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Found 5,549 snippets matching: console

    public by ejmurray  220220  4  3  0

    Updated script to reflect the non console

    Updated script to reflect the non console: scrabble.py
    #!/usr/bin/python
    # encoding: utf-8
    """
    Created: 01/07/15, 11:14
    Description:
    Define a function scrabble_score that takes a string word as input and returns the equivalent scrabble
    score for that word.
    
    Assume your input is only one word containing no spaces or punctuation.
    As mentioned, no need to worry about score multipliers!
    Your function should work even if the letters you get are uppercase, lowercase, or a mix.
    Assume that you're only given non-empty strings.
    
    Have your function loop through the word that you are given as input and look up the score for
    each letter in the score dictionary. Add the score for each letter into a total of some sort.
    
    Remember you can use the string.lower() method to make your string lower case!
    
    In the CodeAcademy console you will need to comment out lines 30, 39 and 40.
    They are there to give console output.
    
    scrabble_score('Quiz') >>> 22
    """
    score = {"a": 1, "c": 3, "b": 3, "e": 1, "d": 2, "g": 2,
             "f": 4, "i": 1, "h": 4, "k": 5, "j": 8, "m": 3,
             "l": 1, "o": 1, "n": 1, "q": 10, "p": 3, "s": 1,
             "r": 1, "u": 1, "t": 1, "w": 4, "v": 4, "y": 4,
             "x": 8, "z": 10}
    
    def scrabble_score(word):
        total = 0
    
        # word = raw_input("Enter a word: ")
        word = word.lower()
    
        for letter in word:
            if letter in score:
                total = total + score[letter]
    
        return total
    
    a = scrabble_score('Quiz')
    print a
    
    
    

    public by maindog  17125  1553  8  19

    javascript cheat for A Dark Room v1.3

    (can be used on chrome using the javascript console) After you get a hut and someone joins your village (not the builder) this code will provide you with a lot of wood, allowing you to build more huts, traps and other buildings once you have the resources. (does not purchase the buildings and for the mines you still have to find them on the map)
    /**
     * Module that registers the outdoors functionality
     */
    var Outside = {
    	name: "Outside",
    	
    	_GATHER_DELAY: 60,
    	_TRAPS_DELAY: 90,
    	_POP_DELAY: [0.5, 3],
    	
    	_INCOME: {
    		'gatherer': {
    			delay: 1,
    			stores: {
    				'wood': 10000
    			}
    		},
    		'hunter': {
    			delay: 1,
    			stores: {
    				'fur': 10000,
    				'meat': 10000,
    				'alien alloy': 10000,
    				'medicine': 10000
    			}
    		},
    		'trapper': {
    			delay: 1,
    			stores: {
    				'meat': 10000,
    				'bait': 10000,
    				'teeth': 10000,
    				'scales': 10000
    			}
    		},
    		'tanner': {
    			delay: 1,
    			stores: {
    				'fur': 100000,
    				'leather': 100000
    			}
    		},
    		'charcutier': {
    			delay: 1,
    			stores: {
    				'meat': 100000,
    				'wood': 100000,
    				'cured meat': 100000
    			}
    		},
    		'iron miner': {
    			delay: 1,
    			stores: {
    				'cured meat': 100000,
    				'iron': 100000
    			}
    		},
    		'coal miner': {
    			delay: 1,
    			stores: {
    				'cured meat': 100000,
    				'coal': 100000
    			}
    		},
    		'sulphur miner': {
    			delay: 1,
    			stores: {
    				'cured meat': 100000,
    				'sulphur': 100000
    			}
    		},
    		'steelworker': {
    			delay: 1,
    			stores: {
    				'iron': 100000,
    				'coal': 100000,
    				'steel': 100000
    			}
    		},
    		'armourer': {
    			delay: 1,
    			stores: {
    				'steel': 100000,
    				'sulphur': 10000,
    				'bullets': 100000
    			}
    		}
    	},
    	
