Difference between methods – onClick.AddListener and On Click under UI button inspector?

Within my Unity Project in my code, (see below), I have a button called Check which executes when CheckPress() function is called. I read two approaches by which this can be done.

Appraoch 1: Using Check.onClick.AddListener(CheckPress); and then attaching script to Canvas. When I press run and click the Check button, this works.

Approach 2: The other approach I read is that, I can attach my script to Canvas. From there I select the button Check from hierarchy, then under inspector I see On Click(), I click + sign and then drag the Canvas and place it in Object (see the attached image), then under No Function I select the CheckButtonBehaviour Script and select the CheckPress(). When I press run and click the Check button, this also works as intended.

I wanted to know if these two approaches are same or different. If they are different, then in which context either approach should be implemented.

using System.Collections.Generic; using System.Collections; using UnityEngine; using UnityEngine.UI; using System.IO; using System.Threading; using UnityEditor; using System.Text; using System.Net; using System.Net.Sockets; using System; using System.Linq;   public class CheckButtonBehaviour : MonoBehaviour {  public Button Check; public Button Play; public Button NextSignal;  public List<string> signals = new List<string> {"Speech1", "Speech2", "Speech3", "Speech4"}; public List<string> shuffledSignals = new List<string>(); public int index = 1; public int counter = 3;   private static int localPort; private string IP;   public int port = 8050; IPEndPoint remoteEndPoint; UdpClient client;   void Start() {          var rndr = new System.Random();     shuffledSignals = signals.OrderBy(i => rndr.Next()).ToList();      IP = "";     port = 8050;     remoteEndPoint = new IPEndPoint(IPAddress.Parse(IP), port);     client = new UdpClient();     Play.gameObject.SetActive(false);     NextSignal.gameObject.SetActive(false);      Check.onClick.AddListener(CheckPress);  }  public void CheckPress()     {           byte[] data0 = Encoding.ASCII.GetBytes("starting"); ///OLD CODE part     client.Send(data0, data0.Length, remoteEndPoint);     Debug.Log("<color=blue>Something is sent to MAX</color> : starting");      Check.gameObject.SetActive(true);     Check.interactable = false;     Check.enabled = false;      Play.gameObject.SetActive(true);     NextSignal.gameObject.SetActive(true);      } 

What’s the difference between unarmored and adventurer’s clothing?

From the armor table, the only difference I can see between being unarmored and wearing adventurer’s clothing is that the latter imposes a dex cap (+5) while the former does not. Yes, the latter also has the Comfort armor trait, but given that describes armor being sufficiently comfortable that you can rest normally while wearing it, I’d imagine "nothing" is also fairly comfortable.

So what’s the purpose of adventurer’s clothing? Does it have any impact at all on environmental effects? If a monk has a +6 dex modifier, should they just run around in their birthday suits?

Is it only that adventurer’s clothing can have potency runes, while "unarmored" cannot?

What is the practical difference between codeigniter form helper and reguler html form?

I was looking for a easy way to make HTML forms. While working with Codeigniter I found that there is a helper library for generating form. But it seems so bulky and there was too many things to write . I think HTML forms are easy to make and maintain. But if that so , then why Codeigniter developers have made this function? How to use this function efficiently?

What’s the difference between Row Polymorphism and Structural Typing?

The definitions I’ve stumbled across seem to indicate they express the same idea. That’s that the relationship between record types is determined by their fields (or properties) rather than their names. Their Wikipedia pages also seem to indicate the same idea:

A structural type system (or property-based type system) is a major class of type system in which type compatibility and equivalence are determined by the type’s actual structure or definition and not by other characteristics such as its name or place of declaration.

In programming language type theory, row polymorphism is a kind of polymorphism that allows one to write programs that are polymorphic on record field types (also known as rows, hence row polymorphism).

Are there any differences between them?