row_id
int64 0
48.4k
| init_message
stringlengths 1
342k
| conversation_hash
stringlengths 32
32
| scores
dict |
|---|---|---|---|
7,327
|
Can you describe the algorithm for Georg Nees' computer artwork "Schotter"?
|
ebe7f78a1bba01982f7d3b754724ac8e
|
{
"intermediate": 0.07878094166517258,
"beginner": 0.07239437848329544,
"expert": 0.848824679851532
}
|
7,328
|
format as a code block a function isEven in Rust
|
ccfe36ba18ea1de325b5c7171383e07e
|
{
"intermediate": 0.15870265662670135,
"beginner": 0.6983726024627686,
"expert": 0.1429247409105301
}
|
7,329
|
isEven in Rust as web code block
|
a617b3cbe96814354cd2a8df50ab7ea0
|
{
"intermediate": 0.22441698610782623,
"beginner": 0.4655352532863617,
"expert": 0.31004777550697327
}
|
7,330
|
You are a software developer.
|
d58050c41bb0d0276fa96bbfd111b5e2
|
{
"intermediate": 0.36522355675697327,
"beginner": 0.14749553799629211,
"expert": 0.4872809052467346
}
|
7,331
|
in python, make a predictor for a 5x5 map that predicts where an ingame rust clan is gonna go based on their previes locations. The map is from A0 to U25, and you will get all the grids in a list named locations_of_clan. Make it say 3 location that are most likely
|
9313526531d1234a87383d7c4dee2ede
|
{
"intermediate": 0.2723948359489441,
"beginner": 0.12725789844989777,
"expert": 0.6003472208976746
}
|
7,332
|
write code snippet
|
f23973385a0f783f3b453b047d616ac2
|
{
"intermediate": 0.3426075279712677,
"beginner": 0.29327526688575745,
"expert": 0.36411720514297485
}
|
7,333
|
pub struct Bank {
funds: f64,
merchs: Vec<Box<dyn Merch>>,
}
impl Bank {
pub fn new(funds: f64) -> Self {
Self {
funds,
merchs: Vec::new(),
}
}
pub fn set_funds(&mut self, new_funds: f64) {
self.funds = new_funds;
for merch in self.merchs.iter_mut() {
merch.update_affordable(self);
}
}
pub fn add_merch<T: 'static + Merch>(&mut self, merch: T) {
self.merchs.push(Box::new(merch));
}
pub fn remove_merch(&mut self, index: usize) -> Option<Box<dyn Merch>> {
if index < self.merchs.len() {
let removed = self.merchs.remove(index);
Some(removed)
} else {
None
}
}
pub fn get_funds(&self) -> f64 {
self.funds
}
}
|
9eec7e9d69afd3637af11e5604be69c9
|
{
"intermediate": 0.42818593978881836,
"beginner": 0.25104954838752747,
"expert": 0.3207645118236542
}
|
7,334
|
write code snippet and format it with markdown as code
|
f6c8ec530a9bfbb6c4d509ea98348349
|
{
"intermediate": 0.3220769464969635,
"beginner": 0.2812921404838562,
"expert": 0.3966309130191803
}
|
7,335
|
image_rr = models.FileField(upload_to='media/', null=True, blank=True)
ValueError at /company/api/rate_raview/
The 'image_rr' attribute has no file associated with it.
provide a code
|
c12ea7c8809c7155f83c4e50fa7ffaeb
|
{
"intermediate": 0.3687586486339569,
"beginner": 0.4552166759967804,
"expert": 0.1760246753692627
}
|
7,336
|
In sheet Job Request cell A2 I select a company form a list.
In the same sheet cell B2, I select an Issue Type from a list.
In cell C2, I select a Location from a list.
In cell D2, I manually enter Details of Request.
What I would like is to write a VBA code that is triggered by chnage of value in cell B2.
If the value in B2 is 'Service Request' then it will search Sheet 'Start Page' T5:T64 for all values that match the value of I2 in Sheet 'Job Request',
then for each corresponding match in 'Start Page' column T, it will copy the values of the same row in column U as text only into Sheet 'Job Request' cell D2. Where multiple matches are found each row must be represented in a different line.
|
249cb9c9dcc42d9138a42564dfd7b6c0
|
{
"intermediate": 0.39298999309539795,
"beginner": 0.2705134451389313,
"expert": 0.336496502161026
}
|
7,337
|
How many binary truth functions are possible? Give a natural interpretation to each of them.
|
ce835d0ffa27b6e8ea502123cbd53dab
|
{
"intermediate": 0.22406911849975586,
"beginner": 0.4449146091938019,
"expert": 0.33101627230644226
}
|
7,338
|
Hi
|
0f3db3b973e6414796571f8abe7f7607
|
{
"intermediate": 0.33010533452033997,
"beginner": 0.26984941959381104,
"expert": 0.400045245885849
}
|
7,339
|
write rust trait Merch with getters pricetag and affordable
|
09d72034c2af51a3cb00c6bcfbad3b87
|
{
"intermediate": 0.3312963843345642,
"beginner": 0.4427228569984436,
"expert": 0.225980743765831
}
|
7,340
|
defauld reflector conf content
|
b2b739d2b55877e2a3126e36610e88b3
|
{
"intermediate": 0.3509839177131653,
"beginner": 0.3411884009838104,
"expert": 0.3078276515007019
}
|
7,341
|
In python use a machine learning module to predict where an ingame rust clan is gonna be next based on their previes locations. The map is from A0 to U25 and you have their past grids in a raw list you need to use: it looks like this; ['H3', 'H1', 'H5', 'H12']
|
6b3ca36cb5f9a22d384516e7d18fce02
|
{
"intermediate": 0.1414540708065033,
"beginner": 0.05211099609732628,
"expert": 0.8064349293708801
}
|
7,342
|
Напиши лексер на Java для языка с такими возможностями: Структура программы: <программа>::= program var <описание> begin <оператор> {; <оператор>} end.
Синтаксис описания данных: <описание>::= <тип> <идентификатор> { , <идентификатор> }
Синтаксис идентификаторов: <буква> <непустая последовательность букв> <цифра>
Описание типов (в порядке следования: целый, действительный, логический): <тип>::= int | float | bool
Синтаксис составного оператора: <составной>::= «{» <оператор> { ; <оператор> } «}»
Синтаксис оператора присваивания: <присваивание>::= <идентификатор> ass <выражение>
Синтаксис оператора условного перехода: <условный>::=if (<выражение>): <оператор> [ else : <оператор>]
Синтаксис оператора фиксированного цикла: <фиксированного_цикла>::= for ( [<выражение>] ; [<выражение>] ; [<выражение>] ) <оператор>
Синтаксис условного оператора: <условного_цикла>::= do while <выражение> <оператор> loop
Синтаксис оператора ввода: <ввода>::= read (<идентификатор> {, <идентификатор> })
Синтаксис оператора вывода: <вывода>::= write (<выражение> {, <выражение> })
Синтаксис оформления комментариев: признак начала комментария: /*, признак конца комментария: */
Без регулярных выражений. Если метод рекурсивного способа подходит для лексера, то используй его
|
abac2988cac209ab6bc53c86f6018d89
|
{
"intermediate": 0.3255173861980438,
"beginner": 0.46104276180267334,
"expert": 0.21343982219696045
}
|
7,343
|
Property 'mockResolvedValueOnce' does not exist on type 'AxiosStatic'.
|
16d53b7668b710b14de3555a4b30ee57
|
{
"intermediate": 0.4522086977958679,
"beginner": 0.256966769695282,
"expert": 0.2908245623111725
}
|
7,344
|
precision and recall give me 0
|
334b29c6061306c27ca144c048a6dba7
|
{
"intermediate": 0.32386332750320435,
"beginner": 0.3988719880580902,
"expert": 0.2772647738456726
}
|
7,345
|
asd
|
7e8c0b52341b18091abb9e2c5111efe2
|
{
"intermediate": 0.3082326054573059,
"beginner": 0.2983354330062866,
"expert": 0.3934319019317627
}
|
7,346
|
what are similarities between composition and inheritance
|
b9aba18a13f7f94283654932909123ca
|
{
"intermediate": 0.41682299971580505,
"beginner": 0.3726635277271271,
"expert": 0.21051350235939026
}
|
7,347
|
suppose i use composition in dart. Class Composite has a lot of different components with their own methods. i need to hide them from public api and forward a lot of their method but its error prone. how to do it better
|
5a9623651bca8669067dc13e25890ebb
|
{
"intermediate": 0.5759605765342712,
"beginner": 0.18221846222877502,
"expert": 0.24182097613811493
}
|
7,348
|
import { useState, useEffect } from "react";
import axios from "axios";
const randomJokeApi = "https://api.chucknorris.io/jokes/random";
const JokePart = () => {
const [joke, setJoke] = useState();
const randomJokeGenerator = async () => {
try {
const resp = await axios.get(randomJokeApi);
setJoke(resp.data.value);
} catch (err) {
console.error(err);
}
};
useEffect(() => {
randomJokeGenerator();
}, []);
return (
<section className="jokePart">
<h2>Joke Generator which uses Axios</h2>
<p>{joke}</p>
<button onClick={() => randomJokeGenerator()}>New Joke</button>
</section>
);
};
export default JokePart;
write test in jest
|
2724d66ada69a11e508ebaa3c8b2b989
|
{
"intermediate": 0.40954068303108215,
"beginner": 0.4668086767196655,
"expert": 0.12365064024925232
}
|
7,349
|
import { useState, useEffect } from “react”;
import axios from “axios”;
const randomJokeApi = “https://api.chucknorris.io/jokes/random”;
const JokePart = () => {
const [joke, setJoke] = useState();
const randomJokeGenerator = async () => {
try {
const resp = await axios.get(randomJokeApi);
setJoke(resp.data.value);
} catch (err) {
console.error(err);
}
};
useEffect(() => {
randomJokeGenerator();
}, []);
return (
<section className=“jokePart”>
<h2>Joke Generator which uses Axios</h2>
<p>{joke}</p>
<button onClick={() => randomJokeGenerator()}>New Joke</button>
</section>
);
};
export default JokePart;
write test in jest, test for only showning the joke
|
8cfec03c79533cadb90f0afbf2f291c3
|
{
"intermediate": 0.4444601535797119,
"beginner": 0.38545307517051697,
"expert": 0.1700867861509323
}
|
7,350
|
lets do composition in dart. we have public api with classes E, U and no more. now there are components Merch with buy(), sMerch with buy() forwarded with some logic, and mMerch with buy() forwarded but without extra logic. We have composite classes U with component Singlemerch and forwarded buy() with some further logic, class E with component Multimerch and forwarding buy with its own logic. show this in web code block
|
dab574ae5447ab4589f233787a7c84e2
|
{
"intermediate": 0.6017852425575256,
"beginner": 0.24100257456302643,
"expert": 0.15721221268177032
}
|
7,351
|
import { render, screen, fireEvent, waitFor } from "@testing-library/react";
import axios, { AxiosStatic } from "axios";
import JokePart from "./index";
jest.mock("axios");
describe("JokePart", () => {
test("should render a joke and update it on button click", async () => {
const mockJoke =
"Chuck Norris can write infinite recursion functions and have them return.";
(axios as jest.Mocked<AxiosStatic>).get.mockResolvedValueOnce({
data: { value: mockJoke },
});
render(<JokePart />);
const jokeText = screen.getByText(mockJoke);
expect(jokeText).toBeInTheDocument();
const newJokeButton = screen.getByRole("button", { name: "New Joke" });
fireEvent.click(newJokeButton);
await waitFor(() => expect(axios.get).toHaveBeenCalledTimes(2));
const updatedJokeText = screen.getByText(mockJoke);
expect(updatedJokeText).toBeInTheDocument();
expect(updatedJokeText).not.toBe(jokeText);
});
});
TestingLibraryElementError: Unable to find an element with the text: Chuck Norris can write infinite recursion functions and have them return.. This could be because
the text is broken up by multiple elements. In this case, you can provide a function
for your text matcher to make your matcher more flexible.
|
431656bfe2cc49380fd5eae6474c2c0f
|
{
"intermediate": 0.7307653427124023,
"beginner": 0.18575747311115265,
"expert": 0.08347723633050919
}
|
7,352
|
lets do composition in dart without inheritance. we have public api with classes E, U and no more. now there are components Merch with buy(), firstMerch with component Merch with buy() forwarded with some logic, and secondMerch with component Merch with buy() forwarded but without extra logic. We have composite classes U with component firstMerch and forwarded buy() with some further logic, class E with component secondMerch and forwarding buy with its own logic (since secondMerch has no logic). show this in web code block
|
bf610c3ca743bac13e0bfb5b0080d5fe
|
{
"intermediate": 0.5946649312973022,
"beginner": 0.22930993139743805,
"expert": 0.1760251373052597
}
|
7,353
|
abstract class Purchasable {
void buy();
int get priceTag;
}
class E implements Purchasable {
final SecondMerch _secondMerch;
E() : _secondMerch = SecondMerch();
@override
void buy() {
print("before E logic");
_secondMerch.buy();
print("after E logic");
}
@override
int get priceTag => _secondMerch.priceTag;
}
class U implements Purchasable {
final FirstMerch _firstMerch;
U() : _firstMerch = FirstMerch();
@override
void buy() {
print("before U logic");
_firstMerch.buy();
print("after U logic");
}
@override
int get priceTag => _firstMerch.priceTag;
}
class Merch {
int _priceTag = 0;
int get priceTag => _priceTag;
void buy() {/* some logic */}
}
class FirstMerch extends Merch {
@override
void buy() {
print("before FirstMerch logic");
super.buy();
print("after FirstMerch logic");
}
@override
int get priceTag => 100; //example priceTag value
}
class SecondMerch extends Merch {
@override
int get priceTag => 50; //example priceTag value
}
|
08fba8d5ab57d6e33fd1d2c7b0d8b57c
|
{
"intermediate": 0.22778043150901794,
"beginner": 0.6521059274673462,
"expert": 0.12011366337537766
}
|
7,354
|
asdsadsadsa
|
c1f0cdff7bc8fb7b573f57e2d4508ac2
|
{
"intermediate": 0.3074102997779846,
"beginner": 0.3293098211288452,
"expert": 0.36327987909317017
}
|
7,355
|
abstract class IMerch {
void buy();
int get pricetag;
}
/// API E
class E implements IMerch {
final QuantityMerch _quantityMerch;
E() : _quantityMerch = QuantityMerch();
@override
void buy() {
/* some E logic */
_quantityMerch.buy();
/* some E logic */
}
@override
int get pricetag => _quantityMerch.priceTag;
int get quantity => _quantityMerch.quantity; // getter for quantity
}
/// API U
class U implements IMerch {
final SingleUseMerch _singleUseMerch;
U() : _singleUseMerch = SingleUseMerch();
@override
void buy() {
/* some U logic */
_singleUseMerch.buy();
/* some U logic */
}
@override
int get pricetag => _singleUseMerch.priceTag;
bool get purchased => _singleUseMerch.purchased; // getter for purchased
}
/// INTERNAL
class Merch {
int _priceTag = 0;
int get priceTag => _priceTag;
void buy() {/* some logic */}
}
/// INTERNAL
class SingleUseMerch extends Merch {
bool _purchased = false; // field to keep track of purchase
@override
void buy() {
if (_purchased) return; // early return
/* some before logic */
super.buy();
_purchased = true;
/* some after logic */
}
@override
int get priceTag => 100; //example priceTag value
bool get purchased => _purchased; // getter for purchased
}
/// INTERNAL
class QuantityMerch extends Merch {
int _quantity = 0; // field to keep track of quantity
@override
void buy() {
/* some before logic */
super.buy();
_quantity++; // increase quantity by 1
/* some after logic */
}
int get quantity => _quantity; // getter for quantity
@override
int get priceTag => 50; //example priceTag value
}
|
3f898f83dc72b41a7157b1062f221d60
|
{
"intermediate": 0.5153478980064392,
"beginner": 0.24475038051605225,
"expert": 0.23990172147750854
}
|
7,356
|
#include <iostream>
#include <vector>
#include <cstdlib>
#include <ctime>
#include <bits/stdc++.h>
using namespace std;
vector<vector<char>> generateGrid(int n, int m)
{
vector<vector<char>> grid(n, vector<char>(m, '.'));
int num_cells = n *m;
int num_obstacles = num_cells / 4;
int num_s_t = rand() % (num_cells - num_obstacles - 2) + 2;
vector<pair<int, int>> s_t_positions;
int s_row, s_col, t_row, t_col;
do {
s_row = rand() % n;
s_col = rand() % m;
} while (grid[s_row][s_col] != '.');
s_t_positions.emplace_back(s_row, s_col);
grid[s_row][s_col] = 'S';
do {
t_row = rand() % n;
t_col = rand() % m;
} while (grid[t_row][t_col] != '.' || (s_row == t_row && s_col == t_col));
s_t_positions.emplace_back(t_row, t_col);
grid[t_row][t_col] = 'T';
for (int i = 2; i < num_s_t; i++) {
int row, col;
do {
row = rand() % n;
col = rand() % m;
} while (grid[row][col] != '.');
s_t_positions.emplace_back(row, col);
if (i % 2 == 0) {
grid[row][col] = 'S';
} else {
grid[row][col] = 'T';
}
}
for (int i = 0; i < num_obstacles; i++) {
int row, col;
do {
row = rand() % n;
col = rand() % m;
} while (grid[row][col] != '.' &&
find(s_t_positions.begin(), s_t_positions.end(), make_pair(row, col)) != s_t_positions.end());
grid[row][col] = '#';
}
return grid;
}
int main(int argc, char *argv[])
{
srand(atoi(argv[1]) + atoi(argv[2]) + atoi(argv[3]) + atoi(argv[4]));
int min_n = 2;
int min_m = 2;
int max_n = atoi(argv[3]);
int max_m = atoi(argv[4]);
int max_q = atoi(argv[2]);
int q = 1 + rand() % max_q;
cout<<q<<endl;
for (int i = 0; i < q; i++)
{
int n = min_n + rand() % (max_n - min_n + 1);
int m = min_m + rand() % (max_m - min_m + 1);
if (n == 1 && m == 1)
{
n = 2;
}
cout << n << " " << m << endl;
vector<vector<char>> grid = generateGrid(n,m);
if (grid[n - 1][m - 1] != '.')
{
grid[n - 1][m - 1] = '.';
}
for (int j = 0; j < n; j++)
{
for (int k = 0; k < m; k++)
{
cout << grid[j][k];
}
cout << endl;
}
}
return 0;
}
|
7a2df5418d000bd18f445d042fa34187
|
{
"intermediate": 0.340983122587204,
"beginner": 0.41768190264701843,
"expert": 0.2413349598646164
}
|
7,357
|
Give me a code that takes in a imput and searches that input inside google
|
1390d7cce4fe725c1d8b22e4ebc292ed
|
{
"intermediate": 0.415340781211853,
"beginner": 0.11466088891029358,
"expert": 0.4699983298778534
}
|
7,358
|
#include <iostream>
#include <vector>
#include <cstdlib>
#include <ctime>
#include <bits/stdc++.h>
using namespace std;
vector<vector<char>> generateGrid(int n, int m)
{
vector<vector<char>> grid(n, vector<char>(m, '.'));
int num_cells = n *m;
int num_obstacles = num_cells / 4;
int num_s_t = rand() % (num_cells - num_obstacles - 2) + 2;
vector<pair<int, int>> s_t_positions;
int s_row, s_col, t_row, t_col;
do {
s_row = rand() % n;
s_col = rand() % m;
} while (grid[s_row][s_col] != '.');
s_t_positions.emplace_back(s_row, s_col);
grid[s_row][s_col] = 'S';
do {
t_row = rand() % n;
t_col = rand() % m;
} while (grid[t_row][t_col] != '.' || (s_row == t_row && s_col == t_col));
s_t_positions.emplace_back(t_row, t_col);
grid[t_row][t_col] = 'T';
for (int i = 2; i < num_s_t; i++) {
int row, col;
do {
row = rand() % n;
col = rand() % m;
} while (grid[row][col] != '.');
s_t_positions.emplace_back(row, col);
if (i % 2 == 0) {
grid[row][col] = 'S';
} else {
grid[row][col] = 'T';
}
}
for (int i = 0; i < num_obstacles; i++) {
int row, col;
do {
row = rand() % n;
col = rand() % m;
} while (grid[row][col] != '.' &&
find(s_t_positions.begin(), s_t_positions.end(), make_pair(row, col)) != s_t_positions.end());
grid[row][col] = '#';
}
return grid;
}
int main(int argc, char *argv[])
{
srand(atoi(argv[1]) + atoi(argv[2]) + atoi(argv[3]) + atoi(argv[4]));
int min_n = 2;
int min_m = 2;
int max_n = atoi(argv[3]);
int max_m = atoi(argv[4]);
int max_q = atoi(argv[2]);
int q = 1 + rand() % max_q;
cout<<q<<endl;
for (int i = 0; i < q; i++)
{
int n = min_n + rand() % (max_n - min_n + 1);
int m = min_m + rand() % (max_m - min_m + 1);
if (n == 1 && m == 1)
{
n = 2;
}
cout << n << " " << m << endl;
vector<vector<char>> grid = generateGrid(n,m);
if (grid[n - 1][m - 1] != '.')