    	TrapDrops: [
    		{
    			rollUnder: 0.5,
    			name: 'fur',
    			message: 'scraps of fur'
    		},
    		{
    			rollUnder: 0.75,
    			name: 'meat',
    			message: 'bits of meat'
    		},
    		{
    			rollUnder: 0.85,
    			name: 'scales',
    			message: 'strange scales'
    		},
    		{
    			rollUnder: 0.93,
    			name: 'teeth',
    			message: 'scattered teeth'
    		},
    		{
    			rollUnder: 0.995,
    			name: 'cloth',
    			message: 'tattered cloth'
    		},
    		{
    			rollUnder: 1.0,
    			name: 'charm',
    			message: 'a crudely made charm'
    		}
    	],
    	
    	init: function(options) {
    		this.options = $.extend(
    			this.options,
    			options
    		);
    		
    		if(Engine._debug) {
    			this._GATHER_DELAY = 0;
    			this._TRAPS_DELAY = 0;
    		}
    		
    		// Create the outside tab
    		this.tab = Header.addLocation("A Silent Forest", "outside", Outside);
    		
    		// Create the Outside panel
    		this.panel = $('<div>').attr('id', "outsidePanel")
    			.addClass('location')
    			.appendTo('div#locationSlider');
    		
    		//subscribe to stateUpdates
    		$.Dispatch('stateUpdate').subscribe(Outside.handleStateUpdates);
    		
    		if(typeof $SM.get('features.location.outside') == 'undefined') {
    			$SM.set('features.location.outside', true);
    			if(!$SM.get('game.buildings')) $SM.set('game.buildings', {});
    			if(!$SM.get('game.population')) $SM.set('game.population', 0);
    			if(!$SM.get('game.workers')) $SM.set('game.workers', {});
    		}
    		
    		this.updateVillage();
    		Outside.updateWorkersView();
    		
    		Engine.updateSlider();
    		
    		// Create the gather button
    		new Button.Button({
    			id: 'gatherButton',
    			text: "gather wood",
    			click: Outside.gatherWood,
    			cooldown: Outside._GATHER_DELAY,
    			width: '80px'
    		}).appendTo('div#outsidePanel');
    	},
    	
    	getMaxPopulation: function() {
    		return $SM.get('game.buildings["hut"]', true) * 4;
    	},
    	
    	increasePopulation: function() {
    		var space = Outside.getMaxPopulation() - $SM.get('game.population');
    		if(space > 0) {
    			var num = Math.floor(Math.random()*(space/2) + space/2);
    			if(num == 0) num = 1;
    			if(num == 1) {
    				Notifications.notify(null, 'a stranger arrives in the night');
    			} else if(num < 5) {
    				Notifications.notify(null, 'a weathered family takes up in one of the huts.');
    			} else if(num < 10) {
    				Notifications.notify(null, 'a small group arrives, all dust and bones.');
    			} else if(num < 30) {
    				Notifications.notify(null, 'a convoy lurches in, equal parts worry and hope.');
    			} else {
    				Notifications.notify(null, "the town's booming. word does get around.");
    			}
    			Engine.log('population increased by ' + num);
    			$SM.add('game.population', num);
    		}
    		Outside.schedulePopIncrease();
    	},
    	
    	killVillagers: function(num) {
    		$SM.add('game.population', num * -1);
    		if($SM.get('game.population') < 0) {
    			$SM.set('game.population', 0);
    		}
    		var remaining = Outside.getNumGatherers();
    		if(remaining < 0) {
    			var gap = -remaining;
    			for(var k in $SM.get('game.workers')) {
    				var num = $SM.get('game.workers["'+k+'"]');
    				if(num < gap) {
    					gap -= num;
    					$SM.set('game.workers["'+k+'"]', 0);
    				} else {
    					$SM.add('game.workers["'+k+'"]', gap * -1);
    					break;
    				}
    			}
    		}
    	},
    	
    	schedulePopIncrease: function() {
    		var nextIncrease = Math.floor(Math.random()*(Outside._POP_DELAY[1] - Outside._POP_DELAY[0])) + Outside._POP_DELAY[0];
        	Engine.log('next population increase scheduled in ' + nextIncrease + ' minutes');
        	Outside._popTimeout = setTimeout(Outside.increasePopulation, nextIncrease * 60 * 1000);
    	},
    	
    	updateWorkersView: function() {
    		var workers = $('div#workers');
    
