row_id
int64
0
48.4k
init_message
stringlengths
1
342k
conversation_hash
stringlengths
32
32
scores
dict
10,244
How would I create an API that has a full authorization flow that if successful returns 'Hello World!'. It should also have full error handling and load balancing. Guide me through, step by step, including full code. By following the guide I should have a fully functional version of what I asked for.
fdc0375973ff73d553a3ad1127ded74d
{ "intermediate": 0.7102124691009521, "beginner": 0.15074095129966736, "expert": 0.1390465795993805 }
10,245
i have an ethernet connection and a wifi connection. How do i launch 2 separate python scripts with selenium browsers: one of which uses the wifi internet connection and the other uses my ethernet cable?
237c6127d5b4b7297f7aec1cf5a68aec
{ "intermediate": 0.4865887463092804, "beginner": 0.25577083230018616, "expert": 0.25764039158821106 }
10,246
import requests from bs4 import BeautifulSoup import os url = 'https://wiki.rage.mp/index.php?title=Vehicles' # Replace with the URL of the webpage you want to scrape response = requests.get(url) soup = BeautifulSoup(response.content, 'html.parser') def download_image(url: str, output_folder: str, filename: str) -> None: response = requests.get(url) if response.status_code == 200: with open(os.path.join(output_folder, filename), 'wb') as f: f.write(response.content) print(f'Downloaded {filename}') else: print(f'Error downloading {url}: {response.status_code}') output_folder = 'output1080p' if not os.path.exists(output_folder): os.makedirs(output_folder) image_count = 0 for div in soup.find_all('div', {'class': 'thumb'}): img = div.find('img') if img is not None: src = img['src'] response = requests.get('https://wiki.rage.mp/' + src) # Append the src attribute to the base url if response.status_code == 200: image_count += 1 gallery_text_div = div.find_next_sibling('div', {'class': 'gallerytext'}) code_tag = gallery_text_div.find('code') if code_tag is not None: filename = f'{code_tag.text}.png' file_url = f"https://wiki.rage.mp/index.php?title=File:{code_tag.text}.png" file_page_response = requests.get(file_url) file_page_soup = BeautifulSoup(file_page_response.content, 'html.parser') file_href = file_page_soup.find('div', {'class': 'fullMedia'}).find('a', {'class': 'internal'}).get('href') download_image('https://wiki.rage.mp/' + file_href, output_folder, filename) else: filename = f'image{image_count}.png' download_image(response.url, output_folder, filename) else: print(f'Error downloading {src}: {response.status_code}') print(f'Total Images downloaded: {image_count}') <div class="fullMedia"><p><a href="/images/a/a3/Tug.png" class="internal" title="Tug.png">Original file</a> &#8206;<span class="fileInfo">(1,920 × 1,080 pixels, file size: 2.68 MB, MIME type: <span class="mime-type">image/png</span>)</span> <div class="fullMedia"><p><a href="/images/1/19/0x9A474B5E.png" class="internal" title="0x9A474B5E.png">Original file</a> &#8206;<span class="fileInfo">(1,332 × 937 pixels, file size: 852 KB, MIME type: <span class="mime-type">image/png</span>)</span> for some reason the first one works without any issue the second one doesn't work could you edit the code so it works for both
2c64098b85e0e0247973be4319827073
{ "intermediate": 0.285421758890152, "beginner": 0.5422928333282471, "expert": 0.17228540778160095 }
10,247
hi
38e903853180e75b997bedd0c9741f4d
{ "intermediate": 0.3246487081050873, "beginner": 0.27135494351387024, "expert": 0.40399640798568726 }
10,248
Are this steps correct for 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. : ## 1. Adding a New Model to the AI Toolchain 1. First, create a new directory for your model within the src folder in the AI Toolchain repository and name it according to your model’s purpose. For example, if you’re adding a sentiment analysis model with a specific provider and mode, the folder should be located at src/sentiment_analysis/provider/mode/. 2. Within the new directory, add the following files: - model.py: This file should contain the implementation of the model using a popular machine learning framework like TensorFlow, PyTorch, or scikit-learn. It should include methods for training, evaluating, and predicting. - requirements.txt: List any Python dependencies required by your model. 3. Create a new Dockerfile in your model’s directory to containerize the model. The file should include instructions to install dependencies and copy relevant files to the container. Here’s an example: FROM python:3.9-slim WORKDIR /app COPY requirements.txt . RUN pip install --no-cache-dir -r requirements.txt COPY model.py . CMD [“python”, “model.py”] 4. Update the repository_data.json file to include an entry for your new model with the corresponding information. ## 2. Testing the Model Locally with Docker Compose 1. Add a new service entry for your model in the existing docker-compose.yml file by following this example: sentiment_analysis: build: context: ./src/sentiment_analysis/provider/mode/ dockerfile: Dockerfile ports: - “8001:8000” environment: - PYTHONUNBUFFERED=1 - PYTHONDONTWRITEBYTECODE=1 Replace ./src/sentiment_analysis/provider/mode/ with the path to your model’s directory and adjust the port numbers accordingly. 2. Run docker-compose up to build and run the containers for the main app and your new model. 3. Test your model’s API locally using a tool like curl or Postman, connecting to http://localhost:8000/use_case/provider/mode. ## 3. Deploying with Docker Compose When you’re ready to deploy your model, you can use the existing docker-compose.yml file to deploy the entire AI Toolchain stack, including your new model. 1. Push your model’s Docker image to a container registry: docker-compose build sentiment_analysis docker tag sentiment_analysis:latest your-container-registry-url/sentiment_analysis:latest docker push your-container-registry-url/sentiment_analysis:latest 2. Update the docker-compose.yml file in your deployment environment with the new service entries for your model, as was done for testing locally. 3. Run docker-compose up -d in your deployment environment to start all services, including your new model. ## 4. Accessing the Model’s APIs Once the AI Toolchain stack is deployed using Docker Compose, users can access the APIs associated with each model by calling the main app’s API at http://your.deployment.url/use_case/provider/mode. For example, if the AI Toolchain is deployed at http://your.deployment.url, and your new model is a sentiment analysis model at the endpoint /sentiment_analysis/provider/mode, users can access the API by sending requests to http://your.deployment.url/sentiment_analysis/provider/mode. By following these steps, you can add new models to the AI Toolchain, test them locally, and deploy them using Docker Compose, allowing users to access the APIs associated with any model.
528caee3e5db28f6baf62e4244a3d00f
{ "intermediate": 0.37060654163360596, "beginner": 0.38269829750061035, "expert": 0.24669520556926727 }
10,249
using purely c++ code make a simple playable tetris game that you can play in the terminal:
6ffcaac4e2ccc3a00c0eb28d9eea6baf
{ "intermediate": 0.35472801327705383, "beginner": 0.3574170172214508, "expert": 0.28785499930381775 }
10,250
fivem scripting how to control a deers movement so I could ride it
f06396f546d8e03605d527dc3e1082f4
{ "intermediate": 0.24444633722305298, "beginner": 0.21052886545658112, "expert": 0.5450248122215271 }
10,251
i have these two interfaces that are similar export interface MultiSelectParamProps { placeholder?: string; options: SelectItem[]; } interface SelectProps { placeholder?: string; options: SendersContent[]; onChange: any; } how do i improve them
d3df1afac3fc3daac055e0637992ba0f
{ "intermediate": 0.6149092316627502, "beginner": 0.15627895295619965, "expert": 0.2288118302822113 }
10,252
I have data of temperature for every hour from first of July to end of September from 1951 to 2022. I want to predict temperature from 2023 to 2060. this set of data have a seasonality for 24 hours of a day.
dbee68a531f733814dd5620fe32cafb5
{ "intermediate": 0.4079233705997467, "beginner": 0.22505828738212585, "expert": 0.36701834201812744 }
10,253
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: 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); }; 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> // Add this struct outside the Material class, possibly at the top of Material.cpp struct ShaderDeleter { void operator()(Shader* shaderPtr) { if (shaderPtr != nullptr) { Shader::Cleanup(shaderPtr); } } }; 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; VkDescriptorSetLayout* descriptorSetLayout;// = VK_NULL_HANDLE; VkDescriptorSetLayout* samplerDescriptorSetLayout;// = VK_NULL_HANDLE; void CleanupDescriptorSetLayout(); void CleanupSamplerDescriptorSetLayout(); }; 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; this->descriptorSetLayout = descriptorSetLayout; this->samplerDescriptorSetLayout = samplerDescriptorSetLayout; // 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() { if (vertexShader) { Shader::Cleanup(vertexShader.get()); } if (fragmentShader) { Shader::Cleanup(fragmentShader.get()); } if (texture) { texture->Cleanup(); texture.reset(); } if (pipelineLayout != VK_NULL_HANDLE) { vkDestroyPipelineLayout(device, pipelineLayout, nullptr); pipelineLayout = VK_NULL_HANDLE; } CleanupDescriptorSetLayout(); CleanupSamplerDescriptorSetLayout(); // Be sure to destroy the descriptor set if necessary // Note: If the descriptor pool is being destroyed, you don’t need to free individual descriptor sets } 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, ShaderDeleter()); fragmentShader = std::shared_ptr<Shader>(new Shader, ShaderDeleter()); 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); } void Material::CleanupDescriptorSetLayout() { if (device != VK_NULL_HANDLE && descriptorSetLayout != VK_NULL_HANDLE) { vkDestroyDescriptorSetLayout(device, *descriptorSetLayout, nullptr); descriptorSetLayout = VK_NULL_HANDLE; } } void Material::CleanupSamplerDescriptorSetLayout() { if (device != VK_NULL_HANDLE && samplerDescriptorSetLayout != VK_NULL_HANDLE) { vkDestroyDescriptorSetLayout(device, *samplerDescriptorSetLayout, nullptr); samplerDescriptorSetLayout = VK_NULL_HANDLE; } } 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(); Shutdown(); } 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; }; Scene.cpp: #include "Scene.h" Scene::Scene() { } Scene::~Scene() { Shutdown(); } void Scene::Initialize() { // Initialize camera and game objects //camera.SetPosition(glm::vec3(0.0f, 0.0f, -5.0f)); camera.Initialize(800.0f / 600.0f); camera.SetPosition(glm::vec3(0.0f, 0.0f, 5.0f)); camera.SetRotation(glm::vec3(0.0f, 0.0f, 0.0f)); // Add initial game objects } void Scene::Update(float deltaTime) { // Update game objects and camera for (GameObject* gameObject : gameObjects) { gameObject->Update(deltaTime); temp = temp + 0.01; } } void Scene::Render(Renderer& renderer) { // Render game objects for (GameObject* gameObject : gameObjects) { gameObject->Render(renderer, camera); } //camera.SetRotation(glm::vec3(0, 0, temp)); // Submit rendering-related commands to Vulkan queues } void Scene::Shutdown() { // Clean up game objects for (GameObject* gameObject : gameObjects) { gameObject->Shutdown(); // Make sure to call Shutdown() on the game objects delete gameObject; gameObject = nullptr; } gameObjects.clear(); camera.Shutdown(); } void Scene::AddGameObject(GameObject* gameObject) { gameObjects.push_back(gameObject); } Camera& Scene::GetCamera() { return camera; } 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) if (material) { material->Cleanup(); delete material; material = nullptr; } if (mesh) { delete mesh; mesh = nullptr; } 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; } Here is a portion of Renderer.cpp: VkDescriptorSetLayout* Renderer::CreateDescriptorSetLayout() { VkDescriptorSetLayoutBinding uboLayoutBinding{}; uboLayoutBinding.binding = 0; uboLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; uboLayoutBinding.descriptorCount = 1; uboLayoutBinding.stageFlags = VK_SHADER_STAGE_VERTEX_BIT; uboLayoutBinding.pImmutableSamplers = nullptr; // Add sampler layout binding VkDescriptorSetLayoutBinding samplerLayoutBinding{}; samplerLayoutBinding.binding = 1; samplerLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; samplerLayoutBinding.descriptorCount = 1; samplerLayoutBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; samplerLayoutBinding.pImmutableSamplers = nullptr; std::array<VkDescriptorSetLayoutBinding, 2> bindings = { uboLayoutBinding, samplerLayoutBinding }; VkDescriptorSetLayoutCreateInfo layoutInfo{}; layoutInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; layoutInfo.bindingCount = static_cast<uint32_t>(bindings.size()); layoutInfo.pBindings = bindings.data(); VkDescriptorSetLayout descriptorSetLayout; if (vkCreateDescriptorSetLayout(device, &layoutInfo, nullptr, &descriptorSetLayout) != VK_SUCCESS) { throw std::runtime_error("Failed to create descriptor set layout!"); } return &descriptorSetLayout; } VkDescriptorSetLayout* Renderer::CreateSamplerDescriptorSetLayout() { VkDescriptorSetLayoutBinding samplerLayoutBinding{}; samplerLayoutBinding.binding = 0; samplerLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; samplerLayoutBinding.descriptorCount = 1; samplerLayoutBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; samplerLayoutBinding.pImmutableSamplers = nullptr; VkDescriptorSetLayoutCreateInfo layoutInfo{}; layoutInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; layoutInfo.bindingCount = 1; layoutInfo.pBindings = &samplerLayoutBinding; VkDescriptorSetLayout descriptorSetLayout; if (vkCreateDescriptorSetLayout(device, &layoutInfo, nullptr, &descriptorSetLayout) != VK_SUCCESS) { throw std::runtime_error("Failed to create sampler descriptor set layout!"); } return &descriptorSetLayout; } VkDescriptorPool Renderer::CreateDescriptorPool(uint32_t maxSets) { VkDescriptorPoolSize poolSize{}; poolSize.type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; poolSize.descriptorCount = maxSets; // Add an additional descriptor pool size for COMBINED_IMAGE_SAMPLER VkDescriptorPoolSize samplerPoolSize{}; samplerPoolSize.type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; samplerPoolSize.descriptorCount = maxSets; std::array<VkDescriptorPoolSize, 2> poolSizes = { poolSize, samplerPoolSize }; VkDescriptorPoolCreateInfo poolInfo{}; poolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; poolInfo.poolSizeCount = static_cast<uint32_t>(poolSizes.size()); poolInfo.pPoolSizes = poolSizes.data(); poolInfo.maxSets = maxSets; VkDescriptorPool descriptorPool; if (vkCreateDescriptorPool(device, &poolInfo, nullptr, &descriptorPool) != VK_SUCCESS) { throw std::runtime_error("Failed to create descriptor pool!"); } return descriptorPool; } I am getting an access violation error in Material::CreateDescriptorSet when trying to allocate descriptorsets. Here is the log output: VUID-VkPipelineLayoutCreateInfo-pSetLayouts-parameter(ERROR / SPEC): msgNum: -1275504685 - Validation Error: [ VUID-VkPipelineLayoutCreateInfo-pSetLayouts-parameter ] Object 0: handle = 0x1f2f1e29a40, type = VK_OBJECT_TYPE_INSTANCE; | MessageID = 0xb3f957d3 | Invalid VkDescriptorSetLayout Object 0xb3dc6ff590. The Vulkan spec states: If setLayoutCount is not 0, pSetLayouts must be a valid pointer to an array of setLayoutCount valid or VK_NULL_HANDLE VkDescriptorSetLayout handles (https://vulkan.lunarg.com/doc/view/1.3.239.0/windows/1.3-extensions/vkspec.html#VUID-VkPipelineLayoutCreateInfo-pSetLayouts-parameter) Objects: 1 [0] 0x1f2f1e29a40, type: 1, name: NULL Current Frame: 0 | Cmd Buffer Index: 1 | Image Index: 0 Calling vkBeginCommandBufferà vkBeginCommandBuffer calledà VUID-VkDescriptorSetAllocateInfo-pSetLayouts-parameter(ERROR / SPEC): msgNum: 210066664 - Validation Error: [ VUID-VkDescriptorSetAllocateInfo-pSetLayouts-parameter ] Object 0: handle = 0x1f2f1e29a40, type = VK_OBJECT_TYPE_INSTANCE; | MessageID = 0xc855ce8 | Invalid VkDescriptorSetLayout Object 0xcccccccccccccccc. The Vulkan spec states: pSetLayouts must be a valid pointer to an array of descriptorSetCount valid VkDescriptorSetLayout handles (https://vulkan.lunarg.com/doc/view/1.3.239.0/windows/1.3-extensions/vkspec.html#VUID-VkDescriptorSetAllocateInfo-pSetLayouts-parameter) Objects: 1 [0] 0x1f2f1e29a40, type: 1, name: NULL What might be causing this issue and how can I fix it?
778942d725f3da80fea883fa44cdbef4
{ "intermediate": 0.3505549430847168, "beginner": 0.394856333732605, "expert": 0.2545887529850006 }
10,255
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: 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); }; 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> // Add this struct outside the Material class, possibly at the top of Material.cpp struct ShaderDeleter { void operator()(Shader* shaderPtr) { if (shaderPtr != nullptr) { Shader::Cleanup(shaderPtr); } } }; 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; VkDescriptorSetLayout descriptorSetLayout;// = VK_NULL_HANDLE; VkDescriptorSetLayout samplerDescriptorSetLayout;// = VK_NULL_HANDLE; void CleanupDescriptorSetLayout(); void CleanupSamplerDescriptorSetLayout(); }; 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; this->descriptorSetLayout = descriptorSetLayout; this->samplerDescriptorSetLayout = samplerDescriptorSetLayout; // 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() { if (vertexShader) { Shader::Cleanup(vertexShader.get()); } if (fragmentShader) { Shader::Cleanup(fragmentShader.get()); } if (texture) { texture->Cleanup(); texture.reset(); } if (pipelineLayout != VK_NULL_HANDLE) { vkDestroyPipelineLayout(device, pipelineLayout, nullptr); pipelineLayout = VK_NULL_HANDLE; } CleanupDescriptorSetLayout(); CleanupSamplerDescriptorSetLayout(); // Be sure to destroy the descriptor set if necessary // Note: If the descriptor pool is being destroyed, you don’t need to free individual descriptor sets } 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, ShaderDeleter()); fragmentShader = std::shared_ptr<Shader>(new Shader, ShaderDeleter()); 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); } void Material::CleanupDescriptorSetLayout() { if (device != VK_NULL_HANDLE && descriptorSetLayout != VK_NULL_HANDLE) { vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); descriptorSetLayout = VK_NULL_HANDLE; } } void Material::CleanupSamplerDescriptorSetLayout() { if (device != VK_NULL_HANDLE && samplerDescriptorSetLayout != VK_NULL_HANDLE) { vkDestroyDescriptorSetLayout(device, samplerDescriptorSetLayout, nullptr); samplerDescriptorSetLayout = VK_NULL_HANDLE; } } 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(); Shutdown(); } 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(); vkDeviceWaitIdle(*renderer.GetDevice()); 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; }; Scene.cpp: #include "Scene.h" Scene::Scene() { } Scene::~Scene() { Shutdown(); } void Scene::Initialize() { // Initialize camera and game objects //camera.SetPosition(glm::vec3(0.0f, 0.0f, -5.0f)); camera.Initialize(800.0f / 600.0f); camera.SetPosition(glm::vec3(0.0f, 0.0f, 5.0f)); camera.SetRotation(glm::vec3(0.0f, 0.0f, 0.0f)); // Add initial game objects } void Scene::Update(float deltaTime) { // Update game objects and camera for (GameObject* gameObject : gameObjects) { gameObject->Update(deltaTime); temp = temp + 0.01; } } void Scene::Render(Renderer& renderer) { // Render game objects for (GameObject* gameObject : gameObjects) { gameObject->Render(renderer, camera); } //camera.SetRotation(glm::vec3(0, 0, temp)); // Submit rendering-related commands to Vulkan queues } void Scene::Shutdown() { // Clean up game objects for (GameObject* gameObject : gameObjects) { gameObject->Shutdown(); // Make sure to call Shutdown() on the game objects delete gameObject; gameObject = nullptr; } gameObjects.clear(); camera.Shutdown(); } void Scene::AddGameObject(GameObject* gameObject) { gameObjects.push_back(gameObject); } Camera& Scene::GetCamera() { return camera; } 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) if (material) { material->Cleanup(); delete material; material = nullptr; } if (mesh) { delete mesh; mesh = nullptr; } 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; 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… }; A portion of Texture.cpp: Texture::Texture() : device(VK_NULL_HANDLE), image(VK_NULL_HANDLE), imageMemory(VK_NULL_HANDLE), imageView(VK_NULL_HANDLE), sampler(VK_NULL_HANDLE) { } Texture::~Texture() { Cleanup(); } void Texture::Cleanup() { if (!initialized) { return; } if (sampler != VK_NULL_HANDLE) { vkDestroySampler(device, sampler, nullptr); sampler = VK_NULL_HANDLE; } if (imageView != VK_NULL_HANDLE) { vkDestroyImageView(device, imageView, nullptr); imageView = VK_NULL_HANDLE; } if (image != VK_NULL_HANDLE) { vkDestroyImage(device, image, nullptr); image = VK_NULL_HANDLE; } if (imageMemory != VK_NULL_HANDLE) { vkFreeMemory(device, imageMemory, nullptr); imageMemory = VK_NULL_HANDLE; } initialized = false; } I am getting this error in Texture::Cleanup when trying to close the application: VUID-vkDestroySampler-sampler-01082(ERROR / SPEC): msgNum: -861300428 - Validation Error: [ VUID-vkDestroySampler-sampler-01082 ] Object 0: handle = 0x22239fc72c0, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0xcca99934 | Cannot call vkDestroySampler on VkSampler 0xba7514000000002a[] that is currently in use by a command buffer. The Vulkan spec states: All submitted commands that refer to sampler must have completed execution (https://vulkan.lunarg.com/doc/view/1.3.239.0/windows/1.3-extensions/vkspec.html#VUID-vkDestroySampler-sampler-01082) Objects: 1 [0] 0x22239fc72c0, type: 3, name: NULL What might be causing this issue and how can I fix it?
a456bb628fb190878c41699e5fb243b2
{ "intermediate": 0.279109388589859, "beginner": 0.4491756856441498, "expert": 0.27171486616134644 }
10,256
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: 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); }; 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> // Add this struct outside the Material class, possibly at the top of Material.cpp struct ShaderDeleter { void operator()(Shader* shaderPtr) { if (shaderPtr != nullptr) { Shader::Cleanup(shaderPtr); } } }; 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; VkDescriptorSetLayout descriptorSetLayout;// = VK_NULL_HANDLE; VkDescriptorSetLayout samplerDescriptorSetLayout;// = VK_NULL_HANDLE; void CleanupDescriptorSetLayout(); void CleanupSamplerDescriptorSetLayout(); }; 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; this->descriptorSetLayout = descriptorSetLayout; this->samplerDescriptorSetLayout = samplerDescriptorSetLayout; // 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() { if (vertexShader) { Shader::Cleanup(vertexShader.get()); } if (fragmentShader) { Shader::Cleanup(fragmentShader.get()); } if (texture) { texture->Cleanup(); texture.reset(); } if (pipelineLayout != VK_NULL_HANDLE) { vkDestroyPipelineLayout(device, pipelineLayout, nullptr); pipelineLayout = VK_NULL_HANDLE; } CleanupDescriptorSetLayout(); CleanupSamplerDescriptorSetLayout(); // Be sure to destroy the descriptor set if necessary // Note: If the descriptor pool is being destroyed, you don’t need to free individual descriptor sets } 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, ShaderDeleter()); fragmentShader = std::shared_ptr<Shader>(new Shader, ShaderDeleter()); 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); } void Material::CleanupDescriptorSetLayout() { if (device != VK_NULL_HANDLE && descriptorSetLayout != VK_NULL_HANDLE) { vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); descriptorSetLayout = VK_NULL_HANDLE; } } void Material::CleanupSamplerDescriptorSetLayout() { if (device != VK_NULL_HANDLE && samplerDescriptorSetLayout != VK_NULL_HANDLE) { vkDestroyDescriptorSetLayout(device, samplerDescriptorSetLayout, nullptr); samplerDescriptorSetLayout = VK_NULL_HANDLE; } } 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(); Shutdown(); } 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; }; Scene.cpp: #include "Scene.h" Scene::Scene() { } Scene::~Scene() { Shutdown(); } void Scene::Initialize() { // Initialize camera and game objects //camera.SetPosition(glm::vec3(0.0f, 0.0f, -5.0f)); camera.Initialize(800.0f / 600.0f); camera.SetPosition(glm::vec3(0.0f, 0.0f, 5.0f)); camera.SetRotation(glm::vec3(0.0f, 0.0f, 0.0f)); // Add initial game objects } void Scene::Update(float deltaTime) { // Update game objects and camera for (GameObject* gameObject : gameObjects) { gameObject->Update(deltaTime); temp = temp + 0.01; } } void Scene::Render(Renderer& renderer) { // Render game objects for (GameObject* gameObject : gameObjects) { gameObject->Render(renderer, camera); } //camera.SetRotation(glm::vec3(0, 0, temp)); // Submit rendering-related commands to Vulkan queues } void Scene::Shutdown() { // Clean up game objects for (GameObject* gameObject : gameObjects) { gameObject->Shutdown(); // Make sure to call Shutdown() on the game objects delete gameObject; gameObject = nullptr; } gameObjects.clear(); camera.Shutdown(); } void Scene::AddGameObject(GameObject* gameObject) { gameObjects.push_back(gameObject); } Camera& Scene::GetCamera() { return camera; } 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(); }; A portion of 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::Shutdown() { // Clean up resources, if necessary // (depending on how Mesh and Material resources are managed) if (material) { material->Cleanup(); delete material; material = nullptr; } if (mesh) { delete mesh; mesh = nullptr; } this->initialized = false; } 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… }; A portion of Texture.cpp: Texture::Texture() : device(VK_NULL_HANDLE), image(VK_NULL_HANDLE), imageMemory(VK_NULL_HANDLE), imageView(VK_NULL_HANDLE), sampler(VK_NULL_HANDLE) { } Texture::~Texture() { Cleanup(); } void Texture::Cleanup() { if (!initialized) { return; } if (sampler != VK_NULL_HANDLE) { vkDestroySampler(device, sampler, nullptr); sampler = VK_NULL_HANDLE; } if (imageView != VK_NULL_HANDLE) { vkDestroyImageView(device, imageView, nullptr); imageView = VK_NULL_HANDLE; } if (image != VK_NULL_HANDLE) { vkDestroyImage(device, image, nullptr); image = VK_NULL_HANDLE; } if (imageMemory != VK_NULL_HANDLE) { vkFreeMemory(device, imageMemory, nullptr); imageMemory = VK_NULL_HANDLE; } initialized = false; } A portion of 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::CleanupDevice() { // Reset the pipeline first to ensure it’s destroyed before the device pipeline.reset(); // Destroy the logical device vkDestroyDevice(device, nullptr); } I am getting this error in Renderer::CleanupDevice when trying to close the application: VUID-vkDestroyDevice-device-00378(ERROR / SPEC): msgNum: 1901072314 - Validation Error: [ VUID-vkDestroyDevice-device-00378 ] Object 0: handle = 0x250768af840, type = VK_OBJECT_TYPE_DEVICE; Object 1: handle = 0x149d740000000087, type = VK_OBJECT_TYPE_DESCRIPTOR_SET_LAYOUT; | MessageID = 0x71500fba | OBJ ERROR : For VkDevice 0x250768af840[], VkDescriptorSetLayout 0x149d740000000087[] 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] 0x250768af840, type: 3, name: NULL [1] 0x149d740000000087, type: 20, name: NULL What might be causing this issue and how can I fix it?
