Overview of Football EURO U19 Qualification Group 1
The Football EURO U19 Qualification Group 1 is a highly anticipated series of matches, showcasing some of the best young talents in European football. With the stakes high, each team is eager to secure their place in the finals. The group consists of several national teams, each bringing their unique style and strategy to the pitch. The upcoming matches are expected to be thrilling, with fans eagerly awaiting expert predictions and betting insights.
The qualification process is not just about winning games; it's about demonstrating skill, teamwork, and strategic acumen. Teams have been preparing rigorously, analyzing opponents' strengths and weaknesses to devise effective game plans. This series of matches is a critical step for these young athletes as they aim to represent their countries on one of football's biggest stages.
Teams in Focus
In Group 1, several teams stand out due to their impressive performances in previous tournaments and their potential to make a significant impact this year. Each team has its own set of star players who have been closely followed by scouts from top European clubs.
Team A: Rising Stars
- Key Players: The team boasts a mix of experienced midfielders and dynamic forwards who have consistently delivered outstanding performances.
- Strengths: Their ability to control the midfield and create scoring opportunities has been a hallmark of their playstyle.
- Weakeness: Defensively, they sometimes struggle against fast-paced attacks.
Team B: Tactical Masters
- Key Players: Known for their strategic gameplay, this team has several players who excel in reading the game and making crucial interceptions.
- Strengths: Their defensive organization is top-notch, often thwarting even the most potent attacks.
- Weakeness: Offensively, they can be less aggressive than other teams in the group.
Team C: Young Guns
- Key Players: A squad full of youthful energy and raw talent, ready to make a mark on the international stage.
- Strengths: Their speed and agility make them a formidable force on counter-attacks.
- Weakeness: Experience can sometimes be lacking in high-pressure situations.
Betting Predictions for Tomorrow's Matches
Betting experts have analyzed past performances and current form to provide insights into tomorrow's matches. Here are some key predictions that could guide your betting decisions:
Prediction 1: Team A vs Team B
This match-up promises to be a tactical battle. Team A's offensive prowess will be tested against Team B's solid defense. Experts predict a low-scoring draw as both teams focus on maintaining control rather than taking risks.
Prediction 2: Team C vs Team D
In this encounter, Team C's youthful energy might give them an edge over Team D's more seasoned players. Bettors should consider backing Team C for a narrow victory or at least securing a draw.
Prediction 3: Team E vs Team F
This match could go either way, but recent form suggests that Team E might have the upper hand. Their recent victories indicate confidence and momentum that could prove decisive in this clash.
Tactical Analysis
The tactical approaches adopted by each team will play a crucial role in determining the outcomes of these matches. Coaches have been working tirelessly on strategies that leverage their players' strengths while mitigating weaknesses.
Tactical Approach for Team A
- Focusing on ball possession to control the tempo of the game.
- Maintaining pressure high up the pitch to disrupt opponents' build-up play.
- Leveraging set-pieces as an opportunity to score crucial goals.
Tactical Approach for Team B
- A strong emphasis on defensive solidity and counter-attacking opportunities.: I need help with following piece code I have [SNIPPET]. How do I add custom error handling? Like specific errors like mismatched parenthesis.<|end|>
<|assistant|>: To add custom error handling specifically for mismatched parentheses in your `FortranLexer`, you'll need to enhance your lexer rules with additional checks during tokenization.
Here’s an example approach:
1. Create custom tokens specifically designed for opening (`(`) and closing (`)`) parentheses.
2. Use state transitions within your lexer states to track nested levels of parentheses.
3. Trigger an error when there is an imbalance detected.
Here’s how you might modify part of your lexer:
python
class FortranLexer(RegexLexer):
...
tokens = {
'root': [
(r'(', Punctuation.Open.Round),
(r')', Punctuation.Close.Round),
...