    		// If our population is 0 and we don't already have a workers view,
    		// there's nothing to do here.
    		if(!workers.length && $SM.get('game.population') == 0) return;
    
    		var needsAppend = false;
    		if(workers.length == 0) {
    			needsAppend = true;
    			workers = $('<div>').attr('id', 'workers').css('opacity', 0);
    		}
    		
    		var numGatherers = $SM.get('game.population');
    		var gatherer = $('div#workers_row_gatherer', workers);
    		
    		for(var k in $SM.get('game.workers')) {
    			var workerCount = $SM.get('game.workers["'+k+'"]');
    			var row = $('div#workers_row_' + k.replace(' ', '-'), workers);
    			if(row.length == 0) {
    				row = Outside.makeWorkerRow(k, workerCount);
    				
    				var curPrev = null;
    				workers.children().each(function(i) {
    					var child = $(this);
    					var cName = child.attr('id').substring(12).replace('-', ' ');
    					if(cName != 'gatherer') {
    						if(cName < k && (curPrev == null || cName > curPrev)) {
    							curPrev = cName;
    						}
    					}
    				});
    				if(curPrev == null && gatherer.length == 0) {
    					row.prependTo(workers);
    				} 
    				else if(curPrev == null)
    				{
    					row.insertAfter(gatherer);
    				} 
    				else 
    				{
    					row.insertAfter(workers.find('#workers_row_' + curPrev.replace(' ', '-')));
    				}
    				
    			} else {
    				$('div#' + row.attr('id') + ' > div.row_val > span', workers).text(workerCount);
    			}
    			numGatherers -= workerCount;
    			if(workerCount == 0) {
    				$('.dnBtn', row).addClass('disabled');
    				$('.dnManyBtn', row).addClass('disabled');
    			} else {
    				$('.dnBtn', row).removeClass('disabled');
    				$('.dnManyBtn', row).removeClass('disabled');
    			}
    		}
    		
    		if(gatherer.length == 0) {
    			gatherer = Outside.makeWorkerRow('gatherer', numGatherers);
    			gatherer.prependTo(workers);
    		} else {
    			$('div#workers_row_gatherer > div.row_val > span', workers).text(numGatherers);
    		}
    		
    		if(numGatherers == 0) {
    			$('.upBtn', '#workers').addClass('disabled');
    			$('.upManyBtn', '#workers').addClass('disabled');
    		} else {
    			$('.upBtn', '#workers').removeClass('disabled');
    			$('.upManyBtn', '#workers').removeClass('disabled');
    		}
    		
    		
    		if(needsAppend && workers.children().length > 0) {
    			workers.appendTo('#outsidePanel').animate({opacity:1}, 300, 'linear');
    		}
    	},
    	
    	getNumGatherers: function() {
    		var num = $SM.get('game.population'); 
    		for(var k in $SM.get('game.workers')) {
    			num -= $SM.get('game.workers["'+k+'"]');
    		}
    		return num;
    	},
    	
    	makeWorkerRow: function(name, num) {
    		var row = $('<div>')
    			.attr('id', 'workers_row_' + name.replace(' ','-'))
    			.addClass('workerRow');
    		$('<div>').addClass('row_key').text(name).appendTo(row);
    		var val = $('<div>').addClass('row_val').appendTo(row);
    		
    		$('<span>').text(num).appendTo(val);
    		
    		if(name != 'gatherer') {
    		  $('<div>').addClass('upManyBtn').appendTo(val).click([10], Outside.increaseWorker);
    			$('<div>').addClass('upBtn').appendTo(val).click([1], Outside.increaseWorker);
    			$('<div>').addClass('dnBtn').appendTo(val).click([1], Outside.decreaseWorker);
    			$('<div>').addClass('dnManyBtn').appendTo(val).click([10], Outside.decreaseWorker);
    		}
    		
    		$('<div>').addClass('clear').appendTo(row);
    		
    		var tooltip = $('<div>').addClass('tooltip bottom right').appendTo(row);
    		var income = Outside._INCOME[name];
    		for(var s in income.stores) {
    			var r = $('<div>').addClass('storeRow');
    			$('<div>').addClass('row_key').text(s).appendTo(r);
    			$('<div>').addClass('row_val').text(Engine.getIncomeMsg(income.stores[s], income.delay)).appendTo(r);
    			r.appendTo(tooltip);
    		}
    		