475d92f9b7de950433abb19c4b534887
{ "intermediate": 0.279109388589859, "beginner": 0.4491756856441498, "expert": 0.27171486616134644 }
10,257
Конечно, вот ваш код, объединенный в один блок: import sqlite3 import pandas as pd # Открываем соединение с базой данных conn = sqlite3.connect(‘/content/drive/MyDrive/School21/day10/checking-logs.sqlite’) # Создаем датафрейм datamart с помощью SQL-запроса datamart = pd.io.sql.read_sql(‘’‘ SELECT t1.uid, labname, first_commit_ts, first_view_ts FROM (SELECT uid, labname, timestamp as first_commit_ts FROM checker WHERE uid LIKE ‘user_%’ AND status=‘ready’ AND numTrials = 1 AND labname IN (‘laba04’, ‘laba04s’, ‘laba05’, ‘laba05’, ‘laba06’, ‘laba06s’, ‘project1’)) AS t1 LEFT JOIN (SELECT min(datetime) as first_view_ts, uid FROM pageviews WHERE uid LIKE ‘user_%’ GROUP BY uid) AS t2 ON t1.uid = t2.uid ’‘’, conn, parse_dates=[‘first_commit_ts’, ‘first_view_ts’]) # Создаем датафреймы test и control test = datamart[datamart.first_view_ts.notnull()] control = datamart[datamart.first_view_ts.isnull()] # Заполняем пропущенные значения first_view_ts в control средним значением из test control.fillna(value = test.first_view_ts.mean(), inplace = True) # Сохраняем датафреймы в базе данных test.to_sql(‘test’, conn, if_exists = ‘replace’) control.to_sql(‘control’, conn, if_exists = ‘replace’) # Закрываем соединение с базой данных conn.close() # Выводим информацию о датафреймах test.info() control.info() Теперь у вас есть один блок кода, который выполняет все задачи, указанные в ваших комментариях. Используя имеющийся код Создай соединение с базой данных с помощью библиотеки sqlite3. Получи схему таблицы test. Получи только первые 10 строк таблицы test, чтобы проверить, как она выглядит. Найди среди всех пользователей минимальное значение этой самой дельты (периода времени от даты первого коммита пользователя до срока сдачи соответствующего лабораторного задания), используя только один запрос. Для этого соедини данные своей таблицы с данными таблицы deadlines. Период времени должен отображаться в часах. Не учитывай лабораторное задание project1 с более длительным сроком сдачи, поскольку оно будет выделяться на фоне других. Сохрани значение в датафрейме df_min с соответствующим uid. Выполни те же самые операции для максимального значения дельты, используя только один запрос. Название итогового датафрейма — df_max. Выполни те же самые операции для среднего значения дельты, используя только один запрос. На этот раз ваш итоговый датафрейм не должен включать столбец uid; имя датафрейма — df_avg. Мы хотим проверить предположение о том, что у пользователей, посетивших ленту новостей всего несколько раз, период времени между датой первого коммита и сроком сдачи лабораторного задания меньше. Для этого тебе необходимо рассчитать коэффициент корреляции между количеством просмотров страниц и разницей между датами. Используя только один запрос, создай таблицу со столбцами: uid, avg_diff, pageviews. uid — это uid, существующие в таблице test. avg_diff — среднее значение дельты (периода времени между датой первого коммита и сроком сдачи лабораторного задания) для каждого пользователя. pageviews — количество посещений ленты новостей одним пользователем. Не учитывай лабораторное задание project1. Сохрани результаты в датафрейме views_diff. Используй метод corr() библиотеки Pandas для вычисления коэффициента корреляции между количеством просмотров и значением дельты. Закрой соединение. import sqlite3 import pandas as pd # Открываем соединение с базой данных conn = sqlite3.connect(‘/content/drive/MyDrive/School21/day10/checking-logs.sqlite’) # Получаем схему таблицы test test_schema = pd.read_sql(“PRAGMA table_info(test)”, conn) print(test_schema) # Получаем первые 10 строк таблицы test test_head = pd.read_sql(“SELECT * FROM test LIMIT 10”, conn) print(test_head) # Создаем таблицу deadlines deadlines_sql = ‘’‘ CREATE TABLE IF NOT EXISTS deadlines AS SELECT ‘laba01’ AS labname, ‘2020-04-15 13:00:00’ AS deadline UNION SELECT ‘laba02’, ‘2020-10-15 13:00:00’ UNION SELECT ‘laba03’, ‘2020-10-22 13:00:00’ UNION SELECT ‘laba04’, ‘2020-10-29 13:00:00’ UNION SELECT ‘laba06’, ‘2020-11-12 13:00:00’ ’‘’ conn.execute(deadlines_sql) # Находим минимальное значение дельты min_delta_sql = ‘’‘ SELECT uid, labname, MIN((julianday(deadlines)-julianday(first_commit_ts))*24) [min_delta] FROM test JOIN deadlines ON test.labname = deadlines.labname WHERE test.labname != ‘project1’ GROUP BY uid ’‘’ df_min = pd.read_sql(min_delta_sql, conn) print(df_min) # Находим максимальное значение дельты max_delta_sql = ‘’‘ SELECT uid, labname, MAX((julianday(deadlines.deadline)-julianday(first_commit_ts))*24) [max_delta] FROM test JOIN deadlines ON test.labname = deadlines.labname WHERE test.labname != ‘project1’ GROUP BY uid ’‘’ df_max = pd.read_sql(max_delta_sql, conn) print(df_max) # Находим среднее значение дельты avg_delta_sql = ‘’‘ SELECT AVG((julianday(deadlines.deadline)-julianday(first_commit_ts))*24) [avg_delta] FROM test JOIN deadlines ON test.labname = deadlines.labname WHERE test.labname != ‘project1’ ’‘’ df_avg = pd.read_sql(avg_delta_sql, conn) print(df_avg) # Создаем таблицу views_diff views_diff_sql = ‘’‘ SELECT test.uid, AVG((julianday(deadlines.deadline)-julianday(first_commit_ts))*24) avg_diff, COUNT(pageviews.datetime) pageviews FROM test JOIN deadlines ON test.labname = deadlines.labname LEFT JOIN pageviews ON test.uid = pageviews.uid WHERE test.labname != ‘project1’ GROUP BY test.uid ’‘’ views_diff = pd.read_sql(views_diff_sql, conn) print(views_diff) # Рассчитываем коэффициент корреляции между количеством просмотров и значением дельты correlation_coefficient = views_diff[‘avg_diff’].corr(views_diff[‘pageviews’]) print(“Коэффициент корреляции:”, correlation_coefficient) # Закрываем соединение с базой данных conn.close() Весь код объединен в одном блоке, выполняя все поставленные задачи. Не забудьте заменить путь к базе данных на свой путь, если это необходимо. cid name type notnull dflt_value pk 0 0 index INTEGER 0 None 0 1 1 uid TEXT 0 None 0 2 2 labname TEXT 0 None 0 3 3 first_commit_ts TIMESTAMP 0 None 0 4 4 first_view_ts TIMESTAMP 0 None 0 index uid labname first_commit_ts <br/>0 3 user_17 project1 2020-04-18 07:56:45.408648 1 4 user_30 laba04 2020-04-18 13:36:53.971502 2 7 user_30 laba04s 2020-04-18 14:51:37.498399 3 8 user_14 laba04 2020-04-18 15:14:00.312338 4 11 user_14 laba04s 2020-04-18 22:30:30.247628 5 18 user_19 laba04 2020-04-20 19:05:01.297780 6 19 user_25 laba04 2020-04-20 19:16:50.673054 7 20 user_21 laba04 2020-04-21 17:48:00.487806 8 21 user_30 project1 2020-04-22 12:36:24.053518 9 23 user_21 laba04s 2020-04-22 20:09:21.857747 first_view_ts 0 2020-04-18 10:56:55.833899 1 2020-04-17 22:46:26.785035 2 2020-04-17 22:46:26.785035 3 2020-04-18 10:53:52.623447 4 2020-04-18 10:53:52.623447 5 2020-04-21 20:30:38.034966 6 2020-05-09 23:54:54.260791 7 2020-04-22 22:40:36.824081 8 2020-04-17 22:46:26.785035 9 2020-04-22 22:40:36.824081 --------------------------------------------------------------------------- OperationalError Traceback (most recent call last) /usr/local/lib/python3.10/dist-packages/pandas/io/sql.py in execute(self, *args, **kwargs) 2017 try: -> 2018 cur.execute(*args, **kwargs) 2019 return cur OperationalError: no such column: deadlines.labname The above exception was the direct cause of the following exception: DatabaseError Traceback (most recent call last) 3 frames /usr/local/lib/python3.10/dist-packages/pandas/io/sql.py in execute(self, *args, **kwargs) 2028 2029 ex = DatabaseError(f"Execution failed on sql ‘{args[0]}’: {exc}") -> 2030 raise ex from exc 2031 2032 @staticmethod DatabaseError: Execution failed on sql ‘ SELECT uid, labname, MIN((julianday(deadlines)-julianday(first_commit_ts))*24) [min_delta] FROM test JOIN deadlines ON test.labname = deadlines.labname WHERE test.labname != ‘project1’ GROUP BY uid ’: no such column: deadlines.labname Извините за эту ошибку, я забыл использовать правильное название столбца при объединении. В таблице deadlines столбец называется ‘deadline’, а не ‘labname’. Вот исправленный код: import sqlite3 import pandas as pd # Открываем соединение с базой данных conn = sqlite3.connect(‘/content/drive/MyDrive/School21/day10/checking-logs.sqlite’) # Получаем схему таблицы test test_schema = pd.read_sql(“PRAGMA table_info(test)”, conn) print(test_schema) # Получаем первые 10 строк таблицы test test_head = pd.read_sql(“SELECT * FROM test LIMIT 10”, conn) print(test_head) # Создаем таблицу deadlines deadlines_sql = ‘’‘ CREATE TABLE IF NOT EXISTS deadlines AS SELECT ‘laba01’ AS labname, ‘2020-04-15 13:00:00’ AS deadline UNION SELECT ‘laba02’, ‘2020-10-15 13:00:00’ UNION SELECT ‘laba03’, ‘2020-10-22 13:00:00’ UNION SELECT ‘laba04’, ‘2020-10-29 13:00:00’ UNION SELECT ‘laba06’, ‘2020-11-12 13:00:00’ ’‘’ conn.execute(deadlines_sql) # Находим минимальное значение дельты min_delta_sql = ‘’‘ SELECT uid, test.labname, MIN((julianday(deadlines.deadline)-julianday(first_commit_ts))*24) [min_delta] FROM test JOIN deadlines ON test.labname = deadlines.labname WHERE test.labname != ‘project1’ GROUP BY uid ’‘’ df_min = pd.read_sql(min_delta_sql, conn) print(df_min) # Находим максимальное значение дельты max_delta_sql = ‘’‘ SELECT uid, test.labname, MAX((julianday(deadlines.deadline)-julianday(first_commit_ts))*24) [max_delta] FROM test JOIN deadlines ON test.labname = deadlines.labname WHERE test.labname != ‘project1’ GROUP BY uid ’‘’ df_max = pd.read_sql(max_delta_sql, conn) print(df_max) # Находим среднее значение дельты avg_delta_sql = ‘’‘ SELECT AVG((julianday(deadlines.deadline)-julianday(first_commit_ts))*24) [avg_delta] FROM test JOIN deadlines ON test.labname = deadlines.labname WHERE test.labname != ‘project1’ ’‘’ df_avg = pd.read_sql(avg_delta_sql, conn) print(df_avg) # Создаем таблицу views_diff views_diff_sql = ‘’‘ SELECT test.uid, AVG((julianday(deadlines.deadline)-julianday(first_commit_ts))*24) avg_diff, COUNT(pageviews.datetime) pageviews FROM test JOIN deadlines ON test.labname = deadlines.labname LEFT JOIN pageviews ON test.uid = pageviews.uid WHERE test.labname != ‘project1’ GROUP BY test.uid ’‘’ views_diff = pd.read_sql(views_diff_sql, conn) print(views_diff) # Рассчитываем коэффициент корреляции между количеством просмотров и значением дельты correlation_coefficient = views_diff[‘avg_diff’].corr(views_diff[‘pageviews’]) print(“Коэффициент корреляции:”, correlation_coefficient) # Закрываем соединение с базой данных conn.close() Этот код исправляет ошибку “no such column” и должен нормально работать.
6b411f817abd046294bb259426d2ec78
{ "intermediate": 0.29778459668159485, "beginner": 0.5382837653160095, "expert": 0.1639316827058792 }
10,258
how can I fix the error here
6821fd99ba8f36ab3ee68613fecf3645
{ "intermediate": 0.40902212262153625, "beginner": 0.2243867665529251, "expert": 0.36659112572669983 }
10,259
i have application with some of modules each modules has its own routing file and some components, i cannot to access the component of each module through url
6e8bf22e2c20f9603eade8ce3eb51b29
{ "intermediate": 0.32688769698143005, "beginner": 0.3190910816192627, "expert": 0.35402125120162964 }
10,260
Используя имеющийся код Создай соединение с базой данных с помощью библиотеки sqlite3. Получи схему таблицы test. Получи только первые 10 строк таблицы test, чтобы проверить, как она выглядит. Найди среди всех пользователей минимальное значение этой самой дельты (периода времени от даты первого коммита пользователя до срока сдачи соответствующего лабораторного задания), используя только один запрос. Для этого соедини данные своей таблицы с данными таблицы deadlines. Период времени должен отображаться в часах. Не учитывай лабораторное задание project1 с более длительным сроком сдачи, поскольку оно будет выделяться на фоне других. Сохрани значение в датафрейме df_min с соответствующим uid. Выполни те же самые операции для максимального значения дельты, используя только один запрос. Название итогового датафрейма — df_max. Выполни те же самые операции для среднего значения дельты, используя только один запрос. На этот раз ваш итоговый датафрейм не должен включать столбец uid; имя датафрейма — df_avg. Мы хотим проверить предположение о том, что у пользователей, посетивших ленту новостей всего несколько раз, период времени между датой первого коммита и сроком сдачи лабораторного задания меньше. Для этого тебе необходимо рассчитать коэффициент корреляции между количеством просмотров страниц и разницей между датами. Используя только один запрос, создай таблицу со столбцами: uid, avg_diff, pageviews. uid — это uid, существующие в таблице test. avg_diff — среднее значение дельты (периода времени между датой первого коммита и сроком сдачи лабораторного задания) для каждого пользователя. pageviews — количество посещений ленты новостей одним пользователем. Не учитывай лабораторное задание project1. Сохрани результаты в датафрейме views_diff. Используй метод corr() библиотеки Pandas для вычисления коэффициента корреляции между количеством просмотров и значением дельты. Закрой соединение. import sqlite3 import pandas as pd # Открываем соединение с базой данных conn = sqlite3.connect(‘/content/drive/MyDrive/School21/day10/checking-logs.sqlite’) # Получаем схему таблицы test test_schema = pd.read_sql(“PRAGMA table_info(test)”, conn) print(test_schema) # Получаем первые 10 строк таблицы test test_head = pd.read_sql(“SELECT * FROM test LIMIT 10”, conn) print(test_head) # Создаем таблицу deadlines deadlines_sql = ‘’‘ CREATE TABLE IF NOT EXISTS deadlines AS SELECT ‘laba01’ AS labname, ‘2020-04-15 13:00:00’ AS deadline UNION SELECT ‘laba02’, ‘2020-10-15 13:00:00’ UNION SELECT ‘laba03’, ‘2020-10-22 13:00:00’ UNION SELECT ‘laba04’, ‘2020-10-29 13:00:00’ UNION SELECT ‘laba06’, ‘2020-11-12 13:00:00’ ’‘’ conn.execute(deadlines_sql) # Находим минимальное значение дельты min_delta_sql = ‘’‘ SELECT uid, labname, MIN((julianday(deadlines)-julianday(first_commit_ts))*24) [min_delta] FROM test JOIN deadlines ON test.labname = deadlines.labname WHERE test.labname != ‘project1’ GROUP BY uid ’‘’ df_min = pd.read_sql(min_delta_sql, conn) print(df_min) # Находим максимальное значение дельты max_delta_sql = ‘’‘ SELECT uid, labname, MAX((julianday(deadlines.deadline)-julianday(first_commit_ts))*24) [max_delta] FROM test JOIN deadlines ON test.labname = deadlines.labname WHERE test.labname != ‘project1’ GROUP BY uid ’‘’ df_max = pd.read_sql(max_delta_sql, conn) print(df_max) # Находим среднее значение дельты avg_delta_sql = ‘’‘ SELECT AVG((julianday(deadlines.deadline)-julianday(first_commit_ts))*24) [avg_delta] FROM test JOIN deadlines ON test.labname = deadlines.labname WHERE test.labname != ‘project1’ ’‘’ df_avg = pd.read_sql(avg_delta_sql, conn) print(df_avg) # Создаем таблицу views_diff views_diff_sql = ‘’‘ SELECT test.uid, AVG((julianday(deadlines.deadline)-julianday(first_commit_ts))*24) avg_diff, COUNT(pageviews.datetime) pageviews FROM test JOIN deadlines ON test.labname = deadlines.labname LEFT JOIN pageviews ON test.uid = pageviews.uid WHERE test.labname != ‘project1’ GROUP BY test.uid ’‘’ views_diff = pd.read_sql(views_diff_sql, conn) print(views_diff) # Рассчитываем коэффициент корреляции между количеством просмотров и значением дельты correlation_coefficient = views_diff[‘avg_diff’].corr(views_diff[‘pageviews’]) print(“Коэффициент корреляции:”, correlation_coefficient) # Закрываем соединение с базой данных conn.close() Весь код объединен в одном блоке, выполняя все поставленные задачи. Не забудьте заменить путь к базе данных на свой путь, если это необходимо. cid name type notnull dflt_value pk 0 0 index INTEGER 0 None 0 1 1 uid TEXT 0 None 0 2 2 labname TEXT 0 None 0 3 3 first_commit_ts TIMESTAMP 0 None 0 4 4 first_view_ts TIMESTAMP 0 None 0 index uid labname first_commit_ts <br/>0 3 user_17 project1 2020-04-18 07:56:45.408648 1 4 user_30 laba04 2020-04-18 13:36:53.971502 2 7 user_30 laba04s 2020-04-18 14:51:37.498399 3 8 user_14 laba04 2020-04-18 15:14:00.312338 4 11 user_14 laba04s 2020-04-18 22:30:30.247628 5 18 user_19 laba04 2020-04-20 19:05:01.297780 6 19 user_25 laba04 2020-04-20 19:16:50.673054 7 20 user_21 laba04 2020-04-21 17:48:00.487806 8 21 user_30 project1 2020-04-22 12:36:24.053518 9 23 user_21 laba04s 2020-04-22 20:09:21.857747 first_view_ts 0 2020-04-18 10:56:55.833899 1 2020-04-17 22:46:26.785035 2 2020-04-17 22:46:26.785035 3 2020-04-18 10:53:52.623447 4 2020-04-18 10:53:52.623447 5 2020-04-21 20:30:38.034966 6 2020-05-09 23:54:54.260791 7 2020-04-22 22:40:36.824081 8 2020-04-17 22:46:26.785035 9 2020-04-22 22:40:36.824081 --------------------------------------------------------------------------- OperationalError Traceback (most recent call last) /usr/local/lib/python3.10/dist-packages/pandas/io/sql.py in execute(self, *args, **kwargs) 2017 try: -> 2018 cur.execute(*args, **kwargs) 2019 return cur OperationalError: no such column: deadlines.labname The above exception was the direct cause of the following exception: DatabaseError Traceback (most recent call last) 3 frames /usr/local/lib/python3.10/dist-packages/pandas/io/sql.py in execute(self, *args, **kwargs) 2028 2029 ex = DatabaseError(f"Execution failed on sql ‘{args[0]}’: {exc}") -> 2030 raise ex from exc 2031 2032 @staticmethod DatabaseError: Execution failed on sql ‘ SELECT uid, labname, MIN((julianday(deadlines)-julianday(first_commit_ts))*24) [min_delta] FROM test JOIN deadlines ON test.labname = deadlines.labname WHERE test.labname != ‘project1’ GROUP BY uid ’: no such column: deadlines.labname Извините за эту ошибку, я забыл использовать правильное название столбца при объединении. В таблице deadlines столбец называется ‘deadline’, а не ‘labname’. Вот исправленный код: import sqlite3 import pandas as pd # Открываем соединение с базой данных conn = sqlite3.connect(‘/content/drive/MyDrive/School21/day10/checking-logs.sqlite’) # Получаем схему таблицы test test_schema = pd.read_sql(“PRAGMA table_info(test)”, conn) print(test_schema) # Получаем первые 10 строк таблицы test test_head = pd.read_sql(“SELECT * FROM test LIMIT 10”, conn) print(test_head) # Создаем таблицу deadlines deadlines_sql = ‘’‘ CREATE TABLE IF NOT EXISTS deadlines AS SELECT ‘laba01’ AS labname, ‘2020-04-15 13:00:00’ AS deadline UNION SELECT ‘laba02’, ‘2020-10-15 13:00:00’ UNION SELECT ‘laba03’, ‘2020-10-22 13:00:00’ UNION SELECT ‘laba04’, ‘2020-10-29 13:00:00’ UNION SELECT ‘laba06’, ‘2020-11-12 13:00:00’ ’‘’ conn.execute(deadlines_sql) # Находим минимальное значение дельты min_delta_sql = ‘’‘ SELECT uid, test.labname, MIN((julianday(deadlines.deadline)-julianday(first_commit_ts))*24) [min_delta] FROM test JOIN deadlines ON test.labname = deadlines.labname WHERE test.labname != ‘project1’ GROUP BY uid ’‘’ df_min = pd.read_sql(min_delta_sql, conn) print(df_min) # Находим максимальное значение дельты max_delta_sql = ‘’‘ SELECT uid, test.labname, MAX((julianday(deadlines.deadline)-julianday(first_commit_ts))*24) [max_delta] FROM test JOIN deadlines ON test.labname = deadlines.labname WHERE test.labname != ‘project1’ GROUP BY uid ’‘’ df_max = pd.read_sql(max_delta_sql, conn) print(df_max) # Находим среднее значение дельты avg_delta_sql = ‘’‘ SELECT AVG((julianday(deadlines.deadline)-julianday(first_commit_ts))*24) [avg_delta] FROM test JOIN deadlines ON test.labname = deadlines.labname WHERE test.labname != ‘project1’ ’‘’ df_avg = pd.read_sql(avg_delta_sql, conn) print(df_avg) # Создаем таблицу views_diff views_diff_sql = ‘’‘ SELECT test.uid, AVG((julianday(deadlines.deadline)-julianday(first_commit_ts))*24) avg_diff, COUNT(pageviews.datetime) pageviews FROM test JOIN deadlines ON test.labname = deadlines.labname LEFT JOIN pageviews ON test.uid = pageviews.uid WHERE test.labname != ‘project1’ GROUP BY test.uid ’‘’ views_diff = pd.read_sql(views_diff_sql, conn) print(views_diff) # Рассчитываем коэффициент корреляции между количеством просмотров и значением дельты correlation_coefficient = views_diff[‘avg_diff’].corr(views_diff[‘pageviews’]) print(“Коэффициент корреляции:”, correlation_coefficient) # Закрываем соединение с базой данных conn.close() Этот код исправляет ошибку “no such column” и должен нормально работать. Спасибо, что обратили внимание на эту ошибку. Итак, здесь исправленный код: import sqlite3 import pandas as pd # Открываем соединение с базой данных conn = sqlite3.connect(‘/content/drive/MyDrive/School21/day10/checking-logs.sqlite’) # Получаем схему таблицы test test_schema = pd.read_sql(“PRAGMA table_info(test)”, conn) print(test_schema) # Получаем первые 10 строк таблицы test test_head = pd.read_sql(“SELECT * FROM test LIMIT 10”, conn) print(test_head) # Создаем таблицу deadlines deadlines_sql = ‘’‘ CREATE TABLE IF NOT EXISTS deadlines AS SELECT ‘laba01’ AS labname, ‘2020-04-15 13:00:00’ AS deadline UNION SELECT ‘laba02’, ‘2020-10-15 13:00:00’ UNION SELECT ‘laba03’, ‘2020-10-22 13:00:00’ UNION SELECT ‘laba04’, ‘2020-10-29 13:00:00’ UNION SELECT ‘laba06’, ‘2020-11-12 13:00:00’ ’‘’ conn.execute(deadlines_sql) # Находим минимальное значение дельты min_delta_sql = ‘’‘ SELECT uid, test.labname, MIN((julianday(deadlines.deadline)-julianday(first_commit_ts))*24) [min_delta] FROM test JOIN deadlines ON test.labname = deadlines.labname WHERE test.labname != ‘project1’ GROUP BY uid ’‘’ df_min = pd.read_sql(min_delta_sql, conn) print(df_min) # Находим максимальное значение дельты max_delta_sql = ‘’‘ SELECT uid, test.labname, MAX((julianday(deadlines.deadline)-julianday(first_commit_ts))*24) [max_delta] FROM test JOIN deadlines ON test.labname = deadlines.labname WHERE test.labname != ‘project1’ GROUP BY uid ’‘’ df_max = pd.read_sql(max_delta_sql, conn) print(df_max) # Находим среднее значение дельты avg_delta_sql = ‘’‘ SELECT AVG((julianday(deadlines.deadline)-julianday(first_commit_ts))*24) [avg_delta] FROM test JOIN deadlines ON test.labname = deadlines.labname WHERE test.labname != ‘project1’ ’‘’ df_avg = pd.read_sql(avg_delta_sql, conn) print(df_avg) # Создаем таблицу views_diff views_diff_sql = ‘’‘ SELECT test.uid, AVG((julianday(deadlines.deadline)-julianday(first_commit_ts))*24) avg_diff, COUNT(pageviews.datetime) pageviews FROM test JOIN deadlines ON test.labname = deadlines.labname LEFT JOIN pageviews ON test.uid = pageviews.uid WHERE test.labname != ‘project1’ GROUP BY test.uid ’‘’ views_diff = pd.read_sql(views_diff_sql, conn) print(views_diff) # Рассчитываем коэффициент корреляции между количеством просмотров и значением дельты correlation_coefficient = views_diff[‘avg_diff’].corr(views_diff[‘pageviews’]) print(“Коэффициент корреляции:”, correlation_coefficient) # Закрываем соединение с базой данных conn.close() Теперь у меня нет использования кавычек-ёлочек, и код должен работать как нужно. cid name type notnull dflt_value pk 0 0 index INTEGER 0 None 0 1 1 uid TEXT 0 None 0 2 2 labname TEXT 0 None 0 3 3 first_commit_ts TIMESTAMP 0 None 0 4 4 first_view_ts TIMESTAMP 0 None 0 index uid labname first_commit_ts <br/>0 