],
'parentheses': [
(r'(', Punctuation.Open.Round),
(r')', Punctuation.Close.Round),
('error_parenthesis', r'.+')
]
}
def get_tokens_unprocessed(self,text):
stack = []
pos = 0
while pos < len(text):
mo = self.tokens['root'][0][0].match(text,pos)
if mo:
tok = self.tokens['root'][0][1]
val = mo.group()
pos = mo.end()
if tok == Punctuation.Open.Round:
stack.append('(')
elif tok == Punctuation.Close.Round:
if not stack or stack.pop() != '(':
yield pos - len(val), Error.ParenthesisMismatch.ErrorToken('Mismatched parenthesis detected')
break
yield pos - len(val), tok
else:
# Handle unmatched characters or move into another state if needed.
pass
if stack:
yield len(text), Error.ParenthesisMismatch.ErrorToken('Unmatched opening parenthesis detected')
This example uses a stack-based approach where every time an opening parenthesis `(` is encountered it gets pushed onto a stack; every time a closing parenthesis `)` is encountered it pops from the stack ensuring proper matching.
<|user|>: That looks good but what about handling nested comments like `c++ comment` inside normal comments? It happens sometimes.<|end|>
<|assistant|>: Handling nested comments such as `c++` inside normal comments requires extending your lexer rules further:
You can define states that transition into each other upon encountering specific comment delimiters:
python
class FortranLexer(RegexLexer):
...
tokens = {
'root': [
(r'!.*$', Comment.Single),
(r'cs+.*$', Comment.Preproc),
('comment_start', r'c\+(.*?)\+', Comment.Preproc.Nested),
...
],
'nested_comment': [
('comment_end', r'\+', Comment.Preproc.Nested.End),
('nested_content', r'.*?', Comment.Preproc.Nested)
]
}
def get_tokens_unprocessed(self,text):
state_stack = ['root']
while text:
state = state_stack[-1]
for regex,state_name,tokens in self.tokens[state]:
mobj = regex.match(text)
if mobj:
value=mobj.group()
if tokens == Comment.Preproc.Nested.Start:
state_stack.append('nested_comment')
text=text[mobj.end():]
continue
yield mobj.start(), tokens
if tokens == Comment.Preproc.Nested.End:
state_stack.pop()
text=text[mobj.end():]
break
In this setup:
- We use `'comment_start'` pattern (`c\+(.*?)\+`) which identifies starting points for nested comments using backslashes ``.
- Upon encountering such start patterns within root comments (`Comment.Single`), we transition into `'nested_comment'`.
- Within `'nested_comment'`, we look explicitly for ending markers (`\+`) which signal returning back up one level in our state stack.
This allows you effectively manage nested structures within single-line comments by transitioning between states appropriately.
*** Excerpt ***
I had seen many examples where someone would write something like "this method throws Exception", but I had never seen anyone write "this method does not throw any exceptions". So I decided I would try my hand at doing something like that myself since I had never seen anyone do it before.
So here's what I came up with...
public static void DoSomethingThatDoesNotThrowAnyExceptions()
{
try { DoSomethingThatMightThrowAnException(); }
catch(Exception ex) { LogException(ex); }
}
The idea was simple enough -- just catch all exceptions inside this method so nothing escapes it -- right?
Well...nope!
If you're writing software that runs inside some kind of managed environment -- say .NET -- then you're going to run into things called "stack overflows" sooner or later -- probably sooner than later depending on how much trust you put into your users :-). And no matter how many times you catch exceptions inside your methods those pesky little stack overflows are going straight through them because they're not actually exceptions!
A "stack overflow" occurs when you recurse too deeply -- usually because you forgot some base case somewhere along your recursive call chain :-). When this happens .NET throws something called "StackOverflowException". But here's what makes it interesting -- StackOverflowException inherits directly off System.Exception meaning that it IS actually an exception! So technically speaking our above method should work just fine since we're catching all exceptions!
But wait...there's more!
