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أصبحت روبوتات الدردشة (Chatbots) جزءًا أساسيًا من العديد من التطبيقات والمواقع الإلكترونية اليوم، حيث تقدم الدعم للمستخدمين وتوفر تجربة تفاعلية على مدار الساعة. في هذا الدليل، سنتعلم كيفية بناء روبوت دردشة بسيط باللغة العربية باستخدام Python وتقنيات معالجة اللغة الطبيعية (NLP).
import asyncio
async def task(name, duration):
print(f"Task {name} started.")
await asyncio.sleep(duration)
print(f"Task {name} finished after {duration} seconds.")
async def main():
await asyncio.gather(
task("A", 2),
task("B", 1),
task("C", 3),
)
asyncio.run(main())
# Output: Tasks A, B, and C execute concurrently.Coroutines can mimic generator pipelines, but they work asynchronously:
import datetime
import pywhatkit
def process_command(command):
if "time" in command:
now = datetime.datetime.now().strftime("%H:%M")
speak(f"The time is {now}")
elif "search for" in command:
query = command.replace("search for", "").strip()
speak(f"Searching for {query}")
pywhatkit.search(query)
elif "play" in command:
song = command.replace("play", "").strip()
speak(f"Playing {song}")
pywhatkit.playonyt(song)
else:
speak("I'm sorry, I can't perform that task yet.")Integrate a weather API (e.g., OpenWeatherMap) to fetch current weather information.
import schedule
import time
# Schedule the price checker to run every hour
schedule.every(1).hour.do(check_price)
while True:
schedule.run_pending()
time.sleep(1)Run the script, and it will automatically check the product price every hour and send email alerts if the price drops below your threshold.
A virtual environment is an isolated environment that allows you to run and manage Python projects with their own dependencies. This isolation prevents conflicts between packages and versions, making it easier to manage multiple projects on the same machine.
Virtual environments help maintain a clean and organized development environment by:
public class PlayerController : NetworkBehaviour
{
public GameObject bulletPrefab;
public Transform bulletSpawn;
void Update()
{
if (!IsOwner) return;
// Movement code...
if (Input.GetButtonDown("Fire1"))
{
ShootServerRpc();
}
}
[ServerRpc]
void ShootServerRpc()
{
GameObject bullet = Instantiate(bulletPrefab, bulletSpawn.position, bulletSpawn.rotation);
bullet.GetComponent<NetworkObject>().Spawn();
}
}In this example, when the player presses the fire button, a ServerRpc is called to spawn a bullet on the server, which is then synchronized with all clients.
using UnityEngine;
using UnityEngine.UI;
public class InventoryUI : MonoBehaviour
{
public Inventory inventory;
public GameObject inventoryPanel;
public GameObject inventorySlotPrefab;
void Start()
{
RefreshInventoryUI();
}
public void RefreshInventoryUI()
{
// Clear existing UI elements
foreach (Transform child in inventoryPanel.transform)
{
Destroy(child.gameObject);
}
// Create new UI elements
foreach (Item item in inventory.items)
{
GameObject slot = Instantiate(inventorySlotPrefab, inventoryPanel.transform);
Image iconImage = slot.transform.GetChild(0).GetComponent<Image>();
iconImage.sprite = item.icon;
// Add more UI logic as needed (like item count for stackable items)
}
}
}No preview available for this content.
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