A list of puns related to "Natural numbers object"
I'm going to sound a bit uneducated since I don't know a lot of linguistic terms, it's just a hobby so far and I've never studied linguistics formally.
I just watched a video covering some basics from old Japanese, and I noticed that natural numbers were awfully similar to object counters in modern Japanese.
Old Japanese numerals (transliterated) | Arabic numerals | Modern Japanese obj. counters (translit.) | Mod. Japanese natural numbers (translit.) |
---|---|---|---|
pitΓΆ | 1 | hitotsu | ichi |
puta | 2 | futatsu | ni |
mitu | 3 | mittsu | san |
yΓΆ | 4 | yottsu | yon |
itu | 5 | itsutsu | go |
mu | 6 | muttsu | roku |
nana | 7 | nanatsu | nana |
ya | 8 | yattsu | hachi |
kΓΆkΓΆnΓΆ | 9 | kokonotsu | kyΕ« |
tΓΆwo | 10 | tou | jΕ« |
I'd be grateful if anybody here who knows more about Japanese could explain this to me, how natural numbers in today's Japanese arose, and how the natural numbers in old Japanese evolved into the object counters.
I wish I could be more specific about the kind of answer I really search for, but I hope I made myself clear.
Thanks in advance
Here's the police report. Primary issue is insurance doesn't cover medical for this claim and I went to the hospital due to back injury. As it states in the police report, the police did not find the truck because he continued to drive.
What are some arguments can I make to my geico insurance to change this claim and should I hire legal help for this?
This happened in Texas
I need the objects to see if an object already exists and assign a number to one of its variables accordingly. I want the object at the top to start at 0, and the object at the bottom to be 19. How can I do this automatically within the creation event?
I think this is where I would use a multidimensional array, but I don't know how to make sure the objects are in the order I've placed them.
Some examples of responses I've gotten so far are using rain boots to walk around the house after a flood and using a wheelbarrow to get water from their neighbors.
I'm new to gamemaker so I decided to see a tutorial to learn. It's this one: www.youtube.com/watch?v=evkFHHNp0-Q&t=709s . But this error appears:
############################################### ########################################
ERROR in
action number 1
of Create Event
for object <undefined>:
Variable <unknown_object>.y(1, -2147483648) not set before reading it.
at gml_GlobalScript_move_state (line 24) - if (place_meeting(x+hspd, y,obj_wall)) {
############################################### ########################################
gml_GlobalScript_move_state (line 24)
I've been stuck with this error for hours and I don't know what to do, any advice? The error appears on the first line of the horizontal collision, but I don't know how to fix it. Probably because the video is pretty old and I'm on the most up-to-date version of gamemaker.
https://preview.redd.it/mqojwt28ed981.png?width=905&format=png&auto=webp&s=1ebf38d3580eccae7dfabdac26ccc22761c26bde
How do I use FileSystemEntry to find the number of objects in a folder (folder in a website stored next to index.html, and script.js)
https://developer.mozilla.org/en-US/docs/Web/API/FileSystemEntry
Im new user of ublock origin, and comes with 3 questions,
As I'm learning Spanish I see sentences that mean the same but use slightly different structures, and I'm curious if there is a reason you would use one or the other. Or maybe if one is more commonly used
So for example.
ComprΓ© estΓ‘ fruta y la voy a lavar Versus ComprΓ© estΓ‘ fruta y voy a lavarla
It's easier for me to make sentences like the second example because it's closer to the English format but I'm curious which is used more by native speakers
Same question on StackOverflow: https://stackoverflow.com/questions/70309431/what-is-the-most-idomatic-way-to-write-iterators-that-map-an-uncertain-number-of
Hi rustaceans. I'm trying to implement a Lexer. Since lexers emit tokens, I suppose that we can perceive a Lexer as a special iterator that maps certain chunks of char
s to Token
s. I therefore expect Lexer
to store an Iterator<Item=char>
and manipulate that iterator instead of a &str
to enable maximum flexibility.
struct Lexer<T: Iterator<Item=char>> {
source: T
}
Yet I find it hard to manipulate the iterator, since almost all iterator adaptors take ownership, and with generics I cannot change the type of T
at runtime, unless I switch to Box
.
self.source.take_while(|x| x.is_whitespace())
A possible workaround is to require that the iterator implement Clone
, use a clone every time I want to transform it, remember how many characters I have seen, and call next
that many times. I believe that it is too clumsy.
I wonder if there is an idomatic way to write iterators that map an uncertain number of input items (in this case, char
s) into another object (in this case, Token
s)?
The most elegant way I can come up with so far is to use while let
etc. which are not so fluent-style-like. I inspected the implementation of GroupBy
in itertools
and found that they use the while let
approach too.
This would be very overkill but would balance everything from extractors to earth tokens and make no pile ups or waste of recourses/time therefore beating the game entirely.. copying this system through your whole world would be the final frontier of Builderment...
Hello, I'm currently building a few levels for my game, but I have to use real-time lighting for these since it's similar to a dungeon generator.
The problem though is that apparently a Game-object will only display up to a certain number of lights, like 5, and the rest of them will just disappear.
If I divide the interior in blocks then I get weird lighting glitches (like you see where one section ends and an other one begins). Could really use some help, thanks.
So how do I increase the number of real-time lights one single Game-object can display at once before the others start disappearing.
Thanks
Please note that this site uses cookies to personalise content and adverts, to provide social media features, and to analyse web traffic. Click here for more information.