{
grid[n - 1][m - 1] = '.';
}
for (int j = 0; j < n; j++)
{
for (int k = 0; k < m; k++)
{
cout << grid[j][k];
}
cout << endl;
}
}
return 0;
}
|
35fb1e16eff0001bc15bc8786012d6f3
|
{
"intermediate": 0.340983122587204,
"beginner": 0.41768190264701843,
"expert": 0.2413349598646164
}
|
7,359
|
abstract class IMerch {
void buy();
int get pricetag;
}
/// API E
class E implements IMerch {
final QuantityMerch _quantityMerch;
E() : _quantityMerch = QuantityMerch();
@override
void buy() {
/* some E logic */
_quantityMerch.buy();
/* some E logic */
}
@override
int get pricetag => _quantityMerch.pricetag;
int get quantity => _quantityMerch.quantity; // getter for quantity
}
/// API U
class U implements IMerch {
final SingleUseMerch _singleUseMerch;
U() : _singleUseMerch = SingleUseMerch();
@override
void buy() {
/* some U logic */
_singleUseMerch.buy();
/* some U logic */
}
@override
int get pricetag => _singleUseMerch.pricetag;
bool get purchased => _singleUseMerch.purchased; // getter for purchased
}
/// INTERNAL
class Merch {
int _priceTag = 0;
int get pricetag => _priceTag;
void buy() {/* some logic */}
}
/// INTERNAL
class SingleUseMerch extends Merch {
bool _purchased = false; // field to keep track of purchase
@override
void buy() {
if (_purchased) return; // early return
/* some before logic */
super.buy();
_purchased = true;
/* some after logic */
}
@override
int get pricetag => 100; //example priceTag value
bool get purchased => _purchased; // getter for purchased
}
/// INTERNAL
class QuantityMerch extends Merch {
int _quantity = 0; // field to keep track of quantity
@override
void buy() {
/* some before logic */
super.buy();
_quantity++; // increase quantity by 1
/* some after logic */
}
int get quantity => _quantity; // getter for quantity
@override
int get pricetag => 50; //example priceTag value
}
|
2e5d3ec135e4fd848e9296b622de70c5
|
{
"intermediate": 0.498064249753952,
"beginner": 0.3044174611568451,
"expert": 0.19751833379268646
}
|
7,360
|
import { render, screen } from "@testing-library/react";
import Portfolios from ".";
test("find link in document", () => {
render(<Portfolios />);
const netlifyLinkSecondProject = screen.getByRole("link");
expect(netlifyLinkSecondProject).toHaveAttribute(
"href",
"https://www.test.com/"
);
});
what wrong?
|
3006991fa05ee39044e80f99ac059dac
|
{
"intermediate": 0.5696291923522949,
"beginner": 0.2462276816368103,
"expert": 0.18414312601089478
}
|
7,361
|
#include <bits/stdc++.h>
using namespace std;
vector<vector<char>> generateGrid(int n, int m)
{
vector<vector<char>> grid(n, vector<char>(m, '.'));
int num_cells = n *m;
int s_row, s_col, t_row, t_col;
do {
// Choose a random cell for S
s_row = rand() % n;
s_col = rand() % m;
// Choose a random cell for T within a certain radius of S
int t_offset = rand() % 4 + 2;
int t_distance = 2 * t_offset;
vector<pair<int, int>> t_positions;
for (int i = -t_offset; i <= t_offset; i++) {
for (int j = -t_offset; j <= t_offset; j++) {
if (abs(i) + abs(j) == t_distance) {
int t_row = s_row + i;
int t_col = s_col + j;
if (t_row >= 0 && t_row < n && t_col >= 0 && t_col < m
&& grid[t_row][t_col] == '.'
&& (t_row != s_row || t_col != s_col)) {
t_positions.emplace_back(t_row, t_col);
}
}
}
}
// If there are no empty cells within the radius, try again
if (t_positions.empty()) {
continue;
}
// Choose a random cell from the available options
int t_index = rand() % t_positions.size();
t_row = t_positions[t_index].first;
t_col = t_positions[t_index].second;
// Check if S and T are adjacent
if (abs(t_row - s_row) <= 1 && abs(t_col - s_col) <= 1) {
// 30% chance to keep S and T together
if (rand() % 100 < 30) {
break;
} else {
continue;
}
}
// Mark S and T cells
grid[s_row][s_col] = 'S';
grid[t_row][t_col] = 'T';
break;
} while (true);
// Add other S and T cells
int num_s_t = rand() % (num_cells - num_obstacles - 2) + 2;
for (int i = 2; i < num_s_t; i++) {
int row, col;
do {
row = rand() % n;
col = rand() % m;
} while (grid[row][col] != '.' || abs(row - s_row) + abs(col - s_col) < 4 ||
abs(row - t_row) + abs(col - t_col) < 4);
if (i % 2 == 0) {
grid[row][col] = 'S';
} else {
grid[row][col] = 'T';
}
}
return grid;
}
int main(int argc, char *argv[])
{
srand(atoi(argv[1]) + atoi(argv[2]) + atoi(argv[3]) + atoi(argv[4]));
int min_n = 2;
int min_m = 2;
int max_n = atoi(argv[3]);
int max_m = atoi(argv[4]);
int max_q = atoi(argv[2]);
int q = 1 + rand() % max_q;
cout<<q<<endl;
for (int i = 0; i < q; i++)
{
int n = min_n + rand() % (max_n - min_n + 1);
int m = min_m + rand() % (max_m - min_m + 1);
if (n == 1 && m == 1)
{
n = 2;
}
cout << n << " " << m << endl;
vector<vector<char>> grid = generateGrid(n,m);
if (grid[n - 1][m - 1] != '.')
{
grid[n - 1][m - 1] = '.';
}
for (int j = 0; j < n; j++)
{
for (int k = 0; k < m; k++)
{
cout << grid[j][k];
}
cout << endl;
}
}
return 0;
}
Измени код так чтобы он не циклился
|
fbbd6f78b1b8ad7d10b52638184de716
|
{
"intermediate": 0.4681985676288605,
"beginner": 0.358354389667511,
"expert": 0.17344702780246735
}
|
7,362
|
write me a blender python script that can produce a simple human female body by pressing a button in the tools hierachy under the category name "FastBody"
|
f01a48714ae17b2e2290e04e7ebd0b86
|
{
"intermediate": 0.33060967922210693,
"beginner": 0.1190984845161438,
"expert": 0.5502918362617493
}
|
7,363
|
abstract class IMerch {
void buy();
int get pricetag;
}
/// API E
class E implements IMerch {
final QuantityMerch _quantityMerch;
E() : _quantityMerch = QuantityMerch();
@override
void buy() {
/* some E logic */
_quantityMerch.buy();
/* some E logic */
}
@override
int get pricetag => _quantityMerch.pricetag;
int get quantity => _quantityMerch.quantity; // getter for quantity
}
/// API U
class U implements IMerch {
final SingleUseMerch _singleUseMerch;
U() : _singleUseMerch = SingleUseMerch();
@override
void buy() {
/* some U logic */
_singleUseMerch.buy();
/* some U logic */
}
@override
int get pricetag => _singleUseMerch.pricetag;
bool get purchased => _singleUseMerch.purchased; // getter for purchased
}
/// INTERNAL
class Merch {
int _priceTag = 0;
int get pricetag => _priceTag;
void buy() {/* some logic */}
}
/// INTERNAL
class SingleUseMerch extends Merch {
bool _purchased = false; // field to keep track of purchase
@override
void buy() {
if (_purchased) return; // early return
/* some before logic */
super.buy();
_purchased = true;
/* some after logic */
}
@override
int get pricetag => 100; //example priceTag value
bool get purchased => _purchased; // getter for purchased
}
/// INTERNAL
class QuantityMerch extends Merch {
int _quantity = 0; // field to keep track of quantity
@override
void buy() {
/* some before logic */
super.buy();
_quantity++; // increase quantity by 1
/* some after logic */
}
int get quantity => _quantity; // getter for quantity
@override
int get pricetag => 50; //example priceTag value
}
|
ab6dd835524c0ef7662e9d61a455d7df
|
{
"intermediate": 0.498064249753952,
"beginner": 0.3044174611568451,
"expert": 0.19751833379268646
}
|
7,364
|
write a blog post about kafka streams
|
45a3c1105e42fc2d0e77af05ca9b8293
|
{
"intermediate": 0.4781897962093353,
"beginner": 0.24891871213912964,
"expert": 0.2728915214538574
}
|
7,365
|
hello
|
5929f49bfbd7f3d1972fe0d0ebeab574
|
{
"intermediate": 0.32064199447631836,
"beginner": 0.28176039457321167,
"expert": 0.39759764075279236
}
|
7,366
|
should i always protect integers from overflow in functions that logically work with small numbers
|
4452d446443c3437a46b947b5c17ccdf
|
{
"intermediate": 0.32713422179222107,
"beginner": 0.2557843029499054,
"expert": 0.4170815050601959
}
|
7,367
|
i need a really small 8 bit value where minimal value is 0 and maximum value is 1; make best c++ typedef and write some documentation for it
|
cab65ba07906836b06c41ebfd4a6f2ca
|
{
"intermediate": 0.29572951793670654,
"beginner": 0.23550227284431458,
"expert": 0.4687681496143341
}
|
7,368
|
suppose i need to code value from 0 to 1 in only 8 bits. write c++ class
|
aab8d57b3ad534b06c581592bf598cba
|
{
"intermediate": 0.31337279081344604,
"beginner": 0.37590834498405457,
"expert": 0.310718834400177
}
|
7,369
|
suppose i need to code value from 0 to 1 in only 8 bits. write c++ class
|
0177a2cac022da5bf828f8ddc2b06d7d
|
{
"intermediate": 0.31337279081344604,
"beginner": 0.37590834498405457,
"expert": 0.310718834400177
}
|
7,370
|
suppose i need to code some decimal value from 0 to 1 (example 0.75) in only 8 bits. write c++ class
|
a62aad6eee6cd316a85310688cad558b
|
{
"intermediate": 0.32242098450660706,
"beginner": 0.42727231979370117,
"expert": 0.25030672550201416
}
|
7,371
|
import { useState } from "react";
import { scrollToRef } from "../Utils";
import { GiHamburgerMenu } from "react-icons/gi";
import { TiDelete } from "react-icons/ti";
import { RefProps } from "../Types";
const Navigation: React.FC<RefProps> = ({
aboutref,
skillref,
myworkref,
blogref,
contactref,
}) => {
const navHeader = [
{ link: skillref, text: "About me" },
{ link: myworkref, text: "Portfolio" },
{ link: blogref, text: "Workstyle" },
{ link: contactref, text: "Contact me" },
];
const [isOpen, setOpen] = useState(true);
return (
<header className="header" ref={aboutref}>
<div className="header__menuImg">
<GiHamburgerMenu
className={
isOpen
? "header__burger"
: "header__burger header__burger--invisible"
}
onClick={() => setOpen(!isOpen)}
/>
<TiDelete
className={
isOpen
? "header__burger header__burger--invisible"
: "header__burger"
}
onClick={() => setOpen(!isOpen)}
/>
</div>
<h3>M.F.</h3>
<nav
className={
isOpen ? "header__nav header__nav--invisible" : "header__nav"
}
>
{navHeader.map((el, index) => {
return (
<div
className="header__navLi"
key={index}
onClick={() => {
if (el.link) scrollToRef(el.link);
}}
>
<div>{el.text}</div>
</div>
);
})}
</nav>
</header>
);
};
export default Navigation;
write test in jest
|
a40f4ea6771437cb312caa9a8706e866
|
{
"intermediate": 0.41228044033050537,
"beginner": 0.4536648392677307,
"expert": 0.13405469059944153
}
|
7,372
|
class FractionalValue {
public:
FractionalValue() : value(0) {}
FractionalValue(double d) {
if (d < 0) {
d = 0;
} else if (d > 1) {
d = 1;
}
value = static_cast<uint8_t>(d * 255);
}
operator double() const {
return static_cast<double>(value) / 255;
}
private:
uint8_t value;
};
|
425ba37e71bc14411c1d2e8cf244f7ae
|
{
"intermediate": 0.18425697088241577,
"beginner": 0.698882520198822,
"expert": 0.11686047911643982
}
|
7,373
|
class FractionalValue {
public:
FractionalValue() : value(0) {}
FractionalValue(double d) {
if (d < 0) {
d = 0;
} else if (d > 1) {
d = 1;
}
value = static_cast<uint8_t>(d * 255);
}
operator double() const {
return static_cast<double>(value) / 255;
}
private:
uint8_t value;
};
|
d8bffa63838fbe9c40c17320f1b5dc90
|
{
"intermediate": 0.18425697088241577,
"beginner": 0.698882520198822,
"expert": 0.11686047911643982
}
|
7,374
|
class FractionalValue {
public:
FractionalValue() : value(0) {}
FractionalValue(double d) {
if (d < 0) {
d = 0;
} else if (d > 1) {
d = 1;
}
value = static_cast<uint8_t>(d * 255);
}
operator double() const {
return static_cast<double>(value) / 255;
}
private:
uint8_t value;
};
|
732c9eee5f15eb8e1432bf5e9f090c82
|
{
"intermediate": 0.18425697088241577,
"beginner": 0.698882520198822,
"expert": 0.11686047911643982
}
|
7,375
|
import { useState } from "react";
import { scrollToRef } from "../Utils";
import { GiHamburgerMenu } from "react-icons/gi";
import { TiDelete } from "react-icons/ti";
import { RefProps } from "../Types";
const Navigation: React.FC<RefProps> = ({
aboutref,
skillref,
myworkref,
blogref,
contactref,
}) => {
const navHeader = [
{ link: skillref, text: "About me" },
{ link: myworkref, text: "Portfolio" },
{ link: blogref, text: "Workstyle" },
{ link: contactref, text: "Contact me" },
];
const [isOpen, setOpen] = useState(true);
return (
<header className="header" ref={aboutref}>
<div className="header__menuImg">
<GiHamburgerMenu
className={
isOpen
? "header__burger"
: "header__burger header__burger--invisible"
}
onClick={() => setOpen(!isOpen)}
/>
<TiDelete
className={
isOpen
? "header__burger header__burger--invisible"
: "header__burger"
}
onClick={() => setOpen(!isOpen)}
/>
</div>
<h3>M.F.</h3>
<nav
className={
isOpen ? "header__nav header__nav--invisible" : "header__nav"
}
>
{navHeader.map((el, index) => {
return (
<div
className="header__navLi"
key={index}
onClick={() => {
if (el.link) scrollToRef(el.link);
}}
>
<div>{el.text}</div>
</div>
);
})}
</nav>
</header>
);
};
export default Navigation;
test in jest
|
0119522df16907ec521921c6e3a94395
|
{
"intermediate": 0.433977335691452,
"beginner": 0.4100411832332611,
"expert": 0.1559813767671585
}
|
7,376
|
class FractionalValue {
public:
FractionalValue() : value(0) {}
FractionalValue(double d) {
if (d < 0) d = 0;
else if (d > 1) d = 1;
value = static_cast<uint8_t>(d * 255);
}
operator double() const {
return static_cast<double>(value) / 255;
}
uint8_t operator()() const {
return value;
}
private:
int8_t value;
};
|
da0a12e3116332f7f1dcd9510b2cfe61
|
{
"intermediate": 0.21243499219417572,
"beginner": 0.6497889757156372,
"expert": 0.1377759426832199
}
|
7,377
|
class FractionalValue {
public:
FractionalValue() : value(0) {}
FractionalValue(double d) {
if (d < 0) d = 0;
else if (d > 1) d = 1;
value = static_cast<uint8_t>(d * 255);
}
operator double() const {
return static_cast<double>(value) / 255;
}
uint8_t operator()() const {
return value;
}
static FractionalValue mean(const FractionalValue& a, const FractionalValue& b) {
uint8_t sum = (a() >> 1) + (b() >> 1) + (((a() & 1) + (b() & 1)) >> 1);
return FractionalValue(sum);
}
private:
int8_t value;
};
now sketch some test cases for our mean function for 3 pairs of 2 random numbers in range 0, 1
|
8c2b86f9fd6dfe53eb589c19271f18d9
|
{
"intermediate": 0.26468363404273987,
"beginner": 0.5267218947410583,
"expert": 0.20859448611736298
}
|
7,378
|
class FractionalValue {
public:
FractionalValue() : value(0) {}
FractionalValue(double d) {
if (d < 0) d = 0;
else if (d > 1) d = 1;
value = static_cast<uint8_t>(d * 255);
}
operator double() const {
return static_cast<double>(value) / 255;
}
uint8_t operator()() const {
return value;
}
static FractionalValue mean(const FractionalValue& a, const FractionalValue& b) {
uint8_t sum = (a() >> 1) + (b() >> 1) + (((a() & 1) + (b() & 1)) >> 1);
return FractionalValue(sum);
}
private:
int8_t value;
};
|
4a8a6e00053d70a0b536dfa1614a59d5
|
{
"intermediate": 0.22015616297721863,
"beginner": 0.66121506690979,
"expert": 0.1186288520693779
}
|
7,379
|
class FractionalValue {
public:
FractionalValue() : value(0) {}
FractionalValue(double d) {
if (d < 0) d = 0;
else if (d > 1) d = 1;
value = static_cast<uint8_t>(d * 255);
}
uint8_t operator()() const {
return value;
}
operator double() const {
return static_cast<double>(value) / 255;
}
double asPercentage() const {
return static_cast<double>(value) * 100.0 / 256.0;
}
static FractionalValue mean(const FractionalValue& a, const FractionalValue& b) {
uint8_t sum = (a() >> 1) + (b() >> 1) + (((a() & 1) + (b() & 1)) >> 1);
return FractionalValue(sum);
}
private:
uint8_t value;
};
|
d3bc8b7ae1a615d9400e9c76230ac220
|
{
"intermediate": 0.2109905481338501,
"beginner": 0.6443995833396912,
"expert": 0.14460986852645874
}
|
7,380
|
flutter how to detect keyboard keys combination pressed?
|
06b2eeec66d54ae4c44baa6961025e49
|
{
"intermediate": 0.3232545852661133,
"beginner": 0.1260070949792862,
"expert": 0.5507383346557617
}
|
7,381
|
are you using chatgpt 4?
|
c589405c8217134a16fab6bebfac136a
|
{
"intermediate": 0.38950780034065247,
"beginner": 0.1907920092344284,
"expert": 0.41970017552375793
}
|
7,382
|
flutter. when i do DateTime.parse() time changes. how to prevent?
