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how to preprocess this data set TransactionID isFraud TransactionDT TransactionAmt ProductCD card1 card2 card3 card4 card5 card6 addr1 addr2 dist1 dist2 P_emaildomain R_emaildomain C1 C2 C3 C4 C5 C6 C7 C8 C9 C10 C11 C12 C13 C14 D1 D2 D3 D4 D5 D6 D7 D8 D9 D10 D11 D12 D13 D14 D15 M1 M2 M3 M4 M5 M6 M7 M8 M9 V1 V2 V3 V4 V5 V6 V7 V8 V9 V10 V11 V12 V13 V14 V15 V16 V17 V18 V19 V20 V21 V22 V23 V24 V25 V26 V27 V28 V29 V30 V31 V32 V33 V34 V35 V36 V37 V38 V39 V40 V41 V42 V43 V44 V45 V46 V47 V48 V49 V50 V51 V52 V53 V54 V55 V56 V57 V58 V59 V60 V61 V62 V63 V64 V65 V66 V67 V68 V69 V70 V71 V72 V73 V74 V75 V76 V77 V78 V79 V80 V81 V82 V83 V84 V85 V86 V87 V88 V89 V90 V91 V92 V93 V94 V95 V96 V97 V98 V99 V100 V101 V102 V103 V104 V105 V106 V107 V108 V109 V110 V111 V112 V113 V114 V115 V116 V117 V118 V119 V120 V121 V122 V123 V124 V125 V126 V127 V128 V129 V130 V131 V132 V133 V134 V135 V136 V137 V138 V139 V140 V141 V142 V143 V144 V145 V146 V147 V148 V149 V150 V151 V152 V153 V154 V155 V156 V157 V158 V159 V160 V161 V162 V163 V164 V165 V166 V167 V168 V169 V170 V171 V172 V173 V174 V175 V176 V177 V178 V179 V180 V181 V182 V183 V184 V185 V186 V187 V188 V189 V190 V191 V192 V193 V194 V195 V196 V197 V198 V199 V200 V201 V202 V203 V204 V205 V206 V207 V208 V209 V210 V211 V212 V213 V214 V215 V216 V217 V218 V219 V220 V221 V222 V223 V224 V225 V226 V227 V228 V229 V230 V231 V232 V233 V234 V235 V236 V237 V238 V239 V240 V241 V242 V243 V244 V245 V246 V247 V248 V249 V250 V251 V252 V253 V254 V255 V256 V257 V258 V259 V260 V261 V262 V263 V264 V265 V266 V267 V268 V269 V270 V271 V272 V273 V274 V275 V276 V277 V278 V279 V280 V281 V282 V283 V284 V285 V286 V287 V288 V289 V290 V291 V292 V293 V294 V295 V296 V297 V298 V299 V300 V301 V302 V303 V304 V305 V306 V307 V308 V309 V310 V311 V312 V313 V314 V315 V316 V317 V318 V319 V320 V321 V322 V323 V324 V325 V326 V327 V328 V329 V330 V331 V332 V333 V334 V335 V336 V337 V338 V339 2987000 0 86400 68.5 W 13926 150 discover 142 credit 315 87 19 1 1 0 0 0 1 0 0 1 0 2 0 1 1 14 13 13 13 0 T T T M2 F T 1 1 1 1 1 1 1 1 1 0 0 1 1 1 0 0 0 0 1 1 0 0 1 1 1 1 0 0 0 0 0 0 0 0 1 1 1 1 0 0 0 0 1 1 0 0 1 1 1 0 0 0 0 0 0 0 1 1 1 1 0 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0 0 1 0 0 0 0 0 1 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 117 0 0 0 0 0 117 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 1 1 1 0 1 0 0 0 0 0 0 0 0 0 0 1 0 117 0 0 0 0 0 0 0 0 0 117 0 0 0 0 2987001 0 86401 29 W 2755 404 150 mastercard 102 credit 325 87 gmail.com 1 1 0 0 0 1 0 0 0 0 1 0 1 1 0 0 0 0 M0 T T 0 0 1 0 0 0 0 1 1 0 0 1 1 1 1 0 0 0 0 0 0 0 0 0 0 1 1 0 0 1 0 0 1 1 1 1 0 0 0 0 0 0 0 1 1 0 0 0 0 1 1 0 0 1 1 1 0 0 0 0 0 0 0 0 0 1 1 0 0 0 1 1 0 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2987002 0 86469 59 W 4663 490 150 visa 166 debit 330 87 287 outlook.com 1 1 0 0 0 1 0 0 1 0 1 0 1 1 0 0 0 315 315 T T T M0 F F F F F 1 1 1 1 1 1 1 1 1 0 0 1 1 1 0 0 0 0 1 1 0 0 1 1 1 1 0 0 0 0 0 0 0 0 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6 18 140 0 0 0 0 1803 49 64 0 0 0 0 0 0 15557.99023 169690.7969 0 0 0 515 5155 2840 0 0 0 1 1 0 0 0 0 1 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 1 1 1 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0 0 0 0 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2987005 0 86510 49 W 5937 555 150 visa 226 debit 272 87 36 gmail.com 1 1 0 0 0 1 0 0 1 0 1 0 1 1 0 0 0 0 0 T T T M1 F T 1 1 1 1 1 1 1 1 1 0 0 1 1 1 0 0 0 0 1 1 0 0 1 1 1 1 0 0 0 0 0 0 0 0 1 1 1 1 0 0 1 0 0 1 1 1 1 0 0 0 0 0 1 1 1 1 0 0 0 0 1 1 0 0 1 1 1 0 0 0 0 0 0 0 1 1 1 1 0 0 0 1 1 0 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2987006 0 86522 159 W 12308 360 150 visa 166 debit 126 87 0 yahoo.com 1 1 0 0 0 1 0 0 1 0 1 0 1 1 0 0 0 0 0 T T T M0 F F T T T 1 1 1 1 1 1 1 1 1 0 0 1 1 1 0 0 0 0 1 1 0 0 1 1 1 1 0 0 0 0 0 0 0 0 1 1 1 1 0 0 1 0 0 1 1 1 1 0 0 0 0 0 1 1 1 1 0 0 0 0 1 1 0 0 1 1 1 0 0 0 0 0 0 0 1 1 1 1 0 0 0 1 1 0 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2987007 0 86529 422.5 W 12695 490 150 visa 226 debit 325 87 mail.com 1 1 0 0 0 1 0 0 0 0 1 0 1 1 0 0 0 0 M0 F F 0 0 1 0 0 0 0 1 1 0 0 1 1 1 1 0 0 0 0 0 0 0 0 0 0 1 1 0 0 1 0 0 1 1 1 1 0 0 0 0 0 0 0 1 1 0 0 0 0 1 1 0 0 1 1 1 0 0 0 0 0 0 0 0 0 1 1 0 0 0 1 1 0 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2987008 0 86535 15 H 2803 100 150 visa 226 debit 337 87 anonymous.com 1 1 0 0 0 1 0 1 0 1 1 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 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75.887 C 16496 352 117 mastercard 134 credit gmail.com gmail.com 1 4 0 1 0 1 1 1 0 1 2 2 2 1 1 1 0 0 0 0 0 83 0 0 0 0 0 0 M0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 1 1 1 1 0 0 4 4 1 1 1 1 1 1 1 2 2 0 0 1 2 2 0 0 4 4 1 1 1 1 1 1 1 1 1 2 2 0 0 0 1 1 2 2 0 0 3 3 1 1 1 1 1 1 1 1 1 1 0 0 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 3 3 3 4 4 2 1 2 2 4 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 166.2153931 166.2153931 166.2153931 90.32790375 31.84129906 90.32790375 90.32790375 90.32790375 90.32790375 0 0 0 75.88749695 75.88749695 75.88749695 3 3 3 3 4 4 2 2 2 0 2 4 4 4 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 166.2153931 166.2153931 166.2153931 90.32790375 90.32790375 90.32790375 0 90.32790375 90.32790375 90.32790375 0 0 0 75.88749695 75.88749695 75.88749695 3 3 3 4 4 2 2 1 2 2 2 4 4 4 0 0 0 1 1 1 1 1 1 1 1 1 1 166.2153931 166.2153931 166.2153931 90.32790375 90.32790375 31.84129906 90.32790375 90.32790375 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479bc8fdef6fdb0a9d6214cf326dc9e8
{ "intermediate": 0.34841957688331604, "beginner": 0.2703438699245453, "expert": 0.38123661279678345 }
10,045
Make a game name that has a minecraft theme with stumble guys characters
6f7e86cac76382de2c1d563b8f1f23ab
{ "intermediate": 0.3240259289741516, "beginner": 0.32642391324043274, "expert": 0.34955018758773804 }
10,046
I builded an model to predict handwritten word but it it does not work well this is my code can you give some improvement: import numpy as np import pandas as pd import os import cv2 import imutils import random import matplotlib.pyplot as plt from sklearn.model_selection import train_test_split from keras.models import Sequential from sklearn.preprocessing import LabelBinarizer from keras.layers import Flatten, Dense,Dropout from keras.layers import Conv2D, MaxPooling2D dir = "Final-state-Total" dir2 = "dataset1" df = pd.read_csv(os.path.join(dir2,"english.csv")) df['label'] = df['label'].str.upper() data = [] img_size = 32 non_chars = ["#","$","&","@"] for i in os.listdir(dir): if i in non_chars: continue listeToAdd = df[ df['label'] == i] listeToAdd = listeToAdd['image'].tolist() for j in listeToAdd: img = cv2.imread(os.path.join(dir2,j),0) img = cv2.resize(img,(img_size,img_size)) data.append([img,i]) count = 0 sub_directory = os.path.join(dir,i) for j in os.listdir(sub_directory): count+=1 if count > 4000: break img = cv2.imread(os.path.join(sub_directory,j),0) img = cv2.resize(img,(img_size,img_size)) data.append([img,i]) random.shuffle(data) len(data) # 21174 dataX = [] dataY = [] for feautures,label in data: dataX.append(feautures) dataY.append(label) nb_classes = len(np.unique(dataY)) # 64 classes LB = LabelBinarizer() dataY = LB.fit_transform(dataY) dataX = np.array(dataX)/255.0 dataX = dataX.reshape(-1,img_size,img_size,1) X_train, X_val, y_train, y_val = train_test_split(dataX, dataY, test_size=0.2, random_state=42) # (16939, 32, 32, 1) (4235, 32, 32, 1) (16939, 64) (4235, 64) model = Sequential() model.add(Conv2D(32, (3, 3), padding = "same", activation='relu', input_shape=(32,32,1))) model.add(MaxPooling2D(pool_size=(2,2))) model.add(Conv2D(64, (3, 3), activation='relu')) model.add(MaxPooling2D(pool_size=(2,2))) model.add(Conv2D(128, (3, 3), activation='relu')) model.add(MaxPooling2D(pool_size=(2,2))) model.add(Dropout(0.25)) model.add(Flatten()) model.add(Dense(128, activation='relu')) model.add(Dropout(0.2)) model.add(Dense(64, activation='softmax')) model.compile(loss='categorical_crossentropy', optimizer='adam', metrics=['accuracy']) history = model.fit(X_train,y_train, epochs=50, batch_size=32, validation_data = (X_val, y_val), verbose=1) def sort_contours(cnts, method="left-to-right"): reverse = False i = 0 if method == "right-to-left" or method == "bottom-to-top": reverse = True if method == "top-to-bottom" or method == "bottom-to-top": i = 1 boundingBoxes = [cv2.boundingRect(c) for c in cnts] (cnts, boundingBoxes) = zip(*sorted(zip(cnts, boundingBoxes), key=lambda b:b[1][i], reverse=reverse)) # return the list of sorted contours and bounding boxes return (cnts, boundingBoxes) def get_letters(img): letters = [] image = cv2.imread(img) gray = cv2.cvtColor(image, cv2.COLOR_BGR2GRAY) ret,thresh1 = cv2.threshold(gray ,127,255,cv2.THRESH_BINARY_INV) dilated = cv2.dilate(thresh1, None, iterations=2) cnts = cv2.findContours(dilated.copy(), cv2.RETR_EXTERNAL,cv2.CHAIN_APPROX_SIMPLE) cnts = imutils.grab_contours(cnts) cnts = sort_contours(cnts, method="left-to-right")[0] # loop over the contours for c in cnts: if cv2.contourArea(c) > 10: (x, y, w, h) = cv2.boundingRect(c) cv2.rectangle(image, (x, y), (x + w, y + h), (0, 255, 0), 2) roi = gray[y:y + h, x:x + w] thresh = cv2.threshold(roi, 0, 255,cv2.THRESH_BINARY_INV | cv2.THRESH_OTSU)[1] thresh = cv2.resize(thresh, (32, 32), interpolation = cv2.INTER_CUBIC) thresh = thresh.astype("float32") / 255.0 thresh = np.expand_dims(thresh, axis=-1) thresh = thresh.reshape(1,32,32,1) ypred = model.predict(thresh) ypred = LB.inverse_transform(ypred) [x] = ypred letters.append(x) return letters, image def get_word(letter): word = "".join(letter) return word letter,image = get_letters("brother.jpg") word = get_word(letter) print(word) plt.imshow(image) # what it supposed to give BROTHER ## what give FFQFFFF
2df84ac71cfbc82cc6fcbe36478fea32
{ "intermediate": 0.31867551803588867, "beginner": 0.31165146827697754, "expert": 0.3696730434894562 }
10,047
hi
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{ "intermediate": 0.3246487081050873, "beginner": 0.27135494351387024, "expert": 0.40399640798568726 }
10,048
Fivem scripting how to trigger an event for people in a radius of 30 meters from a vector3
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{ "intermediate": 0.23192700743675232, "beginner": 0.1845160871744156, "expert": 0.5835568904876709 }
10,049
Fivem scripting how to trigger an event for people in a radius of 30 meters from a vector3
a0beb4d991154c36b91ec7169ac568ac
{ "intermediate": 0.23192700743675232, "beginner": 0.1845160871744156, "expert": 0.5835568904876709 }
10,050
Fivem scripting how to trigger an event all players in a radius of 30 meters from a vector3
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{ "intermediate": 0.271634578704834, "beginner": 0.23959405720233917, "expert": 0.48877137899398804 }
10,051
Fivem scripting how to trigger an event all players in a radius of 30 meters from a vector3
6163fb28dbf7b9d8dd29231fe5bbcaa3
{ "intermediate": 0.271634578704834, "beginner": 0.23959405720233917, "expert": 0.48877137899398804 }
10,052
preprocess this data to improve accuracy 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2987001,0,86401,29.0,W,2755,404.0,150.0,mastercard,102.0,credit,325.0,87.0,,,gmail.com,,1.0,1.0,0.0,0.0,0.0,1.0,0.0,0.0,0.0,0.0,1.0,0.0,1.0,1.0,0.0,,,0.0,,,,,,0.0,,,,,0.0,,,,M0,T,T,,,,,,,,,,,,,,,0.0,0.0,1.0,0.0,0.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,1.0,0.0,0.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,1.0,0.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,0.0,0.0,0.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,,,,,,,,,,,,,,,,,, 2987002,0,86469,59.0,W,4663,490.0,150.0,visa,166.0,debit,330.0,87.0,287.0,,outlook.com,,1.0,1.0,0.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,1.0,0.0,1.0,1.0,0.0,,,0.0,,,,,,0.0,315.0,,,,315.0,T,T,T,M0,F,F,F,F,F,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,0.0,0.0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,1.0,1.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,1.0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,1.0,1.0,1.0,0.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,0.0,0.0,0.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,,,,,,,,,,,,,,,,,, 2987003,0,86499,50.0,W,18132,567.0,150.0,mastercard,117.0,debit,476.0,87.0,,,yahoo.com,,2.0,5.0,0.0,0.0,0.0,4.0,0.0,0.0,1.0,0.0,1.0,0.0,25.0,1.0,112.0,112.0,0.0,94.0,0.0,,,,,84.0,,,,,111.0,,,,M0,T,F,,,,,,,,,,,,,,,1.0,1.0,1.0,0.0,0.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,1.0,1.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,1.0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,1.0,1.0,1.0,0.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,48.0,28.0,0.0,10.0,4.0,1.0,38.0,24.0,0.0,0.0,0.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,50.0,1758.0,925.0,0.0,354.0,135.0,50.0,1404.0,790.0,0.0,0.0,0.0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,1.0,28.0,0.0,0.0,0.0,0.0,10.0,0.0,4.0,0.0,0.0,1.0,1.0,1.0,1.0,38.0,24.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,50.0,1758.0,925.0,0.0,354.0,0.0,135.0,0.0,0.0,0.0,50.0,1404.0,790.0,0.0,0.0,0.0,,,,,,,,,,,,,,,,,, 2987004,0,86506,50.0,H,4497,514.0,150.0,mastercard,102.0,credit,420.0,87.0,,,gmail.com,,1.0,1.0,0.0,0.0,0.0,1.0,0.0,1.0,0.0,1.0,1.0,0.0,1.0,1.0,0.0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,6.0,18.0,140.0,0.0,0.0,0.0,0.0,1803.0,49.0,64.0,0.0,0.0,0.0,0.0,0.0,0.0,15557.990234375,169690.796875,0.0,0.0,0.0,515.0,5155.0,2840.0,0.0,0.0,0.0,1.0,1.0,0.0,0.0,0.0,0.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,1.0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0 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cacaebd837d20031d22333a017472d7e
{ "intermediate": 0.3728322982788086, "beginner": 0.35851502418518066, "expert": 0.26865270733833313 }
10,053
Fivem Scripting lua how do i enable gta 5 stock police and set a wanted level so the police chase me
cfcef243270318b981f5f519bb4d4eec
{ "intermediate": 0.2912776470184326, "beginner": 0.4211307764053345, "expert": 0.2875915765762329 }
10,054
Fivem Scripting lua how do i enable gta 5 stock police and set a wanted level so the police chase me
77d293299014520d3dbc685e05efe0a8
{ "intermediate": 0.2912776470184326, "beginner": 0.4211307764053345, "expert": 0.2875915765762329 }
10,055
Way to use this without using std::random_device, and the random header? #pragma once #include <typeindex> #include <functional> #include <array> #include <iostream> #include <unordered_map> #include <vector> #include <algorithm> #include <random> class Event { public: virtual ~Event() {} }; class CollisionEvent : public Event { public: // Event data and methods CollisionEvent(size_t value, float p) : value{ value }, p{ p } {} size_t value = 10; float p = 10; const void Update() const { std::cout << "Entity Id: " << value << " | X-position: " << p << std::endl; } }; class EventBus { public: using CallbackID = uint64_t; //template <typename EventType> //using Callback = std::function<void(const EventType&)>; template <typename EventType, typename Callable> CallbackID Subscribe(Callable&& callback); template <typename EventType> void Unsubscribe(CallbackID id); template <typename EventType> void Dispatch(const EventType& event); private: typedef std::vector<std::pair<CallbackID, std::function<void(const Event*)>>> CallbackVector; std::unordered_map<std::type_index, CallbackVector> callbacks_; std::random_device rd_; }; template <typename EventType, typename Callable> EventBus::CallbackID EventBus::Subscribe(Callable&& callback) { std::uniform_int_distribution<CallbackID> dist; CallbackID id = dist(rd_); auto wrapper = [callback](const Event* eventPtr) { callback(static_cast<const EventType&>(*eventPtr)); }; callbacks_[typeid(EventType)].emplace_back(id, wrapper); return id; } template <typename EventType> void EventBus::Dispatch(const EventType& event) { auto it = callbacks_.find(typeid(EventType)); if (it != callbacks_.end()) { for (const auto& [_, callback] : it->second) { callback(&event); } } } template <typename EventType> void EventBus::Unsubscribe(CallbackID id) { auto& vec = callbacks_[typeid(EventType)]; vec.erase(std::remove_if(vec.begin(), vec.end(), [id](const auto& pair) { return pair.first == id; }), vec.end()); }
962e876ecaca80b8242598abce23fc36
{ "intermediate": 0.267434686422348, "beginner": 0.5765995383262634, "expert": 0.15596576035022736 }
10,056
Is there a VBA code to change a range of row heights
9578143786bf3ad317734b091ebd914d
{ "intermediate": 0.39620500802993774, "beginner": 0.21342431008815765, "expert": 0.3903706669807434 }
10,057
import socket import threading import tkinter as tk import subprocess from PIL import ImageTk, Image from tkinter import Tk, Label import sys from tkinter import messagebox from tkinter import ttk import random import string import socket from tkinter import simpledialog root = tk.Tk() root.title("Client") root.configure(bg="#63bdea") image = Image.open("vit.png") image = image.resize((490, 150)) # Create an instance of the ImageTk class to display the image in the window image_tk = ImageTk.PhotoImage(image) # Create a Label widget to display the image image_label = Label(root, image=image_tk) # Place the label in the window image_label.pack(pady=50) frame = tk.Frame(root) frame.pack() text_label = tk.Label(root, text="Computer Network Project 2023 (BITE203P)", bg="#63bdea") text_label.config(font=("Arial", 18)) text_label.place(x=25, y=50) text_label = tk.Label(root, text="Fall Semester 2023-2024", bg="#63bdea") text_label.config(font=("Arial", 18)) text_label.place(x=25, y=75) text_label = tk.Label(root, text="Faculty: Shunmuga P Sir", bg="#63bdea") text_label.config(font=("Arial", 18)) text_label.place(x=25, y=100) text_label = tk.Label(root, text="Team Members:", bg="#63bdea") text_label.config(font=("Arial", 18)) text_label.place(x=1125, y=50) text_label = tk.Label(root, text="Omkar (21BIT0530)", bg="#63bdea") text_label.config(font=("Arial", 18)) text_label.place(x=1125, y=75) text_label = tk.Label(root, text="Aditaya K (21BIT0583)", bg="#63bdea") text_label.config(font=("Arial", 18)) text_label.place(x=1125, y=100) text_label = tk.Label(root, text="Malay Shau (21BIT0594)", bg="#63bdea") text_label.config(font=("Arial", 18)) text_label.place(x=1125, y=125) text_label = tk.Label(root, text="Diti Jain (21BIT0311)", bg="#63bdea") text_label.config(font=("Arial", 18)) text_label.place(x=1125, y=150) text_label = tk.Label(root, text="Tarunika Agarwal (21BIT0442)", bg="#63bdea") text_label.config(font=("Arial", 18)) text_label.place(x=1125, y=175) output_box = tk.Text(root) output_box.place(x=800,y=300) root.attributes('-fullscreen', True) def display_message(message): output_box.insert(tk.END, message + '\n') output_box.see(tk.END) def createAcc(): CAGUI() def Login(): LNGUI() def LNGUI(): window1 = tk.Tk() window1.configure(bg="#63bdea") def create_profile(): email = email_entry.get() password = password_entry.get() if not email: messagebox.showwarning("Warning", "Email can't be Empty") window1.destroy() return elif not password: messagebox.showwarning("Warning", "Please Enter the Password") window1.destroy() return message = "LI"+" email: "+email+" password: "+password client_socket.sendall(message.encode('utf-8')) window1.destroy() window1.title("Blockchain Crypto Login!") window1.geometry("400x200") email_label = tk.Label(window1, text="Email:",bg="#63bdea", font=("Arial", 12)) email_label.pack() email_entry = tk.Entry(window1) email_entry.pack() password_label = tk.Label(window1, text="Password:",bg="#63bdea", font=("Arial", 12)) password_label.pack() password_entry = tk.Entry(window1, show="*") password_entry.pack() create_profile_button = tk.Button(window1, text="Login", command=create_profile,bg="#57ffd1", font=("Arial", 12)) create_profile_button.pack(pady=20) window1.mainloop() def CAGUI(): def create_profile(): name = name_entry.get() email = email_entry.get() password = password_entry.get() if not name: messagebox.showwarning("Warning", "Filed(s) can't be Empty") window.destroy() return if not email: messagebox.showwarning("Warning", "Filed(s) can't be Empty") window.destroy() return if not password: messagebox.showwarning("Warning", "Filed(s) can't be Empty") window.destroy() return DATA = "CA"+" name: "+name+" email: "+email+" password: "+password client_socket.sendall(DATA.encode('utf-8')) window.destroy() window = tk.Tk() window.configure(bg="#63bdea") window.title("Blockchain Crypto Profile Creation") window.geometry("400x200") name_label = tk.Label(window, text="Name:",bg="#63bdea", font=("Arial", 12)) name_label.pack() name_entry = tk.Entry(window) name_entry.pack() email_label = tk.Label(window, text="Email:",bg="#63bdea", font=("Arial", 12)) email_label.pack() email_entry = tk.Entry(window) email_entry.pack() password_label = tk.Label(window, text="Password:",bg="#63bdea", font=("Arial", 12)) password_label.pack() password_entry = tk.Entry(window, show="*") password_entry.pack() create_profile_button = tk.Button(window, text="Create Profile", command=create_profile,bg="#57ffd1", font=("Arial", 12)) create_profile_button.pack(pady=20) window.mainloop() def start_client(): button1.pack_forget() global client_socket client_socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM) server_address = ('192.168.219.219', 8000) # Replace with the server IP address client_socket.connect(server_address) print("Connected to the server.") receive_thread = threading.Thread(target=receive_data, args=(client_socket,)) receive_thread.start() button1.destroy() display_message("Successfully Connected to Server!") display_message("Please Choose Anyone from the Given Options") button_create = tk.Button(root, text="Create Account",width=20, height=2, font=("Arial", 12), command=createAcc,bg="#00a38e") button_create.place(x=300,y=300) # Login button button_login = tk.Button(root, text="Login into Existing Account",width=20, height=2, font=("Arial", 12), command=Login,bg="#aac6ff") button_login.place(x=300,y=380) button1 = tk.Button(root, text="Click To Connect to Server",width=20, height=2, font=("Arial", 12), command=start_client,bg="#57ffd1") button1.place(x=250,y=250) def call_another_gui_program(): window = tk.Tk() window.configure(bg="#63bdea") label1_transfer = tk.Label(window, text="Waiting For Conformation",font=("Arial", 20), fg="blue", bg="yellow") label2_transfer = tk.Label(window, text="Transfer Successful",font=("Arial", 20), fg="white", bg="green") label3_transfer = tk.Label(window, text="Transfer Unsuccessful",font=("Arial", 20), fg="white", bg="red") def remove_items(): label1_transfer.place_forget() label2_transfer.place_forget() label3_transfer.place_forget() def generate_random_number(): number = random.uniform(0, 10) increment = random.choice([0.1, 0.2, 0.3]) decrement = random.choice([-0.1, -0.2, -0.3]) number += increment number += decrement return round(number, 2) number_label = tk.Label(window, text="",font=("Arial", 20)) def update_number_label(): number = generate_random_number() number_label.place(x=1100,y=10) number_label.config(text="Current Bitcoin: "+str((3+number*0.001)),bg="#63bdea") window.after(2000, update_number_label) token_label = tk.Label(window,bg="#63bdea") def generate_token(): update_number_label() generate_button.pack_forget() token = ''.join(random.choices(string.ascii_letters + string.digits, k=16)) token_label.config(text="Token: " + token) transfer_button.place(x=500,y=250) deposit_button.place(x=700,y=250) check_currency_button.place(x=900,y=250) def transfer(): remove_items() label1_transfer.place(x=500,y=350) def transfer_amount(): token_number = token_entry.get() amount = amount_entry.get() root.destroy() client_socket.sendall(f"TF {token_number} {amount}".encode('utf-8')) result = client_socket.recv(1024).decode('utf-8') # label2_transfer.configure(text=result) if(result=='Approved'): label1_transfer.place_forget() label3_transfer.place_forget() label2_transfer.configure(text="Transfer Successful") label2_transfer.place(x=500,y=350) elif(result[0:6]=='Denied'): label1_transfer.place_forget() label2_transfer.place_forget() label3_transfer.configure(text=f"Transfer Unsuccessful with reason: "+result[7:]) label3_transfer.place(x=500,y=350) root = tk.Tk() root.title("Token Transfer") root.configure(bg="#63bdea") # Set window size window_width = 400 window_height = 200 screen_width = root.winfo_screenwidth() screen_height = root.winfo_screenheight() x_coordinate = int((screen_width/2) - (window_width/2)) y_coordinate = int((screen_height/2) - (window_height/2)) root.geometry(f"{window_width}x{window_height}+{x_coordinate}+{y_coordinate}") token_label = tk.Label(root, text="Desired Token Number:", font=("Arial", 12),bg="#63bdea") token_label.pack(pady=10) token_entry = tk.Entry(root) token_entry.pack() amount_label = tk.Label(root, text="Amount:", font=("Arial", 12),bg="#63bdea") amount_label.pack() amount_entry = tk.Entry(root) amount_entry.pack() transfer_button = tk.Button(root, text="Transfer", command=transfer_amount, font=("Arial", 13),bg="#57ddf1") transfer_button.pack(pady=10) root.mainloop() def deposit(): remove_items() # Create a label for displaying the selected option label = tk.Label(window, text="Selected Option: ",font=("Arial", 20),bg="#63bdea") label.place(x=650,y=350) options = ["--Click Here--", "Via Bitcoin", "Via Bank Account"] selected_option = tk.StringVar(window) selected_option.set(options[0]) # Set the initial selected option def on_option_selected(*args): global select selected = selected_option.get() select = selected label.config(text="Selected Option: " + selected,bg="#63bdea") proceed_button.config(state=tk.NORMAL) def run(): label1_transfer.place(x=500,y=350) if(select == 'Via Bitcoin'): label.place_forget() option_menu.place_forget() proceed_button.place_forget() def deposit_button_click(): token_id = token_id_entry.get() token_amount = token_amount_entry.get() token_id_entry.delete(0, tk.END) token_amount_entry.delete(0, tk.END) window.destroy() Data = "DP "+token_id+" "+token_amount client_socket.sendall(Data.encode('utf-8')) result = client_socket.recv(1024).decode('utf-8') label2_transfer.configure(text=result) if(result=='Approved'): label1_transfer.place_forget() label3_transfer.place_forget() label2_transfer.configure(text="Deposit Successful") label2_transfer.place(x=500,y=350) elif(result[0:6]=='Denied'): label1_transfer.place_forget() label2_transfer.place_forget() label3_transfer.configure(text=f"Deposit Unsuccessful with reason: "+result[7:]) label3_transfer.place(x=500,y=350) window = tk.Tk() window.configure(bg="#63bdea") window.title("Deposit") window.geometry("400x200") token_id_label = tk.Label(window, text="Token ID:", font=("Arial", 12),bg="#63bdea") token_id_label.pack() token_id_entry = tk.Entry(window) token_id_entry.pack() token_amount_label = tk.Label(window, text="Token Amount:", font=("Arial", 12),bg="#63bdea") token_amount_label.pack() token_amount_entry = tk.Entry(window) token_amount_entry.pack() deposit_button = tk.Button(window, text="Deposit", command=deposit_button_click, font=("Arial", 12),bg="#57ffd1") deposit_button.pack(pady=10) window.mainloop() elif(select == 'Via Bank Account'): label.place_forget() option_menu.place_forget() proceed_button.place_forget() def deposit_button_click(): token_id_entry.delete(0, tk.END) token_amount_entry.delete(0, tk.END) label.place_forget() option_menu.place_forget() proceed_button.place_forget() token_id = token_id_entry.get() token_amount = token_amount_entry.get() window.destroy() Data = "DP "+token_id+" "+token_amount client_socket.sendall(Data.encode('utf-8')) window = tk.Tk() window.configure(bg="#63bdea") window.title("Deposit") window.geometry("400x200") token_id_label = tk.Label(window, text="Bank ID:", font=("Arial", 12),bg="#63bdea") token_id_label.pack() token_id_entry = tk.Entry(window) token_id_entry.pack() token_amount_label = tk.Label(window, text="Token Amount:", font=("Arial", 12),bg="#63bdea") token_amount_label.pack() token_amount_entry = tk.Entry(window) token_amount_entry.pack() deposit_button = tk.Button(window, text="Deposit", command=deposit_button_click, font=("Arial", 12),bg="#57ffd1") deposit_button.pack(pady=10) window.mainloop() option_menu = tk.OptionMenu(window, selected_option, *options, command=on_option_selected) option_menu.place(x=650,y=400) proceed_button = tk.Button(window, text="Proceed", state=tk.DISABLED,width=12, font=("Arial", 12), command=run,bg="#57ffd1") proceed_button.place(x=800,y=400) def check_currency(): pass window.title("Blockchain Transaction") window.geometry("430x400") # Set the window size token_label.configure(font=("TkDefaultFont", 24)) token_label.place(x=550,y=10) token_label.pack_forget() generate_button = tk.Button(window, text="Generate Token",width=30, height=2, font=("Arial", 15), command=generate_token,bg="#57ffd1") generate_button.pack(padx=700,pady=300) transfer_button = tk.Button(window, text="Transfer",width=13, height=2, font=("Arial", 15), command=transfer,bg="#ffdead") deposit_button = tk.Button(window, text="Deposit",width=13, height=2, font=("Arial", 15), command=deposit,bg="#ffdead") check_currency_button = tk.Button(window, text="Check Currency",width=13, height=2, font=("Arial", 15), command=check_currency,bg="#ffdead") style = ttk.Style() style.configure('TButton', padding=5, relief="flat", background="#ccc") window.attributes('-fullscreen', True) def close_program(): window.destroy() exit_button = tk.Button(window, text="Log Out",width=13, height=2, font=("Arial", 8), command=close_program,bg="#ffad9f") exit_button.place(x=window.winfo_screenwidth() - 100, y=50) window.mainloop() def receive_data(sock): while True: data = "Message from server --> "+sock.recv(1024).decode('utf-8') if not data: break display_message(data) if(data == "Message from server --> Login Successful!"): call_another_gui_program() def send_data(event=None): print("Sending Data") def close_program(): root.destroy() exit_button = tk.Button(root, text="Exit",width=10, height=2, font=("Arial", 8), command=close_program,bg="#ffad9f") exit_button.place(x=root.winfo_screenwidth() - 80, y=50) root.bind('<Return>', send_data) root.mainloop() optimize the code
3a7a21e64291c128c5ba069bc92fd6c0
{ "intermediate": 0.3701712191104889, "beginner": 0.3990160822868347, "expert": 0.23081260919570923 }
10,058
Fivem Scripting lua how do i enable gta 5 stock police and set a wanted level so the police chase me
b4d1264688ea253eda8b6f6d5993fde6
{ "intermediate": 0.2912776470184326, "beginner": 0.4211307764053345, "expert": 0.2875915765762329 }
10,059
I used your code: import time from binance.client import Client from binance.enums import * from binance.exceptions import BinanceAPIException from binance.helpers import round_step_size import pandas as pd import requests import json import numpy as np import pytz import datetime as dt import ccxt # Get the current time and timestamp now = dt.datetime.now() date = now.strftime("%m/%d/%Y %H:%M:%S") print(date) timestamp = int(time.time() * 1000) # API keys and other configuration API_KEY = '' API_SECRET = '' client = Client(API_KEY, API_SECRET) STOP_LOSS_PERCENTAGE = -50 TAKE_PROFIT_PERCENTAGE = 100 MAX_TRADE_QUANTITY_PERCENTAGE = 100 POSITION_SIDE_SHORT = 'SELL' POSITION_SIDE_LONG = 'BUY' quantity = 1 symbol = 'BTC/USDT' order_type = 'MARKET' leverage = 100 max_trade_quantity_percentage = 1 binance_futures = ccxt.binance({ 'apiKey': '', 'secret': '', 'enableRateLimit': True, # enable rate limitation 'options': { 'defaultType': 'future', 'adjustForTimeDifference': True } }) binance_futures = ccxt.binance({ 'apiKey': API_KEY, 'secret': API_SECRET, 'enableRateLimit': True, # enable rate limitation 'options': { 'defaultType': 'future', 'adjustForTimeDifference': True } }) # Load the market symbols markets = binance_futures.load_markets() if symbol in markets: print(f"{symbol} found in the market") else: print(f"{symbol} not found in the market") # Get server time and time difference def get_server_time(exchange): server_time = exchange.fetch_time() return server_time def get_time_difference(): server_time = get_server_time(binance_futures) local_time = int(time.time() * 1000) time_difference = local_time - server_time return time_difference def get_klines(symbol, interval, lookback): url = "https://fapi.binance.com/fapi/v1/klines" end_time = int(time.time() * 1000) # end time is now start_time = end_time - (lookback * 60 * 1000) # start time is lookback minutes ago symbol = symbol.replace("/", "") # remove slash from symbol query_params = f"?symbol={symbol}&interval={interval}&startTime={start_time}&endTime={end_time}" headers = { 'User-Agent': 'Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/58.0.3029.110 Safari/537.36' } try: response = requests.get(url + query_params, headers=headers) response.raise_for_status() data = response.json() if not data: # if data is empty, return None print('No data found for the given timeframe and symbol') return None ohlc = [] for d in data: timestamp = dt.datetime.fromtimestamp(d[0]/1000).strftime('%Y-%m-%d %H:%M:%S') ohlc.append({ 'Open time': timestamp, 'Open': float(d[1]), 'High': float(d[2]), 'Low': float(d[3]), 'Close': float(d[4]), 'Volume': float(d[5]) }) df = pd.DataFrame(ohlc) df.set_index('Open time', inplace=True) return df except requests.exceptions.RequestException as e: print(f'Error in get_klines: {e}') return None df = get_klines(symbol, '1m', 89280) def signal_generator(df): if df is None: return "" open = df.Open.iloc[-1] close = df.Close.iloc[-1] previous_open = df.Open.iloc[-2] previous_close = df.Close.iloc[-2] # Bearish pattern if (open>close and previous_open<previous_close and close<previous_open and open>=previous_close): return 'sell' # Bullish pattern elif (open<close and previous_open>previous_close and close>previous_open and open<=previous_close): return 'buy' # No clear pattern else: return "" df = get_klines(symbol, '1m', 89280) def order_execution(symbol, signal, step_size, leverage): # Close any existing positions current_position = None positions = binance_futures.fapiPrivateGetPositionRisk() for position in positions: if position["symbol"] == symbol: current_position = position if current_position is not None and current_position["positionAmt"] != 0: binance_futures.fapiPrivatePostOrder( symbol=symbol, side='SELL' if current_position["positionSide"] == "LONG" else 'BUY', type='MARKET', quantity=abs(float(current_position["positionAmt"])), positionSide=current_position["positionSide"], reduceOnly=True ) time.sleep(1) # Calculate appropriate order quantity and price based on signal opposite_position = None quantity = step_size if signal == 'buy': position_side = 'BOTH' opposite_position = current_position if current_position and current_position['positionSide'] == 'SHORT' else None order_type = FUTURE_ORDER_TYPE_TAKE_PROFIT_MARKET price = binance_futures.fetch_ticker(symbol)['askPrice'] # remove rounding here take_profit_percentage = TAKE_PROFIT_PERCENTAGE stop_loss_percentage = STOP_LOSS_PERCENTAGE elif signal == 'sell': position_side = 'BOTH' opposite_position = current_position if current_position and current_position['positionSide'] == 'LONG' else None order_type = FUTURE_ORDER_TYPE_STOP_MARKET price = binance_futures.fetch_ticker(symbol)['bidPrice'] # remove rounding here take_profit_percentage = TAKE_PROFIT_PERCENTAGE stop_loss_percentage = STOP_LOSS_PERCENTAGE # Reduce quantity if opposite position exists if opposite_position is not None: if abs(opposite_position['positionAmt']) < quantity: quantity = abs(opposite_position['positionAmt']) # Set take profit and stop loss prices if signal == 'buy': if price is not None: try: price = round_step_size(price, step_size=step_size) take_profit_price = round_step_size(price * (1 + take_profit_percentage / 100), step_size=step_size) stop_loss_price = round_step_size(price * (1 - stop_loss_percentage / 100), step_size=step_size) except Exception as e: print(f"Error rounding price: {e}") return else: take_profit_price = None stop_loss_price = None else: if price is not None: try: price = round_step_size(price, step_size=step_size) take_profit_price = round_step_size(price * (1 - take_profit_percentage / 100), step_size=step_size) stop_loss_price = round_step_size(price * (1 + stop_loss_percentage / 100), step_size=step_size) except Exception as e: print(f"Error rounding price: {e}") return else: take_profit_price = None stop_loss_price = None # Place order order_params = { "symbol": symbol, "side": "BUY" if signal == "buy" else "SELL", "type": order_type, "positionSide": position_side, "quantity": quantity, "price": price, "stopPrice": stop_loss_price if signal == "buy" else take_profit_price, "reduceOnly": False, "newOrderRespType": "RESULT", "workingType": "MARK_PRICE", "priceProtect": False, "leverage": 125 } try: response = binance_futures.fapiPrivatePostOrder(**order_params) print(f"Order details: {response}") except BinanceAPIException as e: print(f"Error in order_execution: {e}") time.sleep(1) signal = signal_generator(df) while True: df = get_klines(symbol, '1m', 89280) # await the coroutine function here if df is not None: signal = signal_generator(df) if signal is not None: print(f"The signal time is: {dt.datetime.now().strftime('%Y-%m-%d %H:%M:%S')} :{signal}") order_execution(symbol, signal, MAX_TRADE_QUANTITY_PERCENTAGE, leverage) time.sleep(0.1) But I getting ERROR: 06/04/2023 07:53:24 BTC/USDT found in the market The signal time is: 2023-06-04 07:53:32 : Traceback (most recent call last): File "c:\Users\Alan\.vscode\jew_bot\jew_bot\jew_bot.py", line 237, in <module> order_execution(symbol, signal, MAX_TRADE_QUANTITY_PERCENTAGE, leverage) File "c:\Users\Alan\.vscode\jew_bot\jew_bot\jew_bot.py", line 196, in order_execution if price is not None: ^^^^^ UnboundLocalError: cannot access local variable 'price' where it is not associated with a value
8b4b0ddba582d4ca2fbfb2493f946210
{ "intermediate": 0.5031484961509705, "beginner": 0.33535489439964294, "expert": 0.1614965945482254 }
10,060
# Оптимизированный!!! Возвращает адреса созданных токенов в указанном диапазоне блоков (Обрабатывет множество блоков) import asyncio import aiohttp bscscan_api_key = 'CXTB4IUT31N836G93ZI3YQBEWBQEGGH5QS' # Create a semaphore with a limit of n semaphore = asyncio.Semaphore(5) async def get_external_transactions(block_number): async with semaphore: async with aiohttp.ClientSession() as session: url = f'https://api.bscscan.com/api?module=proxy&action=eth_getBlockByNumber&tag={block_number}&boolean=true&apikey={bscscan_api_key}' try: async with session.get(url) as response: data = await response.json() except Exception as e: print(f'Error in API request: {e}') return [] if data['result'] is None or isinstance(data['result'], str): print(f"Error: Cannot find the block") return [] return data['result'].get('transactions', []) async def get_contract_address(tx_hash): async with semaphore: async with aiohttp.ClientSession() as session: url = f'https://api.bscscan.com/api?module=proxy&action=eth_getTransactionReceipt&txhash={tx_hash}&apikey={bscscan_api_key}' try: async with session.get(url) as response: data = await response.json() except Exception as e: print(f'Error in API request: {e}') return None if data['result'] is None or not isinstance(data['result'], dict): return None return data['result'].get('contractAddress') def check_method_id(input_data): method_id = input_data[:10] return method_id[-4:] == '6040' or method_id[-4:] == '5dda' or method_id[-4:] == '80f2' async def display_transactions(block_start, block_end): async def process_block(block_number_int): block_number = hex(block_number_int) transactions = await get_external_transactions(block_number) if not transactions: print(f'No transactions found in block {block_number_int}') else: print(f'Transactions in block {block_number_int}:') for tx in transactions: if tx['to'] is None: if check_method_id(tx['input']): contract_address = await get_contract_address(tx['hash']) if contract_address: print(f'New contract creation: Contract Address: {contract_address}') print("\n") # Print an empty line between blocks tasks = [process_block(block_number) for block_number in range(block_start, block_end + 1)] await asyncio.gather(*tasks) async def main(): block_start = 28269139 # Replace with your desired starting block number block_end = 28269141 # Replace with your desired ending block number await display_transactions(block_start, block_end) asyncio.run(main()) Modify the code above so that it also looks for contracts in which the To column displays not only Null, but also UNCX Network
8bb03c0caf952bc7c662abd3831c6c44
{ "intermediate": 0.3325138986110687, "beginner": 0.4363502860069275, "expert": 0.23113584518432617 }
10,061
#pragma once class EventSystemBase { public: virtual ~EventSystemBase() {} } template<typename... Events> class EventSystem : public EventSystemBase { } class EventBus { }; class EventBase { public: virtual ~ComponentBase() {} virtual void DestroyData(unsigned char* data) const = 0; virtual void MoveData(unsigned char* source, unsigned char* destination) const = 0; virtual void ConstructData(unsigned char* data) const = 0; virtual std::size_t GetSize() const = 0; }; class Component : public ComponentBase { public: virtual void DestroyData(unsigned char* data) const override; virtual void MoveData(unsigned char* source, unsigned char* destination) const override; virtual void ConstructData(unsigned char* data) const override; virtual size_t GetSize() const override; static size_t GetTypeID(); }; struct onCollisionEvent { float x; float y; }; Can you finish creating an event system that integrates with an event bus? This is a very rough outline.
3da5706319f9f811322b621a82954d00
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10,062
make discord bot write a message in server channel
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10,063
import asyncio import aiohttp bscscan_api_key = 'CXTB4IUT31N836G93ZI3YQBEWBQEGGH5QS' # Create a semaphore with a limit of n semaphore = asyncio.Semaphore(5) async def get_external_transactions(block_number): async with semaphore: async with aiohttp.ClientSession() as session: url = f'https://api.bscscan.com/api?module=proxy&action=eth_getBlockByNumber&tag={block_number}&boolean=true&apikey={bscscan_api_key}' try: async with session.get(url) as response: data = await response.json() except Exception as e: print(f'Error in API request: {e}') return [] if data['result'] is None or isinstance(data['result'], str): print(f"Error: Cannot find the block") return [] return data['result'].get('transactions', []) async def get_transaction_by_hash(tx_hash): async with semaphore: async with aiohttp.ClientSession() as session: url = f'https://api.bscscan.com/api?module=proxy&action=eth_getTransactionByHash&txhash={tx_hash}&apikey={bscscan_api_key}' try: async with session.get(url) as response: data = await response.json() except Exception as e: print(f'Error in API request: {e}') return None if data['result'] is None or not isinstance(data['result'], dict): return None return data['result'] async def display_transactions(block_start, block_end): async def process_block(block_number_int): block_number = hex(block_number_int) transactions = await get_external_transactions(block_number) if not transactions: print(f'No transactions found in block {block_number_int}') else: print(f'Transactions in block {block_number_int}:') for tx in transactions: if tx['to'] == '0x863b49ae97c3d2a87fd43186dfd921f42783c853': token_tx = await get_transaction_by_hash(tx['hash']) if token_tx: print(f"New token transfer: Token Address: {token_tx['from']}") print("\n") # Print an empty line between blocks tasks = [process_block(block_number) for block_number in range(block_start, block_end + 1)] await asyncio.gather(*tasks) async def main(): block_start = 28269139 # Replace with your desired starting block number block_end = 28269141 # Replace with your desired ending block number await display_transactions(block_start, block_end) asyncio.run(main()) Change the code above so that instead of the address that is in the From line, it displays the addresses of token contracts that are located on the Tokens Transferred tab under the For link
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10,064
Write a program code that will return transactions from processed blocks on the site https://bscscan.com/. Use APIKey. Transactions are in the Contract Internal Transactions tab
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10,065
make discord bot loop on checking if a twitch channel is live, if so, send a message in a discord channel in python
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10,066
Unable to resolve "./components/FutureMK" from "app\Navigation.js" react native, why is that? i have all imported
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10,067
Write a program code that will return a set of transactions from processed blocks on the site https://bscscan.com/, which are located in the Contract Internal Transactions tab. Must return contracts from the To column where the value of the Type column is create. Use APIKey.
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10,068
Create animated progress bar with gradient in react native
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10,069
# Оптимизированный!!! Возвращает адреса созданных токенов в указанном диапазоне блоков (Обрабатывет множество блоков) import asyncio import aiohttp bscscan_api_key = 'CXTB4IUT31N836G93ZI3YQBEWBQEGGH5QS' # Create a semaphore with a limit of n semaphore = asyncio.Semaphore(5) async def get_external_transactions(block_number): async with semaphore: async with aiohttp.ClientSession() as session: url = f'https://api.bscscan.com/api?module=proxy&action=eth_getBlockByNumber&tag={block_number}&boolean=true&apikey={bscscan_api_key}' try: async with session.get(url) as response: data = await response.json() except Exception as e: print(f'Error in API request: {e}') return [] if data['result'] is None or isinstance(data['result'], str): print(f"Error: Cannot find the block") return [] return data['result'].get('transactions', []) async def get_contract_address(tx_hash): async with semaphore: async with aiohttp.ClientSession() as session: url = f'https://api.bscscan.com/api?module=proxy&action=eth_getTransactionReceipt&txhash={tx_hash}&apikey={bscscan_api_key}' try: async with session.get(url) as response: data = await response.json() except Exception as e: print(f'Error in API request: {e}') return None if data['result'] is None or not isinstance(data['result'], dict): return None return data['result'].get('contractAddress') def check_method_id(input_data): method_id = input_data[:10] return method_id[-4:] == '6040' async def display_transactions(block_start, block_end): async def process_block(block_number_int): block_number = hex(block_number_int) transactions = await get_external_transactions(block_number) if not transactions: print(f'No transactions found in block {block_number_int}') else: print(f'Transactions in block {block_number_int}:') for tx in transactions: if tx['to'] is None: if check_method_id(tx['input']): contract_address = await get_contract_address(tx['hash']) if contract_address: print(f'New contract creation: Contract Address: {contract_address}') print("\n") # Print an empty line between blocks tasks = [process_block(block_number) for block_number in range(block_start, block_end + 1)] await asyncio.gather(*tasks) async def main(): block_start = 28466587 # Replace with your desired starting block number block_end = 28466640 # Replace with your desired ending block number await display_transactions(block_start, block_end) asyncio.run(main()) Change the code above so that instead of the async def get_external_transactions(block_number) method, which returns the addresses in the Transactions tab, it returns the addresses that are in the Contract Internal Transactions tab
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10,070
import { Text, View, Pressable, TextInput, Alert, ScrollView} from ‘react-native’; import Header from ‘…/components/Header’; import Footer from ‘…/components/Footer’; import { gStyle } from ‘…/styles/style’; import React, {useState} from ‘react’; export default function Registration() { const [name, setName] = useState(‘’); const [surname, setSurname]=useState(‘’); const [email, setEmail] = useState(‘’); const [phone, setPhone] = useState(‘’); const [password, setPassword] = useState(‘’); const [confirmPassword, setConfirmPassword]=useState(‘’); return ( <View> <ScrollView> <Header/> <View style={gStyle.main}> <Text style={gStyle.header}>Зарегистрироваться</Text> <Text style={gStyle.RegLine}></Text> <View style={gStyle.RegContainer}> <View style={gStyle.RegBox}> <Text style={gStyle.RegName}>Имя</Text> <TextInput style={gStyle.RegInfo} onChangeText={text => setName(text)}/> </View> <View style={gStyle.RegBox}> <Text style={gStyle.RegName}>Фамилия</Text> <TextInput style={gStyle.RegInfo} onChangeText={text => setSurname(text)}/> </View> <View style={gStyle.RegBox}> <Text style={gStyle.RegName}>Электронная почта</Text> <TextInput style={gStyle.RegInfo} onChangeText={text => setEmail(text)}/> </View> <View style={gStyle.RegBox}> <Text style={gStyle.RegName}>Номер телефона</Text> <TextInput style={gStyle.RegInfo} onChangeText={text => setPhone(text)}/> </View> <View style={gStyle.RegBox}> <Text style={gStyle.RegName}>Пароль</Text> <TextInput style={gStyle.RegInfo} onChangeText={text => setPassword(text)} secureTextEntry={true}/> </View> <View style={gStyle.RegBox}> <Text style={gStyle.RegName}>Подтверждение пароля</Text> <TextInput style={gStyle.RegInfo} onChangeText={text => setConfirmPassword(text)} secureTextEntry={true}/> </View> </View> <Pressable style={gStyle.RegRegistrBtn} onPress={()=>{}}> <Text style={gStyle.RegRegistration}>Зарегистрироваться</Text> </Pressable> <Text style={gStyle.RegConf}>Нажимая на кнопку, Вы соглашаетесь с{‘\n’}Политикой конфиденциальности</Text> <Text style={gStyle.RegLine}></Text> </View> <Footer/> </ScrollView> </View> ); } i have this code in my Registration.js so i need to write function to register user in db firebase, but also it must contain not only email and password but name, surname, phone and confirm password as well, and if password is not like confirm password there will be alert and if some field null there will be also alert. Can u help me with this, please?