3 user_17 project1 2020-04-18 07:56:45.408648 1 4 user_30 laba04 2020-04-18 13:36:53.971502 2 7 user_30 laba04s 2020-04-18 14:51:37.498399 3 8 user_14 laba04 2020-04-18 15:14:00.312338 4 11 user_14 laba04s 2020-04-18 22:30:30.247628 5 18 user_19 laba04 2020-04-20 19:05:01.297780 6 19 user_25 laba04 2020-04-20 19:16:50.673054 7 20 user_21 laba04 2020-04-21 17:48:00.487806 8 21 user_30 project1 2020-04-22 12:36:24.053518 9 23 user_21 laba04s 2020-04-22 20:09:21.857747 first_view_ts 0 2020-04-18 10:56:55.833899 1 2020-04-17 22:46:26.785035 2 2020-04-17 22:46:26.785035 3 2020-04-18 10:53:52.623447 4 2020-04-18 10:53:52.623447 5 2020-04-21 20:30:38.034966 6 2020-05-09 23:54:54.260791 7 2020-04-22 22:40:36.824081 8 2020-04-17 22:46:26.785035 9 2020-04-22 22:40:36.824081 --------------------------------------------------------------------------- OperationalError Traceback (most recent call last) /usr/local/lib/python3.10/dist-packages/pandas/io/sql.py in execute(self, *args, **kwargs) 2017 try: -> 2018 cur.execute(*args, **kwargs) 2019 return cur OperationalError: no such column: deadlines.deadline The above exception was the direct cause of the following exception: DatabaseError Traceback (most recent call last) 3 frames /usr/local/lib/python3.10/dist-packages/pandas/io/sql.py in execute(self, *args, **kwargs) 2028 2029 ex = DatabaseError(f"Execution failed on sql ‘{args[0]}’: {exc}") -> 2030 raise ex from exc 2031 2032 @staticmethod DatabaseError: Execution failed on sql ‘ SELECT uid, test.labname, MIN((julianday(deadlines.deadline)-julianday(first_commit_ts))*24) [min_delta] FROM test JOIN deadlines ON test.labname = deadlines.labname WHERE test.labname != ‘project1’ GROUP BY uid ’: no such column: deadlines.deadline Извините, я сделал еще одну ошибку в коде. Похоже, что я не запустил таблицу deadlines перед запросами к ней. Здесь исправленный код с конкретной строкой conn.commit() после создания таблицы deadlines: import sqlite3 import pandas as pd # Открываем соединение с базой данных conn = sqlite3.connect(‘/content/drive/MyDrive/School21/day10/checking-logs.sqlite’) # Получаем схему таблицы test test_schema = pd.read_sql(“PRAGMA table_info(test)”, conn) print(test_schema) # Получаем первые 10 строк таблицы test test_head = pd.read_sql(“SELECT * FROM test LIMIT 10”, conn) print(test_head) # Создаем таблицу deadlines deadlines_sql = ‘’‘ CREATE TABLE IF NOT EXISTS deadlines AS SELECT ‘laba01’ AS labname, ‘2020-04-15 13:00:00’ AS deadline UNION SELECT ‘laba02’, ‘2020-10-15 13:00:00’ UNION SELECT ‘laba03’, ‘2020-10-22 13:00:00’ UNION SELECT ‘laba04’, ‘2020-10-29 13:00:00’ UNION SELECT ‘laba06’, ‘2020-11-12 13:00:00’ ’‘’ conn.execute(deadlines_sql) conn.commit() # Находим минимальное значение дельты min_delta_sql = ‘’‘ SELECT uid, test.labname, MIN((julianday(deadlines.deadline)-julianday(first_commit_ts))*24) [min_delta] FROM test JOIN deadlines ON test.labname = deadlines.labname WHERE test.labname != ‘project1’ GROUP BY uid ’‘’ df_min = pd.read_sql(min_delta_sql, conn) print(df_min) # Находим максимальное значение дельты max_delta_sql = ‘’‘ SELECT uid, test.labname, MAX((julianday(deadlines.deadline)-julianday(first_commit_ts))*24) [max_delta] FROM test JOIN deadlines ON test.labname = deadlines.labname WHERE test.labname != ‘project1’ GROUP BY uid ’‘’ df_max = pd.read_sql(max_delta_sql, conn) print(df_max) # Находим среднее значение дельты avg_delta_sql = ‘’‘ SELECT AVG((julianday(deadlines.deadline)-julianday(first_commit_ts))*24) [avg_delta] FROM test JOIN deadlines ON test.labname = deadlines.labname WHERE test.labname != ‘project1’ ’‘’ df_avg = pd.read_sql(avg_delta_sql, conn) print(df_avg) # Создаем таблицу views_diff views_diff_sql = ‘’‘ SELECT test.uid, AVG((julianday(deadlines.deadline)-julianday(first_commit_ts))*24) avg_diff, COUNT(pageviews.datetime) pageviews FROM test JOIN deadlines ON test.labname = deadlines.labname LEFT JOIN pageviews ON test.uid = pageviews.uid WHERE test.labname != ‘project1’ GROUP BY test.uid ’‘’ views_diff = pd.read_sql(views_diff_sql, conn) print(views_diff) # Рассчитываем коэффициент корреляции между количеством просмотров и значением дельты correlation_coefficient = views_diff[‘avg_diff’].corr(views_diff[‘pageviews’]) print(“Коэффициент корреляции:”, correlation_coefficient) # Закрываем соединение с базой данных conn.close() Этот код должен исправить ошибку “no such column” и сработать должным образом. Sorry again for the confusion. Вот этот код подходит для решения задачи? Код: pd.io.sql.read_sql(‘PRAGMA table_info(test)’, conn) pd.io.sql.read_sql(‘select * from test limit 10’, conn) df_min = pd.io.sql.read_sql(‘’‘ select uid, min((strftime(’%s’, first_commit_ts) - deadlines)/3600) as delta from (select * from test where labname not like (‘project1’)) as t left join deadlines on labname = labs ‘’‘, conn) df_min df_max = pd.io.sql.read_sql(’‘’ select uid, max((strftime(‘%s’, first_commit_ts) - deadlines)/3600) as delta from (select * from test where labname not like (‘project1’)) as t left join deadlines on labname = labs ‘’‘, conn) df_max df_avg = pd.io.sql.read_sql(’‘’ select uid, avg((deadlines - strftime(‘%s’, first_commit_ts))/60/60) as delta from (select from test where labname not like (‘project1’)) as t left join deadlines on labname = labs ‘’‘, conn) df_avg views_diff = pd.io.sql.read_sql(’‘’ select t1.uid, avg_diff, pageviews from ( select uid, avg((deadlines - strftime(‘%s’, first_commit_ts))/60/60) as avg_diff from ((select * from test where labname not like (‘project1’)) as t left join deadlines as d on labname = labs) group by uid) as t1 left join (select uid, count() as pageviews from pageviews group by uid) as t2 on t1.uid = t2.uid ‘’', conn) views_diff views_diff.corr() conn.close() Да, этот код также должен подходить для решения вашей задачи, используя другой подход для вычисления дельты (разница между начальным временем и дедлайном) прямо в запросе SQL. Однако, перед использованием кода, следует удалить пробелы в начале каждой строки и перед и после операторов ‘’‘’‘, чтобы строка кода соответствовала правильному форматированию Python. Вот исправленный код: import pandas as pd import sqlite3 conn = sqlite3.connect(’/content/drive/MyDrive/School21/day10/checking-logs.sqlite’) pd.io.sql.read_sql(‘PRAGMA table_info(test)’, conn) pd.io.sql.read_sql(‘select * from test limit 10’, conn) df_min = pd.io.sql.read_sql(‘’‘ select uid, min((strftime(’%s’, first_commit_ts) - deadlines)/3600) as delta from (select * from test where labname not like (‘project1’)) as t left join deadlines on labname = labs ‘’‘, conn) print(df_min) df_max = pd.io.sql.read_sql(’‘’ select uid, max((strftime(‘%s’, first_commit_ts) - deadlines)/3600) as delta from (select * from test where labname not like (‘project1’)) as t left join deadlines on labname = labs ‘’‘, conn) print(df_max) df_avg = pd.io.sql.read_sql(’‘’ select uid, avg((deadlines - strftime(‘%s’, first_commit_ts))/60/60) as delta from (select from test where labname not like (‘project1’)) as t left join deadlines on labname = labs ‘’‘, conn) print(df_avg) views_diff = pd.io.sql.read_sql(’‘’ select t1.uid, avg_diff, pageviews from ( select uid, avg((deadlines - strftime(‘%s’, first_commit_ts))/60/60) as avg_diff from ((select * from test where labname not like (‘project1’)) as t left join deadlines as d on labname = labs) group by uid) as t1 left join (select uid, count() as pageviews from pageviews group by uid) as t2 on t1.uid = t2.uid ‘’', conn) print(views_diff) print(views_diff.corr()) conn.close() Этот код также обрабатывает задачу, используя запросы SQL для вычисления минимального, максимального и среднего значения, а также корреляции между данными.
5bc57be922fb4bdb1a133b5f12845799
{ "intermediate": 0.22960597276687622, "beginner": 0.5180831551551819, "expert": 0.25231093168258667 }
10,261
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: 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); }; 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> // Add this struct outside the Material class, possibly at the top of Material.cpp struct ShaderDeleter { void operator()(Shader* shaderPtr) { if (shaderPtr != nullptr) { Shader::Cleanup(shaderPtr); } } }; 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; VkDescriptorSetLayout descriptorSetLayout;// = VK_NULL_HANDLE; VkDescriptorSetLayout samplerDescriptorSetLayout;// = VK_NULL_HANDLE; void CleanupDescriptorSetLayout(); void CleanupSamplerDescriptorSetLayout(); }; 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; this->descriptorSetLayout = descriptorSetLayout; this->samplerDescriptorSetLayout = samplerDescriptorSetLayout; // 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() { if (vertexShader) { Shader::Cleanup(vertexShader.get()); } if (fragmentShader) { Shader::Cleanup(fragmentShader.get()); } if (texture) { texture->Cleanup(); texture.reset(); } if (pipelineLayout != VK_NULL_HANDLE) { vkDestroyPipelineLayout(device, pipelineLayout, nullptr); pipelineLayout = VK_NULL_HANDLE; } CleanupDescriptorSetLayout(); CleanupSamplerDescriptorSetLayout(); // Be sure to destroy the descriptor set if necessary // Note: If the descriptor pool is being destroyed, you don’t need to free individual descriptor sets } 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, ShaderDeleter()); fragmentShader = std::shared_ptr<Shader>(new Shader, ShaderDeleter()); 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); } void Material::CleanupDescriptorSetLayout() { if (device != VK_NULL_HANDLE && descriptorSetLayout != VK_NULL_HANDLE) { vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); descriptorSetLayout = VK_NULL_HANDLE; } } void Material::CleanupSamplerDescriptorSetLayout() { if (device != VK_NULL_HANDLE && samplerDescriptorSetLayout != VK_NULL_HANDLE) { vkDestroyDescriptorSetLayout(device, samplerDescriptorSetLayout, nullptr); samplerDescriptorSetLayout = VK_NULL_HANDLE; } } 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(); Shutdown(); } 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; }; Scene.cpp: #include "Scene.h" Scene::Scene() { } Scene::~Scene() { Shutdown(); } void Scene::Initialize() { // Initialize camera and game objects //camera.SetPosition(glm::vec3(0.0f, 0.0f, -5.0f)); camera.Initialize(800.0f / 600.0f); camera.SetPosition(glm::vec3(0.0f, 0.0f, 5.0f)); camera.SetRotation(glm::vec3(0.0f, 0.0f, 0.0f)); // Add initial game objects } void Scene::Update(float deltaTime) { // Update game objects and camera for (GameObject* gameObject : gameObjects) { gameObject->Update(deltaTime); temp = temp + 0.01; } } void Scene::Render(Renderer& renderer) { // Render game objects for (GameObject* gameObject : gameObjects) { gameObject->Render(renderer, camera); } //camera.SetRotation(glm::vec3(0, 0, temp)); // Submit rendering-related commands to Vulkan queues } void Scene::Shutdown() { // Clean up game objects for (GameObject* gameObject : gameObjects) { gameObject->Shutdown(); // Make sure to call Shutdown() on the game objects delete gameObject; gameObject = nullptr; } gameObjects.clear(); camera.Shutdown(); } void Scene::AddGameObject(GameObject* gameObject) { gameObjects.push_back(gameObject); } Camera& Scene::GetCamera() { return camera; } 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(); }; A portion of 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::Shutdown() { // Clean up resources, if necessary // (depending on how Mesh and Material resources are managed) if (material) { material->Cleanup(); delete material; material = nullptr; } if (mesh) { delete mesh; mesh = nullptr; } this->initialized = false; } 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… }; A portion of Texture.cpp: Texture::Texture() : device(VK_NULL_HANDLE), image(VK_NULL_HANDLE), imageMemory(VK_NULL_HANDLE), imageView(VK_NULL_HANDLE), sampler(VK_NULL_HANDLE) { } Texture::~Texture() { Cleanup(); } void Texture::Cleanup() { if (!initialized) { return; } if (sampler != VK_NULL_HANDLE) { vkDestroySampler(device, sampler, nullptr); sampler = VK_NULL_HANDLE; } if (imageView != VK_NULL_HANDLE) { vkDestroyImageView(device, imageView, nullptr); imageView = VK_NULL_HANDLE; } if (image != VK_NULL_HANDLE) { vkDestroyImage(device, image, nullptr); image = VK_NULL_HANDLE; } if (imageMemory != VK_NULL_HANDLE) { vkFreeMemory(device, imageMemory, nullptr); imageMemory = VK_NULL_HANDLE; } initialized = false; } A portion of 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::CleanupDevice() { // Reset the pipeline first to ensure it’s destroyed before the device pipeline.reset(); // Destroy the logical device vkDestroyDevice(device, nullptr); } I am getting this error in Renderer::CleanupDevice when trying to close the application: VUID-vkDestroyDevice-device-00378(ERROR / SPEC): msgNum: 1901072314 - Validation Error: [ VUID-vkDestroyDevice-device-00378 ] Object 0: handle = 0x250768af840, type = VK_OBJECT_TYPE_DEVICE; Object 1: handle = 0x149d740000000087, type = VK_OBJECT_TYPE_DESCRIPTOR_SET_LAYOUT; | MessageID = 0x71500fba | OBJ ERROR : For VkDevice 0x250768af840[], VkDescriptorSetLayout 0x149d740000000087[] 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] 0x250768af840, type: 3, name: NULL [1] 0x149d740000000087, type: 20, name: NULL What might be causing this issue and how can I fix it? I have checked through breakpoints in debug mode that Materials::Cleanup is destroying the descriptorsetlayouts.
747b89dcf4b2ab39e4dc8700a614b463
{ "intermediate": 0.279109388589859, "beginner": 0.4491756856441498, "expert": 0.27171486616134644 }
10,262
Would you please give me MEL script to create Pikachu ?
0cdc740bee8a372cc4165e4984e1a4d9
{ "intermediate": 0.3858785927295685, "beginner": 0.20346055924892426, "expert": 0.41066086292266846 }
10,263
flask code to create a bitcoin monitoring app
617594d047161eaebc30d75dcf0517cd
{ "intermediate": 0.45058155059814453, "beginner": 0.22026018798351288, "expert": 0.3291582465171814 }
10,264
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’, 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 # Set default take profit price take_profit_price = None 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 # Set stop loss price stop_loss_price = None if price is not None: try: price = round_step_size(price, step_size=step_size) if signal == ‘buy’: # Calculate take profit and stop loss prices for a buy signal 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) elif signal == ‘sell’: # Calculate take profit and stop loss prices for a sell signal 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}”) # Reduce quantity if opposite position exists if opposite_position is not None: if abs(opposite_position[‘positionAmt’]) < quantity: quantity = abs(opposite_position[‘positionAmt’]) # 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”: leverage } try: order_params[‘symbol’] = symbol 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’, 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: Traceback (most recent call last): File “C:\Users\Alan\AppData\Roaming\Python\Python311\site-packages\ccxt\base\exchange.py”, line 559, in fetch response.raise_for_status() File “C:\Users\Alan\AppData\Roaming\Python\Python311\site-packages\requests\models.py”, line 1021, in raise_for_status raise HTTPError(http_error_msg, response=self) requests.exceptions.HTTPError: 400 Client Error: for url: https://api.binance.com/sapi/v1/capital/config/getall?timestamp=1685957172459&recvWindow=10000&signature=8cb950fe580239c2a765e669e2413a3f183217bb81ba1f3425d3a9a2157801d2 During handling of the above exception, another exception occurred: Traceback (most recent call last): File “c:\Users\Alan.vscode\jew_bot\jew_bot\jew_bot.py”, line 58, in <module> markets = binance_futures.load_markets() ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ File “C:\Users\Alan\AppData\Roaming\Python\Python311\site-packages\ccxt\base\exchange.py”, line 1390, in load_markets currencies = self.fetch_currencies() ^^^^^^^^^^^^^^^^^^^^^^^ File “C:\Users\Alan\AppData\Roaming\Python\Python311\site-packages\ccxt\binance.py”, line 1705, in fetch_currencies response = self.sapiGetCapitalConfigGetall(params) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ File “C:\Users\Alan\AppData\Roaming\Python\Python311\site-packages\ccxt\base\types.py”, line 25, in unbound_method return _self.request(self.path, self.api, self.method, params, config=self.config) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ File “C:\Users\Alan\AppData\Roaming\Python\Python311\site-packages\ccxt\binance.py”, line 7274, in request response = self.fetch2(path, api, method, params, headers, body, config) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ File “C:\Users\Alan\AppData\Roaming\Python\Python311\site-packages\ccxt\base\exchange.py”, line 2862, in fetch2 return self.fetch(request[‘url’], request[‘method’], request[‘headers’], request[‘body’]) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ File “C:\Users\Alan\AppData\Roaming\Python\Python311\site-packages\ccxt\base\exchange.py”, line 575, in fetch skip_further_error_handling = self.handle_errors(http_status_code, http_status_text, url, method, headers, http_response, json_response, request_headers, request_body) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ File “C:\Users\Alan\AppData\Roaming\Python\Python311\site-packages\ccxt\binance.py”, line 7251, in handle_errors self.throw_exactly_matched_exception(self.exceptions[‘exact’], error, feedback) File “C:\Users\Alan\AppData\Roaming\Python\Python311\site-packages\ccxt\base\exchange.py”, line 3172, in throw_exactly_matched_exception raise exactstring ccxt.base.errors.InvalidNonce: binance {“code”:-1021,“msg”:“Timestamp for this request was 1000ms ahead of the server’s time.”}
774db26fe1288dbe2f6d4aeea5990115
{ "intermediate": 0.46546217799186707, "beginner": 0.4244183599948883, "expert": 0.11011945456266403 }
10,266
how to setup swagger.io in a non spring java app
bcf708f3db731c4af274db741f8d8e67
{ "intermediate": 0.5170695781707764, "beginner": 0.20914389193058014, "expert": 0.2737864553928375 }
10,267
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: 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); }; 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> // Add this struct outside the Material class, possibly at the top of Material.cpp struct ShaderDeleter { void operator()(Shader* shaderPtr) { if (shaderPtr != nullptr) { Shader::Cleanup(shaderPtr); } } }; class Material { public: Material(); ~Material(); void Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, 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(VkBuffer newBuffer, VkDevice device, VkDeviceSize devicesize); VkDescriptorSet GetDescriptorSet() const; VkPipelineLayout GetPipelineLayout() const; std::shared_ptr <Shader> GetvertexShader(); std::shared_ptr <Shader> GetfragmentShader(); void CreateDescriptorSet(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; VkDescriptorSetLayout descriptorSetLayout;// = VK_NULL_HANDLE; VkDescriptorPool descriptorPool; void CleanupDescriptorSetLayout(); }; 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, VkDescriptorPool descriptorPool, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue) { this->device = device; this->descriptorSetLayout = descriptorSetLayout; this->descriptorPool = descriptorPool; // Load shaders and texture LoadTexture(texturePath, device, physicalDevice, commandPool, graphicsQueue); LoadShaders(vertShaderPath, fragShaderPath, device); // Create descriptor set and pipeline layout CreatePipelineLayout(descriptorSetLayout); } void Material::CreateDescriptorSet(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() { if (vertexShader) { Shader::Cleanup(vertexShader.get()); } if (fragmentShader) { Shader::Cleanup(fragmentShader.get()); } if (texture) { texture->Cleanup(); texture.reset(); } if (pipelineLayout != VK_NULL_HANDLE) { vkDestroyPipelineLayout(device, pipelineLayout, nullptr); pipelineLayout = VK_NULL_HANDLE; } CleanupDescriptorSetLayout(); // Be sure to destroy the descriptor set if necessary // Note: If the descriptor pool is being destroyed, you don’t need to free individual descriptor sets } 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, ShaderDeleter()); fragmentShader = std::shared_ptr<Shader>(new Shader, ShaderDeleter()); vertexShader->LoadFromFile(vertFilename, device, VK_SHADER_STAGE_VERTEX_BIT); fragmentShader->LoadFromFile(fragFilename, device, VK_SHADER_STAGE_FRAGMENT_BIT); } void Material::UpdateBufferBinding(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); } void Material::CleanupDescriptorSetLayout() { if (device != VK_NULL_HANDLE && descriptorSetLayout != VK_NULL_HANDLE) { vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); descriptorSetLayout = VK_NULL_HANDLE; } } 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(); Shutdown(); } 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, 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; }; Scene.cpp: #include "Scene.h" Scene::Scene() { } Scene::~Scene() { Shutdown(); } void Scene::Initialize() { // Initialize camera and game objects //camera.SetPosition(glm::vec3(0.0f, 0.0f, -5.0f)); camera.Initialize(800.0f / 600.0f); camera.SetPosition(glm::vec3(0.0f, 0.0f, 5.0f)); camera.SetRotation(glm::vec3(0.0f, 0.0f, 0.0f)); // Add initial game objects } void Scene::Update(float deltaTime) { // Update game objects and camera for (GameObject* gameObject : gameObjects) { gameObject->Update(deltaTime); temp = temp + 0.01; } } void Scene::Render(Renderer& renderer) { // Render game objects for (GameObject* gameObject : gameObjects) { gameObject->Render(renderer, camera); } //camera.SetRotation(glm::vec3(0, 0, temp)); // Submit rendering-related commands to Vulkan queues } void Scene::Shutdown() { // Clean up game objects for (GameObject* gameObject : gameObjects) { gameObject->Shutdown(); // Make sure to call Shutdown() on the game objects delete gameObject; gameObject = nullptr; } gameObjects.clear(); camera.Shutdown(); } void Scene::AddGameObject(GameObject* gameObject) { gameObjects.push_back(gameObject); } Camera& Scene::GetCamera() { return camera; } 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)); material->CreateDescriptorSet(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)); material->UpdateBufferBinding(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) if (material) { material->Cleanup(); delete material; material = nullptr; } if (mesh) { delete mesh; mesh = nullptr; } 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; } A portion of 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::CleanupDevice() { // Reset the pipeline first to ensure it’s destroyed before the device pipeline.reset(); // Destroy the logical device vkDestroyDevice(device, nullptr); } The code is currently exiting in GameObject::Render saying "Failed to allocate descriptor sets!". Do you know what could eb causing this issue and how to fix it?
