javascript – What’s the best way to assign scores to the name of a player in a MySQL database when building a game?

Making a web game which is based around collecting coins using PHP, HTML, and CSS.

I’m using a HTML form and inserting the name into a database that has three columns, namely, id, name, and score.

On new pages what’s the best way to ‘track’ the player so that their score (coins collected) can be added to their row in the database.

My idea is to use JavaScript/PHP to create variable for the name, and then pass that to the new pages (which are functioning as new ‘rooms’, in the game).

I was also thinking of having a PHP login system and track it that way, but it seems overkill.

Please would anyone be able to point me in the right direction for a solution?

visual studio code – Farkle Game Loop through player scores not working

So I have Farkle game I am working, where I am trying roll dice 6 times for player 1 and 6 times for player 2 and then add up their individual scores. But it keeps setting the same exact score for both players though. I have this so cod so far.

void score(int numOfPlayers)
int totalScore = 0;
int oneCount = 0, twoCount = 0, threeCount = 0, fourCount = 0, fiveCount = 0, sixCount = 0;

int die;
for (int i = 0; i < numOfPlayers; i++)
    for (int j = 0; j < 6; j++)
        die = dice(i)(j);
        switch (die)
        case 1:
            totalScore += 100;
        case 2:
        case 3:
        case 4:
        case 5:
            totalScore += 50;
        case 6:

        if (oneCount >= 3)
            totalScore += 100;

        else if (twoCount >= 3)
            totalScore += 200;

        else if (threeCount >= 3)
            totalScore += 300;

        else if (fourCount >= 3)
            totalScore += 400;

        else if (fiveCount >= 3)
            totalScore += 500;

        else if (sixCount >= 3)
            totalScore += 600;
    for (int i = 0; i < numOfPlayers; i++) {

for (int i = 0; i < numOfPlayers; i++)

    if (playerArray(i).GetScore() >= 10000)
        cout << "Total Score for Player " << i + 1 << " is " << " " << playerArray(i).GetName() << " is " <<  totalScore << " You Win!!!" << endl;

        for (int i = 0; i < numOfPlayers; i++)

            if (playerArray(i).GetScore() < 10000)
                cout << "Total Score for Player " << i + 1 << " " << playerArray(i).GetName() << " is " << totalScore << endl;


google sheets – How to create a formula to look at my most recent past 20 scores in a column and averages the lowest 8 scores

In Google Sheets I would like to create a formula to look at my most recent past 20 scores in a column and averages the lowest 8 scores.

In another post I found the following formula that will average my 8 most recent scores. However, I need it to look at my most recent 20 scores and average the lowest 8.

Here was the formula I found:


ca.classical analysis and odes – How do you calculate residual risk. Is it possible to aggregate control scores?

I’m sure what I need is possible as I did it years ago in excel but can’t remember!
I work in cyber security and I am trying to calculate residual risk, example..

Lets take phishing for example and lets say the inherent risk score is 100. (the score before controls are applied). I have a list of about 12 controls which mitigate this risk and I assess each control based on effectiveness and give each control a score out of 100. 50%, 10%, 40%, 60% etc.

If my risk was 100% and my control was 50% then the residual risk score is 50% but when you have multiple controls it feels like I need to apply some form of factor to arrive at an aggregated score.

Has anyone done this type of stuff?

Thanks in advance…

Google SEO – Sports Website – Display live scores in search results

As far as I know, this is not an algorithmic feature. It doesn’t depend on any specific standardized structured data, but instead is added by Google employees behind closed doors from specialized data feeds.

If you think about it, to get live scores Google needs a live feed, the HTTP protocol wouldn’t cut it unless they’re sending a request every 5 seconds. They probably use a special live protocol behind the scenes, something akin to a socket, where they pipe in the data directly from an official data provider.

Do you have a specific use case or are you just curious?

oop – python: add the lowest scores in the game yahtzee

I'm coding yahtzee game by looking at this Medium article:

My question two questions are: how do I add the lowest score as the highest score? How do I add the total score?

my code is a little different from the Media guide:

import random

class Dice:

    def __init__(self):
        self._rolled_dices = ()
        self._picked_dices = ()
        self._new_rolled_dices = ()
        self._turns = 0
        self._upper_score = 0

    def roll(self):
        if self._turns < 3:
            for i in range(5):
                value = random.randint(1, 6)
            self._turns += 1
            return self._rolled_dices

    def pick(self):
        dice_user_input = input("Which dices do you want to keep? Use space to differ the numbers. ")
        dice_input_split = dice_user_input.split()

        if dice_user_input == "":
            return self._rolled_dices
            for number in dice_input_split:
            return self._rolled_dices

    def roll_again(self):
        if self._turns < 3:
            for i in range(len(self._rolled_dices)):
                val = random.randint(1, 6)
            self._turns += 1
            self._rolled_dices = self._new_rolled_dices
            return self._rolled_dices
            print('already rolled three times')