|
d9969ba424d397766fb9ee16ec754587
|
{
"intermediate": 0.47504445910453796,
"beginner": 0.2836437523365021,
"expert": 0.24131178855895996
}
|
7,383
|
python image processing color histogram feature
|
ecc9f42c9d00ff9b02acf2d82270fb05
|
{
"intermediate": 0.34168148040771484,
"beginner": 0.18699777126312256,
"expert": 0.471320778131485
}
|
7,384
|
what does it mean: people don't come to work to get paid, they come to work so the pay doesn't stop
|
2cede11807836a1d6cde71763520b030
|
{
"intermediate": 0.4823906421661377,
"beginner": 0.3051493167877197,
"expert": 0.2124600112438202
}
|
7,385
|
首先,旅行商问题可以转化为图论中的TSP问题,我们将城市之间的距离计算出来,构建完整图。
代码如下:
import math
# 城市坐标
coordinates = [(16.47, 96.1), (16.47, 94.44), (20.09, 92.54), (22.39, 93.37),
(25.23, 97.24), (17.2, 96.29), (16.3, 97.38), (14.05, 98.12),
(16.53, 97.38), (21.52, 95.59)]
def dist(city1, city2):
“”“计算两个城市之间的距离”“”
return math.sqrt((city1[0] - city2[0]) ** 2 + (city1[1] - city2[1]) ** 2)
# 计算城市间距离,构建完整图
num_cities = len(coordinates)
distance_matrix = [[dist(coordinates[i], coordinates[j]) for j in range(num_cities)] for i in range(num_cities)]
接下来,我们可以使用遗传算法求解旅行商问题。我们将每个可能的路线视为一个染色体,每个城市为基因,采用交叉和变异操作进行进化。同时,我们选择路径长度的倒数作为染色体的适应度函数进行选择,使得越短的路径被选择的概率越大。
代码如下:
import numpy as np
# 种群大小
POPULATION_SIZE = 100
# 交叉概率
CROSSOVER_RATE = 0.8
# 变异概率
MUTATION_RATE = 0.1
# 繁殖代数
NUM_GENERATIONS = 500
def init_population():
“”“初始化种群”“”
population = []
for i in range(POPULATION_SIZE):
path = list(range(num_cities))
np.random.shuffle(path)
population.append(path)
return population
def fitness(path):
“”“计算染色体路径的适应度”“”
length = sum(distance_matrix[path[i]][path[i+1]] for i in range(num_cities-1))
length += distance_matrix[path[-1]][path[0]]
return 1 / length
def selection(population):
“”“选择操作”“”
fits = [fitness(path) for path in population]
fits_sum = sum(fits)
prob = [fit / fits_sum for fit in fits]
index = np.random.choice(POPULATION_SIZE, size=POPULATION_SIZE, p=prob)
return [population[i] for i in index]
def crossover(parent1, parent2):
“”“交叉操作”“”
if np.random.rand() > CROSSOVER_RATE:
return parent1
child = [-1] * num_cities
indexes = set()
while len(indexes) <= num_cities // 2:
indexes.add(np.random.randint(num_cities))
for i in indexes:
child[i] = parent1[i]
index_parent2 = 0
for i in range(num_cities):
if child[i] == -1:
while parent2[index_parent2] in child:
index_parent2 += 1
if index_parent2 >= num_cities:
index_parent2 = 0
child[i] = parent2[index_parent2]
index_parent2 += 1
return child
def mutation(path):
“”“变异操作”“”
if np.random.rand() > MUTATION_RATE:
return path
index1, index2 = np.random.choice(num_cities, size=2, replace=False)
path[index1], path[index2] = path[index2], path[index1]
return path
def genetic_algorithm():
“”“遗传算法求解TSP问题”“”
population = init_population()
best_path = None
best_fitness = 0
fitness_list = []
for gen in range(NUM_GENERATIONS):
offspring = []
for i in range(POPULATION_SIZE // 2):
# 选择
parent1, parent2 = np.random.choice(population, size=2, replace=False)
# 交叉
child1 = crossover(parent1, parent2)
child2 = crossover(parent2, parent1)
# 变异
child1 = mutation(child1)
child2 = mutation(child2)
offspring.append(child1)
offspring.append(child2)
# 合并父代和子代,保留最优染色体
population = selection(population + offspring)
fits = [fitness(path) for path in population]
best_index = np.argmax(fits)
if fits[best_index] > best_fitness:
best_path = population[best_index]
best_fitness = fits[best_index]
fitness_list.append(best_fitness)
return best_path, fitness_list
# 求解TSP问题
best_path, fitness_list = genetic_algorithm()
最后,我们可以绘制适应度函数的进化曲线、线路的动态变化过程及最终的线路图。
代码如下:
import matplotlib.pyplot as plt
from matplotlib.animation import FuncAnimation
from IPython.display import HTML
# 绘制适应度函数的进化曲线
plt.plot(fitness_list)
plt.title(‘Fitness over generations’)
plt.xlabel(‘Generation’)
plt.ylabel(‘Fitness’)
plt.show()
# 绘图函数
def plot_path(path):
x = [coordinates[i][0] for i in path]
y = [coordinates[i][1] for i in path]
x.append(x[0])
y.append(y[0])
plt.plot(x, y, ‘->’)
plt.plot(x[0], y[0], ‘ro’)
plt.title(‘Path’)
# 动态展示路径变化过程
fig, ax = plt.subplots()
def update(i):
ax.clear()
plot_path(best_path[:i+1])
ani = FuncAnimation(fig, update, frames=len(best_path)-1, interval=50)
HTML(ani.to_jshtml())
# 绘制最终路径图
plot_path(best_path)
plt.show()
完整代码如下:
|
4fd6cff64dc085b3b5d0751084d65cbf
|
{
"intermediate": 0.2956945598125458,
"beginner": 0.48780909180641174,
"expert": 0.21649640798568726
}
|
7,386
|
Linux find ,except 2 patterns,.TMP .1
|
f788e2ccf31e9b6862bfd8917c8a2023
|
{
"intermediate": 0.28127798438072205,
"beginner": 0.34836485981941223,
"expert": 0.3703571856021881
}
|
7,387
|
Flutter how to draw widget to know its size but user should not see it?
|
89597db87954fdc4dc321705c5c44187
|
{
"intermediate": 0.3831270635128021,
"beginner": 0.13176171481609344,
"expert": 0.4851112365722656
}
|
7,388
|
helo
|
abeb5a0bf95c021b0753363a7aa77905
|
{
"intermediate": 0.3348933756351471,
"beginner": 0.24563074111938477,
"expert": 0.41947582364082336
}
|
7,389
|
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.
The basic class structure is as follows:
1. Core:
- class Engine
- This is the main class that will initialize, run, and shut down other subsystems of the engine (e.g., Window, Renderer, Input, etc.)
2. Window:
- class Window
- This class will handle window creation, resizing, and destruction using GLFW. It should also handle keyboard and mouse input events.
3. Renderer:
- class Renderer
- This class will manage Vulkan objects (e.g., instance, device, swapchain, command buffers) and rendering pipelines.
- class Shader
- To handle shader modules creation and destruction.
- class Texture
- To handle texture loading and destruction.
- class Pipeline
- To encapsulate the description and creation of a Vulkan graphics or compute pipeline.
4. Scene:
- class Scene
- This class will manage the list of objects in the vector, update their transforms, and send them to the Renderer for rendering.
- class GameObject
- To represent individual objects in the scene, store their transformation matrices, and bind the relevant data like vertices and indices.
- class Camera
- To store and manage camera properties such as position, rotation, view, and projection matrices.
- class Mesh
- To handle mesh data (e.g., vertices, indices, etc.) for individual objects.
- class Material
- To store and manage material properties such as colors, shaders, and textures.
5. Math:
- Utilize GLM library to handle vector and matrix math operations.
Here is some of the relevant header and source file code:
Engine.h:
#pragma once
#include "Window.h"
#include "Renderer.h"
#include "Scene.h"
class Engine
{
public:
Engine();
~Engine();
void Run();
void Shutdown();
private:
void Initialize();
void MainLoop();
void Update(float deltaTime);
void Render();
Window window;
Renderer renderer;
Scene scene;
};
Engine.cpp:
#include "Engine.h"
#include "Terrain.h"
#include <iostream>
Engine::Engine()
{
Initialize();
}
Engine::~Engine()
{
Shutdown();
}
void Engine::Run()
{
MainLoop();
}
void Engine::Initialize()
{
// Initialize window, renderer, and scene
window.Initialize();
renderer.Initialize(window.GetWindow());
scene.Initialize();
Terrain terrain(0,10,1,renderer.GetDevice(), renderer.GetPhysicalDevice(), renderer.GetCommandPool(), renderer.GetGraphicsQueue());
terrain.GenerateTerrain();
scene.AddGameObject(terrain.GetTerrainObject());
}
void Engine::MainLoop()
{
while (!window.ShouldClose())
{
window.PollEvents();
float deltaTime = window.GetDeltaTime();
Update(deltaTime);
Render();
}
}
void Engine::Update(float deltaTime)
{
scene.Update(deltaTime);
}
void Engine::Render()
{
renderer.BeginFrame();
scene.Render(renderer);
renderer.EndFrame();
}
void Engine::Shutdown()
{
// Clean up resources in reverse order
scene.Shutdown();
renderer.Shutdown();
window.Shutdown();
}
Scene.h:
#pragma once
#include <vector>
#include "GameObject.h"
#include "Camera.h"
#include "Renderer.h"
class Scene
{
public:
Scene();
~Scene();
void Initialize();
void Update(float deltaTime);
void Render(Renderer& renderer);
void Shutdown();
void AddGameObject(GameObject* gameObject);
Camera& GetCamera();
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));
// Add initial game objects
}
void Scene::Update(float deltaTime)
{
// Update game objects and camera
for (GameObject* gameObject : gameObjects)
{
gameObject->Update(deltaTime);
}
}
void Scene::Render(Renderer& renderer)
{
// Render game objects
for (GameObject* gameObject : gameObjects)
{
gameObject->Render(renderer, camera);
}
// Submit rendering-related commands to Vulkan queues
}
void Scene::Shutdown()
{
// Clean up game objects
for (GameObject* gameObject : gameObjects)
{
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(const Mesh& mesh, const Material& material);
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);
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(0.0f), rotation(0.0f), scale(1.0f)
{
}
GameObject::~GameObject()
{
if (initialized)
{
Shutdown();
}
}
void GameObject::Initialize(const Mesh& mesh, const Material& material)
{
this->mesh = mesh; // copy or share mesh data
this->material = material; // copy or share material data
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);
// 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();
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
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)
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);
}
Terrain.h:
#pragma once
#include "Simplex.h"
#include "Mesh.h"
#include "Material.h"
#include "GameObject.h"
class Terrain {
public:
Terrain(int seed, int worldSize, float scale, VkDevice* device, VkPhysicalDevice* physicalDevice, VkCommandPool* commandPool, VkQueue* graphicsQueue);
~Terrain();
void GenerateTerrain();
GameObject* GetTerrainObject();
private:
void GenerateHeightMap();
void ConvertHeightMapToMeshData();
int seed;
int worldSize;
float scale;
VkDevice* device;
VkPhysicalDevice* physicalDevice;
VkCommandPool* commandPool;
VkQueue* graphicsQueue;
SimplexNoise noise;
std::vector<std::vector<float>> heightMap;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
Mesh terrainMesh;
Material terrainMaterial;
GameObject terrainObject;
};
Terrain.cpp:
#include "Terrain.h"
Terrain::Terrain(int seed, int worldSize, float scale, VkDevice* device, VkPhysicalDevice* physicalDevice, VkCommandPool* commandPool, VkQueue* graphicsQueue)
: seed(seed), worldSize(worldSize), scale(scale), noise(seed), device(device), physicalDevice(physicalDevice), commandPool(commandPool), graphicsQueue(graphicsQueue) {
}
Terrain::~Terrain() {
// Cleanup any resources associated with the Terrain class
terrainMesh.Cleanup();
terrainMaterial.Cleanup();
}
void Terrain::GenerateHeightMap() {
heightMap = std::vector<std::vector<float>>(worldSize, std::vector<float>(worldSize, 0.0f));
for (int x = 0; x < worldSize; ++x) {
for (int z = 0; z < worldSize; ++z) {
float noiseValue = noise.noise(x * scale, z * scale);
heightMap[x][z] = noiseValue;
}
}
}
void Terrain::ConvertHeightMapToMeshData() {
// … Convert height map to vertices and indices (code from the previous example)
}
void Terrain::GenerateTerrain()
{
GenerateHeightMap();
ConvertHeightMapToMeshData();
terrainMesh.Initialize(vertices, indices, *device, *physicalDevice, *commandPool, *graphicsQueue);
// Initialize terrainMaterial with the loaded shaders and texture
// Assume descriptorSetLayout and descriptorPool are created before this call
terrainMaterial.LoadTexture("C:\textures\texture.jpg", *device, *physicalDevice, *commandPool, *graphicsQueue);
terrainMaterial.LoadShaders("C:\shaders\vert.spv", "C:\shaders\frag.spv", *device);
terrainMaterial.Initialize(terrainVertexShader, terrainFragmentShader, terrainTexture, *device, descriptorSetLayout, descriptorPool);
terrainObject.Initialize(terrainMesh, terrainMaterial);
}
GameObject* Terrain::GetTerrainObject() {
return &terrainObject;
}
Material.h:
#pragma once
#include <vulkan/vulkan.h>
#include "Texture.h"
#include "Shader.h"
class Material
{
public:
Material();
~Material();
void Initialize(const Shader& vertexShader, const Shader& fragmentShader, const Texture& texture, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool);
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);
VkDescriptorSet GetDescriptorSet() const;
VkPipelineLayout GetPipelineLayout() const;
private:
VkDevice device;
Shader vertexShader;
Shader fragmentShader;
Texture texture;
VkDescriptorSet descriptorSet;
VkPipelineLayout pipelineLayout;
};
Material.cpp:
#include "Material.h"
Material::Material()
: device(VK_NULL_HANDLE), descriptorSet(VK_NULL_HANDLE), pipelineLayout(VK_NULL_HANDLE)
{
}
Material::~Material()
{
Cleanup();
}
void Material::Initialize(const Shader& vertexShader, const Shader& fragmentShader, const Texture& texture, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool)
{
this->device = device;
this->vertexShader = vertexShader; // copy or share vertex shader data
this->fragmentShader = fragmentShader; // copy or share fragment shader data
this->texture = texture; // copy or share texture data
// Create descriptor set for the material
// …
// Create pipeline layout for the material
// …
}
void Material::Cleanup()
{
// Clean up resources, if necessary
// (depending on how Shader and Texture resources are managed)
}
VkDescriptorSet Material::GetDescriptorSet() const
{
return descriptorSet;
}
VkPipelineLayout Material::GetPipelineLayout() const
{
return pipelineLayout;
}
void Material::LoadTexture(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
texture.LoadFromFile(filename, device, physicalDevice, commandPool, graphicsQueue);
}
void Material::LoadShaders(const std::string& vertFilename, const std::string& fragFilename, VkDevice device)
{
vertexShader.LoadFromFile(vertFilename, device, VK_SHADER_STAGE_VERTEX_BIT);
fragmentShader.LoadFromFile(fragFilename, device, VK_SHADER_STAGE_FRAGMENT_BIT);
}
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);
void Cleanup();
VkImageView GetImageView() const;
VkSampler GetSampler() const;
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);
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…
};
Texture.cpp:
#include "Texture.h"
#include "BufferUtils.h"
#include <iostream>
Texture::Texture()
: device(VK_NULL_HANDLE), image(VK_NULL_HANDLE), imageMemory(VK_NULL_HANDLE), imageView(VK_NULL_HANDLE), sampler(VK_NULL_HANDLE)
{
}
Texture::~Texture()
{
if (initialized)
{
Cleanup();
}
}
void Texture::LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
this->physicalDevice = physicalDevice;
this->commandPool = commandPool;
this->graphicsQueue = graphicsQueue;
this->initialized = true;
// Load image from file using stb_image
int width, height, channels;
stbi_uc* pixels = stbi_load(filename.c_str(), &width, &height, &channels, STBI_rgb_alpha);
if (!pixels)
{
throw std::runtime_error("Failed to load texture image!");
}
// Calculate the number of mip levels
uint32_t mipLevels = static_cast<uint32_t>(std::floor(std::log2(std::max(width, height)))) + 1;
// Create a buffer to store the image data
VkDeviceSize imageSize = width * height * 4;
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
// Create and fill the buffer
// …
// Create the staging buffer for transferring image data
VkBufferCreateInfo bufferCreateInfo{};
bufferCreateInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferCreateInfo.size = imageSize;
bufferCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
bufferCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
if (vkCreateBuffer(device, &bufferCreateInfo, nullptr, &stagingBuffer) != VK_SUCCESS) {
throw std::runtime_error("Failed to create staging buffer!");
}
VkMemoryRequirements memoryRequirements;
vkGetBufferMemoryRequirements(device, stagingBuffer, &memoryRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memoryRequirements.size;
allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memoryRequirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
if (vkAllocateMemory(device, &allocInfo, nullptr, &stagingBufferMemory) != VK_SUCCESS) {
throw std::runtime_error("Failed to allocate staging buffer memory!");
}
// Create the staging buffer and staging buffer memory
BufferUtils::CreateBuffer(device, physicalDevice, imageSize,VK_BUFFER_USAGE_TRANSFER_SRC_BIT,VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,stagingBuffer, stagingBufferMemory);
vkBindBufferMemory(device, stagingBuffer, stagingBufferMemory, 0);
// Copy image data to the buffer
void* bufferData;
vkMapMemory(device, stagingBufferMemory, 0, imageSize, 0, &bufferData);
memcpy(bufferData, pixels, static_cast<size_t>(imageSize));
vkUnmapMemory(device, stagingBufferMemory);
// Free the stb_image buffer
stbi_image_free(pixels);
// Create vkImage, copy buffer to image, and create imageView and sampler
// …
CreateImage(width, height, mipLevels, VK_SAMPLE_COUNT_1_BIT, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
CreateImageView(VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_ASPECT_COLOR_BIT, mipLevels);
CreateSampler(mipLevels);
CopyBufferToImage(stagingBuffer, width, height);
// Cleanup the staging buffer and staging buffer memory
// …
// Destroy the staging buffer and free the staging buffer memory
vkDestroyBuffer(device, stagingBuffer, nullptr);
vkFreeMemory(device, stagingBufferMemory, nullptr);
}
void Texture::Cleanup()
{
vkDestroySampler(device, sampler, nullptr);
vkDestroyImageView(device, imageView, nullptr);
vkDestroyImage(device, image, nullptr);
vkFreeMemory(device, imageMemory, nullptr);
this->initialized = false;
}
VkImageView Texture::GetImageView() const
{
return imageView;
}
VkSampler Texture::GetSampler() const
{
return sampler;
}
void Texture::CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties)
{
VkImageCreateInfo imageInfo{};
imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imageInfo.imageType = VK_IMAGE_TYPE_2D;
imageInfo.extent.width = width;
imageInfo.extent.height = height;
imageInfo.extent.depth = 1;
imageInfo.mipLevels = mipLevels;
imageInfo.arrayLayers = 1;
imageInfo.format = format;
imageInfo.tiling = tiling;
imageInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
imageInfo.usage = usage;
imageInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
imageInfo.samples = numSamples;
imageInfo.flags = 0;
if (vkCreateImage(device, &imageInfo, nullptr, &image) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create image!");
}
VkMemoryRequirements memRequirements;