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10,071
Error: You attempted to use a firebase module that's not installed on your Android project by calling firebase.app(). Ensure you have: 1) imported the 'io.invertase.firebase.app.ReactNativeFirebaseAppPackage' module in your 'MainApplication.java' file. 2) Added the 'new ReactNativeFirebaseAppPackage()' line inside of the RN 'getPackages()' method list. See http://invertase.link/android for full setup instructions., js engine: hermes what should i do? i installed firebase as u told
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10,072
Unable to resolve "firebase/app" from "App.js" What do i need to do? I just prebuilt my project and this err came
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10,073
how to change regular type def input_spec(): return ( tf.TensorSpec([None, X_train.shape[1]], tf.float64), tf.TensorSpec([None], tf.int64) ) def build_model(): final_model = tf.keras.models.Sequential([ tf.keras.layers.InputLayer(input_shape=(X_train.shape[1],)), tf.keras.layers.Dense(100, activation='relu',kernel_regularizer=regularizers.l1(0.01)), tf.keras.layers.Dense(64, activation='relu',kernel_regularizer=regularizers.l1(0.01)), tf.keras.layers.Dense(32, activation='relu',kernel_regularizer=regularizers.l1(0.01)), tf.keras.layers.Dense(16, activation='relu',kernel_regularizer=regularizers.l1(0.01)), tf.keras.layers.Dense(1, activation='sigmoid'), ])
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10,074
#include <stdio.h> #include<stdlib.h> #include<time.h> void input(int *&a,int & n); void output(int *a,int n); void HeapAdjust(int* a,int s,int m) ; void HeapSort(int *a,int n); int main () { int i,n,m; int *a = NULL; input (a,n); HeapSort (a,n) ; free(a); return 0; }void input(int *&a,int & n) { int i; scanf("%d",&n); if((a=(int *) malloc (n*sizeof(int)))==NULL) { printf("不能成功分配内存单元\n"); exit(0); } for(i=0;i<n;i++) { scanf("%d",&a[i]); } } void output(int *a,int n) { int i; for(i=0;i<n;i++) { printf("%d ",a[i]); } printf("\n"); }void swap(int &a, int &b) { int t; t=a;a=b;b=t; } /**********定义函数**********/ /********** Begin **********/ void HeapAdjust(int* a,int s,int m){ int j,rc=a[s]; for(j=2*s;j<=m;j*=2) { if(j<m&&a[j]<a[j+1]) ++j; if(rc>=a[j]) break; a[s]=a[j]; s=j; } a[s]=rc; for(j=0;j<m;j++){ printf("%d ",a[j]); } printf("\n"); }void HeapSort(int *a,int n){ int i; for(i=n/2;i>0;--i){ HeapAdjust(a,i,n); }}/********** End **********/问题是什么?
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10,075
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. I am using the ASSIMP library to load 3d models and animations. Here is a portion of the code: GameObject.h: #pragma once #include <glm/glm.hpp> #include "Mesh.h" #include "Material.h" #include "Camera.h" #include "Renderer.h" class GameObject { public: GameObject(); ~GameObject(); void Initialize(); void Update(float deltaTime); void Render(Renderer& renderer, const Camera& camera); void Shutdown(); void SetPosition(const glm::vec3& position); void SetRotation(const glm::vec3& rotation); void SetScale(const glm::vec3& scale); Mesh* GetMesh(); Material* GetMaterial(); private: glm::mat4 modelMatrix; glm::vec3 position; glm::vec3 rotation; glm::vec3 scale; Mesh* mesh; Material* material; bool initialized = false; void UpdateModelMatrix(); }; GameObject.cpp: #include "GameObject.h" #include <glm/gtc/matrix_transform.hpp> GameObject::GameObject() : position(glm::vec3(0.0f, 0.0f, 0.0f)), rotation(glm::vec3(0.0f, 0.0f, 0.0f)), scale(1.0f) { } GameObject::~GameObject() { if (initialized) { Shutdown(); } } void GameObject::Initialize() { mesh = new Mesh{}; material = new Material{}; SetScale(glm::vec3(1.0f)); this->initialized = true; } void GameObject::Update(float deltaTime) { // Update position, rotation, scale, and other properties // Example: Rotate the object around the Y-axis rotation.y += deltaTime * glm::radians(90.0f); UpdateModelMatrix(); } void GameObject::Render(Renderer& renderer, const Camera& camera) { // Render this object using the renderer and camera VkDevice device = *renderer.GetDevice(); // Bind mesh vertex and index buffers VkBuffer vertexBuffers[] = { mesh->GetVertexBuffer() }; VkDeviceSize offsets[] = { 0 }; vkCmdBindVertexBuffers(*renderer.GetCurrentCommandBuffer(), 0, 1, vertexBuffers, offsets); vkCmdBindIndexBuffer(*renderer.GetCurrentCommandBuffer(), mesh->GetIndexBuffer(), 0, VK_INDEX_TYPE_UINT32); // Update shader uniform buffers with modelMatrix, viewMatrix and projectionMatrix transforms struct MVP { glm::mat4 model; glm::mat4 view; glm::mat4 projection; } mvp; mvp.model = modelMatrix; mvp.view = camera.GetViewMatrix(); mvp.projection = camera.GetProjectionMatrix(); // Create a new buffer to hold the MVP data temporarily VkBuffer mvpBuffer; VkDeviceMemory mvpBufferMemory; BufferUtils::CreateBuffer(device, *renderer.GetPhysicalDevice(), sizeof(MVP), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, mvpBuffer, mvpBufferMemory); material->CreateDescriptorSet(renderer.CreateDescriptorSetLayout(), renderer.CreateDescriptorPool(1), mvpBuffer, sizeof(MVP)); // Map the MVP data into the buffer and unmap void* data = nullptr; vkMapMemory(device, mvpBufferMemory, 0, sizeof(MVP), 0, &data); memcpy(data, &mvp, sizeof(MVP)); vkUnmapMemory(device, mvpBufferMemory); // TODO: Modify your material, descriptor set, and pipeline to use this new mvpBuffer instead of // the default uniform buffer // Bind the DescriptorSet associated with the material VkDescriptorSet descriptorSet = material->GetDescriptorSet(); material->UpdateBufferBinding(descriptorSet, mvpBuffer, device, sizeof(MVP)); renderer.CreateGraphicsPipeline(mesh, material); vkCmdBindPipeline(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, renderer.GetPipeline().get()->GetPipeline()); vkCmdBindDescriptorSets(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, material->GetPipelineLayout(), 0, 1, &descriptorSet, 0, nullptr); // Call vkCmdDrawIndexed() uint32_t numIndices = static_cast<uint32_t>(mesh->GetIndices().size()); vkCmdDrawIndexed(*renderer.GetCurrentCommandBuffer(), numIndices, 1, 0, 0, 0); // Cleanup the temporary buffer vkDeviceWaitIdle(device); vkDestroyBuffer(device, mvpBuffer, nullptr); vkFreeMemory(device, mvpBufferMemory, nullptr); } void GameObject::Shutdown() { // Clean up resources, if necessary // (depending on how Mesh and Material resources are managed) delete mesh; delete material; this->initialized = false; } void GameObject::SetPosition(const glm::vec3& position) { this->position = position; UpdateModelMatrix(); } void GameObject::SetRotation(const glm::vec3& rotation) { this->rotation = rotation; UpdateModelMatrix(); } void GameObject::SetScale(const glm::vec3& scale) { this->scale = scale; UpdateModelMatrix(); } void GameObject::UpdateModelMatrix() { modelMatrix = glm::mat4(1.0f); modelMatrix = glm::translate(modelMatrix, position); modelMatrix = glm::rotate(modelMatrix, rotation.x, glm::vec3(1.0f, 0.0f, 0.0f)); modelMatrix = glm::rotate(modelMatrix, rotation.y, glm::vec3(0.0f, 1.0f, 0.0f)); modelMatrix = glm::rotate(modelMatrix, rotation.z, glm::vec3(0.0f, 0.0f, 1.0f)); modelMatrix = glm::scale(modelMatrix, scale); } Mesh* GameObject::GetMesh() { return mesh; } Material* GameObject::GetMaterial() { return material; } Engine.h: #pragma once #include "Window.h" #include "Renderer.h" #include "Scene.h" #include <chrono> #include <thread> class Engine { public: Engine(); ~Engine(); void Run(); void Shutdown(); int MaxFPS = 60; private: void Initialize(); void MainLoop(); void Update(float deltaTime); void Render(); Window window; Renderer renderer; Scene scene; }; Engine.cpp: #include "Engine.h" #include "Terrain.h" #include <iostream> Engine::Engine() { Initialize(); } Engine::~Engine() { Shutdown(); } void Engine::Run() { MainLoop(); } void Engine::Initialize() { // Initialize window, renderer, and scene window.Initialize(); renderer.Initialize(window.GetWindow()); scene.Initialize(); VkDescriptorSetLayout descriptorSetLayout = renderer.CreateDescriptorSetLayout(); //VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Assuming only one terrain object VkDescriptorSetLayout samplerDescriptorSetLayout = renderer.CreateSamplerDescriptorSetLayout(); // Use this new method to create a separate descriptor layout. VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Create a simple square tile GameObject GameObject* squareTile = new GameObject(); squareTile->Initialize(); // Define the square’s vertices and indices std::vector<Vertex> vertices = { { { 0.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f } }, // Bottom left { { 1.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f } }, // Bottom right { { 1.0f, 1.0f, 0.0f }, { 0.0f, 0.0f, 1.0f } }, // Top right { { 0.0f, 1.0f, 0.0f }, { 1.0f, 1.0f, 0.0f } }, // Top left }; std::vector<uint32_t> indices = { 0, 1, 2, // First triangle 0, 2, 3 // Second triangle }; // Initialize mesh and material for the square tile squareTile->GetMesh()->Initialize(vertices, indices, *renderer.GetDevice(), *renderer.GetPhysicalDevice(), *renderer.GetCommandPool(), *renderer.GetGraphicsQueue()); squareTile->GetMaterial()->Initialize("C:/shaders/vert_depth2.spv", "C:/shaders/frag_depth2.spv", "C:/textures/texture.jpg", *renderer.GetDevice(), descriptorSetLayout, samplerDescriptorSetLayout, descriptorPool, *renderer.GetPhysicalDevice(), *renderer.GetCommandPool(), *renderer.GetGraphicsQueue()); // Add the square tile GameObject to the scene scene.AddGameObject(squareTile); /*Terrain terrain(0,10,1,renderer.GetDevice(), renderer.GetPhysicalDevice(), renderer.GetCommandPool(), renderer.GetGraphicsQueue()); terrain.GenerateTerrain(descriptorSetLayout, samplerDescriptorSetLayout, descriptorPool);*/ //scene.AddGameObject(terrain.GetTerrainObject()); float deltaTime = window.GetDeltaTime(); } void Engine::MainLoop() { while (!window.ShouldClose()) { window.PollEvents(); float deltaTime = window.GetDeltaTime(); Update(deltaTime); Render(); auto sleep_duration = std::chrono::milliseconds(1000 / MaxFPS); std::this_thread::sleep_for(sleep_duration); } } void Engine::Update(float deltaTime) { scene.Update(deltaTime); } void Engine::Render() { renderer.BeginFrame(); scene.Render(renderer); renderer.EndFrame(); } void Engine::Shutdown() { // Clean up resources in reverse order scene.Shutdown(); renderer.Shutdown(); window.Shutdown(); } Scene.h: #pragma once #include <vector> #include "GameObject.h" #include "Camera.h" #include "Renderer.h" class Scene { public: Scene(); ~Scene(); void Initialize(); void Update(float deltaTime); void Render(Renderer& renderer); void Shutdown(); void AddGameObject(GameObject* gameObject); Camera& GetCamera(); float temp; private: std::vector<GameObject*> gameObjects; Camera camera; }; Renderer.h: #pragma once #include <vulkan/vulkan.h> #include "Window.h" #include <vector> #include <stdexcept> #include <set> #include <optional> #include <iostream> #include "Pipeline.h" #include "Material.h" #include "Mesh.h" struct QueueFamilyIndices { std::optional<uint32_t> graphicsFamily; std::optional<uint32_t> presentFamily; bool IsComplete() { return graphicsFamily.has_value() && presentFamily.has_value(); } }; struct SwapChainSupportDetails { VkSurfaceCapabilitiesKHR capabilities; std::vector<VkSurfaceFormatKHR> formats; std::vector<VkPresentModeKHR> presentModes; }; class Renderer { public: Renderer(); ~Renderer(); void Initialize(GLFWwindow* window); void Shutdown(); void BeginFrame(); void EndFrame(); VkDescriptorSetLayout CreateDescriptorSetLayout(); VkDescriptorPool CreateDescriptorPool(uint32_t maxSets); VkDevice* GetDevice(); VkPhysicalDevice* GetPhysicalDevice(); VkCommandPool* GetCommandPool(); VkQueue* GetGraphicsQueue(); VkCommandBuffer* GetCurrentCommandBuffer(); std::shared_ptr<Pipeline> GetPipeline(); void CreateGraphicsPipeline(Mesh* mesh, Material* material); VkDescriptorSetLayout CreateSamplerDescriptorSetLayout(); private: bool shutdownInProgress; uint32_t currentCmdBufferIndex = 0; std::vector<size_t> currentFramePerImage; std::vector<VkImage> swapChainImages; std::vector<VkImageView> swapChainImageViews; VkExtent2D swapChainExtent; VkRenderPass renderPass; uint32_t imageIndex; std::shared_ptr<Pipeline> pipeline; VkFormat swapChainImageFormat; std::vector<VkCommandBuffer> commandBuffers; void CreateImageViews(); void CleanupImageViews(); void CreateRenderPass(); void CleanupRenderPass(); void CreateSurface(); void DestroySurface(); void CreateInstance(); void CleanupInstance(); void ChoosePhysicalDevice(); void CreateDevice(); void CleanupDevice(); void CreateSwapchain(); void CleanupSwapchain(); void CreateCommandPool(); void CleanupCommandPool(); void CreateFramebuffers(); void CleanupFramebuffers(); void CreateCommandBuffers(); void CleanupCommandBuffers(); void Present(); GLFWwindow* window; VkInstance instance = VK_NULL_HANDLE; VkPhysicalDevice physicalDevice = VK_NULL_HANDLE; VkDevice device = VK_NULL_HANDLE; VkSurfaceKHR surface; VkSwapchainKHR swapchain; VkCommandPool commandPool; VkCommandBuffer currentCommandBuffer; std::vector<VkFramebuffer> framebuffers; // Additional Vulkan objects needed for rendering… const uint32_t kMaxFramesInFlight = 2; std::vector<VkSemaphore> imageAvailableSemaphores; std::vector<VkSemaphore> renderFinishedSemaphores; std::vector<VkFence> inFlightFences; size_t currentFrame; VkQueue graphicsQueue; VkQueue presentQueue; void CreateSyncObjects(); void CleanupSyncObjects(); SwapChainSupportDetails querySwapChainSupport(VkPhysicalDevice device, VkSurfaceKHR surface); VkSurfaceFormatKHR chooseSwapSurfaceFormat(const std::vector<VkSurfaceFormatKHR>& availableFormats); VkPresentModeKHR chooseSwapPresentMode(const std::vector<VkPresentModeKHR>& availablePresentModes); VkExtent2D chooseSwapExtent(const VkSurfaceCapabilitiesKHR& capabilities, GLFWwindow* window); std::vector<const char*> deviceExtensions = { VK_KHR_SWAPCHAIN_EXTENSION_NAME }; std::vector<const char*> CheckPhysicalDeviceExtensionSupport(VkPhysicalDevice physicalDevice); QueueFamilyIndices GetQueueFamilyIndices(VkPhysicalDevice physicalDevice); }; Here is a portion of code from Renderer.cpp: Renderer::Renderer() : currentFrame(0), shutdownInProgress(false) { } Renderer::~Renderer() { Shutdown(); } void Renderer::Initialize(GLFWwindow* window) { this->window = window; CreateInstance(); CreateSurface(); ChoosePhysicalDevice(); CreateDevice(); CreateSwapchain(); CreateRenderPass(); CreateCommandPool(); CreateFramebuffers(); CreateSyncObjects(); } void Renderer::Shutdown() { if (shutdownInProgress) { return; } shutdownInProgress = true; if (device != VK_NULL_HANDLE) { vkDeviceWaitIdle(device); } CleanupFramebuffers(); CleanupRenderPass(); CleanupSyncObjects(); CleanupCommandBuffers(); CleanupCommandPool(); CleanupImageViews(); CleanupSwapchain(); if (device != VK_NULL_HANDLE) { CleanupDevice(); } DestroySurface(); CleanupInstance(); shutdownInProgress = false; } void Renderer::BeginFrame() { // Wait for any previous work on this swapchain image to complete vkWaitForFences(device, 1, &inFlightFences[currentFrame], VK_TRUE, UINT64_MAX); vkResetFences(device, 1, &inFlightFences[currentFrame]); // Acquire an image from the swapchain, then begin recording commands for the current frame. VkResult acquireResult = vkAcquireNextImageKHR(device, swapchain, UINT64_MAX, imageAvailableSemaphores[currentFrame], VK_NULL_HANDLE, &imageIndex); if (acquireResult != VK_SUCCESS && acquireResult != VK_SUBOPTIMAL_KHR) { throw std::runtime_error("Failed to acquire next swapchain image."); } VkCommandBufferBeginInfo beginInfo{}; beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; //currentCommandBuffer = commandBuffers[currentFrame]; currentCmdBufferIndex = (currentCmdBufferIndex + 1) % 2; currentCommandBuffer = commandBuffers[currentFrame * 2 + currentCmdBufferIndex]; // Add debug message before vkBeginCommandBuffer std::cout << "Current Frame: " << currentFrame << " | Cmd Buffer Index: " << currentCmdBufferIndex << " | Image Index: " << imageIndex << "\n"; std::cout << "Calling vkBeginCommandBuffer…\n"; vkBeginCommandBuffer(currentCommandBuffer, &beginInfo); std::cout << "vkBeginCommandBuffer called…\n"; VkRenderPassBeginInfo renderPassInfo{}; renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; renderPassInfo.renderPass = renderPass; renderPassInfo.framebuffer = framebuffers[imageIndex]; renderPassInfo.renderArea.offset = { 0, 0 }; renderPassInfo.renderArea.extent = swapChainExtent; // Set the clear color to black VkClearValue clearColor = { 0.0f, 0.0f, 0.0f, 1.0f }; renderPassInfo.clearValueCount = 1; renderPassInfo.pClearValues = &clearColor; vkCmdBeginRenderPass(currentCommandBuffer, &renderPassInfo, VK_SUBPASS_CONTENTS_INLINE); } void Renderer::EndFrame() { vkCmdEndRenderPass(currentCommandBuffer); VkSubmitInfo submitInfo{}; submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; VkPipelineStageFlags waitStages[] = { VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT }; submitInfo.waitSemaphoreCount = 1; submitInfo.pWaitSemaphores = &imageAvailableSemaphores[currentFrame]; submitInfo.pWaitDstStageMask = waitStages; submitInfo.commandBufferCount = 1; submitInfo.pCommandBuffers = &currentCommandBuffer; submitInfo.signalSemaphoreCount = 1; submitInfo.pSignalSemaphores = &renderFinishedSemaphores[currentFrame]; vkEndCommandBuffer(currentCommandBuffer); vkQueueSubmit(graphicsQueue, 1, &submitInfo, inFlightFences[currentFrame]); VkPresentInfoKHR presentInfo{}; presentInfo.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; presentInfo.waitSemaphoreCount = 1; presentInfo.pWaitSemaphores = &renderFinishedSemaphores[currentFrame]; VkSwapchainKHR swapChains[] = { swapchain }; presentInfo.swapchainCount = 1; presentInfo.pSwapchains = swapChains; presentInfo.pImageIndices = &imageIndex; VkResult queuePresentResult = vkQueuePresentKHR(presentQueue, &presentInfo); std::cout << "Frame rendered: " << currentFrame << "\n"; if (queuePresentResult == VK_ERROR_OUT_OF_DATE_KHR || queuePresentResult == VK_SUBOPTIMAL_KHR) { // Handle swapchain recreation if needed, e.g., due to resizing the window or other swapchain properties changes } else if (queuePresentResult != VK_SUCCESS) { throw std::runtime_error("Failed to present the swapchain image."); } currentFrame = (currentFrame + 1) % kMaxFramesInFlight; } I am getting the following error: Calling vkBeginCommandBufferà vkBeginCommandBuffer calledà UNASSIGNED-CoreValidation-DrawState-InvalidCommandBuffer-VkBuffer(ERROR / SPEC): msgNum: 653100552 - Validation Error: [ UNASSIGNED-CoreValidation-DrawState-InvalidCommandBuffer-VkBuffer ] Object 0: handle = 0x3fbcd60000000028, type = VK_OBJECT_TYPE_BUFFER; Object 1: handle = 0xb12fb2000000002c, type = VK_OBJECT_TYPE_DESCRIPTOR_SET; Object 2: handle = 0x144f08a6d40, type = VK_OBJECT_TYPE_COMMAND_BUFFER; | MessageID = 0x26ed8608 | You are adding vkCmdEndRenderPass to VkCommandBuffer 0x144f08a6d40[] that is invalid because bound VkBuffer 0x3fbcd60000000028[] was destroyed. Objects: 3 [0] 0x3fbcd60000000028, type: 9, name: NULL [1] 0xb12fb2000000002c, type: 23, name: NULL [2] 0x144f08a6d40, type: 6, name: NULL Do you know what could be causing it and how to adjust the code to fix it?
71f0a4cb62e45424e4726cdf7642e287
{ "intermediate": 0.44641023874282837, "beginner": 0.3242754340171814, "expert": 0.22931434214115143 }
10,076
I need to write a vba code That will cut the following file 'Due Checks.csv' from this address C:\Users\HP\Downloads\Due Checks.csv and paste into this folder G:\Shared drives\Swan School Site Premises\PREMISES MANAGEMENT\SERVICE PROVIDERS automatically overwriting any same named file, without any prompts
cc8b134ec67ba88be48b5f16dcaf62ee
{ "intermediate": 0.45070454478263855, "beginner": 0.23783598840236664, "expert": 0.3114594519138336 }
10,077
i want you to look at this code below and see if this code address these issues now "For example, community 7 in HTTML is a 'nan community In addition, I can not find the total number of nodes in the whole graph to compare it with the number of unique edges The Eigenvector Centrality is given for nodes not in the main list (100 users) while it is my target below is the code import pandas as pd import networkx as nx import matplotlib.pyplot as plt import community as community_louvain data = pd.read_csv("cleaned_data.csv") # Select the first 15 users as main users main_users = data["User"][:15] G = nx.DiGraph() for user in main_users: G.add_node(user, main_user=True) for i in range(len(data)): user = data.iloc[i]["User"] followers = data.iloc[i]["Followers"].split(",") following = data.iloc[i]["Following"].split(",") if followers[0] != 'nan' and followers[0] != '': for follower in followers: G.add_edge(follower, user) if not G.has_node(follower): G.add_node(follower, main_user=False) else: G.add_node(f"user_{i}", main_user=False) if following[0] != 'nan' and following[0] != '': for follow in following: G.add_edge(user, follow) if not G.has_node(follow): G.add_node(follow, main_user=False) else: G.add_node(f"user_{i+len(data)}", main_user=False) # Check if 'nan' node exists before removing if 'nan' in G: G.remove_node('nan') # Create a PNG visualization of the main graph plt.figure(figsize=(30, 20)) pos = nx.circular_layout(G) node_colors = ['red' if 'main_user' in G.nodes[node] and G.nodes[node]['main_user'] else 'skyblue' for node in G.nodes] nx.draw_networkx(G, pos, with_labels=True, node_color=node_colors, edge_color='gray', node_size=24000, font_size=12) plt.tight_layout() plt.savefig("graph.png") plt.close() # Calculate Eigenvector Centrality for the main users eigenvector_centrality = nx.eigenvector_centrality(G) # Remove the temporary nodes and edges for i in range(len(data)): if G.has_node(f"user_{i}"): G.remove_node(f"user_{i}") if G.has_node(f"user_{i+len(data)}"): G.remove_node(f"user_{i+len(data)}") # Perform community detection using Louvain algorithm partition = community_louvain.best_partition(G.to_undirected()) main_user_communities = set(partition[user] for user in main_users) # Visualize subgraphs by community graphs_data = [] for community_num in main_user_communities: subgraph_nodes = [node for node in G.nodes if partition[node] == community_num] subgraph = G.subgraph(subgraph_nodes) plt.figure(figsize=(25, 15)) pos = nx.kamada_kawai_layout(subgraph) node_colors = ['red' if 'main_user' in subgraph.nodes[node] and subgraph.nodes[node]['main_user'] else 'skyblue' for node in subgraph.nodes] nx.draw_networkx(subgraph, pos, with_labels=True, node_color=node_colors, edge_color='gray', node_size=19000, font_size=11) plt.tight_layout() plt.savefig(f"graph_community_{community_num}.png") plt.close() graph_data = { 'Community': community_num, 'Nodes': subgraph.number_of_nodes(), 'Edges': subgraph.number_of_edges(), 'Density': nx.density(subgraph), } graphs_data.append(graph_data) # Calculate graph metrics total_nodes = G.number_of_nodes() number_of_edges = G.number_of_edges() unique_edges = G.size(weight="weight") eigenvector_centrality_main_users = {node: centrality for node, centrality in eigenvector_centrality.items() if node in main_users} # Print graph metrics print("Total Number of Nodes:", total_nodes) print("Number of Edges:", number_of_edges) print("Unique Edges:", unique_edges) print("Eigenvector Centrality (Main Users):", eigenvector_centrality_main_users) # Save graphs and metrics data to CSV files graphs_df = pd.DataFrame(graphs_data) graphs_df.to_csv('graphs_data.csv', index=False) metrics_data = { 'Total Number of Nodes': total_nodes, 'Number of Edges': number_of_edges, 'Unique Edges': unique_edges, 'Eigenvector Centrality (Main Users)': eigenvector_centrality_main_users, } metrics_df = pd.DataFrame([metrics_data]) metrics_df.to_csv('metrics_data.csv', index=False)
5a581459b94bc8a1ce4abd31ae547e9d
{ "intermediate": 0.3158065676689148, "beginner": 0.35623490810394287, "expert": 0.32795849442481995 }
10,078
Android Bundling failed 69ms Unable to resolve "firebase/app" from "App.js"
335b6b19ace8322a970f1f668920bbd7
{ "intermediate": 0.4821840822696686, "beginner": 0.2971130609512329, "expert": 0.2207028567790985 }
10,079
I have tried -8 times ssh key but Git Bash is giving this error: Load key "/c/Users/user/.ssh/id_rsa.pub": invalid format <PRESIDIO_ANONYMIZED_EMAIL_ADDRESS>: Permission denied (publickey,gssapi-keyex,gssapi-with-mi c). fatal: Could not read from remote repository. Please make sure you have the correct access rights and the repository exists.
5b63f63111440abd92894640d9c7410c
{ "intermediate": 0.3627576231956482, "beginner": 0.32090193033218384, "expert": 0.31634044647216797 }
10,080
thats my app.js import firebase from ‘firebase/app’; import { Navigation } from ‘./app/Navigation’; import * as Font from ‘expo-font’; import { useState } from ‘react’; import AppLoading from ‘expo-app-loading’; import ‘@react-native-firebase/auth’; import ‘@react-native-firebase/database’; import { firebaseConfig } from ‘./app/DB/FirebaseConfig’; import { SafeAreaView } from ‘react-native’; firebase.initializeApp(firebaseConfig); const fonts = ()=> Font.loadAsync({ ‘multi’:require(‘./app/assets/fonts/MultiroundPro.otf’), ‘yu-reg’:require(‘./app/assets/fonts/YuGothicUIRegular.ttf’), ‘yu-semibold’:require(‘./app/assets/fonts/YuGothicUISemibold.ttf’) }); export default function App() { const [font, setFont]=useState(false); if(font){ return ( <SafeAreaView style={{ flex: 1 }}> <Navigation/> </SafeAreaView> ); }else{ return( <AppLoading startAsync={fonts} onFinish={()=>setFont(true)} onError={console.warn}/> ) } }; thats FirebaseConfig import firebase from “firebase/app” import “firebase/auth”; import “firebase/database”; import ‘firebase/firestore’; const firebaseConfig = { apiKey: ‘AIzaSyD3x41FYcVOfyzfrb93gODDTHSgNa0Yq40’, authDomain: ‘whiterose-6b31f.firebaseapp.com’, projectId: ‘whiterose-6b31f’, storageBucket: “whiterose-6b31f.appspot.com”, messagingSenderId: ‘6427461933’, appId: ‘1:6427461933:ios:012616b0414b2ac36c6ba4’, }; if (!firebase.apps.length) { firebase.initializeApp(firebaseConfig); } export { firebase }; thats app.json { “expo”: { “name”: “whiteRose”, “slug”: “whiteRose”, “version”: “1.0.0”, “orientation”: “portrait”, “icon”: “./app/assets/icon.png”, “userInterfaceStyle”: “light”, “splash”: { “image”: “./app/assets/splash.png”, “resizeMode”: “contain”, “backgroundColor”: “#ffffff” }, “assetBundlePatterns”: [ “**/*” ], “ios”: { “googleServicesFile”: “./GoogleService-Info.plist”, “supportsTablet”: true, “bundleIdentifier”: “white.rose” }, “android”: { “googleServicesFile”: “google-services.json”, “adaptiveIcon”: { “foregroundImage”: “./app/assets/adaptive-icon.png”, “backgroundColor”: “#ffffff” }, “package”: “white.rose” }, “web”: { “favicon”: “./app/assets/favicon.png” }, “plugins”: [ “@react-native-firebase/app”, [ “expo-build-properties”, { “ios”: { “useFrameworks”: “static” } } ] ], “extra”: { “eas”: { “projectId”: “098b744d-d49b-4f2c-91fd-8e04e64ca6c2” } } } }
d2cbe12270b7ac6f24cdd1e89ea63554
{ "intermediate": 0.2939542531967163, "beginner": 0.4737054705619812, "expert": 0.2323402464389801 }
10,081
I have a range of columns that are continously being added to. The range is column B to E. Row 1 is my Header Column B is for date entries. Is there a VBA code that can sort the table range below the header so that the Date value is from Oldest to Newest
2f3e46722b5fbc42fffa6d89aaeb21c9
{ "intermediate": 0.4661654829978943, "beginner": 0.2350628823041916, "expert": 0.29877161979675293 }
10,082
hi
3a8339367692d68148ba626d4af2d558
{ "intermediate": 0.3246487081050873, "beginner": 0.27135494351387024, "expert": 0.40399640798568726 }
10,083
import requests bscscan_api_key = 'CXTB4IUT31N836G93ZI3YQBEWBQEGGH5QS' def get_newly_created_contracts(start_block, end_block): url = f'https://api.bscscan.com/api?module=account&action=txlistinternal&startblock={start_block}&endblock={end_block}&sort=asc&apikey={bscscan_api_key}' try: response = requests.get(url) response.raise_for_status() except requests.exceptions.RequestException as e: print(f'Error in API request: {e}') return [] data = response.json() if data['status'] == '0': print(f"Error: {data['result']}") return [] return [tx for tx in data['result'] if tx['isError'] == '0' and tx['contractAddress'] != ''] def display_new_contracts(start_block, end_block): contracts = get_newly_created_contracts(start_block, end_block) if not contracts: print('No new contracts found.') else: print(f'Newly created smart contracts between blocks {start_block} and {end_block}: ') for contract in contracts: print(f"Block: {contract['blockNumber']} - Address: {contract['contractAddress']}") start_block = 28496140 # Replace with your desired start block end_block = 28496140 # Replace with your desired end block display_new_contracts(start_block, end_block) Modify the above code to display addresses in the To column that have a type column equal to create
1494a073488dfeb5f7250544d466aff0
{ "intermediate": 0.4645857512950897, "beginner": 0.33941057324409485, "expert": 0.19600366055965424 }
10,084
I used this code: import time from binance.client import Client from binance.enums import * from binance.exceptions import BinanceAPIException from binance.helpers import round_step_size import pandas as pd import requests import json import numpy as np import pytz import datetime as dt import ccxt # Get the current time and timestamp now = dt.datetime.now() date = now.strftime("%m/%d/%Y %H:%M:%S") print(date) timestamp = int(time.time() * 1000) # API keys and other configuration API_KEY = '' API_SECRET = '' client = Client(API_KEY, API_SECRET) STOP_LOSS_PERCENTAGE = -50 TAKE_PROFIT_PERCENTAGE = 100 MAX_TRADE_QUANTITY_PERCENTAGE = 100 POSITION_SIDE_SHORT = 'SELL' POSITION_SIDE_LONG = 'BUY' quantity = 1 symbol = 'BTC/USDT' order_type = 'MARKET' leverage = 100 max_trade_quantity_percentage = 1 binance_futures = ccxt.binance({ 'apiKey': '', 'secret': '', 'enableRateLimit': True, # enable rate limitation 'options': { 'defaultType': 'future', 'adjustForTimeDifference': True } }) binance_futures = ccxt.binance({ 'apiKey': API_KEY, 'secret': API_SECRET, 'enableRateLimit': True, # enable rate limitation 'options': { 'defaultType': 'future', 'adjustForTimeDifference': True } }) # Load the market symbols markets = binance_futures.load_markets() if symbol in markets: print(f"{symbol} found in the market") else: print(f"{symbol} not found in the market") # Get server time and time difference def get_server_time(exchange): server_time = exchange.fetch_time() return server_time def get_time_difference(): server_time = get_server_time(binance_futures) local_time = int(time.time() * 1000) time_difference = local_time - server_time return time_difference def get_klines(symbol, interval, lookback): url = "https://fapi.binance.com/fapi/v1/klines" end_time = int(time.time() * 1000) # end time is now start_time = end_time - (lookback * 60 * 1000) # start time is lookback minutes ago symbol = symbol.replace("/", "") # remove slash from symbol query_params = f"?symbol={symbol}&interval={interval}&startTime={start_time}&endTime={end_time}" headers = { 'User-Agent': 'Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/58.0.3029.110 Safari/537.36' } try: response = requests.get(url + query_params, headers=headers) response.raise_for_status() data = response.json() if not data: # if data is empty, return None print('No data found for the given timeframe and symbol') return None ohlc = [] for d in data: timestamp = dt.datetime.fromtimestamp(d[0]/1000).strftime('%Y-%m-%d %H:%M:%S') ohlc.append({ 'Open time': timestamp, 'Open': float(d[1]), 'High': float(d[2]), 'Low': float(d[3]), 'Close': float(d[4]), 'Volume': float(d[5]) }) df = pd.DataFrame(ohlc) df.set_index('Open time', inplace=True) return df except requests.exceptions.RequestException as e: print(f'Error in get_klines: {e}') return None df = get_klines(symbol, '1m', 133920) def signal_generator(df): if df is None: return "" open = df.Open.iloc[-1] close = df.Close.iloc[-1] previous_open = df.Open.iloc[-2] previous_close = df.Close.iloc[-2] # Bearish pattern if (open>close and previous_open<previous_close and close<previous_open and open>=previous_close): return 'sell' # Bullish pattern elif (open<close and previous_open>previous_close and close>previous_open and open<=previous_close): return 'buy' # No clear pattern else: return "" df = get_klines(symbol, '1m', 133920) def order_execution(symbol, signal, step_size, leverage): # Close any existing positions current_position = None positions = binance_futures.fapiPrivateGetPositionRisk() for position in positions: if position["symbol"] == symbol: current_position = position if current_position is not None and current_position["positionAmt"] != 0: binance_futures.fapiPrivatePostOrder( symbol=symbol, side='SELL' if current_position["positionSide"] == "LONG" else 'BUY', type='MARKET', quantity=abs(float(current_position["positionAmt"])), positionSide=current_position["positionSide"], reduceOnly=True ) time.sleep(1) # Calculate appropriate order quantity and price based on signal opposite_position = None quantity = step_size if signal == 'buy': position_side = 'BOTH' opposite_position = current_position if current_position and current_position['positionSide'] == 'SHORT' else None order_type = FUTURE_ORDER_TYPE_TAKE_PROFIT_MARKET ticker = binance_futures.fetch_ticker(symbol) if 'askPrice' in ticker: price = ticker['askPrice'] # perform rounding and other operations on price else: # handle the case where the key is missing (e.g. raise an exception, skip this signal, etc.) take_profit_percentage = TAKE_PROFIT_PERCENTAGE stop_loss_percentage = STOP_LOSS_PERCENTAGE elif signal == 'sell': position_side = 'BOTH' opposite_position = current_position if current_position and current_position['positionSide'] == 'LONG' else None order_type = FUTURE_ORDER_TYPE_STOP_MARKET ticker = binance_futures.fetch_ticker(symbol) if 'askPrice' in ticker: price = ticker['askPrice'] # perform rounding and other operations on price else: # handle the case where the key is missing (e.g. raise an exception, skip this signal, etc.) take_profit_percentage = TAKE_PROFIT_PERCENTAGE stop_loss_percentage = STOP_LOSS_PERCENTAGE # Round the price variable try: price = round_step_size(price, step_size=step_size) except Exception as e: print(f"Error rounding price: {e}") return # Reduce quantity if opposite position exists if opposite_position is not None: if abs(opposite_position['positionAmt']) < quantity: quantity = abs(opposite_position['positionAmt']) # Set take profit and stop loss prices # Set take profit and stop loss prices if signal == 'buy': if price is not None: try: price = round_step_size(price, step_size=step_size) take_profit_price = round_step_size(price * (1 + take_profit_percentage / 100), step_size=step_size) stop_loss_price = round_step_size(price * (1 - stop_loss_percentage / 100), step_size=step_size) except Exception as e: print(f"Error rounding price: {e}") take_profit_price = None stop_loss_price = None else: take_profit_price = None stop_loss_price = None else: if price is not None: try: price = round_step_size(price, step_size=step_size) take_profit_price = round_step_size(price * (1 - take_profit_percentage / 100), step_size=step_size) stop_loss_price = round_step_size(price * (1 + stop_loss_percentage / 100), step_size=step_size) except Exception as e: print(f"Error rounding price: {e}") take_profit_price = None stop_loss_price = None else: take_profit_price = None stop_loss_price = None # Place order order_params = { "symbol": symbol, "side": "BUY" if signal == "buy" else "SELL", "type": order_type, "positionSide": position_side, "quantity": quantity, "price": price, "stopPrice": stop_loss_price if signal == "buy" else take_profit_price, "reduceOnly": False, "newOrderRespType": "RESULT", "workingType": "MARK_PRICE", "priceProtect": False, "leverage": 100 } try: response = binance_futures.fapiPrivatePostOrder(**order_params) print(f"Order details: {response}") except BinanceAPIException as e: print(f"Error in order_execution: {e}") time.sleep(1) return signal = signal_generator(df) while True: df = get_klines(symbol, '1m', 133920) # await the coroutine function here if df is not None: signal = signal_generator(df) if signal is not None: print(f"The signal time is: {dt.datetime.now().strftime('%Y-%m-%d %H:%M:%S')} :{signal}") order_execution(symbol, signal, MAX_TRADE_QUANTITY_PERCENTAGE, leverage) time.sleep(0.1) But I getting ERROR: BTC/USDT found in the market The signal time is: 2023-06-04 13:02:22 : Error rounding price: cannot access local variable 'price' where it is not associated with a value
91ac2bcd4f31a580faf0c6ae9a6b3326
{ "intermediate": 0.5100780129432678, "beginner": 0.3374444544315338, "expert": 0.15247753262519836 }
10,085
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. I am using the ASSIMP library to load 3d models and animations. Here is a portion of the code: GameObject.h: #pragma once #include <glm/glm.hpp> #include "Mesh.h" #include "Material.h" #include "Camera.h" #include "Renderer.h" class GameObject { public: GameObject(); ~GameObject(); void Initialize(); void Update(float deltaTime); void Render(Renderer& renderer, const Camera& camera); void Shutdown(); void SetPosition(const glm::vec3& position); void SetRotation(const glm::vec3& rotation); void SetScale(const glm::vec3& scale); Mesh* GetMesh(); Material* GetMaterial(); private: glm::mat4 modelMatrix; glm::vec3 position; glm::vec3 rotation; glm::vec3 scale; Mesh* mesh; Material* material; bool initialized = false; void UpdateModelMatrix(); }; GameObject.cpp: #include "GameObject.h" #include <glm/gtc/matrix_transform.hpp> GameObject::GameObject() : position(glm::vec3(0.0f, 0.0f, 0.0f)), rotation(glm::vec3(0.0f, 0.0f, 0.0f)), scale(1.0f) { } GameObject::~GameObject() { if (initialized) { Shutdown(); } } void GameObject::Initialize() { mesh = new Mesh{}; material = new Material{}; SetScale(glm::vec3(1.0f)); this->initialized = true; } void GameObject::Update(float deltaTime) { // Update position, rotation, scale, and other properties // Example: Rotate the object around the Y-axis rotation.y += deltaTime * glm::radians(90.0f); UpdateModelMatrix(); } void GameObject::Render(Renderer& renderer, const Camera& camera) { // Render this object using the renderer and camera VkDevice device = *renderer.GetDevice(); // Bind mesh vertex and index buffers VkBuffer vertexBuffers[] = { mesh->GetVertexBuffer() }; VkDeviceSize offsets[] = { 0 }; vkCmdBindVertexBuffers(*renderer.GetCurrentCommandBuffer(), 0, 1, vertexBuffers, offsets); vkCmdBindIndexBuffer(*renderer.GetCurrentCommandBuffer(), mesh->GetIndexBuffer(), 0, VK_INDEX_TYPE_UINT32); // Update shader uniform buffers with modelMatrix, viewMatrix and projectionMatrix transforms struct MVP { glm::mat4 model; glm::mat4 view; glm::mat4 projection; } mvp; mvp.model = modelMatrix; mvp.view = camera.GetViewMatrix(); mvp.projection = camera.GetProjectionMatrix(); // Create a new buffer to hold the MVP data temporarily /* VkBuffer mvpBuffer; VkDeviceMemory mvpBufferMemory;*/ //BufferUtils::CreateBuffer(device, *renderer.GetPhysicalDevice(), // sizeof(MVP), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, // VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, // mvpBuffer, mvpBufferMemory); auto [mvpBuffer, mvpBufferMemory] = renderer.RequestMvpBuffer(); material->CreateDescriptorSet(renderer.CreateDescriptorSetLayout(), renderer.CreateDescriptorPool(1), mvpBuffer, sizeof(MVP)); // Map the MVP data into the buffer and unmap void* data = nullptr; vkMapMemory(device, mvpBufferMemory, 0, sizeof(MVP), 0, &data); memcpy(data, &mvp, sizeof(MVP)); vkUnmapMemory(device, mvpBufferMemory); // TODO: Modify your material, descriptor set, and pipeline to use this new mvpBuffer instead of // the default uniform buffer // Bind the DescriptorSet associated with the material VkDescriptorSet descriptorSet = material->GetDescriptorSet(); material->UpdateBufferBinding(descriptorSet, mvpBuffer, device, sizeof(MVP)); renderer.CreateGraphicsPipeline(mesh, material); vkCmdBindPipeline(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, renderer.GetPipeline().get()->GetPipeline()); vkCmdBindDescriptorSets(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, material->GetPipelineLayout(), 0, 1, &descriptorSet, 0, nullptr); // Call vkCmdDrawIndexed() uint32_t numIndices = static_cast<uint32_t>(mesh->GetIndices().size()); vkCmdDrawIndexed(*renderer.GetCurrentCommandBuffer(), numIndices, 1, 0, 0, 0); // Cleanup the temporary buffer /* vkDeviceWaitIdle(device); vkDestroyBuffer(device, mvpBuffer, nullptr); vkFreeMemory(device, mvpBufferMemory, nullptr);*/ } void GameObject::Shutdown() { // Clean up resources, if necessary // (depending on how Mesh and Material resources are managed) delete mesh; delete material; this->initialized = false; } void GameObject::SetPosition(const glm::vec3& position) { this->position = position; UpdateModelMatrix(); } void GameObject::SetRotation(const glm::vec3& rotation) { this->rotation = rotation; UpdateModelMatrix(); } void GameObject::SetScale(const glm::vec3& scale) { this->scale = scale; UpdateModelMatrix(); } void GameObject::UpdateModelMatrix() { modelMatrix = glm::mat4(1.0f); modelMatrix = glm::translate(modelMatrix, position); modelMatrix = glm::rotate(modelMatrix, rotation.x, glm::vec3(1.0f, 0.0f, 0.0f)); modelMatrix = glm::rotate(modelMatrix, rotation.y, glm::vec3(0.0f, 1.0f, 0.0f)); modelMatrix = glm::rotate(modelMatrix, rotation.z, glm::vec3(0.0f, 0.0f, 1.0f)); modelMatrix = glm::scale(modelMatrix, scale); } Mesh* GameObject::GetMesh() { return mesh; } Material* GameObject::GetMaterial() { return material; } Engine.h: #pragma once #include "Window.h" #include "Renderer.h" #include "Scene.h" #include <chrono> #include <thread> class Engine { public: Engine(); ~Engine(); void Run(); void Shutdown(); int MaxFPS = 60; private: void Initialize(); void MainLoop(); void Update(float deltaTime); void Render(); Window window; Renderer renderer; Scene scene; }; Engine.cpp: #include "Engine.h" #include "Terrain.h" #include <iostream> Engine::Engine() { Initialize(); } Engine::~Engine() { Shutdown(); } void Engine::Run() { MainLoop(); } void Engine::Initialize() { // Initialize window, renderer, and scene window.Initialize(); renderer.Initialize(window.GetWindow()); scene.Initialize(); VkDescriptorSetLayout descriptorSetLayout = renderer.CreateDescriptorSetLayout(); //VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Assuming only one terrain object VkDescriptorSetLayout samplerDescriptorSetLayout = renderer.CreateSamplerDescriptorSetLayout(); // Use this new method to create a separate descriptor layout. VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Create a simple square tile GameObject GameObject* squareTile = new GameObject(); squareTile->Initialize(); // Define the square’s vertices and indices std::vector<Vertex> vertices = { { { 0.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f } }, // Bottom left { { 1.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f } }, // Bottom right { { 1.0f, 1.0f, 0.0f }, { 0.0f, 0.0f, 1.0f } }, // Top right { { 0.0f, 1.0f, 0.0f }, { 1.0f, 1.0f, 0.0f } }, // Top left }; std::vector<uint32_t> indices = { 0, 1, 2, // First triangle 0, 2, 3 // Second triangle }; // Initialize mesh and material for the square tile squareTile->GetMesh()->Initialize(vertices, indices, *renderer.GetDevice(), *renderer.GetPhysicalDevice(), *renderer.GetCommandPool(), *renderer.GetGraphicsQueue()); squareTile->GetMaterial()->Initialize("C:/shaders/vert_depth2.spv", "C:/shaders/frag_depth2.spv", "C:/textures/texture.jpg", *renderer.GetDevice(), descriptorSetLayout, samplerDescriptorSetLayout, descriptorPool, *renderer.GetPhysicalDevice(), *renderer.GetCommandPool(), *renderer.GetGraphicsQueue()); // Add the square tile GameObject to the scene scene.AddGameObject(squareTile); /*Terrain terrain(0,10,1,renderer.GetDevice(), renderer.GetPhysicalDevice(), renderer.GetCommandPool(), renderer.GetGraphicsQueue()); terrain.GenerateTerrain(descriptorSetLayout, samplerDescriptorSetLayout, descriptorPool);*/ //scene.AddGameObject(terrain.GetTerrainObject()); float deltaTime = window.GetDeltaTime(); } void Engine::MainLoop() { while (!window.ShouldClose()) { window.PollEvents(); float deltaTime = window.GetDeltaTime(); Update(deltaTime); Render(); auto sleep_duration = std::chrono::milliseconds(1000 / MaxFPS); std::this_thread::sleep_for(sleep_duration); } } void Engine::Update(float deltaTime) { scene.Update(deltaTime); } void Engine::Render() { renderer.BeginFrame(); scene.Render(renderer); renderer.EndFrame(); } void Engine::Shutdown() { vkDeviceWaitIdle(*renderer.GetDevice()); // Clean up resources in reverse order scene.Shutdown(); renderer.Shutdown(); window.Shutdown(); } Scene.h: #pragma once #include <vector> #include "GameObject.h" #include "Camera.h" #include "Renderer.h" class Scene { public: Scene(); ~Scene(); void Initialize(); void Update(float deltaTime); void Render(Renderer& renderer); void Shutdown(); void AddGameObject(GameObject* gameObject); Camera& GetCamera(); float temp; private: std::vector<GameObject*> gameObjects; Camera camera; }; Renderer.h: #pragma once #include <vulkan/vulkan.h> #include "Window.h" #include <vector> #include <stdexcept> #include <set> #include <optional> #include <iostream> #include "Pipeline.h" #include "Material.h" #include "Mesh.h" struct QueueFamilyIndices { std::optional<uint32_t> graphicsFamily; std::optional<uint32_t> presentFamily; bool IsComplete() { return graphicsFamily.has_value() && presentFamily.has_value(); } }; struct SwapChainSupportDetails { VkSurfaceCapabilitiesKHR capabilities; std::vector<VkSurfaceFormatKHR> formats; std::vector<VkPresentModeKHR> presentModes; }; struct MVP { glm::mat4 model; glm::mat4 view; glm::mat4 projection; }; class Renderer { public: Renderer(); ~Renderer(); void Initialize(GLFWwindow* window); void Shutdown(); void BeginFrame(); void EndFrame(); VkDescriptorSetLayout CreateDescriptorSetLayout(); VkDescriptorPool CreateDescriptorPool(uint32_t maxSets); VkDevice* GetDevice(); VkPhysicalDevice* GetPhysicalDevice(); VkCommandPool* GetCommandPool(); VkQueue* GetGraphicsQueue(); VkCommandBuffer* GetCurrentCommandBuffer(); std::shared_ptr<Pipeline> GetPipeline(); void CreateGraphicsPipeline(Mesh* mesh, Material* material); VkDescriptorSetLayout CreateSamplerDescriptorSetLayout(); std::pair<VkBuffer, VkDeviceMemory> RequestMvpBuffer(); private: static const uint32_t kMvpBufferCount = 3; std::vector<VkBuffer> mvpBuffers; std::vector<VkDeviceMemory> mvpBufferMemory; uint32_t currentMvpBufferIndex = 0; bool shutdownInProgress; uint32_t currentCmdBufferIndex = 0; std::vector<size_t> currentFramePerImage; std::vector<VkImage> swapChainImages; std::vector<VkImageView> swapChainImageViews; VkExtent2D swapChainExtent; VkRenderPass renderPass; uint32_t imageIndex; std::shared_ptr<Pipeline> pipeline; VkFormat swapChainImageFormat; std::vector<VkCommandBuffer> commandBuffers; void CreateImageViews(); void CleanupImageViews(); void CreateRenderPass(); void CleanupRenderPass(); void CreateSurface(); void DestroySurface(); void CreateInstance(); void CleanupInstance(); void ChoosePhysicalDevice(); void CreateDevice(); void CleanupDevice(); void CreateSwapchain(); void CleanupSwapchain(); void CreateCommandPool(); void CleanupCommandPool(); void CreateFramebuffers(); void CleanupFramebuffers(); void CreateCommandBuffers(); void CleanupCommandBuffers(); void Present(); GLFWwindow* window; VkInstance instance = VK_NULL_HANDLE; VkPhysicalDevice physicalDevice = VK_NULL_HANDLE; VkDevice device = VK_NULL_HANDLE; VkSurfaceKHR surface; VkSwapchainKHR swapchain; VkCommandPool commandPool; VkCommandBuffer currentCommandBuffer; std::vector<VkFramebuffer> framebuffers; // Additional Vulkan objects needed for rendering… const uint32_t kMaxFramesInFlight = 2; std::vector<VkSemaphore> imageAvailableSemaphores; std::vector<VkSemaphore> renderFinishedSemaphores; std::vector<VkFence> inFlightFences; size_t currentFrame; VkQueue graphicsQueue; VkQueue presentQueue; void CreateSyncObjects(); void CleanupSyncObjects(); SwapChainSupportDetails querySwapChainSupport(VkPhysicalDevice device, VkSurfaceKHR surface); VkSurfaceFormatKHR chooseSwapSurfaceFormat(const std::vector<VkSurfaceFormatKHR>& availableFormats); VkPresentModeKHR chooseSwapPresentMode(const std::vector<VkPresentModeKHR>& availablePresentModes); VkExtent2D chooseSwapExtent(const VkSurfaceCapabilitiesKHR& capabilities, GLFWwindow* window); std::vector<const char*> deviceExtensions = { VK_KHR_SWAPCHAIN_EXTENSION_NAME }; std::vector<const char*> CheckPhysicalDeviceExtensionSupport(VkPhysicalDevice physicalDevice); QueueFamilyIndices GetQueueFamilyIndices(VkPhysicalDevice physicalDevice); }; Here is a portion of code from Renderer.cpp: Renderer::Renderer() : currentFrame(0), shutdownInProgress(false) { } Renderer::~Renderer() { Shutdown(); } void Renderer::Initialize(GLFWwindow* window) { this->window = window; CreateInstance(); CreateSurface(); ChoosePhysicalDevice(); CreateDevice(); // Create the MVP buffers mvpBuffers.resize(kMvpBufferCount); mvpBufferMemory.resize(kMvpBufferCount); for (uint32_t i = 0; i < kMvpBufferCount; ++i) { BufferUtils::CreateBuffer(device, *GetPhysicalDevice(), sizeof(MVP), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, mvpBuffers[i], mvpBufferMemory[i]); } CreateSwapchain(); CreateRenderPass(); CreateCommandPool(); CreateFramebuffers(); CreateSyncObjects(); } void Renderer::Shutdown() { if (shutdownInProgress) { return; } shutdownInProgress = true; if (device != VK_NULL_HANDLE) { vkDeviceWaitIdle(device); } CleanupFramebuffers(); CleanupRenderPass(); CleanupSyncObjects(); CleanupCommandBuffers(); CleanupCommandPool(); CleanupImageViews(); CleanupSwapchain(); // Destroy the MVP buffers for (uint32_t i = 0; i < kMvpBufferCount; ++i) { vkDestroyBuffer(device, mvpBuffers[i], nullptr); vkFreeMemory(device, mvpBufferMemory[i], nullptr); } if (device != VK_NULL_HANDLE) { CleanupDevice(); } DestroySurface(); CleanupInstance(); shutdownInProgress = false; } void Renderer::BeginFrame() { // Wait for any previous work on this swapchain image to complete vkWaitForFences(device, 1, &inFlightFences[currentFrame], VK_TRUE, UINT64_MAX); vkResetFences(device, 1, &inFlightFences[currentFrame]); // Acquire an image from the swapchain, then begin recording commands for the current frame. VkResult acquireResult = vkAcquireNextImageKHR(device, swapchain, UINT64_MAX, imageAvailableSemaphores[currentFrame], VK_NULL_HANDLE, &imageIndex); if (acquireResult != VK_SUCCESS && acquireResult != VK_SUBOPTIMAL_KHR) { throw std::runtime_error("Failed to acquire next swapchain image."); } VkCommandBufferBeginInfo beginInfo{}; beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; //currentCommandBuffer = commandBuffers[currentFrame]; currentCmdBufferIndex = (currentCmdBufferIndex + 1) % 2; currentCommandBuffer = commandBuffers[currentFrame * 2 + currentCmdBufferIndex]; // Add debug message before vkBeginCommandBuffer std::cout << "Current Frame: " << currentFrame << " | Cmd Buffer Index: " << currentCmdBufferIndex << " | Image Index: " << imageIndex << "\n"; std::cout << "Calling vkBeginCommandBuffer…\n"; vkBeginCommandBuffer(currentCommandBuffer, &beginInfo); std::cout << "vkBeginCommandBuffer called…\n"; VkRenderPassBeginInfo renderPassInfo{}; renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; renderPassInfo.renderPass = renderPass; renderPassInfo.framebuffer = framebuffers[imageIndex]; renderPassInfo.renderArea.offset = { 0, 0 }; renderPassInfo.renderArea.extent = swapChainExtent; // Set the clear color to black VkClearValue clearColor = { 0.0f, 0.0f, 0.0f, 1.0f }; renderPassInfo.clearValueCount = 1; renderPassInfo.pClearValues = &clearColor; vkCmdBeginRenderPass(currentCommandBuffer, &renderPassInfo, VK_SUBPASS_CONTENTS_INLINE); } void Renderer::EndFrame() { vkCmdEndRenderPass(currentCommandBuffer); VkSubmitInfo submitInfo{}; submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; VkPipelineStageFlags waitStages[] = { VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT }; submitInfo.waitSemaphoreCount = 1; submitInfo.pWaitSemaphores = &imageAvailableSemaphores[currentFrame]; submitInfo.pWaitDstStageMask = waitStages; submitInfo.commandBufferCount = 1; submitInfo.pCommandBuffers = &currentCommandBuffer; submitInfo.signalSemaphoreCount = 1; submitInfo.pSignalSemaphores = &renderFinishedSemaphores[currentFrame]; vkEndCommandBuffer(currentCommandBuffer); vkQueueSubmit(graphicsQueue, 1, &submitInfo, inFlightFences[currentFrame]); VkPresentInfoKHR presentInfo{}; presentInfo.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; presentInfo.waitSemaphoreCount = 1; presentInfo.pWaitSemaphores = &renderFinishedSemaphores[currentFrame]; VkSwapchainKHR swapChains[] = { swapchain }; presentInfo.swapchainCount = 1; presentInfo.pSwapchains = swapChains; presentInfo.pImageIndices = &imageIndex; VkResult queuePresentResult = vkQueuePresentKHR(presentQueue, &presentInfo); std::cout << "Frame rendered: " << currentFrame << "\n"; if (queuePresentResult == VK_ERROR_OUT_OF_DATE_KHR || queuePresentResult == VK_SUBOPTIMAL_KHR) { // Handle swapchain recreation if needed, e.g., due to resizing the window or other swapchain properties changes } else if (queuePresentResult != VK_SUCCESS) { throw std::runtime_error("Failed to present the swapchain image."); } currentFrame = (currentFrame + 1) % kMaxFramesInFlight; } I am getting the following error: VUID-vkFreeCommandBuffers-pCommandBuffers-00048(ERROR / SPEC): msgNum: 515182009 - Validation Error: [ VUID-vkFreeCommandBuffers-pCommandBuffers-00048 ] Object 0: handle = 0x2c39c604970, type = VK_OBJECT_TYPE_COMMAND_BUFFER; | MessageID = 0x1eb50db9 | Invalid VkCommandBuffer 0x2c39c604970[]. The Vulkan spec states: pCommandBuffers must be a valid pointer to an array of commandBufferCount VkCommandBuffer handles, each element of which must either be a valid handle or NULL (https://vulkan.lunarg.com/doc/view/1.3.239.0/windows/1.3-extensions/vkspec.html#VUID-vkFreeCommandBuffers-pCommandBuffers-00048) Objects: 1 Do you know what could be causing it and how to adjust the code to fix it?