    def all_picked_dices(self):
        return self._picked_dices


    def upper_section(self, upper_rolled):
        """ if at least two dices are equals.
        the score is the sum of all the dice showing the specific number.
        for number in self._rolled_dices:
            if number == upper_rolled:
                self._upper_score += number
        return self._upper_score

    def one_pair(self):
        """ if two dices are equal.
        the score is the sum of the pair. """
        if self._picked_dices(0) == self._picked_dices(1):
            return self._picked_dices(0) + self._picked_dices(1)
        elif self._picked_dices(1) == self._picked_dices(2):
            return self._picked_dices(1) + self._picked_dices(2)
        elif self._picked_dices(2) == self._picked_dices(3):
            return self._picked_dices(2) + self._picked_dices(3)
        elif self._picked_dices(3) == self._picked_dices(4):
            return self._picked_dices(3) + self._picked_dices(4)
            return 0

    def two_pairs(self):
        """ if two different pairs of dices are equal.
        the score is the sum of both of the pairs. """
        if self._picked_dices(0) == self._picked_dices(1) and self._picked_dices(2) == self._picked_dices(3):
            return self._picked_dices(0) + self._picked_dices(1) + self._picked_dices(2) + self._picked_dices(3)
        elif self._picked_dices(0) == self._picked_dices(1) and self._picked_dices(3) == self._picked_dices(4):
            return self._picked_dices(0) + self._picked_dices(1) + self._picked_dices(3) + self._picked_dices(4)
        elif self._picked_dices(1) == self._picked_dices(2) and self._picked_dices(3) == self._picked_dices(4):
            return self._picked_dices(1) + self._picked_dices(2) + self._picked_dices(3) + self._picked_dices(4)
            return 0

    def three_of_a_kind(self):
        """ if three dices are equal.
        the score is the sum of all five dices. """
        if self._picked_dices(0) == self._picked_dices(2) or self._picked_dices(1) == self._picked_dices(3) 
                or self._picked_dices(2) == self._picked_dices(4):
            return sum(self._picked_dices)

    def four_of_a_kind(self):
        """ if four dices are equal.
        the score is the sum of all five dices. """
        if self._picked_dices(0) == self._picked_dices(3) or self._picked_dices(1) == self._picked_dices(4):
            return sum(self._picked_dices)

    def small_straight(self):
        """ if the five dices show all the numbers from one to five.
        the score is 30 points. """
        if self._picked_dices(0) == 1 and self._picked_dices(1) == 2 and self._picked_dices(2) == 3 
                and self._picked_dices(3) == 4 and self._picked_dices(4) == 5:
            return 30

    def large_straight(self):
        """ if the five dices show all the numbers from two to six.
        the score is 40 points. """
        if self._picked_dices(0) == 2 and self._picked_dices(1) == 3 and self._picked_dices(2) == 4 
                and self._picked_dices(3) == 5 and self._picked_dices(4) == 6:
            return 40

    def full_house(self):
        """ if two dices and three other dices are equal.
        the score is 25 points. """
        if (self._picked_dices(0) == self._picked_dices(2) and self._picked_dices(3) == self._picked_dices(4)) 
                or (self._picked_dices(0) == self._picked_dices(1) and self._picked_dices(2) == self._picked_dices(4)):
            return 25

    def chance(self):
        """ the score is the sum of all five dices. """
        return sum(self._picked_dices)

    def yatzy(self):
        """ if all the dices are the same.
        the score is 50 points. """
        if len(set(self._picked_dices)) == 1:
            return 50
            return 0

class Score:

    def __init__(self):
        self._score_board = {}
        self._upper_score = 0
        self._lower_score = 0
        self._upper_bonus = 0
        self._count_total_score = 0

    def add_rolled_ones(self, rolled, value):
        """ adds the rolled dices to the score board. """
        self._score_board(rolled) = value

    def add_upper_score(self, value):
        """ adds the value to upper section """
        self._upper_score += value

    def add_lower_score(self, value):
        """ **!!HELP ME!!** """

    def get_upper_score(self):
        """ returns the upper score. """
        return self._upper_score

    def add_upper_bonus(self):
        """ adds the upper bonus points if the upper section's score is at least 63 points. """
        if self._upper_score >= 63:
            self._score_board("Upper Bonus") = 50
            self._upper_bonus += 50
            self._score_board("Upper Bonus") = 0

    def add_total_score(self):
        """ adds the total score to the score_board. 
        **!! HELP ME !!** """

cpu: are Geekbench multi-core scores done by embarrassingly parallel processes?