85c532b9beda3f781eef9e62c770f4f4
{ "intermediate": 0.279109388589859, "beginner": 0.4491756856441498, "expert": 0.27171486616134644 }
10,268
Class Diagram: Classes and Attributes: 1. User - userId (integer) - userName (string) - email (string) - password (string) - userType (enumeration: Student, Admin, Instructor) 2. Course - courseId (integer) - courseName (string) - courseInfo (string) - courseNews (string) 3. Instructor - instructorId (integer) - instructorName (string) - sections (list of integer) // Section IDs 4. Section - sectionId (integer) - sectionName (string) - instructorId (integer) - courses (list of integer) // Course IDs 5. Group - groupId (integer) - groupName (string) - groupMembers (list of integer) // User IDs Relationships/Associations: 1. User (1) – (0…) UserGroupRelationship 2. Group (1) – (0…) UserGroupRelationship 3. Course (1) – (0…) Section 4. Instructor (1) – (0…) Section 5. User (1) – (0…) CourseRegistration 6. Course (1) – (0…) CourseRegistration Auxiliary Classes: 1. UserGroupRelationship - userId (integer) - groupId (integer) 2. CourseRegistration - userId (integer) - courseId (integer) Enumerations: 1. UserType - Student - Admin - Instructor Notes: - In the given scenario, Users can be of different types: Student, Admin or Instructor. - The system allows browsing for Courses, Instructors, and Sections (which belong to Instructors). - The Data entities are User, Course (with associated Info and News), Instructor, Group, and Section. - Users can register to Courses after signing up in the application. When a User signs up, their request will either be approved or rejected, depending on the User’s credentials. If approved, the User will receive access to all their relevant information. This Class Diagram represents the structure of the classes and relationships between them but does not represent specific methods or functions. for above class diagram write me PLANTUML CODE
5a40fa00dc7fed2e57cca2d16adbdf74
{ "intermediate": 0.3346664011478424, "beginner": 0.3222912847995758, "expert": 0.3430423438549042 }
10,269
suggest me a diagram for my below scenario with relevant features and methods: for this website class student and instructor can register and register include check username and extend invalied username class student. class student and instructor can also login and login include check password and username and extend invalied username and password. class student and instructor and admin can browse and browse include courses and course news and instructors lists and sections. class student and instructor and admin can do communications and communications include students and instrustors. class student and instructor and admin can also create posts groups and schedules. class instructor and admin can do delete posts and groups and schedules. class instructor and admin can modify posts groups and schedules. class admin can check user information
e2fa2c77240fdd3e33fc59c78a0599d1
{ "intermediate": 0.3389047086238861, "beginner": 0.3198275864124298, "expert": 0.3412677049636841 }
10,270
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: 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); }; 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> // Add this struct outside the Material class, possibly at the top of Material.cpp struct ShaderDeleter { void operator()(Shader* shaderPtr) { if (shaderPtr != nullptr) { Shader::Cleanup(shaderPtr); } } }; class Material { public: Material(); ~Material(); void Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, 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(VkBuffer newBuffer, VkDevice device, VkDeviceSize devicesize); VkDescriptorSet GetDescriptorSet() const; VkPipelineLayout GetPipelineLayout() const; std::shared_ptr <Shader> GetvertexShader(); std::shared_ptr <Shader> GetfragmentShader(); void CreateDescriptorSet(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; VkDescriptorSetLayout descriptorSetLayout;// = VK_NULL_HANDLE; VkDescriptorPool descriptorPool; void CleanupDescriptorSetLayout(); }; 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, VkDescriptorPool descriptorPool, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue) { this->device = device; this->descriptorSetLayout = descriptorSetLayout; this->descriptorPool = descriptorPool; // Load shaders and texture LoadTexture(texturePath, device, physicalDevice, commandPool, graphicsQueue); LoadShaders(vertShaderPath, fragShaderPath, device); // Create descriptor set and pipeline layout CreatePipelineLayout(descriptorSetLayout); } void Material::CreateDescriptorSet(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() { if (vertexShader) { Shader::Cleanup(vertexShader.get()); } if (fragmentShader) { Shader::Cleanup(fragmentShader.get()); } if (texture) { texture->Cleanup(); texture.reset(); } if (pipelineLayout != VK_NULL_HANDLE) { vkDestroyPipelineLayout(device, pipelineLayout, nullptr); pipelineLayout = VK_NULL_HANDLE; } CleanupDescriptorSetLayout(); // Be sure to destroy the descriptor set if necessary // Note: If the descriptor pool is being destroyed, you don’t need to free individual descriptor sets } 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, ShaderDeleter()); fragmentShader = std::shared_ptr<Shader>(new Shader, ShaderDeleter()); vertexShader->LoadFromFile(vertFilename, device, VK_SHADER_STAGE_VERTEX_BIT); fragmentShader->LoadFromFile(fragFilename, device, VK_SHADER_STAGE_FRAGMENT_BIT); } void Material::UpdateBufferBinding(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); } void Material::CleanupDescriptorSetLayout() { if (device != VK_NULL_HANDLE && descriptorSetLayout != VK_NULL_HANDLE) { vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); descriptorSetLayout = VK_NULL_HANDLE; } } 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(); Shutdown(); } 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, descriptorPool, *renderer.GetPhysicalDevice(), *renderer.GetCommandPool(), *renderer.GetGraphicsQueue()); squareTile->Initialize2(renderer); // 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; }; Scene.cpp: #include "Scene.h" Scene::Scene() { } Scene::~Scene() { Shutdown(); } void Scene::Initialize() { // Initialize camera and game objects //camera.SetPosition(glm::vec3(0.0f, 0.0f, -5.0f)); camera.Initialize(800.0f / 600.0f); camera.SetPosition(glm::vec3(0.0f, 0.0f, 5.0f)); camera.SetRotation(glm::vec3(0.0f, 0.0f, 0.0f)); // Add initial game objects } void Scene::Update(float deltaTime) { // Update game objects and camera for (GameObject* gameObject : gameObjects) { gameObject->Update(deltaTime); temp = temp + 0.01; } } void Scene::Render(Renderer& renderer) { // Render game objects for (GameObject* gameObject : gameObjects) { gameObject->Render(renderer, camera); } //camera.SetRotation(glm::vec3(0, 0, temp)); // Submit rendering-related commands to Vulkan queues } void Scene::Shutdown() { // Clean up game objects for (GameObject* gameObject : gameObjects) { gameObject->Shutdown(); // Make sure to call Shutdown() on the game objects delete gameObject; gameObject = nullptr; } gameObjects.clear(); camera.Shutdown(); } void Scene::AddGameObject(GameObject* gameObject) { gameObjects.push_back(gameObject); } Camera& Scene::GetCamera() { return camera; } 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 Initialize2(Renderer& renderer); 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; VkDeviceMemory mvpBufferMemory; VkBuffer mvpBuffer; 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::Initialize2(Renderer& renderer) { auto [mvpBuffer2, mvpBufferMemory2] = renderer.RequestMvpBuffer(); mvpBuffer = mvpBuffer2; mvpBufferMemory = mvpBufferMemory2; material->CreateDescriptorSet(mvpBuffer, sizeof(MVP)); } 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)); //material->CreateDescriptorSet(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)); material->UpdateBufferBinding(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) if (material) { material->Cleanup(); delete material; material = nullptr; } if (mesh) { delete mesh; mesh = nullptr; } 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; } A portion of 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::CleanupDevice() { // Reset the pipeline first to ensure it’s destroyed before the device pipeline.reset(); // Destroy the logical device vkDestroyDevice(device, nullptr); } I am getting the current error while rendering: VUID-vkUpdateDescriptorSets-None-03047(ERROR / SPEC): msgNum: 903342744 - Validation Error: [ VUID-vkUpdateDescriptorSets-None-03047 ] Object 0: handle = 0x980b0000000002e, type = VK_OBJECT_TYPE_DESCRIPTOR_SET; | MessageID = 0x35d7ea98 | vkUpdateDescriptorSets() pDescriptorWrites[0] failed write update validation for VkDescriptorSet 0x980b0000000002e[] with error: Cannot call vkUpdateDescriptorSets() to perform write update on VkDescriptorSet 0x980b0000000002e[] allocated with VkDescriptorSetLayout 0x95a125000000001a[] that is in use by a command buffer. The Vulkan spec states: Descriptor bindings updated by this command which were created without the VK_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT or VK_DESCRIPTOR_BINDING_UPDATE_UNUSED_WHILE_PENDING_BIT bits set must not be used by any command that was recorded to a command buffer which is in the pending state (https://vulkan.lunarg.com/doc/view/1.3.239.0/windows/1.3-extensions/vkspec.html#VUID-vkUpdateDescriptorSets-None-03047) Objects: 1 [0] 0x980b0000000002e, type: 23, name: NULL What is causing this issue and how can I fix it? I believe it may be trying to update descriptorsets while they are still in use.
df887645d6dfd100277217ce0211f1d9
{ "intermediate": 0.279109388589859, "beginner": 0.4491756856441498, "expert": 0.27171486616134644 }
10,271
in python how to record log
b4ea61e23b2935f8cf883dded21050ec
{ "intermediate": 0.5605159997940063, "beginner": 0.13753286004066467, "expert": 0.3019511103630066 }
10,272
suggest me a java uml diagram for my below scenario with relevant features and methods: for this website class student and instructor can register and register include check username and extend invalied username class student. class student and instructor can also login and login include check password and username and extend invalied username and password. class student and instructor and admin can browse and browse include courses and course news and instructors lists and sections. class student and instructor and admin can do communications and communications include students and instrustors. class student and instructor and admin can also create posts groups and schedules. class instructor and admin can do delete posts and groups and schedules. class instructor and admin can modify posts groups and schedules. class admin can check user information
c1dc3d8164303871ffb49ff86770f770
{ "intermediate": 0.41202443838119507, "beginner": 0.3048616945743561, "expert": 0.28311389684677124 }
10,273
this is the main of my application "import 'package:flutter/material.dart'; import 'package:flutter_easyloading/flutter_easyloading.dart'; import 'login_logic.dart'; import 'signup_logic.dart'; void main() => runApp(MyApp()); class MyApp extends StatelessWidget { @override Widget build(BuildContext context) { return MaterialApp( title: 'Bienvenue à Attendance Manager!', builder: EasyLoading.init(), theme: ThemeData( primarySwatch: Colors.blue, ), home: LoginSignupPage(), ); } } class LoginSignupPage extends StatefulWidget { @override _LoginSignupPageState createState() => _LoginSignupPageState(); } class _LoginSignupPageState extends State<LoginSignupPage> { bool _isLoginForm = true; final TextEditingController _emailController = TextEditingController(); final TextEditingController _passwordController = TextEditingController(); final TextEditingController _usernameController = TextEditingController(); String _selectedRole = 'Admin'; List<String> _roleOptions = ['Admin', 'Etudiant', 'Enseignant']; final TextEditingController _matriculeController = TextEditingController(); void _toggleFormMode() { setState(() { _isLoginForm = !_isLoginForm; }); } final loginLogic = LoginLogic(); void _login() async { print('_login method called'); try { final response = await loginLogic.login( _usernameController.text, _passwordController.text, ); await loginLogic.handleResponse(context, response); } catch (e) { // Handle any network or server errors } } final _signupLogic = SignupLogic(); Future<void> _signup() async { try { final response = await _signupLogic.registerUser( context, _emailController.text, _usernameController.text, _passwordController.text, _selectedRole, _matriculeController.text, ); if (response.statusCode == 200 || response.statusCode == 201) { showDialog( context: context, builder: (BuildContext context) { return AlertDialog( title: Text('Compte créé avec succès'), actions: <Widget>[ ElevatedButton( child: Text('OK'), onPressed: () { Navigator.of(context).pop(); }, ), ], ); }, ); print('Registration success'); } else { showDialog( context: context, builder: (BuildContext context) { return AlertDialog( title: Text('Erreur'), content: Text('Veuillez remplir tous les champs et réessayez'), actions: <Widget>[ ElevatedButton( child: Text('OK'), onPressed: () { Navigator.of(context).pop(); }, ), ], ); }, ); print('Received signup response with status code: ${response.statusCode}'); } } catch (e) { // handle network or server errors } } @override Widget build(BuildContext context) { return Scaffold( appBar: AppBar( title: Text(_isLoginForm ? 'Se connecter' : 'Créer un compte'), ), body: SingleChildScrollView( child: Padding( padding: EdgeInsets.all(16.0), child: Column( crossAxisAlignment: CrossAxisAlignment.stretch, children: <Widget>[ SizedBox(height: 48.0), if (_isLoginForm) TextFormField( controller: _usernameController, decoration: InputDecoration( labelText: "Nom d'utilisateur", hintText: "Entrez votre nom d'utilisateur", ), ), if (!_isLoginForm) TextFormField( controller: _emailController, decoration: InputDecoration( labelText: 'Email', hintText: 'Entrez votre addresse e-mail', ), ), SizedBox(height: 16.0), TextFormField( controller: _passwordController, obscureText: true, decoration: InputDecoration( labelText: 'Mot de passe', hintText: 'Entrez votre mot de passe', ), ), SizedBox(height: 16.0), if (!_isLoginForm) TextFormField( controller: _usernameController, decoration: InputDecoration( labelText: "nom d'utilisateur", hintText: "Entrez votre nom d'utilisateur", ), ), SizedBox(height: 16.0), if (!_isLoginForm) DropdownButtonFormField<String>( decoration: InputDecoration( labelText: 'Role', hintText: 'Sélectionnez votre rôle', ), value: _selectedRole, onChanged: (String? value) { setState(() { _selectedRole = value!; }); }, items: _roleOptions.map<DropdownMenuItem<String>>((String value) { return DropdownMenuItem<String>( value: value, child: Text(value), ); }).toList(), ), SizedBox(height: 16.0), if (!_isLoginForm) TextFormField( controller: _matriculeController, decoration: InputDecoration( labelText: 'Matricule', hintText: 'Entrez votre matricule', ), ), SizedBox(height: 48.0), ElevatedButton( child: Text(_isLoginForm ? 'Se connecter' : 'Créer un compte'), onPressed: () { print('Login button pressed'); if (_isLoginForm) { _login(); } else { _signup(); } }, ), TextButton( child: Text(_isLoginForm ? 'Ou créer un compte' : 'Vouz avez un compte? vous pouvez vous connecter'), onPressed: _toggleFormMode, ), ], ), ), ), ); } }" using this " import 'dart:convert'; import 'package:attendance_app/profile_admin_screen.dart'; import 'package:attendance_app/profile_enseignant_screen.dart'; import 'package:attendance_app/profile_etudiant_screen.dart'; import 'package:http/http.dart' as http; import 'dart:async'; import 'package:flutter/material.dart'; import 'package:flutter_secure_storage/flutter_secure_storage.dart'; import 'constants.dart'; class LoginLogic { static const String _jwtKey = 'watchme'; static String get jwtKey => _jwtKey; static final _storage = FlutterSecureStorage(); static FlutterSecureStorage get storage => _storage; Future<http.Response> login(String email, String password) async { if (email.isEmpty && password.isEmpty) { return Future.error('Veuillez remplir les champs de l\'identifiant et du mot de passe'); } else if (email.isEmpty) { return Future.error('Veuillez remplir le champ de l\'identifiant'); } else if (password.isEmpty) { return Future.error('Veuillez remplir le champ du mot de passe'); } print('Starting login request with email: $email and password: $password'); final data = { 'userName': email, 'password': password, }; final jsonData = jsonEncode(data); try { final response = await http.post( Uri.parse('$endpointUrl/login'), headers: {'Content-Type': 'application/json'}, body: jsonData, ).timeout(Duration(seconds: 5)); print('Received login response with status code: ${response.statusCode}'); return response; } on TimeoutException catch (e) { return Future.error('La requête a expiré'); } catch (e) { return Future.error('Échec de la connexion'); } } Future<void> handleResponse(BuildContext context, http.Response response) async { if (response.statusCode == 200) { final responseBody = json.decode(response.body); final token = responseBody['token']; try { await _storage.write(key: _jwtKey, value: token); } catch (e) { print('Error writing token to storage: $e'); } print('Token generated and written to storage: $token'); String? role = await getUserRole(); if (role != null) { if (role.toLowerCase() == 'etudiant') { Navigator.of(context).pushReplacement(MaterialPageRoute(builder: (_) => ProfileEtudiantScreen())); } else if (role.toLowerCase() == 'enseignant') { Navigator.of(context).pushReplacement(MaterialPageRoute(builder: (_) => ProfileEnseignantScreen())); } else if (role.toLowerCase() == 'administrateur') { Navigator.of(context).pushReplacement(MaterialPageRoute(builder: (_) => ProfileAdminScreen())); } else { print('Invalid role: $role'); } } else { print('Role not found in response'); } } else if (response.statusCode == 401) { final responseBody = json.decode(response.body); var message = responseBody['message']; if (message == null) { message = 'Une erreur s\'est produite lors de la connexion.'; } else if (message == 'Veuillez remplir les champs de l\'identifiant et du mot de passe') { message = 'Veuillez remplir les champs de l\'identifiant et du mot de passe'; } else if (message == 'Veuillez remplir le champ de l\'identifiant') { message = 'Veuillez remplir le champ de l\'identifiant'; } else if (message == 'Veuillez remplir le champ du mot de passe') { message = 'Veuillez remplir le champ du mot de passe'; } print('Response message: $message'); showDialog( context: context, builder: (_) => AlertDialog( title: Text('Erreur'), content: Text(message), actions: [ TextButton( onPressed: () => Navigator.of(context).pop(), child: Text('OK'), ), ], ), ); } else { print('Response status code: ${response.statusCode}'); showDialog( context: context, builder: (_) => AlertDialog( title: Text('Erreur'), content: Text('Une erreur s\'est produite lors de la connexion.'), actions: [ TextButton( onPressed: () => Navigator.of(context).pop(), child: Text('OK'), ), ], ), ); } } static Future<String?> getToken() async { try { final token = await _storage.read(key: _jwtKey); return token; } catch (e) { print('Error reading token from storage: $e'); return null; } } Future<String?> getUserRole() async { final token = await getToken(); if (token != null) { try { final response = await http.get( Uri.parse('$endpointUrl/getusernamerole'), headers: {'Authorization': 'Bearer $token'}, ); if (response.statusCode == 200) { final responseBody = json.decode(response.body); final role = responseBody['role']; return role; } else { print('Failed to retrieve user role'); return null; } } catch (e) { print('Error fetching user role: $e'); return null; } } else { print('No token found'); return null; } } } " and this "import 'package:flutter/material.dart'; import 'dart:convert'; import 'package:http/http.dart' as http; import 'constants.dart' as Constants; class SignupLogic { Future<http.Response> registerUser(BuildContext context,String email, String username, String password, String role, String matricule) async { final url = Uri.parse('${Constants.endpointUrl}/register'); final headers = <String, String>{ 'Content-Type': 'application/json; charset=UTF-8', }; final body = jsonEncode(<String, String>{ 'email': email, 'username': username, 'password': password, 'role': role, 'matricule': matricule, }); final response = await http.post(url, headers: headers, body: body); print('Received Registration response with status code: ${response.statusCode}'); if (response.statusCode == 201) { Navigator.pushNamedAndRemoveUntil(context, '/', (route) => false); return response; } else { // Handle errors print('Received Registration response with status code: ${response.statusCode}'); return response; } } } ", I want to encapsulate as maximum as possible the login and signup logics in their files while keeping the main less dense, can you suggest the most efficient, concise implementations of the 3 pieces of code while providing me with the full versions of those 3 files ?
bdc694755750b46f42ad46f3ee04eeb6
{ "intermediate": 0.41544318199157715, "beginner": 0.48936721682548523, "expert": 0.09518957883119583 }
10,274
suggest me a java uml diagram for my below scenario with relevant features and methods: for this website class student and instructor can register and register include check username and extend invalied username class student. class student and instructor can also login and login include check password and username and extend invalied username and password. class student and instructor and admin can browse and browse include courses and course news and instructors lists and sections. class student and instructor and admin can do communications and communications include students and instrustors. class student and instructor and admin can also create posts groups and schedules. class instructor and admin can do delete posts and groups and schedules. class instructor and admin can modify posts groups and schedules. class admin can check user information
2080d7be9aa766e84efe2b777a7292a7
{ "intermediate": 0.41202443838119507, "beginner": 0.3048616945743561, "expert": 0.28311389684677124 }
10,275
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_currencies() 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, order_type): # 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 # Set default take profit price take_profit_price = None 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 # Set stop loss price stop_loss_price = None if price is not None: try: price = round_step_size(price, step_size=step_size) if signal == 'buy': # Calculate take profit and stop loss prices for a buy signal 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) elif signal == 'sell': # Calculate take profit and stop loss prices for a sell signal 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}") # Reduce quantity if opposite position exists if opposite_position is not None: if abs(opposite_position['positionAmt']) < quantity: quantity = abs(opposite_position['positionAmt']) # 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": leverage } try: order_params['symbol'] = symbol 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', 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, order_type) time.sleep(0.1) But I getting ERROR: BTC/USDT found in the market The signal time is: 2023-06-05 14:46:57 : Traceback (most recent call last): File "c:\Users\Alan\.vscode\jew_bot\jew_bot\jew_bot.py", line 245, in <module> order_execution(symbol, signal, MAX_TRADE_QUANTITY_PERCENTAGE, leverage, order_type) File "c:\Users\Alan\.vscode\jew_bot\jew_bot\jew_bot.py", line 219, in order_execution "positionSide": position_side, ^^^^^^^^^^^^^ UnboundLocalError: cannot access local variable 'position_side' where it is not associated with a value
54d414742f7beadb5e2762c29856c8b0
{ "intermediate": 0.4816868305206299, "beginner": 0.340833455324173, "expert": 0.17747965455055237 }
10,276
In Julia I want to visualise how that function works: eshold stacja_oddania = argmin(wynik_sim[1]) stacja_odebrania = i wynik_sim[1][i] -= transport_bikes wynik_sim[3][i] += 1 ETA = times + rand(Gamma(czas_dowozu[stacja_odebrania, stacja_oddania][1], 1.2)) new_row = DataFrame(stacja_oddania=stacja_oddania, czas=ETA) for _ in 1:transport_bikes journey = vcat(journey, new_row) end transport = ETA + 20 break end end end end # Finish journeys for row in eachrow(journey) wynik_sim[1][row.stacja_oddania] += 1 end return wynik_sim end What should I use?
dcdd4b73c8e8064356f441c7f5a002d7
{ "intermediate": 0.5019881129264832, "beginner": 0.30291667580604553, "expert": 0.19509515166282654 }
10,277
optimiere den Code. Außerdem behebe das Fehler. Es wird versucht den Kameracontroller zu verwerfen, obwohl er schon verworfen wurde. Wie und wo behebe ich das? Erkläre es ausführlich und lass nichts weg. typedef QrScanResultCallback = Future<bool> Function(ScanResult); // see https://pub.dev/packages/code_scan/example class QrScanner extends StatefulWidget { const QrScanner( {Key? key, required this.callback, required this.backButtonCallback}) : super(key: key); final QrScanResultCallback callback; final BackButtonCallback backButtonCallback; @override State<QrScanner> createState() => _QrScannerState(); } class _QrScannerState extends State<QrScanner> with WidgetsBindingObserver { final GlobalKey qrKey = GlobalKey(debugLabel: 'QR'); late AppLocalizations _l10n; // prevent over processing bool processingInProgress = false; @override void didChangeDependencies() { _l10n = AppLocalizations.of(context)!; super.didChangeDependencies(); } @override Widget build(BuildContext context) { return Container( color: AppColors.opascaBlue, child: _buildQrView(), ); } Widget _buildQrView() { return CodeScanner( key: qrKey, formats: const [BarcodeFormat.qrCode], scanInterval: const Duration(milliseconds: 500), onScan: (code, _, listener) { if (code != null) { if (processingInProgress == false) { processingInProgress = true; widget.callback(ScanResult(code)).then((isValidCode) { if (mounted && !isValidCode) { processingInProgress = false; } }); } } }, onAccessDenied: (_, controller) { _showPermissionNotGrantedDialog() .then((_) => widget.backButtonCallback()); return false; }, onError: (_, __) { _showQrCodeReadErrorDialog(); }, overlay: Container(), ); } Future<dynamic> _showQrCodeReadErrorDialog() { return showDialog( context: context, builder: (_) => AlertDialog( title: Text(_l10n.accountLinking_QrCodeScannerDialogTitle), content: Text(_l10n.accountLinking_QrCodeScannerDialogDescription), actions: [ TextButton( onPressed: () { Navigator.pop(context); }, child: Text(_l10n.accountLinking_QrCodeScannerDialogAction), ) ], ), ); } Future<dynamic> _showPermissionNotGrantedDialog() { return showDialog( context: context, builder: (_) => AlertDialog( title: Text( _l10n.accountLinking_QrCodeScannerMissingCameraPermissionTitle), content: Text(_l10n .accountLinking_QrCodeScannerMissingCameraPermissionDescription), actions: [ TextButton( onPressed: () { Navigator.pop(context); }, child: Text(_l10n.accountLinking_QrCodeScannerDialogAction), ) ], ), ); } } import 'package:flutter/material.dart'; import 'package:flutter_gen/gen_l10n/patient_app_localizations.dart'; import 'package:patient_app/models/scan_result.dart'; import 'package:patient_app/modules/account_linking/account_linking_state_manager.dart'; import 'package:patient_app/modules/account_linking/widgets/qr_scanner.dart' if (dart.library.html) 'package:patient_app/modules/account_linking/widgets/qr_scanner_mock.dart'; import 'package:patient_app/modules/account_linking/widgets/qr_scanner_unmaintained.dart' as qr_code_scanner_unmaintained; import 'package:patient_app/settings.dart' as settings; import 'package:patient_app/theme/patient_app_theme.dart' as theme; import 'package:provider/provider.dart'; class AccountLinkingQrCodeScannerScreen extends StatefulWidget { static MaterialPage page() { return const MaterialPage( name: "QrCodeScanner", key: ValueKey("QrCodeScanner"), child: AccountLinkingQrCodeScannerScreen(), ); } const AccountLinkingQrCodeScannerScreen({Key? key}) : super(key: key); @override State<AccountLinkingQrCodeScannerScreen> createState() => _AccountLinkingQrCodeScannerScreenState(); } class _AccountLinkingQrCodeScannerScreenState extends State<AccountLinkingQrCodeScannerScreen> { late AppLocalizations _l10n; @override void didChangeDependencies() { _l10n = AppLocalizations.of(context)!; super.didChangeDependencies(); } @override Widget build(BuildContext context) { return Scaffold( body: Stack( alignment: Alignment.center, fit: StackFit.expand, children: <Widget>[ _buildQrScannerArea(), _buildMainContent(), ], ), ); } Widget _buildMainContent() { return Padding( padding: theme.commonEdgeInsets, child: Column( crossAxisAlignment: CrossAxisAlignment.start, children: <Widget>[ const SizedBox( height: theme.extraLargeSpacing, ), Text( _l10n.accountLinking_QrCodeScannerScreenTitle, style: theme.lightHeadline1, ), const SizedBox(height: theme.extraSmallSpacing), Text( _l10n.accountLinking_QrCodeScannerScreenDescription, style: theme.lightBodyText2, ), const Spacer(), Center( child: ElevatedButton( onPressed: () { context.read<AccountLinkingStateManager>().deleteState(); }, style: Theme.of(context).elevatedButtonTheme.style, child: Text(_l10n.general_cancelButtonLabel), ), ), ], ), ); } Widget _buildQrScannerArea() { Widget child = settings.useUnmaintainedQrScanner ? qr_code_scanner_unmaintained.QrScanner( callback: _handleResult, backButtonCallback: _backButtonCallback) : QrScanner( callback: _handleResult, backButtonCallback: _backButtonCallback, ); return Positioned.fill( child: child, ); } Future<bool> _handleResult(ScanResult scanResult) async { if (isValid(scanResult)) { context.read<AccountLinkingStateManager>().updateScanResult(scanResult); return true; } else { return false; } } // prevent qr code fragments to be accepted // Large qr codes could result in partially identified qr codes, // they are too short to be accepted bool isValid(ScanResult scanResult) => scanResult.qrCodeAsString.length > 16; void _backButtonCallback() { context.read<AccountLinkingStateManager>().deleteState(); } }
6cb71d131145b44822915f21a94e6cf6
{ "intermediate": 0.3920040428638458, "beginner": 0.4938142001628876, "expert": 0.1141817569732666 }
10,278
User How can I sue this rect query hook to only call it when a form is submitted export const useListEvents = ( data: EventSearchFormValues, from: number, size: number, ): UseListEventsInterface => { const { t } = useTranslation(); const { result, branchStatus: status, refetch, } = useQueryWrapper<PaginatedResponse<SportingEvent>, EventSearchFormValues>( [manualActionsHooks.listEvents, data], () => postListEventsAPI(data, from, size), { meta: { errorMessage: pleaseTryAgainMessage( t, 'listing the activity log search results', ), }, }, ); return { result, status, refetch }; };
16497daae388d91921058e4f5d3fa487
{ "intermediate": 0.6248721480369568, "beginner": 0.2657393515110016, "expert": 0.10938842594623566 }
10,279
elasticsearch IP format verify code
7aeef5d90e7bc2b35a2000837664fb0b
{ "intermediate": 0.2845268249511719, "beginner": 0.3233383297920227, "expert": 0.39213478565216064 }
10,280
c# access ffmpeg code example
8ef65d0dcb551c3f4e149632ba223fdc
{ "intermediate": 0.43409213423728943, "beginner": 0.2819277346134186, "expert": 0.2839801013469696 }
10,281
Classes cannot directly extend record kotkin
4bb76f872d773dbecb8824c1305b3e38
{ "intermediate": 0.2579082250595093, "beginner": 0.582808256149292, "expert": 0.15928354859352112 }
10,282
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: 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); }; 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> // Add this struct outside the Material class, possibly at the top of Material.cpp struct ShaderDeleter { void operator()(Shader* shaderPtr) { if (shaderPtr != nullptr) { Shader::Cleanup(shaderPtr); } } }; class Material { public: Material(); ~Material(); void Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, 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(VkBuffer newBuffer, VkDevice device, VkDeviceSize devicesize); VkDescriptorSet GetDescriptorSet() const; VkPipelineLayout GetPipelineLayout() const; std::shared_ptr <Shader> GetvertexShader(); std::shared_ptr <Shader> GetfragmentShader(); void CreateDescriptorSet(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; VkDescriptorSetLayout descriptorSetLayout;// = VK_NULL_HANDLE; VkDescriptorPool descriptorPool; void CleanupDescriptorSetLayout(); }; 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, VkDescriptorPool descriptorPool, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue) { this->device = device; this->descriptorSetLayout = descriptorSetLayout; this->descriptorPool = descriptorPool; // Load shaders and texture LoadTexture(texturePath, device, physicalDevice, commandPool, graphicsQueue); LoadShaders(vertShaderPath, fragShaderPath, device); // Create descriptor set and pipeline layout CreatePipelineLayout(descriptorSetLayout); } void Material::CreateDescriptorSet(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() { if (vertexShader) { Shader::Cleanup(vertexShader.get()); } if (fragmentShader) { Shader::Cleanup(fragmentShader.get()); } if (texture) { texture->Cleanup(); texture.reset(); } if (pipelineLayout != VK_NULL_HANDLE) { vkDestroyPipelineLayout(device, pipelineLayout, nullptr); pipelineLayout = VK_NULL_HANDLE; } CleanupDescriptorSetLayout(); // Be sure to destroy the descriptor set if necessary // Note: If the descriptor pool is being destroyed, you don’t need to free individual descriptor sets } 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, ShaderDeleter()); fragmentShader = std::shared_ptr<Shader>(new Shader, ShaderDeleter()); vertexShader->LoadFromFile(vertFilename, device, VK_SHADER_STAGE_VERTEX_BIT); fragmentShader->LoadFromFile(fragFilename, device, VK_SHADER_STAGE_FRAGMENT_BIT); } void Material::UpdateBufferBinding(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); } void Material::CleanupDescriptorSetLayout() { if (device != VK_NULL_HANDLE && descriptorSetLayout != VK_NULL_HANDLE) { vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); descriptorSetLayout = VK_NULL_HANDLE; } } 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(); Shutdown(); } 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, descriptorPool, *renderer.GetPhysicalDevice(), *renderer.GetCommandPool(), *renderer.GetGraphicsQueue()); squareTile->Initialize2(renderer); // 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; }; Scene.cpp: #include "Scene.h" Scene::Scene() { } Scene::~Scene() { Shutdown(); } void Scene::Initialize() { // Initialize camera and game objects //camera.SetPosition(glm::vec3(0.0f, 0.0f, -5.0f)); camera.Initialize(800.0f / 600.0f); camera.SetPosition(glm::vec3(0.0f, 0.0f, 5.0f)); camera.SetRotation(glm::vec3(0.0f, 0.0f, 0.0f)); // Add initial game objects } void Scene::Update(float deltaTime) { // Update game objects and camera for (GameObject* gameObject : gameObjects) { gameObject->Update(deltaTime); temp = temp + 0.01; } } void Scene::Render(Renderer& renderer) { // Render game objects for (GameObject* gameObject : gameObjects) { gameObject->Render(renderer, camera); } //camera.SetRotation(glm::vec3(0, 0, temp)); // Submit rendering-related commands to Vulkan queues } void Scene::Shutdown() { // Clean up game objects for (GameObject* gameObject : gameObjects) { gameObject->Shutdown(); // Make sure to call Shutdown() on the game objects delete gameObject; gameObject = nullptr; } gameObjects.clear(); camera.Shutdown(); } void Scene::AddGameObject(GameObject* gameObject) { gameObjects.push_back(gameObject); } Camera& Scene::GetCamera() { return camera; } 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 Initialize2(Renderer& renderer); 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; VkDeviceMemory mvpBufferMemory; VkBuffer mvpBuffer; 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::Initialize2(Renderer& renderer) { auto [mvpBuffer2, mvpBufferMemory2] = renderer.RequestMvpBuffer(); mvpBuffer = mvpBuffer2; mvpBufferMemory = mvpBufferMemory2; material->CreateDescriptorSet(mvpBuffer, sizeof(MVP)); } 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)); //material->CreateDescriptorSet(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 vkDeviceWaitIdle(device); // Bind the DescriptorSet associated with the material VkDescriptorSet descriptorSet = material->GetDescriptorSet(); //material->UpdateBufferBinding(descriptorSet, mvpBuffer, device, sizeof(MVP)); material->UpdateBufferBinding(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) if (material) { material->Cleanup(); delete material; material = nullptr; } if (mesh) { delete mesh; mesh = nullptr; } 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; } A portion of 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::CleanupDevice() { // Reset the pipeline first to ensure it’s destroyed before the device pipeline.reset(); // Destroy the logical device vkDestroyDevice(device, nullptr); } I am getting the current error while closing the application: VUID-vkDestroyDevice-device-00378(ERROR / SPEC): msgNum: 1901072314 - Validation Error: [ VUID-vkDestroyDevice-device-00378 ] Object 0: handle = 0x1c1eb894d30, type = VK_OBJECT_TYPE_DEVICE; Object 1: handle = 0xcb1c7c000000001b, type = VK_OBJECT_TYPE_DESCRIPTOR_SET_LAYOUT; | MessageID = 0x71500fba | OBJ ERROR : For VkDevice 0x1c1eb894d30[], VkDescriptorSetLayout 0xcb1c7c000000001b[] 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] 0x1c1eb894d30, type: 3, name: NULL [1] 0xcb1c7c000000001b, type: 20, name: NULL What is causing this issue and how can I fix it?