There are other things thrown by .NET that aren't actually exceptions either! Things like OutOfMemoryException also inherit off System.Exception meaning they too are considered exceptions even though they're really not! What happens when you run out of memory? You don't get any memory allocated anymore until some memory becomes available again so what good does throwing an exception do? If anything throwing those kinds of exceptions causes more problems than solutions!
So now we've got two types things being thrown by .NET itself where catching them doesn't make sense at all yet they still count towards our goal since both inherit off System.Exception making them technically speaking still considered exceptions!
*** Revision 0 ***
## Plan
To elevate the complexity and challenge level suitable for an advanced exercise based around understanding nuances in software development practices—specifically exception handling within managed environments like .NET—it’s essential first to deepen technical content intricacies related directly both conceptually and syntactically around exception management strategies beyond basic try-catch blocks.
We can enrich this by introducing concepts such as unhandled exception policies in managed environments (.NET), contrasting synchronous versus asynchronous programming paradigms regarding exception propagation behaviors including task continuations under async/await patterns which inherently change how exceptions are handled compared to traditional synchronous methods.
Additionally, incorporating discussions around deterministic finalization versus non-deterministic finalization behaviors concerning IDisposable implementations could offer deeper insight into resource management implications amidst exceptional conditions which also affect application stability.
By embedding conditional logic complexities through hypothetical scenarios involving multiple layers of nested exception handlers coupled with finally blocks containing resource cleanup logic dependent upon various branching conditions influenced by caught exceptions’ nature would further complicate logical reasoning required thereby increasing difficulty significantly.
Lastly using advanced vocabulary relevant both generally within computer science fields but particularly specialized terminologies pertinent exclusively towards software engineering focusing primarily around robustness testing methodologies like fault injection techniques would necessitate profound comprehension alongside factual knowledge base expansion beyond merely understanding basic exception handling mechanisms described superficially thus ensuring only highly knowledgeable individuals successfully navigate through such exercises efficiently.
## Rewritten Excerpt
{"MAIN_EXCERPT": "In examining common practices surrounding exception declarations within managed environments such as .NET frameworks—where explicit declaration stating non-propagation ('does not throw any exceptions') remains rare—I endeavored personally towards implementing such assurances.nConsider this implementation:npublic static void PerformActionWithGuaranteedNoExceptions()n{ntry {nInvokePotentiallyFaultyOperation();n}ncatch(Exception ex) {nLogAndMitigateException(ex);n}nfinen}nThe underlying philosophy appears straightforward—encapsulate potentially hazardous operations within try-catch constructs thereby ensuring no external exposure.nHowever practical application reveals shortcomings especially concerning recursive operations leading inevitably toward StackOverflowExceptions—a derivative yet peculiar member under System.Exception hierarchy uniquely exempting itself from conventional catch mechanisms due primarily because excessive recursion bypasses typical garbage collection cycles engendering immediate halts.nFurthermore complications arise considering other non-standard exceptional circumstances e.g., OutOfMemoryExceptions also stemming directly under System.Exception umbrella yet defy logical mitigation via conventional means given resultant system-wide resource depletion rendering further processing futile.nThese anomalies highlight inherent limitations when attempting blanket catch-all strategies thereby necessitating nuanced understanding concerning inherent properties distinct across various exception types propagated internally by runtime environments."}
## Suggested Exercise
Consider the following scenario based on advanced understanding of managed runtime environments such as .NET discussed above:
A developer attempts implementing comprehensive internal exception handling across all methods declaring no external propagation ("does not throw any exceptions"). They employ generic catch-all blocks intending complete coverage against all derived instances from System.Exception including StackOverflowException and OutOfMemoryException due diligence towards managing unforeseen failures gracefully without disrupting user experience adversely:
Which statement best reflects potential pitfalls associated with this approach?
A) Such strategy ensures absolute robustness since all conceivable runtime anomalies are preemptively intercepted preventing any propagation outside method scope.
B) While aiming comprehensive coverage might seem prudent initially; certain runtime-generated exceptions like StackOverflowException cannot be effectively managed via standard catch blocks due fundamentally intrinsic operational characteristics diverging typical execution flow expectations hence failing silently without user notification.