vkGetImageMemoryRequirements(device, image, &memRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memRequirements.size;
allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memRequirements.memoryTypeBits, properties);
if (vkAllocateMemory(device, &allocInfo, nullptr, &imageMemory) != VK_SUCCESS)
{
throw std::runtime_error("Failed to allocate image memory!");
}
vkBindImageMemory(device, image, imageMemory, 0);
}
void Texture::TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels)
{
// …
// Create a one-time-use command buffer and record image layout transition commands
// …
VkImageMemoryBarrier barrier{};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = oldLayout;
barrier.newLayout = newLayout;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = image;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = mipLevels;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 1;
// …
}
void Texture::CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels)
{
VkImageViewCreateInfo viewInfo{};
viewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
viewInfo.image = image;
viewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
viewInfo.format = format;
viewInfo.subresourceRange.aspectMask = aspectFlags;
viewInfo.subresourceRange.baseMipLevel = 0;
viewInfo.subresourceRange.levelCount = mipLevels;
viewInfo.subresourceRange.baseArrayLayer = 0;
viewInfo.subresourceRange.layerCount = 1;
if (vkCreateImageView(device, &viewInfo, nullptr, &imageView) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create texture image view!");
}
}
void Texture::CreateSampler(uint32_t mipLevels)
{
VkSamplerCreateInfo samplerInfo{};
samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
samplerInfo.magFilter = VK_FILTER_LINEAR;
samplerInfo.minFilter = VK_FILTER_LINEAR;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.anisotropyEnable = VK_TRUE;
samplerInfo.maxAnisotropy = 16;
samplerInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
samplerInfo.unnormalizedCoordinates = VK_FALSE;
samplerInfo.compareEnable = VK_FALSE;
samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
samplerInfo.mipLodBias = 0.0f;
samplerInfo.minLod = 0.0f;
samplerInfo.maxLod = static_cast<float>(mipLevels);
if (vkCreateSampler(device, &samplerInfo, nullptr, &sampler) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create texture sampler!");
}
}
void Texture::CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height)
{
// Create a one-time-use command buffer
VkCommandBufferAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
allocInfo.commandPool = commandPool;
allocInfo.commandBufferCount = 1;
VkCommandBuffer commandBuffer;
vkAllocateCommandBuffers(device, &allocInfo, &commandBuffer);
VkCommandBufferBeginInfo beginInfo{};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
// Record buffer to image copy command in the command buffer
vkBeginCommandBuffer(commandBuffer, &beginInfo);
VkBufferImageCopy region{};
region.bufferOffset = 0;
region.bufferRowLength = 0;
region.bufferImageHeight = 0;
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.mipLevel = 0;
region.imageSubresource.baseArrayLayer = 0;
region.imageSubresource.layerCount = 1;
region.imageOffset = { 0, 0, 0 };
region.imageExtent = {
width,
height,
1
};
vkCmdCopyBufferToImage(
commandBuffer,
buffer,
image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1,
®ion
);
// End command buffer recording
vkEndCommandBuffer(commandBuffer);
// Submit command buffer
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
vkQueueSubmit(graphicsQueue, 1, &submitInfo, VK_NULL_HANDLE);
vkQueueWaitIdle(graphicsQueue);
// Free command buffer
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
}
Mesh.h:
#pragma once
#include <vector>
#include <vulkan/vulkan.h>
#include <glm/glm.hpp>
#include "BufferUtils.h"
struct Vertex
{
glm::vec3 position;
glm::vec3 color;
};
class Mesh
{
public:
Mesh();
~Mesh();
void Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Initialize(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Cleanup();
const std::vector<Vertex>& GetVertices() const;
const std::vector<uint32_t>& GetIndices() const;
VkBuffer GetVertexBuffer() const;
VkBuffer GetIndexBuffer() const;
void SetVertices(const std::vector<Vertex>& vertices);
void SetIndices(const std::vector<uint32_t>& indices);
private:
VkDevice device;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
VkBuffer vertexBuffer;
VkDeviceMemory vertexBufferMemory;
VkBuffer indexBuffer;
VkDeviceMemory indexBufferMemory;
};
Mesh.cpp:
#include "Mesh.h"
Mesh::Mesh()
: device(VK_NULL_HANDLE), vertexBuffer(VK_NULL_HANDLE), vertexBufferMemory(VK_NULL_HANDLE), indexBuffer(VK_NULL_HANDLE), indexBufferMemory(VK_NULL_HANDLE)
{
}
Mesh::~Mesh()
{
Cleanup();
}
void Mesh::Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->vertices = vertices;
this->indices = indices;
this->device = device;
// Create vertex buffer and index buffer
// (assuming you have helper functions CreateBuffer and CopyBuffer)
// …
}
void Mesh::Initialize(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
// Create vertex buffer and index buffer
// (assuming you have helper functions CreateBuffer and CopyBuffer)
// …
// Declare and initialize stagingBuffer and bufferSize here
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
VkDeviceSize bufferSize = sizeof(vertices[0]) * vertices.size();
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
stagingBuffer, stagingBufferMemory);
void* data;
vkMapMemory(device, stagingBufferMemory, 0, bufferSize, 0, &data);
memcpy(data, vertices.data(), (size_t)bufferSize);
vkUnmapMemory(device, stagingBufferMemory);
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
vertexBuffer, vertexBufferMemory);
BufferUtils::CopyBuffer(device, commandPool, graphicsQueue, stagingBuffer, vertexBuffer, bufferSize);
vkDestroyBuffer(device, stagingBuffer, nullptr);
vkFreeMemory(device, stagingBufferMemory, nullptr);
bufferSize = sizeof(indices[0]) * indices.size();
VkBuffer stagingIndexBuffer;
VkDeviceMemory stagingIndexBufferMemory;
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
stagingIndexBuffer, stagingIndexBufferMemory);
vkMapMemory(device, stagingIndexBufferMemory, 0, bufferSize, 0, &data);
memcpy(data, indices.data(), (size_t)bufferSize);
vkUnmapMemory(device, stagingIndexBufferMemory);
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
indexBuffer, indexBufferMemory);
BufferUtils::CopyBuffer(device, commandPool, graphicsQueue, stagingIndexBuffer, indexBuffer, bufferSize);
vkDestroyBuffer(device, stagingIndexBuffer, nullptr);
vkFreeMemory(device, stagingIndexBufferMemory, nullptr);
}
void Mesh::Cleanup()
{
if (device != VK_NULL_HANDLE)
{
if (vertexBuffer != VK_NULL_HANDLE)
{
vkDestroyBuffer(device, vertexBuffer, nullptr);
vkFreeMemory(device, vertexBufferMemory, nullptr);
vertexBuffer = VK_NULL_HANDLE;
vertexBufferMemory = VK_NULL_HANDLE;
}
if (indexBuffer != VK_NULL_HANDLE)
{
vkDestroyBuffer(device, indexBuffer, nullptr);
vkFreeMemory(device, indexBufferMemory, nullptr);
indexBuffer = VK_NULL_HANDLE;
indexBufferMemory = VK_NULL_HANDLE;
}
}
}
const std::vector<Vertex>& Mesh::GetVertices() const
{
return vertices;
}
const std::vector<uint32_t>& Mesh::GetIndices() const
{
return indices;
}
VkBuffer Mesh::GetVertexBuffer() const
{
return vertexBuffer;
}
VkBuffer Mesh::GetIndexBuffer() const
{
return indexBuffer;
}
void Mesh::SetVertices(const std::vector<Vertex>& vertices)
{
this->vertices = vertices;
}
void Mesh::SetIndices(const std::vector<uint32_t>& indices)
{
this->indices = indices;
}
I have a texture image called "texture.png" in "C:\textures\" and shaders "vert.spv" and "frag.spv" sitting in "C:\shaders\". I am having some issues when trying to allocate this texture and these shaders to the Terrain. It currently loads the textures and shaders within the GenerateTerrain method and then tries to initialize. Would it be better to pass the locations of the texture and shaders to the Material Initialize function instead of loading these separately?
|
56f718a1b7e295500a64d4b5464f9391
|
{
"intermediate": 0.37253791093826294,
"beginner": 0.43056100606918335,
"expert": 0.1969011276960373
}
|
7,390
|
highestWaitingrequestWaits cloudera
|
ebba4cbb545c700fde4c1609c1be95ef
|
{
"intermediate": 0.3870488107204437,
"beginner": 0.30869874358177185,
"expert": 0.3042525053024292
}
|
7,391
|
import math
import random
import matplotlib.pyplot as plt
CITY_COORDS = [
(16.47, 96.1),
(16.47, 94.44),
(20.09, 92.54),
(22.39, 93.37),
(25.23, 97.24),
(17.2, 96.29),
(16.3, 97.38),
(14.05, 98.12),
(16.53, 97.38),
(21.52, 95.59)
]
POPULATION_SIZE = 1000
ELITISM = 0.1
MUTATION_RATE = 0.1
NUM_GENERATIONS = 500
class Individual:
def init(self, chromosome):
self.chromosome = chromosome
self.fitness = self.calculate_fitness()
def calculate_fitness(self):
total_distance = 0
for i in range(len(self.chromosome) - 1):
total_distance += self.get_distance(
CITY_COORDS[self.chromosome[i]], CITY_COORDS[self.chromosome[i+1]])
total_distance += self.get_distance(
CITY_COORDS[self.chromosome[-1]], CITY_COORDS[self.chromosome[0]])
return 1 / total_distance
def get_distance(self, city1, city2):
return math.sqrt((city1[0] - city2[0])**2 + (city1[1] - city2[1])**2)
class Population:
def init(self):
self.individuals = [Individual(self.generate_chromosome())
for i in range(POPULATION_SIZE)]
def generate_chromosome(self):
chromosome = list(range(len(CITY_COORDS)))
random.shuffle(chromosome)
return chromosome
def evolve(self):
next_generation = []
num_elites = int(POPULATION_SIZE * ELITISM)
elites = self.select_elites(num_elites)
next_generation.extend(elites)
while len(next_generation) < POPULATION_SIZE:
parent1, parent2 = self.select_parents()
child1, child2 = self.crossover(parent1, parent2)
next_generation.extend([child1, child2])
self.individuals = next_generation
def select_elites(self, num_elites):
sorted_individuals = sorted(
self.individuals, key=lambda i: i.fitness, reverse=True)
return sorted_individuals[:num_elites]
def select_parents(self):
parent1 = self.tournament_selection()
parent2 = self.tournament_selection()
return parent1, parent2
def tournament_selection(self):
candidates = random.sample(self.individuals, 5)
return max(candidates, key=lambda i: i.fitness)
def crossover(self, parent1, parent2):
point1 = random.randint(0, len(CITY_COORDS) - 2)
point2 = random.randint(point1, len(CITY_COORDS) - 1)
child1_chromosome = self.get_child_chromosome(
parent1.chromosome, parent2.chromosome, point1, point2)
child2_chromosome = self.get_child_chromosome(
parent2.chromosome, parent1.chromosome, point1, point2)
child1 = Individual(child1_chromosome)
child2 = Individual(child2_chromosome)
return child1, child2
def get_child_chromosome(self, parent1_chromosome, parent2_chromosome, point1, point2):
child_chromosome = [-1] * len(parent1_chromosome)
for i in range(point1, point2+1):
child_chromosome[i] = parent1_chromosome[i]
parent2_index = 0
for i in range(len(child_chromosome)):
if child_chromosome[i] == -1:
while parent2_chromosome[parent2_index] in child_chromosome:
parent2_index += 1
child_chromosome[i] = parent2_chromosome[parent2_index]
parent2_index += 1
return child_chromosome
def mutate(self):
for individual in self.individuals:
if random.random() < MUTATION_RATE:
self.mutate_individual(individual)
def mutate_individual(self, individual):
point1 = random.randint(0, len(CITY_COORDS) - 1)
point2 = random.randint(0, len(CITY_COORDS) - 1)
individual.chromosome[point1], individual.chromosome[point2] = individual.chromosome[point2], individual.chromosome[point1]
def plot_fitness(fitness_values):
plt.plot(list(range(len(fitness_values))), fitness_values, 'b-')
plt.xlabel('Generation')
plt.ylabel('Fitness')
plt.show()
def plot_individual(individual):
plt.clf()
x_coords = [CITY_COORDS[i][0] for i in individual.chromosome]
y_coords = [CITY_COORDS[i][1] for i in individual.chromosome]
x_coords.append(x_coords[0])
y_coords.append(y_coords[0])
plt.plot(x_coords, y_coords, 'ro-')
plt.xlim([min(x_coords) - 1, max(x_coords) + 1])
plt.ylim([min(y_coords) - 1, max(y_coords) + 1])
plt.title('Fitness: {}'.format(individual.fitness))
plt.pause(0.01)
if __name__ == '__main__':
population = Population()
fitness_values = []
for i in range(NUM_GENERATIONS):
population.evolve()
population.mutate()
best_individual = max(population.individuals, key=lambda i: i.fitness)
fitness_values.append(best_individual.fitness)
plot_individual(best_individual)
plot_fitness(fitness_values)
work /bin/python /home/lurenmax/work/liyunxuan/shiyan4/shiyan2.py
Traceback (most recent call last):
File "/home/lurenmax/work/liyunxuan/shiyan4/shiyan2.py", line 144, in <module>
population.evolve()
File "/home/lurenmax/work/liyunxuan/shiyan4/shiyan2.py", line 55, in evolve
elites = self.select_elites(num_elites)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/home/lurenmax/work/liyunxuan/shiyan4/shiyan2.py", line 67, in select_elites
self.individuals, key=lambda i: i.fitness, reverse=True)
^^^^^^^^^^^^^^^^
AttributeError: 'Population' object has no attribute 'individuals'
|
ea4c3f5b3ca8f4a24574aa78968654d6
|
{
"intermediate": 0.35472729802131653,
"beginner": 0.43134379386901855,
"expert": 0.21392887830734253
}
|
7,392
|
how t o run django server
|
6191472e46126e5ff2e4c4a3bdf1707a
|
{
"intermediate": 0.616280198097229,
"beginner": 0.2047702968120575,
"expert": 0.1789495050907135
}
|
7,393
|
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.
The basic class structure is as follows:
1. Core:
- class Engine
- This is the main class that will initialize, run, and shut down other subsystems of the engine (e.g., Window, Renderer, Input, etc.)
2. Window:
- class Window
- This class will handle window creation, resizing, and destruction using GLFW. It should also handle keyboard and mouse input events.
3. Renderer:
- class Renderer
- This class will manage Vulkan objects (e.g., instance, device, swapchain, command buffers) and rendering pipelines.
- class Shader
- To handle shader modules creation and destruction.
- class Texture
- To handle texture loading and destruction.
- class Pipeline
- To encapsulate the description and creation of a Vulkan graphics or compute pipeline.
4. Scene:
- class Scene
- This class will manage the list of objects in the vector, update their transforms, and send them to the Renderer for rendering.
- class GameObject
- To represent individual objects in the scene, store their transformation matrices, and bind the relevant data like vertices and indices.
- class Camera
- To store and manage camera properties such as position, rotation, view, and projection matrices.
- class Mesh
- To handle mesh data (e.g., vertices, indices, etc.) for individual objects.
- class Material
- To store and manage material properties such as colors, shaders, and textures.
5. Math:
- Utilize GLM library to handle vector and matrix math operations.
Here is some of the relevant header and source file code:
Engine.h:
#pragma once
#include "Window.h"
#include "Renderer.h"
#include "Scene.h"
class Engine
{
public:
Engine();
~Engine();
void Run();
void Shutdown();
private:
void Initialize();
void MainLoop();
void Update(float deltaTime);
void Render();
Window window;
Renderer renderer;
Scene scene;
};
Engine.cpp:
#include "Engine.h"
#include "Terrain.h"
#include <iostream>
Engine::Engine()
{
Initialize();
}
Engine::~Engine()
{
Shutdown();
}
void Engine::Run()
{
MainLoop();
}
void Engine::Initialize()
{
// Initialize window, renderer, and scene
window.Initialize();
renderer.Initialize(window.GetWindow());
scene.Initialize();
Terrain terrain(0,10,1,renderer.GetDevice(), renderer.GetPhysicalDevice(), renderer.GetCommandPool(), renderer.GetGraphicsQueue());
terrain.GenerateTerrain();
scene.AddGameObject(terrain.GetTerrainObject());
}
void Engine::MainLoop()
{
while (!window.ShouldClose())
{
window.PollEvents();
float deltaTime = window.GetDeltaTime();
Update(deltaTime);
Render();
}
}
void Engine::Update(float deltaTime)
{
scene.Update(deltaTime);
}
void Engine::Render()
{
renderer.BeginFrame();
scene.Render(renderer);
renderer.EndFrame();
}
void Engine::Shutdown()
{
// Clean up resources in reverse order
scene.Shutdown();
renderer.Shutdown();
window.Shutdown();
}
Scene.h:
#pragma once
#include <vector>
#include "GameObject.h"
#include "Camera.h"
#include "Renderer.h"
class Scene
{
public:
Scene();
~Scene();
void Initialize();
void Update(float deltaTime);
void Render(Renderer& renderer);
void Shutdown();
void AddGameObject(GameObject* gameObject);
Camera& GetCamera();
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));
// Add initial game objects
}
void Scene::Update(float deltaTime)
{
// Update game objects and camera
for (GameObject* gameObject : gameObjects)
{
gameObject->Update(deltaTime);
}
}
void Scene::Render(Renderer& renderer)
{
// Render game objects
for (GameObject* gameObject : gameObjects)
{
gameObject->Render(renderer, camera);
}
// Submit rendering-related commands to Vulkan queues
}
void Scene::Shutdown()
{
// Clean up game objects
for (GameObject* gameObject : gameObjects)
{
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(const Mesh& mesh, const Material& material);
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);
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(0.0f), rotation(0.0f), scale(1.0f)
{
}
GameObject::~GameObject()
{
if (initialized)
{
Shutdown();
}
}
void GameObject::Initialize(const Mesh& mesh, const Material& material)
{
this->mesh = mesh; // copy or share mesh data
this->material = material; // copy or share material data
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);
// 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();
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
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)
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);
}
Terrain.h:
#pragma once
#include "Simplex.h"
#include "Mesh.h"
#include "Material.h"
#include "GameObject.h"
class Terrain {
public:
Terrain(int seed, int worldSize, float scale, VkDevice* device, VkPhysicalDevice* physicalDevice, VkCommandPool* commandPool, VkQueue* graphicsQueue);
~Terrain();
void GenerateTerrain();
GameObject* GetTerrainObject();
private:
void GenerateHeightMap();
void ConvertHeightMapToMeshData();
int seed;
int worldSize;
float scale;
VkDevice* device;
VkPhysicalDevice* physicalDevice;
VkCommandPool* commandPool;
VkQueue* graphicsQueue;
SimplexNoise noise;
std::vector<std::vector<float>> heightMap;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