For each processor, benchmarks at present single-core and multi-core scores. For example, this 64-core processor has a single-core score of 1220 and a multi-core score of 23688. Is the Geekbench multi-core benchmark measured by (Case 1) running multiple single-core benchmarks in multiple cores at once (embarrassingly parallel))? Or (Case 2) is a single set of executed benchmarks, which could involve processes that do not parallel as well.

For the 64-core CPU example above, multicore performance does not achieve the score of 64×1220 = 78080 that we might expect from linear scaling of single-core behavior. In case 2, this difference could be expected due to the lack of perfect parallelization of the reference points. However, in Case 1, the difference must be inherent in the processor, which cannot deliver full single-core performance on all cores simultaneously, presumably due to thermal management issues.

dnd 5e – Should I use the characters' Passive Perception scores or request an Active Perception check to detect hidden enemies?

It is your choice either way, and you don't need to allow it directly

As other answers have already pointed out, this is fundamentally your decision to take as DM for this game. As such, I will not tell you what decision to make, but I will list some elements that influence the decision in any way:

  • Players cannot dictate when rolls occur, or what those rolls are

You decide when to request a launch and what that launch should be. By saying that they are constantly doing Perception checks, they are essentially telling you when to allow them to roll, and those instances simply occur when there is something to perceive.

  • Doing a perception check is a specific actionit is not a general condition

From the PHB section on Perception Skill:

In most cases, you must describe where you are looking for the DM to determine your probability of success. For example, a key is hidden under a set of folded clothes in the top drawer of a table. If you tell the DM to walk around the room, looking for clues on the walls and furniture, you have no chance of finding the key, regardless of the result of the Wisdom (Perception) check. You would have to specify that you were opening the drawers or looking in the office for any chance of success.

The emphasis is mine. Players are supposed to use a Perception control like this more as the culmination of a specific action, and that's the most important thing that differentiates skill control from using passive score. "I'm looking, listening, touching, tasting and smelling everything in an effort to find something" doesn't really fit very well.

  • The game includes passive scores to be used

A weak counterargument, even setting Rule 0 aside, but this suggested approach makes all passive scores irrelevant through a trivial statement. You don't have to use passive scores in your game if you prefer not to, but if you accept this request, there will be little reason why characters aren't constantly ready and prepared for anything that comes up.

  • Performing checks can be time consuming

Passive perception is what is used when your mind is on another task and you notice that something is wrong. These players are indicating that they want to check everything for everything, which would naturally involve a great deal of careful and methodical examination of everything they find.

There are many situations in which that plan will not work, such as trying to escape from a dungeon within a time limit. In other situations, it may be possible but not practical, such as trying to defeat another adventurous party in treasure. And the classic approach to keeping players from using time as an inexhaustible meta resource is to put them at risk of random encounters while moving incessantly – their slow pace could prove fatal.

The central point of this section is that players have argued (whatever you think) that their approach should give them extra success against things like hiding enemies and cheating. You can allow that or not, but the game itself doesn't need to leave that dominant strategy in place forever – it can make non-stop perception checks expensive for them, changing it from an easy-boring way to an interesting decision they have. to do in specific situations.

  • Always using scrolls can produce worse results than passive controls, complicating the strategy and its narration.

Passive scores are always what they are (no matter the ASIs): they are a minimum of 5 (base 10, plus a -5 modifier for having a skill score of 1), and having a skill score of 1 will be rare for a PC The most typical situation will be a passive perception greater than 7.

One consequence of that is that a player could potentially roll a result worst than your passive perception. This may not be a very likely or consequential situation in your game, but it's worth noting that your players won't necessarily get the benefits they expect, and you could miss out on some pretty big things in your enthusiasm for noticing absolutely everything. As a DM, you can make it more likely in key situations.

  • Players generally cannot declare permanent benefits on their own

This constant exam approach has the effect of making the game mechanically easier for players, especially if you don't add other restrictions to balance it. Enemies that rely on stealth and ambushes will be automatically nerfed, possibly as long as you don't bother using them. Traps become less meaningful and dungeon exploration less tense. And all because the players have just announced that their characters were being very careful.

I love when gamers come up with clever ideas and enjoy the benefits of their intelligence. But this constant and focused attention argument is quite weak and poorly structured. I doubt you will allow it if a player says that, because his Fighter is so well trained with a sword that he would be very careful during a fight and should always gain advantage on attack rolls.

Character stats and dice rolls close the gap between what a player / character would do I like do and what they are actually capable of doing.

How does the druid's Wild Shape shape interact with magical tomes and manuals that increase a character's skill scores?

Certain tomes and manuals increase the skill score of a character who uses them. As these tomes / manuals are, I suppose, & # 39; consumed & # 39 ;, can a druid who just entered Wild Shape benefit from such tome / manual (i.e.Dex, Con, Str)?

[ Politics ] Open-ended question: Why do TRUMP pass scores necessarily skyrocket right now?

I thought I could turn people against their leader with a bad economy or a pandemic or whatever.