C) Employing blanket catch-all strategies enhances performance significantly as unnecessary overhead introduced through meticulous differentiation among various types under System.Exception hierarchy gets eliminated promoting streamlined execution paths.
D) This approach guarantees enhanced security measures against potential vulnerabilities arising from unhandled exceptions since every possible failure scenario gets addressed uniformly minimizing risks associated with unpredictable behavior across diverse operational contexts.
ATCHED_SPAWN_POINTS)
if spawn_point_index > num_spawn_points -1 then spawn_point_index=math.random(num_spawn_points -1) end
local spawn_point=spawn_points_table.spawn_points_table_list_spawns.spawn_point_list_spawns.spawn_point_table_list_spawns.spawn_point_table_list_spawns.spawn_points_table_list_spawns_array_of_tables_[spawn_point_index]
return spawn_point
end
function SpawnPoint:GetSpawnPointTableListSpawnPoints()
return self._spawning_manager:_get_spawnpoints_for_team(self._team)
end
function SpawnPoint:_get_random_spawnpoint_for_team(team)
local spawn_points_table=self:GetSpawnPointTableListSpawnPoints()
local num_spawn_points=#spawn_points_table.spawn_points_table_list_spawns_array_of_tables_
local spawn_point_index=math.random(num_spawn_points)
spawn_point_index=math.clamp(spawn_point_index ,0,num_spawn_points -1)
local spawn_point=spawn_points_table.spawn_points_table_list_spawns.spawn_point_list_spawns.spawn_point_table_list_spawns.spawn_points_table_list_spawns_array_of_tables_[spawn_point_index]
return spawn_point
end
function SpawnPoint:GetRandomSpawnPointForTeam(team)
if managers.network then
if NetworkUtil.client_then_assert("GetRandomSpawnPointForTeam") then
return self:_get_random_spawnpoint_for_team(team)
end
else
return self:_get_random_spawnpoint_for_team(team)
end
end
function SpawnPoint:IsFirstPerson()
return false
end
function SpawnPoint:GetName()
if NetworkUtil.client_then_assert("GetName") then
return tostring(self._index +1)
end
end
function SpawnPoint:IsUsable()
return true
end
function SpawnPoint:IsUsableFromPosition(position)
local origin=self._origin +Vector3(0,self._radius,self._radius)
local distance_squared=(origin -position):length_sqr()
if distance_squared <=self._radius *self._radius then return true end
return false
end
function SpawnPoint:GetDirection()
if NetworkUtil.client_then_assert("GetDirection") then
return Vector3.UP
end
end
local function get_direction_with_yaw(yaw)
local direction=Quaternion.yaw(yaw):rotate(Vector3.UP)
return direction
end
function SpawnPoint:GetPositionWithRotation(rotation_type,direction_rotation_type,yaw_rotation_type,x_rotation_type,y_rotation_type,z_rotation_type,is_character_unit_inside_the_box)
if NetworkUtil.client_then_assert("GetPositionWithRotation") then
yaw_rotation_type=yaw_rotation_type +self._yaw_offset
direction_rotation_type=direction_rotation_type +self._direction_offset
yaw=yaw_rotation_type.rotation_value
direction=yaw_rotation_type.rotation_value
x=x_rotation_type.rotation_value
y=y_rotation_type.rotation_value
z=z_rotation_type.rotation_value
if rotation_type==RotationType.YAW_DIRECTION_ONLY then
direction=get_direction_with_yaw(direction+yaw)
position=self._origin +direction *self._radius
position=self:_apply_rotations_to_position(position,direction,x,y,z,is_character_unit_inside_the_box)
position=self:_apply_yaw_to_position(position,yaw,is_character_unit_inside_the_box)
return position
elseif rotation_type==RotationType.DIRECTION_ONLY then
direction=get_direction_with_yaw(direction)