Mesh terrainMesh;
Material terrainMaterial;
GameObject terrainObject;
};
Terrain.cpp:
#include "Terrain.h"
Terrain::Terrain(int seed, int worldSize, float scale, VkDevice* device, VkPhysicalDevice* physicalDevice, VkCommandPool* commandPool, VkQueue* graphicsQueue)
: seed(seed), worldSize(worldSize), scale(scale), noise(seed), device(device), physicalDevice(physicalDevice), commandPool(commandPool), graphicsQueue(graphicsQueue) {
}
Terrain::~Terrain() {
// Cleanup any resources associated with the Terrain class
terrainMesh.Cleanup();
terrainMaterial.Cleanup();
}
void Terrain::GenerateHeightMap() {
heightMap = std::vector<std::vector<float>>(worldSize, std::vector<float>(worldSize, 0.0f));
for (int x = 0; x < worldSize; ++x) {
for (int z = 0; z < worldSize; ++z) {
float noiseValue = noise.noise(x * scale, z * scale);
heightMap[x][z] = noiseValue;
}
}
}
void Terrain::ConvertHeightMapToMeshData() {
// … Convert height map to vertices and indices (code from the previous example)
}
void Terrain::GenerateTerrain()
{
GenerateHeightMap();
ConvertHeightMapToMeshData();
terrainMesh.Initialize(vertices, indices, *device, *physicalDevice, *commandPool, *graphicsQueue);
// Initialize terrainMaterial with the loaded shaders and texture
// Assume descriptorSetLayout and descriptorPool are created before this call
terrainMaterial.Initialize("C:\shaders\vert.spv", "C:\shaders\frag.spv", "C:\textures\texture.jpg", *device, descriptorSetLayout, descriptorPool, *physicalDevice, *commandPool, *graphicsQueue);
terrainObject.Initialize(terrainMesh, terrainMaterial);
}
GameObject* Terrain::GetTerrainObject() {
return &terrainObject;
}
GameObject* Terrain::GetTerrainObject() {
return &terrainObject;
}
Material.h:
#pragma once
#include <vulkan/vulkan.h>
#include "Texture.h"
#include "Shader.h"
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);
VkDescriptorSet GetDescriptorSet() const;
VkPipelineLayout GetPipelineLayout() const;
private:
VkDevice device;
Shader vertexShader;
Shader fragmentShader;
Texture texture;
VkDescriptorSet descriptorSet;
VkPipelineLayout pipelineLayout;
};
Material.cpp:
#include "Material.h"
Material::Material()
: device(VK_NULL_HANDLE), descriptorSet(VK_NULL_HANDLE), pipelineLayout(VK_NULL_HANDLE)
{
}
Material::~Material()
{
Cleanup();
}
void Material::Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
// Load shaders and texture
LoadTexture(texturePath, device, physicalDevice, commandPool, graphicsQueue);
LoadShaders(vertShaderPath, fragShaderPath, device);
// Create descriptor set, pipeline layout, and other required objects for the material
// …
}
void Material::Cleanup()
{
// Clean up resources, if necessary
// (depending on how Shader and Texture resources are managed)
}
VkDescriptorSet Material::GetDescriptorSet() const
{
return descriptorSet;
}
VkPipelineLayout Material::GetPipelineLayout() const
{
return pipelineLayout;
}
void Material::LoadTexture(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
texture.LoadFromFile(filename, device, physicalDevice, commandPool, graphicsQueue);
}
void Material::LoadShaders(const std::string& vertFilename, const std::string& fragFilename, VkDevice device)
{
vertexShader.LoadFromFile(vertFilename, device, VK_SHADER_STAGE_VERTEX_BIT);
fragmentShader.LoadFromFile(fragFilename, device, VK_SHADER_STAGE_FRAGMENT_BIT);
}
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);
void Cleanup();
VkImageView GetImageView() const;
VkSampler GetSampler() const;
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);
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…
};
Texture.cpp:
#include "Texture.h"
#include "BufferUtils.h"
#include <iostream>
Texture::Texture()
: device(VK_NULL_HANDLE), image(VK_NULL_HANDLE), imageMemory(VK_NULL_HANDLE), imageView(VK_NULL_HANDLE), sampler(VK_NULL_HANDLE)
{
}
Texture::~Texture()
{
if (initialized)
{
Cleanup();
}
}
void Texture::LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
this->physicalDevice = physicalDevice;
this->commandPool = commandPool;
this->graphicsQueue = graphicsQueue;
this->initialized = true;
// Load image from file using stb_image
int width, height, channels;
stbi_uc* pixels = stbi_load(filename.c_str(), &width, &height, &channels, STBI_rgb_alpha);
if (!pixels)
{
throw std::runtime_error("Failed to load texture image!");
}
// Calculate the number of mip levels
uint32_t mipLevels = static_cast<uint32_t>(std::floor(std::log2(std::max(width, height)))) + 1;
// Create a buffer to store the image data
VkDeviceSize imageSize = width * height * 4;
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
// Create and fill the buffer
// …
// Create the staging buffer for transferring image data
VkBufferCreateInfo bufferCreateInfo{};
bufferCreateInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferCreateInfo.size = imageSize;
bufferCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
bufferCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
if (vkCreateBuffer(device, &bufferCreateInfo, nullptr, &stagingBuffer) != VK_SUCCESS) {
throw std::runtime_error("Failed to create staging buffer!");
}
VkMemoryRequirements memoryRequirements;
vkGetBufferMemoryRequirements(device, stagingBuffer, &memoryRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memoryRequirements.size;
allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memoryRequirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
if (vkAllocateMemory(device, &allocInfo, nullptr, &stagingBufferMemory) != VK_SUCCESS) {
throw std::runtime_error("Failed to allocate staging buffer memory!");
}
// Create the staging buffer and staging buffer memory
BufferUtils::CreateBuffer(device, physicalDevice, imageSize,VK_BUFFER_USAGE_TRANSFER_SRC_BIT,VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,stagingBuffer, stagingBufferMemory);
vkBindBufferMemory(device, stagingBuffer, stagingBufferMemory, 0);
// Copy image data to the buffer
void* bufferData;
vkMapMemory(device, stagingBufferMemory, 0, imageSize, 0, &bufferData);
memcpy(bufferData, pixels, static_cast<size_t>(imageSize));
vkUnmapMemory(device, stagingBufferMemory);
// Free the stb_image buffer
stbi_image_free(pixels);
// Create vkImage, copy buffer to image, and create imageView and sampler
// …
CreateImage(width, height, mipLevels, VK_SAMPLE_COUNT_1_BIT, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
CreateImageView(VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_ASPECT_COLOR_BIT, mipLevels);
CreateSampler(mipLevels);
CopyBufferToImage(stagingBuffer, width, height);
// Cleanup the staging buffer and staging buffer memory
// …
// Destroy the staging buffer and free the staging buffer memory
vkDestroyBuffer(device, stagingBuffer, nullptr);
vkFreeMemory(device, stagingBufferMemory, nullptr);
}
void Texture::Cleanup()
{
vkDestroySampler(device, sampler, nullptr);
vkDestroyImageView(device, imageView, nullptr);
vkDestroyImage(device, image, nullptr);
vkFreeMemory(device, imageMemory, nullptr);
this->initialized = false;
}
VkImageView Texture::GetImageView() const
{
return imageView;
}
VkSampler Texture::GetSampler() const
{
return sampler;
}
void Texture::CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties)
{
VkImageCreateInfo imageInfo{};
imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imageInfo.imageType = VK_IMAGE_TYPE_2D;
imageInfo.extent.width = width;
imageInfo.extent.height = height;
imageInfo.extent.depth = 1;
imageInfo.mipLevels = mipLevels;
imageInfo.arrayLayers = 1;
imageInfo.format = format;
imageInfo.tiling = tiling;
imageInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
imageInfo.usage = usage;
imageInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
imageInfo.samples = numSamples;
imageInfo.flags = 0;
if (vkCreateImage(device, &imageInfo, nullptr, &image) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create image!");
}
VkMemoryRequirements memRequirements;
vkGetImageMemoryRequirements(device, image, &memRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memRequirements.size;
allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memRequirements.memoryTypeBits, properties);
if (vkAllocateMemory(device, &allocInfo, nullptr, &imageMemory) != VK_SUCCESS)
{
throw std::runtime_error("Failed to allocate image memory!");
}
vkBindImageMemory(device, image, imageMemory, 0);
}
void Texture::TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels)
{
// …
// Create a one-time-use command buffer and record image layout transition commands
// …
VkImageMemoryBarrier barrier{};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = oldLayout;
barrier.newLayout = newLayout;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = image;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = mipLevels;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 1;
// …
}
void Texture::CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels)
{
VkImageViewCreateInfo viewInfo{};
viewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
viewInfo.image = image;
viewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
viewInfo.format = format;
viewInfo.subresourceRange.aspectMask = aspectFlags;
viewInfo.subresourceRange.baseMipLevel = 0;
viewInfo.subresourceRange.levelCount = mipLevels;
viewInfo.subresourceRange.baseArrayLayer = 0;
viewInfo.subresourceRange.layerCount = 1;
if (vkCreateImageView(device, &viewInfo, nullptr, &imageView) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create texture image view!");
}
}
void Texture::CreateSampler(uint32_t mipLevels)
{
VkSamplerCreateInfo samplerInfo{};
samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
samplerInfo.magFilter = VK_FILTER_LINEAR;
samplerInfo.minFilter = VK_FILTER_LINEAR;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.anisotropyEnable = VK_TRUE;
samplerInfo.maxAnisotropy = 16;
samplerInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
samplerInfo.unnormalizedCoordinates = VK_FALSE;
samplerInfo.compareEnable = VK_FALSE;
samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
samplerInfo.mipLodBias = 0.0f;
samplerInfo.minLod = 0.0f;
samplerInfo.maxLod = static_cast<float>(mipLevels);
if (vkCreateSampler(device, &samplerInfo, nullptr, &sampler) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create texture sampler!");
}
}
void Texture::CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height)
{
// Create a one-time-use command buffer
VkCommandBufferAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
allocInfo.commandPool = commandPool;
allocInfo.commandBufferCount = 1;
VkCommandBuffer commandBuffer;
vkAllocateCommandBuffers(device, &allocInfo, &commandBuffer);
VkCommandBufferBeginInfo beginInfo{};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
// Record buffer to image copy command in the command buffer
vkBeginCommandBuffer(commandBuffer, &beginInfo);
VkBufferImageCopy region{};
region.bufferOffset = 0;
region.bufferRowLength = 0;
region.bufferImageHeight = 0;
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.mipLevel = 0;
region.imageSubresource.baseArrayLayer = 0;
region.imageSubresource.layerCount = 1;
region.imageOffset = { 0, 0, 0 };
region.imageExtent = {
width,
height,
1
};
vkCmdCopyBufferToImage(
commandBuffer,
buffer,
image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1,
®ion
);
// End command buffer recording
vkEndCommandBuffer(commandBuffer);
// Submit command buffer
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
vkQueueSubmit(graphicsQueue, 1, &submitInfo, VK_NULL_HANDLE);
vkQueueWaitIdle(graphicsQueue);
// Free command buffer
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
}
Mesh.h:
#pragma once
#include <vector>
#include <vulkan/vulkan.h>
#include <glm/glm.hpp>
#include "BufferUtils.h"
struct Vertex
{
glm::vec3 position;
glm::vec3 color;
};
class Mesh
{
public:
Mesh();
~Mesh();
void Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Initialize(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Cleanup();
const std::vector<Vertex>& GetVertices() const;
const std::vector<uint32_t>& GetIndices() const;
VkBuffer GetVertexBuffer() const;
VkBuffer GetIndexBuffer() const;
void SetVertices(const std::vector<Vertex>& vertices);
void SetIndices(const std::vector<uint32_t>& indices);
private:
VkDevice device;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
VkBuffer vertexBuffer;
VkDeviceMemory vertexBufferMemory;
VkBuffer indexBuffer;
VkDeviceMemory indexBufferMemory;
};
Mesh.cpp:
#include "Mesh.h"
Mesh::Mesh()
: device(VK_NULL_HANDLE), vertexBuffer(VK_NULL_HANDLE), vertexBufferMemory(VK_NULL_HANDLE), indexBuffer(VK_NULL_HANDLE), indexBufferMemory(VK_NULL_HANDLE)
{
}
Mesh::~Mesh()
{
Cleanup();
}
void Mesh::Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->vertices = vertices;
this->indices = indices;
this->device = device;
// Create vertex buffer and index buffer
// (assuming you have helper functions CreateBuffer and CopyBuffer)
// …
}
void Mesh::Initialize(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
// Create vertex buffer and index buffer
// (assuming you have helper functions CreateBuffer and CopyBuffer)
// …
// Declare and initialize stagingBuffer and bufferSize here
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
VkDeviceSize bufferSize = sizeof(vertices[0]) * vertices.size();
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
stagingBuffer, stagingBufferMemory);
void* data;
vkMapMemory(device, stagingBufferMemory, 0, bufferSize, 0, &data);
memcpy(data, vertices.data(), (size_t)bufferSize);
vkUnmapMemory(device, stagingBufferMemory);
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
vertexBuffer, vertexBufferMemory);
BufferUtils::CopyBuffer(device, commandPool, graphicsQueue, stagingBuffer, vertexBuffer, bufferSize);
vkDestroyBuffer(device, stagingBuffer, nullptr);
vkFreeMemory(device, stagingBufferMemory, nullptr);
bufferSize = sizeof(indices[0]) * indices.size();
VkBuffer stagingIndexBuffer;
VkDeviceMemory stagingIndexBufferMemory;
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
stagingIndexBuffer, stagingIndexBufferMemory);
vkMapMemory(device, stagingIndexBufferMemory, 0, bufferSize, 0, &data);
memcpy(data, indices.data(), (size_t)bufferSize);
vkUnmapMemory(device, stagingIndexBufferMemory);
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
indexBuffer, indexBufferMemory);
BufferUtils::CopyBuffer(device, commandPool, graphicsQueue, stagingIndexBuffer, indexBuffer, bufferSize);
vkDestroyBuffer(device, stagingIndexBuffer, nullptr);
vkFreeMemory(device, stagingIndexBufferMemory, nullptr);
}
void Mesh::Cleanup()
{
if (device != VK_NULL_HANDLE)
{
if (vertexBuffer != VK_NULL_HANDLE)
{
vkDestroyBuffer(device, vertexBuffer, nullptr);
vkFreeMemory(device, vertexBufferMemory, nullptr);
vertexBuffer = VK_NULL_HANDLE;
vertexBufferMemory = VK_NULL_HANDLE;
}
if (indexBuffer != VK_NULL_HANDLE)
{
vkDestroyBuffer(device, indexBuffer, nullptr);
vkFreeMemory(device, indexBufferMemory, nullptr);
indexBuffer = VK_NULL_HANDLE;
indexBufferMemory = VK_NULL_HANDLE;
}
}
}
const std::vector<Vertex>& Mesh::GetVertices() const
{
return vertices;
}
const std::vector<uint32_t>& Mesh::GetIndices() const
{
return indices;
}
VkBuffer Mesh::GetVertexBuffer() const
{
return vertexBuffer;
}
VkBuffer Mesh::GetIndexBuffer() const
{
return indexBuffer;
}
void Mesh::SetVertices(const std::vector<Vertex>& vertices)
{
this->vertices = vertices;
}
void Mesh::SetIndices(const std::vector<uint32_t>& indices)
{
this->indices = indices;
}
The code currently doesn’t declare and initialize the descriptorSetLayout and descriptorPool variables. How would these be created so they can pass into the terrainMaterial.Initialize call?
|
b1426956315366e54d9135b482e26eaa
|
{
"intermediate": 0.37253791093826294,
"beginner": 0.43056100606918335,
"expert": 0.1969011276960373
}
|
7,394
|
Write abstract class merch in dart. It declares a getter pricetag and getter is affordable
|
81876b8a40df3d9b2f6876496a8656a0
|
{
"intermediate": 0.23391950130462646,
"beginner": 0.5535451173782349,
"expert": 0.21253542602062225
}
|
7,395
|
log in in blazor
|
ff5fd7a22665c98f3a36e0aaebededba
|
{
"intermediate": 0.345274418592453,
"beginner": 0.2726961672306061,
"expert": 0.3820294439792633
}
|
7,396
|
abstract class Merch {
double get priceTag;
bool _isAffordable;
@nonVirtual //marking isAffordable method as @nonVirtual
bool get isAffordable => _isAffordable;
@nonVirtual
void updateAffordable(Bank bank) {
_isAffordable = bank.funds >= priceTag;
}
}
class Bank {
double funds;
}
class Shirt extends Merch {
@override
double get priceTag => 29.99;}
|
14a7349d6f8488531ec20a1c67544475
|
{
"intermediate": 0.3103892207145691,
"beginner": 0.43746864795684814,
"expert": 0.25214216113090515
}
|
7,397
|
Ошибка при отправке запроса на покупку предмета
import requests
import time
import steam.webauth as wa
import steam.guard as sg
import getpass
CHECK_PERIOD = 60
ITEM_ID = 911210
MAX_PRICE = 0.05
login = 'gooselite'
password = 'Mur172844165and2'
steam_guard_code = input('Enter two-factor authentication code: ')
session = requests.session()
session.headers.update({'User-Agent': 'Mozilla/5.0'})
authenticator = sg.SteamAuthenticator()
steam_login = wa.WebAuth(username=login, password=password)
while True:
steam_login.login(twofactor_code=steam_guard_code)
session.get('https://steamcommunity.com/id/me/home/').text
if steam_login.logged_on:
break
steam_login.session.cookies.clear()
cookies = session.cookies.get_dict()
steam_auth = {
'sessionid': cookies.get('sessionid'),
'steamLogin': cookies.get('steamLogin'),
'steamLoginSecure': cookies.get('steamLoginSecure')
}
session.post('https://buff.163.com/oauth/steam/login_bind?game=csgo', data=steam_auth)
cookies_buff = session.cookies.get_dict()
headers_buff = {'Referer': f'https://buff.163.com/market/goods?goods_id={ITEM_ID}',
'User-Agent': 'Mozilla/5.0',
'Origin': 'https://buff.163.com'}
while True:
res = session.get(f'https://buff.163.com/api/market/goods/sell_order',
params={'game': 'csgo',
'goods_id': ITEM_ID,
'page_num': 1,
'sort_by': 'default',
'mode': '',
'allow_tradable_cooldown': 1,
},headers=headers_buff, cookies=cookies_buff).json()
for item in res.get('data', {}).get('items', []):
price = float(item['price'])
if price <= MAX_PRICE:
payload = {'id': item['id'], 'num': 1, 'price': item['price']}
buy_response = session.post('https://buff.163.com/api/market/goods/buy_order', data=payload, headers=headers_buff, cookies=cookies_buff).json()
if buy_response.get('errno') == 0:
print(f'Successfully bought for {price}!')