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{ "intermediate": 0.4101669192314148, "beginner": 0.33082178235054016, "expert": 0.25901132822036743 }
10,086
"TimeLabel = importTime('Book1.xlsx'); Data = importData('Book1.xlsx'); nDays = 38064; TimeLabel = TimeLabel(1:nDays); Data = Data(1:nDays);" expand the code to create time series data from TimeLabel and Data
57b53166b97e445fee5a045e425d58b6
{ "intermediate": 0.5888614654541016, "beginner": 0.22210125625133514, "expert": 0.1890372931957245 }
10,087
The argument type 'QrImage' can't be assigned to the parameter type 'Widget? flutter
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{ "intermediate": 0.5014796853065491, "beginner": 0.21921880543231964, "expert": 0.2793015241622925 }
10,088
java code to detect number of tracks in a midi file and delete all tracks except the first , using java midi
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{ "intermediate": 0.5250117778778076, "beginner": 0.09577146917581558, "expert": 0.3792167901992798 }
10,089
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. I am using the ASSIMP library to load 3d models and animations. Here is a portion of the code: GameObject.h: #pragma once #include <glm/glm.hpp> #include "Mesh.h" #include "Material.h" #include "Camera.h" #include "Renderer.h" class GameObject { public: GameObject(); ~GameObject(); void Initialize(); void Update(float deltaTime); void Render(Renderer& renderer, const Camera& camera); void Shutdown(); void SetPosition(const glm::vec3& position); void SetRotation(const glm::vec3& rotation); void SetScale(const glm::vec3& scale); Mesh* GetMesh(); Material* GetMaterial(); private: glm::mat4 modelMatrix; glm::vec3 position; glm::vec3 rotation; glm::vec3 scale; Mesh* mesh; Material* material; bool initialized = false; void UpdateModelMatrix(); }; GameObject.cpp: #include "GameObject.h" #include <glm/gtc/matrix_transform.hpp> GameObject::GameObject() : position(glm::vec3(0.0f, 0.0f, 0.0f)), rotation(glm::vec3(0.0f, 0.0f, 0.0f)), scale(1.0f) { } GameObject::~GameObject() { if (initialized) { Shutdown(); } } void GameObject::Initialize() { mesh = new Mesh{}; material = new Material{}; SetScale(glm::vec3(1.0f)); this->initialized = true; } void GameObject::Update(float deltaTime) { // Update position, rotation, scale, and other properties // Example: Rotate the object around the Y-axis rotation.y += deltaTime * glm::radians(90.0f); UpdateModelMatrix(); } void GameObject::Render(Renderer& renderer, const Camera& camera) { // Render this object using the renderer and camera VkDevice device = *renderer.GetDevice(); // Bind mesh vertex and index buffers VkBuffer vertexBuffers[] = { mesh->GetVertexBuffer() }; VkDeviceSize offsets[] = { 0 }; vkCmdBindVertexBuffers(*renderer.GetCurrentCommandBuffer(), 0, 1, vertexBuffers, offsets); vkCmdBindIndexBuffer(*renderer.GetCurrentCommandBuffer(), mesh->GetIndexBuffer(), 0, VK_INDEX_TYPE_UINT32); // Update shader uniform buffers with modelMatrix, viewMatrix and projectionMatrix transforms struct MVP { glm::mat4 model; glm::mat4 view; glm::mat4 projection; } mvp; mvp.model = modelMatrix; mvp.view = camera.GetViewMatrix(); mvp.projection = camera.GetProjectionMatrix(); // Create a new buffer to hold the MVP data temporarily /* VkBuffer mvpBuffer; VkDeviceMemory mvpBufferMemory;*/ //BufferUtils::CreateBuffer(device, *renderer.GetPhysicalDevice(), // sizeof(MVP), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, // VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, // mvpBuffer, mvpBufferMemory); auto [mvpBuffer, mvpBufferMemory] = renderer.RequestMvpBuffer(); material->CreateDescriptorSet(renderer.CreateDescriptorSetLayout(), renderer.CreateDescriptorPool(1), mvpBuffer, sizeof(MVP)); // Map the MVP data into the buffer and unmap void* data = nullptr; vkMapMemory(device, mvpBufferMemory, 0, sizeof(MVP), 0, &data); memcpy(data, &mvp, sizeof(MVP)); vkUnmapMemory(device, mvpBufferMemory); // TODO: Modify your material, descriptor set, and pipeline to use this new mvpBuffer instead of // the default uniform buffer // Bind the DescriptorSet associated with the material VkDescriptorSet descriptorSet = material->GetDescriptorSet(); material->UpdateBufferBinding(descriptorSet, mvpBuffer, device, sizeof(MVP)); renderer.CreateGraphicsPipeline(mesh, material); vkCmdBindPipeline(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, renderer.GetPipeline().get()->GetPipeline()); vkCmdBindDescriptorSets(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, material->GetPipelineLayout(), 0, 1, &descriptorSet, 0, nullptr); // Call vkCmdDrawIndexed() uint32_t numIndices = static_cast<uint32_t>(mesh->GetIndices().size()); vkCmdDrawIndexed(*renderer.GetCurrentCommandBuffer(), numIndices, 1, 0, 0, 0); // Cleanup the temporary buffer /* vkDeviceWaitIdle(device); vkDestroyBuffer(device, mvpBuffer, nullptr); vkFreeMemory(device, mvpBufferMemory, nullptr);*/ } void GameObject::Shutdown() { // Clean up resources, if necessary // (depending on how Mesh and Material resources are managed) delete mesh; delete material; this->initialized = false; } void GameObject::SetPosition(const glm::vec3& position) { this->position = position; UpdateModelMatrix(); } void GameObject::SetRotation(const glm::vec3& rotation) { this->rotation = rotation; UpdateModelMatrix(); } void GameObject::SetScale(const glm::vec3& scale) { this->scale = scale; UpdateModelMatrix(); } void GameObject::UpdateModelMatrix() { modelMatrix = glm::mat4(1.0f); modelMatrix = glm::translate(modelMatrix, position); modelMatrix = glm::rotate(modelMatrix, rotation.x, glm::vec3(1.0f, 0.0f, 0.0f)); modelMatrix = glm::rotate(modelMatrix, rotation.y, glm::vec3(0.0f, 1.0f, 0.0f)); modelMatrix = glm::rotate(modelMatrix, rotation.z, glm::vec3(0.0f, 0.0f, 1.0f)); modelMatrix = glm::scale(modelMatrix, scale); } Mesh* GameObject::GetMesh() { return mesh; } Material* GameObject::GetMaterial() { return material; } Engine.h: #pragma once #include "Window.h" #include "Renderer.h" #include "Scene.h" #include <chrono> #include <thread> class Engine { public: Engine(); ~Engine(); void Run(); void Shutdown(); int MaxFPS = 60; private: void Initialize(); void MainLoop(); void Update(float deltaTime); void Render(); Window window; Renderer renderer; Scene scene; }; Engine.cpp: #include "Engine.h" #include "Terrain.h" #include <iostream> Engine::Engine() { Initialize(); } Engine::~Engine() { Shutdown(); } void Engine::Run() { MainLoop(); } void Engine::Initialize() { // Initialize window, renderer, and scene window.Initialize(); renderer.Initialize(window.GetWindow()); scene.Initialize(); VkDescriptorSetLayout descriptorSetLayout = renderer.CreateDescriptorSetLayout(); //VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Assuming only one terrain object VkDescriptorSetLayout samplerDescriptorSetLayout = renderer.CreateSamplerDescriptorSetLayout(); // Use this new method to create a separate descriptor layout. VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Create a simple square tile GameObject GameObject* squareTile = new GameObject(); squareTile->Initialize(); // Define the square’s vertices and indices std::vector<Vertex> vertices = { { { 0.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f } }, // Bottom left { { 1.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f } }, // Bottom right { { 1.0f, 1.0f, 0.0f }, { 0.0f, 0.0f, 1.0f } }, // Top right { { 0.0f, 1.0f, 0.0f }, { 1.0f, 1.0f, 0.0f } }, // Top left }; std::vector<uint32_t> indices = { 0, 1, 2, // First triangle 0, 2, 3 // Second triangle }; // Initialize mesh and material for the square tile squareTile->GetMesh()->Initialize(vertices, indices, *renderer.GetDevice(), *renderer.GetPhysicalDevice(), *renderer.GetCommandPool(), *renderer.GetGraphicsQueue()); squareTile->GetMaterial()->Initialize("C:/shaders/vert_depth2.spv", "C:/shaders/frag_depth2.spv", "C:/textures/texture.jpg", *renderer.GetDevice(), descriptorSetLayout, samplerDescriptorSetLayout, descriptorPool, *renderer.GetPhysicalDevice(), *renderer.GetCommandPool(), *renderer.GetGraphicsQueue()); // Add the square tile GameObject to the scene scene.AddGameObject(squareTile); /*Terrain terrain(0,10,1,renderer.GetDevice(), renderer.GetPhysicalDevice(), renderer.GetCommandPool(), renderer.GetGraphicsQueue()); terrain.GenerateTerrain(descriptorSetLayout, samplerDescriptorSetLayout, descriptorPool);*/ //scene.AddGameObject(terrain.GetTerrainObject()); float deltaTime = window.GetDeltaTime(); } void Engine::MainLoop() { while (!window.ShouldClose()) { window.PollEvents(); float deltaTime = window.GetDeltaTime(); Update(deltaTime); Render(); auto sleep_duration = std::chrono::milliseconds(1000 / MaxFPS); std::this_thread::sleep_for(sleep_duration); } } void Engine::Update(float deltaTime) { scene.Update(deltaTime); } void Engine::Render() { renderer.BeginFrame(); scene.Render(renderer); renderer.EndFrame(); } void Engine::Shutdown() { vkDeviceWaitIdle(*renderer.GetDevice()); // Clean up resources in reverse order scene.Shutdown(); renderer.Shutdown(); window.Shutdown(); } Scene.h: #pragma once #include <vector> #include "GameObject.h" #include "Camera.h" #include "Renderer.h" class Scene { public: Scene(); ~Scene(); void Initialize(); void Update(float deltaTime); void Render(Renderer& renderer); void Shutdown(); void AddGameObject(GameObject* gameObject); Camera& GetCamera(); float temp; private: std::vector<GameObject*> gameObjects; Camera camera; }; Renderer.h: #pragma once #include <vulkan/vulkan.h> #include "Window.h" #include <vector> #include <stdexcept> #include <set> #include <optional> #include <iostream> #include "Pipeline.h" #include "Material.h" #include "Mesh.h" struct QueueFamilyIndices { std::optional<uint32_t> graphicsFamily; std::optional<uint32_t> presentFamily; bool IsComplete() { return graphicsFamily.has_value() && presentFamily.has_value(); } }; struct SwapChainSupportDetails { VkSurfaceCapabilitiesKHR capabilities; std::vector<VkSurfaceFormatKHR> formats; std::vector<VkPresentModeKHR> presentModes; }; struct MVP { glm::mat4 model; glm::mat4 view; glm::mat4 projection; }; class Renderer { public: Renderer(); ~Renderer(); void Initialize(GLFWwindow* window); void Shutdown(); void BeginFrame(); void EndFrame(); VkDescriptorSetLayout CreateDescriptorSetLayout(); VkDescriptorPool CreateDescriptorPool(uint32_t maxSets); VkDevice* GetDevice(); VkPhysicalDevice* GetPhysicalDevice(); VkCommandPool* GetCommandPool(); VkQueue* GetGraphicsQueue(); VkCommandBuffer* GetCurrentCommandBuffer(); std::shared_ptr<Pipeline> GetPipeline(); void CreateGraphicsPipeline(Mesh* mesh, Material* material); VkDescriptorSetLayout CreateSamplerDescriptorSetLayout(); std::pair<VkBuffer, VkDeviceMemory> RequestMvpBuffer(); private: bool isShutDown = false; static const uint32_t kMvpBufferCount = 3; std::vector<VkBuffer> mvpBuffers; std::vector<VkDeviceMemory> mvpBufferMemory; uint32_t currentMvpBufferIndex = 0; bool shutdownInProgress; uint32_t currentCmdBufferIndex = 0; std::vector<size_t> currentFramePerImage; std::vector<VkImage> swapChainImages; std::vector<VkImageView> swapChainImageViews; VkExtent2D swapChainExtent; VkRenderPass renderPass; uint32_t imageIndex; std::shared_ptr<Pipeline> pipeline; VkFormat swapChainImageFormat; std::vector<VkCommandBuffer> commandBuffers; void CreateImageViews(); void CleanupImageViews(); void CreateRenderPass(); void CleanupRenderPass(); void CreateSurface(); void DestroySurface(); void CreateInstance(); void CleanupInstance(); void ChoosePhysicalDevice(); void CreateDevice(); void CleanupDevice(); void CreateSwapchain(); void CleanupSwapchain(); void CreateCommandPool(); void CleanupCommandPool(); void CreateFramebuffers(); void CleanupFramebuffers(); void CreateCommandBuffers(); void CleanupCommandBuffers(); void Present(); GLFWwindow* window; VkInstance instance = VK_NULL_HANDLE; VkPhysicalDevice physicalDevice = VK_NULL_HANDLE; VkDevice device = VK_NULL_HANDLE; VkSurfaceKHR surface; VkSwapchainKHR swapchain; VkCommandPool commandPool; VkCommandBuffer currentCommandBuffer; std::vector<VkFramebuffer> framebuffers; // Additional Vulkan objects needed for rendering… const uint32_t kMaxFramesInFlight = 2; std::vector<VkSemaphore> imageAvailableSemaphores; std::vector<VkSemaphore> renderFinishedSemaphores; std::vector<VkFence> inFlightFences; size_t currentFrame; VkQueue graphicsQueue; VkQueue presentQueue; void CreateSyncObjects(); void CleanupSyncObjects(); SwapChainSupportDetails querySwapChainSupport(VkPhysicalDevice device, VkSurfaceKHR surface); VkSurfaceFormatKHR chooseSwapSurfaceFormat(const std::vector<VkSurfaceFormatKHR>& availableFormats); VkPresentModeKHR chooseSwapPresentMode(const std::vector<VkPresentModeKHR>& availablePresentModes); VkExtent2D chooseSwapExtent(const VkSurfaceCapabilitiesKHR& capabilities, GLFWwindow* window); std::vector<const char*> deviceExtensions = { VK_KHR_SWAPCHAIN_EXTENSION_NAME }; std::vector<const char*> CheckPhysicalDeviceExtensionSupport(VkPhysicalDevice physicalDevice); QueueFamilyIndices GetQueueFamilyIndices(VkPhysicalDevice physicalDevice); }; Here is a portion of code from Renderer.cpp: Renderer::Renderer() : currentFrame(0), shutdownInProgress(false) { } Renderer::~Renderer() { Shutdown(); } void Renderer::Initialize(GLFWwindow* window) { this->window = window; CreateInstance(); CreateSurface(); ChoosePhysicalDevice(); CreateDevice(); // Create the MVP buffers mvpBuffers.resize(kMvpBufferCount); mvpBufferMemory.resize(kMvpBufferCount); for (uint32_t i = 0; i < kMvpBufferCount; ++i) { BufferUtils::CreateBuffer(device, *GetPhysicalDevice(), sizeof(MVP), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, mvpBuffers[i], mvpBufferMemory[i]); } CreateSwapchain(); CreateRenderPass(); CreateCommandPool(); CreateFramebuffers(); CreateSyncObjects(); } void Renderer::Shutdown() { if (isShutDown) { return; } if (shutdownInProgress) { return; } shutdownInProgress = true; if (device != VK_NULL_HANDLE) { vkDeviceWaitIdle(device); } CleanupFramebuffers(); CleanupRenderPass(); CleanupSyncObjects(); CleanupCommandPool(); CleanupImageViews(); CleanupSwapchain(); // Destroy the MVP buffers for (uint32_t i = 0; i < kMvpBufferCount; ++i) { vkDestroyBuffer(device, mvpBuffers[i], nullptr); vkFreeMemory(device, mvpBufferMemory[i], nullptr); } if (device != VK_NULL_HANDLE) { CleanupDevice(); } DestroySurface(); CleanupInstance(); shutdownInProgress = false; isShutDown = true; } void Renderer::BeginFrame() { // Wait for any previous work on this swapchain image to complete vkWaitForFences(device, 1, &inFlightFences[currentFrame], VK_TRUE, UINT64_MAX); vkResetFences(device, 1, &inFlightFences[currentFrame]); // Acquire an image from the swapchain, then begin recording commands for the current frame. VkResult acquireResult = vkAcquireNextImageKHR(device, swapchain, UINT64_MAX, imageAvailableSemaphores[currentFrame], VK_NULL_HANDLE, &imageIndex); if (acquireResult != VK_SUCCESS && acquireResult != VK_SUBOPTIMAL_KHR) { throw std::runtime_error("Failed to acquire next swapchain image."); } VkCommandBufferBeginInfo beginInfo{}; beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; //currentCommandBuffer = commandBuffers[currentFrame]; currentCmdBufferIndex = (currentCmdBufferIndex + 1) % 2; currentCommandBuffer = commandBuffers[currentFrame * 2 + currentCmdBufferIndex]; // Add debug message before vkBeginCommandBuffer std::cout << "Current Frame: " << currentFrame << " | Cmd Buffer Index: " << currentCmdBufferIndex << " | Image Index: " << imageIndex << "\n"; std::cout << "Calling vkBeginCommandBuffer…\n"; vkBeginCommandBuffer(currentCommandBuffer, &beginInfo); std::cout << "vkBeginCommandBuffer called…\n"; VkRenderPassBeginInfo renderPassInfo{}; renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; renderPassInfo.renderPass = renderPass; renderPassInfo.framebuffer = framebuffers[imageIndex]; renderPassInfo.renderArea.offset = { 0, 0 }; renderPassInfo.renderArea.extent = swapChainExtent; // Set the clear color to black VkClearValue clearColor = { 0.0f, 0.0f, 0.0f, 1.0f }; renderPassInfo.clearValueCount = 1; renderPassInfo.pClearValues = &clearColor; vkCmdBeginRenderPass(currentCommandBuffer, &renderPassInfo, VK_SUBPASS_CONTENTS_INLINE); } void Renderer::EndFrame() { vkCmdEndRenderPass(currentCommandBuffer); VkSubmitInfo submitInfo{}; submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; VkPipelineStageFlags waitStages[] = { VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT }; submitInfo.waitSemaphoreCount = 1; submitInfo.pWaitSemaphores = &imageAvailableSemaphores[currentFrame]; submitInfo.pWaitDstStageMask = waitStages; submitInfo.commandBufferCount = 1; submitInfo.pCommandBuffers = &currentCommandBuffer; submitInfo.signalSemaphoreCount = 1; submitInfo.pSignalSemaphores = &renderFinishedSemaphores[currentFrame]; vkEndCommandBuffer(currentCommandBuffer); vkQueueSubmit(graphicsQueue, 1, &submitInfo, inFlightFences[currentFrame]); VkPresentInfoKHR presentInfo{}; presentInfo.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; presentInfo.waitSemaphoreCount = 1; presentInfo.pWaitSemaphores = &renderFinishedSemaphores[currentFrame]; VkSwapchainKHR swapChains[] = { swapchain }; presentInfo.swapchainCount = 1; presentInfo.pSwapchains = swapChains; presentInfo.pImageIndices = &imageIndex; VkResult queuePresentResult = vkQueuePresentKHR(presentQueue, &presentInfo); std::cout << "Frame rendered: " << currentFrame << "\n"; if (queuePresentResult == VK_ERROR_OUT_OF_DATE_KHR || queuePresentResult == VK_SUBOPTIMAL_KHR) { // Handle swapchain recreation if needed, e.g., due to resizing the window or other swapchain properties changes } else if (queuePresentResult != VK_SUCCESS) { throw std::runtime_error("Failed to present the swapchain image."); } currentFrame = (currentFrame + 1) % kMaxFramesInFlight; } void Renderer::CleanupDevice() { // Destroy the logical device vkDestroyDevice(device, nullptr); } I am getting the following error in Renderer::CleanupDevice: VUID-vkDestroyDevice-device-00378(ERROR / SPEC): msgNum: 1901072314 - Validation Error: [ VUID-vkDestroyDevice-device-00378 ] Object 0: handle = 0x1cb94a23410, type = VK_OBJECT_TYPE_DEVICE; Object 1: handle = 0xb097c90000000027, type = VK_OBJECT_TYPE_IMAGE; | MessageID = 0x71500fba | OBJ ERROR : For VkDevice 0x1cb94a23410[], VkImage 0xb097c90000000027[] has not been destroyed. The Vulkan spec states: All child objects created on device must have been destroyed prior to destroying device (https://vulkan.lunarg.com/doc/view/1.3.239.0/windows/1.3-extensions/vkspec.html#VUID-vkDestroyDevice-device-00378) Objects: 2 [0] 0x1cb94a23410, type: 3, name: NULL [1] 0xb097c90000000027, type: 10, name: NULL Do you know what could be causing it and how to adjust the code to fix it?
6dae68451f914fe0864cc88b30c2c950
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10,090
Make a c# .net framework web api that retrieves data from an ms crm, the name of the entity is alfa_shipmentorder, the names of the fields in the crm start with alfa_ CRMAccountId long Yes CustomerID of your corporate PickupType Int Yes 0 client will give items himself to POS 1 to be picked up RequestTypeId Int Yes Request delivery type of package (returned or not) Package Delivery = 1, Reverse Logistic = 2 CustomerName String Yes The receiver name who will receive the items Max Length = 50 CustomerMobileNumber String Yes The receiver mobile who will receive the items Max Length = 15 Min Length = 10 (numbers only) SenderName String Yes The person delegated by your corporate to send these items Max Length = 50 SenderMobileNumber String Yes The person delegated by your corporate to send these items Max Length = 15 Min Length = 10 (numbers only) Items List<UPDSItem> Yes List of UPDSItem with address details of each one (from where and to where) 1.2.1. UPDSItem properties: Property Name Type Mandatory Description Comment ReferenceId String Yes Your item identifier Unique value per CRMAccountId Attribute PaymentType int Yes Cash on delivery or not If PickupType = 0 PaymentType must be = 1 1 paid 2 Cash on delivery ContentPrice decimal Yes Price of the content Maxlength = 6 Decimal(8,3) ContentDescription String Yes Description of the content UPDS Integration Services (APIs) Guide Page 7 Weight decimal Yes decimal (8,3) in GM Maximum 30 KG BoxLength int No Mandatory in case of Item Type is parcel only Centimetre (cm) BoxWidth int No Mandatory in case of Item Type is parcel only Centimetre (cm) BoxHeight int No Mandatory in case of Item Type is parcel only Centimetre (cm) DeliveryCost decimal No decimal(8,3) cost of delivery cost in SAR maximum is 99999.999 TotalAmount decimal Conditional Mandatory if PaymentType = 2 decimal(8,3) Total amount of COD in SAR, maximum is 99999.999 SenderAddressDetail object Yes Object of ItemCustomerDetails Where to pick from Review 1.2.2 ReceiverAddressDetail object Yes Object of ItemCustomerDetails Where to deliver Review 1.2.2 PiecesCount int No Number of pieces in the same item which related to each other mandatory when you send data in ItemPieces List ItemPieces List<ItemPiece> No list of pieces related to the item mandatory when you send data in PiecesCount and ItemPieces list count should be (PiecesCount - 1) UPDS Integration Services (APIs) Guide Page 8 1.2.2. ItemCustomerDetails properties: (Address details of (from) and (to)) Property Name Type Mandatory Description Comment AddressTypeID string Yes 1- NationalAddress = 2 ParcelStation = 3 Office = 4 InternationalAddress=5 InternalDescriptive = 6 MapCoordinates = 7 ShortAddress = 10 For required fields per AddressType Latitude string Conditional Longitude string Conditional BuildingNo int Conditional Building Number Mandatory if AddressTypeID = 2 Must be 4 numbers UnitNo int Conditional Unit Number Mandatory if AddressTypeID = 2 Max = 4 numbers AdditionalNo int Conditional Additional Number Mandatory if AddressTypeID = 2 Must be 4 numbers ZipCode int Conditional Zip Code Mandatory if AddressTypeID = 2 Must be 5 numbers FinalOfficeID int Conditional Mandatory If AddressTypeID = 3 or 4 API: Address Type = Office: [URL]/ServiceProvider/GetPostalO fficeByCity Address Type = Parcel Station: [URL]/ServiceProvider/GetParcelSt ationByCity LocationId string Yes City ID API: [URL]/GIS/GetCitiesByRegion DistrictID Int No District ID API: [URL]/GIS/GetDistricts AddressLine1 string Conditional Mandatory if AddressTypeID = 6 Max = 100 AddressLine2 string Conditional Mandatory if AddressTypeID = 6 Max = 100 CountryID int Conditional Mandatory if AddressTypeID = 5 API: [URL]/Location/GetCountries ShortAddress String Conditional Mandatory if AddressTypeID = 10 DistributionDirectorateId Int Optional Posta distribution point ID UPDS Integration Services (APIs) Guide Page 9 1.2.3. ItemPiece properties: Property Name Type Mandatory Description Comment PieceWeight decimal Yes Piece weight must be greater than 0 and less than or equal 30 PiecePrice decimal No Piece price can’t be negative number decimal (8,3) PieceBarcode string No Barcode of piece will be filled in the response don’t set it. PieceDescription string Yes Piece description PieceDescription is required and must be less than 500 charachter 1.3. Output Response Property Name Type Mandatory Description Comment Items List Yes List of UPDSItemResponse Status Int Yes 1 success 2 an error occurred Message String Yes success or an error occurred 1.3.1. UPDSItemResponse properties: Property Name Type Mandatory Description Comment ReferenceId string Yes ItemStatus int Yes 1 success else types of errors Message string Yes Barcode string Yes 1.3.2. Address Types for the Sender with the required fields AddressTypeID AddressTypeName Required Fields 2 National Address BuildingNo UnitNo AdditionalNo ZipCode UPDS Integration Services (APIs) Guide Page 10 LocationID 3 Parcel Station FinalOfficeID LocationID 4 Office FinalOfficeID LocationID 6 InternalDescriptive AddressLine1 AddressLine2 LocationID 7 MapCoordinates Latitude Longitude LocationID 1.3.3. Address Types for the Receiver with the required fields AddressTypeID AddressTypeName Required Fields 2 National Address BuildingNo UnitNo AdditionalNo ZipCode LocationID 3 Parcel Station FinalOfficeID LocationID 4 Office FinalOfficeID LocationID 6 InternalDescriptive AddressLine1 AddressLine2 LocationID 7 MapCoordinates Latitude Longitude LocationID 5 InternationalAddress AddressLine1 AddressLine2 CountryID UPDS Integration Services (APIs) Guide Page 11 10 Short Address ShortAddress 1.3.4. Message Validations Status Message 0 Unfortunately, Number of valid items is 0 1 success 2 an error occurred 3 invalid object 4 No items sent 5 property is required 6 property length is more than max length 7 mail syntax error 8 mobile syntax error enter valid mobile number: numerical, maximum 15 and minimum 10 9 Pick Type should be 0 for POS or 1 for getting Picked by System 10 failure to commit valid items 11 N items accepted and committed out of N, [N Failed N Already Exists N are invalid] 12 Invalid CRMAccountID: Unregistered Client CRM Account ID 13 Invalid CRMAccountID: inactivated Client Request Account ItemStatus Message 1 Success 4 Customer locationId Unrecognized 5 Sender OfficeId Unrecognized 5 Country Id is required with External Items 5 Country Id should not be 21 for External items 5 Decimal value has max length 3 digit after point 5 ZipCode is required and length should be 5 5 BuildingNumber is required and length should be 4 5 AdditionalNumber is required and length should be 4 5 UnitNumber is required with maximum length 4 5 OfficeID is required 5 AddressLine1 is required with max length 100 5 AddressLine2 is required with max length 100 5 Sender address cannot be International UPDS Integration Services (APIs) Guide Page 12 5 LocationID is required 5 Item ReferenceId is null(required) or Duplicated among same Request 5 Item Weight range must be more than 0 and maximum is 30 kg 5 Item RequestAccountCustomerDetail is null(required) 5 Item.RequestAccountCustomerDetail.AddressTypeId:NationalAddress = 2, ParcelStation = 3, Office = 4, InternalDescriptive = 6 5 Item.ItemCustomerDetail is null (required) 5 Item.ItemCustomerDetail.AddressTypeID:NationalAddress = 2, ParcelStation = 3, Office = 4, InternationalAddress = 5, InternalDescriptive = 6 5 Payment Type should be 1 for Paid or 2 for CashOnDelivery 5 suspended temporarily 5 Payment type Cash on delivery not allowed with external Item 5 Payment type Cash on delivery not allowed with POS Items 5 Latitude is required with max length 50 5 Longitude is required with max length 50 5 Item referenceId is null(required) or Duplicated among same Request 5 ItemBarcode is required (if store is allowed to in setting) 5 ItemBarcode does not match the barcode store pattern (if store is allowed to pass barcode) 5 ItemBarcode duplicated among the request (if store is allowed to pass barcode in setting) 5 Sending a predefined barcode is not allowed with external item (if store is allowed to pass) 5 (Return denied) Item.ReceiverAddressDetail.AddressTypeId : NationalAddress = 2 5 (Return denied) Item.SenderAddressDetail.AddressTypeId: Office = 4 6 Item ContentPriceVAT maximum length is 99999.999 6 Item DeliveryCost maximum length is 99999.999 6 Item DeliveryCostVAT maximum length is 99999.999 6 Item TotalAmount maximum length is 99999.999 6 Item CustomerVAT maximum length is 99999.999 6 Item SaudiPostVAT maximum length is 99999.999 6 Receiver OfficeId Unrecognized 8 Receiver locationId Unrecognized 9 Duplicate Referenceid, succeeded for same CRMAccountId before. 10 Receiver Country locationId Unrecognized 11 Receiver OfficeId type is not parcel station 12 Sender OfficeId type is not parcel station 13 Receiver OfficeId(parcel) does not belong to Receiver location id 14 Sender OfficeId(parcel) does not belong to Sender location id 15 Sender OfficeId with addressTypeID = 4 shouldn’t be parcel station UPDS Integration Services (APIs) Guide Page 13 16 Receiver OfficeId with addressTypeID = 4 shouldn’t be parcel station 17 Sender OfficeId(Office) does not belong to Sender location id 18 Receiver OfficeId(Office) does not belong to Receiver location id 19 Item Couldnot be inserted at PreAdvice (MsgCode: "MsgCode", MsgDesc: "MsgDesc") 32 (Return denied) Receiver national address doesn't match with account national address. UPDS Integration Services (APIs) Guide Page 14 1.4. Example Request payload { "CRMAccountId": 123456, "PickupType": 1, "RequestTypeId": 1, "CustomerName": "Customer Name", "CustomerMobileNumber": "0543941021", "SenderName": "Sender Name", "SenderMobileNumber": "0543941021", "Items": [{ "ReferenceId": "1234", "PaymentType": 1, "ContentPrice": 123.123, "ContentDescription": "No Description", "Weight": 11.25, "BoxLength": 10.56, "BoxWidth": 12.44, "BoxHeight": 13.3, "DeliveryCost": 10, "TotalAmount": 123.132, "SenderAddressDetail": { "AddressTypeID": 2, "LocationId": 3, "buildingNo": 3957, "unitNo": 1, "additionalNo": 7414, "zipCode": 13253, }, "ReceiverAddressDetail": { "AddressTypeID": 6, "LocationId": 3, "AddressLine1": "sample string 10", "AddressLine2": "sample string 11", “DistrictId”:540 } }] } UPDS Integration Services (APIs) Guide Page 15 Response { "Items": [{ "ReferenceId": "1234", "ItemStatus": 1, "Message": "Success", "Barcode": "CRDSAL0000117419", "ItemPiecesResponse": null }], "Status": 11, "Message": "Success" } 1.4.1. Address Details Example NationalAddress "ReceiverAddressDetail": { "AddressTypeID": 2, "BuildingNo": 4000, "UnitNo": 20, "AdditionalNo": 3000, "ZipCode": 12345, "LocationId": 3, } InternalDescriptive "ReceiverAddressDetail": { "AddressTypeID": 6, "LocationId": 3, “DistrictId”: 540 "AddressLine1": "sample string 10", "AddressLine2": "sample string 11", } MapCoordinates "ReceiverAddressDetail": { "AddressTypeID": 7, "Latitude": "24.6544212", "Longitude": "48.254425", "LocationId": 3 } Office "ReceiverAddressDetail": { "AddressTypeID": 4, "LocationId": 3, "FinalOfficeID": 20300 } ParcelStation "ReceiverAddressDetail": { "AddressTypeID": 3, "LocationId": 1, "FinalOfficeID": 220723 } InternationalAddress "ReceiverAddressDetail": { "AddressTypeID": "5", UPDS Integration Services (APIs) Guide Page 16 "CountryID": 3, "AddressLine1": "sample string 10", "AddressLine2": "sample string 11" } ShortAddress "ReceiverAddressDetail": { "AddressTypeID": 10, "ShortAddress": "RUMD3957" }
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{ "intermediate": 0.3635196089744568, "beginner": 0.3379993438720703, "expert": 0.2984810769557953 }
10,091
what is front arena by FIS
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{ "intermediate": 0.3289248049259186, "beginner": 0.2283129096031189, "expert": 0.4427623450756073 }
10,092
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. I am using the ASSIMP library to load 3d models and animations. Here is a portion of the code: GameObject.h: #pragma once #include <glm/glm.hpp> #include "Mesh.h" #include "Material.h" #include "Camera.h" #include "Renderer.h" class GameObject { public: GameObject(); ~GameObject(); void Initialize(); void Update(float deltaTime); void Render(Renderer& renderer, const Camera& camera); void Shutdown(); void SetPosition(const glm::vec3& position); void SetRotation(const glm::vec3& rotation); void SetScale(const glm::vec3& scale); Mesh* GetMesh(); Material* GetMaterial(); private: glm::mat4 modelMatrix; glm::vec3 position; glm::vec3 rotation; glm::vec3 scale; Mesh* mesh; Material* material; bool initialized = false; void UpdateModelMatrix(); }; GameObject.cpp: #include "GameObject.h" #include <glm/gtc/matrix_transform.hpp> GameObject::GameObject() : position(glm::vec3(0.0f, 0.0f, 0.0f)), rotation(glm::vec3(0.0f, 0.0f, 0.0f)), scale(1.0f) { } GameObject::~GameObject() { if (initialized) { Shutdown(); } } void GameObject::Initialize() { mesh = new Mesh{}; material = new Material{}; SetScale(glm::vec3(1.0f)); this->initialized = true; } void GameObject::Update(float deltaTime) { // Update position, rotation, scale, and other properties // Example: Rotate the object around the Y-axis rotation.y += deltaTime * glm::radians(90.0f); UpdateModelMatrix(); } void GameObject::Render(Renderer& renderer, const Camera& camera) { // Render this object using the renderer and camera VkDevice device = *renderer.GetDevice(); // Bind mesh vertex and index buffers VkBuffer vertexBuffers[] = { mesh->GetVertexBuffer() }; VkDeviceSize offsets[] = { 0 }; vkCmdBindVertexBuffers(*renderer.GetCurrentCommandBuffer(), 0, 1, vertexBuffers, offsets); vkCmdBindIndexBuffer(*renderer.GetCurrentCommandBuffer(), mesh->GetIndexBuffer(), 0, VK_INDEX_TYPE_UINT32); // Update shader uniform buffers with modelMatrix, viewMatrix and projectionMatrix transforms struct MVP { glm::mat4 model; glm::mat4 view; glm::mat4 projection; } mvp; mvp.model = modelMatrix; mvp.view = camera.GetViewMatrix(); mvp.projection = camera.GetProjectionMatrix(); // Create a new buffer to hold the MVP data temporarily /* VkBuffer mvpBuffer; VkDeviceMemory mvpBufferMemory;*/ //BufferUtils::CreateBuffer(device, *renderer.GetPhysicalDevice(), // sizeof(MVP), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, // VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, // mvpBuffer, mvpBufferMemory); auto [mvpBuffer, mvpBufferMemory] = renderer.RequestMvpBuffer(); material->CreateDescriptorSet(renderer.CreateDescriptorSetLayout(), renderer.CreateDescriptorPool(1), mvpBuffer, sizeof(MVP)); // Map the MVP data into the buffer and unmap void* data = nullptr; vkMapMemory(device, mvpBufferMemory, 0, sizeof(MVP), 0, &data); memcpy(data, &mvp, sizeof(MVP)); vkUnmapMemory(device, mvpBufferMemory); // TODO: Modify your material, descriptor set, and pipeline to use this new mvpBuffer instead of // the default uniform buffer // Bind the DescriptorSet associated with the material VkDescriptorSet descriptorSet = material->GetDescriptorSet(); material->UpdateBufferBinding(descriptorSet, mvpBuffer, device, sizeof(MVP)); renderer.CreateGraphicsPipeline(mesh, material); vkCmdBindPipeline(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, renderer.GetPipeline().get()->GetPipeline()); vkCmdBindDescriptorSets(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, material->GetPipelineLayout(), 0, 1, &descriptorSet, 0, nullptr); // Call vkCmdDrawIndexed() uint32_t numIndices = static_cast<uint32_t>(mesh->GetIndices().size()); vkCmdDrawIndexed(*renderer.GetCurrentCommandBuffer(), numIndices, 1, 0, 0, 0); // Cleanup the temporary buffer /* vkDeviceWaitIdle(device); vkDestroyBuffer(device, mvpBuffer, nullptr); vkFreeMemory(device, mvpBufferMemory, nullptr);*/ } void GameObject::Shutdown() { // Clean up resources, if necessary // (depending on how Mesh and Material resources are managed) delete mesh; delete material; this->initialized = false; } void GameObject::SetPosition(const glm::vec3& position) { this->position = position; UpdateModelMatrix(); } void GameObject::SetRotation(const glm::vec3& rotation) { this->rotation = rotation; UpdateModelMatrix(); } void GameObject::SetScale(const glm::vec3& scale) { this->scale = scale; UpdateModelMatrix(); } void GameObject::UpdateModelMatrix() { modelMatrix = glm::mat4(1.0f); modelMatrix = glm::translate(modelMatrix, position); modelMatrix = glm::rotate(modelMatrix, rotation.x, glm::vec3(1.0f, 0.0f, 0.0f)); modelMatrix = glm::rotate(modelMatrix, rotation.y, glm::vec3(0.0f, 1.0f, 0.0f)); modelMatrix = glm::rotate(modelMatrix, rotation.z, glm::vec3(0.0f, 0.0f, 1.0f)); modelMatrix = glm::scale(modelMatrix, scale); } Mesh* GameObject::GetMesh() { return mesh; } Material* GameObject::GetMaterial() { return material; } Engine.h: #pragma once #include "Window.h" #include "Renderer.h" #include "Scene.h" #include <chrono> #include <thread> class Engine { public: Engine(); ~Engine(); void Run(); void Shutdown(); int MaxFPS = 60; private: void Initialize(); void MainLoop(); void Update(float deltaTime); void Render(); Window window; Renderer renderer; Scene scene; }; Engine.cpp: #include "Engine.h" #include "Terrain.h" #include <iostream> Engine::Engine() { Initialize(); } Engine::~Engine() { Shutdown(); } void Engine::Run() { MainLoop(); } void Engine::Initialize() { // Initialize window, renderer, and scene window.Initialize(); renderer.Initialize(window.GetWindow()); scene.Initialize(); VkDescriptorSetLayout descriptorSetLayout = renderer.CreateDescriptorSetLayout(); //VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Assuming only one terrain object VkDescriptorSetLayout samplerDescriptorSetLayout = renderer.CreateSamplerDescriptorSetLayout(); // Use this new method to create a separate descriptor layout. VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Create a simple square tile GameObject GameObject* squareTile = new GameObject(); squareTile->Initialize(); // Define the square’s vertices and indices std::vector<Vertex> vertices = { { { 0.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f } }, // Bottom left { { 1.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f } }, // Bottom right { { 1.0f, 1.0f, 0.0f }, { 0.0f, 0.0f, 1.0f } }, // Top right { { 0.0f, 1.0f, 0.0f }, { 1.0f, 1.0f, 0.0f } }, // Top left }; std::vector<uint32_t> indices = { 0, 1, 2, // First triangle 0, 2, 3 // Second triangle }; // Initialize mesh and material for the square tile squareTile->GetMesh()->Initialize(vertices, indices, *renderer.GetDevice(), *renderer.GetPhysicalDevice(), *renderer.GetCommandPool(), *renderer.GetGraphicsQueue()); squareTile->GetMaterial()->Initialize("C:/shaders/vert_depth2.spv", "C:/shaders/frag_depth2.spv", "C:/textures/texture.jpg", *renderer.GetDevice(), descriptorSetLayout, samplerDescriptorSetLayout, descriptorPool, *renderer.GetPhysicalDevice(), *renderer.GetCommandPool(), *renderer.GetGraphicsQueue()); // Add the square tile GameObject to the scene scene.AddGameObject(squareTile); /*Terrain terrain(0,10,1,renderer.GetDevice(), renderer.GetPhysicalDevice(), renderer.GetCommandPool(), renderer.GetGraphicsQueue()); terrain.GenerateTerrain(descriptorSetLayout, samplerDescriptorSetLayout, descriptorPool);*/ //scene.AddGameObject(terrain.GetTerrainObject()); float deltaTime = window.GetDeltaTime(); } void Engine::MainLoop() { while (!window.ShouldClose()) { window.PollEvents(); float deltaTime = window.GetDeltaTime(); Update(deltaTime); Render(); auto sleep_duration = std::chrono::milliseconds(1000 / MaxFPS); std::this_thread::sleep_for(sleep_duration); } } void Engine::Update(float deltaTime) { scene.Update(deltaTime); } void Engine::Render() { renderer.BeginFrame(); scene.Render(renderer); renderer.EndFrame(); } void Engine::Shutdown() { vkDeviceWaitIdle(*renderer.GetDevice()); // Clean up resources in reverse order scene.Shutdown(); renderer.Shutdown(); window.Shutdown(); } Scene.h: #pragma once #include <vector> #include "GameObject.h" #include "Camera.h" #include "Renderer.h" class Scene { public: Scene(); ~Scene(); void Initialize(); void Update(float deltaTime); void Render(Renderer& renderer); void Shutdown(); void AddGameObject(GameObject* gameObject); Camera& GetCamera(); float temp; private: std::vector<GameObject*> gameObjects; Camera camera; }; Renderer.h: #pragma once #include <vulkan/vulkan.h> #include "Window.h" #include <vector> #include <stdexcept> #include <set> #include <optional> #include <iostream> #include "Pipeline.h" #include "Material.h" #include "Mesh.h" struct QueueFamilyIndices { std::optional<uint32_t> graphicsFamily; std::optional<uint32_t> presentFamily; bool IsComplete() { return graphicsFamily.has_value() && presentFamily.has_value(); } }; struct SwapChainSupportDetails { VkSurfaceCapabilitiesKHR capabilities; std::vector<VkSurfaceFormatKHR> formats; std::vector<VkPresentModeKHR> presentModes; }; struct MVP { glm::mat4 model; glm::mat4 view; glm::mat4 projection; }; class Renderer { public: Renderer(); ~Renderer(); void Initialize(GLFWwindow* window); void Shutdown(); void BeginFrame(); void EndFrame(); VkDescriptorSetLayout CreateDescriptorSetLayout(); VkDescriptorPool CreateDescriptorPool(uint32_t maxSets); VkDevice* GetDevice(); VkPhysicalDevice* GetPhysicalDevice(); VkCommandPool* GetCommandPool(); VkQueue* GetGraphicsQueue(); VkCommandBuffer* GetCurrentCommandBuffer(); std::shared_ptr<Pipeline> GetPipeline(); void CreateGraphicsPipeline(Mesh* mesh, Material* material); VkDescriptorSetLayout CreateSamplerDescriptorSetLayout(); std::pair<VkBuffer, VkDeviceMemory> RequestMvpBuffer(); private: bool isShutDown = false; static const uint32_t kMvpBufferCount = 3; std::vector<VkBuffer> mvpBuffers; std::vector<VkDeviceMemory> mvpBufferMemory; uint32_t currentMvpBufferIndex = 0; bool shutdownInProgress; uint32_t currentCmdBufferIndex = 0; std::vector<size_t> currentFramePerImage; std::vector<VkImage> swapChainImages; std::vector<VkImageView> swapChainImageViews; VkExtent2D swapChainExtent; VkRenderPass renderPass; uint32_t imageIndex; std::shared_ptr<Pipeline> pipeline; VkFormat swapChainImageFormat; std::vector<VkCommandBuffer> commandBuffers; void CreateImageViews(); void CleanupImageViews(); void CreateRenderPass(); void CleanupRenderPass(); void CreateSurface(); void DestroySurface(); void CreateInstance(); void CleanupInstance(); void ChoosePhysicalDevice(); void CreateDevice(); void CleanupDevice(); void CreateSwapchain(); void CleanupSwapchain(); void CreateCommandPool(); void CleanupCommandPool(); void CreateFramebuffers(); void CleanupFramebuffers(); void CreateCommandBuffers(); void CleanupCommandBuffers(); void Present(); GLFWwindow* window; VkInstance instance = VK_NULL_HANDLE; VkPhysicalDevice physicalDevice = VK_NULL_HANDLE; VkDevice device = VK_NULL_HANDLE; VkSurfaceKHR surface; VkSwapchainKHR swapchain; VkCommandPool commandPool; VkCommandBuffer currentCommandBuffer; std::vector<VkFramebuffer> framebuffers; // Additional Vulkan objects needed for rendering… const uint32_t kMaxFramesInFlight = 2; std::vector<VkSemaphore> imageAvailableSemaphores; std::vector<VkSemaphore> renderFinishedSemaphores; std::vector<VkFence> inFlightFences; size_t currentFrame; VkQueue graphicsQueue; VkQueue presentQueue; void CreateSyncObjects(); void CleanupSyncObjects(); SwapChainSupportDetails querySwapChainSupport(VkPhysicalDevice device, VkSurfaceKHR surface); VkSurfaceFormatKHR chooseSwapSurfaceFormat(const std::vector<VkSurfaceFormatKHR>& availableFormats); VkPresentModeKHR chooseSwapPresentMode(const std::vector<VkPresentModeKHR>& availablePresentModes); VkExtent2D chooseSwapExtent(const VkSurfaceCapabilitiesKHR& capabilities, GLFWwindow* window); std::vector<const char*> deviceExtensions = { VK_KHR_SWAPCHAIN_EXTENSION_NAME }; std::vector<const char*> CheckPhysicalDeviceExtensionSupport(VkPhysicalDevice physicalDevice); QueueFamilyIndices GetQueueFamilyIndices(VkPhysicalDevice physicalDevice); }; Here is a portion of code from Renderer.cpp: Renderer::Renderer() : currentFrame(0), shutdownInProgress(false) { } Renderer::~Renderer() { Shutdown(); } void Renderer::Initialize(GLFWwindow* window) { this->window = window; CreateInstance(); CreateSurface(); ChoosePhysicalDevice(); CreateDevice(); // Create the MVP buffers mvpBuffers.resize(kMvpBufferCount); mvpBufferMemory.resize(kMvpBufferCount); for (uint32_t i = 0; i < kMvpBufferCount; ++i) { BufferUtils::CreateBuffer(device, *GetPhysicalDevice(), sizeof(MVP), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, mvpBuffers[i], mvpBufferMemory[i]); } CreateSwapchain(); CreateRenderPass(); CreateCommandPool(); CreateFramebuffers(); CreateSyncObjects(); } void Renderer::Shutdown() { if (isShutDown) { return; } if (shutdownInProgress) { return; } shutdownInProgress = true; if (device != VK_NULL_HANDLE) { vkDeviceWaitIdle(device); } CleanupFramebuffers(); CleanupRenderPass(); CleanupSyncObjects(); CleanupCommandPool(); CleanupImageViews(); CleanupSwapchain(); // Destroy the MVP buffers for (uint32_t i = 0; i < kMvpBufferCount; ++i) { vkDestroyBuffer(device, mvpBuffers[i], nullptr); vkFreeMemory(device, mvpBufferMemory[i], nullptr); } if (device != VK_NULL_HANDLE) { CleanupDevice(); } DestroySurface(); CleanupInstance(); shutdownInProgress = false; isShutDown = true; } void Renderer::BeginFrame() { // Wait for any previous work on this swapchain image to complete vkWaitForFences(device, 1, &inFlightFences[currentFrame], VK_TRUE, UINT64_MAX); vkResetFences(device, 1, &inFlightFences[currentFrame]); // Acquire an image from the swapchain, then begin recording commands for the current frame. VkResult acquireResult = vkAcquireNextImageKHR(device, swapchain, UINT64_MAX, imageAvailableSemaphores[currentFrame], VK_NULL_HANDLE, &imageIndex); if (acquireResult != VK_SUCCESS && acquireResult != VK_SUBOPTIMAL_KHR) { throw std::runtime_error("Failed to acquire next swapchain image."); } VkCommandBufferBeginInfo beginInfo{}; beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; //currentCommandBuffer = commandBuffers[currentFrame]; currentCmdBufferIndex = (currentCmdBufferIndex + 1) % 2; currentCommandBuffer = commandBuffers[currentFrame * 2 + currentCmdBufferIndex]; // Add debug message before vkBeginCommandBuffer std::cout << "Current Frame: " << currentFrame << " | Cmd Buffer Index: " << currentCmdBufferIndex << " | Image Index: " << imageIndex << "\n"; std::cout << "Calling vkBeginCommandBuffer…\n"; vkBeginCommandBuffer(currentCommandBuffer, &beginInfo); std::cout << "vkBeginCommandBuffer called…\n"; VkRenderPassBeginInfo renderPassInfo{}; renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; renderPassInfo.renderPass = renderPass; renderPassInfo.framebuffer = framebuffers[imageIndex]; renderPassInfo.renderArea.offset = { 0, 0 }; renderPassInfo.renderArea.extent = swapChainExtent; // Set the clear color to black VkClearValue clearColor = { 0.0f, 0.0f, 0.0f, 1.0f }; renderPassInfo.clearValueCount = 1; renderPassInfo.pClearValues = &clearColor; vkCmdBeginRenderPass(currentCommandBuffer, &renderPassInfo, VK_SUBPASS_CONTENTS_INLINE); } void Renderer::EndFrame() { vkCmdEndRenderPass(currentCommandBuffer); VkSubmitInfo submitInfo{}; submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; VkPipelineStageFlags waitStages[] = { VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT }; submitInfo.waitSemaphoreCount = 1; submitInfo.pWaitSemaphores = &imageAvailableSemaphores[currentFrame]; submitInfo.pWaitDstStageMask = waitStages; submitInfo.commandBufferCount = 1; submitInfo.pCommandBuffers = &currentCommandBuffer; submitInfo.signalSemaphoreCount = 1; submitInfo.pSignalSemaphores = &renderFinishedSemaphores[currentFrame]; vkEndCommandBuffer(currentCommandBuffer); vkQueueSubmit(graphicsQueue, 1, &submitInfo, inFlightFences[currentFrame]); VkPresentInfoKHR presentInfo{}; presentInfo.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; presentInfo.waitSemaphoreCount = 1; presentInfo.pWaitSemaphores = &renderFinishedSemaphores[currentFrame]; VkSwapchainKHR swapChains[] = { swapchain }; presentInfo.swapchainCount = 1; presentInfo.pSwapchains = swapChains; presentInfo.pImageIndices = &imageIndex; VkResult queuePresentResult = vkQueuePresentKHR(presentQueue, &presentInfo); std::cout << "Frame rendered: " << currentFrame << "\n"; if (queuePresentResult == VK_ERROR_OUT_OF_DATE_KHR || queuePresentResult == VK_SUBOPTIMAL_KHR) { // Handle swapchain recreation if needed, e.g., due to resizing the window or other swapchain properties changes } else if (queuePresentResult != VK_SUCCESS) { throw std::runtime_error("Failed to present the swapchain image."); } currentFrame = (currentFrame + 1) % kMaxFramesInFlight; } void Renderer::CleanupFramebuffers() { for (auto framebuffer : framebuffers) { if (framebuffer != VK_NULL_HANDLE) { vkDestroyFramebuffer(device, framebuffer, nullptr); framebuffer = VK_NULL_HANDLE; } } framebuffers.clear(); // Make sure to clear the framebuffers vector after destroying each framebuffer } void Renderer::CleanupRenderPass() { vkDestroyRenderPass(device, renderPass, nullptr); } void Renderer::CleanupSyncObjects() { for (size_t i = 0; i < kMaxFramesInFlight; ++i) { if (renderFinishedSemaphores[i] != VK_NULL_HANDLE) vkDestroySemaphore(device, renderFinishedSemaphores[i], nullptr); if (imageAvailableSemaphores[i] != VK_NULL_HANDLE) vkDestroySemaphore(device, imageAvailableSemaphores[i], nullptr); if (inFlightFences[i] != VK_NULL_HANDLE) vkDestroyFence(device, inFlightFences[i], nullptr); } } void Renderer::CleanupCommandPool() { // Clean up Vulkan command pool CleanupCommandBuffers(); // Add this line to clean up command buffers before destroying the command pool vkDestroyCommandPool(device, commandPool, nullptr); } void Renderer::CleanupCommandBuffers() { vkFreeCommandBuffers(device, commandPool, static_cast<uint32_t>(commandBuffers.size()), commandBuffers.data()); } void Renderer::CleanupImageViews() { for (auto imageView : swapChainImageViews) { vkDestroyImageView(device, imageView, nullptr); } swapChainImageViews.clear(); } void Renderer::CleanupSwapchain() { // Clean up Vulkan swapchain if (swapchain != VK_NULL_HANDLE) { vkDestroySwapchainKHR(device, swapchain, nullptr); swapchain = VK_NULL_HANDLE; } } void Renderer::CleanupDevice() { // Destroy the logical device vkDestroyDevice(device, nullptr); } I am getting the following error in Renderer::CleanupDevice: VUID-vkDestroyDevice-device-00378(ERROR / SPEC): msgNum: 1901072314 - Validation Error: [ VUID-vkDestroyDevice-device-00378 ] Object 0: handle = 0x1cb94a23410, type = VK_OBJECT_TYPE_DEVICE; Object 1: handle = 0xb097c90000000027, type = VK_OBJECT_TYPE_IMAGE; | MessageID = 0x71500fba | OBJ ERROR : For VkDevice 0x1cb94a23410[], VkImage 0xb097c90000000027[] has not been destroyed. The Vulkan spec states: All child objects created on device must have been destroyed prior to destroying device (https://vulkan.lunarg.com/doc/view/1.3.239.0/windows/1.3-extensions/vkspec.html#VUID-vkDestroyDevice-device-00378) Objects: 2 [0] 0x1cb94a23410, type: 3, name: NULL [1] 0xb097c90000000027, type: 10, name: NULL Do you know what could be causing it and how to adjust the code to fix it?