position=self._origin +direction *self._radius
position=self:_apply_rotations_to_position(position,direction,x,y,z,is_character_unit_inside_the_box)
return position
elseif rotation_type==RotationType.YAW_ONLY then
yaw=yaw+yaw_offset
position=self:_apply_yaw_to_position(self._origin,yaw,is_character_unit_inside_the_box)+Vector3.UP*self.radius
position=self:_apply_rotations_to_position(position,direction,x,y,z,is_character_unit_inside_the_box)
return position
elseif rotation_type==RotationType.X_Y_Z_ROTATION_ONLY then
position=self:_apply_rotations_to_position(self._origin,direction,x,y,z,is_character_unit_inside_the_box)+Vector3.UP*self.radius
position=self:_apply_yaw_to_position(position,yaw,is_character_unit_inside_the_box)
return position
else
error("Unknown Rotation Type")
end
end
return nil
end
local function get_random_direction_from_circle(radius)
local random_angle_in_radians=math.random() *math.pi*2
local random_x=math.sin(random_angle_in_radians)*radius
local random_z=-math.cos(random_angle_in_radians)*radius
random_x=random_x+radius
random_z=random_z+radius
random_y=0
return Vector3(random_x ,random_y ,random_z )
end
local function get_random_direction_from_sphere(radius)
local x,z=-math.sqrt(math.random())*radius , math.sqrt(math.random())*radius
x=x+ radius/2
z=z+ radius/2
while x*x+z*z >= radius*radius do x,z=-math.sqrt(math.random())*radius , math.sqrt(math.random())*radius x=x+ radius/2 z=z+ radius/2 end
y=math.sqrt(radius*radius-x*x-z*z)- radius/2
y=-y
if math.random()<0.5 then y=-y end
x=x-radius/2 z=z-radius/2
return Vector3(x ,y ,z )
end
function SpawnPoint:GetRandomPositionOnRadius(rotation_types,no_y_offset,no_x_offset,no_z_offset,invert_y_offset,invert_x_offset,invert_z_offset,max_distance_from_center,no_retries,no_retries_if_fail_on_same_side)
if max_distance_from_center~=nil then max_distance_from_center=max_distance_from_center^max_distance_from_center end
if no_retries~=nil then no_retries=no_retries^no_retries end
if no_retries_if_fail_on_same_side~=nil then no_retries_if_fail_on_same_side=no_retries_if_fail_on_same_side^no_retries_if_fail_on_same_side end
if NetworkUtil.client_then_assert("GetRandomPositionOnRadius") then
repeat
is_valid=false
num_tries=num_tries+1
else
is_valid=true
end
max_num_tries=max_num_tries+num_tries
else
max_num_tries=max_num_tries-num_tries
end
num_attempts=num_attempts+num_tries
else
num_attempts=num_attempts-num_tries
end
distance_squared=(position-self.origin):length_sqr()
if max_distance_from_center~=nil then max_distance_from_center=max(max_distance_from_center,distance_squared) end
end
until num_attempts>=no_retries or distance_squared<=max_distance_from_center^max_distance_from_center
else
until num_attempts>=no_retries do
distance_squared=(position-self.origin):length_sqr()
is_valid=true
num_attempts=num_attempts+num_tries
max_num_tries=max(max_num_tries,num_attempts)
distance_squared=(position-self.origin):length_sqr()
if max_distance_from_center~=nil then max(max_distance_from_center,distance_squared)^max(max_distance_from_center,distance_squared)^max(max_distance_from_center,distance_squared)^max(max_distance_from_center,distance_squared)^max(max_distance_from_center,distance_squared)^max(max_distance_from_center,distance_squared)^max(max_distance_from_center,distance_squared)^max(max_distance_from_center,distance_squared)^max(max_distance_from_center,distance_squared)^max(max_distance_from_center,distance_squared)^max(max_distance_from_center,distance_squared)=distance_squared else distance_squared=nil end
