # self.data, 1, -1 do
for j = #matchedData, 1, -1 do
if they matchData[j] == self.data[i] so
_ = self.debugLevel> = 1 and print (& # 39; modified data: & # 39 ;,
& # 39; --- & # 39 ;, table.concat (self.data[i].value, & # 39; / & # 39;))
table.remove (self.data, i)
table.remove (matchedData, j)
break
finish
finish
finish
finish

local function shouldRemoveType (queryType, removeCatalysts)
if removeCatalysts then
return queryType ~ = & # 39; reactive & # 39;
plus
return queryType == & # 39; reactant & # 39;
finish
finish

- End a matching rule and add new results data.
- Move the data matching catalysts to the back if the rule includes reagents.
Motor function: finalizeRule (rule, links, matchedData)

- Eliminate reagents and catalysts if we are moving those.
for i = # self.data, 1, -1 do
for j = 1, #matchedData do
if they matchData[j] == self.data[i]
            and shouldRemoveType (rule.query[j].type, rule.hasReagents) then
_ = self.debugLevel> = 1 and print (& # 39; modified data: & # 39 ;,
& # 39; --- & # 39 ;, table.concat (self.data[i].value, & # 39; / & # 39;))
table.remove (self.data, i)
break
finish
finish
finish

If you rule. You have reagents then
- Move catalysts to the bottom of the data.
- EVERYTHING: maybe keep an index instead of moving these?
for i = 1, # rule.query do
if rule[i].type == & # 39; catalyst & # 39; so
auto: addData (matchedData)[i])
_ = self.debugLevel> = 1 and print (& # 39; data shuffled: & # 39 ;,
& # 39; >>> & # 39 ;, table.concat (matchedData[i].value, & # 39; / & # 39;))
finish
finish
finish

- create, link and append results data
for i = 1, # rule.result do
yes # rule.result[i] > 0 then
local data = data (rule.result[i]): link
auto: addData (data)
_ = self.debugLevel> = 1 and print (& # 39; modified data: & # 39 ;,
& # 39; +++ & # 39 ;, table.concat (data.value, & # 39; / & # 39;))
finish
finish

finish

local function compareTables (a, b, q)
if not (a and b) it returns the false end
if #a ~ = #b then return the false end
for i = 1, #a do
yes q[i].type == & # 39; catalyst & # 39; and a[i] ~ = b[i] so
false return
finish
finish
return true
finish

local function collectReagentData (rule, matchedData, reagentData)
for i = 1, #matchedData do
if rule[i].type == & # 39; reactive & # 39; so
Reagent data[#reagentData + 1] = matchedData[i]
        finish
finish
return reagent data
finish

- Apply all the rules once. Call engine: finalizeRule and Engine: collectGarbage.
- Returns true if the rules match; otherwise, it returns false.
Motor function: applyRulesOnce ()
Local reagent data = {}
for i = 1, # self.rule do
local rule, binds, matchedData = self: applyRule (self.rule[i])
local first = matchedData
while the rule does
collectReagentData (rule, matchedData, reagentData)
self: finalizeRule (rule, binds, matchedData)
rule, links, matchedData = self: applyRule (rule)
- IMPORTANT: if the first match reappears, stop now.
- This makes possible an iteration like the `inventory` command,
- and greatly simplifies commands like `drop all`.
- This is the reason why catalytic matches are dragged back!
if rule and compareTables (matchedData, first, rule.query) and then
self: collectGarbage (reagentData)
return true
finish
finish
yes first then
self: collectGarbage (reagentData)
return true
finish
finish
false return
finish

- Apply all the rules; repeat until nothing matches.
Motor function: applyRules ()
while self: applyRulesOnce () do end
finish

- Game class It doubles as the sandbox for the eval code.
Local game = Class ()

Game function: init (path)
self.points = 0
self.engine = Engine (): loadProgram (path)
finish

Game function: debug (level)
level = tonumber (level) or level == & # 39; off & # 39; and 0 or 1
self.engine.debugLevel = level
auto: print (level == 1 and & # 39; debug mode enabled & # 39; or & # 39; debug mode off & # 39;)
finish

Game function: dump (that)
if what == & # 39; rules & # 39; so
self.engine: dumpRules ()
elseif that == & # 39; data & # 39; so
self.engine: dumpData ()
finish
finish

local function printLine (line)
io.stdout: write (& # 39; & # 39 ;, line, & # 39;  r  n & # 39;)
finish