    		return row;
    	},
    	
    	increaseWorker: function(btn) {
    		var worker = $(this).closest('.workerRow').children('.row_key').text();
    		if(Outside.getNumGatherers() > 0) {
    		  var increaseAmt = Math.min(Outside.getNumGatherers(), btn.data);
    			Engine.log('increasing ' + worker + ' by ' + increaseAmt);
    			$SM.add('game.workers["'+worker+'"]', increaseAmt);
    		}
    	},
    	
    	decreaseWorker: function(btn) {
    		var worker = $(this).closest('.workerRow').children('.row_key').text();
    		if($SM.get('game.workers["'+worker+'"]') > 0) {
    		  var decreaseAmt = Math.min($SM.get('game.workers["'+worker+'"]') || 0, btn.data);
    			Engine.log('decreasing ' + worker + ' by ' + decreaseAmt);
    			$SM.add('game.workers["'+worker+'"]', decreaseAmt * -1);
    		}
    	},
    	
    	updateVillageRow: function(name, num, village) {
    		var id = 'building_row_' + name.replace(' ', '-');
    		var row = $('div#' + id, village);
    		if(row.length == 0 && num > 0) {
    			row = $('<div>').attr('id', id).addClass('storeRow');
    			$('<div>').addClass('row_key').text(name).appendTo(row);
    			$('<div>').addClass('row_val').text(num).appendTo(row);
    			$('<div>').addClass('clear').appendTo(row);
    			var curPrev = null;
    			village.children().each(function(i) {
    				var child = $(this);
    				if(child.attr('id') != 'population') {
    					var cName = child.attr('id').substring(13).replace('-', ' ');
    					if(cName < name && (curPrev == null || cName > curPrev)) {
    						curPrev = cName;
    					}
    				}
    			});
    			if(curPrev == null) {
    				row.prependTo(village);
    			} else {
    				row.insertAfter('#building_row_' + curPrev.replace(' ', '-'));
    			}
    		} else if(num > 0) {
    			$('div#' + row.attr('id') + ' > div.row_val', village).text(num);
    		} else if(num == 0) {
    			row.remove();
    		}
    	},
    	
    	updateVillage: function(ignoreStores) {
    		var village = $('div#village');
    		var population = $('div#population');
    		var needsAppend = false;
    		if(village.length == 0) {
    			needsAppend = true;
    			village = $('<div>').attr('id', 'village').css('opacity', 0);
    			population = $('<div>').attr('id', 'population').appendTo(village);
    		}
    		
    		for(var k in $SM.get('game.buildings')) {
    			if(k == 'trap') {
    				var numTraps = $SM.get('game.buildings["'+k+'"]');
    				var numBait = $SM.get('stores.bait', true);
    				var traps = numTraps - numBait;
    				traps = traps < 0 ? 0 : traps;
    				Outside.updateVillageRow(k, traps, village);
    				Outside.updateVillageRow('baited trap', numBait > numTraps ? numTraps : numBait, village);
    			} else {
    				if(Outside.checkWorker(k)) {
    					Outside.updateWorkersView();
    				}
    				Outside.updateVillageRow(k, $SM.get('game.buildings["'+k+'"]'), village);
    			}
    		}
    		
    		population.text('pop ' + $SM.get('game.population') + '/' + this.getMaxPopulation());
    		
    		var hasPeeps;
    		if($SM.get('game.buildings["hut"]', true) == 0) {
    			hasPeeps = false;
    			village.addClass('noHuts');
    		} else {
    			hasPeeps = true;
    			village.removeClass('noHuts');
    		}
    		
    		if(needsAppend && village.children().length > 1) {
    			village.appendTo('#outsidePanel');
    			village.animate({opacity:1}, 300, 'linear');
    		}
    		
    		if(hasPeeps && typeof Outside._popTimeout == 'undefined') {
    			Outside.schedulePopIncrease();
    		}
    		
    		this.setTitle();
    
    		if(!ignoreStores && Engine.activeModule === Outside && village.children().length > 1) {
    			$('#storesContainer').css({top: village.height() + 26 + 'px'});
    		}
    	},
    	
    	checkWorker: function(name) {
    		var jobMap = {
    			'lodge': ['hunter', 'trapper'],
    			'tannery': ['tanner'],
    			'smokehouse': ['charcutier'],
    			'iron mine': ['iron miner'],
    			'coal mine': ['coal miner'],
    			'sulphur mine': ['sulphur miner'],
    			'steelworks': ['steelworker'],
    			'armoury' : ['armourer']
    		};
    		