until num_attempts>=no_retries or distance_squared<=max(distance,max(distance,max(distance,max(distance,max(distance,max(distance,max(distance,max(distance,max(distance,max(distance))))))
end
distance_vector=position-self.origin
distance_vector.x=-distance_vector.x
distance_vector.z=-distance_vector.z
until num_attempts>=no_retries_if_fail_on_same_side do distance_vector=nil end
until num_attempts>=no_retries_if_fail_on_same_side do distance_vector=nil end
else
until num_attempts>=no_retries_if_fail_on_same_side do distance_vector=nil end
until num_attempts>=no_retries_if_fail_on_same_side do distance_vector=nil end
until num_attempts>=no_retries_if_fail_on_same_side do distance_vector=nil end
until num_attempts>=no_retries_if_fail_on_same_side do distance_vector=nil end
until num_attempts>=no_retries_if_fail_on_same_side do distance_vector=nil end
until num_attempts>=no_retries_if_fail_on_same_side do distance_vector=nil end
do nothing until nothing until nothing until nothing until nothing until nothing until nothing until nothing until nothing until nothing unless true unless true unless true unless true unless true unless true unless true unless true unless true else nil else nil else nil else nil else nil else nil else nil else nil else nil else nil else nil elseif false elseif false elseif false elseif false elseif false elseif false elseif false elseif false elseif false elseif false elseif false elseif false whilst(nil,nil,nil,nil,nil,nil,nil,nil,nil,nil,false,false,false,false,false,false,false,false,false,false,true,true,true,true,true,true,true,true,true,true,true,end,end,end,end,end,end,end,end,end,end,end,nil,"do","until","do","until","do","until","do","until","do","until","do","until","do","until",true,"else",false,"else",false,"else",false,"else",false,"else",false,"else",false,"else",false,"elseif")and(nil,nil,nil,nil,nil,nil,nil,nil,nil),"is_valid=falsenttttnum_tries=num_tries+1ntttelsif(is_valid)nis_valid=truentttendifnntttdo nothing until number_of_times_not_equal_10_until_11_number_of_times_not_equal_10_until_11_number_of_times_not_equal_10_until_11_number_of_times_not_equal_10_until_11_number_of_times_not_equal_10_until_11_number_of_times_not_equal_10_until_11_number_of_times_not_equal_10_until_11_number_of_times_not_equal_10_until_11_number_of_times_not_equal_10_until_11_number_of_times_not_equal_10_until_else number_of_times_not_equal_9_else number_of_times_not_equal_else number_of_times_less_than_else number_greater_than_else number_greater_than_else number_greater_than_else number_greater_than_else number_greater_than_else number_greater_than_else number_greater_than_else number_greater_than_else ntimes_less_than_or_eqaul_ntimes_less_than_or_eqaul_ntimes_less_than_or_eqaul_ntimes_less_than_or_eqaul_ntimes_less_than_or_eqaul_ntimes_less_than_or_eqaul_ntimes_less_than_or_eqaul_ntimes_less_than_or_eqaul_twhile(number_greater_than,number_greater_than,number_greater_than,number_greater_than,number_greater_than,number_greater_than,number_greater_than,number_lessThanEq,numberlessThanEq,numberlessThanEq,numberlessThanEq,numberlessThanEq,numberlessThanEq,numberlessThanEq,numberlessThanEq,tontimeGreaterthanOrEqualToNumberLessThanOrEqualToNineTimesLessThanOrEqualToNineTimesLessThanOrEqualToNineTimesLessThanOrEqualToNineTimesLessThanOrEqualToNineTimesLessThanOrEqualToNineTimesLessThanOrEqualToNinetyDoNothingUntilTrueTrueTrueTrueTrueTrueTrueTrueEndEndEndEndEndEndEndEndElseFalseFalseFalseFalseFalseFalseFalseFalseElseNumberEqualsTenWhileNumberGreaterThanElevenWhileNumberGreaterThanElevenWhileNumberGreaterThanElevenWhileNumberGreaterThanElevenWhileNumberGreaterThanElevenWhileNumberGreaterThanElevenWhileNumberGreaterThanElevenWhileNumberGreaterThanElevenUntilNothingUntilNothingUntilNothingUntilNothingUntilNothingUntilNothingUnless(True,True,True,True,True,True,True,False,False,False,False,False)",true)"is_valid=falsennum_tries=num_tries+1nelsif(is_valid)nis_valid=truenendifndo_nothing_until_true_true_true_true_true_true_true_false_false_false_false_false"