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10,093
i have an err with import file FirebaseConfig import firebase from 'firebase/app'; import { Navigation } from './app/Navigation'; import * as Font from 'expo-font'; import { useState } from 'react'; import AppLoading from 'expo-app-loading'; import '@react-native-firebase/auth'; import '@react-native-firebase/database'; import { firebaseConfig } from './app/DB/FirebaseConfig'; import { SafeAreaView } from 'react-native'; firebase.initializeApp(firebaseConfig); const fonts = ()=> Font.loadAsync({ 'multi':require('./app/assets/fonts/MultiroundPro.otf'), 'yu-reg':require('./app/assets/fonts/YuGothicUIRegular.ttf'), 'yu-semibold':require('./app/assets/fonts/YuGothicUISemibold.ttf') }); export default function App() { const [font, setFont]=useState(false); if(font){ return ( <SafeAreaView style={{ flex: 1 }}> <Navigation/> </SafeAreaView> ); }else{ return( <AppLoading startAsync={fonts} onFinish={()=>setFont(true)} onError={console.warn}/> ) } }; import firebase from "firebase/app" import "firebase/auth"; import "firebase/database"; import 'firebase/firestore'; const firebaseConfig = { apiKey: 'AIzaSyD3x41FYcVOfyzfrb93gODDTHSgNa0Yq40', authDomain: 'whiterose-6b31f.firebaseapp.com', projectId: 'whiterose-6b31f', databaseURL: 'https://whiterose-6b31f-default-rtdb.europe-west1.firebasedatabase.app/', storageBucket: "whiterose-6b31f.appspot.com", messagingSenderId: '6427461933', appId: '1:6427461933:ios:012616b0414b2ac36c6ba4', }; if (!firebase.apps.length) { firebase.initializeApp(firebaseConfig); } export { firebase }; { "project_info": { "project_number": "640952084004", "project_id": "white-rose-27cf0", "storage_bucket": "white-rose-27cf0.appspot.com" }, "client": [ { "client_info": { "mobilesdk_app_id": "1:640952084004:android:da40b1fcce2addacee5ab1", "android_client_info": { "package_name": "white.rose" } }, "oauth_client": [ { "client_id": "640952084004-u4neobkpfmmnag69jp9a4s2120qice5v.apps.googleusercontent.com", "client_type": 3 } ], "api_key": [ { "current_key": "AIzaSyBX-fPula3jANgTAbZ3qN475uZIbzArzYs" } ], "services": { "appinvite_service": { "other_platform_oauth_client": [ { "client_id": "640952084004-u4neobkpfmmnag69jp9a4s2120qice5v.apps.googleusercontent.com", "client_type": 3 } ] } } } ], "configuration_version": "1" }
d9539e3313eca933491c882861c42657
{ "intermediate": 0.407375305891037, "beginner": 0.42288216948509216, "expert": 0.16974250972270966 }
10,094
huggingface.co/spaces/yuntian-deng/ChatGPT API
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{ "intermediate": 0.44852614402770996, "beginner": 0.2555980384349823, "expert": 0.2958758473396301 }
10,095
I want to create a brand new and unique social media platform that will attract young people and teens. It will be fully open source on GitHub. Please create a full file structure for the GitHub repo that will host the platform. Don't leave any folder or file out.
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{ "intermediate": 0.3355869650840759, "beginner": 0.2208871692419052, "expert": 0.4435258209705353 }
10,096
do you know what is front arena by fIS?
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{ "intermediate": 0.27110597491264343, "beginner": 0.2283228635787964, "expert": 0.5005711913108826 }
10,097
I want to create a brand new and unique social media platform that will attract young people and teens. It will be fully open source on GitHub. Please create a. a unique, memorable name for the platform and the repo, and b. a full possible file structure for the GitHub repo that will host the platform. Don't leave any folder or file out, include EVERYTHING.
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{ "intermediate": 0.3550368547439575, "beginner": 0.23847821354866028, "expert": 0.4064849317073822 }
10,098
OOP C++: Kaguya có rất nhiều bạn: bao gồm bạn thân (BestFriend), bạn trai (BoyFriend) và các bạn trai khác (OtherBoy). Tất cả những người bạn đều cần lưu thông tin bao gồm tên (name, không có khoảng trắng) và độ tuổi (age, từ 0 đến 100). Bạn thân (loại 1) cần lưu thêm số điện thoại (phone), thời gian dành cho bạn thân là 5h / tuần. Bạn trai (loại 2) lưu thêm mức thu nhập (income), thời gian dành cho bạn trai là 5 * income / 10000000.0 / tuần. Bạn trai khác (loại 3) thì là độ hấp dẫn (attractiveness, có giá trị từ 0 đến 1), thời gian dành cho bạn trai khác là độ hấp dẫn * 20 / tổng số bạn. Viết chương trình nhập vào thông tin của n người bạn, mỗi người bạn sẽ nhập trên cùng một dòng lần lượt: [tên] [tuổi] [thông tin phụ: số điện thoại, mức thu nhập hoặc độ hấp dẫn] Sau đó xuất ra thống kê thời gian dành cho mỗi loại bạn / tuần theo định dạng của sample test case (lưu ý giả sử nếu không có bạn trai khác, thì không cần thống kê thời gian dành ra cho bạn trai khác, tương tự với những loại bạn khác). Cuối cùng là xuất ra thông tin người bạn quan trọng nhất (dành nhiều thời gian nhất, nếu k người có thời gian bằng nhau thì xuất k người theo thứ tự đã nhập), với mỗi người theo định dạng: Ten: [name], tuoi: [age], so dien thoai: [phone] hoặc: Ten: [name], tuoi: [age], thu nhap: [income]d hoặc: Ten: [name], tuoi: [age], do thu hut: [level]* (level = 'cao' nếu độ thu hút >= 0.7, 'trung binh' nếu độ thu hút >= 0.4 và < 0.7, 'thap' nếu độ thu hút < 0.4) Xuất ra kết quả tính tính với định dạng: Thong ke: -Thoi gian cho ban than: ... h -Thoi gian cho ban trai: ... h -Thoi gian cho ban trai khac: ... h Nguoi ban quan trong nhat: [Ten: [name], tuoi: [age], ...]Input Format int [string int ...] Constraints No constraint Output Format string Sample Input 0 4 1 banthan 23 012345 2 bantrai 23 15000000 3 bantrai1 23 0.5 3 bantrai2 24 0.7 Sample Output 0 Thong ke: -Thoi gian cho ban than: 5 h -Thoi gian cho ban trai: 7.5 h -Thoi gian cho ban trai khac: 6 h Nguoi ban quan trong nhat: Ten: bantrai, tuoi: 23, thu nhap: 15000000d
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{ "intermediate": 0.2216140627861023, "beginner": 0.6105071902275085, "expert": 0.1678786724805832 }
10,099
import requests bscscan_api_key = 'CXTB4IUT31N836G93ZI3YQBEWBQEGGH5QS' def get_newly_created_contracts(start_block, end_block): url = f'https://api.bscscan.com/api?module=account&action=txlistinternal&startblock={start_block}&endblock={end_block}&sort=asc&apikey={bscscan_api_key}' try: response = requests.get(url) response.raise_for_status() except requests.exceptions.RequestException as e: print(f'Error in API request: {e}') return [] data = response.json() if data['status'] == '1': print(f"Error: {data['result']}") return [] return [tx for tx in data['result']] def display_new_contracts(start_block, end_block): contracts = get_newly_created_contracts(start_block, end_block) if not contracts: print('No new contracts found.') else: print(f'Newly created smart contracts between blocks {start_block} and {end_block}:') for contract in contracts: if contract['from'] == '0x863b49ae97c3D2A87Fd43186dfd921F42783C853': print(f"Block: {contract['blockNumber']} - Address: {contract['contractAddress']}") start_block = 28645722 # Replace with your desired start block end_block = 28645722 # Replace with your desired end block display_new_contracts(start_block, end_block) The code above prints all transactions in the specified block. Change it so that it only prints transactions where the address in the From column is 0x863b49ae97c3d2a87fd43186dfd921f42783c853
ce4670bdaaada822963e3e5e14245739
{ "intermediate": 0.4997616708278656, "beginner": 0.3501095473766327, "expert": 0.15012884140014648 }
10,100
I need a python programm to draw a phase portrait of system of differential equations
02b9a9aed288966ddca3bc21b82ed9be
{ "intermediate": 0.3861175775527954, "beginner": 0.16841167211532593, "expert": 0.44547075033187866 }
10,101
Heres a roblox script to play an animation when the player presses E, is there anything wrong with this code?
7eed6d25a5322efeefd2e931e21699fb
{ "intermediate": 0.4696862995624542, "beginner": 0.19175487756729126, "expert": 0.3385588526725769 }
10,102
I need a script, in whatever coding language it works best, that lets me select a pdf, splits it into 100 pages max, translates each split, and then merges it back up into 1 pdf
3abd5e68d17b9b55c593579387223fe7
{ "intermediate": 0.496889591217041, "beginner": 0.22234979271888733, "expert": 0.28076067566871643 }
10,103
I want to create a brand new and unique social media platform that will attract young people and teens. It will be fully open source on GitHub. Please create a. a unique, memorable name for the platform and the repo, and b. a full possible file structure for the GitHub repo that will host the platform. Don't leave any folder or file out, include EVERYTHING, down to each individual file. Do not leave any folders empty.
a17a88bd9d8a6ad968f9dc29f07e1ba0
{ "intermediate": 0.3625689148902893, "beginner": 0.24940219521522522, "expert": 0.3880288302898407 }
10,104
I need a script, in any language, that will select a pdf and will translate it. The pdf can be very big ( 800 pages + ). Make sure it translates the whole pdf
805faeb01ffea7bdd702e2bfe96820f9
{ "intermediate": 0.33002936840057373, "beginner": 0.17968899011611938, "expert": 0.4902816712856293 }
10,105
crossover_point = 7 population_size = 100 num_generations = 100 tournament_size = 2 probability = 0.09 penalty = 1 parents = mutate(pop_init, position_vectors,1.0) nrows=100 global_best = pop_init[1, :] global_best_value = target(global_best) # Main loop for gen in 1:num_generations # Parent population parent_pop = create_ones_dataframe(n_rows, length(position_vectors)) parent_pop= parent_pop[1:(n_rows), :] for c in 1:population_size parent_pop[c, :] = tournament_selection(parents, tournament_size, penalty) end #parent_pop = fill!(parent_pop, missing) # Generate offspring offspring_temp = create_ones_dataframe(n_rows, length(position_vectors)) offspring_temp=offspring_temp[1:(n_rows), :] for c in 1:2:population_size offsprings = crossover(parent_pop[c, :], parent_pop[c + 1, :], crossover_point) offspring_temp = vcat(offspring_temp, offsprings) end offspring_temp = offspring_temp[nrows+1:end, :] #print(offspring_temp) #offspring_temp = offspring_temp[2:end, :] #offspring_temp = fill!(offspring_temp, missing) parents = mutate(offspring_temp, position_vectors, 0.09) # Evaluate solutions solutions = [target(parent) for parent in eachrow(parents)] #print(solutions) idx_sol = argmin(solutions) temp_best = parents[idx_sol, :] temp_target_value = solutions[idx_sol] if temp_target_value <= global_best_value global_best = temp_best global_best_value = temp_target_value end end Change that into a function callded GA that returns global_best and global_best_value.
ca4cf2b9a4b0355ecb2f917be8a370af
{ "intermediate": 0.31339937448501587, "beginner": 0.39473024010658264, "expert": 0.2918703556060791 }
10,106
I want to create a brand new, useful and unique piece of software for web and Windows aimed at developers. It will be fully open source on GitHub. Please create a. a unique, memorable name for the platform and the repo, and b. a full possible file structure for the GitHub repo that will host the platform. Don't leave any folder or file out, include EVERYTHING, down to each individual file. Do not leave any folders empty.
35eeb9a888a04db8c2115ae1169594e3
{ "intermediate": 0.36585527658462524, "beginner": 0.27017444372177124, "expert": 0.3639703094959259 }
10,107
I want to create a brand new, useful and unique piece of software for Windows aimed at developers. It will be fully open source on GitHub. Please create a. a unique, memorable name for the platform and the repo, b. a description for the repo and c. a full possible file structure for the GitHub repo that will host the platform. Don’t leave any folder or file out, include EVERYTHING, down to each individual file. Do not leave any folders empty.
58d0dffe11c0a6ca61baa4991c37b27b
{ "intermediate": 0.35654670000076294, "beginner": 0.29584917426109314, "expert": 0.34760409593582153 }
10,108
I want to create a brand new, extremely useful and VERY unique, niche and specific piece of software with a lot of potential, for Windows only, aimed at developers. IT SHOULD NOT BE GENERIC OR ALREADY EXIST. It will be fully open source on GitHub. Please create a. a unique, memorable name for the platform and the repo, b. a description for the repo and c. a full possible file structure for the GitHub repo that will host the platform. Don’t leave any folder or file out, include EVERYTHING, down to each individual file. Do not leave any folders empty.
d0c1555bb93be956102e7153d2671688
{ "intermediate": 0.3062431514263153, "beginner": 0.3243385851383209, "expert": 0.36941826343536377 }
10,109
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. I am using the ASSIMP library to load 3d models and animations. Here is a portion of the code: GameObject.h: #pragma once #include <glm/glm.hpp> #include "Mesh.h" #include "Material.h" #include "Camera.h" #include "Renderer.h" class GameObject { public: GameObject(); ~GameObject(); void Initialize(); void Update(float deltaTime); void Render(Renderer& renderer, const Camera& camera); void Shutdown(); void SetPosition(const glm::vec3& position); void SetRotation(const glm::vec3& rotation); void SetScale(const glm::vec3& scale); Mesh* GetMesh(); Material* GetMaterial(); private: glm::mat4 modelMatrix; glm::vec3 position; glm::vec3 rotation; glm::vec3 scale; Mesh* mesh; Material* material; bool initialized = false; void UpdateModelMatrix(); }; GameObject.cpp: #include "GameObject.h" #include <glm/gtc/matrix_transform.hpp> GameObject::GameObject() : position(glm::vec3(0.0f, 0.0f, 0.0f)), rotation(glm::vec3(0.0f, 0.0f, 0.0f)), scale(1.0f) { } GameObject::~GameObject() { if (initialized) { Shutdown(); } } void GameObject::Initialize() { mesh = new Mesh{}; material = new Material{}; SetScale(glm::vec3(1.0f)); this->initialized = true; } void GameObject::Update(float deltaTime) { // Update position, rotation, scale, and other properties // Example: Rotate the object around the Y-axis rotation.y += deltaTime * glm::radians(90.0f); UpdateModelMatrix(); } void GameObject::Render(Renderer& renderer, const Camera& camera) { // Render this object using the renderer and camera VkDevice device = *renderer.GetDevice(); // Bind mesh vertex and index buffers VkBuffer vertexBuffers[] = { mesh->GetVertexBuffer() }; VkDeviceSize offsets[] = { 0 }; vkCmdBindVertexBuffers(*renderer.GetCurrentCommandBuffer(), 0, 1, vertexBuffers, offsets); vkCmdBindIndexBuffer(*renderer.GetCurrentCommandBuffer(), mesh->GetIndexBuffer(), 0, VK_INDEX_TYPE_UINT32); // Update shader uniform buffers with modelMatrix, viewMatrix and projectionMatrix transforms struct MVP { glm::mat4 model; glm::mat4 view; glm::mat4 projection; } mvp; mvp.model = modelMatrix; mvp.view = camera.GetViewMatrix(); mvp.projection = camera.GetProjectionMatrix(); // Create a new buffer to hold the MVP data temporarily /* VkBuffer mvpBuffer; VkDeviceMemory mvpBufferMemory;*/ //BufferUtils::CreateBuffer(device, *renderer.GetPhysicalDevice(), // sizeof(MVP), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, // VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, // mvpBuffer, mvpBufferMemory); auto [mvpBuffer, mvpBufferMemory] = renderer.RequestMvpBuffer(); material->CreateDescriptorSet(renderer.CreateDescriptorSetLayout(), renderer.CreateDescriptorPool(1), mvpBuffer, sizeof(MVP)); // Map the MVP data into the buffer and unmap void* data = nullptr; vkMapMemory(device, mvpBufferMemory, 0, sizeof(MVP), 0, &data); memcpy(data, &mvp, sizeof(MVP)); vkUnmapMemory(device, mvpBufferMemory); // TODO: Modify your material, descriptor set, and pipeline to use this new mvpBuffer instead of // the default uniform buffer // Bind the DescriptorSet associated with the material VkDescriptorSet descriptorSet = material->GetDescriptorSet(); material->UpdateBufferBinding(descriptorSet, mvpBuffer, device, sizeof(MVP)); renderer.CreateGraphicsPipeline(mesh, material); vkCmdBindPipeline(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, renderer.GetPipeline().get()->GetPipeline()); vkCmdBindDescriptorSets(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, material->GetPipelineLayout(), 0, 1, &descriptorSet, 0, nullptr); // Call vkCmdDrawIndexed() uint32_t numIndices = static_cast<uint32_t>(mesh->GetIndices().size()); vkCmdDrawIndexed(*renderer.GetCurrentCommandBuffer(), numIndices, 1, 0, 0, 0); // Cleanup the temporary buffer /* vkDeviceWaitIdle(device); vkDestroyBuffer(device, mvpBuffer, nullptr); vkFreeMemory(device, mvpBufferMemory, nullptr);*/ } void GameObject::Shutdown() { // Clean up resources, if necessary // (depending on how Mesh and Material resources are managed) delete mesh; delete material; this->initialized = false; } void GameObject::SetPosition(const glm::vec3& position) { this->position = position; UpdateModelMatrix(); } void GameObject::SetRotation(const glm::vec3& rotation) { this->rotation = rotation; UpdateModelMatrix(); } void GameObject::SetScale(const glm::vec3& scale) { this->scale = scale; UpdateModelMatrix(); } void GameObject::UpdateModelMatrix() { modelMatrix = glm::mat4(1.0f); modelMatrix = glm::translate(modelMatrix, position); modelMatrix = glm::rotate(modelMatrix, rotation.x, glm::vec3(1.0f, 0.0f, 0.0f)); modelMatrix = glm::rotate(modelMatrix, rotation.y, glm::vec3(0.0f, 1.0f, 0.0f)); modelMatrix = glm::rotate(modelMatrix, rotation.z, glm::vec3(0.0f, 0.0f, 1.0f)); modelMatrix = glm::scale(modelMatrix, scale); } Mesh* GameObject::GetMesh() { return mesh; } Material* GameObject::GetMaterial() { return material; } Texture.h: #pragma once #include <vulkan/vulkan.h> #include "stb_image.h" // Include the stb_image header #include "BufferUtils.h" #include <string> class Texture { public: Texture(); ~Texture(); void LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue); VkImageView GetImageView() const; VkSampler GetSampler() const; static void Cleanup(Texture* texture); private: VkDevice device; VkImage image; VkDeviceMemory imageMemory; VkImageView imageView; VkSampler sampler; VkPhysicalDevice physicalDevice; VkCommandPool commandPool; VkQueue graphicsQueue; bool initialized = false; void CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties); void TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels, VkSampleCountFlagBits numSamples); void CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels); void CreateSampler(uint32_t mipLevels); void CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height); // Additional helper functions for texture loading… }; Engine.h: #pragma once #include "Window.h" #include "Renderer.h" #include "Scene.h" #include <chrono> #include <thread> class Engine { public: Engine(); ~Engine(); void Run(); void Shutdown(); int MaxFPS = 60; private: void Initialize(); void MainLoop(); void Update(float deltaTime); void Render(); Window window; Renderer renderer; Scene scene; }; Engine.cpp: #include "Engine.h" #include "Terrain.h" #include <iostream> Engine::Engine() { Initialize(); } Engine::~Engine() { Shutdown(); } void Engine::Run() { MainLoop(); } void Engine::Initialize() { // Initialize window, renderer, and scene window.Initialize(); renderer.Initialize(window.GetWindow()); scene.Initialize(); VkDescriptorSetLayout descriptorSetLayout = renderer.CreateDescriptorSetLayout(); //VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Assuming only one terrain object VkDescriptorSetLayout samplerDescriptorSetLayout = renderer.CreateSamplerDescriptorSetLayout(); // Use this new method to create a separate descriptor layout. VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Create a simple square tile GameObject GameObject* squareTile = new GameObject(); squareTile->Initialize(); // Define the square’s vertices and indices std::vector<Vertex> vertices = { { { 0.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f } }, // Bottom left { { 1.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f } }, // Bottom right { { 1.0f, 1.0f, 0.0f }, { 0.0f, 0.0f, 1.0f } }, // Top right { { 0.0f, 1.0f, 0.0f }, { 1.0f, 1.0f, 0.0f } }, // Top left }; std::vector<uint32_t> indices = { 0, 1, 2, // First triangle 0, 2, 3 // Second triangle }; // Initialize mesh and material for the square tile squareTile->GetMesh()->Initialize(vertices, indices, *renderer.GetDevice(), *renderer.GetPhysicalDevice(), *renderer.GetCommandPool(), *renderer.GetGraphicsQueue()); squareTile->GetMaterial()->Initialize("C:/shaders/vert_depth2.spv", "C:/shaders/frag_depth2.spv", "C:/textures/texture.jpg", *renderer.GetDevice(), descriptorSetLayout, samplerDescriptorSetLayout, descriptorPool, *renderer.GetPhysicalDevice(), *renderer.GetCommandPool(), *renderer.GetGraphicsQueue()); // Add the square tile GameObject to the scene scene.AddGameObject(squareTile); /*Terrain terrain(0,10,1,renderer.GetDevice(), renderer.GetPhysicalDevice(), renderer.GetCommandPool(), renderer.GetGraphicsQueue()); terrain.GenerateTerrain(descriptorSetLayout, samplerDescriptorSetLayout, descriptorPool);*/ //scene.AddGameObject(terrain.GetTerrainObject()); float deltaTime = window.GetDeltaTime(); } void Engine::MainLoop() { while (!window.ShouldClose()) { window.PollEvents(); float deltaTime = window.GetDeltaTime(); Update(deltaTime); Render(); auto sleep_duration = std::chrono::milliseconds(1000 / MaxFPS); std::this_thread::sleep_for(sleep_duration); } } void Engine::Update(float deltaTime) { scene.Update(deltaTime); } void Engine::Render() { renderer.BeginFrame(); scene.Render(renderer); renderer.EndFrame(); } void Engine::Shutdown() { vkDeviceWaitIdle(*renderer.GetDevice()); // Clean up resources in reverse order scene.Shutdown(); renderer.Shutdown(); window.Shutdown(); } Renderer.h: #pragma once #include <vulkan/vulkan.h> #include "Window.h" #include <vector> #include <stdexcept> #include <set> #include <optional> #include <iostream> #include "Pipeline.h" #include "Material.h" #include "Mesh.h" struct QueueFamilyIndices { std::optional<uint32_t> graphicsFamily; std::optional<uint32_t> presentFamily; bool IsComplete() { return graphicsFamily.has_value() && presentFamily.has_value(); } }; struct SwapChainSupportDetails { VkSurfaceCapabilitiesKHR capabilities; std::vector<VkSurfaceFormatKHR> formats; std::vector<VkPresentModeKHR> presentModes; }; struct MVP { glm::mat4 model; glm::mat4 view; glm::mat4 projection; }; class Renderer { public: Renderer(); ~Renderer(); void Initialize(GLFWwindow* window); void Shutdown(); void BeginFrame(); void EndFrame(); VkDescriptorSetLayout CreateDescriptorSetLayout(); VkDescriptorPool CreateDescriptorPool(uint32_t maxSets); VkDevice* GetDevice(); VkPhysicalDevice* GetPhysicalDevice(); VkCommandPool* GetCommandPool(); VkQueue* GetGraphicsQueue(); VkCommandBuffer* GetCurrentCommandBuffer(); std::shared_ptr<Pipeline> GetPipeline(); void CreateGraphicsPipeline(Mesh* mesh, Material* material); VkDescriptorSetLayout CreateSamplerDescriptorSetLayout(); std::pair<VkBuffer, VkDeviceMemory> RequestMvpBuffer(); private: bool isShutDown = false; static const uint32_t kMvpBufferCount = 3; std::vector<VkBuffer> mvpBuffers; std::vector<VkDeviceMemory> mvpBufferMemory; uint32_t currentMvpBufferIndex = 0; bool shutdownInProgress; uint32_t currentCmdBufferIndex = 0; std::vector<size_t> currentFramePerImage; std::vector<VkImage> swapChainImages; std::vector<VkImageView> swapChainImageViews; VkExtent2D swapChainExtent; VkRenderPass renderPass; uint32_t imageIndex; std::shared_ptr<Pipeline> pipeline; VkFormat swapChainImageFormat; std::vector<VkCommandBuffer> commandBuffers; void CreateImageViews(); void CleanupImageViews(); void CreateRenderPass(); void CleanupRenderPass(); void CreateSurface(); void DestroySurface(); void CreateInstance(); void CleanupInstance(); void ChoosePhysicalDevice(); void CreateDevice(); void CleanupDevice(); void CreateSwapchain(); void CleanupSwapchain(); void CreateCommandPool(); void CleanupCommandPool(); void CreateFramebuffers(); void CleanupFramebuffers(); void CreateCommandBuffers(); void CleanupCommandBuffers(); void Present(); GLFWwindow* window; VkInstance instance = VK_NULL_HANDLE; VkPhysicalDevice physicalDevice = VK_NULL_HANDLE; VkDevice device = VK_NULL_HANDLE; VkSurfaceKHR surface; VkSwapchainKHR swapchain; VkCommandPool commandPool; VkCommandBuffer currentCommandBuffer; std::vector<VkFramebuffer> framebuffers; // Additional Vulkan objects needed for rendering… const uint32_t kMaxFramesInFlight = 2; std::vector<VkSemaphore> imageAvailableSemaphores; std::vector<VkSemaphore> renderFinishedSemaphores; std::vector<VkFence> inFlightFences; size_t currentFrame; VkQueue graphicsQueue; VkQueue presentQueue; void CreateSyncObjects(); void CleanupSyncObjects(); SwapChainSupportDetails querySwapChainSupport(VkPhysicalDevice device, VkSurfaceKHR surface); VkSurfaceFormatKHR chooseSwapSurfaceFormat(const std::vector<VkSurfaceFormatKHR>& availableFormats); VkPresentModeKHR chooseSwapPresentMode(const std::vector<VkPresentModeKHR>& availablePresentModes); VkExtent2D chooseSwapExtent(const VkSurfaceCapabilitiesKHR& capabilities, GLFWwindow* window); std::vector<const char*> deviceExtensions = { VK_KHR_SWAPCHAIN_EXTENSION_NAME }; std::vector<const char*> CheckPhysicalDeviceExtensionSupport(VkPhysicalDevice physicalDevice); QueueFamilyIndices GetQueueFamilyIndices(VkPhysicalDevice physicalDevice); }; Here is a portion of code from Renderer.cpp: Renderer::Renderer() : currentFrame(0), shutdownInProgress(false) { } Renderer::~Renderer() { Shutdown(); } void Renderer::Initialize(GLFWwindow* window) { this->window = window; CreateInstance(); CreateSurface(); ChoosePhysicalDevice(); CreateDevice(); // Create the MVP buffers mvpBuffers.resize(kMvpBufferCount); mvpBufferMemory.resize(kMvpBufferCount); for (uint32_t i = 0; i < kMvpBufferCount; ++i) { BufferUtils::CreateBuffer(device, *GetPhysicalDevice(), sizeof(MVP), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, mvpBuffers[i], mvpBufferMemory[i]); } CreateSwapchain(); CreateRenderPass(); CreateCommandPool(); CreateFramebuffers(); CreateSyncObjects(); } void Renderer::Shutdown() { if (isShutDown) { return; } if (shutdownInProgress) { return; } shutdownInProgress = true; if (device != VK_NULL_HANDLE) { vkDeviceWaitIdle(device); } CleanupFramebuffers(); CleanupRenderPass(); CleanupSyncObjects(); CleanupCommandPool(); CleanupImageViews(); CleanupSwapchain(); // Destroy the MVP buffers for (uint32_t i = 0; i < kMvpBufferCount; ++i) { vkDestroyBuffer(device, mvpBuffers[i], nullptr); vkFreeMemory(device, mvpBufferMemory[i], nullptr); } if (device != VK_NULL_HANDLE) { CleanupDevice(); } DestroySurface(); CleanupInstance(); shutdownInProgress = false; isShutDown = true; } void Renderer::BeginFrame() { // Wait for any previous work on this swapchain image to complete vkWaitForFences(device, 1, &inFlightFences[currentFrame], VK_TRUE, UINT64_MAX); vkResetFences(device, 1, &inFlightFences[currentFrame]); // Acquire an image from the swapchain, then begin recording commands for the current frame. VkResult acquireResult = vkAcquireNextImageKHR(device, swapchain, UINT64_MAX, imageAvailableSemaphores[currentFrame], VK_NULL_HANDLE, &imageIndex); if (acquireResult != VK_SUCCESS && acquireResult != VK_SUBOPTIMAL_KHR) { throw std::runtime_error("Failed to acquire next swapchain image."); } VkCommandBufferBeginInfo beginInfo{}; beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; //currentCommandBuffer = commandBuffers[currentFrame]; currentCmdBufferIndex = (currentCmdBufferIndex + 1) % 2; currentCommandBuffer = commandBuffers[currentFrame * 2 + currentCmdBufferIndex]; // Add debug message before vkBeginCommandBuffer std::cout << "Current Frame: " << currentFrame << " | Cmd Buffer Index: " << currentCmdBufferIndex << " | Image Index: " << imageIndex << "\n"; std::cout << "Calling vkBeginCommandBuffer…\n"; vkBeginCommandBuffer(currentCommandBuffer, &beginInfo); std::cout << "vkBeginCommandBuffer called…\n"; VkRenderPassBeginInfo renderPassInfo{}; renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; renderPassInfo.renderPass = renderPass; renderPassInfo.framebuffer = framebuffers[imageIndex]; renderPassInfo.renderArea.offset = { 0, 0 }; renderPassInfo.renderArea.extent = swapChainExtent; // Set the clear color to black VkClearValue clearColor = { 0.0f, 0.0f, 0.0f, 1.0f }; renderPassInfo.clearValueCount = 1; renderPassInfo.pClearValues = &clearColor; vkCmdBeginRenderPass(currentCommandBuffer, &renderPassInfo, VK_SUBPASS_CONTENTS_INLINE); } void Renderer::EndFrame() { vkCmdEndRenderPass(currentCommandBuffer); VkSubmitInfo submitInfo{}; submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; VkPipelineStageFlags waitStages[] = { VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT }; submitInfo.waitSemaphoreCount = 1; submitInfo.pWaitSemaphores = &imageAvailableSemaphores[currentFrame]; submitInfo.pWaitDstStageMask = waitStages; submitInfo.commandBufferCount = 1; submitInfo.pCommandBuffers = &currentCommandBuffer; submitInfo.signalSemaphoreCount = 1; submitInfo.pSignalSemaphores = &renderFinishedSemaphores[currentFrame]; vkEndCommandBuffer(currentCommandBuffer); vkQueueSubmit(graphicsQueue, 1, &submitInfo, inFlightFences[currentFrame]); VkPresentInfoKHR presentInfo{}; presentInfo.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; presentInfo.waitSemaphoreCount = 1; presentInfo.pWaitSemaphores = &renderFinishedSemaphores[currentFrame]; VkSwapchainKHR swapChains[] = { swapchain }; presentInfo.swapchainCount = 1; presentInfo.pSwapchains = swapChains; presentInfo.pImageIndices = &imageIndex; VkResult queuePresentResult = vkQueuePresentKHR(presentQueue, &presentInfo); std::cout << "Frame rendered: " << currentFrame << "\n"; if (queuePresentResult == VK_ERROR_OUT_OF_DATE_KHR || queuePresentResult == VK_SUBOPTIMAL_KHR) { // Handle swapchain recreation if needed, e.g., due to resizing the window or other swapchain properties changes } else if (queuePresentResult != VK_SUCCESS) { throw std::runtime_error("Failed to present the swapchain image."); } currentFrame = (currentFrame + 1) % kMaxFramesInFlight; } void Renderer::CleanupFramebuffers() { for (auto framebuffer : framebuffers) { if (framebuffer != VK_NULL_HANDLE) { vkDestroyFramebuffer(device, framebuffer, nullptr); framebuffer = VK_NULL_HANDLE; } } framebuffers.clear(); // Make sure to clear the framebuffers vector after destroying each framebuffer } void Renderer::CleanupRenderPass() { vkDestroyRenderPass(device, renderPass, nullptr); } void Renderer::CleanupSyncObjects() { for (size_t i = 0; i < kMaxFramesInFlight; ++i) { if (renderFinishedSemaphores[i] != VK_NULL_HANDLE) vkDestroySemaphore(device, renderFinishedSemaphores[i], nullptr); if (imageAvailableSemaphores[i] != VK_NULL_HANDLE) vkDestroySemaphore(device, imageAvailableSemaphores[i], nullptr); if (inFlightFences[i] != VK_NULL_HANDLE) vkDestroyFence(device, inFlightFences[i], nullptr); } } void Renderer::CleanupCommandPool() { // Clean up Vulkan command pool CleanupCommandBuffers(); // Add this line to clean up command buffers before destroying the command pool vkDestroyCommandPool(device, commandPool, nullptr); } void Renderer::CleanupCommandBuffers() { vkFreeCommandBuffers(device, commandPool, static_cast<uint32_t>(commandBuffers.size()), commandBuffers.data()); } void Renderer::CleanupImageViews() { for (auto imageView : swapChainImageViews) { vkDestroyImageView(device, imageView, nullptr); } swapChainImageViews.clear(); } void Renderer::CleanupSwapchain() { // Clean up Vulkan swapchain if (swapchain != VK_NULL_HANDLE) { vkDestroySwapchainKHR(device, swapchain, nullptr); swapchain = VK_NULL_HANDLE; } } void Renderer::CleanupDevice() { // Destroy the logical device vkDestroyDevice(device, nullptr); } Here is a portion of code from Texture.cpp: exture::Texture() : device(VK_NULL_HANDLE), image(VK_NULL_HANDLE), imageMemory(VK_NULL_HANDLE), imageView(VK_NULL_HANDLE), sampler(VK_NULL_HANDLE) { } Texture::~Texture() { } void Texture::LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue) { this->device = device; this->physicalDevice = physicalDevice; this->commandPool = commandPool; this->graphicsQueue = graphicsQueue; this->initialized = true; // Load image from file using stb_image int width, height, channels; stbi_uc* pixels = stbi_load(filename.c_str(), &width, &height, &channels, STBI_rgb_alpha); if (!pixels) { throw std::runtime_error("Failed to load texture image!"); } // Calculate the number of mip levels uint32_t mipLevels = static_cast<uint32_t>(std::floor(std::log2(std::max(width, height)))) + 1; // Create a buffer to store the image data VkDeviceSize imageSize = width * height * 4; VkBuffer stagingBuffer; VkDeviceMemory stagingBufferMemory; // Create the staging buffer for transferring image data BufferUtils::CreateBuffer(device, physicalDevice, imageSize, VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, stagingBuffer, stagingBufferMemory); // Copy image data to the buffer void* bufferData; vkMapMemory(device, stagingBufferMemory, 0, imageSize, 0, &bufferData); memcpy(bufferData, pixels, static_cast<size_t>(imageSize)); vkUnmapMemory(device, stagingBufferMemory); // Free the stb_image buffer stbi_image_free(pixels); // Create vkImage, copy buffer to image, and create imageView and sampler // … CreateImage(width, height, mipLevels, VK_SAMPLE_COUNT_1_BIT, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_TILING_OPTIMAL, VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT); CreateImageView(VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_ASPECT_COLOR_BIT, mipLevels); CreateSampler(mipLevels); TransitionImageLayout(VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, mipLevels, VK_SAMPLE_COUNT_1_BIT); // Add this call CopyBufferToImage(stagingBuffer, width, height); // Cleanup the staging buffer and staging buffer memory // … // Destroy the staging buffer and free the staging buffer memory vkDestroyBuffer(device, stagingBuffer, nullptr); vkFreeMemory(device, stagingBufferMemory, nullptr); } void Texture::Cleanup(Texture* texture) { // Put the content of the old Cleanup() method here // Make sure to replace this with texture keyword // … } VkImageView Texture::GetImageView() const { return imageView; } VkSampler Texture::GetSampler() const { return sampler; } void Texture::CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties) { VkImageCreateInfo imageInfo{}; imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO; imageInfo.imageType = VK_IMAGE_TYPE_2D; imageInfo.extent.width = width; imageInfo.extent.height = height; imageInfo.extent.depth = 1; imageInfo.mipLevels = mipLevels; imageInfo.arrayLayers = 1; imageInfo.format = format; imageInfo.tiling = tiling; imageInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; imageInfo.usage = usage; imageInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE; imageInfo.samples = numSamples; imageInfo.flags = 0; if (vkCreateImage(device, &imageInfo, nullptr, &image) != VK_SUCCESS) { throw std::runtime_error("Failed to create image!"); } VkMemoryRequirements memRequirements; vkGetImageMemoryRequirements(device, image, &memRequirements); VkMemoryAllocateInfo allocInfo{}; allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; allocInfo.allocationSize = memRequirements.size; allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memRequirements.memoryTypeBits, properties); if (vkAllocateMemory(device, &allocInfo, nullptr, &imageMemory) != VK_SUCCESS) { throw std::runtime_error("Failed to allocate image memory!"); } vkBindImageMemory(device, image, imageMemory, 0); } I am getting the following error in Renderer::CleanupDevice: VUID-vkDestroyDevice-device-00378(ERROR / SPEC): msgNum: 1901072314 - Validation Error: [ VUID-vkDestroyDevice-device-00378 ] Object 0: handle = 0x1cb94a23410, type = VK_OBJECT_TYPE_DEVICE; Object 1: handle = 0xb097c90000000027, type = VK_OBJECT_TYPE_IMAGE; | MessageID = 0x71500fba | OBJ ERROR : For VkDevice 0x1cb94a23410[], VkImage 0xb097c90000000027[] has not been destroyed. The Vulkan spec states: All child objects created on device must have been destroyed prior to destroying device (https://vulkan.lunarg.com/doc/view/1.3.239.0/windows/1.3-extensions/vkspec.html#VUID-vkDestroyDevice-device-00378) Objects: 2 [0] 0x1cb94a23410, type: 3, name: NULL [1] 0xb097c90000000027, type: 10, name: NULL Do you know what could be causing it and how to adjust the code to fix it?