    		var jobs = jobMap[name];
    		var added = false;
    		if(typeof jobs == 'object') {
    			for(var i = 0, len = jobs.length; i < len; i++) {
    				var job = jobs[i];
    				if(typeof $SM.get('game.buildings["'+name+'"]') == 'number' && 
    						typeof $SM.get('game.workers["'+job+'"]') != 'number') {
    					Engine.log('adding ' + job + ' to the workers list');
    					$SM.set('game.workers["'+job+'"]', 0);
    					added = true;
    				}
    			}
    		}
    		return added;
    	},
    	
    	updateVillageIncome: function() {		
    		for(var worker in Outside._INCOME) {
    			var income = Outside._INCOME[worker];
    			var num = worker == 'gatherer' ? Outside.getNumGatherers() : $SM.get('game.workers["'+worker+'"]');
    			if(typeof num == 'number') {
    				var stores = {};
    				if(num < 0) num = 0;
    				var tooltip = $('.tooltip', 'div#workers_row_' + worker.replace(' ', '-'));
    				tooltip.empty();
    				var needsUpdate = false;
    				var curIncome = $SM.getIncome(worker);
    				for(var store in income.stores) {
    					stores[store] = income.stores[store] * num;
    					if(curIncome[store] != stores[store]) needsUpdate = true;
    					var row = $('<div>').addClass('storeRow');
    					$('<div>').addClass('row_key').text(store).appendTo(row);
    					$('<div>').addClass('row_val').text(Engine.getIncomeMsg(stores[store], income.delay)).appendTo(row);
    					row.appendTo(tooltip);
    				}
    				if(needsUpdate) {
    					$SM.setIncome(worker, {
    						delay: income.delay,
    						stores: stores
    					});
    				}
    			}
    		}
    		Room.updateIncomeView();
    	},
    	
    	updateTrapButton: function() {
    		var btn = $('div#trapsButton');
    		if($SM.get('game.buildings["trap"]', true) > 0) {
    			if(btn.length == 0) {
    				new Button.Button({
    					id: 'trapsButton',
    					text: "check traps",
    					click: Outside.checkTraps,
    					cooldown: Outside._TRAPS_DELAY,
    					width: '80px'
    				}).appendTo('div#outsidePanel');
    			} else {
    				Button.setDisabled(btn, false);
    			}
    		} else {
    			if(btn.length > 0) {
    				Button.setDisabled(btn, true);
    			}
    		}
    	},
    	
    	setTitle: function() {
    		var numHuts = $SM.get('game.buildings["hut"]', true);
    		var title;
    		if(numHuts == 0) {
    			title = "A Silent Forest";
    		} else if(numHuts == 1) {
    			title = "A Lonely Hut";
    		} else if(numHuts <= 4) {
    			title = "A Tiny Village";
    		} else if(numHuts <= 8) {
    			title = "A Modest Village";
    		} else if(numHuts <= 14) {
    			title = "A Large Village";
    		} else {
    			title = "A Raucous Village";
    		}
    		
    		if(Engine.activeModule == this) {
    			document.title = title;
    		}
    		$('#location_outside').text(title);
    	},
    	
    	onArrival: function(transition_diff) {
    		Outside.setTitle();
    		if(!$SM.get('game.outside.seenForest')) {
    			Notifications.notify(Outside, "the sky is grey and the wind blows relentlessly");
    			$SM.set('game.outside.seenForest', true);
    		}
    		Outside.updateTrapButton();
    		Outside.updateVillage(true);
    
    		Engine.moveStoresView($('#village'), transition_diff);
    	},
    	
    	gatherWood: function() {
    		Notifications.notify(Outside, "dry brush and dead branches litter the forest floor");
    		var gatherAmt = $SM.get('game.buildings["cart"]', true) > 0 ? 50 : 10;
    		$SM.add('stores.wood', gatherAmt);
    	},
    	