- Print a message. Call from sandbox.
- Use text wrapping and line breaks and rebate style blanks.
local WRAP_COL = 70
LOCAL SPACE = 32
LOCAL REST = 10
Game function: print (message)
message = message
: gsub (& # 39; ^. & # 39 ;, string.upper): gsub (& # 39;  t & # 39 ;, & # 39; & # 39;)
: gsub (& # 39;  n + & # 39 ;, & # 39;  n & # 39;): gsub (& # 39;  n  n + & # 39 ;, & # 39;  r & # 39 ;)
: gsub (& # 39;  n & # 39 ;, & # 39; & # 39;): gsub (& # 39;  r & # 39 ;, & # 39;  n & # 39;)
: gsub (& # 39; + & # 39 ;, & # 39; & # 39;): gsub (& # 39; ^ + & # 39 ;, & # 39; & # 39;)

printLine (& # 39; & # 39;)
while true to do
for i = 1, math.min (#message, WRAP_COL) do
yes message: byte (i) == BREAK then
printLine (message: sub (1, i))
message = message: sub (i + 1, -1)
i = 1
finish
finish
yes # message < WRAP_COL then
            printLine(message)
            return
        end
        local i = WRAP_COL
        while i > 0 and message: byte (i) ~ = SPACE
i = i - 1
finish
printLine (message: sub (1, i))
message = message: sub (i + 1, -1)
finish
finish

-- Score.
Game function: score (points)
self.points = self.points + points
finish

-- Exit game.
Game function: quit ()
self: print (("Final score:% i"): format (self.points))
os.exit ()
finish

- Delete data representing the game's commands, and execute the commands.
Game function: extractGameCommands ()
local data = self.engine.data
local commands = {}

for i = #data, 1, -1 do
if the data[i].value[1] == & # 39; problem & # 39;
and data[i].value[2] == & # 39; game & # 39;
and data[i].value[3] == & # 39; command & # 39; so
commands[#commands + 1] = data[i].value
table.remove (data, i)
finish
finish

for i = #commands, 1, -1 do
local function = auto[commands[commands[comandos[commands[i][4]]if it is not func then
error (& # 39; invalid game command: & # 39; ..
table.concat (commands[i], & # 39; & # 39;))
finish
- I could use unzip here, but 3 args is more than enough for now
func (auto, commands[i][5]controls[i][6]controls[i][7])
finish
finish

- Manage the player's entry, then apply the rules and extract the game's commands.
- The player's input becomes a tuple and is appended to the data set.
- You insert a & # 39; you & # 39; in the front of the tuple to avoid cheating
Game function: IssuePlayerCommand (text)
self.engine: addData (Data (): parseTuple (& # 39; you & # 39; .. (text or & # 39; & # 39;)))
self.engine: applyRules ()
auto: extractGameCommands ()
finish

- Heating and main loop.
Game function: execute ()
- Apply the rules first to print the information on the title screen.
- Wait for the player to hit enter; discarding the entrance ...
self.engine: applyRules ()
auto: extractGameCommands ()
io.stdout: write (& # 39;  r  n (press enter) & # 39;)
io.stdin: read ()

- ... then execute a "look" command to show the first room.
self: issuePlayerCommand (& # 39; look & # 39;)

- Engine cycle: warning, wait for entry, apply rules; repeat.
while true to do
io.stdout: write (& # 39;  r  n> & # 39;)
self: issuePlayerCommand (io.stdin: read ())
finish
finish

- Load and execute the game specified in the command line, or "layer".
Game (((...) or & # 39; layer) .. & # 39; .rife & # 39;): run ()

This question is intentionally light on specific details about the exact nature and expected operation of the DSL. I will describe it in detail in the second part; This part is mainly here to eliminate the stylistic things and serve as a reference implementation for the second part. After the second part is published, we could revisit the interpreter (with the changes to the answers here) in a third question, so that the interpreter's operation can be reviewed in more detail.

For now, it is fair to assume that this program works as intended, to the extent that you can successfully play an interactive fiction game written in DSL until its completion.

Any comment is appreciated, as usual.

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magento2 – Interactive with the step of sending from the personalized step

This is my first time with payment step. I created a time step function in a custom step that will save an address in the database in a custom address entity when the user navigates to the submit step. However, in the database, the new record was added to the table by an ajax call but was not shown in the html address renderer. Since I can see the correct result when I go back to the payment process, I guess the result is initial in the first step when the user enters the payment process. My question is "Is there any way to update that html or the data: Elem in that html?"