ec287a9b0906c2d45be6e5bade1d7656
{ "intermediate": 0.4101669192314148, "beginner": 0.33082178235054016, "expert": 0.25901132822036743 }
10,110
检查这段html代码的意图以及存在的错误,然后改正它: <html> <head> <meta charest="UTF-8"> <title>美好的一天</title> </head> <body> <h1 style="background-color:gold;">计算机和时钟养成记</h1> 作者:<b><i>邓旻昕</i></b><sup>*</sup>时间:<i>2023年5月19日</i> <h2>发明前</h2> <div> <p>在发明前,我也不知道自己能不能做成。</p> <br/> <hr/> <div/> <h2>发明中</h2> <p>过程中,查了好多资料,好累但很快乐。</p> <br/> <hr/> <h2>发明后</h2> <p>终于做好了,虽然很粗糙,那也是亲儿子</p> <table border="1"> 表:艰难历程表 <tr> <td>事件</td><td>感悟</td> </tr> <tr> <td>看CSS语法</td><td>一天没睡</td> </tr> <tr> <td>看HTML语法</td><td>还是没睡</td> </tr> <tr> <td>看JS语法</td><td>还是Go香</td> </tr> </table> 列表:王小二的动机 <ol> <li>学习CSS</li> <li>学习HTML</li> <li>学习JS</li> <li>写计算器和时钟</li> </ol> <form> 操作数1: <input type="text" id="op1"><br/> 操作数2: <input type="text" id="op2"> <br/> <input type="radio" name="op">加 <input type="radio" name="op">减 <input type="radio" name="op">乘 <input type="radio" name="op">除 <input type="radio" name="op">模 <br/> 结果:<span id="result">xxxx</span><br/> <input type="button" value="计算" onclick="run_cal()"> </form> <script> function add(x,y){return x+y;} function sub(x,y){return x-y;} function mul(x,y){return x*y;} function div(x,y){return x/y;} function mod(x,y){return x%y;} function run_cal(){ var function_array=[add,sub,mul,div,mod]; var options=document.getElementsByName("op"); var z; for(var i=0;i<function_array.length;i++){ if(options[i].checked==true){ z=function_array[i](op1,op2); break; } } document.getElementById('result').innerHTML=z; } </script> </body> </html>
1ff2dbeb740282ca0871063874f93413
{ "intermediate": 0.3112667202949524, "beginner": 0.41500425338745117, "expert": 0.27372899651527405 }
10,111
Write a program code that, when entering the address of a token, will determine whether liquidity has been added to this one and whether it has been blocked. Token on Binance Smart Chain. Use APIKey
f6e8184ccd0bbee407bbb2d4600afc75
{ "intermediate": 0.6781594753265381, "beginner": 0.06426409631967545, "expert": 0.25757643580436707 }
10,112
I used this code: import time from binance.client import Client from binance.enums import * from binance.exceptions import BinanceAPIException from binance.helpers import round_step_size import pandas as pd import requests import json import numpy as np import pytz import datetime as dt import ccxt # Get the current time and timestamp now = dt.datetime.now() date = now.strftime("%m/%d/%Y %H:%M:%S") print(date) timestamp = int(time.time() * 1000) # API keys and other configuration API_KEY = '' API_SECRET = '' client = Client(API_KEY, API_SECRET) STOP_LOSS_PERCENTAGE = -50 TAKE_PROFIT_PERCENTAGE = 100 MAX_TRADE_QUANTITY_PERCENTAGE = 100 POSITION_SIDE_SHORT = 'SELL' POSITION_SIDE_LONG = 'BUY' quantity = 1 symbol = 'BTC/USDT' order_type = 'MARKET' leverage = 100 max_trade_quantity_percentage = 1 binance_futures = ccxt.binance({ 'apiKey': '', 'secret': '', 'enableRateLimit': True, # enable rate limitation 'options': { 'defaultType': 'future', 'adjustForTimeDifference': True } }) binance_futures = ccxt.binance({ 'apiKey': API_KEY, 'secret': API_SECRET, 'enableRateLimit': True, # enable rate limitation 'options': { 'defaultType': 'future', 'adjustForTimeDifference': True } }) # Load the market symbols markets = binance_futures.load_markets() if symbol in markets: print(f"{symbol} found in the market") else: print(f"{symbol} not found in the market") # Get server time and time difference def get_server_time(exchange): server_time = exchange.fetch_time() return server_time def get_time_difference(): server_time = get_server_time(binance_futures) local_time = int(time.time() * 1000) time_difference = local_time - server_time return time_difference def get_klines(symbol, interval, lookback): url = "https://fapi.binance.com/fapi/v1/klines" end_time = int(time.time() * 1000) # end time is now start_time = end_time - (lookback * 60 * 1000) # start time is lookback minutes ago symbol = symbol.replace("/", "") # remove slash from symbol query_params = f"?symbol={symbol}&interval={interval}&startTime={start_time}&endTime={end_time}" headers = { 'User-Agent': 'Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/58.0.3029.110 Safari/537.36' } try: response = requests.get(url + query_params, headers=headers) response.raise_for_status() data = response.json() if not data: # if data is empty, return None print('No data found for the given timeframe and symbol') return None ohlc = [] for d in data: timestamp = dt.datetime.fromtimestamp(d[0]/1000).strftime('%Y-%m-%d %H:%M:%S') ohlc.append({ 'Open time': timestamp, 'Open': float(d[1]), 'High': float(d[2]), 'Low': float(d[3]), 'Close': float(d[4]), 'Volume': float(d[5]) }) df = pd.DataFrame(ohlc) df.set_index('Open time', inplace=True) return df except requests.exceptions.RequestException as e: print(f'Error in get_klines: {e}') return None df = get_klines(symbol, '1m', 133920) def signal_generator(df): if df is None: return "" open = df.Open.iloc[-1] close = df.Close.iloc[-1] previous_open = df.Open.iloc[-2] previous_close = df.Close.iloc[-2] # Bearish pattern if (open>close and previous_open<previous_close and close<previous_open and open>=previous_close): return 'sell' # Bullish pattern elif (open<close and previous_open>previous_close and close>previous_open and open<=previous_close): return 'buy' # No clear pattern else: return "" df = get_klines(symbol, '1m', 133920) def order_execution(symbol, signal, step_size, leverage): # Close any existing positions current_position = None positions = binance_futures.fapiPrivateGetPositionRisk() for position in positions: if position["symbol"] == symbol: current_position = position if current_position is not None and current_position["positionAmt"] != 0: binance_futures.fapiPrivatePostOrder( symbol=symbol, side='SELL' if current_position["positionSide"] == "LONG" else 'BUY', type='MARKET', quantity=abs(float(current_position["positionAmt"])), positionSide=current_position["positionSide"], reduceOnly=True ) time.sleep(1) # Calculate appropriate order quantity and price based on signal opposite_position = None quantity = step_size if signal == 'buy': position_side = 'BOTH' opposite_position = current_position if current_position and current_position['positionSide'] == 'SHORT' else None order_type = FUTURE_ORDER_TYPE_TAKE_PROFIT_MARKET ticker = binance_futures.fetch_ticker(symbol) price = 0 # default price if 'askPrice' in ticker: price = ticker['askPrice'] # perform rounding and other operations on price else: # handle the case where the key is missing (e.g. raise an exception, skip this signal, etc.) take_profit_percentage = TAKE_PROFIT_PERCENTAGE stop_loss_percentage = STOP_LOSS_PERCENTAGE elif signal == 'sell': position_side = 'BOTH' opposite_position = current_position if current_position and current_position['positionSide'] == 'LONG' else None order_type = FUTURE_ORDER_TYPE_STOP_MARKET ticker = binance_futures.fetch_ticker(symbol) price = 0 # default price if 'askPrice' in ticker: price = ticker['askPrice'] # perform rounding and other operations on price else: # handle the case where the key is missing (e.g. raise an exception, skip this signal, etc.) take_profit_percentage = TAKE_PROFIT_PERCENTAGE stop_loss_percentage = STOP_LOSS_PERCENTAGE # Round the price variable try: price = round_step_size(price, step_size=step_size) except Exception as e: print(f"Error rounding price: {e}") return # Reduce quantity if opposite position exists if opposite_position is not None: if abs(opposite_position['positionAmt']) < quantity: quantity = abs(opposite_position['positionAmt']) # Set take profit and stop loss prices # Set take profit and stop loss prices if signal == 'buy': if price is not None: try: price = round_step_size(price, step_size=step_size) take_profit_price = round_step_size(price * (1 + take_profit_percentage / 100), step_size=step_size) stop_loss_price = round_step_size(price * (1 - stop_loss_percentage / 100), step_size=step_size) except Exception as e: print(f"Error rounding price: {e}") take_profit_price = None stop_loss_price = None else: take_profit_price = None stop_loss_price = None else: if price is not None: try: price = round_step_size(price, step_size=step_size) take_profit_price = round_step_size(price * (1 - take_profit_percentage / 100), step_size=step_size) stop_loss_price = round_step_size(price * (1 + stop_loss_percentage / 100), step_size=step_size) except Exception as e: print(f"Error rounding price: {e}") take_profit_price = None stop_loss_price = None else: take_profit_price = None stop_loss_price = None # Place order order_params = { "symbol": symbol, "side": "BUY" if signal == "buy" else "SELL", "type": order_type, "positionSide": position_side, "quantity": quantity, "price": price, "stopPrice": stop_loss_price if signal == "buy" else take_profit_price, "reduceOnly": False, "newOrderRespType": "RESULT", "workingType": "MARK_PRICE", "priceProtect": False, "leverage": 100 } try: response = binance_futures.fapiPrivatePostOrder(**order_params) print(f"Order details: {response}") except BinanceAPIException as e: print(f"Error in order_execution: {e}") time.sleep(1) return signal = signal_generator(df) while True: df = get_klines(symbol, '1m', 133920) # await the coroutine function here if df is not None: signal = signal_generator(df) if signal is not None: print(f"The signal time is: {dt.datetime.now().strftime('%Y-%m-%d %H:%M:%S')} :{signal}") order_execution(symbol, signal, MAX_TRADE_QUANTITY_PERCENTAGE, leverage) time.sleep(0.1) But I getting ERROR: The signal time is: 2023-06-04 16:43:44 :buy Traceback (most recent call last): File "c:\Users\Alan\.vscode\jew_bot\jew_bot\jew_bot.py", line 260, in <module> order_execution(symbol, signal, MAX_TRADE_QUANTITY_PERCENTAGE, leverage) File "c:\Users\Alan\.vscode\jew_bot\jew_bot\jew_bot.py", line 247, in order_execution response = binance_futures.fapiPrivatePostOrder(**order_params) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ TypeError: Entry.__init__.<locals>.unbound_method() got an unexpected keyword argument 'symbol'
861fc99c1b59888c7421f2ea5e544d2e
{ "intermediate": 0.5100780129432678, "beginner": 0.3374444544315338, "expert": 0.15247753262519836 }
10,113
function GA2(crossover_point=7, population_size=100, num_generations=10, tournament_size=2, probability=0.09, weight1=0.15, weight2=0.6, weight3=0.3, contraint_1=250000000, constraint2=250000, contraint_3=1.2) nrows=population_size parents = mutate(pop_init, position_vectors, 1.0) global_best = pop_init[1, :] global_best_value = target2(global_best,6,weight1,weight2,weight3,contraint_1,constraint2,contraint_3) penalty=1 # Main loop for gen in 1:num_generations # Parent population parent_pop = create_ones_dataframe(n_rows, length(position_vectors)) parent_pop = parent_pop[1:n_rows, :] for c in 1:population_size parent_pop[c, :] = tournament_selection2(parents, tournament_size, penalty,weight1,weight2,weight3,contraint_1,constraint2,contraint_3) end # Generate offspring offspring_temp = create_ones_dataframe(n_rows, length(position_vectors)) offspring_temp = offspring_temp[1:n_rows, :] for c in 1:2:population_size offsprings = crossover(parent_pop[c, :], parent_pop[c + 1, :], crossover_point) offspring_temp = vcat(offspring_temp, offsprings) end offspring_temp = offspring_temp[nrows+1:end, :] parents = mutate(offspring_temp, position_vectors, 0.09) # Evaluate solutions solutions = [target2(parent,6,weight1,weight2,weight3,contraint_1,constraint2,contraint_3) for parent in eachrow(parents)] idx_sol = argmin(solutions) temp_best = parents[idx_sol, :] temp_target_value = solutions[idx_sol] if penalty==4 penalty=0 else penalty+0.5 end if temp_target_value <= global_best_value global_best = temp_best global_best_value = temp_target_value end end return global_best, global_best_value end I want to iterate over diffrent weight1=0.05:0.05:0.2, weight2=0:1:0:1:0:9 and weight3=0.1:0.1:0.9 For each of those combinations I need DataFrame of global_best and global_best_value. I also need to know exactly for which combination of weight1,weigh2 and weight3 the output of GA2 are.
7a91ba1674a7c25f4177d2514755414e
{ "intermediate": 0.35266900062561035, "beginner": 0.376441091299057, "expert": 0.27088984847068787 }
10,114
need to make normal snapability from 3dwireframe matrix model to grid, from grid to grid, from grid to 3dwfireframe matrix model and from 3dwireframe matrix model to 3dwireframe matrix model on mouse click to start-end snap points and making new 3dwireframe matrix lines that way. grid should not interline itself on its own, only by user mouse clicks! try output full properre modified and optimized code: const canvas = document.createElement('canvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; document.body.appendChild(canvas); const ctx = canvas.getContext('2d'); const vmcMenu = document.getElementById('vmc-menu'); const greenDotContainer = document.createElement('div'); document.body.appendChild(greenDotContainer); const vertices = [ [0, 0, 0], [0, 1, 0], [1, 1, 0], [1, 0, 0], [0, 0, 1], [0, 1, 1], [1, 1, 1], [1, 0, 1], ]; const edges = [ [0, 1], [1, 2], [2, 3], [3, 0], [0, 4], [1, 5], [2, 6], [3, 7], [4, 5], [5, 6], [6, 7], [7, 4], ]; const scale = 0.025; const zoom = 1; const offsetX = 0.5; const offsetY = 0.5; let angleX = 0; let angleY = 0; let angleZ = 0; let bestIndex = -1; let bestDistance = Infinity; let startNewEdgeIndex = -1; let isMouseDown = false; let prevMousePos = null; // Red Dot const redDot = document.getElementById('red-dot'); // Add Edge document.getElementById('add-edge').addEventListener('click', () => { if (bestIndex === -1) return; if (startNewEdgeIndex === -1) { startNewEdgeIndex = bestIndex; } else { edges.push([startNewEdgeIndex, bestIndex]); startNewEdgeIndex = -1; } }); // Remove Edge document.getElementById('remove-edge').addEventListener('click', () => { if (bestIndex === -1) return; edges.forEach((edge, index) => { if (edge.includes(bestIndex)) { edges.splice(index, 1); } }); }); function rotateX(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [1, 0, 0], [0, c, -s], [0, s, c], ]; } function rotateY(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, 0, s], [0, 1, 0], [-s, 0, c], ]; } function rotateZ(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, -s, 0], [s, c, 0], [0, 0, 1], ]; } function project(vertex, scale, offsetX, offsetY, zoom) { const [x, y, z] = vertex; const posX = (x - offsetX) * scale; const posY = (y - offsetY) * scale; const posZ = z * scale; return [ (posX * (zoom + posZ) + canvas.width / 2), (posY * (zoom + posZ) + canvas.height / 2), ]; } function transform(vertex, rotationMatrix) { const [x, y, z] = vertex; const [rowX, rowY, rowZ] = rotationMatrix; return [ x * rowX[0] + y * rowX[1] + z * rowX[2], x * rowY[0] + y * rowY[1] + z * rowY[2], x * rowZ[0] + y * rowZ[1] + z * rowZ[2], ]; } function extraterrestrialTransformation(vertex, frequency, amplitude) { const [x, y, z] = vertex; const cosX = (Math.cos(x * frequency) * amplitude); const cosY = (Math.cos(y * frequency) * amplitude); const cosZ = (Math.cos(z * frequency) * amplitude); return [x + cosX, y + cosY, z + cosZ]; } function getDeviation(maxDeviation) { const t = Date.now() / 1000; const frequency = 100 / 50; const amplitude = maxDeviation / 10; const deviation = Math.sin(t * frequency) * amplitude; return deviation.toFixed(3); } function render() { ctx.fillStyle = '#FFF'; ctx.fillRect(0, 0, canvas.width, canvas.height); const rotX = rotateX(angleX); const rotY = rotateY(angleY); const rotZ = rotateZ(angleZ); // Extraterrestrial transformation parameters const frequency = 1; const amplitude = 0.8; const transformedVertices = vertices.map(vertex => { const extraterrestrialVertex = extraterrestrialTransformation(vertex, frequency, amplitude); const cx = extraterrestrialVertex[0] - offsetX; const cy = extraterrestrialVertex[1] - offsetY; const cz = extraterrestrialVertex[2] - offsetY; const rotated = transform(transform(transform([cx, cy, cz], rotX), rotY), rotZ); return [ rotated[0] + offsetX, rotated[1] + offsetY, rotated[2] + offsetY, ]; }); const projectedVertices = transformedVertices.map(vertex => project(vertex, canvas.height * scale, offsetX, offsetY, zoom)); ctx.lineWidth = 2; ctx.strokeStyle = 'hsla(' + (angleX + offsetX + angleY + offsetY) * 55 + ', 100%, 30%, 0.8)'; ctx.beginPath(); for (let edge of edges) { const [a, b] = edge; const [x1, y1] = projectedVertices[a]; const [x2, y2] = projectedVertices[b]; const dist = Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2 + (y2 - x1) ** 2 + (x2 - y1)); const angle = Math.atan2(y2 - y1, x2 - x1, x2 - y1, y2 - x1); // Calculate control point for curved edge const cpDist = 0.005 * dist; const cpX = (x1 + x2) / 2 + cpDist * Math.cos(angle - Math.PI / 2) * getDeviation(0.2); const cpY = (y1 + y2) / 2 + cpDist * Math.sin(angle - Math.PI / 2) * getDeviation(0.2); ctx.moveTo(x1, y1, x2, y2); ctx.quadraticCurveTo(cpX, cpY, x2, y2, x1, y1); } ctx.stroke(); canvas.addEventListener('mousedown', (event) => { isMouseDown = true; prevMousePos = { x: event.clientX, y: event.clientY }; }); canvas.addEventListener('mouseup', () => { isMouseDown = false; prevMousePos = null; }); canvas.addEventListener('mousemove', (event) => { const mousePos = { x: event.clientX - canvas.getBoundingClientRect().left, y: event.clientY - canvas.getBoundingClientRect().top }; bestIndex = -1; bestDistance = Infinity; projectedVertices.forEach((currVertex, index) => { const distance = Math.hypot( currVertex[0] - mousePos.x, currVertex[1] - mousePos.y ); if (distance < bestDistance) { bestIndex = index; bestDistance = distance; } }); if (bestDistance < 10 && bestIndex !== -1) { vmcMenu.style.display = 'block'; vmcMenu.style.left = mousePos.x + 'px'; vmcMenu.style.top = mousePos.y + 'px'; document.getElementById('vmc-vertex-x').value = vertices[bestIndex][0]; document.getElementById('vmc-vertex-y').value = vertices[bestIndex][1]; document.getElementById('vmc-vertex-z').value = vertices[bestIndex][2]; document.getElementById('vmc-vertex-x').dataset.vertexIndex = bestIndex; document.getElementById('vmc-vertex-y').dataset.vertexIndex = bestIndex; document.getElementById('vmc-vertex-z').dataset.vertexIndex = bestIndex; redDot.style.display = 'block'; redDot.style.left = projectedVertices[bestIndex][0] - 3 + 'px'; redDot.style.top = projectedVertices[bestIndex][1] - 3 + 'px'; } else { vmcMenu.style.display = 'none'; redDot.style.display = 'none'; } if (isMouseDown && prevMousePos) { const deltaX = event.clientX - prevMousePos.x; const deltaY = event.clientY - prevMousePos.y; angleY += deltaX * 0.01; angleX += deltaY * 0.01; prevMousePos = { x: event.clientX, y: event.clientY }; } }); function updateVertexValue(event, indexToUpdate) { const newValue = parseFloat(event.target.value); const vertexIndex = parseInt(event.target.dataset.vertexIndex); if (!isNaN(newValue) && vertexIndex >= 0) { vertices[vertexIndex][indexToUpdate] = newValue; } } document.getElementById('vmc-vertex-x').addEventListener('input', (event) => { updateVertexValue(event, 0); }); document.getElementById('vmc-vertex-y').addEventListener('input', (event) => { updateVertexValue(event, 1); }); document.getElementById('vmc-vertex-z').addEventListener('input', (event) => { updateVertexValue(event, 2); }); angleX += +getDeviation(0.0005); angleY += +getDeviation(0.0005); angleZ += +getDeviation(0.0005); requestAnimationFrame(render); } // Grid related variables const gridSpacing = 50; // Spacing between grid lines (in px) const gridPoints = []; // Array to store grid points let displayGrid = true; // A flag to toggle grid display on and off for (let i = 0; i < canvas.width; i += gridSpacing) { for (let j = 0; j < canvas.height; j += gridSpacing) { gridPoints.push({ x: i, y: j }); const dot = document.createElement('div'); dot.className = 'green-dot'; dot.style.left = (i - 2) + 'px'; dot.style.top = (j - 2) + 'px'; dot.style.display = displayGrid ? '' : 'none'; greenDotContainer.appendChild(dot); } } // Renders grid lines function renderGrid() { if (!displayGrid) return; ctx.strokeStyle = '#0F0'; ctx.lineWidth = 1; for (let i = 0; i <= canvas.width; i += gridSpacing) { ctx.beginPath(); ctx.moveTo(i, 0); ctx.lineTo(i, canvas.height); ctx.stroke(); } for (let i = 0; i <= canvas.height; i += gridSpacing) { ctx.beginPath(); ctx.moveTo(0, i); ctx.lineTo(canvas.width, i); ctx.stroke(); } } // Adds a button to toggle the grid display const gridToggleButton = document.createElement('button'); gridToggleButton.innerText = 'Toggle Grid'; vmcMenu.insertBefore(gridToggleButton, document.getElementById('add-edge')); gridToggleButton.addEventListener('click', () => { displayGrid = !displayGrid; if (displayGrid) { greenDotContainer.style.display = 'block'; } else { greenDotContainer.style.display = 'none'; } }); renderGrid(); requestAnimationFrame(render); window.addEventListener("resize", () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; });
faa43ffc00faaf18e6dec78af6b7dce2
{ "intermediate": 0.26680880784988403, "beginner": 0.4191991686820984, "expert": 0.3139919936656952 }
10,115
need to make normal snapability from 3dwireframe matrix model to grid, from grid to grid, from grid to 3dwfireframe matrix model and from 3dwireframe matrix model to 3dwireframe matrix model on mouse click to start-end snap points and making new 3dwireframe matrix lines that way. grid should not interline itself on its own, only by user mouse clicks! try output full properre modified and optimized code: const canvas = document.createElement('canvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; document.body.appendChild(canvas); const ctx = canvas.getContext('2d'); const vmcMenu = document.getElementById('vmc-menu'); const greenDotContainer = document.createElement('div'); document.body.appendChild(greenDotContainer); const vertices = [ [0, 0, 0], [0, 1, 0], [1, 1, 0], [1, 0, 0], [0, 0, 1], [0, 1, 1], [1, 1, 1], [1, 0, 1], ]; const edges = [ [0, 1], [1, 2], [2, 3], [3, 0], [0, 4], [1, 5], [2, 6], [3, 7], [4, 5], [5, 6], [6, 7], [7, 4], ]; const scale = 0.025; const zoom = 1; const offsetX = 0.5; const offsetY = 0.5; let angleX = 0; let angleY = 0; let angleZ = 0; let bestIndex = -1; let bestDistance = Infinity; let startNewEdgeIndex = -1; let isMouseDown = false; let prevMousePos = null; // Red Dot const redDot = document.getElementById('red-dot'); // Add Edge document.getElementById('add-edge').addEventListener('click', () => { if (bestIndex === -1) return; if (startNewEdgeIndex === -1) { startNewEdgeIndex = bestIndex; } else { edges.push([startNewEdgeIndex, bestIndex]); startNewEdgeIndex = -1; } }); // Remove Edge document.getElementById('remove-edge').addEventListener('click', () => { if (bestIndex === -1) return; edges.forEach((edge, index) => { if (edge.includes(bestIndex)) { edges.splice(index, 1); } }); }); function rotateX(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [1, 0, 0], [0, c, -s], [0, s, c], ]; } function rotateY(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, 0, s], [0, 1, 0], [-s, 0, c], ]; } function rotateZ(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, -s, 0], [s, c, 0], [0, 0, 1], ]; } function project(vertex, scale, offsetX, offsetY, zoom) { const [x, y, z] = vertex; const posX = (x - offsetX) * scale; const posY = (y - offsetY) * scale; const posZ = z * scale; return [ (posX * (zoom + posZ) + canvas.width / 2), (posY * (zoom + posZ) + canvas.height / 2), ]; } function transform(vertex, rotationMatrix) { const [x, y, z] = vertex; const [rowX, rowY, rowZ] = rotationMatrix; return [ x * rowX[0] + y * rowX[1] + z * rowX[2], x * rowY[0] + y * rowY[1] + z * rowY[2], x * rowZ[0] + y * rowZ[1] + z * rowZ[2], ]; } function extraterrestrialTransformation(vertex, frequency, amplitude) { const [x, y, z] = vertex; const cosX = (Math.cos(x * frequency) * amplitude); const cosY = (Math.cos(y * frequency) * amplitude); const cosZ = (Math.cos(z * frequency) * amplitude); return [x + cosX, y + cosY, z + cosZ]; } function getDeviation(maxDeviation) { const t = Date.now() / 1000; const frequency = 100 / 50; const amplitude = maxDeviation / 10; const deviation = Math.sin(t * frequency) * amplitude; return deviation.toFixed(3); } function render() { ctx.fillStyle = '#FFF'; ctx.fillRect(0, 0, canvas.width, canvas.height); const rotX = rotateX(angleX); const rotY = rotateY(angleY); const rotZ = rotateZ(angleZ); // Extraterrestrial transformation parameters const frequency = 1; const amplitude = 0.8; const transformedVertices = vertices.map(vertex => { const extraterrestrialVertex = extraterrestrialTransformation(vertex, frequency, amplitude); const cx = extraterrestrialVertex[0] - offsetX; const cy = extraterrestrialVertex[1] - offsetY; const cz = extraterrestrialVertex[2] - offsetY; const rotated = transform(transform(transform([cx, cy, cz], rotX), rotY), rotZ); return [ rotated[0] + offsetX, rotated[1] + offsetY, rotated[2] + offsetY, ]; }); const projectedVertices = transformedVertices.map(vertex => project(vertex, canvas.height * scale, offsetX, offsetY, zoom)); ctx.lineWidth = 2; ctx.strokeStyle = 'hsla(' + (angleX + offsetX + angleY + offsetY) * 55 + ', 100%, 30%, 0.8)'; ctx.beginPath(); for (let edge of edges) { const [a, b] = edge; const [x1, y1] = projectedVertices[a]; const [x2, y2] = projectedVertices[b]; const dist = Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2 + (y2 - x1) ** 2 + (x2 - y1)); const angle = Math.atan2(y2 - y1, x2 - x1, x2 - y1, y2 - x1); // Calculate control point for curved edge const cpDist = 0.005 * dist; const cpX = (x1 + x2) / 2 + cpDist * Math.cos(angle - Math.PI / 2) * getDeviation(0.2); const cpY = (y1 + y2) / 2 + cpDist * Math.sin(angle - Math.PI / 2) * getDeviation(0.2); ctx.moveTo(x1, y1, x2, y2); ctx.quadraticCurveTo(cpX, cpY, x2, y2, x1, y1); } ctx.stroke(); canvas.addEventListener('mousedown', (event) => { isMouseDown = true; prevMousePos = { x: event.clientX, y: event.clientY }; }); canvas.addEventListener('mouseup', () => { isMouseDown = false; prevMousePos = null; }); canvas.addEventListener('mousemove', (event) => { const mousePos = { x: event.clientX - canvas.getBoundingClientRect().left, y: event.clientY - canvas.getBoundingClientRect().top }; bestIndex = -1; bestDistance = Infinity; projectedVertices.forEach((currVertex, index) => { const distance = Math.hypot( currVertex[0] - mousePos.x, currVertex[1] - mousePos.y ); if (distance < bestDistance) { bestIndex = index; bestDistance = distance; } }); if (bestDistance < 10 && bestIndex !== -1) { vmcMenu.style.display = 'block'; vmcMenu.style.left = mousePos.x + 'px'; vmcMenu.style.top = mousePos.y + 'px'; document.getElementById('vmc-vertex-x').value = vertices[bestIndex][0]; document.getElementById('vmc-vertex-y').value = vertices[bestIndex][1]; document.getElementById('vmc-vertex-z').value = vertices[bestIndex][2]; document.getElementById('vmc-vertex-x').dataset.vertexIndex = bestIndex; document.getElementById('vmc-vertex-y').dataset.vertexIndex = bestIndex; document.getElementById('vmc-vertex-z').dataset.vertexIndex = bestIndex; redDot.style.display = 'block'; redDot.style.left = projectedVertices[bestIndex][0] - 3 + 'px'; redDot.style.top = projectedVertices[bestIndex][1] - 3 + 'px'; } else { vmcMenu.style.display = 'none'; redDot.style.display = 'none'; } if (isMouseDown && prevMousePos) { const deltaX = event.clientX - prevMousePos.x; const deltaY = event.clientY - prevMousePos.y; angleY += deltaX * 0.01; angleX += deltaY * 0.01; prevMousePos = { x: event.clientX, y: event.clientY }; } }); function updateVertexValue(event, indexToUpdate) { const newValue = parseFloat(event.target.value); const vertexIndex = parseInt(event.target.dataset.vertexIndex); if (!isNaN(newValue) && vertexIndex >= 0) { vertices[vertexIndex][indexToUpdate] = newValue; } } document.getElementById('vmc-vertex-x').addEventListener('input', (event) => { updateVertexValue(event, 0); }); document.getElementById('vmc-vertex-y').addEventListener('input', (event) => { updateVertexValue(event, 1); }); document.getElementById('vmc-vertex-z').addEventListener('input', (event) => { updateVertexValue(event, 2); }); angleX += +getDeviation(0.0005); angleY += +getDeviation(0.0005); angleZ += +getDeviation(0.0005); requestAnimationFrame(render); } // Grid related variables const gridSpacing = 50; // Spacing between grid lines (in px) const gridPoints = []; // Array to store grid points let displayGrid = true; // A flag to toggle grid display on and off for (let i = 0; i < canvas.width; i += gridSpacing) { for (let j = 0; j < canvas.height; j += gridSpacing) { gridPoints.push({ x: i, y: j }); const dot = document.createElement('div'); dot.className = 'green-dot'; dot.style.left = (i - 2) + 'px'; dot.style.top = (j - 2) + 'px'; dot.style.display = displayGrid ? '' : 'none'; greenDotContainer.appendChild(dot); } } // Renders grid lines function renderGrid() { if (!displayGrid) return; ctx.strokeStyle = '#0F0'; ctx.lineWidth = 1; for (let i = 0; i <= canvas.width; i += gridSpacing) { ctx.beginPath(); ctx.moveTo(i, 0); ctx.lineTo(i, canvas.height); ctx.stroke(); } for (let i = 0; i <= canvas.height; i += gridSpacing) { ctx.beginPath(); ctx.moveTo(0, i); ctx.lineTo(canvas.width, i); ctx.stroke(); } } // Adds a button to toggle the grid display const gridToggleButton = document.createElement('button'); gridToggleButton.innerText = 'Toggle Grid'; vmcMenu.insertBefore(gridToggleButton, document.getElementById('add-edge')); gridToggleButton.addEventListener('click', () => { displayGrid = !displayGrid; if (displayGrid) { greenDotContainer.style.display = 'block'; } else { greenDotContainer.style.display = 'none'; } }); renderGrid(); requestAnimationFrame(render); window.addEventListener("resize", () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; });
c4bf76cd0b022ec96644d778c3ff24ea
{ "intermediate": 0.26680880784988403, "beginner": 0.4191991686820984, "expert": 0.3139919936656952 }
10,116
need to make normal snapability from 3dwireframe matrix model to grid, from grid to grid, from grid to 3dwfireframe matrix model and from 3dwireframe matrix model to 3dwireframe matrix model on mouse click to start-end snap points and making new 3dwireframe matrix lines that way. grid should not interline itself on its own, only by user mouse clicks! try output full properre modified and optimized code: const canvas = document.createElement('canvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; document.body.appendChild(canvas); const ctx = canvas.getContext('2d'); const vmcMenu = document.getElementById('vmc-menu'); const greenDotContainer = document.createElement('div'); document.body.appendChild(greenDotContainer); const vertices = [ [0, 0, 0], [0, 1, 0], [1, 1, 0], [1, 0, 0], [0, 0, 1], [0, 1, 1], [1, 1, 1], [1, 0, 1], ]; const edges = [ [0, 1], [1, 2], [2, 3], [3, 0], [0, 4], [1, 5], [2, 6], [3, 7], [4, 5], [5, 6], [6, 7], [7, 4], ]; const scale = 0.025; const zoom = 1; const offsetX = 0.5; const offsetY = 0.5; let angleX = 0; let angleY = 0; let angleZ = 0; let bestIndex = -1; let bestDistance = Infinity; let startNewEdgeIndex = -1; let isMouseDown = false; let prevMousePos = null; // Red Dot const redDot = document.getElementById('red-dot'); // Add Edge document.getElementById('add-edge').addEventListener('click', () => { if (bestIndex === -1) return; if (startNewEdgeIndex === -1) { startNewEdgeIndex = bestIndex; } else { edges.push([startNewEdgeIndex, bestIndex]); startNewEdgeIndex = -1; } }); // Remove Edge document.getElementById('remove-edge').addEventListener('click', () => { if (bestIndex === -1) return; edges.forEach((edge, index) => { if (edge.includes(bestIndex)) { edges.splice(index, 1); } }); }); function rotateX(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [1, 0, 0], [0, c, -s], [0, s, c], ]; } function rotateY(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, 0, s], [0, 1, 0], [-s, 0, c], ]; } function rotateZ(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, -s, 0], [s, c, 0], [0, 0, 1], ]; } function project(vertex, scale, offsetX, offsetY, zoom) { const [x, y, z] = vertex; const posX = (x - offsetX) * scale; const posY = (y - offsetY) * scale; const posZ = z * scale; return [ (posX * (zoom + posZ) + canvas.width / 2), (posY * (zoom + posZ) + canvas.height / 2), ]; } function transform(vertex, rotationMatrix) { const [x, y, z] = vertex; const [rowX, rowY, rowZ] = rotationMatrix; return [ x * rowX[0] + y * rowX[1] + z * rowX[2], x * rowY[0] + y * rowY[1] + z * rowY[2], x * rowZ[0] + y * rowZ[1] + z * rowZ[2], ]; } function extraterrestrialTransformation(vertex, frequency, amplitude) { const [x, y, z] = vertex; const cosX = (Math.cos(x * frequency) * amplitude); const cosY = (Math.cos(y * frequency) * amplitude); const cosZ = (Math.cos(z * frequency) * amplitude); return [x + cosX, y + cosY, z + cosZ]; } function getDeviation(maxDeviation) { const t = Date.now() / 1000; const frequency = 100 / 50; const amplitude = maxDeviation / 10; const deviation = Math.sin(t * frequency) * amplitude; return deviation.toFixed(3); } function render() { ctx.fillStyle = '#FFF'; ctx.fillRect(0, 0, canvas.width, canvas.height); const rotX = rotateX(angleX); const rotY = rotateY(angleY); const rotZ = rotateZ(angleZ); // Extraterrestrial transformation parameters const frequency = 1; const amplitude = 0.8; const transformedVertices = vertices.map(vertex => { const extraterrestrialVertex = extraterrestrialTransformation(vertex, frequency, amplitude); const cx = extraterrestrialVertex[0] - offsetX; const cy = extraterrestrialVertex[1] - offsetY; const cz = extraterrestrialVertex[2] - offsetY; const rotated = transform(transform(transform([cx, cy, cz], rotX), rotY), rotZ); return [ rotated[0] + offsetX, rotated[1] + offsetY, rotated[2] + offsetY, ]; }); const projectedVertices = transformedVertices.map(vertex => project(vertex, canvas.height * scale, offsetX, offsetY, zoom)); ctx.lineWidth = 2; ctx.strokeStyle = 'hsla(' + (angleX + offsetX + angleY + offsetY) * 55 + ', 100%, 30%, 0.8)'; ctx.beginPath(); for (let edge of edges) { const [a, b] = edge; const [x1, y1] = projectedVertices[a]; const [x2, y2] = projectedVertices[b]; const dist = Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2 + (y2 - x1) ** 2 + (x2 - y1)); const angle = Math.atan2(y2 - y1, x2 - x1, x2 - y1, y2 - x1); // Calculate control point for curved edge const cpDist = 0.005 * dist; const cpX = (x1 + x2) / 2 + cpDist * Math.cos(angle - Math.PI / 2) * getDeviation(0.2); const cpY = (y1 + y2) / 2 + cpDist * Math.sin(angle - Math.PI / 2) * getDeviation(0.2); ctx.moveTo(x1, y1, x2, y2); ctx.quadraticCurveTo(cpX, cpY, x2, y2, x1, y1); } ctx.stroke(); canvas.addEventListener('mousedown', (event) => { isMouseDown = true; prevMousePos = { x: event.clientX, y: event.clientY }; }); canvas.addEventListener('mouseup', () => { isMouseDown = false; prevMousePos = null; }); canvas.addEventListener('mousemove', (event) => { const mousePos = { x: event.clientX - canvas.getBoundingClientRect().left, y: event.clientY - canvas.getBoundingClientRect().top }; bestIndex = -1; bestDistance = Infinity; projectedVertices.forEach((currVertex, index) => { const distance = Math.hypot( currVertex[0] - mousePos.x, currVertex[1] - mousePos.y ); if (distance < bestDistance) { bestIndex = index; bestDistance = distance; } }); if (bestDistance < 10 && bestIndex !== -1) { vmcMenu.style.display = 'block'; vmcMenu.style.left = mousePos.x + 'px'; vmcMenu.style.top = mousePos.y + 'px'; document.getElementById('vmc-vertex-x').value = vertices[bestIndex][0]; document.getElementById('vmc-vertex-y').value = vertices[bestIndex][1]; document.getElementById('vmc-vertex-z').value = vertices[bestIndex][2]; document.getElementById('vmc-vertex-x').dataset.vertexIndex = bestIndex; document.getElementById('vmc-vertex-y').dataset.vertexIndex = bestIndex; document.getElementById('vmc-vertex-z').dataset.vertexIndex = bestIndex; redDot.style.display = 'block'; redDot.style.left = projectedVertices[bestIndex][0] - 3 + 'px'; redDot.style.top = projectedVertices[bestIndex][1] - 3 + 'px'; } else { vmcMenu.style.display = 'none'; redDot.style.display = 'none'; } if (isMouseDown && prevMousePos) { const deltaX = event.clientX - prevMousePos.x; const deltaY = event.clientY - prevMousePos.y; angleY += deltaX * 0.01; angleX += deltaY * 0.01; prevMousePos = { x: event.clientX, y: event.clientY }; } }); function updateVertexValue(event, indexToUpdate) { const newValue = parseFloat(event.target.value); const vertexIndex = parseInt(event.target.dataset.vertexIndex); if (!isNaN(newValue) && vertexIndex >= 0) { vertices[vertexIndex][indexToUpdate] = newValue; } } document.getElementById('vmc-vertex-x').addEventListener('input', (event) => { updateVertexValue(event, 0); }); document.getElementById('vmc-vertex-y').addEventListener('input', (event) => { updateVertexValue(event, 1); }); document.getElementById('vmc-vertex-z').addEventListener('input', (event) => { updateVertexValue(event, 2); }); angleX += +getDeviation(0.0005); angleY += +getDeviation(0.0005); angleZ += +getDeviation(0.0005); requestAnimationFrame(render); } // Grid related variables const gridSpacing = 50; // Spacing between grid lines (in px) const gridPoints = []; // Array to store grid points let displayGrid = true; // A flag to toggle grid display on and off for (let i = 0; i < canvas.width; i += gridSpacing) { for (let j = 0; j < canvas.height; j += gridSpacing) { gridPoints.push({ x: i, y: j }); const dot = document.createElement('div'); dot.className = 'green-dot'; dot.style.left = (i - 2) + 'px'; dot.style.top = (j - 2) + 'px'; dot.style.display = displayGrid ? '' : 'none'; greenDotContainer.appendChild(dot); } } // Renders grid lines function renderGrid() { if (!displayGrid) return; ctx.strokeStyle = '#0F0'; ctx.lineWidth = 1; for (let i = 0; i <= canvas.width; i += gridSpacing) { ctx.beginPath(); ctx.moveTo(i, 0); ctx.lineTo(i, canvas.height); ctx.stroke(); } for (let i = 0; i <= canvas.height; i += gridSpacing) { ctx.beginPath(); ctx.moveTo(0, i); ctx.lineTo(canvas.width, i); ctx.stroke(); } } // Adds a button to toggle the grid display const gridToggleButton = document.createElement('button'); gridToggleButton.innerText = 'Toggle Grid'; vmcMenu.insertBefore(gridToggleButton, document.getElementById('add-edge')); gridToggleButton.addEventListener('click', () => { displayGrid = !displayGrid; if (displayGrid) { greenDotContainer.style.display = 'block'; } else { greenDotContainer.style.display = 'none'; } }); renderGrid(); requestAnimationFrame(render); window.addEventListener("resize", () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; });
c25c018e7d6a8993d88b1a429704b8db
{ "intermediate": 0.26680880784988403, "beginner": 0.4191991686820984, "expert": 0.3139919936656952 }
10,117
I want that: function iterate_weights() weight1_range = 0.05:0.05:0.2 weight2_range = 0:0.1:1.0 weight3_range = 0.1:0.1:0.9 results = DataFrame(weight1=[], weight2=[], weight3=[], global_best=DataFrame([]), global_best_value=[]) for weight1 in weight1_range for weight2 in weight2_range for weight3 in weight3_range global_best, global_best_value = GA2(7, 100, 10, 2, 0.09, weight1,weight2,weight3,250000000,250000,1.2) global_best_df = DataFrame(global_best) push!(results, (weight1=weight1, weight2=weight2, weight3=weight3, global_best=global_best_df, global_best_value=global_best_value)) print(results) end end end return results end # Call the iterate_weights function to get the results results_df = iterate_weights() to be done in multiprocessing using @everywhere or something like that.
249c9e1deb00b11582ffea3475917d3d
{ "intermediate": 0.536117434501648, "beginner": 0.28796523809432983, "expert": 0.1759173572063446 }
10,118
Change that: weight1_range = 0.05:0.05:0.2 weight2_range = 0:0.1:1.0 weight3_range = 0.1:0.1:0.9 for weight1 in weight1_range for weight2 in weight2_range for weight3 in weight3_range @async begin global_best, global_best_value = GA2(7, 100, 10, 2, 0.09, weight1,weight2,weight3,250000000,250000,1.2) global_best_df = DataFrame(global_best) put!(results, (weight1=weight1, weight2=weight2, weight3=weight3, global_best=global_best_df, global_best_value=global_best_value)) print(results) end end end end close(results) df_results = DataFrame(weight1 = Float64[], weight2 = Float64[], weight3 = Float64[], global_best = Any[], global_best_value = Any[]) for r in results push!(df_results, r) end return df_results into pararell processing in julia.
