i am facing a problem with and operator in python

I want to take the input in trick1 and print “wrong input” if it is none of “rock” or “paper” or “scissor”…otherwise, my program will go through next process.. I used this code

in this case, if I put “rock” then the execution go through the else statement as it is “rock” or “paper” or “scissor”…but if put paper or scissor the execution goes to the if statement. why is it??

what to do if I want to bring the execution to the else block if the input is none os “rock” or “paper” or “scissor” ????

     trick1=input("Enter rock or paper or scissor")       if trick1 != "rock" and "paper" and "scissor":         print("Wrong input")         switch= res() ##this is a funtion to restart the game      else:      ...................code of the rest............ 

After migration from SP 2010 to SP 2013, we are facing the below mentioned issues while creating the list

After Up-gradation from SP 2010 to SP 2013, we are able to create the list. But if any one or more required fields are not filled,then the appropriate messages are also displayed but a pop up message stating “Please wait while your changes are processed” is displayed. enter image description here enter image description here It’s not allowing me to enter the required fields. Can anyone help me with this?

i am trying to build .sln file on visual studio for mac, and i am facing some building errors

I am trying to solve the problem in visual studio, I have to build .sln file and it’s giving MSBuild error mono version something, I am using Mac OS AND visual studio for mac, to run that application

I have setup dotnet SDK VERSION 1.1 AND MSSQL, VISUAL STUDIO FOR IT

THIS IS ENVIRONMENT SETUP THING SO RATHER THAN FOCUSING ON CODE, IW ILL TELL WHAT I HAVE SETUP

1, I HAVE INSTALLED VISUAL STUDIO FOR MAC, SDK MANAGER 1.1, NOW HAVE TO RUN sln file with aspx support

Task attempt to find Axlmp.exe on two locations, in debug it shows MSBuild error with mono version 5.18.0

Transform.forward not facing forward after rotation and drifts

I have an object that has two scripts:

using System.Collections; using System.Collections.Generic; using UnityEngine;  public class PlayerMovement : MonoBehaviour {     public CreatureController controller;     private Vector3 targetPos;      // Start is called before the first frame update     void Start()     {      }      // Update is called once per frame     void Update()     {         if (Input.GetMouseButton(0))         {             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);             RaycastHit hit;              if (Physics.Raycast(ray, out hit, 1000))             {                 targetPos = hit.point;                 targetPos.z = 0;             }              Debug.DrawLine(Input.mousePosition, targetPos, Color.green);              // Send vector to controller to make move             controller.Move(targetPos);         }     } } 

and:

using System.Collections; using System.Collections.Generic; using UnityEngine;  public class CreatureController : MonoBehaviour {     private Rigidbody m_Rigidbody;      private Vector2 m_CurrentVelocity;     private float speed = 5f;     private float m_SpeedMultiplier = 10f;     private float acceleration = .6f;     private float m_ClickDeadSpace = 1f;     private float m_RotationSmoothing = .05f;     private float m_RotationSpeed = 5f;     private Vector3 m_worldUp = Vector3.forward;     private Vector3 m_forward;     private Vector2 m_turnVelocity = Vector2.zero;      private void Awake()     {         m_Rigidbody = GetComponent<Rigidbody>();      }      //      void FixedUpdate()     {         m_forward = transform.forward.normalized;         Debug.DrawLine(transform.position, m_forward, Color.black);     }      public void Move(Vector2 targetPos)     {         Debug.Log("Target Position: " + targetPos);          // Rotate to face the right direction         Debug.Log("Current Rotation: " + transform.rotation);         Vector2 desiredAngle = new Vector2(transform.position.x - targetPos.x, transform.position.y - targetPos.y).normalized * -1;         Quaternion rotationAngle = Quaternion.LookRotation(desiredAngle, transform.up);         Debug.DrawLine(transform.position, desiredAngle, Color.red);         Debug.Log("Desired Rotation: " + rotationAngle);         transform.rotation = Quaternion.Slerp(transform.rotation, rotationAngle, m_RotationSpeed * Time.deltaTime);           float targetDistance = Mathf.Abs(new Vector2(transform.position.x - targetPos.x, transform.position.y - targetPos.y).magnitude);         Debug.Log(targetDistance);          Vector2 addedForce = m_forward * m_SpeedMultiplier * Time.deltaTime * (targetDistance / acceleration);          if (targetDistance > m_ClickDeadSpace && m_Rigidbody.velocity.magnitude <= speed)         {             m_Rigidbody.AddForce(addedForce);         }           Debug.Log("Current Velocity: " + m_Rigidbody.velocity.magnitude + " Target Distance: " + targetDistance + " Added Force: " + addedForce.magnitude);     }  } 

In FixedUpdate() I’m drawing a debug line that to visualize the forward direction for the object and upon starting the game, this shows the correct direction. As soon as the object rotates, however, I can see forward is now in a new direction and if I stop controlling the object I can see it has drift. What gives? Why can’t I always depend on transform.forward to always face towards the objects forward direction?