script seem not load with use wp_enqueue_script

I’m pretty new in wordpress plugin dev

I want to load some js for a plugin with ajax request.

To do so I have created the following code (I have removed the non necessary code) :

all the file is in the same folder into plugins


console.log('loaded'); var ajax_url = wcdouchette_ajax_object.ajax_url; console.log('ajax_url'); 


class Wcdouchette {     protected function __construct() {         $  this->init();     }      public function wcdouchette_includes() {       // JavaScript       wp_enqueue_script('wcdouchette-script-js', plugins_url( 'script.js', __FILE__ ));       // Pass ajax_url to script.js       wp_localize_script(         'wcdouchette-script-js',         'wcdouchette_ajax_object',         array( 'ajax_url' => admin_url( 'admin-ajax.php' ) )       );     }      private function init() {       if (get_site_url() === 'https://wp-pp.test') $  this->_isdev = true;       add_action('wp_enqueue_scripts', array(&$  this, 'wcdouchette_includes'));       add_action('wp_ajax_wcdouchette_send_to_pmp', array(&$  this, 'wcdouchette_send_to_pmp'));       add_action('woocommerce_admin_order_actions_end', array(&$  this, 'wcdouchette_btn_in_wcactions_column'));       add_action('admin_menu', array(&$  this, 'wcdouchette_options_page'));       add_action('admin_init', array(&$  this, 'wcdouchette_register_settings'));     } } 

But i doesn’t see any console.log. Any idea ?

Unity LoadScene did not seem to work properly

My logic is simple: after conditions are met, display an image (an Image class instance) and restart the stopwatch. After a certain time, reload the scene. In a MonoBehaviour script I wrote:

if(stopwatch.ElapsedMilliseconds > sceneReloadTime) {     SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); } 

sceneReloadTime time was set to 3000, which should be 3 seconds, but after displaying the image for 3 seconds, the image remains there and the scene did not seem to have been reloaded.

Out of confusion I put a breakpoint and used Visual Studio’s debug tool, and confirmed that it has indeed entered the if and seems to have gone through LoadScene. I hit continue in VS and was led to a seemingly reloaded scene, but very dark as if the exposure has been tuned down to near zero.

This "dark world", however, only appears when I use VS debug and hit continue. If I play in Unity it never seems to reload and will be stuck on the image forever.

What could have gone wrong? Thank you.

Why does my deformed mesh’s outer shape look awkward when none of the inner mesh vertices seem to be moved passed the outer vertices?

I’m trying to deform my mesh but the vertices cause these straight edges to occur where the inner mesh passes the outer mesh and create an awkward shape.

enter image description here

Why does the orange outline of the mesh not match the vertex distribution? The red squares are the outer mesh vertices and the black are the inner vertices and none of the inner vertices seem to pass the outer vertices so why is it creating this shape? What possible approaches are there to fix this?

Why don’t magic items seem to match their prices?

As an example, a ring of Animal Friendship costs 10,800 gp, while right below it the ring of Blinking costs 27,000 gp, and yet while theyre nearly identical as far as function, they don’t scale the same.

If I were following the rules for creating magic items, I’m assuming I’d get a cost of spell level x caster level x 1800 (for command activation). Yet those variables don’t seem to give me the costs that the SRD/DMG tell me. Animal Friendship costs too much while Blinking costs less than it should.

Yet a ring of Meld into Stone costs 27,000 gp and it does match the formula I’m using and functioning just like the other two rings.

What’s going on here? Is there an error in the costs of several items or am I not getting something?

Why do level 4 and 5 Druid spells seem to change tone?

I am playing a Druid for the first time (D&D 5e) and am quite enjoying it. My character recently hit level 9, and I noticed that the 4th and 5th level spells seem to shift in tone dramatically from earlier levels.

While lower level spells seem to emphasize beasts and nature thematically, the higher level spells seem to shift toward elementals and life force / necromancy style spells. Is there a reason for this?

In other words, is there lore behind the shift in tone and theme?

Or is there a tactical reason for this shift?

Or am I imagining things?

Does anyone know what this encoding format for passwords is? I think it is a decimal array but I can’t seem to convert it

During a penetration test, I ran across a server that was storing passwords in its database in what seems to be a binary array of sorts:

password_table  1,10,11,21,21,11,21,13,00,00,00,000 11,61,19,11,46,108,09,100 110,118,100,107,108,117,123,62,108,108,62,62 

(slightly edited for confidentiality)

The server in question is a Tomcat server and the application is running a Java program. I considered that this might be a array of sorts but I can’t seem to convert these arrays into anything readable or usable. Does anyone have any ideas?

Java KeyStore vs OpenSSL implementations of pkcs12 files -They seem to differ. Do they?

I generated a pkcs12 keystore in Java and wanted to inspect it with OpenSSL, but OpenSSL threw back an error. After a bit of head scratching I realized that the KeyStore format in Java allows you to have different passwords on the store itself and the pkcs8 encrypted key inside, while OpenSSL seems to assume that both passwords have to be the same. I can easily inspect a pkcs12 file created in Java if both the file and key passwords are the same, but get an error when they differ:

Bag Attributes     friendlyName: usercert     localKeyID: 54 69 6D 65 20 31 35 38 38 30 32 32 30 31 38 30 37 31  Error outputting keys and certificates 139815467680960:error:06065064:digital envelope routines:EVP_DecryptFinal_ex:bad decrypt:../crypto/evp/evp_enc.c:570: 139815467680960:error:23077074:PKCS12 routines:PKCS12_pbe_crypt:pkcs12 cipherfinal error:../crypto/pkcs12/p12_decr.c:62: 139815467680960:error:2306A075:PKCS12 routines:PKCS12_item_decrypt_d2i:pkcs12 pbe crypt error:../crypto/pkcs12/p12_decr.c:93:  

Have I missed something or is it correct to say that the pkcs12 impementations differ slightly?

I’m looking for a way to be able to inspect pkcs12 files with OpenSSL where the two passwords differ. Any help would be appreciated.

Does this seem like a Deadly creature? [on hold]

I have a character that is essentially a Fey Princeling. He is simply known as Floki to the players. There is a scenario coming up that I have a feeling may provoke the characters to try and attack him. I need them to find out quickly that this is not a good idea.

This is for Dnd 5e. There are three level 7 characters in the group during this scenario. Here is the link to the google sheet i’m creating him in.

My initial inclination is that it doesn’t feel strong enough. But i’m not really sure what to add that will make sense and won’t just be extra damage dice piled on.