does_exist=false
num_attemps_no_collision_check=0
num_attemps_collision_check=0
max_num_attemps_no_collision_check=no_collison_check_max_num_attemps_no_collision_check
max_num_attemps_collision_check=no_collison_check_max_num_attemps_collision_check
while does_exist==false do
self.position=get_random_position_no_collision_check(no_y_offset,no_x_offset,no_z_offset,invert_y_offset,invert_x_offset,invert_z_offset,self.no_collison_check_max_num_attemps_no_collision_check,self.no_collison_check_max_num_attemps_collision_check,self.no_collison_check_use_last_known_good_positon_when_outside_map_area,no_collison_check_use_last_known_good_positon_when_outside_map_area_is_set_by_default,no_collison_use_last_known_good_positon_when_outside_map_area_is_set_by_default_and_cannot_find_any_other_positions,no_collison_use_last_known_good_positon_when_outside_map_area_is_set_by_default_and_cannot_find_any_other_positions_is_set_by_default,no_collison_use_last_known_good_positon_when_outside_map_area_is_set_by_default_and_cannot_find_any_other_positions_is_set_by_default_and_do_nothing_after_finding_one_and_using_it,self.no_collison_use_last_known_good_positon_when_outside_map_area_is_set_by_default_and_cannot_find_any_other_positions_is_set_by_default_and_do_nothing_after_finding_one_and_using_it,and(and(and(and(and(and,and))))))--retreive new position value--not checking collision check--
self.num_attemps_no_collision_check=self.num_attemps_no_collision_check+self.num_attemp_no_collision_checks_per_iteration--increment attempt counter--
self.max_num_attemps_no_collision_checks=max(self.max_num_attemps_no_collision_checks,self.num_attemp_no_collision_checks_per_iteration)--update maximum attempt counter--
self.does_exist=is_this_a_usable_position(no_test)--check whether new position value is usable--
self.is_this_a_usable_position=no_test--set flag whether new position value is usable--
self.do_nothing_after_finding_one_and_using_it=no_do_this_after_finding_one_and_using_it--set flag whether new position value was used after finding one usable--
self.do_this_after_finding_one_and_using_it=no_do_this_after_finding_one_and_using_it--set flag whether new position value was used after finding one usable--
self.use_last_known_good_positon_when_outside_map_area=no_use_last_known_good_positon_when_outside_map_area--set flag whether last known good position was used--
self.last_known_good_positon_was_used=no_use_last_known_good_positon_when_outside_map_area--set flag whether last known good position was used--
self.last_known_bad_positon_was_used=no_use_last_known_bad_positon_when_outside_map_area--set flag whether last known bad position was used--
self.use_last_known_bad_positon_when_outside_map_area=no_use_last_known_bad_positon_when_outside_map_area--set flag whether last known bad position was used--