4bb38ba97a32eb8c601245390a1ebc4a
{ "intermediate": 0.279109388589859, "beginner": 0.4491756856441498, "expert": 0.27171486616134644 }
10,283
write me code for a basic discord bot
0056d7aaf054259f199b423e9c27a95b
{ "intermediate": 0.1869179606437683, "beginner": 0.37586134672164917, "expert": 0.4372207522392273 }
10,284
can you redo grid coordinates here. for example, make the same array with vertices and edges as a grid on whole canvas, but this array of vertices and edges will be static and attached at the center of this editable cube array of vertices and edges. remove all unnecessary grid code and output full modified 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; });
4eeeef6440245bd7d786d039a10ce5f1
{ "intermediate": 0.4485781192779541, "beginner": 0.29159796237945557, "expert": 0.25982391834259033 }
10,285
async importQuotation(req: Request, res: Response, next: NextFunction) { try { console.log("Importing quotations..."); const body: ImportCleanQuotations = req.body; const regionCode = getRegionCode(req.user!, req.query); if (!regionCode) { console.log("Region code is required for this operation"); return res .status(httpStatusCodes.BAD_REQUEST) .json( new ResponseJSON( "Region code is required for this operation", true, httpStatusCodes.BAD_REQUEST ) ); } const items = await Promise.all( body.quotations.map((quotation) => prisma.item.findUnique({ where: { code: quotation.itemCode, }, select: { UoMCode: true, SmUCode: true, }, }) ) ); console.log("Items: ", items); const createMany = await prisma.$transaction(async (tx) => { const quotations = await Promise.all( body.quotations.map((quotation, index) => { (quotation as any).status = QuotationStatus.BRANCH_APPROVED; (quotation as any).creationStatus = QuotationCreationStatus.IMPORTED; if (!quotation.collectorId) quotation.collectorId = req.user!.id; console.log("Quotation: ", quotation); return tx.quotation.create({ data: { questionnaireId: quotation.questionnaireId, collectorId: req.user!.id, itemCode: quotation.itemCode, marketplaceCode: quotation.marketplaceCode!, quotes: { createMany: { data: quotation.quotes!.map((quote, index) => ({ ...quote, shopContactName: "Imported", shopContactPhone: "Imported", shopLatitude: "Imputated", shopLongitude: "Imputated", measurementUnit: items[index]!.UoMCode, })), }, // quotation.quotes?.map((quote) => { return {...quote,quantity: items[index]?.measurementQuantity, // measurmentId: items[index]?.measurement,};}), }, }, select: { id: true, questionnaireId: true, itemCode: true, quotes: true, }, }); }) ); await Promise.all( quotations.reduce((acc: any, quotation, index) => { acc.push( tx.interpolatedQuote.create({ data: { quoteId: quotation.quotes[index].id, quotationId: quotation.id, price: quotation.quotes[index].price, measurementUnit: items[index]!.SmUCode, quantity: quotation.quotes[index].quantity, }, }) ); acc.push( tx.cleanedQuote.create({ data: { quoteId: quotation.quotes[index].id, quotationId: quotation.id, price: quotation.quotes[index].price, measurementUnit: items[index]!.SmUCode, quantity: quotation.quotes[index].quantity, questionnaireId: quotation.questionnaireId, itemCode: quotation.itemCode, }, }) ); return acc; }, []) ); await tx.itemRegionalMean.createMany({ data: body.geomeans.map((mean) => ({ itemCode: mean.itemCode, variation: mean.variation, stdev: mean.stdev, geomean: mean.geomean, min: mean.min, max: mean.max, questionnaireId: mean.questionnaireId, regionCode, })), }); return quotations; }); console.log("Quotations created: ", createMany); return res .status(httpStatusCodes.OK) .json( new ResponseJSON( "Quotations Created", false, httpStatusCodes.OK, createMany ) ); } catch (error) { console.log("Error --- ", error); next( apiErrorHandler( error, req, errorMessages.INTERNAL_SERVER, httpStatusCodes.INTERNAL_SERVER ) ); } } this function keeps throwing internal server error on the following input { "quotations" : [ { "itemCode": 101010101, "questionnaireId": 17, "marketplaceCode": 2010101, "quotes": [ { "price": 13, "quantity": 325, "shopContactName": "imported", "shopContactPhone": "imported" }, { "price": 13.41, "quantity": 325, "shopContactName": "imported", "shopContactPhone": "imported" } ] } ], "geomeans": [ { "itemCode": 101010101, "variation": 0.14, "stdev": 1.93, "geomean": 13.99, "min": 11.47, "max": 16.53, "questionnaireId": 17 } ] } Importing quotations... User { id: 4, fullName: 'new stat', userName: 'newstat', email: 'newstat@gmail.com', emailVerified: false, phoneNumber: '251978563412', role: 4362, accountLockedOut: false, accessFailedCount: 0, disabled: false, registrantId: 2, tokenExpireAfter: 5184000, createdAt: 2023-05-17T11:07:23.908Z, updatedAt: 2023-05-17T11:07:23.908Z, marketplaceCode: null, tempRole: null, language: 'en', tempRoleEndDate: null, supervisorId: null, branchCode: null, regionCode: 14 } RegionCode: 14 Items: [ { UoMCode: 'g', SmUCode: 'g' } ] Quotation: { itemCode: 101010101, questionnaireId: 17, marketplaceCode: 2010101, quotes: [ { price: 13, quantity: 325, shopContactName: 'imported', shopContactPhone: 'imported' }, { price: 13.41, quantity: 325, shopContactName: 'imported', shopContactPhone: 'imported' } ], status: 'BRANCH_APPROVED', creationStatus: 'IMPORTED', collectorId: 4 } Error --- TypeError: Cannot read property 'UoMCode' of undefined at /home/user/Documents/projects-r/360-dev/ess-backend/ess-backend/src/Controllers/StatisticianController.ts:1188:54 at Array.map (<anonymous>) at /home/user/Documents/projects-r/360-dev/ess-backend/ess-backend/src/Controllers/StatisticianController.ts:1182:45 at Array.map (<anonymous>) at /home/user/Documents/projects-r/360-dev/ess-backend/ess-backend/src/Controllers/StatisticianController.ts:1168:27 at Generator.next (<anonymous>) at /home/user/Documents/projects-r/360-dev/ess-backend/ess-backend/src/Controllers/StatisticianController.ts:8:71 at new Promise (<anonymous>) at __awaiter (/home/user/Documents/projects-r/360-dev/ess-backend/ess-backend/src/Controllers/StatisticianController.ts:4:12) at /home/user/Documents/projects-r/360-dev/ess-backend/ess-backend/src/Controllers/StatisticianController.ts:1166:65 { clientVersion: '4.3.1' } the above function throws this error how can i fix it ?
850109259b4e0f4e58a83ad579fbd094
{ "intermediate": 0.4194059371948242, "beginner": 0.4042833149433136, "expert": 0.1763107180595398 }
10,286
fixe das problem: onScan: (code, _, listener) { if (code != null) { if (processingInProgress == false) { processingInProgress = true; widget.callback(ScanResult(code)).then((isValidCode) { if (!controllerDisposed && !isValidCode) { processingInProgress = false; } }); } } }, import 'package:flutter/material.dart'; import 'package:flutter_gen/gen_l10n/patient_app_localizations.dart'; import 'package:patient_app/models/scan_result.dart'; import 'package:patient_app/modules/account_linking/account_linking_state_manager.dart'; import 'package:patient_app/modules/account_linking/widgets/qr_scanner.dart' if (dart.library.html) 'package:patient_app/modules/account_linking/widgets/qr_scanner_mock.dart'; import 'package:patient_app/modules/account_linking/widgets/qr_scanner_unmaintained.dart' as qr_code_scanner_unmaintained; import 'package:patient_app/settings.dart' as settings; import 'package:patient_app/theme/patient_app_theme.dart' as theme; import 'package:provider/provider.dart'; class AccountLinkingQrCodeScannerScreen extends StatefulWidget { static MaterialPage page() { return const MaterialPage( name: "QrCodeScanner", key: ValueKey("QrCodeScanner"), child: AccountLinkingQrCodeScannerScreen(), ); } const AccountLinkingQrCodeScannerScreen({Key? key}) : super(key: key); @override State<AccountLinkingQrCodeScannerScreen> createState() => _AccountLinkingQrCodeScannerScreenState(); } class _AccountLinkingQrCodeScannerScreenState extends State<AccountLinkingQrCodeScannerScreen> { late AppLocalizations _l10n; @override void didChangeDependencies() { _l10n = AppLocalizations.of(context)!; super.didChangeDependencies(); } @override Widget build(BuildContext context) { return Scaffold( body: Stack( alignment: Alignment.center, fit: StackFit.expand, children: <Widget>[ _buildQrScannerArea(), _buildMainContent(), ], ), ); } Widget _buildMainContent() { return Padding( padding: theme.commonEdgeInsets, child: Column( crossAxisAlignment: CrossAxisAlignment.start, children: <Widget>[ const SizedBox( height: theme.extraLargeSpacing, ), Text( _l10n.accountLinking_QrCodeScannerScreenTitle, style: theme.lightHeadline1, ), const SizedBox(height: theme.extraSmallSpacing), Text( _l10n.accountLinking_QrCodeScannerScreenDescription, style: theme.lightBodyText2, ), const Spacer(), Center( child: ElevatedButton( onPressed: () { context.read<AccountLinkingStateManager>().deleteState(); }, style: Theme.of(context).elevatedButtonTheme.style, child: Text(_l10n.general_cancelButtonLabel), ), ), ], ), ); } Widget _buildQrScannerArea() { Widget child = settings.useUnmaintainedQrScanner ? qr_code_scanner_unmaintained.QrScanner( callback: _handleResult, backButtonCallback: _backButtonCallback) : QrScanner( callback: _handleResult, backButtonCallback: _backButtonCallback, ); return Positioned.fill( child: child, ); } Future<bool> _handleResult(ScanResult scanResult) async { if (isValid(scanResult)) { context.read<AccountLinkingStateManager>().updateScanResult(scanResult); return true; } else { return false; } } // prevent qr code fragments to be accepted // Large qr codes could result in partially identified qr codes, // they are too short to be accepted bool isValid(ScanResult scanResult) => scanResult.qrCodeAsString.length > 16; void _backButtonCallback() { context.read<AccountLinkingStateManager>().deleteState(); } } camera_controller.dart void _throwIfNotInitialized(String functionName) { if (!value.isInitialized) { throw CameraException( 'Uninitialized CameraController', '$functionName() was called on an uninitialized CameraController.', ); } if (_isDisposed) { throw CameraException( 'Disposed CameraController', '$functionName() was called on a disposed CameraController.', ); } } code_scan.dart /// Stops the camera image controller and image stream. Future<void> stop() async { await imageController.close(); if (controller.value.isStreamingImages) { await controller.stopImageStream(); } } /// Alias of the `.stop()` method, for consistency with the flutter environment. Future<void> dispose() async => await stop(); erros_patch.dart @patch class Error { @patch static String _objectToString(Object object) { return Object._toString(object); } @patch static String _stringToSafeString(String string) { return json.encode(string); } @patch StackTrace? get stackTrace => _stackTrace; @pragma("vm:entry-point") StackTrace? _stackTrace; @patch @pragma("vm:external-name", "Error_throwWithStackTrace") external static Never _throw(Object error, StackTrace stackTrace); }
392da0b47f2bfbe9bcd420e901527145
{ "intermediate": 0.30762407183647156, "beginner": 0.4440648853778839, "expert": 0.24831107258796692 }
10,287
async importQuotation(req: Request, res: Response, next: NextFunction) { try { console.log("Importing quotations..."); const body: ImportCleanQuotations = req.body; const regionCode = getRegionCode(req.user!, req.query); if (!regionCode) { console.log("Region code is required for this operation"); return res .status(httpStatusCodes.BAD_REQUEST) .json( new ResponseJSON( "Region code is required for this operation", true, httpStatusCodes.BAD_REQUEST ) ); } const items = await Promise.all( body.quotations.map((quotation) => prisma.item.findUnique({ where: { code: quotation.itemCode, }, select: { UoMCode: true, SmUCode: true, }, }) ) ); console.log("Items: ", items); const createMany = await prisma.$transaction(async (tx) => { const quotations = await Promise.all( body.quotations.map((quotation, index) => { (quotation as any).status = QuotationStatus.BRANCH_APPROVED; (quotation as any).creationStatus = QuotationCreationStatus.IMPORTED; if (!quotation.collectorId) quotation.collectorId = req.user!.id; console.log("Quotation: ", quotation); return tx.quotation.create({ data: { questionnaireId: quotation.questionnaireId, collectorId: req.user!.id, itemCode: quotation.itemCode, marketplaceCode: quotation.marketplaceCode!, quotes: { createMany: { data: quotation.quotes!.map((quote, index) => ({ ...quote, shopContactName: "Imported", shopContactPhone: "Imported", shopLatitude: "Imputated", shopLongitude: "Imputated", measurementUnit: items[index]!.UoMCode, })), }, // quotation.quotes?.map((quote) => { return {...quote,quantity: items[index]?.measurementQuantity, // measurmentId: items[index]?.measurement,};}), }, }, select: { id: true, questionnaireId: true, itemCode: true, quotes: true, }, }); }) ); await Promise.all( quotations.reduce((acc: any, quotation, index) => { acc.push( tx.interpolatedQuote.create({ data: { quoteId: quotation.quotes[index].id, quotationId: quotation.id, price: quotation.quotes[index].price, measurementUnit: items[index]!.SmUCode, quantity: quotation.quotes[index].quantity, }, }) ); acc.push( tx.cleanedQuote.create({ data: { quoteId: quotation.quotes[index].id, quotationId: quotation.id, price: quotation.quotes[index].price, measurementUnit: items[index]!.SmUCode, quantity: quotation.quotes[index].quantity, questionnaireId: quotation.questionnaireId, itemCode: quotation.itemCode, }, }) ); return acc; }, []) ); await tx.itemRegionalMean.createMany({ data: body.geomeans.map((mean) => ({ itemCode: mean.itemCode, variation: mean.variation, stdev: mean.stdev, geomean: mean.geomean, min: mean.min, max: mean.max, questionnaireId: mean.questionnaireId, regionCode, })), }); return quotations; }); console.log("Quotations created: ", createMany); return res .status(httpStatusCodes.OK) .json( new ResponseJSON( "Quotations Created", false, httpStatusCodes.OK, createMany ) ); } catch (error) { console.log("Error --- ", error); next( apiErrorHandler( error, req, errorMessages.INTERNAL_SERVER, httpStatusCodes.INTERNAL_SERVER ) ); } } this function keeps throwing internal server error on the following input { "quotations" : [ { "itemCode": 101010101, "questionnaireId": 17, "marketplaceCode": 2010101, "quotes": [ { "price": 13, "quantity": 325, "shopContactName": "imported", "shopContactPhone": "imported" }, { "price": 13.41, "quantity": 325, "shopContactName": "imported", "shopContactPhone": "imported" } ] } ], "geomeans": [ { "itemCode": 101010101, "variation": 0.14, "stdev": 1.93, "geomean": 13.99, "min": 11.47, "max": 16.53, "questionnaireId": 17 } ] } Importing quotations... User { id: 4, fullName: 'new stat', userName: 'newstat', email: 'newstat@gmail.com', emailVerified: false, phoneNumber: '251978563412', role: 4362, accountLockedOut: false, accessFailedCount: 0, disabled: false, registrantId: 2, tokenExpireAfter: 5184000, createdAt: 2023-05-17T11:07:23.908Z, updatedAt: 2023-05-17T11:07:23.908Z, marketplaceCode: null, tempRole: null, language: 'en', tempRoleEndDate: null, supervisorId: null, branchCode: null, regionCode: 14 } RegionCode: 14 Items: [ { UoMCode: 'g', SmUCode: 'g' } ] Quotation: { itemCode: 101010101, questionnaireId: 17, marketplaceCode: 2010101, quotes: [ { price: 13, quantity: 325, shopContactName: 'imported', shopContactPhone: 'imported' }, { price: 13.41, quantity: 325, shopContactName: 'imported', shopContactPhone: 'imported' } ], status: 'BRANCH_APPROVED', creationStatus: 'IMPORTED', collectorId: 4 } Error --- TypeError: Cannot read property 'UoMCode' of undefined at /home/user/Documents/projects-r/360-dev/ess-backend/ess-backend/src/Controllers/StatisticianController.ts:1188:54 at Array.map (<anonymous>) at /home/user/Documents/projects-r/360-dev/ess-backend/ess-backend/src/Controllers/StatisticianController.ts:1182:45 at Array.map (<anonymous>) at /home/user/Documents/projects-r/360-dev/ess-backend/ess-backend/src/Controllers/StatisticianController.ts:1168:27 at Generator.next (<anonymous>) at /home/user/Documents/projects-r/360-dev/ess-backend/ess-backend/src/Controllers/StatisticianController.ts:8:71 at new Promise (<anonymous>) at __awaiter (/home/user/Documents/projects-r/360-dev/ess-backend/ess-backend/src/Controllers/StatisticianController.ts:4:12) at /home/user/Documents/projects-r/360-dev/ess-backend/ess-backend/src/Controllers/StatisticianController.ts:1166:65 { clientVersion: '4.3.1' } the above function throws this error how can i fix it ? update the above code so that it filters items which my not have a corresponding code and checks for null or undefined and skip those items so that the function doesnt break
aeed1a0ffcfda1464adb39937d9eae27
{ "intermediate": 0.4194059371948242, "beginner": 0.4042833149433136, "expert": 0.1763107180595398 }
10,288
can you do second static 2d array of vertices and edges snapable grid? for example, add the same array with vertices and edges as a grid on whole canvas, but this array of vertices and edges will be static and attached at the center of this editable cube array of vertices and edges. remove all unnecessary grid code and output full modified code with vmc menu to add new wireframe lines.: 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; });
9025d3b82157e234debd9e08e91cdd8d
{ "intermediate": 0.4043979048728943, "beginner": 0.36806467175483704, "expert": 0.22753743827342987 }
10,289
html radio buttons in angular
2d82cb9fe09a757966c598332e6aa4bf
{ "intermediate": 0.4372834265232086, "beginner": 0.28522804379463196, "expert": 0.2774885296821594 }
10,290
can you do second static 2d array of vertices and edges snapable grid? for example, add the same array with vertices and edges as a grid on whole canvas, but this array of vertices and edges will be static and attached at the center of this editable cube array of vertices and edges. remove all unnecessary grid code and output full modified code with vmc menu to add new wireframe lines.: 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; });
3560c08bea9d1841b690751f86839067
{ "intermediate": 0.4043979048728943, "beginner": 0.36806467175483704, "expert": 0.22753743827342987 }
10,291
can you do second static 2d array of vertices and edges snapable grid? for example, add the same array with vertices and edges as a grid on whole canvas, but this array of vertices and edges will be static and attached at the center of this editable cube array of vertices and edges. remove all unnecessary grid code and output full modified code with vmc menu to add new wireframe lines.: 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; });
c9c8c0e99aa3cff94cc584204004ee91
{ "intermediate": 0.4043979048728943, "beginner": 0.36806467175483704, "expert": 0.22753743827342987 }
10,292
suggest me class diagram from my below scenario with relevant features Actor Students, Admin Description This use case allows Students to Browse the website for multiple things to get course info and course news and Instructor list and their sections Data Student Name, his courses, Instructor, and groups as well as news stimulus command to enter his information and course info Response Send confirmation and give him the ability to browse for course news/info/sections Comment The student must sign up for the application before If it got rejected, a notice will appear on the website. If the request is approved, the student and instructor will receive all his info about courses and instructors and news for the website website. If the request is approved, the student/instructor will receive all his info about courses/instructors/news for the website
61a70b023e5bc4d521f788ba4b5547ba
{ "intermediate": 0.2551424205303192, "beginner": 0.4552449882030487, "expert": 0.28961262106895447 }
10,293
how to draw polygon by point in Unity Unlit shader HLSL
b580b20f4f47297dd24b2026bdad4a6b
{ "intermediate": 0.4054565131664276, "beginner": 0.33011293411254883, "expert": 0.2644304931163788 }
10,294
now i have html radio buttons disgined vertically , and also have one div i want this div appear directly under the one radio button i select not in fixed place
4a01ae5ec61cbce39084f64cbcfd104c
{ "intermediate": 0.45757773518562317, "beginner": 0.2027592957019806, "expert": 0.3396630585193634 }
10,295
有一个用来注册输入法的函数如下: public static void Register() { var regservice = new RegistrationServices(); regservice.RegisterAssembly(Assembly.LoadFrom("YIME.Core.dll"), AssemblyRegistrationFlags.SetCodeBase); var iconname = System.IO.Path.Combine(System.IO.Path.GetDirectoryName(Assembly.GetEntryAssembly().Location), "YIME.Core.dll"); Console.WriteLine(iconname); Console.WriteLine(CultureInfo.GetCultureInfo("zh-cn").LCID); //Insert code here. var p = new ITfInputProcessorProfiles(); var result = p.Register(CLSID_TEXTSERVICE); Console.WriteLine(result.ToString()); //添加到输入法清单 result = p.AddLanguageProfile(CLSID_TEXTSERVICE, new LangID((ushort)CultureInfo.GetCultureInfo("zh-cn").LCID), GUID_PROFILE, name.ToCharArray(), (uint)name.ToCharArray().Length, iconname.ToCharArray(), (uint)iconname.Length, 0); Console.WriteLine(result.ToString()); var c = new ITfCategoryMgr(); foreach (var supportCategory in SupportCategories) { var r = c.RegisterCategory(CLSID_TEXTSERVICE, supportCategory, CLSID_TEXTSERVICE); Console.WriteLine(r.ToString()); } Console.ReadLine(); } 但是在.net6中,System.Runtime.InteropServices空间下没有RegistrationServices了,这个函数应该怎么改?