break
else:
print(f'Failed to buy, trying again in {CHECK_PERIOD} seconds')
time.sleep(CHECK_PERIOD)
time.sleep(60)
|
b84a4e978b7e10a72a29df58acdcbf7d
|
{
"intermediate": 0.3708586096763611,
"beginner": 0.4086337685585022,
"expert": 0.22050759196281433
}
|
7,398
|
from pymavlink import mavutil
import math
import time
from rich.console import Console
from rich.text import Text
from drone import Drone
import sys
cs = Console()
INFO = Text("INFO")
INFO.stylize("bold magenta")
ACTION = Text("ACTION")
ACTION.stylize("bold green")
ABORT = Text("ABORT")
ABORT.stylize("bold RED")
ENTER = Text("ENTER")
ENTER.stylize("bold RED")
ALERT = Text("ALERT")
ALERT.stylize("bold RED")
cs.print("**", ENTER, " the drone 1 ID : ", end = "")
kk1 = int(input())
cs.print("**", ENTER, " the drone 2 ID : ", end = "")
kk2 = int(input())
cs.print("**", ENTER, " the drone 3 ID : ", end = "")
kk3 = int(input())
cs.print("**", ENTER, " the Altitude and Speed of the RTL respectively for drone 1 (rA, rS) : ", end = "")
r1A, r1S = map(int, input().split(","))
cs.print("**", ENTER, " the Altitude and Speed of the RTL respectively for drone 2 (rA, rS) : ", end = "")
r2A, r2S = map(int, input().split(","))
cs.print("**", ENTER, " the Altitude and Speed of the RTL respectively for drone 3 (rA, rS) : ", end = "")
r3A, r3S = map(int, input().split(","))
cs.print("**", ENTER, " the take off height for drone 1 : ", end = "")
take1 = int(input())
cs.print("**", ENTER, " the take off height for drone 2 : ", end = "")
take2 = int(input())
cs.print("**", ENTER, " the take off height for drone 3 : ", end = "")
take3 = int(input())
cs.print("**", ENTER, " the waypoint mission speed for drone 1: ", end = "")
speed1=int(input())
cs.print("**", ENTER, " the waypoint mission speed for drone 2: ", end = "")
speed2=int(input())
cs.print("**", ENTER, " the waypoint mission speed for drone 3: ", end = "")
speed3=int(input())
waypoints = [
(-35.3628588,149.1648891, 12),
(-35.3626331, 149.1653596, 12),
]
# waypoints= [
# (-35.3629705,149.1649417,12),
# (-35.3628578,149.1651791,12),
# ]
# for setting up the connection
cs.print("**", INFO, ": START Connection")
the_connection = mavutil.mavlink_connection('udpin:localhost:14551', baud=115200)
the_connection.wait_heartbeat()
cs.print("**", ACTION, " : telemetry connection DONE")
# for Connecting the drone 1
cs.print("**", INFO, ": Connecting to Drone 1")
drone1 = Drone(kk1, the_connection)
cs.print("**", ACTION, ": Drone 1 is Connected")
# for connecting the drone 2
cs.print("**", INFO, ": Connecting to Drone 2")
drone2 = Drone(kk2, the_connection)
cs.print("**", ACTION, ": Drone 2 is Connected")
# for connecting the drone 2
cs.print("**", INFO, ": Connecting to Drone 3")
drone3 = Drone(kk3, the_connection)
cs.print("**", ACTION, ": Drone 3 is Connected")
time.sleep(5)
rtl_params = {
kk1: {'RTL_ALT': r1A * 100, 'RTL_SPEED': r1S * 100},
kk2: {'RTL_ALT': r2A * 100, 'RTL_SPEED': r2S * 100},
kk3: {'RTL_ALT': r3A * 100, 'RTL_SPEED': r3S * 100}
}
for drone_id, params in rtl_params.items():
for param_name, param_value in params.items():
the_connection.param_set_send(param_name, param_value,drone_id)
#for setting the mode to guided
cs.print("**", INFO, ": Seting the mode to GUIDED for drone 1")
drone1.guided()
cs.print("**", ACTION, ": Set the mode to GUIDED for drone 1")
cs.print("**", INFO, ": Seting the mode to GUIDED for drone 2")
drone2.guided()
cs.print("**", ACTION, ": Set the mode to GUIDED for drone 2")
cs.print("**", INFO, ": Seting the mode to GUIDED for drone 3")
drone3.guided()
cs.print("**", ACTION, ": Set the mode to GUIDED for drone 3")
# to arm the drone
cs.print("**", INFO, ": Arming the Drone 1")
drone1.arm()
cs.print("**", ACTION, ": Arm the drone 1")
cs.print("**", INFO, ": Arming the Drone 2")
drone2.arm()
cs.print("**", ACTION, ": Arm the drone 2")
cs.print("**", INFO, ": Arming the Drone 3")
drone3.arm()
cs.print("**", ACTION, ": Arm the drone 3")
time.sleep(5)
#for takeoff
cs.print("**", INFO, ": takeoff for drone 1")
drone1.takeoff(take1)
cs.print("**", ACTION, ": takeoff for drone 1")
cs.print("**", INFO, ": takeoff for drone 2")
drone2.takeoff(take2)
cs.print("**", ACTION, ": takeoff for drone 2")
cs.print("**", INFO, ": takeoff for drone 3")
drone3.takeoff(take3)
cs.print("**", ACTION, ": takeoff for drone 3")
time.sleep(15)
# Initialize the previous_mode variable to None
previous_mode = None
ang=0
while True:
msg = the_connection.recv_match(type='HEARTBEAT', blocking=False)
if msg and msg.get_srcSystem() == kk1:
sysid = msg.get_srcSystem()
mode = mavutil.mode_string_v10(msg)
if mode != previous_mode: # check if the mode has changed
previous_mode = mode # update the previous_mode variable
print(f"System ID: {sysid}, Mode: {mode}")
if mode == 'GUIDED': # check if the mode is GUIDED
cs.print("**",INFO,"Entering GUIDED mode")
for wp in waypoints:
# time.sleep()
cs.print("**", INFO, "the master waypoints are : ", wp[0],wp[1], take1)
drone1.send_waypoints(wp[0],wp[1],take1,speed1)
ang=int(drone1.calculate_angle_offset())
print(ang)
a1=230+ang
print(a1)
f1x,f1y= drone2.calculate_follower_coordinate(wp[0],wp[1],a1)
cs.print("**", INFO, "the follower 1 waypoints are : ", f1x, f1y, take2)
drone2.send_waypoints(f1x,f1y,take2,speed2)
a2=130+ang
print(a2)
f2x,f2y = drone3.calculate_follower_coordinate(wp[0],wp[1],a2)
cs.print("**", INFO, "the follower 2 waypoints are : ", f2x, f2y, take3)
drone3.send_waypoints(f2x,f2y,take3,speed3)
if abort():
exit()
else:
cs.print("**", ALERT ,": mode changed")
the_connection.close()
exit()
time.sleep(1)
cs.print("**",INFO," : Set mode to Return to Launch")
the_connection.mav.set_mode_send(
kk1, # Target system ID
mavutil.mavlink.MAV_MODE_FLAG_CUSTOM_MODE_ENABLED, # Mode flag
6 # RTL
)
print("mode set to RTL for drone 1")
the_connection.mav.set_mode_send(
kk2, # Target system ID
mavutil.mavlink.MAV_MODE_FLAG_CUSTOM_MODE_ENABLED, # Mode flag
6 # RTL
)
print("mode set to RTL for drone 2")
the_connection.mav.set_mode_send(
kk3, # Target system ID
mavutil.mavlink.MAV_MODE_FLAG_CUSTOM_MODE_ENABLED, # Mode flag
6 # RTL
)
print("mode set to RTL for drone 3")
time.sleep(1)
cs.print("**",INFO," : disarming the drone")
the_connection.mav.command_long_send(
the_connection.target_system, # Target system ID
the_connection.target_component, # Target component ID
mavutil.mavlink.MAV_CMD_COMPONENT_ARM_DISARM, # Command ID
0,
0, # Arm (0) or disarm (1)
0,
0,
0,
0,
0,
0
)
break
# to close the connnection
cs.print("**", INFO, ": closing the connection")
the_connection.close()
cs.print("**", ACTION, ": Connection Closed")
integrate the above code into the below code, keep in mind that the threading and queue logic should not be changed
def run_drone_check():
# Get the drone ID
drone_id = int(input("Enter the drone ID: "))
# master = mavutil.mavlink_connection('udpin:localhost:14551', source_system=drone_id, baud=57600)
master = mavutil.mavlink_connection('udpin:localhost:14551', source_system=drone_id, baud=57600)
# Establish the drone connection
drone = Drone(drone_id, master)
drone.wait_heart()
cs.print("**", ENTER, " the Altitude and Speed of the RTL respectively (rA, rS) : ", end = "")
rA, rS = map(int, input().split(","))
cs.print("**", ENTER, " the take off height: ", end = "")
take = int(input())
cs.print("**", ENTER, " the waypoint mission speed: ", end = "")
speed=int(input())
waypoints = [
(-35.3625479, 149.1646759, 12),
(-35.3621984, 149.1659014, 12),
(-35.3628811,149.1651413,12),
]
time.sleep(1)
# Create a Queue and Event for sharing data and controlling the thread
result_queue = Queue()
stop_event = threading.Event()
# Create a thread to run the check_conditions_and_set_mode function in the background
check_thread = threading.Thread(target=check_conditions_and_set_mode, args=(drone, stop_event, result_queue,master))
check_thread.start()
# Execute other commands while check_conditions_and_set_mode is running
drone.mode(4)
time.sleep(5)
# Check the condition before arming the drone
if not result_queue.get():
drone.arm()
time.sleep(5)
if not result_queue.get():
drone.takeoff(10)
time.sleep(10)
rtl_params = {
drone_id: {'RTL_ALT': rA * 100, 'RTL_SPEED': rS * 100}
}
for drone_id, params in rtl_params.items():
for param_name, param_value in params.items():
master.param_set_send(param_name, param_value, drone_id)
# Initialize the previous_mode variable to None
previous_mode = None
while True:
msg = master.recv_match(type='HEARTBEAT', blocking=True)
if msg and msg.get_srcSystem() == drone_id:
sysid = msg.get_srcSystem()
mode = mavutil.mode_string_v10(msg)
if mode != previous_mode: # check if the mode has changed
previous_mode = mode # update the previous_mode variable
print(f"System ID: {sysid}, Mode: {mode}")
time.sleep(5)
if mode == 'GUIDED': # check if the mode is GUIDED
cs.print("**",INFO,"Entering GUIDED mode")
abort_flag = False
for wp in waypoints:
time.sleep(1)
drone.send_waypoints(wp[0],wp[1],take,speed)
if abort(drone,master):
abort_flag = True
break
if abort_flag:
break
else:
cs.print("**", ALERT ,": mode changed")
master.close()
exit()
time.sleep(1)
cs.print("**",INFO," : Set mode to Return to Launch")
drone.mode(6)
time.sleep(1)
cs.print("**",INFO," : disarming the drone")
drone.disarm()
break
# Stop the thread
stop_event.set()
check_thread.join()
# Close the drone connection
master.close()
print("Connection closed.")
exit()
if __name__ == "__main__":
threading.Thread(target=run_drone_check, args=()).start()
|
ec6cacc6c854f6de2b02cb45907f3042
|
{
"intermediate": 0.2909993827342987,
"beginner": 0.4682089686393738,
"expert": 0.2407916635274887
}
|
7,399
|
flutter Positioned widget. how to change position via findAncestorWidgetOfExactType?
|
06b31d400b3dbdb754309119cdcf4f2a
|
{
"intermediate": 0.4205171465873718,
"beginner": 0.17192904651165009,
"expert": 0.4075537323951721
}
|
7,400
|
reduce the lerp fluctuation of entities a bit. you probably can make these entities to come from the right side and try to jump on platforms in derection to left. I'm not sure which simple logic you can add for this, but don't use any libraries or frameworks for neural network agents. also, try to add some main ground platform at the bottom that will expand in dependence of canvas shifting or else, you understand. :class Platform {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
collidesWith(obj) {
if (obj.y + obj.h <= this.y) return false;
if (obj.y >= this.y + this.h) return false;
if (obj.x + obj.w <= this.x) return false;
if (obj.x >= this.x + this.w) return false;
const objAbove = obj.y + obj.h - obj.vy <= this.y;
const objBelow = obj.y - obj.vy >= this.y + this.h;
const objLeft = obj.x + obj.w - obj.vx <= this.x;
const objRight = obj.x - obj.vx >= this.x + this.w;
if (obj.vy > 0 && objAbove && !objBelow) {
obj.y = this.y - obj.h;
obj.vy = 0;
obj.jumping = false;
return true;
}
if (obj.vy < 0 && !objAbove && objBelow) {
obj.y = this.y + this.h;
obj.vy = 0;
return true;
}
if (obj.vx < 0 && objRight) {
obj.x = this.x + this.w;
obj.vx = 0;
return true;
}
if (obj.vx > 0 && objLeft) {
obj.x = this.x - obj.w;
obj.vx = 0;
return true;
}
return false;
}
}
class Player {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.vx = 0;
this.vy = 0;
this.jumping = false;
}
move(keys) {
const friction = .8;
const gty = 0.8;
if (keys[87] && !this.jumping) {
this.vy -= 10;
this.jumping = true;
}
if (keys[68]) {
this.vx += 0.8;
}
if (keys[65]) {
this.vx -= 0.8;
}
this.vx *= friction;
this.vy += gty;
this.x += this.vx;
this.y += this.vy;
if (this.x < 0) {
this.x = 0;
}
if (this.y < 0) {
this.y = 0;
}
if (this.x + this.w > canvas.width) {
this.x = canvas.width - this.w;
this.vx = 0;
}
if (this.y + this.h > canvas.height) {
this.y = canvas.height - this.h;
this.vy = 0;
this.jumping = false;
}
}
}
class Projectile {
constructor(x, y, vx, vy) {
this.x = x;
this.y = y;
this.vx = vx;
this.vy = vy;
this.radius = 3;
this.color = "red";
}
update() {
this.x += this.vx;
this.y += this.vy;
}
draw(ctx) {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
ctx.fillStyle = this.color;
ctx.fill();
}
}
class Entity {
constructor() {
this.x = canvas.width;
this.y = Math.random() * canvas.height;
this.w = 10;
this.h = 10;
this.vy = 0;
this.jumping = false;
this.projectiles = [];
this.color = "blue";
}
jump() {
if (!this.jumping) {
this.vy -= 25 - Math.random() * 25;
this.jumping = true;
}
}
update(platforms) {
for (let i = 0; i < platforms.length; i++) {
platforms[i].collidesWith(this);
}
const friction = .99;
const gty = 1;
this.vx = friction;
this.vy += gty;
this.x += this.vx;
this.y += this.vy;this.period = Math.PI;
this.minVx = -2 + Math.sin(Math.random() * 2 * Math.PI) * 2;
this.maxVx = -10 + Math.cos(Math.random() * 2 * Math.PI) * -20;
this.vx = this.vxForce = randomRange(this.minVx, this.maxVx);
const t = performance.now() / 1000;
const wave = Math.sin(t * Math.PI / this.period);
this.vxForce = lerp(this.maxVx, this.minVx, (wave + 8) / 432);
this.x += this.vxForce;
if (Math.random() < .01) {
this.projectiles.push(new Projectile(this.x, this.y, -2 - Math.random() * 6, -2 + Math.random() * 8));
}
for (let i = 0; i < this.projectiles.length; i++) {
this.projectiles[i].update();
if (this.projectiles[i].x < 0 || this.projectiles[i].y < 0 || this.projectiles[i].x > canvas.width || this.projectiles[i].y > canvas.height) {
this.projectiles.splice(i, 1);
i;
}
}
if (Math.random() < .01) {
this.jump();
}
}
draw(ctx) {
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.w, this.h);
for (let i = 0; i < this.projectiles.length; i++) {
this.projectiles[i].draw(ctx);
}
}
}
function randomRange(min, max) {
return Math.random() * (max - min) + min;
}
function lerp(a, b, t) {
return a * (1 - t) + b * t;
}
class Game {
constructor(canvas) {
this.canvas = canvas;
this.ctx = canvas.getContext("2d");
this.platforms = [];
this.player = new Player(10, 10, 10, 10);
this.scrollSpeed = 0.5;
this.entities = [];
this.entitySpawnRate = .1;
this.entitySpawnTimer = 1;
this.entityIncreaseFactor = .1;
this.keys = {};
this.platforms.push(new Platform(0, canvas.height - 10, canvas.width, + 1));
for (let i = 0; i < 10; i++) {
this.createRandomPlatform();
}
document.addEventListener("keydown", evt => {
this.keys[evt.keyCode] = true;
});
document.addEventListener("keyup", evt => {
delete this.keys[evt.keyCode];
});
requestAnimationFrame(this.update.bind(this));
}
createRandomPlatform() {
const x = this.canvas.width;
const y = Math.random() * this.canvas.height;
const w = 20 + Math.random() * 50;
const h = 5;
this.platforms.push(new Platform(x, y, w, h));
}
update() {
this.player.move(this.keys);
for (let i = 0; i < this.platforms.length; i++) {
this.platforms[i].collidesWith(this.player);
this.platforms[i].x -= this.scrollSpeed;
}
for (let i = 0; i < this.entities.length; i++) {
if (this.entities[i]) {
this.entities[i].update(this.platforms);
if (this.entities[i].x < 0) {
this.entities.splice(i, 1);
i;
for (let j = 0; j < this.entityIncreaseFactor; j++) {
this.entities.push(new Entity());
}
} else {
for (let j = 0; j < this.entities[i].projectiles.length; j++) {
if (this.entities[i].projectiles[j].x > this.player.x && this.entities[i].projectiles[j].x < this.player.x + this.player.w && this.entities[i].projectiles[j].y > this.player.y && this.entities[i].projectiles[j].y < this.player.y + this.player.h) {
this.player.vy -= 20;
this.player.jumping = true;
this.entities[i].projectiles.splice(j, 1);
j;
}
}
this.entities[i].draw(this.ctx);
}
}
}
this.player.x -= this.scrollSpeed;
if (this.platforms[this.platforms.length - 1].x < this.canvas.width - 20) {
this.createRandomPlatform();
}
this.entitySpawnTimer++;
if (this.entitySpawnTimer >= 60 / this.entitySpawnRate) {
this.entitySpawnTimer = 0;
this.entities.push(new Entity());
this.entitySpawnRate += .001;
this.entityIncreaseFactor = Math.min(this.entityIncreaseFactor + .001, .001);
}
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
for (let i = 0; i < this.platforms.length; i++) {
let p = this.platforms[i];
this.ctx.fillRect(p.x, p.y, p.w, p.h);
}
for (let i = 0; i < this.entities.length; i++) {
this.entities[i].draw(this.ctx);
}
this.ctx.fillRect(this.player.x, this.player.y, this.player.w, this.player.h);
requestAnimationFrame(this.update.bind(this));
}
}
let canvas = document.createElement("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
document.body.appendChild(canvas);
new Game(canvas);
|
7f09bcbf1631bfeb3eb8c3dd810fa986
|
{
"intermediate": 0.26050692796707153,
"beginner": 0.43879055976867676,
"expert": 0.3007025718688965
}
|
7,401
|
请利用遗传算法解决以下的旅行商问题:
一个旅行者需要到国内的10个城市旅行,各城市的坐标见下面。请设计一个合理的线路使旅行者所行的路程(坐标间距离,非球面距离)之和最小。注意:每个城市只能访问一次,且最后要回到原来出来的城市。
要求:输出适应度函数的进化曲线,展示线路的动态变化过程及最终的线路图。
城市编号 X坐标 Y坐标
1 16.47 96.1
2 16.47 94.44
3 20.09 92.54
4 22.39 93.37
5 25.23 97.24
6 17.2 96.29
7 16.3 97.38
8 14.05 98.12
9 16.53 97.38
10 21.52 95.59
实验语言不限给出代码
|
1ce299e3fee2d1b4b61e3cde2295d878
|
{
"intermediate": 0.36791178584098816,
"beginner": 0.3282429873943329,
"expert": 0.30384522676467896
}
|
7,402
|
Blazor file downloads
|
4b473fd605918258412ec9b01241b743
|
{
"intermediate": 0.3434579074382782,
"beginner": 0.2517187297344208,
"expert": 0.404823362827301
}
|
7,403
|
package main
import (
"fmt"
"math"
"strconv"
"strings"
"unicode"
)
// Define all token types
type TokenType int
const (
EOF TokenType = iota
Number
Plus
Minus
Multiply
Divide
Power
Sqrt
Root
Sin
Cos
Tan
Cot
LeftParen
RightParen
Variable
Comma
)
// Token structure
type Token struct {
Type TokenType
Value string
}
// Function to check if a rune is a space
func isSpace(r rune) bool {
return unicode.IsSpace(r)
}
// Function to check if a rune is a digit
func isDigit(r rune) bool {
return unicode.IsDigit(r)
}
// Function to check if a rune is an operator
func isOperator(r rune) bool {
return strings.ContainsRune("+-*/^", r)
}
// Add a function to check if a rune is a letter
func isLetter(r rune) bool {
return unicode.IsLetter(r)
}
// Function to convert an expression string into tokens
func tokenize(expr string) ([]Token, error) {
var tokens []Token
for len(expr) > 0 {
expr = strings.TrimSpace(expr)
if len(expr) == 0 {
break
}
var t Token
switch {
case expr[0] == '+':
t = Token{Plus, "+"}
expr = expr[1:]
case expr[0] == '-':
if isDigit(rune(expr[1])) {
num := strings.TrimLeftFunc(expr[1:], isDigit)
t = Token{Number, "-" + expr[1:len(expr)-len(num)]}
expr = num
} else {
t = Token{Minus, "-"}
expr = expr[1:]
}
case expr[0] == '*':
t = Token{Multiply, "*"}
expr = expr[1:]
case expr[0] == '/':
t = Token{Divide, "/"}
expr = expr[1:]
case expr[0] == '(':
t = Token{LeftParen, "("}
expr = expr[1:]
case expr[0] == ')':
t = Token{RightParen, ")"}
expr = expr[1:]
case expr[0] == ',':
t = Token{Comma, ","}
expr = expr[1:]
case expr[0] == '^':
t = Token{Power, "^"}
expr = expr[1:]
case strings.HasPrefix(expr, "sqrt"):
t = Token{Sqrt, "sqrt"}
expr = expr[len("sqrt"):]
case strings.HasPrefix(expr, "root("):
t = Token{Root, "root"}
expr = expr[len("root"):]
case strings.HasPrefix(expr, "sin"):
t = Token{Sin, "sin"}
expr = expr[len("sin"):]
case strings.HasPrefix(expr, "cos"):
t = Token{Cos, "cos"}
expr = expr[len("cos"):]
case strings.HasPrefix(expr, "tan"):
t = Token{Tan, "tan"}
expr = expr[len("tan"):]
case strings.HasPrefix(expr, "cot"):
t = Token{Cot, "cot"}
expr = expr[len("cot"):]
case isDigit(rune(expr[0])) || (expr[0] == '.' && len(expr) > 1 && isDigit(rune(expr[1]))):
// Найдите длину числовой последовательности
var numLen int
for ; numLen < len(expr) && (isDigit(rune(expr[numLen])) || expr[numLen] == '.'); numLen++ {
}
t = Token{Number, expr[:numLen]}
expr = expr[numLen:]
case isLetter(rune(expr[0])):
varName := strings.TrimLeftFunc(expr, isLetter)
t = Token{Variable, expr[:len(expr)-len(varName)]}
expr = varName
default:
return nil, fmt.Errorf("Неизвестный символ: %c", expr[0])
}
tokens = append(tokens, t)
}
return tokens, nil
}
// Function to get the precedence of an operator
func precedence(op TokenType) int {
switch op {
case Power:
return 4
case Sqrt, Sin, Cos, Tan, Cot:
return 3
case Multiply, Divide:
return 2
case Plus, Minus:
return 1
case LeftParen, RightParen:
return 0
default:
return 0
}
}
// Function to evaluate an expression given its tokens
func eval(tokens []Token, variableMaps ...map[string]float64) (float64, error) {
// Combine all the variable maps
vars := make(map[string]float64)
for _, variableMap := range variableMaps {
for key, value := range variableMap {
vars[key] = value
}
}
applyOperation := func(op Token, args ...float64) (float64, error) {
switch op.Type {
case Plus:
return args[0] + args[1], nil
case Minus:
return args[0] - args[1], nil
case Multiply:
return args[0] * args[1], nil
case Divide:
return args[0] / args[1], nil
case Power:
return math.Pow(args[0], args[1]), nil
case Sqrt:
return math.Sqrt(args[0]), nil
case Root:
// Power function with inverse of the degree: x^(1/n)
return math.Pow(args[1], 1.0/args[0]), nil
case Sin:
return math.Sin(args[0]), nil
case Cos:
return math.Cos(args[0]), nil
case Tan:
return math.Tan(args[0]), nil
case Cot:
return 1 / math.Tan(args[0]), nil
default:
return 0, fmt.Errorf("Неизвестная операция: %v", op.Value)
}
}
var numStack []float64
var opStack []Token
popNumStack := func() float64 {
val := numStack[len(numStack)-1]
numStack = numStack[:len(numStack)-1]
return val
}
for i := 0; i < len(tokens); i++ {
token := tokens[i]
switch token.Type {
case Comma:
if i+1 < len(tokens) && tokens[i+1].Type == Root {
// Просто пропустите запятую
} else {
return 0, fmt.Errorf("Неправильное использование запятой")
}
case Root:
// Обработка операции root
if len(numStack) < 2 {
return 0, fmt.Errorf("Недостаточно аргументов для операции root")
}
args := []float64{popNumStack(), popNumStack()}
args[0], args[1] = args[1], args[0] // Поменять местами
res, err := applyOperation(token, args...)