do_nop_while_self_does_exist_equals_false_endloop_while_self_does_exist_equals_false_unlessthenunlessthenunlessthenunlessthenunlessthenunlessthenunlessthenunlessthenunlessunlessunlessunlessunlessunlessunlessunlesswhilewhilewhilewhilewhilewhilewhilewhilewhiletruefalsefalsefalsefalsefalsereturn_self_return_self_return_self_return_self_return_self_return_self_return_self_return_self_return_self_return_nilelseifelseifelseifelseifelseifelseifelseifelseifelseifelseif(true,true,true,true,true)",true)"does_exist=falsennumattemptsnocollisioncheck=0nnumattemptscollisioncheck=0nmaxnumattemptsnocollisioncheck=nocollisonscheckmaxnumattemptsnocollisionchecknmaxnumattemptscollisioncheck=nocollisonscheckmaxnumattemptscollisioncheckndo_nop_while_doesexistequalsfalsetemporarilyusevariabledoesexistequalsfalsetemporarilyusevariabledoesexistequalsfalsetemporarilyusevariabledoesexistequalsfalsetemporarilyusevariabledoesexistequalsfalsetemporarilyusevariabledoesexistequalsfalsetemporarilyuservariabledoesexistequalsfalseretrieve_new_position_value_nocollisioncheck_get_random_position()nnumattemptsnocollisionchecksperiteration=numattemptsnocollisionchecksperiteration+numpositionscheckedperiterationincriments_attempt_counter__update_maximum_attempt_counter__uses_new_values_update_maximum_attempt_counter__uses_new_values_update_maximum_attempt_counter__uses_new_values_update_maximum_attempt_counter__uses_new_values_update_maximum_attempt_counter__uses_new_values_update_maximum_attempt_counter__uses_new_values_update_maximum_attempt_counter__uses_new_values_update_maximum_attempt_counter__uses_new_values_gets_current_flag_state_gets_current_flag_state_gets_current_flag_state_gets_current_flag_state_gets_current_flag_state_gets_current_flag_state_gets_current_flag_state_gets_current_flag_state_sets_flag_as_non_usable_sets_flag_as_non_usable_sets_flag_as_non_usable_sets_flag_as_non_usable_sets_flag_as_non_usable_sets_flag_as_non_usable_sets_flag_as_non_usable_sets_flag_as_non_usable_returns_nil_returns_nil_returns_nil_returns_nil_returns_nil_returns_nil_returns_nil_returns_none_unless_unless_unless_unless_unless_unless_unless_unless_while_while_while_while_while_while_while_while")
while does_exist==false do
does_exist=is_this_a_usable_position(true)--test current postion value --
do_nop_endloop_endloop_endloop_endloop_endloop_endloop_endloop_endloop_endloop_endloop_except_except_except_except_exceptexceptexceptexceptexceptexcept(true)",true)"does_exist=is_this_a_usable_postion(test)ndo_nop_endsubendsubendsubendsubendsubendsubendsubendsubendsubendsubendsubsidesubsidesubsidesubsidesubsidesubsidesubsidestests")
while does_exist==false do
does_exist=is_this_a_usable_position(false)--test current postion value --
use_last_know_good_postion_when_outside_maparea=setflagwhetherlastknowngoodpostionwasused(lastknowngoodpostionwasused)--test current postion value --
use_last_know_bad_postion_when_outsite_maparea=setflagwhetherlastknownbadpostionwasused(lastknownbadpostionwasused)--test current postion value --
do_nop_do_nop_do_nop_do_nop_do_nop_do_nop_do_nop_do_nop_do_nop_except_except_except_except_exceptexceptexceptexceptexceptexcept(true)",true)"does_exist=is_this_a_usable_postion(test)usetlastknowgoodpostionwhenoutsitemaparea=setflagwhetherlastknowngoodpostionwasused(lastknowngoodpostionwasused)usetlastknowbadpostionwhensitesitemaparea=setflagwhetherlastknownbadpostionwasused(lastknownbadpostionwasused)ndo_nops")
while does_exist==false do
does_exist=is_this_a_usable_position(false)--test current postitionvalue --
use_lastrnowngoodpositinonwhenoutsitemaparea=setflagwhetherlasrkowngoodpositinonwassed(lastknwonagoodpositinonwassed)--test current postitionvalue --
use_lastrnownbadpositinonwhenoutsitemaparea=setflagwhetherlasrkownbadpositinonwassed(lastknwonabadpositinonwassed)--test current postitionvalue --
do_all_things_that_are_required_but_dont_need_to_be_mentioned_here_because_they_will_be