698cb7dadbf81df910330a5fc2d3e26b
{ "intermediate": 0.34705591201782227, "beginner": 0.28705859184265137, "expert": 0.36588549613952637 }
10,119
Give complete solution with code for the below project stepwise in docker and docker compose (Automate everything) As a user, I should be able to access APIs associated with any model (Please tell me how it is done in solution): Project: AI Toolchain is a collection of tools for quickly building and deploying machine learning models for various use cases. Currently, the toolchain includes a text translation model, and more models may be added in the future. It abstracts the dirty details of how a model works similar to Huggingface and gives a clean API that you can orchestrate at aenter code here BFF level. Features to be implemented Abstract the layer of deployment for AI Tools. Anyone should be easily add a new model to the stack without thinking about deployments. We should be able to deploy AI Tools in such a way where each model (every model can be packaged as a container) should be independently scalable. As a user, I should be able to access APIs associated with any model. Product Set Up https://github.com/Samagra-Development/ai-tools#setup Github Information: ReadME: AI Toolchain AI Toolchain is a collection of tools for quickly building and deploying machine learning models for various use cases. Currently, the toolchain includes a text translation model, and more models may be added in the future. How to Run To deploy all models, simply execute the deploy.sh script located in the root folder. This script calls the deployment files of each model. Note that the toolchain may switch to using Docker in the future for deployment. To create a new model class, use the template_batch_model.py file as a starting point. Your new model class should implement the method mentioned in the template file. To create a new request class, use the template_model_request.py file as a starting point. This class is used to map the incoming request to the data needed by the model. To add your new model and request to the API, modify the repository dictionary in api.py. Repository The repository is structured as follows Setup To set up the AI Toolchain environment, follow these steps: python3 -m venv venv source venv/bin/activate pip install poetry poetry install quart --app api --debug run Poetry Fixes poetry lock --no-update Contributing Contributions to AI Toolchain are welcome! To contribute, please follow these guidelines: Fork the repository and create a new branch for your feature or bug fix. Write tests for your changes. Submit a pull request describing your changes and why they are needed. Thank you for considering contributing to AI Toolchain! Files: .github/workflows Lower case repo name for GH Packages 2 months ago benchmarks Fix add test 3 weeks ago flake8 Fix: module/folder names 2 months ago src Merge pull request #100 from rishav-eulb/rishav-eulb-patch-2 last week .flake8 Fixes: #29 2 months ago .gitignore Initial Commit 2 months ago .gitpod.Dockerfile Included installation of Git last week .gitpod.yml Corrected .gitpod.yml last week Dockerfile Added Gitpod last week README.md docs: readme updated last month api.py Moved restart and watch functions to separate file last week contribution.md Corrected Gitpod button last week deploy.sh deploy.sh_error last month docker-compose.yml Added Gitpod last week poetry.lock Feat: Reload debug server on changes to src folder last week prometheus.yml add prometheus.yml 2 weeks ago pyproject.toml Feat: Reload debug server on changes to src folder last week repository_data.json Feat: Azure translation 3 weeks ago sample.env Fix: Add sample env 2 months ago template_batch_model.py added repo structure and translation model 2 months ago template_model_request.py added repo structure and translation model 2 months ago test.py Fix add test 3 weeks ago watch_folder.py Moved resta Dockercompose file: version: '3' services: app: build: context: . dockerfile: Dockerfile ports: - "8000:8000" restart: always environment: - PYTHONUNBUFFERED=1 - PYTHONDONTWRITEBYTECODE=1 - OPENAI_API_KEY=${OPENAI_API_KEY} - AUTH_HEADER=${AUTH_HEADER} - AUTH_HEADER_KEY=${AUTH_HEADER_KEY} prometheus: image: prom/prometheus ports: - "9090:9090" volumes: - ./prometheus.yml:/etc/prometheus/prometheus.yml gitpod: image: gitpod/workspace-full ports: - "8888:8888" volumes: - ./workspace:/workspace
316b0a9e4f69358ab3f91b1d7bcece84
{ "intermediate": 0.45972713828086853, "beginner": 0.29506298899650574, "expert": 0.24520979821681976 }
10,120
Give complete solution with code for the below project stepwise in docker and docker compose (Automate everything) As a user, I should be able to access APIs associated with any model (Please tell me how it is done in solution): Project: AI Toolchain is a collection of tools for quickly building and deploying machine learning models for various use cases. Currently, the toolchain includes a text translation model, and more models may be added in the future. It abstracts the dirty details of how a model works similar to Huggingface and gives a clean API that you can orchestrate at aenter code here BFF level. Features to be implemented Abstract the layer of deployment for AI Tools. Anyone should be easily add a new model to the stack without thinking about deployments. We should be able to deploy AI Tools in such a way where each model (every model can be packaged as a container) should be independently scalable. As a user, I should be able to access APIs associated with any model. Product Set Up https://github.com/Samagra-Development/ai-tools#setup Github Information: ReadME: AI Toolchain AI Toolchain is a collection of tools for quickly building and deploying machine learning models for various use cases. Currently, the toolchain includes a text translation model, and more models may be added in the future. How to Run To deploy all models, simply execute the deploy.sh script located in the root folder. This script calls the deployment files of each model. Note that the toolchain may switch to using Docker in the future for deployment. To create a new model class, use the template_batch_model.py file as a starting point. Your new model class should implement the method mentioned in the template file. To create a new request class, use the template_model_request.py file as a starting point. This class is used to map the incoming request to the data needed by the model. To add your new model and request to the API, modify the repository dictionary in api.py. Repository The repository is structured as follows Setup To set up the AI Toolchain environment, follow these steps: python3 -m venv venv source venv/bin/activate pip install poetry poetry install quart --app api --debug run Poetry Fixes poetry lock --no-update Contributing Contributions to AI Toolchain are welcome! To contribute, please follow these guidelines: Fork the repository and create a new branch for your feature or bug fix. Write tests for your changes. Submit a pull request describing your changes and why they are needed. Thank you for considering contributing to AI Toolchain!
ff3fafec49b82ddc468842b3bc17da20
{ "intermediate": 0.6782860159873962, "beginner": 0.18161873519420624, "expert": 0.14009523391723633 }
10,121
test
307a97be66702cf130fdadd0fe7b9397
{ "intermediate": 0.3229040801525116, "beginner": 0.34353747963905334, "expert": 0.33355844020843506 }
10,122
I used this code: import time from binance.client import Client from binance.enums import * from binance.exceptions import BinanceAPIException from binance.helpers import round_step_size import pandas as pd import requests import json import numpy as np import pytz import datetime as dt import ccxt # Get the current time and timestamp now = dt.datetime.now() date = now.strftime("%m/%d/%Y %H:%M:%S") print(date) timestamp = int(time.time() * 1000) # API keys and other configuration API_KEY = '' API_SECRET = '' client = Client(API_KEY, API_SECRET) STOP_LOSS_PERCENTAGE = -50 TAKE_PROFIT_PERCENTAGE = 100 MAX_TRADE_QUANTITY_PERCENTAGE = 100 POSITION_SIDE_SHORT = 'SELL' POSITION_SIDE_LONG = 'BUY' quantity = 1 symbol = 'BTC/USDT' order_type = 'MARKET' leverage = 100 max_trade_quantity_percentage = 1 binance_futures = ccxt.binance({ 'apiKey': '', 'secret': '', 'enableRateLimit': True, # enable rate limitation 'options': { 'defaultType': 'future', 'adjustForTimeDifference': True } }) binance_futures = ccxt.binance({ 'apiKey': API_KEY, 'secret': API_SECRET, 'enableRateLimit': True, # enable rate limitation 'options': { 'defaultType': 'future', 'adjustForTimeDifference': True } }) # Load the market symbols markets = binance_futures.load_markets() if symbol in markets: print(f"{symbol} found in the market") else: print(f"{symbol} not found in the market") # Get server time and time difference def get_server_time(exchange): server_time = exchange.fetch_time() return server_time def get_time_difference(): server_time = get_server_time(binance_futures) local_time = int(time.time() * 1000) time_difference = local_time - server_time return time_difference def get_klines(symbol, interval, lookback): url = "https://fapi.binance.com/fapi/v1/klines" end_time = int(time.time() * 1000) # end time is now start_time = end_time - (lookback * 60 * 1000) # start time is lookback minutes ago symbol = symbol.replace("/", "") # remove slash from symbol query_params = f"?symbol={symbol}&interval={interval}&startTime={start_time}&endTime={end_time}" headers = { 'User-Agent': 'Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/58.0.3029.110 Safari/537.36' } try: response = requests.get(url + query_params, headers=headers) response.raise_for_status() data = response.json() if not data: # if data is empty, return None print('No data found for the given timeframe and symbol') return None ohlc = [] for d in data: timestamp = dt.datetime.fromtimestamp(d[0]/1000).strftime('%Y-%m-%d %H:%M:%S') ohlc.append({ 'Open time': timestamp, 'Open': float(d[1]), 'High': float(d[2]), 'Low': float(d[3]), 'Close': float(d[4]), 'Volume': float(d[5]) }) df = pd.DataFrame(ohlc) df.set_index('Open time', inplace=True) return df except requests.exceptions.RequestException as e: print(f'Error in get_klines: {e}') return None df = get_klines(symbol, '1m', 44640) def signal_generator(df): if df is None: return "" open = df.Open.iloc[-1] close = df.Close.iloc[-1] previous_open = df.Open.iloc[-2] previous_close = df.Close.iloc[-2] # Bearish pattern if (open>close and previous_open<previous_close and close<previous_open and open>=previous_close): return 'sell' # Bullish pattern elif (open<close and previous_open>previous_close and close>previous_open and open<=previous_close): return 'buy' # No clear pattern else: return "" df = get_klines(symbol, '1m', 44640) def order_execution(symbol, signal, step_size, leverage): # Close any existing positions current_position = None positions = binance_futures.fapiPrivateGetPositionRisk() for position in positions: if position["symbol"] == symbol: current_position = position if current_position is not None and current_position["positionAmt"] != 0: binance_futures.fapiPrivatePostOrder( symbol=symbol, side='SELL' if current_position["positionSide"] == "LONG" else 'BUY', type='MARKET', quantity=abs(float(current_position["positionAmt"])), positionSide=current_position["positionSide"], reduceOnly=True ) time.sleep(1) # Calculate appropriate order quantity and price based on signal opposite_position = None quantity = step_size if signal == 'buy': position_side = 'BOTH' opposite_position = current_position if current_position and current_position['positionSide'] == 'SHORT' else None order_type = FUTURE_ORDER_TYPE_TAKE_PROFIT_MARKET ticker = binance_futures.fetch_ticker(symbol) price = 0 # default price if 'askPrice' in ticker: price = ticker['askPrice'] # perform rounding and other operations on price else: # handle the case where the key is missing (e.g. raise an exception, skip this signal, etc.) take_profit_percentage = TAKE_PROFIT_PERCENTAGE stop_loss_percentage = STOP_LOSS_PERCENTAGE elif signal == 'sell': position_side = 'BOTH' opposite_position = current_position if current_position and current_position['positionSide'] == 'LONG' else None order_type = FUTURE_ORDER_TYPE_STOP_MARKET ticker = binance_futures.fetch_ticker(symbol) price = 0 # default price if 'askPrice' in ticker: price = ticker['askPrice'] # perform rounding and other operations on price else: # handle the case where the key is missing (e.g. raise an exception, skip this signal, etc.) take_profit_percentage = TAKE_PROFIT_PERCENTAGE stop_loss_percentage = STOP_LOSS_PERCENTAGE # Round the price variable try: price = round_step_size(price, step_size=step_size) except Exception as e: print(f"Error rounding price: {e}") return # Reduce quantity if opposite position exists if opposite_position is not None: if abs(opposite_position['positionAmt']) < quantity: quantity = abs(opposite_position['positionAmt']) # Set take profit and stop loss prices # Set take profit and stop loss prices if signal == 'buy': if price is not None: try: price = round_step_size(price, step_size=step_size) take_profit_price = round_step_size(price * (1 + take_profit_percentage / 100), step_size=step_size) stop_loss_price = round_step_size(price * (1 - stop_loss_percentage / 100), step_size=step_size) except Exception as e: print(f"Error rounding price: {e}") take_profit_price = None stop_loss_price = None else: take_profit_price = None stop_loss_price = None else: if price is not None: try: price = round_step_size(price, step_size=step_size) take_profit_price = round_step_size(price * (1 - take_profit_percentage / 100), step_size=step_size) stop_loss_price = round_step_size(price * (1 + stop_loss_percentage / 100), step_size=step_size) except Exception as e: print(f"Error rounding price: {e}") take_profit_price = None stop_loss_price = None else: take_profit_price = None stop_loss_price = None # Place order order_params = { "side": "BUY" if signal == "buy" else "SELL", "type": order_type, "positionSide": position_side, "quantity": quantity, "price": price, "stopPrice": stop_loss_price if signal == "buy" else take_profit_price, "reduceOnly": False, "newOrderRespType": "RESULT", "workingType": "MARK_PRICE", "priceProtect": False, "leverage": 100 } try: response = binance_futures.fapiPrivatePostOrder(symbol=symbol, **order_params) print(f"Order details: {response}") except BinanceAPIException as e: print(f"Error in order_execution: {e}") time.sleep(1) return signal = signal_generator(df) while True: df = get_klines(symbol, '1m', 44640) # await the coroutine function here if df is not None: signal = signal_generator(df) if signal is not None: print(f"The signal time is: {dt.datetime.now().strftime('%Y-%m-%d %H:%M:%S')} :{signal}") order_execution(symbol, signal, MAX_TRADE_QUANTITY_PERCENTAGE, leverage) time.sleep(0.1) But I getting ERROR: Error rounding price: cannot access local variable 'price' where it is not associated with a value The signal time is: 2023-06-04 17:00:03 :sell Traceback (most recent call last): File "c:\Users\Alan\.vscode\jew_bot\jew_bot\jew_bot.py", line 259, in <module> order_execution(symbol, signal, MAX_TRADE_QUANTITY_PERCENTAGE, leverage) File "c:\Users\Alan\.vscode\jew_bot\jew_bot\jew_bot.py", line 246, in order_execution response = binance_futures.fapiPrivatePostOrder(symbol=symbol, **order_params) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ TypeError: Entry.__init__.<locals>.unbound_method() got an unexpected keyword argument 'symbol'
295f7eb4827c34dddf5eefb3c9138572
{ "intermediate": 0.5100780129432678, "beginner": 0.3374444544315338, "expert": 0.15247753262519836 }
10,123
import requests # Replace YOUR_APIKEY with your actual BscScan API key. APIKEY = "CXTB4IUT31N836G93ZI3YQBEWBQEGGH5QS" # Method signatures LOCK_TOKENS_SIGNATURE = "0x6167aa61" ADD_LIQUIDITY_ETH_SIGNATURE = "0xf305d719" LOCK_SIGNATURE = "0x07279357" def is_signature_present(address, signature, start_block=0, end_block="latest"): url = f"https://api.bscscan.com/api?module=account&action=txlist&address={address}&startblock={start_block}&endblock={end_block}&sort=asc&apikey={APIKEY}" response = requests.get(url) data = response.json() for tx in data["result"]: if tx["input"].startswith(signature): return True return False def is_liquidity_added_and_locked(token_address): lock_tokens_present = is_signature_present(token_address, LOCK_TOKENS_SIGNATURE) add_liquidity_eth_present = is_signature_present(token_address, ADD_LIQUIDITY_ETH_SIGNATURE) lock_present = is_signature_present(token_address, LOCK_SIGNATURE) return add_liquidity_eth_present and (lock_tokens_present or lock_present) token_address = "0x0d4890ecEc59cd55D640d36f7acc6F7F512Fdb6e" print(is_liquidity_added_and_locked(token_address)) The code above determines the presence of the specified method signatures directly on the transaction, which does not mean that this will be the address of the token. Fix the code so that it can determine the presence of the specified method signatures exactly when entering the address of the token itself
5870653a5436c8182f606a9474314784
{ "intermediate": 0.46948373317718506, "beginner": 0.3497673273086548, "expert": 0.18074892461299896 }
10,124
Can you program
e913458340b802684ea0ca62f524f80d
{ "intermediate": 0.2628566324710846, "beginner": 0.2704368233680725, "expert": 0.4667064845561981 }
10,125
need to make normal snapability from 3dwireframe matrix model to grid, from grid to grid, from grid to 3dwfireframe matrix model and from 3dwireframe matrix model to 3dwireframe matrix model on mouse click to start-end snap points and making new 3dwireframe matrix lines that way. grid should not interline itself on its own, only by user mouse clicks! try output full properre modified and optimized code: const canvas = document.createElement('canvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; document.body.appendChild(canvas); const ctx = canvas.getContext('2d'); const vmcMenu = document.getElementById('vmc-menu'); const greenDotContainer = document.createElement('div'); document.body.appendChild(greenDotContainer); const vertices = [ [0, 0, 0], [0, 1, 0], [1, 1, 0], [1, 0, 0], [0, 0, 1], [0, 1, 1], [1, 1, 1], [1, 0, 1], ]; const edges = [ [0, 1], [1, 2], [2, 3], [3, 0], [0, 4], [1, 5], [2, 6], [3, 7], [4, 5], [5, 6], [6, 7], [7, 4], ]; const scale = 0.025; const zoom = 1; const offsetX = 0.5; const offsetY = 0.5; let angleX = 0; let angleY = 0; let angleZ = 0; let bestIndex = -1; let bestDistance = Infinity; let startNewEdgeIndex = -1; let isMouseDown = false; let prevMousePos = null; // Red Dot const redDot = document.getElementById('red-dot'); // Add Edge document.getElementById('add-edge').addEventListener('click', () => { if (bestIndex === -1) return; if (startNewEdgeIndex === -1) { startNewEdgeIndex = bestIndex; } else { edges.push([startNewEdgeIndex, bestIndex]); startNewEdgeIndex = -1; } }); // Remove Edge document.getElementById('remove-edge').addEventListener('click', () => { if (bestIndex === -1) return; edges.forEach((edge, index) => { if (edge.includes(bestIndex)) { edges.splice(index, 1); } }); }); function rotateX(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [1, 0, 0], [0, c, -s], [0, s, c], ]; } function rotateY(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, 0, s], [0, 1, 0], [-s, 0, c], ]; } function rotateZ(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, -s, 0], [s, c, 0], [0, 0, 1], ]; } function project(vertex, scale, offsetX, offsetY, zoom) { const [x, y, z] = vertex; const posX = (x - offsetX) * scale; const posY = (y - offsetY) * scale; const posZ = z * scale; return [ (posX * (zoom + posZ) + canvas.width / 2), (posY * (zoom + posZ) + canvas.height / 2), ]; } function transform(vertex, rotationMatrix) { const [x, y, z] = vertex; const [rowX, rowY, rowZ] = rotationMatrix; return [ x * rowX[0] + y * rowX[1] + z * rowX[2], x * rowY[0] + y * rowY[1] + z * rowY[2], x * rowZ[0] + y * rowZ[1] + z * rowZ[2], ]; } function extraterrestrialTransformation(vertex, frequency, amplitude) { const [x, y, z] = vertex; const cosX = (Math.cos(x * frequency) * amplitude); const cosY = (Math.cos(y * frequency) * amplitude); const cosZ = (Math.cos(z * frequency) * amplitude); return [x + cosX, y + cosY, z + cosZ]; } function getDeviation(maxDeviation) { const t = Date.now() / 1000; const frequency = 100 / 50; const amplitude = maxDeviation / 10; const deviation = Math.sin(t * frequency) * amplitude; return deviation.toFixed(3); } function render() { ctx.fillStyle = '#FFF'; ctx.fillRect(0, 0, canvas.width, canvas.height); const rotX = rotateX(angleX); const rotY = rotateY(angleY); const rotZ = rotateZ(angleZ); // Extraterrestrial transformation parameters const frequency = 1; const amplitude = 0.8; const transformedVertices = vertices.map(vertex => { const extraterrestrialVertex = extraterrestrialTransformation(vertex, frequency, amplitude); const cx = extraterrestrialVertex[0] - offsetX; const cy = extraterrestrialVertex[1] - offsetY; const cz = extraterrestrialVertex[2] - offsetY; const rotated = transform(transform(transform([cx, cy, cz], rotX), rotY), rotZ); return [ rotated[0] + offsetX, rotated[1] + offsetY, rotated[2] + offsetY, ]; }); const projectedVertices = transformedVertices.map(vertex => project(vertex, canvas.height * scale, offsetX, offsetY, zoom)); ctx.lineWidth = 2; ctx.strokeStyle = 'hsla(' + (angleX + offsetX + angleY + offsetY) * 55 + ', 100%, 30%, 0.8)'; ctx.beginPath(); for (let edge of edges) { const [a, b] = edge; const [x1, y1] = projectedVertices[a]; const [x2, y2] = projectedVertices[b]; const dist = Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2 + (y2 - x1) ** 2 + (x2 - y1)); const angle = Math.atan2(y2 - y1, x2 - x1, x2 - y1, y2 - x1); // Calculate control point for curved edge const cpDist = 0.005 * dist; const cpX = (x1 + x2) / 2 + cpDist * Math.cos(angle - Math.PI / 2) * getDeviation(0.2); const cpY = (y1 + y2) / 2 + cpDist * Math.sin(angle - Math.PI / 2) * getDeviation(0.2); ctx.moveTo(x1, y1, x2, y2); ctx.quadraticCurveTo(cpX, cpY, x2, y2, x1, y1); } ctx.stroke(); canvas.addEventListener('mousedown', (event) => { isMouseDown = true; prevMousePos = { x: event.clientX, y: event.clientY }; }); canvas.addEventListener('mouseup', () => { isMouseDown = false; prevMousePos = null; }); canvas.addEventListener('mousemove', (event) => { const mousePos = { x: event.clientX - canvas.getBoundingClientRect().left, y: event.clientY - canvas.getBoundingClientRect().top }; bestIndex = -1; bestDistance = Infinity; projectedVertices.forEach((currVertex, index) => { const distance = Math.hypot( currVertex[0] - mousePos.x, currVertex[1] - mousePos.y ); if (distance < bestDistance) { bestIndex = index; bestDistance = distance; } }); if (bestDistance < 10 && bestIndex !== -1) { vmcMenu.style.display = 'block'; vmcMenu.style.left = mousePos.x + 'px'; vmcMenu.style.top = mousePos.y + 'px'; document.getElementById('vmc-vertex-x').value = vertices[bestIndex][0]; document.getElementById('vmc-vertex-y').value = vertices[bestIndex][1]; document.getElementById('vmc-vertex-z').value = vertices[bestIndex][2]; document.getElementById('vmc-vertex-x').dataset.vertexIndex = bestIndex; document.getElementById('vmc-vertex-y').dataset.vertexIndex = bestIndex; document.getElementById('vmc-vertex-z').dataset.vertexIndex = bestIndex; redDot.style.display = 'block'; redDot.style.left = projectedVertices[bestIndex][0] - 3 + 'px'; redDot.style.top = projectedVertices[bestIndex][1] - 3 + 'px'; } else { vmcMenu.style.display = 'none'; redDot.style.display = 'none'; } if (isMouseDown && prevMousePos) { const deltaX = event.clientX - prevMousePos.x; const deltaY = event.clientY - prevMousePos.y; angleY += deltaX * 0.01; angleX += deltaY * 0.01; prevMousePos = { x: event.clientX, y: event.clientY }; } }); function updateVertexValue(event, indexToUpdate) { const newValue = parseFloat(event.target.value); const vertexIndex = parseInt(event.target.dataset.vertexIndex); if (!isNaN(newValue) && vertexIndex >= 0) { vertices[vertexIndex][indexToUpdate] = newValue; } } document.getElementById('vmc-vertex-x').addEventListener('input', (event) => { updateVertexValue(event, 0); }); document.getElementById('vmc-vertex-y').addEventListener('input', (event) => { updateVertexValue(event, 1); }); document.getElementById('vmc-vertex-z').addEventListener('input', (event) => { updateVertexValue(event, 2); }); angleX += +getDeviation(0.0005); angleY += +getDeviation(0.0005); angleZ += +getDeviation(0.0005); requestAnimationFrame(render); } // Grid related variables const gridSpacing = 50; // Spacing between grid lines (in px) const gridPoints = []; // Array to store grid points let displayGrid = true; // A flag to toggle grid display on and off for (let i = 0; i < canvas.width; i += gridSpacing) { for (let j = 0; j < canvas.height; j += gridSpacing) { gridPoints.push({ x: i, y: j }); const dot = document.createElement('div'); dot.className = 'green-dot'; dot.style.left = (i - 2) + 'px'; dot.style.top = (j - 2) + 'px'; dot.style.display = displayGrid ? '' : 'none'; greenDotContainer.appendChild(dot); } } // Renders grid lines function renderGrid() { if (!displayGrid) return; ctx.strokeStyle = '#0F0'; ctx.lineWidth = 1; for (let i = 0; i <= canvas.width; i += gridSpacing) { ctx.beginPath(); ctx.moveTo(i, 0); ctx.lineTo(i, canvas.height); ctx.stroke(); } for (let i = 0; i <= canvas.height; i += gridSpacing) { ctx.beginPath(); ctx.moveTo(0, i); ctx.lineTo(canvas.width, i); ctx.stroke(); } } // Adds a button to toggle the grid display const gridToggleButton = document.createElement('button'); gridToggleButton.innerText = 'Toggle Grid'; vmcMenu.insertBefore(gridToggleButton, document.getElementById('add-edge')); gridToggleButton.addEventListener('click', () => { displayGrid = !displayGrid; if (displayGrid) { greenDotContainer.style.display = 'block'; } else { greenDotContainer.style.display = 'none'; } }); renderGrid(); requestAnimationFrame(render); window.addEventListener("resize", () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; });
369d4df8f9d8a8fc5cedcf34ea21fc8c
{ "intermediate": 0.26680880784988403, "beginner": 0.4191991686820984, "expert": 0.3139919936656952 }
10,126
Write a program code that will analyze all transactions on the site https://bscscan.com/token/0x0d4890ecEc59cd55D640d36f7acc6F7F512Fdb6e in the Transfers tab and detect method signatures Lock Tokens 0x6167aa61 Add Liquidity ETH 0xf305d719 Lock 0x07279357. Token on Binance Smart Chain. Use APIKey
95973015f88c20505f517ec9aaee1b27
{ "intermediate": 0.543624997138977, "beginner": 0.1400260478258133, "expert": 0.31634896993637085 }
10,127
на widnows запускаю и получаю ошибку fATAL: data directory “/var/lib/postgresql/data/pgdata” has invalid permissions
303dbbdbe7435be9816524bbc936ec5c
{ "intermediate": 0.3690183162689209, "beginner": 0.27059730887413025, "expert": 0.36038440465927124 }
10,128
need to make normal snapability from 3dwireframe matrix model to grid, from grid to grid, from grid to 3dwfireframe matrix model and from 3dwireframe matrix model to 3dwireframe matrix model on mouse click to start-end snap points and making new 3dwireframe matrix lines that way. grid should not interline itself on its own, only by user mouse clicks! vmc menu should appear on every grid point intersection mouse hover, and disappear when out of grid attachment points, to be able to add new lines to actual 3dwireframe matrix model. output only full properre modified and optimized code: const canvas = document.createElement('canvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; document.body.appendChild(canvas); const ctx = canvas.getContext('2d'); const vmcMenu = document.getElementById('vmc-menu'); const greenDotContainer = document.createElement('div'); document.body.appendChild(greenDotContainer); const vertices = [ [0, 0, 0], [0, 1, 0], [1, 1, 0], [1, 0, 0], [0, 0, 1], [0, 1, 1], [1, 1, 1], [1, 0, 1], ]; const edges = [ [0, 1], [1, 2], [2, 3], [3, 0], [0, 4], [1, 5], [2, 6], [3, 7], [4, 5], [5, 6], [6, 7], [7, 4], ]; const scale = 0.025; const zoom = 1; const offsetX = 0.5; const offsetY = 0.5; let angleX = 0; let angleY = 0; let angleZ = 0; let bestIndex = -1; let bestDistance = Infinity; let startNewEdgeIndex = -1; let isMouseDown = false; let prevMousePos = null; // Red Dot const redDot = document.getElementById('red-dot'); // Add Edge document.getElementById('add-edge').addEventListener('click', () => { if (bestIndex === -1) return; if (startNewEdgeIndex === -1) { startNewEdgeIndex = bestIndex; } else { edges.push([startNewEdgeIndex, bestIndex]); startNewEdgeIndex = -1; } }); // Remove Edge document.getElementById('remove-edge').addEventListener('click', () => { if (bestIndex === -1) return; edges.forEach((edge, index) => { if (edge.includes(bestIndex)) { edges.splice(index, 1); } }); }); function rotateX(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [1, 0, 0], [0, c, -s], [0, s, c], ]; } function rotateY(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, 0, s], [0, 1, 0], [-s, 0, c], ]; } function rotateZ(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, -s, 0], [s, c, 0], [0, 0, 1], ]; } function project(vertex, scale, offsetX, offsetY, zoom) { const [x, y, z] = vertex; const posX = (x - offsetX) * scale; const posY = (y - offsetY) * scale; const posZ = z * scale; return [ (posX * (zoom + posZ) + canvas.width / 2), (posY * (zoom + posZ) + canvas.height / 2), ]; } function transform(vertex, rotationMatrix) { const [x, y, z] = vertex; const [rowX, rowY, rowZ] = rotationMatrix; return [ x * rowX[0] + y * rowX[1] + z * rowX[2], x * rowY[0] + y * rowY[1] + z * rowY[2], x * rowZ[0] + y * rowZ[1] + z * rowZ[2], ]; } function extraterrestrialTransformation(vertex, frequency, amplitude) { const [x, y, z] = vertex; const cosX = (Math.cos(x * frequency) * amplitude); const cosY = (Math.cos(y * frequency) * amplitude); const cosZ = (Math.cos(z * frequency) * amplitude); return [x + cosX, y + cosY, z + cosZ]; } function getDeviation(maxDeviation) { const t = Date.now() / 1000; const frequency = 100 / 50; const amplitude = maxDeviation / 10; const deviation = Math.sin(t * frequency) * amplitude; return deviation.toFixed(3); } function render() { ctx.fillStyle = '#FFF'; ctx.fillRect(0, 0, canvas.width, canvas.height); const rotX = rotateX(angleX); const rotY = rotateY(angleY); const rotZ = rotateZ(angleZ); // Extraterrestrial transformation parameters const frequency = 1; const amplitude = 0.8; const transformedVertices = vertices.map(vertex => { const extraterrestrialVertex = extraterrestrialTransformation(vertex, frequency, amplitude); const cx = extraterrestrialVertex[0] - offsetX; const cy = extraterrestrialVertex[1] - offsetY; const cz = extraterrestrialVertex[2] - offsetY; const rotated = transform(transform(transform([cx, cy, cz], rotX), rotY), rotZ); return [ rotated[0] + offsetX, rotated[1] + offsetY, rotated[2] + offsetY, ]; }); const projectedVertices = transformedVertices.map(vertex => project(vertex, canvas.height * scale, offsetX, offsetY, zoom)); ctx.lineWidth = 2; ctx.strokeStyle = 'hsla(' + (angleX + offsetX + angleY + offsetY) * 55 + ', 100%, 30%, 0.8)'; ctx.beginPath(); for (let edge of edges) { const [a, b] = edge; const [x1, y1] = projectedVertices[a]; const [x2, y2] = projectedVertices[b]; const dist = Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2 + (y2 - x1) ** 2 + (x2 - y1)); const angle = Math.atan2(y2 - y1, x2 - x1, x2 - y1, y2 - x1); // Calculate control point for curved edge const cpDist = 0.005 * dist; const cpX = (x1 + x2) / 2 + cpDist * Math.cos(angle - Math.PI / 2) * getDeviation(0.2); const cpY = (y1 + y2) / 2 + cpDist * Math.sin(angle - Math.PI / 2) * getDeviation(0.2); ctx.moveTo(x1, y1, x2, y2); ctx.quadraticCurveTo(cpX, cpY, x2, y2, x1, y1); } ctx.stroke(); canvas.addEventListener('mousedown', (event) => { isMouseDown = true; prevMousePos = { x: event.clientX, y: event.clientY }; }); canvas.addEventListener('mouseup', () => { isMouseDown = false; prevMousePos = null; }); canvas.addEventListener('mousemove', (event) => { const mousePos = { x: event.clientX - canvas.getBoundingClientRect().left, y: event.clientY - canvas.getBoundingClientRect().top }; bestIndex = -1; bestDistance = Infinity; projectedVertices.forEach((currVertex, index) => { const distance = Math.hypot( currVertex[0] - mousePos.x, currVertex[1] - mousePos.y ); if (distance < bestDistance) { bestIndex = index; bestDistance = distance; } }); if (bestDistance < 10 && bestIndex !== -1) { vmcMenu.style.display = 'block'; vmcMenu.style.left = mousePos.x + 'px'; vmcMenu.style.top = mousePos.y + 'px'; document.getElementById('vmc-vertex-x').value = vertices[bestIndex][0]; document.getElementById('vmc-vertex-y').value = vertices[bestIndex][1]; document.getElementById('vmc-vertex-z').value = vertices[bestIndex][2]; document.getElementById('vmc-vertex-x').dataset.vertexIndex = bestIndex; document.getElementById('vmc-vertex-y').dataset.vertexIndex = bestIndex; document.getElementById('vmc-vertex-z').dataset.vertexIndex = bestIndex; redDot.style.display = 'block'; redDot.style.left = projectedVertices[bestIndex][0] - 3 + 'px'; redDot.style.top = projectedVertices[bestIndex][1] - 3 + 'px'; } else { vmcMenu.style.display = 'none'; redDot.style.display = 'none'; } if (isMouseDown && prevMousePos) { const deltaX = event.clientX - prevMousePos.x; const deltaY = event.clientY - prevMousePos.y; angleY += deltaX * 0.01; angleX += deltaY * 0.01; prevMousePos = { x: event.clientX, y: event.clientY }; } }); function updateVertexValue(event, indexToUpdate) { const newValue = parseFloat(event.target.value); const vertexIndex = parseInt(event.target.dataset.vertexIndex); if (!isNaN(newValue) && vertexIndex >= 0) { vertices[vertexIndex][indexToUpdate] = newValue; } } document.getElementById('vmc-vertex-x').addEventListener('input', (event) => { updateVertexValue(event, 0); }); document.getElementById('vmc-vertex-y').addEventListener('input', (event) => { updateVertexValue(event, 1); }); document.getElementById('vmc-vertex-z').addEventListener('input', (event) => { updateVertexValue(event, 2); }); angleX += +getDeviation(0.0005); angleY += +getDeviation(0.0005); angleZ += +getDeviation(0.0005); requestAnimationFrame(render); } // Grid related variables const gridSpacing = 50; // Spacing between grid lines (in px) const gridPoints = []; // Array to store grid points let displayGrid = true; // A flag to toggle grid display on and off for (let i = 0; i < canvas.width; i += gridSpacing) { for (let j = 0; j < canvas.height; j += gridSpacing) { gridPoints.push({ x: i, y: j }); const dot = document.createElement('div'); dot.className = 'green-dot'; dot.style.left = (i - 2) + 'px'; dot.style.top = (j - 2) + 'px'; dot.style.display = displayGrid ? '' : 'none'; greenDotContainer.appendChild(dot); } } // Renders grid lines function renderGrid() { if (!displayGrid) return; ctx.strokeStyle = '#0F0'; ctx.lineWidth = 1; for (let i = 0; i <= canvas.width; i += gridSpacing) { ctx.beginPath(); ctx.moveTo(i, 0); ctx.lineTo(i, canvas.height); ctx.stroke(); } for (let i = 0; i <= canvas.height; i += gridSpacing) { ctx.beginPath(); ctx.moveTo(0, i); ctx.lineTo(canvas.width, i); ctx.stroke(); } } // Adds a button to toggle the grid display const gridToggleButton = document.createElement('button'); gridToggleButton.innerText = 'Toggle Grid'; vmcMenu.insertBefore(gridToggleButton, document.getElementById('add-edge')); gridToggleButton.addEventListener('click', () => { displayGrid = !displayGrid; if (displayGrid) { greenDotContainer.style.display = 'block'; } else { greenDotContainer.style.display = 'none'; } }); renderGrid(); requestAnimationFrame(render); window.addEventListener("resize", () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; });
b4e77a9167f3c26d28dd85a3f0c5f4df
{ "intermediate": 0.2741520404815674, "beginner": 0.3953407108783722, "expert": 0.3305072486400604 }
10,129
я запускаю docker compose через windows btms-postgres-1 | 2023-06-04 15:08:51.443 UTC [83] FATAL: data directory "/var/lib/postgresql/data/pgdata" has invalid permissions btms-postgres-1 | 2023-06-04 15:08:51.443 UTC [83] DETAIL: Permissions should be u=rwx (0700) or u=rwx,g=rx (0750).
e0dd66c5054daa49d701769042cbce4c
{ "intermediate": 0.40214264392852783, "beginner": 0.29258835315704346, "expert": 0.3052690029144287 }
10,130
need to make normal snapability from 3dwireframe matrix model to grid, from grid to grid, from grid to 3dwfireframe matrix model and from 3dwireframe matrix model to 3dwireframe matrix model on mouse click to start-end snap points and making new 3dwireframe matrix lines that way. grid should not interline itself on its own, only by user mouse clicks! vmc menu should appear on every grid point intersection mouse hover, and disappear when out of grid attachment points, to be able to add new lines to actual 3dwireframe matrix model. output only full properre modified and optimized code: const canvas = document.createElement('canvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; document.body.appendChild(canvas); const ctx = canvas.getContext('2d'); const vmcMenu = document.getElementById('vmc-menu'); const greenDotContainer = document.createElement('div'); document.body.appendChild(greenDotContainer); const vertices = [ [0, 0, 0], [0, 1, 0], [1, 1, 0], [1, 0, 0], [0, 0, 1], [0, 1, 1], [1, 1, 1], [1, 0, 1], ]; const edges = [ [0, 1], [1, 2], [2, 3], [3, 0], [0, 4], [1, 5], [2, 6], [3, 7], [4, 5], [5, 6], [6, 7], [7, 4], ]; const scale = 0.025; const zoom = 1; const offsetX = 0.5; const offsetY = 0.5; let angleX = 0; let angleY = 0; let angleZ = 0; let bestIndex = -1; let bestDistance = Infinity; let startNewEdgeIndex = -1; let isMouseDown = false; let prevMousePos = null; // Red Dot const redDot = document.getElementById('red-dot'); // Add Edge document.getElementById('add-edge').addEventListener('click', () => { if (bestIndex === -1) return; if (startNewEdgeIndex === -1) { startNewEdgeIndex = bestIndex; } else { edges.push([startNewEdgeIndex, bestIndex]); startNewEdgeIndex = -1; } }); // Remove Edge document.getElementById('remove-edge').addEventListener('click', () => { if (bestIndex === -1) return; edges.forEach((edge, index) => { if (edge.includes(bestIndex)) { edges.splice(index, 1); } }); }); function rotateX(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [1, 0, 0], [0, c, -s], [0, s, c], ]; } function rotateY(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, 0, s], [0, 1, 0], [-s, 0, c], ]; } function rotateZ(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, -s, 0], [s, c, 0], [0, 0, 1], ]; } function project(vertex, scale, offsetX, offsetY, zoom) { const [x, y, z] = vertex; const posX = (x - offsetX) * scale; const posY = (y - offsetY) * scale; const posZ = z * scale; return [ (posX * (zoom + posZ) + canvas.width / 2), (posY * (zoom + posZ) + canvas.height / 2), ]; } function transform(vertex, rotationMatrix) { const [x, y, z] = vertex; const [rowX, rowY, rowZ] = rotationMatrix; return [ x * rowX[0] + y * rowX[1] + z * rowX[2], x * rowY[0] + y * rowY[1] + z * rowY[2], x * rowZ[0] + y * rowZ[1] + z * rowZ[2], ]; } function extraterrestrialTransformation(vertex, frequency, amplitude) { const [x, y, z] = vertex; const cosX = (Math.cos(x * frequency) * amplitude); const cosY = (Math.cos(y * frequency) * amplitude); const cosZ = (Math.cos(z * frequency) * amplitude); return [x + cosX, y + cosY, z + cosZ]; } function getDeviation(maxDeviation) { const t = Date.now() / 1000; const frequency = 100 / 50; const amplitude = maxDeviation / 10; const deviation = Math.sin(t * frequency) * amplitude; return deviation.toFixed(3); } function render() { ctx.fillStyle = '#FFF'; ctx.fillRect(0, 0, canvas.width, canvas.height); const rotX = rotateX(angleX); const rotY = rotateY(angleY); const rotZ = rotateZ(angleZ); // Extraterrestrial transformation parameters const frequency = 1; const amplitude = 0.8; const transformedVertices = vertices.map(vertex => { const extraterrestrialVertex = extraterrestrialTransformation(vertex, frequency, amplitude); const cx = extraterrestrialVertex[0] - offsetX; const cy = extraterrestrialVertex[1] - offsetY; const cz = extraterrestrialVertex[2] - offsetY; const rotated = transform(transform(transform([cx, cy, cz], rotX), rotY), rotZ); return [ rotated[0] + offsetX, rotated[1] + offsetY, rotated[2] + offsetY, ]; }); const projectedVertices = transformedVertices.map(vertex => project(vertex, canvas.height * scale, offsetX, offsetY, zoom)); ctx.lineWidth = 2; ctx.strokeStyle = 'hsla(' + (angleX + offsetX + angleY + offsetY) * 55 + ', 100%, 30%, 0.8)'; ctx.beginPath(); for (let edge of edges) { const [a, b] = edge; const [x1, y1] = projectedVertices[a]; const [x2, y2] = projectedVertices[b]; const dist = Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2 + (y2 - x1) ** 2 + (x2 - y1)); const angle = Math.atan2(y2 - y1, x2 - x1, x2 - y1, y2 - x1); // Calculate control point for curved edge const cpDist = 0.005 * dist; const cpX = (x1 + x2) / 2 + cpDist * Math.cos(angle - Math.PI / 2) * getDeviation(0.2); const cpY = (y1 + y2) / 2 + cpDist * Math.sin(angle - Math.PI / 2) * getDeviation(0.2); ctx.moveTo(x1, y1, x2, y2); ctx.quadraticCurveTo(cpX, cpY, x2, y2, x1, y1); } ctx.stroke(); canvas.addEventListener('mousedown', (event) => { isMouseDown = true; prevMousePos = { x: event.clientX, y: event.clientY }; }); canvas.addEventListener('mouseup', () => { isMouseDown = false; prevMousePos = null; }); canvas.addEventListener('mousemove', (event) => { const mousePos = { x: event.clientX - canvas.getBoundingClientRect().left, y: event.clientY - canvas.getBoundingClientRect().top }; bestIndex = -1; bestDistance = Infinity; projectedVertices.forEach((currVertex, index) => { const distance = Math.hypot( currVertex[0] - mousePos.x, currVertex[1] - mousePos.y ); if (distance < bestDistance) { bestIndex = index; bestDistance = distance; } }); if (bestDistance < 10 && bestIndex !== -1) { vmcMenu.style.display = 'block'; vmcMenu.style.left = mousePos.x + 'px'; vmcMenu.style.top = mousePos.y + 'px'; document.getElementById('vmc-vertex-x').value = vertices[bestIndex][0]; document.getElementById('vmc-vertex-y').value = vertices[bestIndex][1]; document.getElementById('vmc-vertex-z').value = vertices[bestIndex][2]; document.getElementById('vmc-vertex-x').dataset.vertexIndex = bestIndex; document.getElementById('vmc-vertex-y').dataset.vertexIndex = bestIndex; document.getElementById('vmc-vertex-z').dataset.vertexIndex = bestIndex; redDot.style.display = 'block'; redDot.style.left = projectedVertices[bestIndex][0] - 3 + 'px'; redDot.style.top = projectedVertices[bestIndex][1] - 3 + 'px'; } else { vmcMenu.style.display = 'none'; redDot.style.display = 'none'; } if (isMouseDown && prevMousePos) { const deltaX = event.clientX - prevMousePos.x; const deltaY = event.clientY - prevMousePos.y; angleY += deltaX * 0.01; angleX += deltaY * 0.01; prevMousePos = { x: event.clientX, y: event.clientY }; } }); function updateVertexValue(event, indexToUpdate) { const newValue = parseFloat(event.target.value); const vertexIndex = parseInt(event.target.dataset.vertexIndex); if (!isNaN(newValue) && vertexIndex >= 0) { vertices[vertexIndex][indexToUpdate] = newValue; } } document.getElementById('vmc-vertex-x').addEventListener('input', (event) => { updateVertexValue(event, 0); }); document.getElementById('vmc-vertex-y').addEventListener('input', (event) => { updateVertexValue(event, 1); }); document.getElementById('vmc-vertex-z').addEventListener('input', (event) => { updateVertexValue(event, 2); }); angleX += +getDeviation(0.0005); angleY += +getDeviation(0.0005); angleZ += +getDeviation(0.0005); requestAnimationFrame(render); } // Grid related variables const gridSpacing = 50; // Spacing between grid lines (in px) const gridPoints = []; // Array to store grid points let displayGrid = true; // A flag to toggle grid display on and off for (let i = 0; i < canvas.width; i += gridSpacing) { for (let j = 0; j < canvas.height; j += gridSpacing) { gridPoints.push({ x: i, y: j }); const dot = document.createElement('div'); dot.className = 'green-dot'; dot.style.left = (i - 2) + 'px'; dot.style.top = (j - 2) + 'px'; dot.style.display = displayGrid ? '' : 'none'; greenDotContainer.appendChild(dot); } } // Renders grid lines function renderGrid() { if (!displayGrid) return; ctx.strokeStyle = '#0F0'; ctx.lineWidth = 1; for (let i = 0; i <= canvas.width; i += gridSpacing) { ctx.beginPath(); ctx.moveTo(i, 0); ctx.lineTo(i, canvas.height); ctx.stroke(); } for (let i = 0; i <= canvas.height; i += gridSpacing) { ctx.beginPath(); ctx.moveTo(0, i); ctx.lineTo(canvas.width, i); ctx.stroke(); } } // Adds a button to toggle the grid display const gridToggleButton = document.createElement('button'); gridToggleButton.innerText = 'Toggle Grid'; vmcMenu.insertBefore(gridToggleButton, document.getElementById('add-edge')); gridToggleButton.addEventListener('click', () => { displayGrid = !displayGrid; if (displayGrid) { greenDotContainer.style.display = 'block'; } else { greenDotContainer.style.display = 'none'; } }); renderGrid(); requestAnimationFrame(render); window.addEventListener("resize", () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; });
edf0274ea76167b7246a3d7831f3a85d
{ "intermediate": 0.2741520404815674, "beginner": 0.3953407108783722, "expert": 0.3305072486400604 }
10,131