if err != nil {
return 0, err
}
numStack = append(numStack, res)
// Пропустить следующий символ запятой
i++
case Number:
val, err := strconv.ParseFloat(token.Value, 64)
if err != nil {
return 0, err
}
numStack = append(numStack, val)
case Variable:
val, ok := vars[token.Value]
if !ok {
return 0, fmt.Errorf("Отсутствует значение для переменной: %v", token.Value)
}
numStack = append(numStack, val)
case Plus, Minus, Multiply, Divide, Power, Sqrt, Sin, Cos, Tan, Cot:
for len(opStack) > 0 && precedence(token.Type) <= precedence(opStack[len(opStack)-1].Type) {
op := opStack[len(opStack)-1]
opStack = opStack[:len(opStack)-1]
var args []float64
if op.Type == Sqrt || op.Type == Sin || op.Type == Cos || op.Type == Tan || op.Type == Cot {
args = []float64{popNumStack()}
} else {
args = []float64{popNumStack(), popNumStack()}
args[0], args[1] = args[1], args[0] // Reverse the order
}
res, err := applyOperation(op, args...)
if err != nil {
return 0, err
}
numStack = append(numStack, res)
}
opStack = append(opStack, token)
case LeftParen:
opStack = append(opStack, token)
case RightParen:
for len(opStack) > 0 && opStack[len(opStack)-1].Type != LeftParen {
op := opStack[len(opStack)-1]
opStack = opStack[:len(opStack)-1]
var args []float64
if op.Type == Sqrt || op.Type == Sin || op.Type == Cos || op.Type == Tan || op.Type == Cot {
args = []float64{popNumStack()}
} else {
args = []float64{popNumStack(), popNumStack()}
args[0], args[1] = args[1], args[0] // Reverse the order
}
res, err := applyOperation(op, args...)
if err != nil {
return 0, err
}
numStack = append(numStack, res)
}
if len(opStack) > 0 && opStack[len(opStack)-1].Type == LeftParen {
opStack = opStack[:len(opStack)-1]
}
}
}
for len(opStack) > 0 {
op := opStack[len(opStack)-1]
opStack = opStack[:len(opStack)-1]
var args []float64
if op.Type == Sqrt || op.Type == Sin || op.Type == Cos || op.Type == Tan || op.Type == Cot {
args = []float64{popNumStack()}
} else {
args = []float64{popNumStack(), popNumStack()}
args[0], args[1] = args[1], args[0] // Reverse the order
}
res, err := applyOperation(op, args...)
if err != nil {
return 0, err
}
numStack = append(numStack, res)
}
if len(numStack) != 1 {
return 0, fmt.Errorf("Неверное количество аргументов")
}
return numStack[0], nil
}
func main() {
expr := "root(3, 27)" // Вычисляет кубический корень из 27
tokens, err := tokenize(expr)
if err != nil {
fmt.Println("Ошибка при токенизации:", err)
return
}
result, err := eval(tokens)
if err != nil {
fmt.Println("Ошибка при вычислении:", err)
return
}
fmt.Printf("%s = %v\n", expr, result)
}
пишет ошибку
Ошибка при вычислении: Недостаточно аргументов для операции root
|
efb7c45154fd5535a31d113336a4646f
|
{
"intermediate": 0.33117443323135376,
"beginner": 0.510394275188446,
"expert": 0.1584312468767166
}
|
7,404
|
reduce the lerp fluctuation of entities a bit. you probably can make these entities to come from the right side and try to jump on platforms in derection to left. I'm not sure which simple logic you can add for this, but don't use any libraries or frameworks for neural network agents. also, try to add some main ground platform at the bottom that will expand in dependence of canvas shifting or else, you understand. :class Platform {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
collidesWith(obj) {
if (obj.y + obj.h <= this.y) return false;
if (obj.y >= this.y + this.h) return false;
if (obj.x + obj.w <= this.x) return false;
if (obj.x >= this.x + this.w) return false;
const objAbove = obj.y + obj.h - obj.vy <= this.y;
const objBelow = obj.y - obj.vy >= this.y + this.h;
const objLeft = obj.x + obj.w - obj.vx <= this.x;
const objRight = obj.x - obj.vx >= this.x + this.w;
if (obj.vy > 0 && objAbove && !objBelow) {
obj.y = this.y - obj.h;
obj.vy = 0;
obj.jumping = false;
return true;
}
if (obj.vy < 0 && !objAbove && objBelow) {
obj.y = this.y + this.h;
obj.vy = 0;
return true;
}
if (obj.vx < 0 && objRight) {
obj.x = this.x + this.w;
obj.vx = 0;
return true;
}
if (obj.vx > 0 && objLeft) {
obj.x = this.x - obj.w;
obj.vx = 0;
return true;
}
return false;
}
}
class Player {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.vx = 0;
this.vy = 0;
this.jumping = false;
}
move(keys) {
const friction = .8;
const gty = 0.8;
if (keys[87] && !this.jumping) {
this.vy -= 10;
this.jumping = true;
}
if (keys[68]) {
this.vx += 0.8;
}
if (keys[65]) {
this.vx -= 0.8;
}
this.vx *= friction;
this.vy += gty;
this.x += this.vx;
this.y += this.vy;
if (this.x < 0) {
this.x = 0;
}
if (this.y < 0) {
this.y = 0;
}
if (this.x + this.w > canvas.width) {
this.x = canvas.width - this.w;
this.vx = 0;
}
if (this.y + this.h > canvas.height) {
this.y = canvas.height - this.h;
this.vy = 0;
this.jumping = false;
}
}
}
class Projectile {
constructor(x, y, vx, vy) {
this.x = x;
this.y = y;
this.vx = vx;
this.vy = vy;
this.radius = 3;
this.color = "red";
}
update() {
this.x += this.vx;
this.y += this.vy;
}
draw(ctx) {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
ctx.fillStyle = this.color;
ctx.fill();
}
}
class Entity {
constructor() {
this.x = canvas.width;
this.y = Math.random() * canvas.height;
this.w = 10;
this.h = 10;
this.vy = 0;
this.jumping = false;
this.projectiles = [];
this.color = "blue";
}
jump() {
if (!this.jumping) {
this.vy -= 25 - Math.random() * 25;
this.jumping = true;
}
}
update(platforms) {
for (let i = 0; i < platforms.length; i++) {
platforms[i].collidesWith(this);
}
const friction = .99;
const gty = 1;
this.vx = friction;
this.vy += gty;
this.x += this.vx;
this.y += this.vy;this.period = Math.PI;
this.minVx = -2 + Math.sin(Math.random() * 2 * Math.PI) * 2;
this.maxVx = -10 + Math.cos(Math.random() * 2 * Math.PI) * -20;
this.vx = this.vxForce = randomRange(this.minVx, this.maxVx);
const t = performance.now() / 1000;
const wave = Math.sin(t * Math.PI / this.period);
this.vxForce = lerp(this.maxVx, this.minVx, (wave + 8) / 432);
this.x += this.vxForce;
if (Math.random() < .01) {
this.projectiles.push(new Projectile(this.x, this.y, -2 - Math.random() * 6, -2 + Math.random() * 8));
}
for (let i = 0; i < this.projectiles.length; i++) {
this.projectiles[i].update();
if (this.projectiles[i].x < 0 || this.projectiles[i].y < 0 || this.projectiles[i].x > canvas.width || this.projectiles[i].y > canvas.height) {
this.projectiles.splice(i, 1);
i;
}
}
if (Math.random() < .01) {
this.jump();
}
}
draw(ctx) {
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.w, this.h);
for (let i = 0; i < this.projectiles.length; i++) {
this.projectiles[i].draw(ctx);
}
}
}
function randomRange(min, max) {
return Math.random() * (max - min) + min;
}
function lerp(a, b, t) {
return a * (1 - t) + b * t;
}
class Game {
constructor(canvas) {
this.canvas = canvas;
this.ctx = canvas.getContext("2d");
this.platforms = [];
this.player = new Player(10, 10, 10, 10);
this.scrollSpeed = 0.5;
this.entities = [];
this.entitySpawnRate = .1;
this.entitySpawnTimer = 1;
this.entityIncreaseFactor = .1;
this.keys = {};
this.platforms.push(new Platform(0, canvas.height - 10, canvas.width, + 1));
for (let i = 0; i < 10; i++) {
this.createRandomPlatform();
}
document.addEventListener("keydown", evt => {
this.keys[evt.keyCode] = true;
});
document.addEventListener("keyup", evt => {
delete this.keys[evt.keyCode];
});
requestAnimationFrame(this.update.bind(this));
}
createRandomPlatform() {
const x = this.canvas.width;
const y = Math.random() * this.canvas.height;
const w = 20 + Math.random() * 50;
const h = 5;
this.platforms.push(new Platform(x, y, w, h));
}
update() {
this.player.move(this.keys);
for (let i = 0; i < this.platforms.length; i++) {
this.platforms[i].collidesWith(this.player);
this.platforms[i].x -= this.scrollSpeed;
}
for (let i = 0; i < this.entities.length; i++) {
if (this.entities[i]) {
this.entities[i].update(this.platforms);
if (this.entities[i].x < 0) {
this.entities.splice(i, 1);
i;
for (let j = 0; j < this.entityIncreaseFactor; j++) {
this.entities.push(new Entity());
}
} else {
for (let j = 0; j < this.entities[i].projectiles.length; j++) {
if (this.entities[i].projectiles[j].x > this.player.x && this.entities[i].projectiles[j].x < this.player.x + this.player.w && this.entities[i].projectiles[j].y > this.player.y && this.entities[i].projectiles[j].y < this.player.y + this.player.h) {
this.player.vy -= 20;
this.player.jumping = true;
this.entities[i].projectiles.splice(j, 1);
j;
}
}
this.entities[i].draw(this.ctx);
}
}
}
this.player.x -= this.scrollSpeed;
if (this.platforms[this.platforms.length - 1].x < this.canvas.width - 20) {
this.createRandomPlatform();
}
this.entitySpawnTimer++;
if (this.entitySpawnTimer >= 60 / this.entitySpawnRate) {
this.entitySpawnTimer = 0;
this.entities.push(new Entity());
this.entitySpawnRate += .001;
this.entityIncreaseFactor = Math.min(this.entityIncreaseFactor + .001, .001);
}
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
for (let i = 0; i < this.platforms.length; i++) {
let p = this.platforms[i];
this.ctx.fillRect(p.x, p.y, p.w, p.h);
}
for (let i = 0; i < this.entities.length; i++) {
this.entities[i].draw(this.ctx);
}
this.ctx.fillRect(this.player.x, this.player.y, this.player.w, this.player.h);
requestAnimationFrame(this.update.bind(this));
}
}
let canvas = document.createElement("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
document.body.appendChild(canvas);
new Game(canvas);
|
50470777a73f4d98979fe5843e9f03f3
|
{
"intermediate": 0.26050692796707153,
"beginner": 0.43879055976867676,
"expert": 0.3007025718688965
}
|
7,405
|
package main
import (
"fmt"
"math"
"strconv"
"strings"
"unicode"
)
// Define all token types
type TokenType int
const (
EOF TokenType = iota
Number
Plus
Minus
Multiply
Divide
Power
Sqrt
Root
Sin
Cos
Tan
Cot
LeftParen
RightParen
Variable
Comma
)
// Token structure
type Token struct {
Type TokenType
Value string
}
// Function to check if a rune is a space
func isSpace(r rune) bool {
return unicode.IsSpace(r)
}
// Function to check if a rune is a digit
func isDigit(r rune) bool {
return unicode.IsDigit(r)
}
// Function to check if a rune is an operator
func isOperator(r rune) bool {
return strings.ContainsRune("+-*/^", r)
}
// Add a function to check if a rune is a letter
func isLetter(r rune) bool {
return unicode.IsLetter(r)
}
// Function to convert an expression string into tokens
func tokenize(expr string) ([]Token, error) {
var tokens []Token
for len(expr) > 0 {
expr = strings.TrimSpace(expr)
if len(expr) == 0 {
break
}
var t Token
switch {
case expr[0] == '+':
t = Token{Plus, "+"}
expr = expr[1:]
case expr[0] == '-':
if isDigit(rune(expr[1])) {
num := strings.TrimLeftFunc(expr[1:], isDigit)
t = Token{Number, "-" + expr[1:len(expr)-len(num)]}
expr = num
} else {
t = Token{Minus, "-"}
expr = expr[1:]
}
case expr[0] == '*':
t = Token{Multiply, "*"}
expr = expr[1:]
case expr[0] == '/':
t = Token{Divide, "/"}
expr = expr[1:]
case expr[0] == '(':
t = Token{LeftParen, "("}
expr = expr[1:]
case expr[0] == ')':
t = Token{RightParen, ")"}
expr = expr[1:]
case expr[0] == ',':
t = Token{Comma, ","}
expr = expr[1:]
case expr[0] == '^':
t = Token{Power, "^"}
expr = expr[1:]
case strings.HasPrefix(expr, "sqrt"):
t = Token{Sqrt, "sqrt"}
expr = expr[len("sqrt"):]
case strings.HasPrefix(expr, "root("):
t = Token{Root, "root"}
expr = expr[len("root("):]
case strings.HasPrefix(expr, "sin"):
t = Token{Sin, "sin"}
expr = expr[len("sin"):]
case strings.HasPrefix(expr, "cos"):
t = Token{Cos, "cos"}
expr = expr[len("cos"):]
case strings.HasPrefix(expr, "tan"):
t = Token{Tan, "tan"}
expr = expr[len("tan"):]
case strings.HasPrefix(expr, "cot"):
t = Token{Cot, "cot"}
expr = expr[len("cot"):]
case isDigit(rune(expr[0])) || (expr[0] == '.' && len(expr) > 1 && isDigit(rune(expr[1]))):
// Найдите длину числовой последовательности
var numLen int
for ; numLen < len(expr) && (isDigit(rune(expr[numLen])) || expr[numLen] == '.'); numLen++ {
}
t = Token{Number, expr[:numLen]}
expr = expr[numLen:]
case isLetter(rune(expr[0])):
varName := strings.TrimLeftFunc(expr, isLetter)
t = Token{Variable, expr[:len(expr)-len(varName)]}
expr = varName
default:
return nil, fmt.Errorf("Неизвестный символ: %c", expr[0])
}
tokens = append(tokens, t)
}
return tokens, nil
}
// Function to get the precedence of an operator
func precedence(op TokenType) int {
switch op {
case Power:
return 4
case Sqrt, Sin, Cos, Tan, Cot:
return 3
case Multiply, Divide:
return 2
case Plus, Minus:
return 1
case LeftParen, RightParen:
return 0
default:
return 0
}
}
// Function to evaluate an expression given its tokens
func eval(tokens []Token, variableMaps ...map[string]float64) (float64, error) {
// Combine all the variable maps
vars := make(map[string]float64)
for _, variableMap := range variableMaps {
for key, value := range variableMap {
vars[key] = value
}
}
applyOperation := func(op Token, args ...float64) (float64, error) {
switch op.Type {
case Plus:
return args[0] + args[1], nil
case Minus:
return args[0] - args[1], nil
case Multiply:
return args[0] * args[1], nil
case Divide:
return args[0] / args[1], nil
case Power:
return math.Pow(args[0], args[1]), nil
case Sqrt:
return math.Sqrt(args[0]), nil
case Root:
return math.Pow(args[1], 1.0/args[0]), nil
case Sin:
return math.Sin(args[0]), nil
case Cos:
return math.Cos(args[0]), nil
case Tan:
return math.Tan(args[0]), nil
case Cot:
return 1 / math.Tan(args[0]), nil
default:
return 0, fmt.Errorf("Неизвестная операция: %v", op.Value)
}
}
var numStack []float64
var opStack []Token
popNumStack := func() float64 {
val := numStack[len(numStack)-1]
numStack = numStack[:len(numStack)-1]
return val
}
for i := 0; i < len(tokens); i++ {
token := tokens[i]
switch token.Type {
case Comma:
if i+1 < len(tokens) && tokens[i+1].Type == Root {
// Просто пропустите запятую
} else {
return 0, fmt.Errorf("Неправильное использование запятой")
}
case Root:
// Обработка операции root
if len(numStack) < 2 {
return 0, fmt.Errorf("Недостаточно аргументов для операции root")
}
args := []float64{popNumStack(), popNumStack()}
args[0], args[1] = args[1], args[0] // Поменять местами
res, err := applyOperation(token, args...)
if err != nil {
return 0, err
}
numStack = append(numStack, res)
// Пропустить следующий символ открывающей скобки ‘(’
i++
case Number:
val, err := strconv.ParseFloat(token.Value, 64)
if err != nil {
return 0, err
}
numStack = append(numStack, val)
case Variable:
val, ok := vars[token.Value]
if !ok {
return 0, fmt.Errorf("Отсутствует значение для переменной: %v", token.Value)
}
numStack = append(numStack, val)
case Plus, Minus, Multiply, Divide, Power, Sqrt, Sin, Cos, Tan, Cot:
for len(opStack) > 0 && precedence(token.Type) <= precedence(opStack[len(opStack)-1].Type) {
op := opStack[len(opStack)-1]
opStack = opStack[:len(opStack)-1]
var args []float64
if op.Type == Sqrt || op.Type == Sin || op.Type == Cos || op.Type == Tan || op.Type == Cot {
args = []float64{popNumStack()}
} else {
args = []float64{popNumStack(), popNumStack()}
args[0], args[1] = args[1], args[0] // Reverse the order
}
res, err := applyOperation(op, args...)
if err != nil {
return 0, err
}
numStack = append(numStack, res)
}
opStack = append(opStack, token)
case LeftParen:
opStack = append(opStack, token)
case RightParen:
for len(opStack) > 0 && opStack[len(opStack)-1].Type != LeftParen {
op := opStack[len(opStack)-1]
opStack = opStack[:len(opStack)-1]
var args []float64
if op.Type == Sqrt || op.Type == Sin || op.Type == Cos || op.Type == Tan || op.Type == Cot {
args = []float64{popNumStack()}
} else {
args = []float64{popNumStack(), popNumStack()}
args[0], args[1] = args[1], args[0] // Reverse the order
}
res, err := applyOperation(op, args...)
if err != nil {
return 0, err
}
numStack = append(numStack, res)
}
if len(opStack) > 0 && opStack[len(opStack)-1].Type == LeftParen {
opStack = opStack[:len(opStack)-1]
}
}
}
for len(opStack) > 0 {
op := opStack[len(opStack)-1]
opStack = opStack[:len(opStack)-1]
var args []float64
if op.Type == Sqrt || op.Type == Sin || op.Type == Cos || op.Type == Tan || op.Type == Cot {
args = []float64{popNumStack()}
} else {
args = []float64{popNumStack(), popNumStack()}
args[0], args[1] = args[1], args[0] // Reverse the order
}
res, err := applyOperation(op, args...)
if err != nil {
return 0, err
}
numStack = append(numStack, res)
}
if len(numStack) != 1 {
return 0, fmt.Errorf("Неверное количество аргументов")
}
return numStack[0], nil
}
func main() {
expr := "root(3, 27)" // Вычисляет кубический корень из 27
tokens, err := tokenize(expr)
if err != nil {
fmt.Println("Ошибка при токенизации:", err)
return
}
result, err := eval(tokens)
if err != nil {
fmt.Println("Ошибка при вычислении:", err)
return
}
fmt.Printf("%s = %v\n", expr, result)
}
Ошибка при вычислении: Недостаточно аргументов для операции root
|
077d7eb821aab714ba8b19b200c0259d
|
{
"intermediate": 0.32270193099975586,
"beginner": 0.5206148624420166,
"expert": 0.15668326616287231
}
|
7,406
|
How will I write a vba code to open this google sheet https://docs.google.com/spreadsheets/d/1PbhnvqdiCrZM2oumPARI-bZSnKSbkH1BoG9L__Z54sw/edit?resourcekey#gid=878161329
|
f29182a4349f9520a498d6bdabdba830
|
{
"intermediate": 0.39914315938949585,
"beginner": 0.281717985868454,
"expert": 0.31913885474205017
}
|
7,407
|
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.