    	checkTraps: function() {
    		var drops = {};
    		var msg = [];
    		var numTraps = $SM.get('game.buildings["trap"]', true);
    		var numBait = $SM.get('stores.bait', true);
    		var numDrops = numTraps + (numBait < numTraps ? numBait : numTraps);
    		for(var i = 0; i < numDrops; i++) {
    			var roll = Math.random();
    			for(var j in Outside.TrapDrops) {
    				var drop = Outside.TrapDrops[j];
    				if(roll < drop.rollUnder) {
    					var num = drops[drop.name];
    					if(typeof num == 'undefined') {
    						num = 0;
    						msg.push(drop.message);
    					}
    					drops[drop.name] = num + 1;
    					break;
    				}
    			}
    		}
    		var s = 'the traps contain ';
    		for(var i = 0, len = msg.length; i < len; i++) {
    			if(len > 1 && i > 0 && i < len - 1) {
    				s += ", ";
    			} else if(len > 1 && i == len - 1) {
    				s += " and ";
    			}
    			s += msg[i];
    		}
    		
    		var baitUsed = numBait < numTraps ? numBait : numTraps;
    		drops['bait'] = -baitUsed;
    		
    		Notifications.notify(Outside, s);
    		$SM.addM('stores', drops);
    	},
    	
    	handleStateUpdates: function(e){
    		if(e.category == 'stores'){
    			Outside.updateVillage();
    		} else if(e.stateName.indexOf('game.workers') == 0
    		          || e.stateName.indexOf('game.population') == 0){
    			Outside.updateVillage();
    			Outside.updateWorkersView();
    			Outside.updateVillageIncome();
    		};
    	}
    };

    public by lbottaro  2888  3  6  0

    Internet Explorer Console Debug

    This script allows to log into Javascript console debug.
    <script type = "text/javascript"> 
        function tryConsole() { 
            if (typeof console != "undefined") { 
                console.log("hello world"); 
            } 
        } 
    </script>

    public by cghersi  2852  0  5  1

    Write a message onto the console for debug purpose

    public static void LogOnConsole(string message)
    {
      Console.WriteLine(message);
    }
    

    public by Geometry  1341  1  4  0

    Parse: Parses a given line from console as a command if any.

    Parses a given line from console as a command if any. The line to be parsed.
    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Reflection;
    using Serilog;
    
    private static readonly Dictionary<CommandGroupAttribute, CommandGroup> CommandGroups = new Dictionary<CommandGroupAttribute, CommandGroup>();
    
    static CommandManager()
            {
                RegisterCommandGroups();
            }
    
    /// <summary>
    /// Parses a given line from console as a command if any.
    /// </summary>
    /// <param name="line">The line to be parsed.</param>
    public static void Parse(string line)
    {
        string output = string.Empty;
        string command;
        string parameters;
        var found = false;
    
        if (line == null) 
            return;
    
        if (line.Trim() == string.Empty) 
            return;
    
        if (!ExtractCommandAndParameters(line, out command, out parameters))
        {
            output = "Unknown command: " + line;
            Log.Information(output);
            return;
        }
    
        foreach (var pair in CommandGroups)
        {
            if (pair.Key.Name != command) 
                continue;
    
            output = pair.Value.Handle(parameters);
            found = true;
            break;
        }
    
        if (found == false)
            output = string.Format("Unknown command: {0} {1}", command, parameters);
    
        if (output != string.Empty)
            Log.Information(output);
    }

    public by AysadKozanoglu  8189  2  3  0

    difference between onload, readyState, and DOMContentLoaded to see it look on javascript console log

    difference between onload, readyState, and DOMContentLoaded to see it look on javascript console log : readyState_onLoad_example.html
        <!DOCTYPE html>
        <html>
          <head>
            <script>
            // best way for me  with experience
                if ('addEventListener' in document) {
                    document.addEventListener('DOMContentLoaded', function() {
                       //your code here...
                    }, false);
                }        
            //-->
            
              window.onload = function () {
                console.log(''+(+new Date)+': Onload fired');
              };
         
              document.onreadystatechange = function () {
                console.log(''+(+new Date)+': Ready state changed'); 
                if (document.readyState == "complete") { 
                  console.log(''+(+new Date)+': Ready = Complete'); 
                }
              };
         
              window.addEventListener("DOMContentLoaded", function () {
                console.log(''+(+new Date)+': DOM Content Loaded');
              });
            </script>
          </head>
          <body>
            <h1>Test</h1>
            <p>To see the difference between <code>onload</code> and <code>readyState == "complete"</code>
              and <code>DOMContentLoaded</code>.</p>
            <p>Run me with Firebug or Chrome Dev Tools, and cache disabled, and watch the console.</p>
            <hr />
            <img src="http://i.imgur.com/owuVS.gif" />
            <img src="http://i.imgur.com/1sE1n.jpg" />
            <img src="http://i.imgur.com/A2s1e.jpg" />
            <img src="http://i.imgur.com/BaFin.jpg" />
          </body>
    </html> 
    