need to make normal snapability from 3dwireframe matrix model to grid, from grid to grid, from grid to 3dwfireframe matrix model and from 3dwireframe matrix model to 3dwireframe matrix model on mouse click to start-end snap points and making new 3dwireframe matrix lines that way. grid should not interline itself on its own, only by user mouse clicks! try output full properre modified and optimized code. (and don't forget to analyze your shits before outputs!): const canvas = document.createElement(‘canvas’); canvas.width = window.innerWidth; canvas.height = window.innerHeight; document.body.appendChild(canvas); const ctx = canvas.getContext(‘2d’); const vmcMenu = document.getElementById(‘vmc-menu’); const greenDotContainer = document.createElement(‘div’); document.body.appendChild(greenDotContainer); const vertices = [ [0, 0, 0], [0, 1, 0], [1, 1, 0], [1, 0, 0], [0, 0, 1], [0, 1, 1], [1, 1, 1], [1, 0, 1], ]; const edges = [ [0, 1], [1, 2], [2, 3], [3, 0], [0, 4], [1, 5], [2, 6], [3, 7], [4, 5], [5, 6], [6, 7], [7, 4], ]; const scale = 0.025; const zoom = 1; const offsetX = 0.5; const offsetY = 0.5; let angleX = 0; let angleY = 0; let angleZ = 0; let bestIndex = -1; let bestDistance = Infinity; let startNewEdgeIndex = -1; let isMouseDown = false; let prevMousePos = null; // Red Dot const redDot = document.getElementById(‘red-dot’); // Add Edge document.getElementById(‘add-edge’).addEventListener(‘click’, () => { if (bestIndex === -1) return; if (startNewEdgeIndex === -1) { startNewEdgeIndex = bestIndex; } else { edges.push([startNewEdgeIndex, bestIndex]); startNewEdgeIndex = -1; } }); // Remove Edge document.getElementById(‘remove-edge’).addEventListener(‘click’, () => { if (bestIndex === -1) return; edges.forEach((edge, index) => { if (edge.includes(bestIndex)) { edges.splice(index, 1); } }); }); function rotateX(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [1, 0, 0], [0, c, -s], [0, s, c], ]; } function rotateY(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, 0, s], [0, 1, 0], [-s, 0, c], ]; } function rotateZ(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, -s, 0], [s, c, 0], [0, 0, 1], ]; } function project(vertex, scale, offsetX, offsetY, zoom) { const [x, y, z] = vertex; const posX = (x - offsetX) * scale; const posY = (y - offsetY) * scale; const posZ = z * scale; return [ (posX * (zoom + posZ) + canvas.width / 2), (posY * (zoom + posZ) + canvas.height / 2), ]; } function transform(vertex, rotationMatrix) { const [x, y, z] = vertex; const [rowX, rowY, rowZ] = rotationMatrix; return [ x * rowX[0] + y * rowX[1] + z * rowX[2], x * rowY[0] + y * rowY[1] + z * rowY[2], x * rowZ[0] + y * rowZ[1] + z * rowZ[2], ]; } function extraterrestrialTransformation(vertex, frequency, amplitude) { const [x, y, z] = vertex; const cosX = (Math.cos(x * frequency) * amplitude); const cosY = (Math.cos(y * frequency) * amplitude); const cosZ = (Math.cos(z * frequency) * amplitude); return [x + cosX, y + cosY, z + cosZ]; } function getDeviation(maxDeviation) { const t = Date.now() / 1000; const frequency = 100 / 50; const amplitude = maxDeviation / 10; const deviation = Math.sin(t * frequency) * amplitude; return deviation.toFixed(3); } function render() { ctx.fillStyle = ‘#FFF’; ctx.fillRect(0, 0, canvas.width, canvas.height); const rotX = rotateX(angleX); const rotY = rotateY(angleY); const rotZ = rotateZ(angleZ); // Extraterrestrial transformation parameters const frequency = 1; const amplitude = 0.8; const transformedVertices = vertices.map(vertex => { const extraterrestrialVertex = extraterrestrialTransformation(vertex, frequency, amplitude); const cx = extraterrestrialVertex[0] - offsetX; const cy = extraterrestrialVertex[1] - offsetY; const cz = extraterrestrialVertex[2] - offsetY; const rotated = transform(transform(transform([cx, cy, cz], rotX), rotY), rotZ); return [ rotated[0] + offsetX, rotated[1] + offsetY, rotated[2] + offsetY, ]; }); const projectedVertices = transformedVertices.map(vertex => project(vertex, canvas.height * scale, offsetX, offsetY, zoom)); ctx.lineWidth = 2; ctx.strokeStyle = ‘hsla(’ + (angleX + offsetX + angleY + offsetY) * 55 + ‘, 100%, 30%, 0.8)’; ctx.beginPath(); for (let edge of edges) { const [a, b] = edge; const [x1, y1] = projectedVertices[a]; const [x2, y2] = projectedVertices[b]; const dist = Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2 + (y2 - x1) ** 2 + (x2 - y1)); const angle = Math.atan2(y2 - y1, x2 - x1, x2 - y1, y2 - x1); // Calculate control point for curved edge const cpDist = 0.005 * dist; const cpX = (x1 + x2) / 2 + cpDist * Math.cos(angle - Math.PI / 2) * getDeviation(0.2); const cpY = (y1 + y2) / 2 + cpDist * Math.sin(angle - Math.PI / 2) * getDeviation(0.2); ctx.moveTo(x1, y1, x2, y2); ctx.quadraticCurveTo(cpX, cpY, x2, y2, x1, y1); } ctx.stroke(); canvas.addEventListener(‘mousedown’, (event) => { isMouseDown = true; prevMousePos = { x: event.clientX, y: event.clientY }; }); canvas.addEventListener(‘mouseup’, () => { isMouseDown = false; prevMousePos = null; }); canvas.addEventListener(‘mousemove’, (event) => { const mousePos = { x: event.clientX - canvas.getBoundingClientRect().left, y: event.clientY - canvas.getBoundingClientRect().top }; bestIndex = -1; bestDistance = Infinity; projectedVertices.forEach((currVertex, index) => { const distance = Math.hypot( currVertex[0] - mousePos.x, currVertex[1] - mousePos.y ); if (distance < bestDistance) { bestIndex = index; bestDistance = distance; } }); if (bestDistance < 10 && bestIndex !== -1) { vmcMenu.style.display = ‘block’; vmcMenu.style.left = mousePos.x + ‘px’; vmcMenu.style.top = mousePos.y + ‘px’; document.getElementById(‘vmc-vertex-x’).value = vertices[bestIndex][0]; document.getElementById(‘vmc-vertex-y’).value = vertices[bestIndex][1]; document.getElementById(‘vmc-vertex-z’).value = vertices[bestIndex][2]; document.getElementById(‘vmc-vertex-x’).dataset.vertexIndex = bestIndex; document.getElementById(‘vmc-vertex-y’).dataset.vertexIndex = bestIndex; document.getElementById(‘vmc-vertex-z’).dataset.vertexIndex = bestIndex; redDot.style.display = ‘block’; redDot.style.left = projectedVertices[bestIndex][0] - 3 + ‘px’; redDot.style.top = projectedVertices[bestIndex][1] - 3 + ‘px’; } else { vmcMenu.style.display = ‘none’; redDot.style.display = ‘none’; } if (isMouseDown && prevMousePos) { const deltaX = event.clientX - prevMousePos.x; const deltaY = event.clientY - prevMousePos.y; angleY += deltaX * 0.01; angleX += deltaY * 0.01; prevMousePos = { x: event.clientX, y: event.clientY }; } }); function updateVertexValue(event, indexToUpdate) { const newValue = parseFloat(event.target.value); const vertexIndex = parseInt(event.target.dataset.vertexIndex); if (!isNaN(newValue) && vertexIndex >= 0) { vertices[vertexIndex][indexToUpdate] = newValue; } } document.getElementById(‘vmc-vertex-x’).addEventListener(‘input’, (event) => { updateVertexValue(event, 0); }); document.getElementById(‘vmc-vertex-y’).addEventListener(‘input’, (event) => { updateVertexValue(event, 1); }); document.getElementById(‘vmc-vertex-z’).addEventListener(‘input’, (event) => { updateVertexValue(event, 2); }); angleX += +getDeviation(0.0005); angleY += +getDeviation(0.0005); angleZ += +getDeviation(0.0005); requestAnimationFrame(render); } // Grid related variables const gridSpacing = 50; // Spacing between grid lines (in px) const gridPoints = []; // Array to store grid points let displayGrid = true; // A flag to toggle grid display on and off for (let i = 0; i < canvas.width; i += gridSpacing) { for (let j = 0; j < canvas.height; j += gridSpacing) { gridPoints.push({ x: i, y: j }); const dot = document.createElement(‘div’); dot.className = ‘green-dot’; dot.style.left = (i - 2) + ‘px’; dot.style.top = (j - 2) + ‘px’; dot.style.display = displayGrid ? ‘’ : ‘none’; greenDotContainer.appendChild(dot); } } // Renders grid lines function renderGrid() { if (!displayGrid) return; ctx.strokeStyle = ‘#0F0’; ctx.lineWidth = 1; for (let i = 0; i <= canvas.width; i += gridSpacing) { ctx.beginPath(); ctx.moveTo(i, 0); ctx.lineTo(i, canvas.height); ctx.stroke(); } for (let i = 0; i <= canvas.height; i += gridSpacing) { ctx.beginPath(); ctx.moveTo(0, i); ctx.lineTo(canvas.width, i); ctx.stroke(); } } // Adds a button to toggle the grid display const gridToggleButton = document.createElement(‘button’); gridToggleButton.innerText = ‘Toggle Grid’; vmcMenu.insertBefore(gridToggleButton, document.getElementById(‘add-edge’)); gridToggleButton.addEventListener(‘click’, () => { displayGrid = !displayGrid; if (displayGrid) { greenDotContainer.style.display = ‘block’; } else { greenDotContainer.style.display = ‘none’; } }); renderGrid(); requestAnimationFrame(render); window.addEventListener(“resize”, () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; });
2ec3b20087cc299fbde8ba6953f08e84
{ "intermediate": 0.27949637174606323, "beginner": 0.3869239389896393, "expert": 0.3335796594619751 }
10,132
need to make normal snapability from 3dwireframe matrix model to grid, from grid to grid, from grid to 3dwfireframe matrix model and from 3dwireframe matrix model to 3dwireframe matrix model on mouse click to start-end snap points and making new 3dwireframe matrix lines that way. grid should not interline itself on its own, only by user mouse clicks! try output full properre modified and optimized code. (and don't forget to analyze your shits before outputs!): const canvas = document.createElement(‘canvas’); canvas.width = window.innerWidth; canvas.height = window.innerHeight; document.body.appendChild(canvas); const ctx = canvas.getContext(‘2d’); const vmcMenu = document.getElementById(‘vmc-menu’); const greenDotContainer = document.createElement(‘div’); document.body.appendChild(greenDotContainer); const vertices = [ [0, 0, 0], [0, 1, 0], [1, 1, 0], [1, 0, 0], [0, 0, 1], [0, 1, 1], [1, 1, 1], [1, 0, 1], ]; const edges = [ [0, 1], [1, 2], [2, 3], [3, 0], [0, 4], [1, 5], [2, 6], [3, 7], [4, 5], [5, 6], [6, 7], [7, 4], ]; const scale = 0.025; const zoom = 1; const offsetX = 0.5; const offsetY = 0.5; let angleX = 0; let angleY = 0; let angleZ = 0; let bestIndex = -1; let bestDistance = Infinity; let startNewEdgeIndex = -1; let isMouseDown = false; let prevMousePos = null; // Red Dot const redDot = document.getElementById(‘red-dot’); // Add Edge document.getElementById(‘add-edge’).addEventListener(‘click’, () => { if (bestIndex === -1) return; if (startNewEdgeIndex === -1) { startNewEdgeIndex = bestIndex; } else { edges.push([startNewEdgeIndex, bestIndex]); startNewEdgeIndex = -1; } }); // Remove Edge document.getElementById(‘remove-edge’).addEventListener(‘click’, () => { if (bestIndex === -1) return; edges.forEach((edge, index) => { if (edge.includes(bestIndex)) { edges.splice(index, 1); } }); }); function rotateX(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [1, 0, 0], [0, c, -s], [0, s, c], ]; } function rotateY(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, 0, s], [0, 1, 0], [-s, 0, c], ]; } function rotateZ(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, -s, 0], [s, c, 0], [0, 0, 1], ]; } function project(vertex, scale, offsetX, offsetY, zoom) { const [x, y, z] = vertex; const posX = (x - offsetX) * scale; const posY = (y - offsetY) * scale; const posZ = z * scale; return [ (posX * (zoom + posZ) + canvas.width / 2), (posY * (zoom + posZ) + canvas.height / 2), ]; } function transform(vertex, rotationMatrix) { const [x, y, z] = vertex; const [rowX, rowY, rowZ] = rotationMatrix; return [ x * rowX[0] + y * rowX[1] + z * rowX[2], x * rowY[0] + y * rowY[1] + z * rowY[2], x * rowZ[0] + y * rowZ[1] + z * rowZ[2], ]; } function extraterrestrialTransformation(vertex, frequency, amplitude) { const [x, y, z] = vertex; const cosX = (Math.cos(x * frequency) * amplitude); const cosY = (Math.cos(y * frequency) * amplitude); const cosZ = (Math.cos(z * frequency) * amplitude); return [x + cosX, y + cosY, z + cosZ]; } function getDeviation(maxDeviation) { const t = Date.now() / 1000; const frequency = 100 / 50; const amplitude = maxDeviation / 10; const deviation = Math.sin(t * frequency) * amplitude; return deviation.toFixed(3); } function render() { ctx.fillStyle = ‘#FFF’; ctx.fillRect(0, 0, canvas.width, canvas.height); const rotX = rotateX(angleX); const rotY = rotateY(angleY); const rotZ = rotateZ(angleZ); // Extraterrestrial transformation parameters const frequency = 1; const amplitude = 0.8; const transformedVertices = vertices.map(vertex => { const extraterrestrialVertex = extraterrestrialTransformation(vertex, frequency, amplitude); const cx = extraterrestrialVertex[0] - offsetX; const cy = extraterrestrialVertex[1] - offsetY; const cz = extraterrestrialVertex[2] - offsetY; const rotated = transform(transform(transform([cx, cy, cz], rotX), rotY), rotZ); return [ rotated[0] + offsetX, rotated[1] + offsetY, rotated[2] + offsetY, ]; }); const projectedVertices = transformedVertices.map(vertex => project(vertex, canvas.height * scale, offsetX, offsetY, zoom)); ctx.lineWidth = 2; ctx.strokeStyle = ‘hsla(’ + (angleX + offsetX + angleY + offsetY) * 55 + ‘, 100%, 30%, 0.8)’; ctx.beginPath(); for (let edge of edges) { const [a, b] = edge; const [x1, y1] = projectedVertices[a]; const [x2, y2] = projectedVertices[b]; const dist = Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2 + (y2 - x1) ** 2 + (x2 - y1)); const angle = Math.atan2(y2 - y1, x2 - x1, x2 - y1, y2 - x1); // Calculate control point for curved edge const cpDist = 0.005 * dist; const cpX = (x1 + x2) / 2 + cpDist * Math.cos(angle - Math.PI / 2) * getDeviation(0.2); const cpY = (y1 + y2) / 2 + cpDist * Math.sin(angle - Math.PI / 2) * getDeviation(0.2); ctx.moveTo(x1, y1, x2, y2); ctx.quadraticCurveTo(cpX, cpY, x2, y2, x1, y1); } ctx.stroke(); canvas.addEventListener(‘mousedown’, (event) => { isMouseDown = true; prevMousePos = { x: event.clientX, y: event.clientY }; }); canvas.addEventListener(‘mouseup’, () => { isMouseDown = false; prevMousePos = null; }); canvas.addEventListener(‘mousemove’, (event) => { const mousePos = { x: event.clientX - canvas.getBoundingClientRect().left, y: event.clientY - canvas.getBoundingClientRect().top }; bestIndex = -1; bestDistance = Infinity; projectedVertices.forEach((currVertex, index) => { const distance = Math.hypot( currVertex[0] - mousePos.x, currVertex[1] - mousePos.y ); if (distance < bestDistance) { bestIndex = index; bestDistance = distance; } }); if (bestDistance < 10 && bestIndex !== -1) { vmcMenu.style.display = ‘block’; vmcMenu.style.left = mousePos.x + ‘px’; vmcMenu.style.top = mousePos.y + ‘px’; document.getElementById(‘vmc-vertex-x’).value = vertices[bestIndex][0]; document.getElementById(‘vmc-vertex-y’).value = vertices[bestIndex][1]; document.getElementById(‘vmc-vertex-z’).value = vertices[bestIndex][2]; document.getElementById(‘vmc-vertex-x’).dataset.vertexIndex = bestIndex; document.getElementById(‘vmc-vertex-y’).dataset.vertexIndex = bestIndex; document.getElementById(‘vmc-vertex-z’).dataset.vertexIndex = bestIndex; redDot.style.display = ‘block’; redDot.style.left = projectedVertices[bestIndex][0] - 3 + ‘px’; redDot.style.top = projectedVertices[bestIndex][1] - 3 + ‘px’; } else { vmcMenu.style.display = ‘none’; redDot.style.display = ‘none’; } if (isMouseDown && prevMousePos) { const deltaX = event.clientX - prevMousePos.x; const deltaY = event.clientY - prevMousePos.y; angleY += deltaX * 0.01; angleX += deltaY * 0.01; prevMousePos = { x: event.clientX, y: event.clientY }; } }); function updateVertexValue(event, indexToUpdate) { const newValue = parseFloat(event.target.value); const vertexIndex = parseInt(event.target.dataset.vertexIndex); if (!isNaN(newValue) && vertexIndex >= 0) { vertices[vertexIndex][indexToUpdate] = newValue; } } document.getElementById(‘vmc-vertex-x’).addEventListener(‘input’, (event) => { updateVertexValue(event, 0); }); document.getElementById(‘vmc-vertex-y’).addEventListener(‘input’, (event) => { updateVertexValue(event, 1); }); document.getElementById(‘vmc-vertex-z’).addEventListener(‘input’, (event) => { updateVertexValue(event, 2); }); angleX += +getDeviation(0.0005); angleY += +getDeviation(0.0005); angleZ += +getDeviation(0.0005); requestAnimationFrame(render); } // Grid related variables const gridSpacing = 50; // Spacing between grid lines (in px) const gridPoints = []; // Array to store grid points let displayGrid = true; // A flag to toggle grid display on and off for (let i = 0; i < canvas.width; i += gridSpacing) { for (let j = 0; j < canvas.height; j += gridSpacing) { gridPoints.push({ x: i, y: j }); const dot = document.createElement(‘div’); dot.className = ‘green-dot’; dot.style.left = (i - 2) + ‘px’; dot.style.top = (j - 2) + ‘px’; dot.style.display = displayGrid ? ‘’ : ‘none’; greenDotContainer.appendChild(dot); } } // Renders grid lines function renderGrid() { if (!displayGrid) return; ctx.strokeStyle = ‘#0F0’; ctx.lineWidth = 1; for (let i = 0; i <= canvas.width; i += gridSpacing) { ctx.beginPath(); ctx.moveTo(i, 0); ctx.lineTo(i, canvas.height); ctx.stroke(); } for (let i = 0; i <= canvas.height; i += gridSpacing) { ctx.beginPath(); ctx.moveTo(0, i); ctx.lineTo(canvas.width, i); ctx.stroke(); } } // Adds a button to toggle the grid display const gridToggleButton = document.createElement(‘button’); gridToggleButton.innerText = ‘Toggle Grid’; vmcMenu.insertBefore(gridToggleButton, document.getElementById(‘add-edge’)); gridToggleButton.addEventListener(‘click’, () => { displayGrid = !displayGrid; if (displayGrid) { greenDotContainer.style.display = ‘block’; } else { greenDotContainer.style.display = ‘none’; } }); renderGrid(); requestAnimationFrame(render); window.addEventListener(“resize”, () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; });
6e062815f670d476c506eae7f6f4257d
{ "intermediate": 0.27949637174606323, "beginner": 0.3869239389896393, "expert": 0.3335796594619751 }
10,133
need to make normal snapability from 3dwireframe matrix model to grid, from grid to grid, from grid to 3dwfireframe matrix model and from 3dwireframe matrix model to 3dwireframe matrix model on mouse click to start-end snap points and making new 3dwireframe matrix lines that way. grid should not interline itself on its own, only by user mouse clicks! try output full properre modified and optimized code. (and don't forget to analyze your shits before outputs!): const canvas = document.createElement(‘canvas’); canvas.width = window.innerWidth; canvas.height = window.innerHeight; document.body.appendChild(canvas); const ctx = canvas.getContext(‘2d’); const vmcMenu = document.getElementById(‘vmc-menu’); const greenDotContainer = document.createElement(‘div’); document.body.appendChild(greenDotContainer); const vertices = [ [0, 0, 0], [0, 1, 0], [1, 1, 0], [1, 0, 0], [0, 0, 1], [0, 1, 1], [1, 1, 1], [1, 0, 1], ]; const edges = [ [0, 1], [1, 2], [2, 3], [3, 0], [0, 4], [1, 5], [2, 6], [3, 7], [4, 5], [5, 6], [6, 7], [7, 4], ]; const scale = 0.025; const zoom = 1; const offsetX = 0.5; const offsetY = 0.5; let angleX = 0; let angleY = 0; let angleZ = 0; let bestIndex = -1; let bestDistance = Infinity; let startNewEdgeIndex = -1; let isMouseDown = false; let prevMousePos = null; // Red Dot const redDot = document.getElementById(‘red-dot’); // Add Edge document.getElementById(‘add-edge’).addEventListener(‘click’, () => { if (bestIndex === -1) return; if (startNewEdgeIndex === -1) { startNewEdgeIndex = bestIndex; } else { edges.push([startNewEdgeIndex, bestIndex]); startNewEdgeIndex = -1; } }); // Remove Edge document.getElementById(‘remove-edge’).addEventListener(‘click’, () => { if (bestIndex === -1) return; edges.forEach((edge, index) => { if (edge.includes(bestIndex)) { edges.splice(index, 1); } }); }); function rotateX(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [1, 0, 0], [0, c, -s], [0, s, c], ]; } function rotateY(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, 0, s], [0, 1, 0], [-s, 0, c], ]; } function rotateZ(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, -s, 0], [s, c, 0], [0, 0, 1], ]; } function project(vertex, scale, offsetX, offsetY, zoom) { const [x, y, z] = vertex; const posX = (x - offsetX) * scale; const posY = (y - offsetY) * scale; const posZ = z * scale; return [ (posX * (zoom + posZ) + canvas.width / 2), (posY * (zoom + posZ) + canvas.height / 2), ]; } function transform(vertex, rotationMatrix) { const [x, y, z] = vertex; const [rowX, rowY, rowZ] = rotationMatrix; return [ x * rowX[0] + y * rowX[1] + z * rowX[2], x * rowY[0] + y * rowY[1] + z * rowY[2], x * rowZ[0] + y * rowZ[1] + z * rowZ[2], ]; } function extraterrestrialTransformation(vertex, frequency, amplitude) { const [x, y, z] = vertex; const cosX = (Math.cos(x * frequency) * amplitude); const cosY = (Math.cos(y * frequency) * amplitude); const cosZ = (Math.cos(z * frequency) * amplitude); return [x + cosX, y + cosY, z + cosZ]; } function getDeviation(maxDeviation) { const t = Date.now() / 1000; const frequency = 100 / 50; const amplitude = maxDeviation / 10; const deviation = Math.sin(t * frequency) * amplitude; return deviation.toFixed(3); } function render() { ctx.fillStyle = ‘#FFF’; ctx.fillRect(0, 0, canvas.width, canvas.height); const rotX = rotateX(angleX); const rotY = rotateY(angleY); const rotZ = rotateZ(angleZ); // Extraterrestrial transformation parameters const frequency = 1; const amplitude = 0.8; const transformedVertices = vertices.map(vertex => { const extraterrestrialVertex = extraterrestrialTransformation(vertex, frequency, amplitude); const cx = extraterrestrialVertex[0] - offsetX; const cy = extraterrestrialVertex[1] - offsetY; const cz = extraterrestrialVertex[2] - offsetY; const rotated = transform(transform(transform([cx, cy, cz], rotX), rotY), rotZ); return [ rotated[0] + offsetX, rotated[1] + offsetY, rotated[2] + offsetY, ]; }); const projectedVertices = transformedVertices.map(vertex => project(vertex, canvas.height * scale, offsetX, offsetY, zoom)); ctx.lineWidth = 2; ctx.strokeStyle = ‘hsla(’ + (angleX + offsetX + angleY + offsetY) * 55 + ‘, 100%, 30%, 0.8)’; ctx.beginPath(); for (let edge of edges) { const [a, b] = edge; const [x1, y1] = projectedVertices[a]; const [x2, y2] = projectedVertices[b]; const dist = Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2 + (y2 - x1) ** 2 + (x2 - y1)); const angle = Math.atan2(y2 - y1, x2 - x1, x2 - y1, y2 - x1); // Calculate control point for curved edge const cpDist = 0.005 * dist; const cpX = (x1 + x2) / 2 + cpDist * Math.cos(angle - Math.PI / 2) * getDeviation(0.2); const cpY = (y1 + y2) / 2 + cpDist * Math.sin(angle - Math.PI / 2) * getDeviation(0.2); ctx.moveTo(x1, y1, x2, y2); ctx.quadraticCurveTo(cpX, cpY, x2, y2, x1, y1); } ctx.stroke(); canvas.addEventListener(‘mousedown’, (event) => { isMouseDown = true; prevMousePos = { x: event.clientX, y: event.clientY }; }); canvas.addEventListener(‘mouseup’, () => { isMouseDown = false; prevMousePos = null; }); canvas.addEventListener(‘mousemove’, (event) => { const mousePos = { x: event.clientX - canvas.getBoundingClientRect().left, y: event.clientY - canvas.getBoundingClientRect().top }; bestIndex = -1; bestDistance = Infinity; projectedVertices.forEach((currVertex, index) => { const distance = Math.hypot( currVertex[0] - mousePos.x, currVertex[1] - mousePos.y ); if (distance < bestDistance) { bestIndex = index; bestDistance = distance; } }); if (bestDistance < 10 && bestIndex !== -1) { vmcMenu.style.display = ‘block’; vmcMenu.style.left = mousePos.x + ‘px’; vmcMenu.style.top = mousePos.y + ‘px’; document.getElementById(‘vmc-vertex-x’).value = vertices[bestIndex][0]; document.getElementById(‘vmc-vertex-y’).value = vertices[bestIndex][1]; document.getElementById(‘vmc-vertex-z’).value = vertices[bestIndex][2]; document.getElementById(‘vmc-vertex-x’).dataset.vertexIndex = bestIndex; document.getElementById(‘vmc-vertex-y’).dataset.vertexIndex = bestIndex; document.getElementById(‘vmc-vertex-z’).dataset.vertexIndex = bestIndex; redDot.style.display = ‘block’; redDot.style.left = projectedVertices[bestIndex][0] - 3 + ‘px’; redDot.style.top = projectedVertices[bestIndex][1] - 3 + ‘px’; } else { vmcMenu.style.display = ‘none’; redDot.style.display = ‘none’; } if (isMouseDown && prevMousePos) { const deltaX = event.clientX - prevMousePos.x; const deltaY = event.clientY - prevMousePos.y; angleY += deltaX * 0.01; angleX += deltaY * 0.01; prevMousePos = { x: event.clientX, y: event.clientY }; } }); function updateVertexValue(event, indexToUpdate) { const newValue = parseFloat(event.target.value); const vertexIndex = parseInt(event.target.dataset.vertexIndex); if (!isNaN(newValue) && vertexIndex >= 0) { vertices[vertexIndex][indexToUpdate] = newValue; } } document.getElementById(‘vmc-vertex-x’).addEventListener(‘input’, (event) => { updateVertexValue(event, 0); }); document.getElementById(‘vmc-vertex-y’).addEventListener(‘input’, (event) => { updateVertexValue(event, 1); }); document.getElementById(‘vmc-vertex-z’).addEventListener(‘input’, (event) => { updateVertexValue(event, 2); }); angleX += +getDeviation(0.0005); angleY += +getDeviation(0.0005); angleZ += +getDeviation(0.0005); requestAnimationFrame(render); } // Grid related variables const gridSpacing = 50; // Spacing between grid lines (in px) const gridPoints = []; // Array to store grid points let displayGrid = true; // A flag to toggle grid display on and off for (let i = 0; i < canvas.width; i += gridSpacing) { for (let j = 0; j < canvas.height; j += gridSpacing) { gridPoints.push({ x: i, y: j }); const dot = document.createElement(‘div’); dot.className = ‘green-dot’; dot.style.left = (i - 2) + ‘px’; dot.style.top = (j - 2) + ‘px’; dot.style.display = displayGrid ? ‘’ : ‘none’; greenDotContainer.appendChild(dot); } } // Renders grid lines function renderGrid() { if (!displayGrid) return; ctx.strokeStyle = ‘#0F0’; ctx.lineWidth = 1; for (let i = 0; i <= canvas.width; i += gridSpacing) { ctx.beginPath(); ctx.moveTo(i, 0); ctx.lineTo(i, canvas.height); ctx.stroke(); } for (let i = 0; i <= canvas.height; i += gridSpacing) { ctx.beginPath(); ctx.moveTo(0, i); ctx.lineTo(canvas.width, i); ctx.stroke(); } } // Adds a button to toggle the grid display const gridToggleButton = document.createElement(‘button’); gridToggleButton.innerText = ‘Toggle Grid’; vmcMenu.insertBefore(gridToggleButton, document.getElementById(‘add-edge’)); gridToggleButton.addEventListener(‘click’, () => { displayGrid = !displayGrid; if (displayGrid) { greenDotContainer.style.display = ‘block’; } else { greenDotContainer.style.display = ‘none’; } }); renderGrid(); requestAnimationFrame(render); window.addEventListener(“resize”, () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; });
55cdc5ccec6526d513c6a4feec4f72af
{ "intermediate": 0.27949637174606323, "beginner": 0.3869239389896393, "expert": 0.3335796594619751 }
10,134
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. I am using the ASSIMP library to load 3d models and animations. Here is a portion of the code: Material.h: #pragma once #include <vulkan/vulkan.h> #include "Texture.h" #include "Shader.h" #include <stdexcept> #include <memory> // Don’t forget to include <memory> #include <array> class Material { public: Material(); ~Material(); void Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, VkDescriptorSetLayout samplerDescriptorSetLayout, VkDescriptorPool descriptorPool, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue); void Cleanup(); void LoadTexture(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue); void LoadShaders(const std::string& vertFilename, const std::string& fragFilename, VkDevice device); void UpdateBufferBinding(VkDescriptorSet descriptorSet, VkBuffer newBuffer, VkDevice device, VkDeviceSize devicesize); VkDescriptorSet GetDescriptorSet() const; VkPipelineLayout GetPipelineLayout() const; std::shared_ptr <Shader> GetvertexShader(); std::shared_ptr <Shader> GetfragmentShader(); void CreateDescriptorSet(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool, VkBuffer uniformBuffer, VkDeviceSize bufferSize); private: VkDevice device; std::shared_ptr <Shader> vertexShader; std::shared_ptr <Shader> fragmentShader; std::shared_ptr<Texture> texture; void CreatePipelineLayout(VkDescriptorSetLayout descriptorSetLayout); VkDescriptorSet descriptorSet; VkPipelineLayout pipelineLayout; }; Material.cpp: #include "Material.h" Material::Material() : device(VK_NULL_HANDLE), descriptorSet(VK_NULL_HANDLE), pipelineLayout(VK_NULL_HANDLE) { } Material::~Material() { Cleanup(); } void Material::Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, VkDescriptorSetLayout samplerDescriptorSetLayout, VkDescriptorPool descriptorPool, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue) { this->device = device; // Load shaders and texture LoadTexture(texturePath, device, physicalDevice, commandPool, graphicsQueue); LoadShaders(vertShaderPath, fragShaderPath, device); // Create descriptor set and pipeline layout //CreateDescriptorSet(samplerDescriptorSetLayout, descriptorPool); CreatePipelineLayout(descriptorSetLayout); } void Material::CreateDescriptorSet(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool, VkBuffer uniformBuffer, VkDeviceSize bufferSize) { VkDescriptorSetAllocateInfo allocInfo{}; allocInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO; allocInfo.descriptorPool = descriptorPool; allocInfo.descriptorSetCount = 1; allocInfo.pSetLayouts = &descriptorSetLayout; if (vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet) != VK_SUCCESS) { throw std::runtime_error("Failed to allocate descriptor sets!"); } VkDescriptorImageInfo imageInfo{}; imageInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; imageInfo.imageView = texture->GetImageView(); imageInfo.sampler = texture->GetSampler(); VkDescriptorBufferInfo bufferInfo{}; bufferInfo.buffer = uniformBuffer; bufferInfo.offset = 0; bufferInfo.range = bufferSize; std::array<VkWriteDescriptorSet, 2> descriptorWrites{}; descriptorWrites[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; descriptorWrites[0].dstSet = descriptorSet; descriptorWrites[0].dstBinding = 0; descriptorWrites[0].dstArrayElement = 0; descriptorWrites[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; descriptorWrites[0].descriptorCount = 1; descriptorWrites[0].pBufferInfo = &bufferInfo; descriptorWrites[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; descriptorWrites[1].dstSet = descriptorSet; descriptorWrites[1].dstBinding = 1; descriptorWrites[1].dstArrayElement = 0; descriptorWrites[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; descriptorWrites[1].descriptorCount = 1; descriptorWrites[1].pImageInfo = &imageInfo; vkUpdateDescriptorSets(device, static_cast<uint32_t>(descriptorWrites.size()), descriptorWrites.data(), 0, nullptr); } void Material::CreatePipelineLayout(VkDescriptorSetLayout descriptorSetLayout) { VkPipelineLayoutCreateInfo pipelineLayoutInfo{}; pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; pipelineLayoutInfo.setLayoutCount = 1; pipelineLayoutInfo.pSetLayouts = &descriptorSetLayout; if (vkCreatePipelineLayout(device, &pipelineLayoutInfo, nullptr, &pipelineLayout) != VK_SUCCESS) { throw std::runtime_error("Failed to create pipeline layout!"); } } void Material::Cleanup() { // Clean up resources, if necessary // (depending on how Shader and Texture resources are managed) } VkDescriptorSet Material::GetDescriptorSet() const { return descriptorSet; } VkPipelineLayout Material::GetPipelineLayout() const { return pipelineLayout; } std::shared_ptr <Shader> Material::GetvertexShader() { return vertexShader; } std::shared_ptr <Shader> Material::GetfragmentShader() { return fragmentShader; } void Material::LoadTexture(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue) { texture = std::shared_ptr<Texture>(new Texture{}, [device](Texture* textureToDelete) { textureToDelete->Cleanup(); delete textureToDelete; }); texture->LoadFromFile(filename, device, physicalDevice, commandPool, graphicsQueue); } void Material::LoadShaders(const std::string& vertFilename, const std::string& fragFilename, VkDevice device) { vertexShader = std::shared_ptr<Shader>(new Shader, Shader::Cleanup); fragmentShader = std::shared_ptr<Shader>(new Shader, Shader::Cleanup); vertexShader->LoadFromFile(vertFilename, device, VK_SHADER_STAGE_VERTEX_BIT); fragmentShader->LoadFromFile(fragFilename, device, VK_SHADER_STAGE_FRAGMENT_BIT); } void Material::UpdateBufferBinding(VkDescriptorSet descriptorSet, VkBuffer newBuffer, VkDevice device, VkDeviceSize devicesize) { VkDescriptorBufferInfo bufferInfo{}; bufferInfo.buffer = newBuffer; bufferInfo.offset = 0; bufferInfo.range = devicesize; VkDescriptorImageInfo imageInfo{}; imageInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; imageInfo.imageView = texture->GetImageView(); imageInfo.sampler = texture->GetSampler(); std::array<VkWriteDescriptorSet, 2> descriptorWrites{}; descriptorWrites[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; descriptorWrites[0].dstSet = descriptorSet; descriptorWrites[0].dstBinding = 0; descriptorWrites[0].dstArrayElement = 0; descriptorWrites[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; descriptorWrites[0].descriptorCount = 1; descriptorWrites[0].pBufferInfo = &bufferInfo; descriptorWrites[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; descriptorWrites[1].dstSet = descriptorSet; descriptorWrites[1].dstBinding = 1; descriptorWrites[1].dstArrayElement = 0; descriptorWrites[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; descriptorWrites[1].descriptorCount = 1; descriptorWrites[1].pImageInfo = &imageInfo; vkUpdateDescriptorSets(device, static_cast<uint32_t>(descriptorWrites.size()), descriptorWrites.data(), 0, nullptr); } Texture.h: #pragma once #include <vulkan/vulkan.h> #include "stb_image.h" // Include the stb_image header #include "BufferUtils.h" #include <string> class Texture { public: Texture(); ~Texture(); void LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue); VkImageView GetImageView() const; VkSampler GetSampler() const; void Cleanup(); private: VkDevice device; VkImage image; VkDeviceMemory imageMemory; VkImageView imageView; VkSampler sampler; VkPhysicalDevice physicalDevice; VkCommandPool commandPool; VkQueue graphicsQueue; bool initialized = false; void CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties); void TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels, VkSampleCountFlagBits numSamples); void CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels); void CreateSampler(uint32_t mipLevels); void CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height); // Additional helper functions for texture loading… }; Shader.h: #pragma once #include <vulkan/vulkan.h> #include <string> class Shader { public: Shader(); ~Shader(); void LoadFromFile(const std::string& filename, VkDevice device, VkShaderStageFlagBits stage); VkPipelineShaderStageCreateInfo GetPipelineShaderStageCreateInfo() const; static void Cleanup(Shader* shader); private: VkDevice device; VkShaderModule shaderModule; VkShaderStageFlagBits stage; }; Renderer.h: #pragma once #include <vulkan/vulkan.h> #include "Window.h" #include <vector> #include <stdexcept> #include <set> #include <optional> #include <iostream> #include "Pipeline.h" #include "Material.h" #include "Mesh.h" struct QueueFamilyIndices { std::optional<uint32_t> graphicsFamily; std::optional<uint32_t> presentFamily; bool IsComplete() { return graphicsFamily.has_value() && presentFamily.has_value(); } }; struct SwapChainSupportDetails { VkSurfaceCapabilitiesKHR capabilities; std::vector<VkSurfaceFormatKHR> formats; std::vector<VkPresentModeKHR> presentModes; }; struct MVP { glm::mat4 model; glm::mat4 view; glm::mat4 projection; }; class Renderer { public: Renderer(); ~Renderer(); void Initialize(GLFWwindow* window); void Shutdown(); void BeginFrame(); void EndFrame(); VkDescriptorSetLayout CreateDescriptorSetLayout(); VkDescriptorPool CreateDescriptorPool(uint32_t maxSets); VkDevice* GetDevice(); VkPhysicalDevice* GetPhysicalDevice(); VkCommandPool* GetCommandPool(); VkQueue* GetGraphicsQueue(); VkCommandBuffer* GetCurrentCommandBuffer(); std::shared_ptr<Pipeline> GetPipeline(); void CreateGraphicsPipeline(Mesh* mesh, Material* material); VkDescriptorSetLayout CreateSamplerDescriptorSetLayout(); std::pair<VkBuffer, VkDeviceMemory> RequestMvpBuffer(); private: bool isShutDown = false; static const uint32_t kMvpBufferCount = 3; std::vector<VkBuffer> mvpBuffers; std::vector<VkDeviceMemory> mvpBufferMemory; uint32_t currentMvpBufferIndex = 0; bool shutdownInProgress; uint32_t currentCmdBufferIndex = 0; std::vector<size_t> currentFramePerImage; std::vector<VkImage> swapChainImages; std::vector<VkImageView> swapChainImageViews; VkExtent2D swapChainExtent; VkRenderPass renderPass; uint32_t imageIndex; std::shared_ptr<Pipeline> pipeline; VkFormat swapChainImageFormat; std::vector<VkCommandBuffer> commandBuffers; void CreateImageViews(); void CleanupImageViews(); void CreateRenderPass(); void CleanupRenderPass(); void CreateSurface(); void DestroySurface(); void CreateInstance(); void CleanupInstance(); void ChoosePhysicalDevice(); void CreateDevice(); void CleanupDevice(); void CreateSwapchain(); void CleanupSwapchain(); void CreateCommandPool(); void CleanupCommandPool(); void CreateFramebuffers(); void CleanupFramebuffers(); void CreateCommandBuffers(); void CleanupCommandBuffers(); void Present(); GLFWwindow* window; VkInstance instance = VK_NULL_HANDLE; VkPhysicalDevice physicalDevice = VK_NULL_HANDLE; VkDevice device = VK_NULL_HANDLE; VkSurfaceKHR surface; VkSwapchainKHR swapchain; VkCommandPool commandPool; VkCommandBuffer currentCommandBuffer; std::vector<VkFramebuffer> framebuffers; // Additional Vulkan objects needed for rendering… const uint32_t kMaxFramesInFlight = 2; std::vector<VkSemaphore> imageAvailableSemaphores; std::vector<VkSemaphore> renderFinishedSemaphores; std::vector<VkFence> inFlightFences; size_t currentFrame; VkQueue graphicsQueue; VkQueue presentQueue; void CreateSyncObjects(); void CleanupSyncObjects(); SwapChainSupportDetails querySwapChainSupport(VkPhysicalDevice device, VkSurfaceKHR surface); VkSurfaceFormatKHR chooseSwapSurfaceFormat(const std::vector<VkSurfaceFormatKHR>& availableFormats); VkPresentModeKHR chooseSwapPresentMode(const std::vector<VkPresentModeKHR>& availablePresentModes); VkExtent2D chooseSwapExtent(const VkSurfaceCapabilitiesKHR& capabilities, GLFWwindow* window); std::vector<const char*> deviceExtensions = { VK_KHR_SWAPCHAIN_EXTENSION_NAME }; std::vector<const char*> CheckPhysicalDeviceExtensionSupport(VkPhysicalDevice physicalDevice); QueueFamilyIndices GetQueueFamilyIndices(VkPhysicalDevice physicalDevice); }; The Material::Cleanup method is currently incomplete. Based on the provided code, can you complete the code for this method?
628f1ff3512deca2e3608bf6c34e869c
{ "intermediate": 0.4536263644695282, "beginner": 0.4259277880191803, "expert": 0.12044584006071091 }
10,135
есть код на языке R.нужно переименовать переменные, седалть рефакторинг кода matr=sample(c(0,1), #setting a random matr size=students^2, prob=c(0.1,0.9), #probability of occurrence 0 and 1 replace=T) #with repetitions team <- function(students, matr=sample(c(0,1), size=students^2, prob=c(0.1,0.9), replace=T)){ # set the vector of students n <- sample(1:students) # write down the numbers from 1 to 20 in different order # reshape vector matr into matrix know <- matrix(matr, nrow=length(n),ncol=length(n)) #the matrix must be symmetrical for ( i in 1:nrow(know) ){ # for each student i check symmetry and create symmetric matrix j <- 1 while ( j < i ){ know[i,j] <- know[j,i] j <- j+1 #should be 1 on the diagonal since 1 knows 1, 2 knows the second... } know[i,i] <- 1 } print(know) # include those who know everyone team_4 <- c() #the students themselves r <- c() #student index for ( i in 1:length(n) ){ # for each student (select his index from vector n) e <- 0 for ( j in 1:length(n) ){ # calculate the number of students he knows if ( know[n[i],n[j]] == 1 ){ e <- e+1 #if the student knows } } if ( e == length(n) ){ # if he knows everyone -> include in team_4 team_4 <- c(team_4,n[i]) r <- c(r,i) # save the index of student in vector n } } if ( length(r) != 0 & length(r) == length(n) ){ # all students know everyone if ( length(n)%%2 == 0 ){ # split on 2 groups equally if n even team_1 <- c(n[1:(length(n)/2)]) team_2 <- c(n[(length(n)/2+1):length(n)]) print(team_1) print(team_2) }else{ # split by 2 groups team_1 <- c(n[1:(length(n)/2+0.5)]) team_2 <- c(n[(length(n)/2+1.5):length(n)]) print(team_1) print(team_2) } } else{ if ( length(r) != 0 ){ # if we have students who know everyone n <- n[-r] # drop them from the vector n } # split students into 2 teams vector <- n[-1] team_1 <- c(n[1]) # put the first student from vector n in group 1 as a starting point team_2 <- c() l <- c() u <- 1 while ( (length(team_1)+length(team_2)) < length(n) ){ for ( i in 1:length(team_1) ){ # for each student in team_1 for ( j in 1:length(n) ){ # for students from 1 to 20 e <- 0 if ( is.null(team_2) == FALSE ){ for ( k in 1:length(team_2) ){ if ( n[j] == team_2[k] ){ # if a student already in team_2 , then e = 1 e <- 1 } } } if ( know[team_1[i],n[j]] == 0 & e == 0 ){ # if student i doesn't know the student j and student j not in team 2 -> put student j in team 2 team_2 <- c(team_2,n[j]) if ( length(vector) != 0 ){ for ( k in 1:length(vector) ){ # for each element of the vector, check if student j is equal to it and drop him out of vector if ( vector[k] == n[j] ){ vector <- vector[-k] break # stop when first true } } } } } } o <- c() for ( i in 1:length(team_2) ){ # for each student in team 2 for ( j in 1:length(n) ){ # for all other students e <- 0 for ( k in 1:length(team_1) ){ # check if a user in team 1 if ( n[j] == team_1[k] ){ e <- 1 } } if ( know[team_2[i],n[j]] == 0 & e == 0 ){ # if j and i don't know each other -> put j into team_1 team_1 <- c(team_1,n[j]) o <- c(o,n[j]) # save the number of this student j in vector o if ( length(vector) != 0 ){ for ( k in 1:length(vector) ){ # drop j from vector if ( vector[k] == n[j] ){ vector <- vector[-k] break } } } } } } l <- c(l,length(team_1)+length(team_2)) # save the length of 2 teams if ( u > 1 ){ if ( l[u] == l[u-1] ){ # if the sizes of the teams in 2 consecutive elements are same if ( length(team_1) < length(team_2) ){ team_2 <- c(team_2,vector[1]) # include the first student from vector to team 2 vector <- vector[-1] }else{ team_1 <- c(team_1,vector[1]) # else to team 1 vector <- vector[-1] } } } u <- u+1 } #???????? ?? ???????????? ???????? # double check for relationships of users from team_1 w <- c() if ( length(o) > 0 ){ # o is a vector with students in team1 , who don't know anyone in team 2 and were added in previous step for ( i in 1:length(o) ){ # for each such student check whether he knows anyone of 20 for ( j in 1:length(n) ){ if ( know[o[i],n[j]] == 0 ){ # if no -> create vector w with all students he doesn't know w <- c(w,n[j]) } } } team_2 <- c(team_2,w) # add these users to team_2 } e <- 0 for ( i in 1:length(team_1) ){ # if team_1 and team_2 include the same students -> break -> "?????????? ??????? ?? ??? ??????" for ( j in 1:length(team_2) ){ if ( team_1[i] == team_2[j] ){ e <- 1 break } } if ( e == 1 ){ print("Same students in the teams") break } } if ( e == 0 ){ # if teams are different if ( length(o) != 0 ){ # if vector o with students from team 1 is not 0 team_2 <- team_2[1:(length(team_2)-length(w))] # drop w from team_2 } if ( length(team_1) < length(team_2) ){ # if teams are of different sizeand team 1 is smaller change the order of teams team_3 <- team_1 team_1 <- team_2 team_2 <- team_3 } if ( length(team_4) == 0 ){ # team_4 includes students, who know everyone. If it is 0 then print the teams if ( length(team_1)/length(team_2) <= 2 & length(team_1)/length(team_2) >= 1/2 ){ print(team_1) print(team_2) }else{ print(team_1) print(team_2) print("Everyone doesn't know at least someone: Conditions of task are not satisfied") } }else{ # if team 4 includes some users while ( length(team_4) > 0 & length(team_1) > length(team_2) ){ team_2 <- c(team_2,team_4[1]) # include members of team 4 into team 2 while conditions are true team_4 <- team_4[-1] } if ( length(team_4) != 0 ){ # if we still have some students in team_4 while ( length(team_4) > 0 ){ team_1 <- c(team_1,team_4[1]) # include them in team_1 and team_2 consecutively , start with team 1 team_4 <- team_4[-1] if ( length(team_4) != 0 ){ team_2 <- c(team_2,team_4[1]) team_4 <- team_4[-1] } } print(team_1) # print two teams print(team_2) }else{ # if no students in team_4 -> print teams (again strange part part) if ( length(team_1)/length(team_2) <= 2 & length(team_1)/length(team_2) >= 1/2 ){ print(team_1) print(team_2) }else{ print(team_1) print(team_2) print("At least someone knows everyone: Conditions of task are not satisfied") } } } } } } team(20)
86fd9b7707452d85b47df54b7c250ba6
{ "intermediate": 0.29096758365631104, "beginner": 0.5480158925056458, "expert": 0.16101647913455963 }
10,136
need to make normal snapability from 3dwireframe matrix model to grid, from grid to grid, from grid to 3dwfireframe matrix model and from 3dwireframe matrix model to 3dwireframe matrix model on mouse click to start-end snap points and making new 3dwireframe matrix lines that way. grid should not interline itself on its own, only by user mouse clicks! try output full properre modified and optimized code. (and don't forget to analyze your shits before outputs!): const canvas = document.createElement(‘canvas’); canvas.width = window.innerWidth; canvas.height = window.innerHeight; document.body.appendChild(canvas); const ctx = canvas.getContext(‘2d’); const vmcMenu = document.getElementById(‘vmc-menu’); const greenDotContainer = document.createElement(‘div’); document.body.appendChild(greenDotContainer); const vertices = [ [0, 0, 0], [0, 1, 0], [1, 1, 0], [1, 0, 0], [0, 0, 1], [0, 1, 1], [1, 1, 1], [1, 0, 1], ]; const edges = [ [0, 1], [1, 2], [2, 3], [3, 0], [0, 4], [1, 5], [2, 6], [3, 7], [4, 5], [5, 6], [6, 7], [7, 4], ]; const scale = 0.025; const zoom = 1; const offsetX = 0.5; const offsetY = 0.5; let angleX = 0; let angleY = 0; let angleZ = 0; let bestIndex = -1; let bestDistance = Infinity; let startNewEdgeIndex = -1; let isMouseDown = false; let prevMousePos = null; // Red Dot const redDot = document.getElementById(‘red-dot’); // Add Edge document.getElementById(‘add-edge’).addEventListener(‘click’, () => { if (bestIndex === -1) return; if (startNewEdgeIndex === -1) { startNewEdgeIndex = bestIndex; } else { edges.push([startNewEdgeIndex, bestIndex]); startNewEdgeIndex = -1; } }); // Remove Edge document.getElementById(‘remove-edge’).addEventListener(‘click’, () => { if (bestIndex === -1) return; edges.forEach((edge, index) => { if (edge.includes(bestIndex)) { edges.splice(index, 1); } }); }); function rotateX(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [1, 0, 0], [0, c, -s], [0, s, c], ]; } function rotateY(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, 0, s], [0, 1, 0], [-s, 0, c], ]; } function rotateZ(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, -s, 0], [s, c, 0], [0, 0, 1], ]; } function project(vertex, scale, offsetX, offsetY, zoom) { const [x, y, z] = vertex; const posX = (x - offsetX) * scale; const posY = (y - offsetY) * scale; const posZ = z * scale; return [ (posX * (zoom + posZ) + canvas.width / 2), (posY * (zoom + posZ) + canvas.height / 2), ]; } function transform(vertex, rotationMatrix) { const [x, y, z] = vertex; const [rowX, rowY, rowZ] = rotationMatrix; return [ x * rowX[0] + y * rowX[1] + z * rowX[2], x * rowY[0] + y * rowY[1] + z * rowY[2], x * rowZ[0] + y * rowZ[1] + z * rowZ[2], ]; } function extraterrestrialTransformation(vertex, frequency, amplitude) { const [x, y, z] = vertex; const cosX = (Math.cos(x * frequency) * amplitude); const cosY = (Math.cos(y * frequency) * amplitude); const cosZ = (Math.cos(z * frequency) * amplitude); return [x + cosX, y + cosY, z + cosZ]; } function getDeviation(maxDeviation) { const t = Date.now() / 1000; const frequency = 100 / 50; const amplitude = maxDeviation / 10; const deviation = Math.sin(t * frequency) * amplitude; return deviation.toFixed(3); } function render() { ctx.fillStyle = ‘#FFF’; ctx.fillRect(0, 0, canvas.width, canvas.height); const rotX = rotateX(angleX); const rotY = rotateY(angleY); const rotZ = rotateZ(angleZ); // Extraterrestrial transformation parameters const frequency = 1; const amplitude = 0.8; const transformedVertices = vertices.map(vertex => { const extraterrestrialVertex = extraterrestrialTransformation(vertex, frequency, amplitude); const cx = extraterrestrialVertex[0] - offsetX; const cy = extraterrestrialVertex[1] - offsetY; const cz = extraterrestrialVertex[2] - offsetY; const rotated = transform(transform(transform([cx, cy, cz], rotX), rotY), rotZ); return [ rotated[0] + offsetX, rotated[1] + offsetY, rotated[2] + offsetY, ]; }); const projectedVertices = transformedVertices.map(vertex => project(vertex, canvas.height * scale, offsetX, offsetY, zoom)); ctx.lineWidth = 2; ctx.strokeStyle = ‘hsla(’ + (angleX + offsetX + angleY + offsetY) * 55 + ‘, 100%, 30%, 0.8)’; ctx.beginPath(); for (let edge of edges) { const [a, b] = edge; const [x1, y1] = projectedVertices[a]; const [x2, y2] = projectedVertices[b]; const dist = Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2 + (y2 - x1) ** 2 + (x2 - y1)); const angle = Math.atan2(y2 - y1, x2 - x1, x2 - y1, y2 - x1); // Calculate control point for curved edge const cpDist = 0.005 * dist; const cpX = (x1 + x2) / 2 + cpDist * Math.cos(angle - Math.PI / 2) * getDeviation(0.2); const cpY = (y1 + y2) / 2 + cpDist * Math.sin(angle - Math.PI / 2) * getDeviation(0.2); ctx.moveTo(x1, y1, x2, y2); ctx.quadraticCurveTo(cpX, cpY, x2, y2, x1, y1); } ctx.stroke(); canvas.addEventListener(‘mousedown’, (event) => { isMouseDown = true; prevMousePos = { x: event.clientX, y: event.clientY }; }); canvas.addEventListener(‘mouseup’, () => { isMouseDown = false; prevMousePos = null; }); canvas.addEventListener(‘mousemove’, (event) => { const mousePos = { x: event.clientX - canvas.getBoundingClientRect().left, y: event.clientY - canvas.getBoundingClientRect().top }; bestIndex = -1; bestDistance = Infinity; projectedVertices.forEach((currVertex, index) => { const distance = Math.hypot( currVertex[0] - mousePos.x, currVertex[1] - mousePos.y ); if (distance < bestDistance) { bestIndex = index; bestDistance = distance; } }); if (bestDistance < 10 && bestIndex !== -1) { vmcMenu.style.display = ‘block’; vmcMenu.style.left = mousePos.x + ‘px’; vmcMenu.style.top = mousePos.y + ‘px’; document.getElementById(‘vmc-vertex-x’).value = vertices[bestIndex][0]; document.getElementById(‘vmc-vertex-y’).value = vertices[bestIndex][1]; document.getElementById(‘vmc-vertex-z’).value = vertices[bestIndex][2]; document.getElementById(‘vmc-vertex-x’).dataset.vertexIndex = bestIndex; document.getElementById(‘vmc-vertex-y’).dataset.vertexIndex = bestIndex; document.getElementById(‘vmc-vertex-z’).dataset.vertexIndex = bestIndex; redDot.style.display = ‘block’; redDot.style.left = projectedVertices[bestIndex][0] - 3 + ‘px’; redDot.style.top = projectedVertices[bestIndex][1] - 3 + ‘px’; } else { vmcMenu.style.display = ‘none’; redDot.style.display = ‘none’; } if (isMouseDown && prevMousePos) { const deltaX = event.clientX - prevMousePos.x; const deltaY = event.clientY - prevMousePos.y; angleY += deltaX * 0.01; angleX += deltaY * 0.01; prevMousePos = { x: event.clientX, y: event.clientY }; } }); function updateVertexValue(event, indexToUpdate) { const newValue = parseFloat(event.target.value); const vertexIndex = parseInt(event.target.dataset.vertexIndex); if (!isNaN(newValue) && vertexIndex >= 0) { vertices[vertexIndex][indexToUpdate] = newValue; } } document.getElementById(‘vmc-vertex-x’).addEventListener(‘input’, (event) => { updateVertexValue(event, 0); }); document.getElementById(‘vmc-vertex-y’).addEventListener(‘input’, (event) => { updateVertexValue(event, 1); }); document.getElementById(‘vmc-vertex-z’).addEventListener(‘input’, (event) => { updateVertexValue(event, 2); }); angleX += +getDeviation(0.0005); angleY += +getDeviation(0.0005); angleZ += +getDeviation(0.0005); requestAnimationFrame(render); } // Grid related variables const gridSpacing = 50; // Spacing between grid lines (in px) const gridPoints = []; // Array to store grid points let displayGrid = true; // A flag to toggle grid display on and off for (let i = 0; i < canvas.width; i += gridSpacing) { for (let j = 0; j < canvas.height; j += gridSpacing) { gridPoints.push({ x: i, y: j }); const dot = document.createElement(‘div’); dot.className = ‘green-dot’; dot.style.left = (i - 2) + ‘px’; dot.style.top = (j - 2) + ‘px’; dot.style.display = displayGrid ? ‘’ : ‘none’; greenDotContainer.appendChild(dot); } } // Renders grid lines function renderGrid() { if (!displayGrid) return; ctx.strokeStyle = ‘#0F0’; ctx.lineWidth = 1; for (let i = 0; i <= canvas.width; i += gridSpacing) { ctx.beginPath(); ctx.moveTo(i, 0); ctx.lineTo(i, canvas.height); ctx.stroke(); } for (let i = 0; i <= canvas.height; i += gridSpacing) { ctx.beginPath(); ctx.moveTo(0, i); ctx.lineTo(canvas.width, i); ctx.stroke(); } } // Adds a button to toggle the grid display const gridToggleButton = document.createElement(‘button’); gridToggleButton.innerText = ‘Toggle Grid’; vmcMenu.insertBefore(gridToggleButton, document.getElementById(‘add-edge’)); gridToggleButton.addEventListener(‘click’, () => { displayGrid = !displayGrid; if (displayGrid) { greenDotContainer.style.display = ‘block’; } else { greenDotContainer.style.display = ‘none’; } }); renderGrid(); requestAnimationFrame(render); window.addEventListener(“resize”, () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; });
f7be5dbf33c767a87b95d83463e4b8fb