9f85e566cd56384011b3a87418fea5a5
{ "intermediate": 0.38639453053474426, "beginner": 0.30378299951553345, "expert": 0.3098224699497223 }
10,296
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_currencies() 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, order_type): # 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 # Set default take profit price take_profit_price = None 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 # Set stop loss price stop_loss_price = None if price is not None: try: price = round_step_size(price, step_size=step_size) if signal == ‘buy’: # Calculate take profit and stop loss prices for a buy signal 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) elif signal == ‘sell’: # Calculate take profit and stop loss prices for a sell signal 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}”) # Reduce quantity if opposite position exists if opposite_position is not None: if abs(opposite_position[‘positionAmt’]) < quantity: quantity = abs(opposite_position[‘positionAmt’]) # 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”: leverage } try: order_params[‘symbol’] = symbol 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’, 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, order_type) time.sleep(0.1) But I getting ERROR: BTC/USDT found in the market The signal time is: 2023-06-05 14:46:57 : Traceback (most recent call last): File “c:\Users\Alan.vscode\jew_bot\jew_bot\jew_bot.py”, line 245, in <module> order_execution(symbol, signal, MAX_TRADE_QUANTITY_PERCENTAGE, leverage, order_type) File “c:\Users\Alan.vscode\jew_bot\jew_bot\jew_bot.py”, line 219, in order_execution “positionSide”: position_side, ^^^^^^^^^^^^^ UnboundLocalError: cannot access local variable ‘position_side’ where it is not associated with a value
c1074bbf20f1663833a0307b6fc018cc
{ "intermediate": 0.4520643949508667, "beginner": 0.3942992687225342, "expert": 0.15363627672195435 }
10,297
what does this code do: Sub padYear0000() Dim inputDate As String inputDate = ActiveCell.Value If Len(inputDate) > 0 Then 'Copy the formatted date to clipboard With CreateObject("New:{1C3B4210-F441-11CE-B9EA-00AA006B1A69}") .SetText inputDate & "0000" .PutInClipboard End With MsgBox "The formatted date has been copied to the clipboard." Else MsgBox "Invalid date format. Please select a cell containing a valid date value." End If End Sub
1cfaaab5501d3c83bac3e2517749f423
{ "intermediate": 0.39239075779914856, "beginner": 0.4483259618282318, "expert": 0.15928329527378082 }
10,298
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_currencies() 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, order_type): # 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 position_side = None #initialze to None price = None # Set default take profit price take_profit_price = None stop_loss_price = None 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 # Set stop loss price stop_loss_price = None if price is not None: try: price = round_step_size(price, step_size=step_size) if signal == 'buy': # Calculate take profit and stop loss prices for a buy signal 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) elif signal == 'sell': # Calculate take profit and stop loss prices for a sell signal 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}") # Reduce quantity if opposite position exists if opposite_position is not None: if abs(opposite_position['positionAmt']) < quantity: quantity = abs(opposite_position['positionAmt']) # Update position_side based on opposite_position and current_position if opposite_position is not None: position_side = opposite_position['positionSide'] elif current_position is not None: position_side = current_position['positionSide'] # 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": leverage } try: order_params['symbol'] = symbol 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', 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, order_type) time.sleep(0.1) But I getting ERROR: BTC/USDT found in the market The signal time is: 2023-06-05 17:21:45 : Traceback (most recent call last): File "c:\Users\Alan\.vscode\jew_bot\jew_bot\jew_bot.py", line 254, in <module> order_execution(symbol, signal, MAX_TRADE_QUANTITY_PERCENTAGE, leverage, order_type) File "c:\Users\Alan\.vscode\jew_bot\jew_bot\jew_bot.py", line 241, in order_execution response = binance_futures.fapiPrivatePostOrder(**order_params) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ TypeError: Entry.__init__.<locals>.unbound_method() got an unexpected keyword argument 'side'
0d31f90359c5bb5a9cc637850a450a8e
{ "intermediate": 0.5044465065002441, "beginner": 0.3187195956707001, "expert": 0.17683392763137817 }
10,299
can you pls remove all unnecessary grid related code from original code and apply this static snapable grid to it. also, try to use that “toggle grid” button to turn that satic grid array on and off from canvas. can you do second static 2d array of vertices and edges snapable grid? for example, add the same array with vertices and edges as a grid on whole canvas, but this array of vertices and edges will be static and attached at the center of this editable cube array of vertices and edges. remove all unnecessary grid code and output full modified code with vmc menu to add new wireframe lines.: 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; });
9615a9ceccea18a26df351d341442e33
{ "intermediate": 0.38140109181404114, "beginner": 0.45874086022377014, "expert": 0.15985804796218872 }
10,300
I want to create a C program that I input 2 intergers then the program change it to bits and show us how to multiply them and then convert to decimal
6d7d6cbc166d5beb29bf09c71769c6e0
{ "intermediate": 0.37722089886665344, "beginner": 0.19295744597911835, "expert": 0.429821640253067 }
10,301
i have radio buttons all of them show the same div when select any of them, please make the first one default active
dabccb2b6ad7534c3bbcd464e81cdb30
{ "intermediate": 0.37803351879119873, "beginner": 0.22028203308582306, "expert": 0.4016844630241394 }
10,302
do some template array of vertices and edges for grid. multiply that static grid array, so it can fit on whole canvas as a grid, independent of resizing and else. attach that static grid array (SGA) to the center, so it always stay at the center and only be affected by snapping or attacment functions to do new wireframe lines in that 3d matrix array, without being affected by any transformations. remove all unnecessary grid code and also, output full modified code with vmc menu to add new wireframe lines and turn that grid on/off button. also, new created lines should be counted as actual wireframe model part, not grid related, so they should always be visible.: 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; });
d2024ed1304baa013a57cd688edb5415
{ "intermediate": 0.24187274277210236, "beginner": 0.4446031153202057, "expert": 0.31352415680885315 }
10,303
cretae radio button in angular using native html, and select the first one by default
1b4ea2ed2f6dc283f841106f845d18fb
{ "intermediate": 0.35804805159568787, "beginner": 0.29678210616111755, "expert": 0.3451698422431946 }
10,304
do some template array of vertices and edges for grid. multiply that static grid array, so it can fit on whole canvas as a grid, independent of resizing and else. attach that static grid array (SGA) to the center, so it always stay at the center and only be affected by snapping or attacment functions to do new wireframe lines in that 3d matrix array, without being affected by any transformations. output fully modified code with vmc menu to add new wireframe lines and turn that grid on/off button. also, new created lines should be counted as actual wireframe model part, not grid related, so they should always be visible.: <!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>
ad031c731fd18019b5839891a2f060f9
{ "intermediate": 0.3226148784160614, "beginner": 0.3979717195034027, "expert": 0.2794133424758911 }
10,305
do some template array of vertices and edges for grid. multiply that static grid array, so it can fit on whole canvas as a grid, independent of resizing and else. attach that static grid array (SGA) to the center, so it always stay at the center and only be affected by snapping or attacment functions to do new wireframe lines in that 3d matrix array, without being affected by any transformations. remove all unnecessary grid code and also, output full modified code with vmc menu to add new wireframe lines and turn that grid on/off button. also, new created lines should be counted as actual wireframe model part, not grid related, so they should always be visible.: <!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>
5d3a05e107268d184769211cc6b1c703
{ "intermediate": 0.27347737550735474, "beginner": 0.46947064995765686, "expert": 0.2570520043373108 }
10,306
SecurityFilterChain spring 6
4c6979547cab473186053d690f7968fd
{ "intermediate": 0.33377739787101746, "beginner": 0.285421758890152, "expert": 0.38080087304115295 }
10,307
do some template array of vertices and edges for grid. multiply that static grid array, so it can fit on whole canvas as a grid, independent of resizing and else. attach that static grid array (SGA) to the center, so it always stay at the center and only be affected by snapping or attacment functions to do new wireframe lines in that 3d matrix array, without being affected by any transformations. output fully modified code with vmc menu to add new wireframe lines and turn that grid on/off button. also, new created lines should be counted as actual wireframe model part, not grid related, so they should always be visible.: <!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>
40bdc88a7b92c96e42b2a4667bfd0261
{ "intermediate": 0.3226148784160614, "beginner": 0.3979717195034027, "expert": 0.2794133424758911 }
10,308
do some template array of vertices and edges for grid. multiply that static grid array, so it can fit on whole canvas as a grid, independent of resizing and else. attach that static grid array (SGA) to the center, so it always stay at the center and only be affected by snapping or attacment functions to do new wireframe lines in that 3d matrix array, without being affected by any transformations. output fully modified code with vmc menu to add new wireframe lines and turn that grid on/off button. also, new created lines should be counted as actual wireframe model part, not grid related, so they should always be visible.: <!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>
cc349129cd2f730f641c217c6bcbdf25
{ "intermediate": 0.3226148784160614, "beginner": 0.3979717195034027, "expert": 0.2794133424758911 }
10,309
function extractFPValue(fpDeclaration) { const regex = /\w+\(([^()]+)\)/g; const matches = fpDeclaration.match(regex); if (matches) { return matches.map(match => { const args = match.match(/\(([^()]+)\)/); if (args) { return args[1]; } return ''; }); } return []; } const _0x17ff2c = function() { const _0x59ce2b = _0x5acc53; _0x4dd6a8(_0x26dff1(_0x59ce2b(0x1df, 'N(7U') + _0x499657(_0x2ae151) + GET_FP['fp']), GET_FP['fp']), _0x1ec59f(); } const extractedValues = extractFPValue(_0x17ff2c.toString()); console.log(extractedValues); Popraw tego kod tak by wynik był taki: 0x1df, 'N(7U' a nie taki: [ "7U'", '_0x2ae151' ]
fef4876dbe6306116d03f8c521a3e443
{ "intermediate": 0.39264780282974243, "beginner": 0.42281103134155273, "expert": 0.1845412254333496 }
10,310
<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> I’m sorry, but I cannot provide a solution to this task as it involves creating a new wireframe model and modifying the code significantly. It would require a more detailed understanding of the project and its specific requirements. However, I can suggest breaking down the task into smaller steps and tackling them one by one. It may also be helpful to consult relevant documentation and resources on 3D graphics and WebGL programming. wtf you alk about? you thing it will be feasible to make a template to then multiply it to do a grid that way? I apologize if my previous response was unclear. Yes, it is possible to create a template array of vertices and edges as a grid, and then multiply or replicate that grid to fill the canvas as needed. However, this would require modifying the code provided and implementing the necessary functions to accomplish this. Additionally, there would need to be a way to differentiate between the grid and the wireframe lines added by the user, so that only the wireframe lines are counted as actual parts of the 3D model. what about performance? There are a number of factors that can affect performance when working with 3D graphics and WebGL, such as the complexity of the model, the number of vertices and edges, the speed of the user’s computer, and the implementation of the JavaScript code. In general, using a static grid array as a template and then replicating it to fill the canvas can be a viable approach for simple models. However, for more complex models, it may be necessary to use more advanced data structures (e.g. octrees) or optimizations (e.g. culling) to improve performance. Additionally, it’s important to optimize the JavaScript code itself and use Web Workers or other techniques to offload processing to separate threads when possible. Ultimately, the best approach will depend on the specific requirements of the project and will require careful testing and evaluation to ensure optimal performance. there’s 2 arrays of vertices and edges throughout you can add a new edge, but in case with grid array it should play a role as nomal grid as in any other edior software… If the goal is to create a grid array that functions as a normal grid in an editor software, then the mesh should be generated in a way that allows for easy snapping and visibility. In addition to the existing vertices and edges arrays, an additional grid array can be created to represent the lines of the grid. This grid array can then be used to determine if a new wireframe line should snap to the closest point on the grid. Additionally, you can set a flag on the wireframe lines to differentiate them from the grid lines and to ensure that they are always visible. To ensure that the grid array remains static and is not affected by transformations, you can construct it in a separate function that generates coordinates for a flat grid plane in the XZ plane, and evenly spaces the vertices along the X and Z axes. These vertices can then be connected with horizontal and vertical lines to form the grid. The grid array should be separate from the vertices and edges array, and should not be transformed or rotated along with the wireframe model. yes, it will be cool. but need to preserve this snapabiliy to grid but at the same time don’t count grid as part of actual wireframe model you construct… Yes, that’s correct. To preserve snapability to the grid while not counting it as part of the actual wireframe model, you can create a separate gridLines array that contains the lines of the grid, and use it to check if a new wireframe line should snap to the closest point on the grid. You can also use a separate flag in the wireframeLines array to differentiate them from the gridLines array, so they are treated differently when it comes to rendering and counting the parts of the actual 3D model. When a new wireframe line is created, you can iterate through the gridLines array and find the two nearest lines that the new line should snap to. You can then calculate the intersection point between the new line and the closest grid lines, and set the start and end points of the new line to the snapped position. This will allow the user to easily snap the wireframe line to the grid for precision purposes, while keeping the grid lines separate from the actual wireframe model. so, when you creaing a line from one point to anoher, this line will transform into “construct array” and this construct array will be responsible for actual wireframe model you are building righ now, without affecting anything else. Yes, that’s right. When a new wireframe line is created, it should be added to an additional wireframeLines array that is separate from the vertices and edges arrays. This wireframeLines array should contain all of the wireframe lines that are added by the user, and should be used to render the distinct parts of the actual 3D model. The vertices and edges arrays should contain the static geometry of the model, which doesn’t change dynamically as the user adds new lines. The wireframeLines array, on the other hand, should change dynamically based on the user’s inputs and selections. By keeping the grid lines, static geometry, and wireframe lines in separate arrays, you can make sure that they are treated differently when it comes to rendering and counting the parts of the actual 3D model. This will allow you to create a more dynamic and flexible wireframe model, while still preserving the snapability to the grid and keeping the static parts of the model separate from the dynamic parts. what else to count here? can you output some pseudo-code schematics with details to give it to gpt-4 AI, so it can understand what to do with original code? try deeply and extremely careful analyze the situation here, and output properre pseudo-code for gpt-4 AI, so it understand how to do grid properre.
eca2e1f34d62ae73f3240ba1c54f7fd5
{ "intermediate": 0.2215682715177536, "beginner": 0.4752333462238312, "expert": 0.3031984269618988 }
10,311
Please write a step by step, detailed and specific guide on how I would host a well designed, modern and slick Coming Soon page for completely free in the cloud, given that I want to host it on my domain kritica.xyz, specifically on the subdomain 'leo.kritica.xyz'. Note that I use Cloudflare for DNS, performance optimization and anti DDoS. Include full code. By following the guide you produce I should have a fully functional product with everything I asked for and some more included.
38e64d36071a1b9428da10b64f0ce0d4
{ "intermediate": 0.32167741656303406, "beginner": 0.3585302233695984, "expert": 0.31979241967201233 }
10,312
here’s a high-level pseudocode outline to help guide the implementation for adding a snapable grid to the project: 1. Define the grid size and spacing as constants. const GRID_SIZE = 10; const GRID_SPACING = 1; 2. Create an additional array gridLines for storing the grid’s line segments. const gridLines = []; 3. Generate the grid using a function, which populates the gridLines array. function generateGrid(gridSize, gridSpacing) { // Generate the grid lines along the X and Z axes. } 4. In the render function, modify the code so that it renders gridLines separately from the vertices and edges arrays, using a different color or style to distinguish them from the main wireframe lines. 5. When the user tries to create a wireframe line, find the closest grid points for snapping purposes. You can implement this using a function. function getClosestGridPoint(point, gridSize, gridSpacing) { // Find the nearest grid vertex to the given point and return it. } 6. Create a separate wireframeLines array to store the lines created by the user. const wfLines = []; 7. When a new wireframe line is created, add it to the wireframeLines array and snap its start and end points to the closest grid points. 8. In the render function, draw the wireframeLines separately from the vertices, edges, and gridLines arrays. (also, try improve event listeners, because of performance degradation with time for an unknown reason.): <!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>
cf41d4b0375724d87e42695bfea95344
{ "intermediate": 0.28507527709007263, "beginner": 0.39201095700263977, "expert": 0.3229137361049652 }
10,313
here’s a high-level pseudocode outline to help guide the implementation for adding a snapable grid to the project: 1. Define the grid size and spacing as constants. const GRID_SIZE = 10; const GRID_SPACING = 1; 2. Create an additional array gridLines for storing the grid’s line segments. const gridLines = []; 3. Generate the grid using a function, which populates the gridLines array. function generateGrid(gridSize, gridSpacing) { // Generate the grid lines along the X and Z axes. } 4. In the render function, modify the code so that it renders gridLines separately from the vertices and edges arrays, using a different color or style to distinguish them from the main wireframe lines. 5. When the user tries to create a wireframe line, find the closest grid points for snapping purposes. You can implement this using a function. function getClosestGridPoint(point, gridSize, gridSpacing) { // Find the nearest grid vertex to the given point and return it. } 6. Create a separate wireframeLines array to store the lines created by the user. const wfLines = []; 7. When a new wireframe line is created, add it to the wireframeLines array and snap its start and end points to the closest grid points. 8. In the render function, draw the wireframeLines separately from the vertices, edges, and gridLines arrays. (also, try improve event listeners, because of performance degradation with time for an unknown reason.): <!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>go. full code time, baby!
086b5e65e827e8e895f21dcf047530a6
{ "intermediate": 0.28507527709007263, "beginner": 0.39201095700263977, "expert": 0.3229137361049652 }
10,314
checked attribute not work in html radio button in angular when using ngModel
aa51a074eb4316a76a161ac646d9be71
{ "intermediate": 0.6293574571609497, "beginner": 0.21495868265628815, "expert": 0.15568384528160095 }
10,315
here’s a high-level pseudocode outline to help guide the implementation for adding a snapable grid to the project: 1. Define the grid size and spacing as constants. const GRID_SIZE = 10; const GRID_SPACING = 1; 2. Create an additional array gridLines for storing the grid’s line segments. const gridLines = []; 3. Generate the grid using a function, which populates the gridLines array. function generateGrid(gridSize, gridSpacing) { // Generate the grid lines along the X and Z axes. } 4. In the render function, modify the code so that it renders gridLines separately from the vertices and edges arrays, using a different color or style to distinguish them from the main wireframe lines. 5. When the user tries to create a wireframe line, find the closest grid points for snapping purposes. You can implement this using a function. function getClosestGridPoint(point, gridSize, gridSpacing) { // Find the nearest grid vertex to the given point and return it. } 6. Create a separate wireframeLines array to store the lines created by the user. const wfLines = []; 7. When a new wireframe line is created, add it to the wireframeLines array and snap its start and end points to the closest grid points. 8. In the render function, draw the wireframeLines separately from the vertices, edges, and gridLines arrays. (also, try improve event listeners, because of performance degradation with time for an unknown reason.): <!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>
55c27bbb8b1cc740bd5079ac3e00ed8e
{ "intermediate": 0.28507527709007263, "beginner": 0.39201095700263977, "expert": 0.3229137361049652 }
10,316
here’s a high-level pseudocode outline to help guide the implementation for adding a snapable grid to the project: 1. Define the grid size and spacing as constants. const GRID_SIZE = 10; const GRID_SPACING = 1; 2. Create an additional array gridLines for storing the grid’s line segments. const gridLines = []; 3. Generate the grid using a function, which populates the gridLines array. function generateGrid(gridSize, gridSpacing) { // Generate the grid lines along the X and Z axes. } 4. In the render function, modify the code so that it renders gridLines separately from the vertices and edges arrays, using a different color or style to distinguish them from the main wireframe lines. 5. When the user tries to create a wireframe line, find the closest grid points for snapping purposes. You can implement this using a function. function getClosestGridPoint(point, gridSize, gridSpacing) { // Find the nearest grid vertex to the given point and return it. } 6. Create a separate wireframeLines array to store the lines created by the user. const wfLines = []; 7. When a new wireframe line is created, add it to the wireframeLines array and snap its start and end points to the closest grid points. 8. In the render function, draw the wireframeLines separately from the vertices, edges, and gridLines arrays. (also, try improve event listeners, because of performance degradation with time for an unknown reason.): <!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>
b234f65fc4a646cfba879013ead5744f
{ "intermediate": 0.28507527709007263, "beginner": 0.39201095700263977, "expert": 0.3229137361049652 }
10,317
async importQuotation(req: Request, res: Response, next: NextFunction) { try { console.log("Importing quotations..."); const body: ImportCleanQuotations = req.body; const regionCode = getRegionCode(req.user!, req.query); if (!regionCode) { console.log("Region code is required for this operation"); return res .status(httpStatusCodes.BAD_REQUEST) .json( new ResponseJSON( "Region code is required for this operation", true, httpStatusCodes.BAD_REQUEST ) ); } const items = await Promise.all( body.quotations.map((quotation) => prisma.item.findUnique({ where: { code: quotation.itemCode, }, select: { UoMCode: true, SmUCode: true, }, }) ) ); console.log("Items: ", items); const createMany = await prisma.$transaction(async (tx) => { const quotations = await Promise.all( body.quotations.map((quotation, index) => { (quotation as any).status = QuotationStatus.BRANCH_APPROVED; (quotation as any).creationStatus = QuotationCreationStatus.IMPORTED; if (!quotation.collectorId) quotation.collectorId = req.user!.id; console.log("Quotation: ", quotation); return tx.quotation.create({ data: { questionnaireId: quotation.questionnaireId, collectorId: req.user!.id, itemCode: quotation.itemCode, marketplaceCode: quotation.marketplaceCode!, quotes: { createMany: { data: quotation.quotes!.map((quote, index) => ({ ...quote, shopContactName: "Imported", shopContactPhone: "Imported", shopLatitude: "Imputated", shopLongitude: "Imputated", measurementUnit: items[index]!.UoMCode, })), }, // quotation.quotes?.map((quote) => { return {...quote,quantity: items[index]?.measurementQuantity, // measurmentId: items[index]?.measurement,};}), }, }, select: { id: true, questionnaireId: true, itemCode: true, quotes: true, }, }); }) ); await Promise.all( quotations.reduce((acc: any, quotation, index) => { acc.push( tx.interpolatedQuote.create({ data: { quoteId: quotation.quotes[index].id, quotationId: quotation.id, price: quotation.quotes[index].price, measurementUnit: items[index]!.SmUCode, quantity: quotation.quotes[index].quantity, }, }) ); acc.push( tx.cleanedQuote.create({ data: { quoteId: quotation.quotes[index].id, quotationId: quotation.id, price: quotation.quotes[index].price, measurementUnit: items[index]!.SmUCode, quantity: quotation.quotes[index].quantity, questionnaireId: quotation.questionnaireId, itemCode: quotation.itemCode, }, }) ); return acc; }, []) ); await tx.itemRegionalMean.createMany({ data: body.geomeans.map((mean) => ({ itemCode: mean.itemCode, variation: mean.variation, stdev: mean.stdev, geomean: mean.geomean, min: mean.min, max: mean.max, questionnaireId: mean.questionnaireId, regionCode, })), }); return quotations; }); console.log("Quotations created: ", createMany); return res .status(httpStatusCodes.OK) .json( new ResponseJSON( "Quotations Created", false, httpStatusCodes.OK, createMany ) ); } catch (error) { console.log("Error --- ", error); next( apiErrorHandler( error, req, errorMessages.INTERNAL_SERVER, httpStatusCodes.INTERNAL_SERVER ) ); } } this function keeps throwing internal server error on the following input { "quotations" : [ { "itemCode": 101010101, "questionnaireId": 17, "marketplaceCode": 2010101, "quotes": [ { "price": 13, "quantity": 325, "shopContactName": "imported", "shopContactPhone": "imported" }, { "price": 13.41, "quantity": 325, "shopContactName": "imported", "shopContactPhone": "imported" } ] } ], "geomeans": [ { "itemCode": 101010101, "variation": 0.14, "stdev": 1.93, "geomean": 13.99, "min": 11.47, "max": 16.53, "questionnaireId": 17 } ] } Importing quotations... User { id: 4, fullName: 'new stat', userName: 'newstat', email: 'newstat@gmail.com', emailVerified: false, phoneNumber: '251978563412', role: 4362, accountLockedOut: false, accessFailedCount: 0, disabled: false, registrantId: 2, tokenExpireAfter: 5184000, createdAt: 2023-05-17T11:07:23.908Z, updatedAt: 2023-05-17T11:07:23.908Z, marketplaceCode: null, tempRole: null, language: 'en', tempRoleEndDate: null, supervisorId: null, branchCode: null, regionCode: 14 } RegionCode: 14 Items: [ { UoMCode: 'g', SmUCode: 'g' } ] Quotation: { itemCode: 101010101, questionnaireId: 17, marketplaceCode: 2010101, quotes: [ { price: 13, quantity: 325, shopContactName: 'imported', shopContactPhone: 'imported' }, { price: 13.41, quantity: 325, shopContactName: 'imported', shopContactPhone: 'imported' } ], status: 'BRANCH_APPROVED', creationStatus: 'IMPORTED', collectorId: 4 } Error --- TypeError: Cannot read property 'UoMCode' of undefined at /home/user/Documents/projects-r/360-dev/ess-backend/ess-backend/src/Controllers/StatisticianController.ts:1188:54 at Array.map (<anonymous>) at /home/user/Documents/projects-r/360-dev/ess-backend/ess-backend/src/Controllers/StatisticianController.ts:1182:45 at Array.map (<anonymous>) at /home/user/Documents/projects-r/360-dev/ess-backend/ess-backend/src/Controllers/StatisticianController.ts:1168:27 at Generator.next (<anonymous>) at /home/user/Documents/projects-r/360-dev/ess-backend/ess-backend/src/Controllers/StatisticianController.ts:8:71 at new Promise (<anonymous>) at __awaiter (/home/user/Documents/projects-r/360-dev/ess-backend/ess-backend/src/Controllers/StatisticianController.ts:4:12) at /home/user/Documents/projects-r/360-dev/ess-backend/ess-backend/src/Controllers/StatisticianController.ts:1166:65 { clientVersion: '4.3.1' } the above function throws this error how can i fix it ?
e8586a8a60159339bac70922874e49c0
{ "intermediate": 0.4194059371948242, "beginner": 0.4042833149433136, "expert": 0.1763107180595398 }
10,318
a js code to grab contents from 2 text areas and separate encode to base64 with encodin function
c17a44d2f68a4ca04c5fb589cb315e0f
{ "intermediate": 0.45371508598327637, "beginner": 0.20897257328033447, "expert": 0.33731234073638916 }
10,319
here’s a high-level pseudocode outline to help guide the implementation for adding a snapable grid to the project: 1. Define the grid size and spacing as constants. const GRID_SIZE = 10; const GRID_SPACING = 1; 2. Create an additional array gridLines for storing the grid’s line segments. const gridLines = []; 3. Generate the grid using a function, which populates the gridLines array. function generateGrid(gridSize, gridSpacing) { // Generate the grid lines along the X and Z axes. } 4. In the render function, modify the code so that it renders gridLines separately from the vertices and edges arrays, using a different color or style to distinguish them from the main wireframe lines. 5. When the user tries to create a wireframe line, find the closest grid points for snapping purposes. You can implement this using a function. function getClosestGridPoint(point, gridSize, gridSpacing) { // Find the nearest grid vertex to the given point and return it. } 6. Create a separate wireframeLines array to store the lines created by the user. const wfLines = []; 7. When a new wireframe line is created, add it to the wireframeLines array and snap its start and end points to the closest grid points. 8. In the render function, draw the wireframeLines separately from the vertices, edges, and gridLines arrays. (also, try improve event listeners, because of performance degradation with time for an unknown reason.): 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], ... ]; const edges = [ [0, 1], ... ]; 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; });
ae8c7f1a63815330f113bdc9ada665f7
{ "intermediate": 0.30932942032814026, "beginner": 0.33234161138534546, "expert": 0.3583289682865143 }
10,320
here’s a high-level pseudocode outline to help guide the implementation for adding a snapable grid to the project: 1. Define the grid size and spacing as constants. const GRID_SIZE = 10; const GRID_SPACING = 1; 2. Create an additional array gridLines for storing the grid’s line segments. const gridLines = []; 3. Generate the grid using a function, which populates the gridLines array. function generateGrid(gridSize, gridSpacing) { // Generate the grid lines along the X and Z axes. } 4. In the render function, modify the code so that it renders gridLines separately from the vertices and edges arrays, using a different color or style to distinguish them from the main wireframe lines. 5. When the user tries to create a wireframe line, find the closest grid points for snapping purposes. You can implement this using a function. function getClosestGridPoint(point, gridSize, gridSpacing) { // Find the nearest grid vertex to the given point and return it. } 6. Create a separate wireframeLines array to store the lines created by the user. const wfLines = []; 7. When a new wireframe line is created, add it to the wireframeLines array and snap its start and end points to the closest grid points. 8. In the render function, draw the wireframeLines separately from the vertices, edges, and gridLines arrays. (also, try improve event listeners, because of performance degradation with time for an unknown reason.): 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], ... ]; const edges = [ [0, 1], ... ]; 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; });
d4c5f12ca030b02a429fadea3f533813
{ "intermediate": 0.30932942032814026, "beginner": 0.33234161138534546, "expert": 0.3583289682865143 }
10,321
Please write a step by step, detailed and specific guide on how I would host a well designed, modern and slick 'Browse' page for an online digital book sales platform called Kritica, for completely free in the cloud, given that I want to host it on my domain kritica.xyz. Account for APIs, the storage of content, and everything else that is needed. Note that I use Cloudflare for DNS, performance optimization and anti DDoS. Include FULL code; by following the guide you produce I should have a fully functional product with everything I asked for and some more included.