    
    

    public by zonaro  4398  34  7  1

    Console Hacking - Get all Images of webpage using Jquery

    Just paste it on your webbrowser console and every image will be opened in a new tab (turn off your pop up blocker)
    var imgs = $("img").map(function () { return this.src; });
    for (var i = 0; i < imgs.length; i++) { 
       window.open( imgs[i]); 
    }

    public by cghersi @ MailUp API DEV  69256  7  5  0

    How to Add a recipient to a group of recipients with MailUp .NET SDK

    This snippet takes advantage of the MailUp .NET SDK to setup the secure communication towards the server through OAuth2 two leg authentication. You can start digging into the MailUP API world by reading this content: http://help.mailup.com/display/mailupapi/REST+API An instance of MailUpClient class is able to manage one user at a time. A MailU
    public static void AddRecipientToGroup(string clientID, string clientSecret, string username, string password)
    {
        // 1) Setup the MailUp Client:
        MailUpClient client = new MailUpClient(clientID, clientSecret);
        try
        {
            client.RetrieveAccessToken(username, password);
        }
        catch (MailUpException ex)
        {
            Console.WriteLine("Unable to access the service due to " + ex.Message);
            return;
        }
    
        // 2) Prepare the input:
        int idGroup = 1;
        ConsoleRecipientItem recipient = new ConsoleRecipientItem()
        {
            Email = "testGroup@mailup.com",
            Name = "Group - New Recipient" + DateTime.Now.ToFileTimeUtc(),
            Fields = new List<ConsoleRecipientDynamicFieldItem>()
            {
                new ConsoleRecipientDynamicFieldItem() { Id = 1, Value = "NameGroup" + DateTime.Now.ToFileTimeUtc() },
                new ConsoleRecipientDynamicFieldItem() { Id = 2, Value = "LastNameGroup" + DateTime.Now.ToFileTimeUtc() }
                //here you can add all the fields you want to add...
            }
        };
    
        // 3) Invoke the web method:
        int result = 0;
        try
        {
            result = client.AddRecipientToGroup(idGroup, recipient);
        }
        catch (Exception ex)
        {
            Console.WriteLine("Cannot perform the operation due to " + ex.Message);
            return;
        }
    
        // 4) Print results:
        if (result > 0)
            Console.WriteLine("Recipient Added!");
        else
            Console.WriteLine("An error occurred while adding the recipient.");
    }
    

    public by pleabargain  3290  13  6  2

    javascript output to console current full date as text

    // Enter here the actual content of the snippet.
    // Array of day names
    let dayNames = new Array("Sunday","Monday","Tuesday","Wednesday",
    				"Thursday","Friday","Saturday");
    
    // Array of month Names
    let monthNames = new Array(
    "January","February","March","April","May","June","July",
    "August","September","October","November","December");
    
    let now = new Date();
    console.log(dayNames[now.getDay()] + ", " +
    monthNames[now.getMonth()] +
    " " + now.getDate() +
    ", " + now.getFullYear());
    //output ~ Sunday, February 19, 2017
    

    public by marksimon232  3052  0  6  1

    Swift Collections: Simple function with parameter

    I want to pass a name (String) to a function and then print it out to the console.
    => Objective-C:
    -(void)outputName:(NSString *)nameString {
    
       NSLog(@"My name is %@",nameString);
    
    }
    
    To call this method within the same class:
    [self outputName:@"Mark"];
    //Results in the outputName function being called and "My name is Mark" printed to the console.
    
    
    => Swift:
    In Swift, we define the input value first (in our case, the string value), followed by the Type (String).
    func outputName(nameString:String){
    
        println("My name is: \(nameString)")
    
    }
    To call this method within the same class:
    outputName(@"Mark")
    //Results in the outputName function being called and "My name is Mark" printed to the console.
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