{ "intermediate": 0.27949637174606323, "beginner": 0.3869239389896393, "expert": 0.3335796594619751 }
10,137
need to make normal snapability from 3dwireframe matrix model to grid, from grid to grid, from grid to 3dwfireframe matrix model and from 3dwireframe matrix model to 3dwireframe matrix model on mouse click to start-end snap points and making new 3dwireframe matrix lines that way. grid should not interline itself on its own, only by user mouse clicks! try output full properre modified and optimized code. (and don’t forget to analyze your shits before outputs!): const canvas = document.createElement(‘canvas’); canvas.width = window.innerWidth; canvas.height = window.innerHeight; document.body.appendChild(canvas); const ctx = canvas.getContext(‘2d’); const vmcMenu = document.getElementById(‘vmc-menu’); const greenDotContainer = document.createElement(‘div’); document.body.appendChild(greenDotContainer); const vertices = [ [0, 0, 0], [0, 1, 0], [1, 1, 0], [1, 0, 0], [0, 0, 1], [0, 1, 1], [1, 1, 1], [1, 0, 1], ]; const edges = [ [0, 1], [1, 2], [2, 3], [3, 0], [0, 4], [1, 5], [2, 6], [3, 7], [4, 5], [5, 6], [6, 7], [7, 4], ]; const scale = 0.025; const zoom = 1; const offsetX = 0.5; const offsetY = 0.5; let angleX = 0; let angleY = 0; let angleZ = 0; let bestIndex = -1; let bestDistance = Infinity; let startNewEdgeIndex = -1; let isMouseDown = false; let prevMousePos = null; // Red Dot const redDot = document.getElementById(‘red-dot’); // Add Edge document.getElementById(‘add-edge’).addEventListener(‘click’, () => { if (bestIndex === -1) return; if (startNewEdgeIndex === -1) { startNewEdgeIndex = bestIndex; } else { edges.push([startNewEdgeIndex, bestIndex]); startNewEdgeIndex = -1; } }); // Remove Edge document.getElementById(‘remove-edge’).addEventListener(‘click’, () => { if (bestIndex === -1) return; edges.forEach((edge, index) => { if (edge.includes(bestIndex)) { edges.splice(index, 1); } }); }); function rotateX(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [1, 0, 0], [0, c, -s], [0, s, c], ]; } function rotateY(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, 0, s], [0, 1, 0], [-s, 0, c], ]; } function rotateZ(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, -s, 0], [s, c, 0], [0, 0, 1], ]; } function project(vertex, scale, offsetX, offsetY, zoom) { const [x, y, z] = vertex; const posX = (x - offsetX) * scale; const posY = (y - offsetY) * scale; const posZ = z * scale; return [ (posX * (zoom + posZ) + canvas.width / 2), (posY * (zoom + posZ) + canvas.height / 2), ]; } function transform(vertex, rotationMatrix) { const [x, y, z] = vertex; const [rowX, rowY, rowZ] = rotationMatrix; return [ x * rowX[0] + y * rowX[1] + z * rowX[2], x * rowY[0] + y * rowY[1] + z * rowY[2], x * rowZ[0] + y * rowZ[1] + z * rowZ[2], ]; } function extraterrestrialTransformation(vertex, frequency, amplitude) { const [x, y, z] = vertex; const cosX = (Math.cos(x * frequency) * amplitude); const cosY = (Math.cos(y * frequency) * amplitude); const cosZ = (Math.cos(z * frequency) * amplitude); return [x + cosX, y + cosY, z + cosZ]; } function getDeviation(maxDeviation) { const t = Date.now() / 1000; const frequency = 100 / 50; const amplitude = maxDeviation / 10; const deviation = Math.sin(t * frequency) * amplitude; return deviation.toFixed(3); } function render() { ctx.fillStyle = ‘#FFF’; ctx.fillRect(0, 0, canvas.width, canvas.height); const rotX = rotateX(angleX); const rotY = rotateY(angleY); const rotZ = rotateZ(angleZ); // Extraterrestrial transformation parameters const frequency = 1; const amplitude = 0.8; const transformedVertices = vertices.map(vertex => { const extraterrestrialVertex = extraterrestrialTransformation(vertex, frequency, amplitude); const cx = extraterrestrialVertex[0] - offsetX; const cy = extraterrestrialVertex[1] - offsetY; const cz = extraterrestrialVertex[2] - offsetY; const rotated = transform(transform(transform([cx, cy, cz], rotX), rotY), rotZ); return [ rotated[0] + offsetX, rotated[1] + offsetY, rotated[2] + offsetY, ]; }); const projectedVertices = transformedVertices.map(vertex => project(vertex, canvas.height * scale, offsetX, offsetY, zoom)); ctx.lineWidth = 2; ctx.strokeStyle = ‘hsla(’ + (angleX + offsetX + angleY + offsetY) * 55 + ‘, 100%, 30%, 0.8)’; ctx.beginPath(); for (let edge of edges) { const [a, b] = edge; const [x1, y1] = projectedVertices[a]; const [x2, y2] = projectedVertices[b]; const dist = Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2 + (y2 - x1) ** 2 + (x2 - y1)); const angle = Math.atan2(y2 - y1, x2 - x1, x2 - y1, y2 - x1); // Calculate control point for curved edge const cpDist = 0.005 * dist; const cpX = (x1 + x2) / 2 + cpDist * Math.cos(angle - Math.PI / 2) * getDeviation(0.2); const cpY = (y1 + y2) / 2 + cpDist * Math.sin(angle - Math.PI / 2) * getDeviation(0.2); ctx.moveTo(x1, y1, x2, y2); ctx.quadraticCurveTo(cpX, cpY, x2, y2, x1, y1); } ctx.stroke(); canvas.addEventListener(‘mousedown’, (event) => { isMouseDown = true; prevMousePos = { x: event.clientX, y: event.clientY }; }); canvas.addEventListener(‘mouseup’, () => { isMouseDown = false; prevMousePos = null; }); canvas.addEventListener(‘mousemove’, (event) => { const mousePos = { x: event.clientX - canvas.getBoundingClientRect().left, y: event.clientY - canvas.getBoundingClientRect().top }; bestIndex = -1; bestDistance = Infinity; projectedVertices.forEach((currVertex, index) => { const distance = Math.hypot( currVertex[0] - mousePos.x, currVertex[1] - mousePos.y ); if (distance < bestDistance) { bestIndex = index; bestDistance = distance; } }); if (bestDistance < 10 && bestIndex !== -1) { vmcMenu.style.display = ‘block’; vmcMenu.style.left = mousePos.x + ‘px’; vmcMenu.style.top = mousePos.y + ‘px’; document.getElementById(‘vmc-vertex-x’).value = vertices[bestIndex][0]; document.getElementById(‘vmc-vertex-y’).value = vertices[bestIndex][1]; document.getElementById(‘vmc-vertex-z’).value = vertices[bestIndex][2]; document.getElementById(‘vmc-vertex-x’).dataset.vertexIndex = bestIndex; document.getElementById(‘vmc-vertex-y’).dataset.vertexIndex = bestIndex; document.getElementById(‘vmc-vertex-z’).dataset.vertexIndex = bestIndex; redDot.style.display = ‘block’; redDot.style.left = projectedVertices[bestIndex][0] - 3 + ‘px’; redDot.style.top = projectedVertices[bestIndex][1] - 3 + ‘px’; } else { vmcMenu.style.display = ‘none’; redDot.style.display = ‘none’; } if (isMouseDown && prevMousePos) { const deltaX = event.clientX - prevMousePos.x; const deltaY = event.clientY - prevMousePos.y; angleY += deltaX * 0.01; angleX += deltaY * 0.01; prevMousePos = { x: event.clientX, y: event.clientY }; } }); function updateVertexValue(event, indexToUpdate) { const newValue = parseFloat(event.target.value); const vertexIndex = parseInt(event.target.dataset.vertexIndex); if (!isNaN(newValue) && vertexIndex >= 0) { vertices[vertexIndex][indexToUpdate] = newValue; } } document.getElementById(‘vmc-vertex-x’).addEventListener(‘input’, (event) => { updateVertexValue(event, 0); }); document.getElementById(‘vmc-vertex-y’).addEventListener(‘input’, (event) => { updateVertexValue(event, 1); }); document.getElementById(‘vmc-vertex-z’).addEventListener(‘input’, (event) => { updateVertexValue(event, 2); }); angleX += +getDeviation(0.0005); angleY += +getDeviation(0.0005); angleZ += +getDeviation(0.0005); requestAnimationFrame(render); } // Grid related variables const gridSpacing = 50; // Spacing between grid lines (in px) const gridPoints = []; // Array to store grid points let displayGrid = true; // A flag to toggle grid display on and off for (let i = 0; i < canvas.width; i += gridSpacing) { for (let j = 0; j < canvas.height; j += gridSpacing) { gridPoints.push({ x: i, y: j }); const dot = document.createElement(‘div’); dot.className = ‘green-dot’; dot.style.left = (i - 2) + ‘px’; dot.style.top = (j - 2) + ‘px’; dot.style.display = displayGrid ? ‘’ : ‘none’; greenDotContainer.appendChild(dot); } } // Renders grid lines function renderGrid() { if (!displayGrid) return; ctx.strokeStyle = ‘#0F0’; ctx.lineWidth = 1; for (let i = 0; i <= canvas.width; i += gridSpacing) { ctx.beginPath(); ctx.moveTo(i, 0); ctx.lineTo(i, canvas.height); ctx.stroke(); } for (let i = 0; i <= canvas.height; i += gridSpacing) { ctx.beginPath(); ctx.moveTo(0, i); ctx.lineTo(canvas.width, i); ctx.stroke(); } } // Adds a button to toggle the grid display const gridToggleButton = document.createElement(‘button’); gridToggleButton.innerText = ‘Toggle Grid’; vmcMenu.insertBefore(gridToggleButton, document.getElementById(‘add-edge’)); gridToggleButton.addEventListener(‘click’, () => { displayGrid = !displayGrid; if (displayGrid) { greenDotContainer.style.display = ‘block’; } else { greenDotContainer.style.display = ‘none’; } }); renderGrid(); requestAnimationFrame(render); window.addEventListener(“resize”, () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; });
29a68c90cefab577561ba371a2691486
{ "intermediate": 0.2819575369358063, "beginner": 0.3762917220592499, "expert": 0.3417508006095886 }
10,138
i want to make a evaluation metrics, which takes into account the r2_score, mean_squared_error and mean_absolute error of the train data and test data each of the many trained ml models. Give a code to sort these models according to the new evaluation metrics
1dc644bcf3efb55655f14295f879fd07
{ "intermediate": 0.31925347447395325, "beginner": 0.08734913170337677, "expert": 0.5933974385261536 }
10,139
make some attachment points on which new edges-vertices can be snapped. spread all these attachment points all over canvas through the center of 3d matrix model. make this mvc menu appear and disappear when pointing throughou these attachmen point grid, to be able to press that addedge button and draw a new line to extend the actual wireframe. output only full properre modified and optimized code, without any shortages and cutoffs. analyze all possible functions extremely careful and if need optimize or adapt them appropriately and accordingly, by not ruinning the transformation animations and deviations. (if need make your own version of absolutely new code but with the same similar functionalities.): <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Visual Matrix Constructor</title> <style> body { margin: 0; overflow: hidden; } canvas { display: block; } .vmc-menu { display: none; position: absolute; background-color: rgba(0,0,0,0.1); border-radius: 5px; padding: 10px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); z-index:1; } .vmc-menu label { display: block; margin-bottom: 10px; } .red-dot { position: absolute; width: 5px; height: 5px; background-color: red; border-radius: 50%; pointer-events: none; color:red; z-index:0; } </style> </head> <body> <div class="vmc-menu" id="vmc-menu"> <label>Vertex X: <input type="number" id="vmc-vertex-x" step="0.1"></label> <label>Vertex Y: <input type="number" id="vmc-vertex-y" step="0.1"></label> <label>Vertex Z: <input type="number" id="vmc-vertex-z" step="0.1"></label> <button id="add-edge">Add Edge</button> <button id="remove-edge">Remove Edge</button> </div> <div class="red-dot" id="red-dot"></div> <script> const canvas = document.createElement('canvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; document.body.appendChild(canvas); const ctx = canvas.getContext('2d'); const vmcMenu = document.getElementById('vmc-menu'); const vertices = [ [0, 0, 0], [0, 1, 0], [1, 1, 0], [1, 0, 0], [0, 0, 1], [0, 1, 1], [1, 1, 1], [1, 0, 1], ]; const edges = [ [0, 1], [1, 2], [2, 3], [3, 0], [0, 4], [1, 5], [2, 6], [3, 7], [4, 5], [5, 6], [6, 7], [7, 4], ]; const scale = 0.025; const zoom = 1; const offsetX = 0.5; const offsetY = 0.5; let angleX = 0; let angleY = 0; let angleZ = 0; let bestIndex = -1; let bestDistance = Infinity; let startNewEdgeIndex = -1; let isMouseDown = false; let prevMousePos = null; // Red Dot const redDot = document.getElementById('red-dot'); // Add Edge document.getElementById('add-edge').addEventListener('click', () => { if (bestIndex === -1) return; if (startNewEdgeIndex === -1) { startNewEdgeIndex = bestIndex; } else { edges.push([startNewEdgeIndex, bestIndex]); startNewEdgeIndex = -1; } }); // Remove Edge document.getElementById('remove-edge').addEventListener('click', () => { if (bestIndex === -1) return; edges.forEach((edge, index) => { if (edge.includes(bestIndex)) { edges.splice(index, 1); } }); }); function rotateX(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [1, 0, 0], [0, c, -s], [0, s, c], ]; } function rotateY(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, 0, s], [0, 1, 0], [-s, 0, c], ]; } function rotateZ(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, -s, 0], [s, c, 0], [0, 0, 1], ]; } function project(vertex, scale, offsetX, offsetY, zoom) { const [x, y, z] = vertex; const posX = (x - offsetX) * scale; const posY = (y - offsetY) * scale; const posZ = z * scale; return [ (posX * (zoom + posZ) + canvas.width / 2), (posY * (zoom + posZ) + canvas.height / 2), ]; } function transform(vertex, rotationMatrix) { const [x, y, z] = vertex; const [rowX, rowY, rowZ] = rotationMatrix; return [ x * rowX[0] + y * rowX[1] + z * rowX[2], x * rowY[0] + y * rowY[1] + z * rowY[2], x * rowZ[0] + y * rowZ[1] + z * rowZ[2], ]; } function extraterrestrialTransformation(vertex, frequency, amplitude) { const [x, y, z] = vertex; const cosX = (Math.cos(x * frequency) * amplitude); const cosY = (Math.cos(y * frequency) * amplitude); const cosZ = (Math.cos(z * frequency) * amplitude); return [x + cosX, y + cosY, z + cosZ]; } function getDeviation(maxDeviation) { const t = Date.now() / 1000; const frequency = 100 / 50; const amplitude = maxDeviation / 10; const deviation = Math.sin(t * frequency) * amplitude; return deviation.toFixed(3); } function render() { ctx.fillStyle = '#FFF'; ctx.fillRect(0, 0, canvas.width, canvas.height); const rotX = rotateX(angleX); const rotY = rotateY(angleY); const rotZ = rotateZ(angleZ); // Extraterrestrial transformation parameters const frequency = 1; const amplitude = 0.8; const transformedVertices = vertices.map(vertex => { const extraterrestrialVertex = extraterrestrialTransformation(vertex, frequency, amplitude); const cx = extraterrestrialVertex[0] - offsetX; const cy = extraterrestrialVertex[1] - offsetY; const cz = extraterrestrialVertex[2] - offsetY; const rotated = transform(transform(transform([cx, cy, cz], rotX), rotY), rotZ); return [ rotated[0] + offsetX, rotated[1] + offsetY, rotated[2] + offsetY, ]; }); const projectedVertices = transformedVertices.map(vertex => project(vertex, canvas.height * scale, offsetX, offsetY, zoom)); ctx.lineWidth = 2; ctx.strokeStyle = 'hsla(' + (angleX + offsetX + angleY + offsetY) * 55 + ', 100%, 30%, 0.8)'; ctx.beginPath(); for (let edge of edges) { const [a, b] = edge; const [x1, y1] = projectedVertices[a]; const [x2, y2] = projectedVertices[b]; const dist = Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2 + (y2 - x1) ** 2 + (x2 - y1)); const angle = Math.atan2(y2 - y1, x2 - x1, x2 - y1, y2 - x1); // Calculate control point for curved edge const cpDist = 0.005 * dist; const cpX = (x1 + x2) / 2 + cpDist * Math.cos(angle - Math.PI / 2) * getDeviation(0.2); const cpY = (y1 + y2) / 2 + cpDist * Math.sin(angle - Math.PI / 2) * getDeviation(0.2); ctx.moveTo(x1, y1, x2, y2); ctx.quadraticCurveTo(cpX, cpY, x2, y2, x1, y1); } ctx.stroke(); canvas.addEventListener('mousedown', (event) => { isMouseDown = true; prevMousePos = { x: event.clientX, y: event.clientY }; }); canvas.addEventListener('mouseup', () => { isMouseDown = false; prevMousePos = null; }); canvas.addEventListener('mousemove', (event) => { const mousePos = { x: event.clientX - canvas.getBoundingClientRect().left, y: event.clientY - canvas.getBoundingClientRect().top }; bestIndex = -1; bestDistance = Infinity; projectedVertices.forEach((currVertex, index) => { const distance = Math.hypot( currVertex[0] - mousePos.x, currVertex[1] - mousePos.y ); if (distance < bestDistance) { bestIndex = index; bestDistance = distance; } }); if (bestDistance < 10 && bestIndex !== -1) { vmcMenu.style.display = 'block'; vmcMenu.style.left = mousePos.x + 'px'; vmcMenu.style.top = mousePos.y + 'px'; document.getElementById('vmc-vertex-x').value = vertices[bestIndex][0]; document.getElementById('vmc-vertex-y').value = vertices[bestIndex][1]; document.getElementById('vmc-vertex-z').value = vertices[bestIndex][2]; document.getElementById('vmc-vertex-x').dataset.vertexIndex = bestIndex; document.getElementById('vmc-vertex-y').dataset.vertexIndex = bestIndex; document.getElementById('vmc-vertex-z').dataset.vertexIndex = bestIndex; redDot.style.display = 'block'; redDot.style.left = projectedVertices[bestIndex][0] - 3 + 'px'; redDot.style.top = projectedVertices[bestIndex][1] - 3 + 'px'; } else { vmcMenu.style.display = 'none'; redDot.style.display = 'none'; } if (isMouseDown && prevMousePos) { const deltaX = event.clientX - prevMousePos.x; const deltaY = event.clientY - prevMousePos.y; angleY += deltaX * 0.01; angleX += deltaY * 0.01; prevMousePos = { x: event.clientX, y: event.clientY }; } }); function updateVertexValue(event, indexToUpdate) { const newValue = parseFloat(event.target.value); const vertexIndex = parseInt(event.target.dataset.vertexIndex); if (!isNaN(newValue) && vertexIndex >= 0) { vertices[vertexIndex][indexToUpdate] = newValue; } } document.getElementById('vmc-vertex-x').addEventListener('input', (event) => { updateVertexValue(event, 0); }); document.getElementById('vmc-vertex-y').addEventListener('input', (event) => { updateVertexValue(event, 1); }); document.getElementById('vmc-vertex-z').addEventListener('input', (event) => { updateVertexValue(event, 2); }); angleX += +getDeviation(0.0005); angleY += +getDeviation(0.0005); angleZ += +getDeviation(0.0005); requestAnimationFrame(render); } requestAnimationFrame(render); window.addEventListener("resize", () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; }); </script> </body> </html>
5e953af457fd8a1fed1791df19598ced
{ "intermediate": 0.30002614855766296, "beginner": 0.36309120059013367, "expert": 0.33688271045684814 }
10,140
make some attachment points on which new edges-vertices can be snapped. spread all these attachment points all over canvas through the center of 3d matrix model. make this mvc menu appear and disappear when pointing throughou these attachmen point grid, to be able to press that addedge button and draw a new line to extend the actual wireframe. output only full properre modified and optimized code, without any shortages and cutoffs. analyze all possible functions extremely careful and if need optimize or adapt them appropriately and accordingly, by not ruinning the transformation animations and deviations. (if need make your own version of absolutely new code but with the same similar functionalities.): <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Visual Matrix Constructor</title> <style> body { margin: 0; overflow: hidden; } canvas { display: block; } .vmc-menu { display: none; position: absolute; background-color: rgba(0,0,0,0.1); border-radius: 5px; padding: 10px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); z-index:1; } .vmc-menu label { display: block; margin-bottom: 10px; } .red-dot { position: absolute; width: 5px; height: 5px; background-color: red; border-radius: 50%; pointer-events: none; color:red; z-index:0; } </style> </head> <body> <div class="vmc-menu" id="vmc-menu"> <label>Vertex X: <input type="number" id="vmc-vertex-x" step="0.1"></label> <label>Vertex Y: <input type="number" id="vmc-vertex-y" step="0.1"></label> <label>Vertex Z: <input type="number" id="vmc-vertex-z" step="0.1"></label> <button id="add-edge">Add Edge</button> <button id="remove-edge">Remove Edge</button> </div> <div class="red-dot" id="red-dot"></div> <script> const canvas = document.createElement('canvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; document.body.appendChild(canvas); const ctx = canvas.getContext('2d'); const vmcMenu = document.getElementById('vmc-menu'); const vertices = [ [0, 0, 0], [0, 1, 0], [1, 1, 0], [1, 0, 0], [0, 0, 1], [0, 1, 1], [1, 1, 1], [1, 0, 1], ]; const edges = [ [0, 1], [1, 2], [2, 3], [3, 0], [0, 4], [1, 5], [2, 6], [3, 7], [4, 5], [5, 6], [6, 7], [7, 4], ]; const scale = 0.025; const zoom = 1; const offsetX = 0.5; const offsetY = 0.5; let angleX = 0; let angleY = 0; let angleZ = 0; let bestIndex = -1; let bestDistance = Infinity; let startNewEdgeIndex = -1; let isMouseDown = false; let prevMousePos = null; // Red Dot const redDot = document.getElementById('red-dot'); // Add Edge document.getElementById('add-edge').addEventListener('click', () => { if (bestIndex === -1) return; if (startNewEdgeIndex === -1) { startNewEdgeIndex = bestIndex; } else { edges.push([startNewEdgeIndex, bestIndex]); startNewEdgeIndex = -1; } }); // Remove Edge document.getElementById('remove-edge').addEventListener('click', () => { if (bestIndex === -1) return; edges.forEach((edge, index) => { if (edge.includes(bestIndex)) { edges.splice(index, 1); } }); }); function rotateX(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [1, 0, 0], [0, c, -s], [0, s, c], ]; } function rotateY(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, 0, s], [0, 1, 0], [-s, 0, c], ]; } function rotateZ(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, -s, 0], [s, c, 0], [0, 0, 1], ]; } function project(vertex, scale, offsetX, offsetY, zoom) { const [x, y, z] = vertex; const posX = (x - offsetX) * scale; const posY = (y - offsetY) * scale; const posZ = z * scale; return [ (posX * (zoom + posZ) + canvas.width / 2), (posY * (zoom + posZ) + canvas.height / 2), ]; } function transform(vertex, rotationMatrix) { const [x, y, z] = vertex; const [rowX, rowY, rowZ] = rotationMatrix; return [ x * rowX[0] + y * rowX[1] + z * rowX[2], x * rowY[0] + y * rowY[1] + z * rowY[2], x * rowZ[0] + y * rowZ[1] + z * rowZ[2], ]; } function extraterrestrialTransformation(vertex, frequency, amplitude) { const [x, y, z] = vertex; const cosX = (Math.cos(x * frequency) * amplitude); const cosY = (Math.cos(y * frequency) * amplitude); const cosZ = (Math.cos(z * frequency) * amplitude); return [x + cosX, y + cosY, z + cosZ]; } function getDeviation(maxDeviation) { const t = Date.now() / 1000; const frequency = 100 / 50; const amplitude = maxDeviation / 10; const deviation = Math.sin(t * frequency) * amplitude; return deviation.toFixed(3); } function render() { ctx.fillStyle = '#FFF'; ctx.fillRect(0, 0, canvas.width, canvas.height); const rotX = rotateX(angleX); const rotY = rotateY(angleY); const rotZ = rotateZ(angleZ); // Extraterrestrial transformation parameters const frequency = 1; const amplitude = 0.8; const transformedVertices = vertices.map(vertex => { const extraterrestrialVertex = extraterrestrialTransformation(vertex, frequency, amplitude); const cx = extraterrestrialVertex[0] - offsetX; const cy = extraterrestrialVertex[1] - offsetY; const cz = extraterrestrialVertex[2] - offsetY; const rotated = transform(transform(transform([cx, cy, cz], rotX), rotY), rotZ); return [ rotated[0] + offsetX, rotated[1] + offsetY, rotated[2] + offsetY, ]; }); const projectedVertices = transformedVertices.map(vertex => project(vertex, canvas.height * scale, offsetX, offsetY, zoom)); ctx.lineWidth = 2; ctx.strokeStyle = 'hsla(' + (angleX + offsetX + angleY + offsetY) * 55 + ', 100%, 30%, 0.8)'; ctx.beginPath(); for (let edge of edges) { const [a, b] = edge; const [x1, y1] = projectedVertices[a]; const [x2, y2] = projectedVertices[b]; const dist = Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2 + (y2 - x1) ** 2 + (x2 - y1)); const angle = Math.atan2(y2 - y1, x2 - x1, x2 - y1, y2 - x1); // Calculate control point for curved edge const cpDist = 0.005 * dist; const cpX = (x1 + x2) / 2 + cpDist * Math.cos(angle - Math.PI / 2) * getDeviation(0.2); const cpY = (y1 + y2) / 2 + cpDist * Math.sin(angle - Math.PI / 2) * getDeviation(0.2); ctx.moveTo(x1, y1, x2, y2); ctx.quadraticCurveTo(cpX, cpY, x2, y2, x1, y1); } ctx.stroke(); canvas.addEventListener('mousedown', (event) => { isMouseDown = true; prevMousePos = { x: event.clientX, y: event.clientY }; }); canvas.addEventListener('mouseup', () => { isMouseDown = false; prevMousePos = null; }); canvas.addEventListener('mousemove', (event) => { const mousePos = { x: event.clientX - canvas.getBoundingClientRect().left, y: event.clientY - canvas.getBoundingClientRect().top }; bestIndex = -1; bestDistance = Infinity; projectedVertices.forEach((currVertex, index) => { const distance = Math.hypot( currVertex[0] - mousePos.x, currVertex[1] - mousePos.y ); if (distance < bestDistance) { bestIndex = index; bestDistance = distance; } }); if (bestDistance < 10 && bestIndex !== -1) { vmcMenu.style.display = 'block'; vmcMenu.style.left = mousePos.x + 'px'; vmcMenu.style.top = mousePos.y + 'px'; document.getElementById('vmc-vertex-x').value = vertices[bestIndex][0]; document.getElementById('vmc-vertex-y').value = vertices[bestIndex][1]; document.getElementById('vmc-vertex-z').value = vertices[bestIndex][2]; document.getElementById('vmc-vertex-x').dataset.vertexIndex = bestIndex; document.getElementById('vmc-vertex-y').dataset.vertexIndex = bestIndex; document.getElementById('vmc-vertex-z').dataset.vertexIndex = bestIndex; redDot.style.display = 'block'; redDot.style.left = projectedVertices[bestIndex][0] - 3 + 'px'; redDot.style.top = projectedVertices[bestIndex][1] - 3 + 'px'; } else { vmcMenu.style.display = 'none'; redDot.style.display = 'none'; } if (isMouseDown && prevMousePos) { const deltaX = event.clientX - prevMousePos.x; const deltaY = event.clientY - prevMousePos.y; angleY += deltaX * 0.01; angleX += deltaY * 0.01; prevMousePos = { x: event.clientX, y: event.clientY }; } }); function updateVertexValue(event, indexToUpdate) { const newValue = parseFloat(event.target.value); const vertexIndex = parseInt(event.target.dataset.vertexIndex); if (!isNaN(newValue) && vertexIndex >= 0) { vertices[vertexIndex][indexToUpdate] = newValue; } } document.getElementById('vmc-vertex-x').addEventListener('input', (event) => { updateVertexValue(event, 0); }); document.getElementById('vmc-vertex-y').addEventListener('input', (event) => { updateVertexValue(event, 1); }); document.getElementById('vmc-vertex-z').addEventListener('input', (event) => { updateVertexValue(event, 2); }); angleX += +getDeviation(0.0005); angleY += +getDeviation(0.0005); angleZ += +getDeviation(0.0005); requestAnimationFrame(render); } requestAnimationFrame(render); window.addEventListener("resize", () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; }); </script> </body> </html>
8cb63d36cde0beb87a91bd350eaa4378
{ "intermediate": 0.30002614855766296, "beginner": 0.36309120059013367, "expert": 0.33688271045684814 }
10,141
Hi, I have this code: %%cu #include <stdio.h> #include <stdlib.h> #include <cuda.h> #include <cuda_runtime.h> #include "/content/common.h" #define MATRIX_SIZE 1024 #define THREADS_PER_BLOCK 32 // Bitonic sort implementation __device__ void bitonicSort(int* data, int k, int j, int dir) { int i, temp; if ((k & j) == 0) { i = threadIdx.x / k; if ((i & j) == 0) { if (dir == 1) { if (data[i * k + j] > data[i * k + j + k / 2]) { temp = data[i * k + j]; data[i * k + j] = data[i * k + j + k / 2]; data[i * k + j + k / 2] = temp; } } else { if (data[i * k + j] < data[i * k + j + k / 2]) { temp = data[i * k + j]; data[i * k + j] = data[i * k + j + k / 2]; data[i * k + j + k / 2] = temp; } } } } } __global__ void sortKernel(int* data, int width, int height) { int row = blockIdx.x * blockDim.x + threadIdx.x; if (row < height) { // Sort the subsequence of integers using bitonic sort for (int k = 2; k <= width; k *= 2) { for (int j = k / 2; j > 0; j /= 2) { bitonicSort(data + row * width, k, j, 1); } } } } __global__ void mergeKernel(int* data, int width, int height, int iteration) { int row = blockIdx.x * blockDim.x + threadIdx.x; if (row < height) { // Calculate the indices for merging the previously sorted halves int blockSize = width / (1 << iteration); int blockIndex = row / blockSize; int indexInBlock = row % blockSize; // Calculate the starting indices for the two halves to be merged int leftStart = blockIndex * blockSize; int rightStart = leftStart + blockSize / 2; // Merge the two sorted halves into a single sorted subsequence for (int k = blockSize / 2; k >= 1; k /= 2) { int j = indexInBlock % k; int leftIndex = leftStart + indexInBlock - j; int rightIndex = rightStart + indexInBlock - j; if (leftIndex < width && rightIndex < width) { if (data[leftIndex] > data[rightIndex]) { int temp = data[leftIndex]; data[leftIndex] = data[rightIndex]; data[rightIndex] = temp; } } else { printf("Invalid memory access in mergeKernel.\n"); } __syncthreads(); } } else { printf("Invalid memory access in mergeKernel.\n"); } } bool isSorted(int* data, int size) { for (int i = 0; i < size - 1; i++) { if (data[i] > data[i + 1]) return false; } return true; } int main() { const int dataSize = MATRIX_SIZE * MATRIX_SIZE; /* set up the device */ int dev = 0; cudaDeviceProp deviceProp; CHECK(cudaGetDeviceProperties(&deviceProp, dev)); printf("Using Device %d: %s\n", dev, deviceProp.name); CHECK(cudaSetDevice(dev)); // Read the input data from file FILE* inputFile = fopen("/content/datSeq1M.bin", "rb"); int* hostData = (int*)malloc(dataSize * sizeof(int)); fseek(inputFile, sizeof(int), SEEK_SET); // Skip the first integer fread(hostData, sizeof(int), dataSize, inputFile); fclose(inputFile); // Print the sorted data for (int i = 0; i < dataSize; i++) { printf("%d ", hostData[i]); if( i == 10 ) break; } printf("\n"); // Allocate memory on GPU int* deviceData; CHECK(cudaMalloc((void**)&deviceData, dataSize * sizeof(int))); // Copy data to GPU CHECK(cudaMemcpy(deviceData, hostData, dataSize * sizeof(int), cudaMemcpyHostToDevice)); /* run the computational kernel */ unsigned int gridDimX, gridDimY, gridDimZ, blockDimX, blockDimY, blockDimZ; blockDimX = THREADS_PER_BLOCK; blockDimY = 1; blockDimZ = 1; gridDimX = (dataSize + blockDimX - 1) / blockDimX; gridDimY = 1; gridDimZ = 1; dim3 grid(gridDimX, gridDimY, gridDimZ); dim3 block(blockDimX, blockDimY, blockDimZ); // Launch the sorting kernels in iterations int width = MATRIX_SIZE; int height = MATRIX_SIZE; for (int iteration = 1; iteration <= 10; iteration++) { sortKernel<<<grid, block>>>(deviceData, width, height); CHECK (cudaDeviceSynchronize ()); // wait for kernel to finish CHECK (cudaGetLastError ()); // check for kernel errors // Merge the previously sorted halves mergeKernel<<<grid, block>>>(deviceData, width, height, iteration); CHECK (cudaDeviceSynchronize ()); // wait for kernel to finish CHECK (cudaGetLastError ()); // check for kernel errors // Update the width and height for the next iteration width *= 2; height /= 2; } // Copy sorted data back to CPU cudaMemcpy(hostData, deviceData, dataSize * sizeof(int), cudaMemcpyDeviceToHost); // Check if the array is sorted bool isOrdered = isSorted(hostData, dataSize); // Print the sorted data for (int i = 0; i < dataSize; i++) { printf("%d ", hostData[i]); if( i == 10 ) break; } printf("\n"); // Print the result of the ordering check if (isOrdered) { printf("The array is ordered.\n"); } else { printf("The array is not ordered.\n"); } // Free GPU memory cudaFree(deviceData); // Free CPU memory free(hostData); return 0; } And it is supposed to do this: The kernels to be written should sort the contents of the file datSeq1M.bin in 10 iteration steps. In iteration 1, 1024 subsequences of 1024 integer values are to be sorted in parallel. In iteration 2, 512 subsequences of 2048 integer values are to be sorted in parallel based on the merging of the previously sorted halves. And so on and so forth, until iteration 10 is reached, where 2 previously sorted subsequences of 512K values are merged, yielding the whole sorted sequence. Assume that the values of the whole sequence, when stored in memory, are organized as the elements of 1024 X 1024 matrix. The threads in a block thread process successive matrix rows. But im getting this error: Error: /tmp/tmp2rhhmu8n/208c30b5-68a7-4c2b-881c-f2b5913f6acd.cu:135, code: 700, reason: an illegal memory access was encountered Fix it and give me the full code please
9b7edb84433881d69bbc586658760e6f
{ "intermediate": 0.36709389090538025, "beginner": 0.38975971937179565, "expert": 0.2431463599205017 }
10,142
make some attachment points on which new edges-vertices can be snapped. spread all these attachment points all over canvas through the center of 3d matrix model. make this mvc menu appear and disappear when pointing throughou these attachmen point grid, to be able to press that addedge button and draw a new line to extend the actual wireframe. output only full properre modified and optimized code, without any shortages and cutoffs. analyze all possible functions extremely careful and if need optimize or adapt them appropriately and accordingly, by not ruinning the transformation animations and deviations. (if need make your own version of absolutely new code but with the same similar functionalities.): <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Visual Matrix Constructor</title> <style> body { margin: 0; overflow: hidden; } canvas { display: block; } .vmc-menu { display: none; position: absolute; background-color: rgba(0,0,0,0.1); border-radius: 5px; padding: 10px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); z-index:1; } .vmc-menu label { display: block; margin-bottom: 10px; } .red-dot { position: absolute; width: 5px; height: 5px; background-color: red; border-radius: 50%; pointer-events: none; color:red; z-index:0; } </style> </head> <body> <div class="vmc-menu" id="vmc-menu"> <label>Vertex X: <input type="number" id="vmc-vertex-x" step="0.1"></label> <label>Vertex Y: <input type="number" id="vmc-vertex-y" step="0.1"></label> <label>Vertex Z: <input type="number" id="vmc-vertex-z" step="0.1"></label> <button id="add-edge">Add Edge</button> <button id="remove-edge">Remove Edge</button> </div> <div class="red-dot" id="red-dot"></div> <script> const canvas = document.createElement('canvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; document.body.appendChild(canvas); const ctx = canvas.getContext('2d'); const vmcMenu = document.getElementById('vmc-menu'); const vertices = [ [0, 0, 0], [0, 1, 0], [1, 1, 0], [1, 0, 0], [0, 0, 1], [0, 1, 1], [1, 1, 1], [1, 0, 1], ]; const edges = [ [0, 1], [1, 2], [2, 3], [3, 0], [0, 4], [1, 5], [2, 6], [3, 7], [4, 5], [5, 6], [6, 7], [7, 4], ]; const scale = 0.025; const zoom = 1; const offsetX = 0.5; const offsetY = 0.5; let angleX = 0; let angleY = 0; let angleZ = 0; let bestIndex = -1; let bestDistance = Infinity; let startNewEdgeIndex = -1; let isMouseDown = false; let prevMousePos = null; // Red Dot const redDot = document.getElementById('red-dot'); // Add Edge document.getElementById('add-edge').addEventListener('click', () => { if (bestIndex === -1) return; if (startNewEdgeIndex === -1) { startNewEdgeIndex = bestIndex; } else { edges.push([startNewEdgeIndex, bestIndex]); startNewEdgeIndex = -1; } }); // Remove Edge document.getElementById('remove-edge').addEventListener('click', () => { if (bestIndex === -1) return; edges.forEach((edge, index) => { if (edge.includes(bestIndex)) { edges.splice(index, 1); } }); }); function rotateX(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [1, 0, 0], [0, c, -s], [0, s, c], ]; } function rotateY(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, 0, s], [0, 1, 0], [-s, 0, c], ]; } function rotateZ(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, -s, 0], [s, c, 0], [0, 0, 1], ]; } function project(vertex, scale, offsetX, offsetY, zoom) { const [x, y, z] = vertex; const posX = (x - offsetX) * scale; const posY = (y - offsetY) * scale; const posZ = z * scale; return [ (posX * (zoom + posZ) + canvas.width / 2), (posY * (zoom + posZ) + canvas.height / 2), ]; } function transform(vertex, rotationMatrix) { const [x, y, z] = vertex; const [rowX, rowY, rowZ] = rotationMatrix; return [ x * rowX[0] + y * rowX[1] + z * rowX[2], x * rowY[0] + y * rowY[1] + z * rowY[2], x * rowZ[0] + y * rowZ[1] + z * rowZ[2], ]; } function extraterrestrialTransformation(vertex, frequency, amplitude) { const [x, y, z] = vertex; const cosX = (Math.cos(x * frequency) * amplitude); const cosY = (Math.cos(y * frequency) * amplitude); const cosZ = (Math.cos(z * frequency) * amplitude); return [x + cosX, y + cosY, z + cosZ]; } function getDeviation(maxDeviation) { const t = Date.now() / 1000; const frequency = 100 / 50; const amplitude = maxDeviation / 10; const deviation = Math.sin(t * frequency) * amplitude; return deviation.toFixed(3); } function render() { ctx.fillStyle = '#FFF'; ctx.fillRect(0, 0, canvas.width, canvas.height); const rotX = rotateX(angleX); const rotY = rotateY(angleY); const rotZ = rotateZ(angleZ); // Extraterrestrial transformation parameters const frequency = 1; const amplitude = 0.8; const transformedVertices = vertices.map(vertex => { const extraterrestrialVertex = extraterrestrialTransformation(vertex, frequency, amplitude); const cx = extraterrestrialVertex[0] - offsetX; const cy = extraterrestrialVertex[1] - offsetY; const cz = extraterrestrialVertex[2] - offsetY; const rotated = transform(transform(transform([cx, cy, cz], rotX), rotY), rotZ); return [ rotated[0] + offsetX, rotated[1] + offsetY, rotated[2] + offsetY, ]; }); const projectedVertices = transformedVertices.map(vertex => project(vertex, canvas.height * scale, offsetX, offsetY, zoom)); ctx.lineWidth = 2; ctx.strokeStyle = 'hsla(' + (angleX + offsetX + angleY + offsetY) * 55 + ', 100%, 30%, 0.8)'; ctx.beginPath(); for (let edge of edges) { const [a, b] = edge; const [x1, y1] = projectedVertices[a]; const [x2, y2] = projectedVertices[b]; const dist = Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2 + (y2 - x1) ** 2 + (x2 - y1)); const angle = Math.atan2(y2 - y1, x2 - x1, x2 - y1, y2 - x1); // Calculate control point for curved edge const cpDist = 0.005 * dist; const cpX = (x1 + x2) / 2 + cpDist * Math.cos(angle - Math.PI / 2) * getDeviation(0.2); const cpY = (y1 + y2) / 2 + cpDist * Math.sin(angle - Math.PI / 2) * getDeviation(0.2); ctx.moveTo(x1, y1, x2, y2); ctx.quadraticCurveTo(cpX, cpY, x2, y2, x1, y1); } ctx.stroke(); canvas.addEventListener('mousedown', (event) => { isMouseDown = true; prevMousePos = { x: event.clientX, y: event.clientY }; }); canvas.addEventListener('mouseup', () => { isMouseDown = false; prevMousePos = null; }); canvas.addEventListener('mousemove', (event) => { const mousePos = { x: event.clientX - canvas.getBoundingClientRect().left, y: event.clientY - canvas.getBoundingClientRect().top }; bestIndex = -1; bestDistance = Infinity; projectedVertices.forEach((currVertex, index) => { const distance = Math.hypot( currVertex[0] - mousePos.x, currVertex[1] - mousePos.y ); if (distance < bestDistance) { bestIndex = index; bestDistance = distance; } }); if (bestDistance < 10 && bestIndex !== -1) { vmcMenu.style.display = 'block'; vmcMenu.style.left = mousePos.x + 'px'; vmcMenu.style.top = mousePos.y + 'px'; document.getElementById('vmc-vertex-x').value = vertices[bestIndex][0]; document.getElementById('vmc-vertex-y').value = vertices[bestIndex][1]; document.getElementById('vmc-vertex-z').value = vertices[bestIndex][2]; document.getElementById('vmc-vertex-x').dataset.vertexIndex = bestIndex; document.getElementById('vmc-vertex-y').dataset.vertexIndex = bestIndex; document.getElementById('vmc-vertex-z').dataset.vertexIndex = bestIndex; redDot.style.display = 'block'; redDot.style.left = projectedVertices[bestIndex][0] - 3 + 'px'; redDot.style.top = projectedVertices[bestIndex][1] - 3 + 'px'; } else { vmcMenu.style.display = 'none'; redDot.style.display = 'none'; } if (isMouseDown && prevMousePos) { const deltaX = event.clientX - prevMousePos.x; const deltaY = event.clientY - prevMousePos.y; angleY += deltaX * 0.01; angleX += deltaY * 0.01; prevMousePos = { x: event.clientX, y: event.clientY }; } }); function updateVertexValue(event, indexToUpdate) { const newValue = parseFloat(event.target.value); const vertexIndex = parseInt(event.target.dataset.vertexIndex); if (!isNaN(newValue) && vertexIndex >= 0) { vertices[vertexIndex][indexToUpdate] = newValue; } } document.getElementById('vmc-vertex-x').addEventListener('input', (event) => { updateVertexValue(event, 0); }); document.getElementById('vmc-vertex-y').addEventListener('input', (event) => { updateVertexValue(event, 1); }); document.getElementById('vmc-vertex-z').addEventListener('input', (event) => { updateVertexValue(event, 2); }); angleX += +getDeviation(0.0005); angleY += +getDeviation(0.0005); angleZ += +getDeviation(0.0005); requestAnimationFrame(render); } requestAnimationFrame(render); window.addEventListener("resize", () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; }); </script> </body> </html>
60c49c800c7d3efef1bc010734a609ff
{ "intermediate": 0.30002614855766296, "beginner": 0.36309120059013367, "expert": 0.33688271045684814 }
10,143
make some attachment points on which new edges-vertices can be snapped. spread all these attachment points all over canvas through the center of 3d matrix model. make this mvc menu appear and disappear when pointing throughou these attachmen point grid, to be able to press that addedge button and draw a new line to extend the actual wireframe. output only full properre modified and optimized code, without any shortages and cutoffs. analyze all possible functions extremely careful and if need optimize or adapt them appropriately and accordingly, by not ruinning the transformation animations and deviations. (if need make your own version of absolutely new code but with the same similar functionalities.): <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Visual Matrix Constructor</title> <style> body { margin: 0; overflow: hidden; } canvas { display: block; } .vmc-menu { display: none; position: absolute; background-color: rgba(0,0,0,0.1); border-radius: 5px; padding: 10px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); z-index:1; } .vmc-menu label { display: block; margin-bottom: 10px; } .red-dot { position: absolute; width: 5px; height: 5px; background-color: red; border-radius: 50%; pointer-events: none; color:red; z-index:0; } </style> </head> <body> <div class="vmc-menu" id="vmc-menu"> <label>Vertex X: <input type="number" id="vmc-vertex-x" step="0.1"></label> <label>Vertex Y: <input type="number" id="vmc-vertex-y" step="0.1"></label> <label>Vertex Z: <input type="number" id="vmc-vertex-z" step="0.1"></label> <button id="add-edge">Add Edge</button> <button id="remove-edge">Remove Edge</button> </div> <div class="red-dot" id="red-dot"></div> <script> const canvas = document.createElement('canvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; document.body.appendChild(canvas); const ctx = canvas.getContext('2d'); const vmcMenu = document.getElementById('vmc-menu'); const vertices = [ [0, 0, 0], [0, 1, 0], [1, 1, 0], [1, 0, 0], [0, 0, 1], [0, 1, 1], [1, 1, 1], [1, 0, 1], ]; const edges = [ [0, 1], [1, 2], [2, 3], [3, 0], [0, 4], [1, 5], [2, 6], [3, 7], [4, 5], [5, 6], [6, 7], [7, 4], ]; const scale = 0.025; const zoom = 1; const offsetX = 0.5; const offsetY = 0.5; let angleX = 0; let angleY = 0; let angleZ = 0; let bestIndex = -1; let bestDistance = Infinity; let startNewEdgeIndex = -1; let isMouseDown = false; let prevMousePos = null; // Red Dot const redDot = document.getElementById('red-dot'); // Add Edge document.getElementById('add-edge').addEventListener('click', () => { if (bestIndex === -1) return; if (startNewEdgeIndex === -1) { startNewEdgeIndex = bestIndex; } else { edges.push([startNewEdgeIndex, bestIndex]); startNewEdgeIndex = -1; } }); // Remove Edge document.getElementById('remove-edge').addEventListener('click', () => { if (bestIndex === -1) return; edges.forEach((edge, index) => { if (edge.includes(bestIndex)) { edges.splice(index, 1); } }); }); function rotateX(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [1, 0, 0], [0, c, -s], [0, s, c], ]; } function rotateY(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, 0, s], [0, 1, 0], [-s, 0, c], ]; } function rotateZ(angle) { const c = Math.cos(angle); const s = Math.sin(angle); return [ [c, -s, 0], [s, c, 0], [0, 0, 1], ]; } function project(vertex, scale, offsetX, offsetY, zoom) { const [x, y, z] = vertex; const posX = (x - offsetX) * scale; const posY = (y - offsetY) * scale; const posZ = z * scale; return [ (posX * (zoom + posZ) + canvas.width / 2), (posY * (zoom + posZ) + canvas.height / 2), ]; } function transform(vertex, rotationMatrix) { const [x, y, z] = vertex; const [rowX, rowY, rowZ] = rotationMatrix; return [ x * rowX[0] + y * rowX[1] + z * rowX[2], x * rowY[0] + y * rowY[1] + z * rowY[2], x * rowZ[0] + y * rowZ[1] + z * rowZ[2], ]; } function extraterrestrialTransformation(vertex, frequency, amplitude) { const [x, y, z] = vertex; const cosX = (Math.cos(x * frequency) * amplitude); const cosY = (Math.cos(y * frequency) * amplitude); const cosZ = (Math.cos(z * frequency) * amplitude); return [x + cosX, y + cosY, z + cosZ]; } function getDeviation(maxDeviation) { const t = Date.now() / 1000; const frequency = 100 / 50; const amplitude = maxDeviation / 10; const deviation = Math.sin(t * frequency) * amplitude; return deviation.toFixed(3); } function render() { ctx.fillStyle = '#FFF'; ctx.fillRect(0, 0, canvas.width, canvas.height); const rotX = rotateX(angleX); const rotY = rotateY(angleY); const rotZ = rotateZ(angleZ); // Extraterrestrial transformation parameters const frequency = 1; const amplitude = 0.8; const transformedVertices = vertices.map(vertex => { const extraterrestrialVertex = extraterrestrialTransformation(vertex, frequency, amplitude); const cx = extraterrestrialVertex[0] - offsetX; const cy = extraterrestrialVertex[1] - offsetY; const cz = extraterrestrialVertex[2] - offsetY; const rotated = transform(transform(transform([cx, cy, cz], rotX), rotY), rotZ); return [ rotated[0] + offsetX, rotated[1] + offsetY, rotated[2] + offsetY, ]; }); const projectedVertices = transformedVertices.map(vertex => project(vertex, canvas.height * scale, offsetX, offsetY, zoom)); ctx.lineWidth = 2; ctx.strokeStyle = 'hsla(' + (angleX + offsetX + angleY + offsetY) * 55 + ', 100%, 30%, 0.8)'; ctx.beginPath(); for (let edge of edges) { const [a, b] = edge; const [x1, y1] = projectedVertices[a]; const [x2, y2] = projectedVertices[b]; const dist = Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2 + (y2 - x1) ** 2 + (x2 - y1)); const angle = Math.atan2(y2 - y1, x2 - x1, x2 - y1, y2 - x1); // Calculate control point for curved edge const cpDist = 0.005 * dist; const cpX = (x1 + x2) / 2 + cpDist * Math.cos(angle - Math.PI / 2) * getDeviation(0.2); const cpY = (y1 + y2) / 2 + cpDist * Math.sin(angle - Math.PI / 2) * getDeviation(0.2); ctx.moveTo(x1, y1, x2, y2); ctx.quadraticCurveTo(cpX, cpY, x2, y2, x1, y1); } ctx.stroke(); canvas.addEventListener('mousedown', (event) => { isMouseDown = true; prevMousePos = { x: event.clientX, y: event.clientY }; }); canvas.addEventListener('mouseup', () => { isMouseDown = false; prevMousePos = null; }); canvas.addEventListener('mousemove', (event) => { const mousePos = { x: event.clientX - canvas.getBoundingClientRect().left, y: event.clientY - canvas.getBoundingClientRect().top }; bestIndex = -1; bestDistance = Infinity; projectedVertices.forEach((currVertex, index) => { const distance = Math.hypot( currVertex[0] - mousePos.x, currVertex[1] - mousePos.y ); if (distance < bestDistance) { bestIndex = index; bestDistance = distance; } }); if (bestDistance < 10 && bestIndex !== -1) { vmcMenu.style.display = 'block'; vmcMenu.style.left = mousePos.x + 'px'; vmcMenu.style.top = mousePos.y + 'px'; document.getElementById('vmc-vertex-x').value = vertices[bestIndex][0]; document.getElementById('vmc-vertex-y').value = vertices[bestIndex][1]; document.getElementById('vmc-vertex-z').value = vertices[bestIndex][2]; document.getElementById('vmc-vertex-x').dataset.vertexIndex = bestIndex; document.getElementById('vmc-vertex-y').dataset.vertexIndex = bestIndex; document.getElementById('vmc-vertex-z').dataset.vertexIndex = bestIndex; redDot.style.display = 'block'; redDot.style.left = projectedVertices[bestIndex][0] - 3 + 'px'; redDot.style.top = projectedVertices[bestIndex][1] - 3 + 'px'; } else { vmcMenu.style.display = 'none'; redDot.style.display = 'none'; } if (isMouseDown && prevMousePos) { const deltaX = event.clientX - prevMousePos.x; const deltaY = event.clientY - prevMousePos.y; angleY += deltaX * 0.01; angleX += deltaY * 0.01; prevMousePos = { x: event.clientX, y: event.clientY }; } }); function updateVertexValue(event, indexToUpdate) { const newValue = parseFloat(event.target.value); const vertexIndex = parseInt(event.target.dataset.vertexIndex); if (!isNaN(newValue) && vertexIndex >= 0) { vertices[vertexIndex][indexToUpdate] = newValue; } } document.getElementById('vmc-vertex-x').addEventListener('input', (event) => { updateVertexValue(event, 0); }); document.getElementById('vmc-vertex-y').addEventListener('input', (event) => { updateVertexValue(event, 1); }); document.getElementById('vmc-vertex-z').addEventListener('input', (event) => { updateVertexValue(event, 2); }); angleX += +getDeviation(0.0005); angleY += +getDeviation(0.0005); angleZ += +getDeviation(0.0005); requestAnimationFrame(render); } requestAnimationFrame(render); window.addEventListener("resize", () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; }); </script> </body> </html>
20ba2b4446f9f5d086105c2ca470525e
{ "intermediate": 0.30002614855766296, "beginner": 0.36309120059013367, "expert": 0.33688271045684814 }