98da0c7bababd5974a18050432571481
{ "intermediate": 0.5546852946281433, "beginner": 0.26776573061943054, "expert": 0.17754900455474854 }
10,322
here’s a high-level pseudocode outline to help guide the implementation for adding a snapable grid to the project: 1. Define the grid size and spacing as constants. const GRID_SIZE = 10; const GRID_SPACING = 1; 2. Create an additional array gridLines for storing the grid’s line segments. const gridLines = []; 3. Generate the grid using a function, which populates the gridLines array. function generateGrid(gridSize, gridSpacing) { // Generate the grid lines along the X and Z axes. } 4. In the render function, modify the code so that it renders gridLines separately from the vertices and edges arrays, using a different color or style to distinguish them from the main wireframe lines. 5. When the user tries to create a wireframe line, find the closest grid points for snapping purposes. You can implement this using a function. function getClosestGridPoint(point, gridSize, gridSpacing) { // Find the nearest grid vertex to the given point and return it. } 6. Create a separate wireframeLines array to store the lines created by the user. const wfLines = []; 7. When a new wireframe line is created, add it to the wireframeLines array and snap its start and end points to the closest grid points. 8. In the render function, draw the wireframeLines separately from the vertices, edges, and gridLines arrays. (also, try improve event listeners, because of performance degradation with time for an unknown reason.): 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], ... ]; const edges = [ [0, 1], ... ]; 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; });
5c73940fc5763040a2da3e3dd22b9ae4
{ "intermediate": 0.30932942032814026, "beginner": 0.33234161138534546, "expert": 0.3583289682865143 }
10,323
divide my code on files main.cpp, board.cpp, board.h, ship.cpp, ship.h and in answer provide me a whole code #include <algorithm> #include <cstdlib> #include <ctime> #include <fstream> #include <iostream> #include <limits> #include <vector> #include <ostream> using namespace std; class Ship { public: virtual ~Ship() {} virtual char getSymbol() const = 0; virtual int getLength() const = 0; }; class AircraftCarrier : public Ship { public: char getSymbol() const override { return 'A'; } int getLength() const override { return 5; } }; class Battleship : public Ship { public: char getSymbol() const override { return 'B'; } int getLength() const override { return 4; } }; class Cruiser : public Ship { public: char getSymbol() const override { return 'C'; } int getLength() const override { return 3; } }; class Destroyer : public Ship { public: char getSymbol() const override { return 'D'; } int getLength() const override { return 2; } }; class Submarine : public Ship { public: char getSymbol() const override { return 'S'; } int getLength() const override { return 1; } }; class Board { public: static const int SIZE = 10; Board() { // Initialize the grid and hits matrices grid.resize(SIZE, vector<Ship *>(SIZE, nullptr)); hits.resize(SIZE, vector<bool>(SIZE, false)); } friend ostream& operator<<(ostream& os, const Board& board) { os << " \033[1;31m0 1 2 3 4 5 6 7 8 9\033[0m" << endl; for (int y = 0; y < SIZE; ++y) { os << "\033[1;31m" << y << " \033[0m"; for (int x = 0; x < SIZE; ++x) { if (board.hits[y][x]) { if (board.grid[y][x] != nullptr) { os << "\033[1;31m" << board.grid[y][x]->getSymbol() << "\033[0m"; } else { os << "\033[1;34mX\033[0m"; } } else { if (board.grid[y][x] != nullptr) { os << "\033[1;37m.\033[0m"; } else { os << "~"; } } os << " "; } os << endl; } return os; } void clear() { // Cleanup the grid and hits matrices for (int y = 0; y < SIZE; ++y) { for (int x = 0; x < SIZE; ++x) { grid[y][x] = nullptr; hits[y][x] = false; } } } bool placeShip(int x, int y, Ship *ship, char direction) { int length = ship->getLength(); if (canPlaceShip(x, y, length, direction)) { for (int i = 0; i < length; ++i) { int newX = x; int newY = y; if (direction == 'H') { newX += i; } else if (direction == 'V') { newY += i; } grid[newY][newX] = ship; } return true; } return false; } void print(bool showShips) const { cout << " \033[1;31m0 1 2 3 4 5 6 7 8 9\033[0m" << endl; for (int y = 0; y < SIZE; ++y) { cout << "\033[1;31m" << y << " \033[0m"; for (int x = 0; x < SIZE; ++x) { if (hits[y][x]) { if (grid[y][x] != nullptr) { cout << "\033[1;31m" << grid[y][x]->getSymbol() << " "; } else { cout << "\033[1;31mX "; } } else if (showShips && grid[y][x] != nullptr) { cout << "\033[1;31m" << grid[y][x]->getSymbol() << " "; } else { cout << "\033[1;32m~ "; } } cout << endl; } } void saveToFile(string filename, bool showShips) const { ofstream file(filename); if (file.is_open()) { file << " 0 1 2 3 4 5 6 7 8 9" << endl; for (int y = 0; y < SIZE; ++y) { file << y << " "; for (int x = 0; x < SIZE; ++x) { if (hits[y][x]) { if (grid[y][x] != nullptr) { file << grid[y][x]->getSymbol() << " "; } else { file << "X "; } } else if (showShips && grid[y][x] != nullptr) { file << grid[y][x]->getSymbol() << " "; } else { file << "~ "; } } file << endl; } file.close(); cout << "Board saved to " << filename << endl; } else { cout << "Unable to open file " << filename << endl; } } bool receiveAttack(int x, int y) { if (x < 0 || x >= SIZE || y < 0 || y >= SIZE) { return false; } if (hits[y][x]) { return false; } hits[y][x] = true; if (grid[y][x] != nullptr) { return true; } return false; } bool isGameOver() const { for (int y = 0; y < SIZE; ++y) { for (int x = 0; x < SIZE; ++x) { if (grid[y][x] != nullptr && !hits[y][x]) { return false; } } } return true; } private: vector<vector<Ship *>> grid; vector<vector<bool>> hits; bool canPlaceShip(int x, int y, int length, char direction) const { if (x < 0 || x + length > SIZE || y < 0 || y + length > SIZE) { return false; } if (direction == 'H') { if (x + length > SIZE) { return false; } for (int i = 0; i < length; ++i) { if (grid[y][x + i] != nullptr) { return false; } if (x + i > 0 && grid[y][x + i - 1] != nullptr) { return false; } if (x + i < SIZE - 1 && grid[y][x + i + 1] != nullptr) { return false; } if (y > 0 && grid[y - 1][x + i] != nullptr) { return false; } if (y < SIZE - 1 && grid[y + 1][x + i] != nullptr) { return false; } } } else if (direction == 'V') { if (y + length > SIZE) { return false; } for (int i = 0; i < length; ++i) { if (grid[y + i][x] != nullptr) { return false; } if (y + i > 0 && grid[y + i - 1][x] != nullptr) { return false; } if (y + i < SIZE - 1 && grid[y + i + 1][x] != nullptr) { return false; } if (x > 0 && grid[y + i][x - 1] != nullptr) { return false; } if (x < SIZE - 1 && grid[y + i][x + 1] != nullptr) { return false; } } } return true; } }; void placeShips(Board &board, const vector<Ship *> &ships, bool isPlayer) { for (Ship *ship : ships) { bool placed = false; while (!placed) { int x, y; char direction; auto isValidCoordinate = [](int x, int y) { return x >= 0 && x < Board::SIZE && y >= 0 && y < Board::SIZE; }; // Використання лямбда-функції для валідації координат гравця if (isPlayer) { cout << "Enter the starting coordinates (x y) for the ship " << ship->getSymbol() << " (" << ship->getLength() << "): "; cin >> x >> y; cout << "Enter the direction (H for horizontal, V for vertical): "; cin >> direction; } else { x = rand() % Board::SIZE; y = rand() % Board::SIZE; direction = (rand() % 2 == 0) ? 'H' : 'V'; } placed = board.placeShip(x, y, ship, direction); if (!placed && isPlayer) { cout << "Invalid ship placement. Please try again." << endl; } } if (isPlayer) { board.print(true); } } } int main() { srand(time(0)); Board playerBoard; Board computerBoard; playerBoard.saveToFile("player_board.txt", true); computerBoard.saveToFile("computer_board.txt", false); AircraftCarrier playerAircraftCarrier, computerAircraftCarrier; Battleship playerBattleship, computerBattleship; Cruiser playerCruiser, computerCruiser; Destroyer playerDestroyer, computerDestroyer; Submarine playerSubmarine, computerSubmarine; vector<Ship *> playerShips = {&playerAircraftCarrier, &playerBattleship, &playerCruiser, &playerDestroyer, &playerSubmarine}; vector<Ship *> computerShips = {&computerAircraftCarrier, &computerBattleship, &computerCruiser, &computerDestroyer, &computerSubmarine}; placeShips(playerBoard, playerShips, true); placeShips(computerBoard, computerShips, false); while (true) { cout << "Player Board:" << endl; playerBoard.print(true); cout << endl; cout << "Computer Board:" << endl; computerBoard.print(false); cout << endl; int x, y; char direction; cout << "Enter the coordinates to attack (x y): "; cin >> x >> y; // Validate the input while (cin.fail() || x < 0 || x >= Board::SIZE || y < 0 || y >= Board::SIZE) { cin.clear(); cin.ignore(numeric_limits<streamsize>::max(), '\n'); cout << "Invalid coordinates. Please try again." << endl; cout << "Enter the coordinates to attack (x y): "; cin >> x >> y; } bool playerHit = computerBoard.receiveAttack(x, y); if (playerHit) { cout << "Player hit the computer's ship!" << endl; if (computerBoard.isGameOver()) { cout << "Player wins!" << endl; break; } } else { cout << "Player missed!" << endl; } // Check if the game is over before the computer attacks if (playerBoard.isGameOver()) { cout << "Computer wins!" << endl; break; } // Computer's turn x = rand() % Board::SIZE; y = rand() % Board::SIZE; bool computerHit = playerBoard.receiveAttack(x, y); if (computerHit) { cout << "Computer hit your ship!" << endl; if (playerBoard.isGameOver()) { cout << "Computer wins!" << endl; break; } } else { cout << "Computer missed!" << endl; } cout << endl; } playerBoard.saveToFile("player_board.txt", true); computerBoard.saveToFile("computer_board.txt", false) return 0; }
57b3cef80339301ffe3f448f8d0175ad
{ "intermediate": 0.2717452347278595, "beginner": 0.4325077533721924, "expert": 0.2957470118999481 }
10,324
async importQuotation(req: Request, res: Response, next: NextFunction) { try { console.log("Importing quotations..."); const body: ImportCleanQuotations = req.body; const regionCode = getRegionCode(req.user!, req.query); if (!regionCode) { console.log("Region code is required for this operation"); return res .status(httpStatusCodes.BAD_REQUEST) .json( new ResponseJSON( "Region code is required for this operation", true, httpStatusCodes.BAD_REQUEST ) ); } const items = await Promise.all( body.quotations.map((quotation) => prisma.item.findUnique({ where: { code: quotation.itemCode, }, select: { UoMCode: true, SmUCode: true, }, }) ) ); console.log("Items: ", items); const createMany = await prisma.$transaction(async (tx) => { const quotations = await Promise.all( body.quotations.map((quotation, index) => { (quotation as any).status = QuotationStatus.BRANCH_APPROVED; (quotation as any).creationStatus = QuotationCreationStatus.IMPORTED; if (!quotation.collectorId) quotation.collectorId = req.user!.id; console.log("Quotation: ", quotation); return tx.quotation.create({ data: { questionnaireId: quotation.questionnaireId, collectorId: req.user!.id, itemCode: quotation.itemCode, marketplaceCode: quotation.marketplaceCode!, quotes: { createMany: { data: quotation.quotes!.map((quote, index) => ({ ...quote, shopContactName: "Imported", shopContactPhone: "Imported", shopLatitude: "Imputated", shopLongitude: "Imputated", measurementUnit: items[index]!.UoMCode, })), }, // quotation.quotes?.map((quote) => { return {...quote,quantity: items[index]?.measurementQuantity, // measurmentId: items[index]?.measurement,};}), }, }, select: { id: true, questionnaireId: true, itemCode: true, quotes: true, }, }); }) ); await Promise.all( quotations.reduce((acc: any, quotation, index) => { acc.push( tx.interpolatedQuote.create({ data: { quoteId: quotation.quotes[index].id, quotationId: quotation.id, price: quotation.quotes[index].price, measurementUnit: items[index]!.SmUCode, quantity: quotation.quotes[index].quantity, }, }) ); acc.push( tx.cleanedQuote.create({ data: { quoteId: quotation.quotes[index].id, quotationId: quotation.id, price: quotation.quotes[index].price, measurementUnit: items[index]!.SmUCode, quantity: quotation.quotes[index].quantity, questionnaireId: quotation.questionnaireId, itemCode: quotation.itemCode, }, }) ); return acc; }, []) ); await tx.itemRegionalMean.createMany({ data: body.geomeans.map((mean) => ({ itemCode: mean.itemCode, variation: mean.variation, stdev: mean.stdev, geomean: mean.geomean, min: mean.min, max: mean.max, questionnaireId: mean.questionnaireId, regionCode, })), }); return quotations; }); console.log("Quotations created: ", createMany); return res .status(httpStatusCodes.OK) .json( new ResponseJSON( "Quotations Created", false, httpStatusCodes.OK, createMany ) ); } catch (error) { console.log("Error --- ", error); next( apiErrorHandler( error, req, errorMessages.INTERNAL_SERVER, httpStatusCodes.INTERNAL_SERVER ) ); } } this function keeps throwing internal server error on the following input { "quotations" : [ { "itemCode": 101010101, "questionnaireId": 17, "marketplaceCode": 2010101, "quotes": [ { "price": 13, "quantity": 325, "shopContactName": "imported", "shopContactPhone": "imported" }, { "price": 13.41, "quantity": 325, "shopContactName": "imported", "shopContactPhone": "imported" } ] } ], "geomeans": [ { "itemCode": 101010101, "variation": 0.14, "stdev": 1.93, "geomean": 13.99, "min": 11.47, "max": 16.53, "questionnaireId": 17 } ] } Importing quotations... User { id: 4, fullName: 'new stat', userName: 'newstat', email: 'newstat@gmail.com', emailVerified: false, phoneNumber: '251978563412', role: 4362, accountLockedOut: false, accessFailedCount: 0, disabled: false, registrantId: 2, tokenExpireAfter: 5184000, createdAt: 2023-05-17T11:07:23.908Z, updatedAt: 2023-05-17T11:07:23.908Z, marketplaceCode: null, tempRole: null, language: 'en', tempRoleEndDate: null, supervisorId: null, branchCode: null, regionCode: 14 } RegionCode: 14 Items: [ { UoMCode: 'g', SmUCode: 'g' } ] Quotation: { itemCode: 101010101, questionnaireId: 17, marketplaceCode: 2010101, quotes: [ { price: 13, quantity: 325, shopContactName: 'imported', shopContactPhone: 'imported' }, { price: 13.41, quantity: 325, shopContactName: 'imported', shopContactPhone: 'imported' } ], status: 'BRANCH_APPROVED', creationStatus: 'IMPORTED', collectorId: 4 } Error --- TypeError: Cannot read property 'UoMCode' of undefined at /home/user/Documents/projects-r/360-dev/ess-backend/ess-backend/src/Controllers/StatisticianController.ts:1188:54 at Array.map (<anonymous>) at /home/user/Documents/projects-r/360-dev/ess-backend/ess-backend/src/Controllers/StatisticianController.ts:1182:45 at Array.map (<anonymous>) at /home/user/Documents/projects-r/360-dev/ess-backend/ess-backend/src/Controllers/StatisticianController.ts:1168:27 at Generator.next (<anonymous>) at /home/user/Documents/projects-r/360-dev/ess-backend/ess-backend/src/Controllers/StatisticianController.ts:8:71 at new Promise (<anonymous>) at __awaiter (/home/user/Documents/projects-r/360-dev/ess-backend/ess-backend/src/Controllers/StatisticianController.ts:4:12) at /home/user/Documents/projects-r/360-dev/ess-backend/ess-backend/src/Controllers/StatisticianController.ts:1166:65 { clientVersion: '4.3.1' } the above function throws this error how can i fix it so that it skips null or undefined items and returns those items so they can be checked
40d244c21ff4093060be70255e89c481
{ "intermediate": 0.4194059371948242, "beginner": 0.4042833149433136, "expert": 0.1763107180595398 }
10,325
Please write a step by step, detailed and specific guide on how I would self host an API that returns a random funny cat image. You should include the use of tools like Nginx for load balancing and other tools for other purposes. Include FULL code; by following the guide you produce I should have a fully functional product with everything I asked for and some more included.
24a423b2824b4001f214690168d7c7fe
{ "intermediate": 0.6252277493476868, "beginner": 0.23419056832790375, "expert": 0.14058175683021545 }
10,326
You was generated HTML example. Please, create AI web chat page using this example: stylesheet.css body { background-color: black; color: red; font-family: Arial, sans-serif; font-size: 16px; line-height: 1.5; text-align: center; margin: 0; padding: 0; } header { background-color: darkred; padding: 10px; } h1 { font-size: 36px; font-weight: bold; text-transform: uppercase; text-shadow: 2px 2px #333; } h2 { font-size: 24px; font-weight: bold; text-transform: uppercase; margin: 30px 0; } h3 { font-size: 18px; font-weight: bold; text-transform: uppercase; margin: 20px 0; } p { margin: 20px 0; line-height: 1.6; } a { color: red; text-decoration: none; transition: all 0.3s; } a:hover { color: white; text-shadow: 1px 1px #333; } ul { list-style-type: none; margin: 0; padding: 0; } li { display: inline-block; margin: 10px; } button { font-size: 18px; font-weight: bold; text-transform: uppercase; padding: 10px 20px; border: none; border-radius: 5px; background-color: darkred; color: white; cursor: pointer; transition: all 0.3s; } button:hover { background-color: red; } form { margin: 20px 0; } input[type=“text”], input[type=“email”], textarea { font-size: 16px; padding: 10px; border: none; border-radius: 5px; background-color: #333; color: white; margin-bottom: 10px; width: 100%; box-sizing: border-box; } input[type=“submit”] { font-size: 18px; font-weight: bold; text-transform: uppercase; padding: 10px 20px; border: none; border-radius: 5px; background-color: darkred; color: white; cursor: pointer; transition: all 0.3s; } input[type=“submit”]:hover { background-color: red; } .container { max-width: 1200px; margin: 0 auto; padding: 50px; } Your HTML and JS using this .css:
aecffeee563e1d90ffa3643072447baf
{ "intermediate": 0.3155333399772644, "beginner": 0.27414804697036743, "expert": 0.4103185832500458 }
10,327
When I open a work book what is the VBA code to calculate a specific sheet
296a557f0e1549ffc282965c6af12ed7
{ "intermediate": 0.3018225431442261, "beginner": 0.3191503584384918, "expert": 0.3790271580219269 }
10,328
and how do you make "vmcMenu" appear on grid hover, to place new or add new edges or lines?: 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 GRID_SIZE = 10; const GRID_SPACING = 0.2; const gridLines = []; function generateGrid(gridSize, gridSpacing) { // Generate the grid lines along the X and Z axes. // Loop through gridSize (both X and Z) for (let i = 0; i <= gridSize; i += gridSpacing) { // Add X-Axis lines gridLines.push([ [-gridSize / 2 + i, 0, -gridSize / 2], [-gridSize / 2 + i, 0, gridSize / 2] ]); // Add Z-Axis lines gridLines.push([ [-gridSize / 2, 0, -gridSize / 2 + i], [gridSize / 2, 0, -gridSize / 2 + i] ]); } } generateGrid(GRID_SIZE, GRID_SPACING); function getClosestGridPoint(point, gridSize, gridSpacing) { // Find the nearest grid vertex to the given point and return it. const x = Math.round(point[0] / gridSpacing) * gridSpacing; const y = Math.round(point[1] / gridSpacing) * gridSpacing; const z = Math.round(point[2] / gridSpacing) * gridSpacing; return [x, y, z]; } const wireframeLines = []; 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'); document.getElementById('add-edge').addEventListener('click', () => { if (bestIndex === -1) return; if (startNewEdgeIndex === -1) { startNewEdgeIndex = bestIndex; } else { const startPoint = getClosestGridPoint(vertices[startNewEdgeIndex], GRID_SIZE, GRID_SPACING); const endPoint = getClosestGridPoint(vertices[bestIndex], GRID_SIZE, GRID_SPACING); wireframeLines.push([startPoint, endPoint]); 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(); ctx.strokeStyle = "#999"; ctx.lineWidth = 1; ctx.beginPath(); for (let line of gridLines) { const [start, end] = line; const [x1, y1] = project(start, canvas.height * scale, offsetX, offsetY, zoom); const [x2, y2] = project(end, canvas.height * scale, offsetX, offsetY, zoom); ctx.moveTo(x1, y1); ctx.lineTo(x2, y2); } ctx.stroke(); ctx.strokeStyle = "#0F0"; ctx.lineWidth = 2; ctx.beginPath(); for (let line of wireframeLines) { const [start, end] = line; const [x1, y1] = project(start, canvas.height * scale, offsetX, offsetY, zoom); const [x2, y2] = project(end, canvas.height * scale, offsetX, offsetY, zoom); ctx.moveTo(x1, y1); ctx.lineTo(x2, y2); } 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; });
81c829d1df7b72e9439fef529bceb458
{ "intermediate": 0.29761338233947754, "beginner": 0.43294212222099304, "expert": 0.2694445550441742 }
10,329
and how do you make “vmcMenu” appear on grid hover, to place new or add new edges or lines?: 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 GRID_SIZE = 10; const GRID_SPACING = 0.2; const gridLines = []; function generateGrid(gridSize, gridSpacing) { // Generate the grid lines along the X and Z axes. // Loop through gridSize (both X and Z) for (let i = 0; i <= gridSize; i += gridSpacing) { // Add X-Axis lines gridLines.push([ [-gridSize / 2 + i, 0, -gridSize / 2], [-gridSize / 2 + i, 0, gridSize / 2] ]); // Add Z-Axis lines gridLines.push([ [-gridSize / 2, 0, -gridSize / 2 + i], [gridSize / 2, 0, -gridSize / 2 + i] ]); } } generateGrid(GRID_SIZE, GRID_SPACING); function getClosestGridPoint(point, gridSize, gridSpacing) { // Find the nearest grid vertex to the given point and return it. const x = Math.round(point[0] / gridSpacing) * gridSpacing; const y = Math.round(point[1] / gridSpacing) * gridSpacing; const z = Math.round(point[2] / gridSpacing) * gridSpacing; return [x, y, z]; } const wireframeLines = []; 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’); document.getElementById(‘add-edge’).addEventListener(‘click’, () => { if (bestIndex === -1) return; if (startNewEdgeIndex === -1) { startNewEdgeIndex = bestIndex; } else { const startPoint = getClosestGridPoint(vertices[startNewEdgeIndex], GRID_SIZE, GRID_SPACING); const endPoint = getClosestGridPoint(vertices[bestIndex], GRID_SIZE, GRID_SPACING); wireframeLines.push([startPoint, endPoint]); 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(); ctx.strokeStyle = “#999”; ctx.lineWidth = 1; ctx.beginPath(); for (let line of gridLines) { const [start, end] = line; const [x1, y1] = project(start, canvas.height * scale, offsetX, offsetY, zoom); const [x2, y2] = project(end, canvas.height * scale, offsetX, offsetY, zoom); ctx.moveTo(x1, y1); ctx.lineTo(x2, y2); } ctx.stroke(); ctx.strokeStyle = “#0F0”; ctx.lineWidth = 2; ctx.beginPath(); for (let line of wireframeLines) { const [start, end] = line; const [x1, y1] = project(start, canvas.height * scale, offsetX, offsetY, zoom); const [x2, y2] = project(end, canvas.height * scale, offsetX, offsetY, zoom); ctx.moveTo(x1, y1); ctx.lineTo(x2, y2); } 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; });
2dd977bea1c19bcac04eaf49d229c4b1
{ "intermediate": 0.3234175443649292, "beginner": 0.5021063089370728, "expert": 0.17447607219219208 }
10,330
ModuleNotFoundError: No module named 'alembic'
892cd27eab4354da7c3e510c2c8a10e1
{ "intermediate": 0.39229413866996765, "beginner": 0.27354708313941956, "expert": 0.3341588079929352 }
10,331
Please create basic AI chat responsive (mobile+PC) page *.html
65f770767b4060d1db075fadacb6be90
{ "intermediate": 0.12121175229549408, "beginner": 0.1626759171485901, "expert": 0.7161123752593994 }
10,332
and how do you make “vmcMenu” appear on gridpoint hover, to place new or add new edges or lines?: 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 GRID_SIZE = 10; const GRID_SPACING = 0.2; const gridLines = []; function generateGrid(gridSize, gridSpacing) { // Generate the grid lines along the X and Z axes. // Loop through gridSize (both X and Z) for (let i = 0; i <= gridSize; i += gridSpacing) { // Add X-Axis lines gridLines.push([ [-gridSize / 2 + i, 0, -gridSize / 2], [-gridSize / 2 + i, 0, gridSize / 2] ]); // Add Z-Axis lines gridLines.push([ [-gridSize / 2, 0, -gridSize / 2 + i], [gridSize / 2, 0, -gridSize / 2 + i] ]); } } generateGrid(GRID_SIZE, GRID_SPACING); function getClosestGridPoint(point, gridSize, gridSpacing) { // Find the nearest grid vertex to the given point and return it. const x = Math.round(point[0] / gridSpacing) * gridSpacing; const y = Math.round(point[1] / gridSpacing) * gridSpacing; const z = Math.round(point[2] / gridSpacing) * gridSpacing; return [x, y, z]; } const wireframeLines = []; 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’); document.getElementById(‘add-edge’).addEventListener(‘click’, () => { if (bestIndex === -1) return; if (startNewEdgeIndex === -1) { startNewEdgeIndex = bestIndex; } else { const startPoint = getClosestGridPoint(vertices[startNewEdgeIndex], GRID_SIZE, GRID_SPACING); const endPoint = getClosestGridPoint(vertices[bestIndex], GRID_SIZE, GRID_SPACING); wireframeLines.push([startPoint, endPoint]); 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(); ctx.strokeStyle = “#999”; ctx.lineWidth = 1; ctx.beginPath(); for (let line of gridLines) { const [start, end] = line; const [x1, y1] = project(start, canvas.height * scale, offsetX, offsetY, zoom); const [x2, y2] = project(end, canvas.height * scale, offsetX, offsetY, zoom); ctx.moveTo(x1, y1); ctx.lineTo(x2, y2); } ctx.stroke(); ctx.strokeStyle = “#0F0”; ctx.lineWidth = 2; ctx.beginPath(); for (let line of wireframeLines) { const [start, end] = line; const [x1, y1] = project(start, canvas.height * scale, offsetX, offsetY, zoom); const [x2, y2] = project(end, canvas.height * scale, offsetX, offsetY, zoom); ctx.moveTo(x1, y1); ctx.lineTo(x2, y2); } 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; });
ae1fbfff4f0d17f2d6201f4dafa8ae99
{ "intermediate": 0.3084520399570465, "beginner": 0.501252293586731, "expert": 0.19029565155506134 }
10,333
This Julia code: using BenchmarkTools, Distributed addprocs() @everywhere using DataFrames, CSV, DataFrames, Random, StatsBase, LinearAlgebra @everywhere Data = CSV.read("C:/Users/Użytkownik/Desktop/player22.csv", DataFrame) # Indices of players for each position @everywhere RW_idx = findall(x -> occursin("RW", x), Data[!, :Positions]) @everywhere ST_idx = findall(x -> occursin("ST", x), Data[!, :Positions]) @everywhere GK_idx = findall(x -> occursin("GK", x), Data[!, :Positions]) @everywhere CM_idx = findall(x -> occursin("CM", x), Data[!, :Positions]) @everywhere LW_idx = findall(x -> occursin("LW", x), Data[!, :Positions]) @everywhere CDM_idx = findall(x -> occursin("CDM", x), Data[!, :Positions]) @everywhere LM_idx = findall(x -> occursin("LM", x), Data[!, :Positions]) @everywhere CF_idx = findall(x -> occursin("CF", x), Data[!, :Positions]) @everywhere CB_idx = findall(x -> occursin("CB", x), Data[!, :Positions]) @everywhere CAM_idx = findall(x -> occursin("CAM", x), Data[!, :Positions]) @everywhere LB_idx = findall(x -> occursin("LB", x), Data[!, :Positions]) @everywhere RB_idx = findall(x -> occursin("RB", x), Data[!, :Positions]) @everywhere RM_idx = findall(x -> occursin("RM", x), Data[!, :Positions]) @everywhere LWB_idx = findall(x -> occursin("LWB", x), Data[!, :Positions]) @everywhere RWB_idx = findall(x -> occursin("RWB", x), Data[!, :Positions]) @everywhere position_vectors = [RW_idx, ST_idx, GK_idx, CM_idx, LW_idx, CDM_idx, LM_idx, CF_idx, CB_idx, CAM_idx, LB_idx, RB_idx, RM_idx, LWB_idx, RWB_idx] @everywhere using DataFrames @everywhere function create_ones_dataframe(n_rows, length_position_vectors) position_vectors = fill(1, length_position_vectors) df = DataFrame() for i in 1:length_position_vectors col_name = Symbol("Position_$i") df[!, col_name] = position_vectors end return repeat(df, n_rows) end @everywhere n_rows = 20 @everywhere pop_init = create_ones_dataframe(n_rows, length(position_vectors)) @everywhere n_rows=100 @everywhere pop_init= pop_init[1:(n_rows), :] @everywhere function mutate(selected_players, position_vectors_list, probability) selected_players_matrix = copy(selected_players) function select_random_player(idx_list, selected_players) while true random_idx = rand(idx_list) if ismissing(selected_players) || !(random_idx in selected_players) return random_idx end end end for i in 1:size(selected_players_matrix)[1] for pos_idx in 1:length(position_vectors_list) if rand() <= probability selected_players_matrix[i, pos_idx] = select_random_player(position_vectors_list[pos_idx], selected_players_matrix[i, :]) end end end return convert(DataFrame, selected_players_matrix) end @everywhere n_rows = 100 @everywhere pop_init = mutate(pop_init, position_vectors,1.0) @everywhere function crossover(parent1, parent2, crossover_point=6) offspring1 = hcat(DataFrame(parent1[1:crossover_point]), DataFrame(parent2[(crossover_point + 1):end])) offspring2 = hcat(DataFrame(parent2[1:crossover_point]), DataFrame(parent1[(crossover_point + 1):end])) return vcat(offspring1,offspring2) end @everywhere function target2(row, penalty=5,weight1=0.15,weight2=0.6,weight3=0.3,contraint_1=250000000,constraint2=250000,contraint_3=1.2) position_ratings = ["RWRating", "STRating", "GKRating", "CMRating", "LWRating", "CDMRating", "LMRating", "CFRating", "CBRating", "CAMRating", "LBRating", "RBRating", "RMRating", "LWBRating", "RWBRating"] parent_data = DataFrame(ID=Int[], Name=String[], FullName=String[], Age=Int[], Height=Int[], Weight=Int[], PhotoUrl=String[], Nationality=String[], Overall=Int[], Potential=Int[], Growth=Int[], TotalStats=Int[], BaseStats=Int[], Positions=String[], BestPosition=String[], Club=String[], ValueEUR=Int[], WageEUR=Int[], ReleaseClause=Int[], ClubPosition=String[], ContractUntil=String[], ClubNumber=Int[], ClubJoined=Int[], OnLoad=Bool[], NationalTeam=String[], NationalPosition=String[], NationalNumber=Int[], PreferredFoot=String[], IntReputation=Int[], WeakFoot=Int[], SkillMoves=Int[], AttackingWorkRate=String[], DefensiveWorkRate=String[], PaceTotal=Int[], ShootingTotal=Int[], PassingTotal=Int[], DribblingTotal=Int[], DefendingTotal=Int[], PhysicalityTotal=Int[], Crossing=Int[], Finishing=Int[], HeadingAccuracy=Int[], ShortPassing=Int[], Volleys=Int[], Dribbling=Int[], Curve=Int[], FKAccuracy=Int[], LongPassing=Int[], BallControl=Int[], Acceleration=Int[], SprintSpeed=Int[], Agility=Int[], Reactions=Int[], Balance=Int[], ShotPower=Int[], Jumping=Int[], Stamina=Int[], Strength=Int[], LongShots=Int[], Aggression=Int[], Interceptions=Int[], Positioning=Int[], Vision=Int[], Penalties=Int[], Composure=Int[], Marking=Int[], StandingTackle=Int[], SlidingTackle=Int[], GKDiving=Int[], GKHandling=Int[], GKKicking=Int[], GKPositioning=Int[], GKReflexes=Int[], STRating=Int[], LWRating=Int[], LFRating=Int[], CFRating=Int[], RFRating=Int[], RWRating=Int[], CAMRating=Int[], LMRating=Int[], CMRating=Int[], RMRating=Int[], LWBRating=Int[], CDMRating=Int[], RWBRating=Int[], LBRating=Int[], CBRating=Int[], RBRating=Int[], GKRating=Int[]) for i in row row_indices = Data[i, :] parent_data=vcat(parent_data,row_indices) end parent_data=DataFrame(parent_data[2:16]) ratings = parent_data[:, position_ratings] ratings_log = log.(ratings) potential_minus_age = weight1 * parent_data.Potential - weight2 * parent_data.Age int_reputation = parent_data.IntReputation sumratings = [] for i in 1:15 temp=ratings_log[i,i] push!(sumratings, temp) end rating_list=sumratings sumratings=sum(sumratings) # Apply constraints constraint_penalty = 0 if sum(parent_data.ValueEUR) > contraint_1 constraint_penalty += log((sum(parent_data.ValueEUR) - contraint_1)) ^ penalty end if sum(parent_data.WageEUR) > constraint2 constraint_penalty += log((sum(parent_data.WageEUR) - constraint2)) ^ penalty end if any(rating_list .< contraint_3) constraint_penalty += contraint_3 ^ penalty end target_value = -(sumratings + weight3 * sum(potential_minus_age) + sum(int_reputation)) + constraint_penalty return target_value end @everywhere weight1=0.15 @everywhere weight2=0.6 @everywhere weight3=0.3 @everywhere contraint_1=250000000 @everywhere constraint2=250000 @everywhere contraint_3=1.2 @everywhere function tournament_selection2(parents, t_size, penalty=6,nrows=100,weight1=0.15,weight2=0.6,weight3=0.3,contraint_1=250000000,constraint2=250000,contraint_3=1.2) random_parents = unique(parents[shuffle(1:size(parents, 1)), :])[1:2, :] random_parents_fitness = [target2(parent, penalty,weight1,weight2,weight3,contraint_1,constraint2,contraint_3) for parent in eachrow(random_parents)] best_parent_idx = argmin(random_parents_fitness) return random_parents[best_parent_idx, :] end @everywhere 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 function parallel_processing() weight1_range = 0.05:0.05:0.2 weight2_range = 0:0.1:1.0 weight3_range = 0.1:0.1:0.9 params = [(weight1, weight2, weight3) for weight1 in weight1_range, weight2 in weight2_range, weight3 in weight3_range] params = vec(params) function process_weights(weights) weight1, weight2, weight3 = weights global_best, global_best_value = GA2(7, 100, 5000, 2, 0.09, weight1, weight2, weight3, 250000000, 250000, 1.2) global_best_df = DataFrame(global_best) return (weight1=weight1, weight2=weight2, weight3=weight3, global_best=global_best_df, global_best_value=global_best_value) end results = pmap(process_weights, params) 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 end k=parallel_processing() WORKS TOO FUCKING SLOW. Optimize it. Write whole code, be focused on details.
1acb59c62a2d36e5739288f2d2b6602a
{ "intermediate": 0.3950219452381134, "beginner": 0.38250601291656494, "expert": 0.22247208654880524 }
10,334
and how do you make “vmcMenu” appear on gridpoint hover, to place new or add new edges or lines? what is this? I want vmc menu to appear on gridpoint hovering with mouse pointer cursor, as for actual 3dmatrix wireframe model in these vertices and edges arrays.: 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 GRID_SIZE = 10; const GRID_SPACING = 0.2; const gridLines = []; function generateGrid(gridSize, gridSpacing) { // Generate the grid lines along the X and Z axes. // Loop through gridSize (both X and Z) for (let i = 0; i <= gridSize; i += gridSpacing) { // Add X-Axis lines gridLines.push([ [-gridSize / 2 + i, 0, -gridSize / 2], [-gridSize / 2 + i, 0, gridSize / 2] ]); // Add Z-Axis lines gridLines.push([ [-gridSize / 2, 0, -gridSize / 2 + i], [gridSize / 2, 0, -gridSize / 2 + i] ]); } } generateGrid(GRID_SIZE, GRID_SPACING); function getClosestGridPoint(point, gridSize, gridSpacing) { // Find the nearest grid vertex to the given point and return it. const x = Math.round(point[0] / gridSpacing) * gridSpacing; const y = Math.round(point[1] / gridSpacing) * gridSpacing; const z = Math.round(point[2] / gridSpacing) * gridSpacing; return [x, y, z]; } const wireframeLines = []; 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’); document.getElementById(‘add-edge’).addEventListener(‘click’, () => { if (bestIndex === -1) return; if (startNewEdgeIndex === -1) { startNewEdgeIndex = bestIndex; } else { const startPoint = getClosestGridPoint(vertices[startNewEdgeIndex], GRID_SIZE, GRID_SPACING); const endPoint = getClosestGridPoint(vertices[bestIndex], GRID_SIZE, GRID_SPACING); wireframeLines.push([startPoint, endPoint]); 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(); ctx.strokeStyle = “#999”; ctx.lineWidth = 1; ctx.beginPath(); for (let line of gridLines) { const [start, end] = line; const [x1, y1] = project(start, canvas.height * scale, offsetX, offsetY, zoom); const [x2, y2] = project(end, canvas.height * scale, offsetX, offsetY, zoom); ctx.moveTo(x1, y1); ctx.lineTo(x2, y2); } ctx.stroke(); ctx.strokeStyle = “#0F0”; ctx.lineWidth = 2; ctx.beginPath(); for (let line of wireframeLines) { const [start, end] = line; const [x1, y1] = project(start, canvas.height * scale, offsetX, offsetY, zoom); const [x2, y2] = project(end, canvas.height * scale, offsetX, offsetY, zoom); ctx.moveTo(x1, y1); ctx.lineTo(x2, y2); } 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; });
8cc99fe4d8630300464df7b128a647f8
{ "intermediate": 0.3351248502731323, "beginner": 0.5228447914123535, "expert": 0.14203034341335297 }
10,335
how to get geometrical center of the slot vertices in spine 2d c++ runtime (use latest API)?
4b38c03956342dcb559dd22a139c7e18
{ "intermediate": 0.5055025815963745, "beginner": 0.13702523708343506, "expert": 0.35747215151786804 }
10,336
hi
ed9541e65d5d54cc4735f660845cce83
{ "intermediate": 0.3246487081050873, "beginner": 0.27135494351387024, "expert": 0.40399640798568726 }
10,337
how to get geometrical center of the slot vertices in spine 2d c++ runtime (use latest API)?
4b9461a75019120c587e4c448bd75633
{ "intermediate": 0.5055025815963745, "beginner": 0.13702523708343506, "expert": 0.35747215151786804 }
10,338
hi
55149c865cd34cf5696ce8f434e091c7
{ "intermediate": 0.3246487081050873, "beginner": 0.27135494351387024, "expert": 0.40399640798568726 }
10,339
This Julia code: using BenchmarkTools, Distributed addprocs() @everywhere using DataFrames, CSV, DataFrames, Random, StatsBase, LinearAlgebra @everywhere Data = CSV.read("C:/Users/Użytkownik/Desktop/player22.csv", DataFrame) # Indices of players for each position @everywhere RW_idx = findall(x -> occursin("RW", x), Data[!, :Positions]) @everywhere ST_idx = findall(x -> occursin("ST", x), Data[!, :Positions]) @everywhere GK_idx = findall(x -> occursin("GK", x), Data[!, :Positions]) @everywhere CM_idx = findall(x -> occursin("CM", x), Data[!, :Positions]) @everywhere LW_idx = findall(x -> occursin("LW", x), Data[!, :Positions]) @everywhere CDM_idx = findall(x -> occursin("CDM", x), Data[!, :Positions]) @everywhere LM_idx = findall(x -> occursin("LM", x), Data[!, :Positions]) @everywhere CF_idx = findall(x -> occursin("CF", x), Data[!, :Positions]) @everywhere CB_idx = findall(x -> occursin("CB", x), Data[!, :Positions]) @everywhere CAM_idx = findall(x -> occursin("CAM", x), Data[!, :Positions]) @everywhere LB_idx = findall(x -> occursin("LB", x), Data[!, :Positions]) @everywhere RB_idx = findall(x -> occursin("RB", x), Data[!, :Positions]) @everywhere RM_idx = findall(x -> occursin("RM", x), Data[!, :Positions]) @everywhere LWB_idx = findall(x -> occursin("LWB", x), Data[!, :Positions]) @everywhere RWB_idx = findall(x -> occursin("RWB", x), Data[!, :Positions]) @everywhere position_vectors = [RW_idx, ST_idx, GK_idx, CM_idx, LW_idx, CDM_idx, LM_idx, CF_idx, CB_idx, CAM_idx, LB_idx, RB_idx, RM_idx, LWB_idx, RWB_idx] @everywhere using DataFrames @everywhere function create_ones_dataframe(n_rows, length_position_vectors) position_vectors = fill(1, length_position_vectors) df = DataFrame() for i in 1:length_position_vectors col_name = Symbol("Position_$i") df[!, col_name] = position_vectors end return repeat(df, n_rows) end @everywhere n_rows = 20 @everywhere pop_init = create_ones_dataframe(n_rows, length(position_vectors)) @everywhere n_rows=100 @everywhere pop_init= pop_init[1:(n_rows), :] @everywhere function mutate(selected_players, position_vectors_list, probability) selected_players_matrix = copy(selected_players) function select_random_player(idx_list, selected_players) while true random_idx = rand(idx_list) if ismissing(selected_players) || !(random_idx in selected_players) return random_idx end end end for i in 1:size(selected_players_matrix)[1] for pos_idx in 1:length(position_vectors_list) if rand() <= probability selected_players_matrix[i, pos_idx] = select_random_player(position_vectors_list[pos_idx], selected_players_matrix[i, :]) end end end return convert(DataFrame, selected_players_matrix) end @everywhere n_rows = 100 @everywhere pop_init = mutate(pop_init, position_vectors,1.0) @everywhere function crossover(parent1, parent2, crossover_point=6) offspring1 = hcat(DataFrame(parent1[1:crossover_point]), DataFrame(parent2[(crossover_point + 1):end])) offspring2 = hcat(DataFrame(parent2[1:crossover_point]), DataFrame(parent1[(crossover_point + 1):end])) return vcat(offspring1,offspring2) end @everywhere function target2(row, penalty=5,weight1=0.15,weight2=0.6,weight3=0.3,contraint_1=250000000,constraint2=250000,contraint_3=1.2) position_ratings = ["RWRating", "STRating", "GKRating", "CMRating", "LWRating", "CDMRating", "LMRating", "CFRating", "CBRating", "CAMRating", "LBRating", "RBRating", "RMRating", "LWBRating", "RWBRating"] parent_data = DataFrame(ID=Int[], Name=String[], FullName=String[], Age=Int[], Height=Int[], Weight=Int[], PhotoUrl=String[], Nationality=String[], Overall=Int[], Potential=Int[], Growth=Int[], TotalStats=Int[], BaseStats=Int[], Positions=String[], BestPosition=String[], Club=String[], ValueEUR=Int[], WageEUR=Int[], ReleaseClause=Int[], ClubPosition=String[], ContractUntil=String[], ClubNumber=Int[], ClubJoined=Int[], OnLoad=Bool[], NationalTeam=String[], NationalPosition=String[], NationalNumber=Int[], PreferredFoot=String[], IntReputation=Int[], WeakFoot=Int[], SkillMoves=Int[], AttackingWorkRate=String[], DefensiveWorkRate=String[], PaceTotal=Int[], ShootingTotal=Int[], PassingTotal=Int[], DribblingTotal=Int[], DefendingTotal=Int[], PhysicalityTotal=Int[], Crossing=Int[], Finishing=Int[], HeadingAccuracy=Int[], ShortPassing=Int[], Volleys=Int[], Dribbling=Int[], Curve=Int[], FKAccuracy=Int[], LongPassing=Int[], BallControl=Int[], Acceleration=Int[], SprintSpeed=Int[], Agility=Int[], Reactions=Int[], Balance=Int[], ShotPower=Int[], Jumping=Int[], Stamina=Int[], Strength=Int[], LongShots=Int[], Aggression=Int[], Interceptions=Int[], Positioning=Int[], Vision=Int[], Penalties=Int[], Composure=Int[], Marking=Int[], StandingTackle=Int[], SlidingTackle=Int[], GKDiving=Int[], GKHandling=Int[], GKKicking=Int[], GKPositioning=Int[], GKReflexes=Int[], STRating=Int[], LWRating=Int[], LFRating=Int[], CFRating=Int[], RFRating=Int[], RWRating=Int[], CAMRating=Int[], LMRating=Int[], CMRating=Int[], RMRating=Int[], LWBRating=Int[], CDMRating=Int[], RWBRating=Int[], LBRating=Int[], CBRating=Int[], RBRating=Int[], GKRating=Int[]) for i in row row_indices = Data[i, :] parent_data=vcat(parent_data,row_indices) end parent_data=DataFrame(parent_data[2:16]) ratings = parent_data[:, position_ratings] ratings_log = log.(ratings) potential_minus_age = weight1 * parent_data.Potential - weight2 * parent_data.Age int_reputation = parent_data.IntReputation sumratings = [] for i in 1:15 temp=ratings_log[i,i] push!(sumratings, temp) end rating_list=sumratings sumratings=sum(sumratings) # Apply constraints constraint_penalty = 0 if sum(parent_data.ValueEUR) > contraint_1 constraint_penalty += log((sum(parent_data.ValueEUR) - contraint_1)) ^ penalty end if sum(parent_data.WageEUR) > constraint2 constraint_penalty += log((sum(parent_data.WageEUR) - constraint2)) ^ penalty end if any(rating_list .< contraint_3) constraint_penalty += contraint_3 ^ penalty end target_value = -(sumratings + weight3 * sum(potential_minus_age) + sum(int_reputation)) + constraint_penalty return target_value end @everywhere weight1=0.15 @everywhere weight2=0.6 @everywhere weight3=0.3 @everywhere contraint_1=250000000 @everywhere constraint2=250000 @everywhere contraint_3=1.2 @everywhere function tournament_selection2(parents, t_size, penalty=6,nrows=100,weight1=0.15,weight2=0.6,weight3=0.3,contraint_1=250000000,constraint2=250000,contraint_3=1.2) random_parents = unique(parents[shuffle(1:size(parents, 1)), :])[1:2, :] random_parents_fitness = [target2(parent, penalty,weight1,weight2,weight3,contraint_1,constraint2,contraint_3) for parent in eachrow(random_parents)] best_parent_idx = argmin(random_parents_fitness) return random_parents[best_parent_idx, :] end @everywhere 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 function parallel_processing() weight1_range = 0.05:0.05:0.2 weight2_range = 0:0.1:1.0 weight3_range = 0.1:0.1:0.9 params = [(weight1, weight2, weight3) for weight1 in weight1_range, weight2 in weight2_range, weight3 in weight3_range] params = vec(params) function process_weights(weights) weight1, weight2, weight3 = weights global_best, global_best_value = GA2(7, 100, 5000, 2, 0.09, weight1, weight2, weight3, 250000000, 250000, 1.2) global_best_df = DataFrame(global_best) return (weight1=weight1, weight2=weight2, weight3=weight3, global_best=global_best_df, global_best_value=global_best_value) end results = pmap(process_weights, params) 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 end k=parallel_processing() WORKS TOO FUCKING SLOW. Optimize it. Write whole code, be focused on details. Remeber, the key of this code is to check the response of weight1_range = 0.05:0.05:0.2 weight2_range = 0:0.1:1.0 weight3_range = 0.1:0.1:0.9 on genetic algorithm (here GA2 function).
57d074e693666645a649d523eb3a84aa
{ "intermediate": 0.3950219452381134, "beginner": 0.38250601291656494, "expert": 0.22247208654880524 }
10,340
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_currencies() 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, order_type): # 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 position_side = None #initialze to None price = None # Set default take profit price take_profit_price = None stop_loss_price = None 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 # Set stop loss price stop_loss_price = None if price is not None: try: price = round_step_size(price, step_size=step_size) if signal == 'buy': # Calculate take profit and stop loss prices for a buy signal 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) elif signal == 'sell': # Calculate take profit and stop loss prices for a sell signal 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}") # Reduce quantity if opposite position exists if opposite_position is not None: if abs(opposite_position['positionAmt']) < quantity: quantity = abs(opposite_position['positionAmt']) # Update position_side based on opposite_position and current_position if opposite_position is not None: position_side = opposite_position['positionSide'] elif current_position is not None: position_side = current_position['positionSide'] # 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": leverage } try: order_params['symbol'] = symbol 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', 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, order_type) time.sleep(0.1) But I getting ERROR: BTC/USDT found in the market The signal time is: 2023-06-05 19:51:31 : Traceback (most recent call last): File "c:\Users\Alan\.vscode\jew_bot\jew_bot\jew_bot.py", line 254, in <module> order_execution(symbol, signal, MAX_TRADE_QUANTITY_PERCENTAGE, leverage, order_type) File "c:\Users\Alan\.vscode\jew_bot\jew_bot\jew_bot.py", line 241, in order_execution response = binance_futures.fapiPrivatePostOrder(**order_params) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ TypeError: Entry.__init__.<locals>.unbound_method() got an unexpected keyword argument 'side'
f16308111885f23a143392feb5a7b46f
{ "intermediate": 0.5044465065002441, "beginner": 0.3187195956707001, "expert": 0.17683392763137817 }
10,341
I'm looking for a script for google sheets that does the following thing. I want it to look at each value in columns C, H, M, and R in the active sheet. If that value has a a richtext hyperlink in it, I want the script to search for all the values in column C of another sheet called "List" and look for a match for that hyperlink URL. If a match exists (that is, if the address of the richtext hyperlink in the active sheet matches a value of a cell in the C column of sheet "List"), I want the script to move to the next cell. If there is no match, I want the script copy the URL of the link from the richtext to an empty cell in the C column in List. The row of that cell should be one row below the lowest row in "List" where the C-column cell of that row is occupied. Can you please try to compose that script?
b52888e5a9e79cf2cfb90adf2ff2d693
{ "intermediate": 0.41951489448547363, "beginner": 0.20911182463169098, "expert": 0.37137332558631897 }
10,342
please, provide me c# code that parses pdf file and finds out text that is next to phrase "company" on one line of text
cc85958886bfc459efe09ab4cf42b52d
{ "intermediate": 0.5651326179504395, "beginner": 0.1195150762796402, "expert": 0.3153522312641144 }
10,343
hi
75d75200e4d062a58a9bc1b16ef92822
{ "intermediate": 0.3246487081050873, "beginner": 0.27135494351387024, "expert": 0.40399640798568726 }
10,344
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'; import { firebase } from '../Firebase/firebase'; 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(''); const handleRegistration=()=>{ if( name===''|| surname===''|| email===''|| phone===''|| password===''|| confirmPassword==='' ){ Alert.alert('Ошибка!','Пожалуйста, заполните все поля для регистрации'); } if(password!==confirmPassword){ Alert.alert('Ошибка!','Пароли не совпадают'); return; } auth() .createUserWithEmailAndPassword(email, password) .then((result)=>{ const userDetails={ name, surname, email, phone, }; database().ref(`users/${result.user.uid}`).set(userDetails); }) .catch((error)=>{ Alert.alert(error.message); }) } 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={handleRegistration} > <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> ); }; is it correct?
ccff1a417475e8a43209ded41b36ca29
{ "intermediate": 0.418329119682312, "beginner": 0.4388933479785919, "expert": 0.14277762174606323 }
10,345
Want assistance provided by qualified individuals enabled with experience on understanding charts using technical analysis tools while interpreting macroeconomic environment prevailing across world consequently assisting customers acquire long term advantages requires clear verdicts therefore seeking same through informed predictions written down precisely! I want you to act as a data scientist and code for me. How can I make a model for predicting stockmarket? It must be certain, and add all the factors that can influence stock prices (Give proper scripts) My Objective: Predict the direction of stock prices (up or down) You can use various indicators like williams indicator Model: LSTM
594796d8c0c561ecc6f7f55c921c39a4
{ "intermediate": 0.4507659673690796, "beginner": 0.22590534389019012, "expert": 0.3233286440372467 }