The basic class structure is as follows:
1. Core:
- class Engine
- This is the main class that will initialize, run, and shut down other subsystems of the engine (e.g., Window, Renderer, Input, etc.)
2. Window:
- class Window
- This class will handle window creation, resizing, and destruction using GLFW. It should also handle keyboard and mouse input events.
3. Renderer:
- class Renderer
- This class will manage Vulkan objects (e.g., instance, device, swapchain, command buffers) and rendering pipelines.
- class Shader
- To handle shader modules creation and destruction.
- class Texture
- To handle texture loading and destruction.
- class Pipeline
- To encapsulate the description and creation of a Vulkan graphics or compute pipeline.
4. Scene:
- class Scene
- This class will manage the list of objects in the vector, update their transforms, and send them to the Renderer for rendering.
- class GameObject
- To represent individual objects in the scene, store their transformation matrices, and bind the relevant data like vertices and indices.
- class Camera
- To store and manage camera properties such as position, rotation, view, and projection matrices.
- class Mesh
- To handle mesh data (e.g., vertices, indices, etc.) for individual objects.
- class Material
- To store and manage material properties such as colors, shaders, and textures.
5. Math:
- Utilize GLM library to handle vector and matrix math operations.
Here is some of the relevant header and source file code:
Engine.h:
#pragma once
#include "Window.h"
#include "Renderer.h"
#include "Scene.h"
class Engine
{
public:
Engine();
~Engine();
void Run();
void Shutdown();
private:
void Initialize();
void MainLoop();
void Update(float deltaTime);
void Render();
Window window;
Renderer renderer;
Scene scene;
};
Engine.cpp:
#include "Engine.h"
#include "Terrain.h"
#include <iostream>
Engine::Engine()
{
Initialize();
}
Engine::~Engine()
{
Shutdown();
}
void Engine::Run()
{
MainLoop();
}
void Engine::Initialize()
{
// Initialize window, renderer, and scene
window.Initialize();
renderer.Initialize(window.GetWindow());
scene.Initialize();
VkDescriptorSetLayout descriptorSetLayout = renderer.CreateDescriptorSetLayout();
VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Assuming only one terrain object
Terrain terrain(0,10,1,renderer.GetDevice(), renderer.GetPhysicalDevice(), renderer.GetCommandPool(), renderer.GetGraphicsQueue());
terrain.GenerateTerrain(descriptorSetLayout, descriptorPool);
scene.AddGameObject(terrain.GetTerrainObject());
}
void Engine::MainLoop()
{
while (!window.ShouldClose())
{
window.PollEvents();
float deltaTime = window.GetDeltaTime();
Update(deltaTime);
Render();
}
}
void Engine::Update(float deltaTime)
{
scene.Update(deltaTime);
}
void Engine::Render()
{
renderer.BeginFrame();
scene.Render(renderer);
renderer.EndFrame();
}
void Engine::Shutdown()
{
// Clean up resources in reverse order
scene.Shutdown();
renderer.Shutdown();
window.Shutdown();
}
Scene.h:
#pragma once
#include <vector>
#include "GameObject.h"
#include "Camera.h"
#include "Renderer.h"
class Scene
{
public:
Scene();
~Scene();
void Initialize();
void Update(float deltaTime);
void Render(Renderer& renderer);
void Shutdown();
void AddGameObject(GameObject* gameObject);
Camera& GetCamera();
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));
// Add initial game objects
}
void Scene::Update(float deltaTime)
{
// Update game objects and camera
for (GameObject* gameObject : gameObjects)
{
gameObject->Update(deltaTime);
}
}
void Scene::Render(Renderer& renderer)
{
// Render game objects
for (GameObject* gameObject : gameObjects)
{
gameObject->Render(renderer, camera);
}
// Submit rendering-related commands to Vulkan queues
}
void Scene::Shutdown()
{
// Clean up game objects
for (GameObject* gameObject : gameObjects)
{
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(const Mesh& mesh, const Material& material);
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);
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(0.0f), rotation(0.0f), scale(1.0f)
{
}
GameObject::~GameObject()
{
if (initialized)
{
Shutdown();
}
}
void GameObject::Initialize(const Mesh& mesh, const Material& material)
{
this->mesh = mesh; // copy or share mesh data
this->material = material; // copy or share material data
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);
// 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();
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
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)
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);
}
Terrain.h:
#pragma once
#include "Simplex.h"
#include "Mesh.h"
#include "Material.h"
#include "GameObject.h"
class Terrain {
public:
Terrain(int seed, int worldSize, float scale, VkDevice* device, VkPhysicalDevice* physicalDevice, VkCommandPool* commandPool, VkQueue* graphicsQueue);
~Terrain();
void GenerateTerrain(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool);
GameObject* GetTerrainObject();
private:
void GenerateHeightMap();
void ConvertHeightMapToMeshData();
int seed;
int worldSize;
float scale;
VkDevice* device;
VkPhysicalDevice* physicalDevice;
VkCommandPool* commandPool;
VkQueue* graphicsQueue;
SimplexNoise noise;
std::vector<std::vector<float>> heightMap;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
Mesh terrainMesh;
Material terrainMaterial;
GameObject terrainObject;
};
Terrain.cpp:
#include "Terrain.h"
Terrain::Terrain(int seed, int worldSize, float scale, VkDevice* device, VkPhysicalDevice* physicalDevice, VkCommandPool* commandPool, VkQueue* graphicsQueue)
: seed(seed), worldSize(worldSize), scale(scale), noise(seed), device(device), physicalDevice(physicalDevice), commandPool(commandPool), graphicsQueue(graphicsQueue) {
}
Terrain::~Terrain() {
// Cleanup any resources associated with the Terrain class
terrainMesh.Cleanup();
terrainMaterial.Cleanup();
}
void Terrain::GenerateHeightMap() {
heightMap = std::vector<std::vector<float>>(worldSize, std::vector<float>(worldSize, 0.0f));
for (int x = 0; x < worldSize; ++x) {
for (int z = 0; z < worldSize; ++z) {
float noiseValue = noise.noise(x * scale, z * scale);
heightMap[x][z] = noiseValue;
}
}
}
void Terrain::ConvertHeightMapToMeshData() {
// … Convert height map to vertices and indices (code from the previous example)
}
void Terrain::GenerateTerrain(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool)
{
GenerateHeightMap();
ConvertHeightMapToMeshData();
terrainMesh.Initialize(vertices, indices, *device, *physicalDevice, *commandPool, *graphicsQueue);
// Initialize terrainMaterial with the loaded shaders and texture
// Assume descriptorSetLayout and descriptorPool are created before this call
terrainMaterial.Initialize("C:/shaders/vert.spv", "C:/shaders/frag.spv", "C:/textures/texture.jpg", *device, descriptorSetLayout, descriptorPool, *physicalDevice, *commandPool, *graphicsQueue);
terrainObject.Initialize(terrainMesh, terrainMaterial);
}
GameObject* Terrain::GetTerrainObject() {
return &terrainObject;
}
Material.h:
#pragma once
#include <vulkan/vulkan.h>
#include "Texture.h"
#include "Shader.h"
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);
VkDescriptorSet GetDescriptorSet() const;
VkPipelineLayout GetPipelineLayout() const;
private:
VkDevice device;
Shader vertexShader;
Shader fragmentShader;
Texture texture;
VkDescriptorSet descriptorSet;
VkPipelineLayout pipelineLayout;
};
Material.cpp:
#include "Material.h"
Material::Material()
: device(VK_NULL_HANDLE), descriptorSet(VK_NULL_HANDLE), pipelineLayout(VK_NULL_HANDLE)
{
}
Material::~Material()
{
Cleanup();
}
void Material::Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
// Load shaders and texture
LoadTexture(texturePath, device, physicalDevice, commandPool, graphicsQueue);
LoadShaders(vertShaderPath, fragShaderPath, device);
// Create descriptor set, pipeline layout, and other required objects for the material
// …
}
void Material::Cleanup()
{
// Clean up resources, if necessary
// (depending on how Shader and Texture resources are managed)
}
VkDescriptorSet Material::GetDescriptorSet() const
{
return descriptorSet;
}
VkPipelineLayout Material::GetPipelineLayout() const
{
return pipelineLayout;
}
void Material::LoadTexture(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
texture.LoadFromFile(filename, device, physicalDevice, commandPool, graphicsQueue);
}
void Material::LoadShaders(const std::string& vertFilename, const std::string& fragFilename, VkDevice device)
{
vertexShader.LoadFromFile(vertFilename, device, VK_SHADER_STAGE_VERTEX_BIT);
fragmentShader.LoadFromFile(fragFilename, device, VK_SHADER_STAGE_FRAGMENT_BIT);
}
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);
void Cleanup();
VkImageView GetImageView() const;
VkSampler GetSampler() const;
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);
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…
};
Texture.cpp:
#include "Texture.h"
#include "BufferUtils.h"
#include <iostream>
Texture::Texture()
: device(VK_NULL_HANDLE), image(VK_NULL_HANDLE), imageMemory(VK_NULL_HANDLE), imageView(VK_NULL_HANDLE), sampler(VK_NULL_HANDLE)
{
}
Texture::~Texture()
{
if (initialized)
{
Cleanup();
}
}
void Texture::LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
this->physicalDevice = physicalDevice;
this->commandPool = commandPool;
this->graphicsQueue = graphicsQueue;
this->initialized = true;
// Load image from file using stb_image
int width, height, channels;
stbi_uc* pixels = stbi_load(filename.c_str(), &width, &height, &channels, STBI_rgb_alpha);
if (!pixels)
{
throw std::runtime_error("Failed to load texture image!");
}
// Calculate the number of mip levels
uint32_t mipLevels = static_cast<uint32_t>(std::floor(std::log2(std::max(width, height)))) + 1;
// Create a buffer to store the image data
VkDeviceSize imageSize = width * height * 4;
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
// Create and fill the buffer
// …
// Create the staging buffer for transferring image data
VkBufferCreateInfo bufferCreateInfo{};
bufferCreateInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferCreateInfo.size = imageSize;
bufferCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
bufferCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
if (vkCreateBuffer(device, &bufferCreateInfo, nullptr, &stagingBuffer) != VK_SUCCESS) {
throw std::runtime_error("Failed to create staging buffer!");
}
VkMemoryRequirements memoryRequirements;
vkGetBufferMemoryRequirements(device, stagingBuffer, &memoryRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memoryRequirements.size;
allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memoryRequirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
if (vkAllocateMemory(device, &allocInfo, nullptr, &stagingBufferMemory) != VK_SUCCESS) {
throw std::runtime_error("Failed to allocate staging buffer memory!");
}
// Create the staging buffer and staging buffer memory
BufferUtils::CreateBuffer(device, physicalDevice, imageSize,VK_BUFFER_USAGE_TRANSFER_SRC_BIT,VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,stagingBuffer, stagingBufferMemory);
vkBindBufferMemory(device, stagingBuffer, stagingBufferMemory, 0);
// Copy image data to the buffer
void* bufferData;
vkMapMemory(device, stagingBufferMemory, 0, imageSize, 0, &bufferData);
memcpy(bufferData, pixels, static_cast<size_t>(imageSize));
vkUnmapMemory(device, stagingBufferMemory);
// Free the stb_image buffer
stbi_image_free(pixels);
// Create vkImage, copy buffer to image, and create imageView and sampler
// …
CreateImage(width, height, mipLevels, VK_SAMPLE_COUNT_1_BIT, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
CreateImageView(VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_ASPECT_COLOR_BIT, mipLevels);
CreateSampler(mipLevels);
CopyBufferToImage(stagingBuffer, width, height);
// Cleanup the staging buffer and staging buffer memory
// …
// Destroy the staging buffer and free the staging buffer memory
vkDestroyBuffer(device, stagingBuffer, nullptr);
vkFreeMemory(device, stagingBufferMemory, nullptr);
}
void Texture::Cleanup()
{
vkDestroySampler(device, sampler, nullptr);
vkDestroyImageView(device, imageView, nullptr);
vkDestroyImage(device, image, nullptr);
vkFreeMemory(device, imageMemory, nullptr);
this->initialized = false;
}
VkImageView Texture::GetImageView() const
{
return imageView;
}
VkSampler Texture::GetSampler() const
{
return sampler;
}
void Texture::CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties)
{
VkImageCreateInfo imageInfo{};
imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imageInfo.imageType = VK_IMAGE_TYPE_2D;
imageInfo.extent.width = width;
imageInfo.extent.height = height;
imageInfo.extent.depth = 1;
imageInfo.mipLevels = mipLevels;
imageInfo.arrayLayers = 1;
imageInfo.format = format;
imageInfo.tiling = tiling;
imageInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
imageInfo.usage = usage;
imageInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
imageInfo.samples = numSamples;
imageInfo.flags = 0;
if (vkCreateImage(device, &imageInfo, nullptr, &image) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create image!");
}
VkMemoryRequirements memRequirements;
vkGetImageMemoryRequirements(device, image, &memRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memRequirements.size;
allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memRequirements.memoryTypeBits, properties);
if (vkAllocateMemory(device, &allocInfo, nullptr, &imageMemory) != VK_SUCCESS)
{
throw std::runtime_error("Failed to allocate image memory!");
}
vkBindImageMemory(device, image, imageMemory, 0);
}
void Texture::TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels)
{
// …
// Create a one-time-use command buffer and record image layout transition commands
// …
VkImageMemoryBarrier barrier{};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = oldLayout;
barrier.newLayout = newLayout;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = image;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = mipLevels;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 1;
// …
}
void Texture::CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels)
{
VkImageViewCreateInfo viewInfo{};
viewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
viewInfo.image = image;
viewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
viewInfo.format = format;
viewInfo.subresourceRange.aspectMask = aspectFlags;
viewInfo.subresourceRange.baseMipLevel = 0;
viewInfo.subresourceRange.levelCount = mipLevels;
viewInfo.subresourceRange.baseArrayLayer = 0;
viewInfo.subresourceRange.layerCount = 1;
if (vkCreateImageView(device, &viewInfo, nullptr, &imageView) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create texture image view!");
}
}
void Texture::CreateSampler(uint32_t mipLevels)
{
VkSamplerCreateInfo samplerInfo{};
samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
samplerInfo.magFilter = VK_FILTER_LINEAR;
samplerInfo.minFilter = VK_FILTER_LINEAR;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.anisotropyEnable = VK_TRUE;
samplerInfo.maxAnisotropy = 16;
samplerInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
samplerInfo.unnormalizedCoordinates = VK_FALSE;
samplerInfo.compareEnable = VK_FALSE;
samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
samplerInfo.mipLodBias = 0.0f;
samplerInfo.minLod = 0.0f;
samplerInfo.maxLod = static_cast<float>(mipLevels);
if (vkCreateSampler(device, &samplerInfo, nullptr, &sampler) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create texture sampler!");
}
}
void Texture::CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height)
{
// Create a one-time-use command buffer
VkCommandBufferAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
allocInfo.commandPool = commandPool;
allocInfo.commandBufferCount = 1;
VkCommandBuffer commandBuffer;
vkAllocateCommandBuffers(device, &allocInfo, &commandBuffer);
VkCommandBufferBeginInfo beginInfo{};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
// Record buffer to image copy command in the command buffer
vkBeginCommandBuffer(commandBuffer, &beginInfo);
VkBufferImageCopy region{};
region.bufferOffset = 0;
region.bufferRowLength = 0;
region.bufferImageHeight = 0;
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.mipLevel = 0;
region.imageSubresource.baseArrayLayer = 0;
region.imageSubresource.layerCount = 1;
region.imageOffset = { 0, 0, 0 };
region.imageExtent = {
width,
height,
1
};
vkCmdCopyBufferToImage(
commandBuffer,
buffer,
image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1,
®ion
);
// End command buffer recording
vkEndCommandBuffer(commandBuffer);
// Submit command buffer
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
vkQueueSubmit(graphicsQueue, 1, &submitInfo, VK_NULL_HANDLE);
vkQueueWaitIdle(graphicsQueue);
// Free command buffer
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
}
Mesh.h:
#pragma once
#include <vector>
#include <vulkan/vulkan.h>
#include <glm/glm.hpp>
#include "BufferUtils.h"
struct Vertex
{
glm::vec3 position;
glm::vec3 color;
};
class Mesh
{
public:
Mesh();
~Mesh();
void Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Initialize(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Cleanup();
const std::vector<Vertex>& GetVertices() const;
const std::vector<uint32_t>& GetIndices() const;
VkBuffer GetVertexBuffer() const;
VkBuffer GetIndexBuffer() const;
void SetVertices(const std::vector<Vertex>& vertices);
void SetIndices(const std::vector<uint32_t>& indices);
private:
VkDevice device;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
VkBuffer vertexBuffer;
VkDeviceMemory vertexBufferMemory;
VkBuffer indexBuffer;
VkDeviceMemory indexBufferMemory;
};
Mesh.cpp:
#include "Mesh.h"
Mesh::Mesh()
: device(VK_NULL_HANDLE), vertexBuffer(VK_NULL_HANDLE), vertexBufferMemory(VK_NULL_HANDLE), indexBuffer(VK_NULL_HANDLE), indexBufferMemory(VK_NULL_HANDLE)
{
}
Mesh::~Mesh()
{
Cleanup();
}
void Mesh::Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->vertices = vertices;
this->indices = indices;
this->device = device;
// Create vertex buffer and index buffer
// (assuming you have helper functions CreateBuffer and CopyBuffer)
// …
}
void Mesh::Initialize(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
// Create vertex buffer and index buffer
// (assuming you have helper functions CreateBuffer and CopyBuffer)
// …
// Declare and initialize stagingBuffer and bufferSize here
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
VkDeviceSize bufferSize = sizeof(vertices[0]) * vertices.size();
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
stagingBuffer, stagingBufferMemory);
void* data;
vkMapMemory(device, stagingBufferMemory, 0, bufferSize, 0, &data);
memcpy(data, vertices.data(), (size_t)bufferSize);
vkUnmapMemory(device, stagingBufferMemory);
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
vertexBuffer, vertexBufferMemory);
BufferUtils::CopyBuffer(device, commandPool, graphicsQueue, stagingBuffer, vertexBuffer, bufferSize);
vkDestroyBuffer(device, stagingBuffer, nullptr);
vkFreeMemory(device, stagingBufferMemory, nullptr);
bufferSize = sizeof(indices[0]) * indices.size();
VkBuffer stagingIndexBuffer;
VkDeviceMemory stagingIndexBufferMemory;
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
stagingIndexBuffer, stagingIndexBufferMemory);
vkMapMemory(device, stagingIndexBufferMemory, 0, bufferSize, 0, &data);
memcpy(data, indices.data(), (size_t)bufferSize);
vkUnmapMemory(device, stagingIndexBufferMemory);
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
indexBuffer, indexBufferMemory);
BufferUtils::CopyBuffer(device, commandPool, graphicsQueue, stagingIndexBuffer, indexBuffer, bufferSize);
vkDestroyBuffer(device, stagingIndexBuffer, nullptr);
vkFreeMemory(device, stagingIndexBufferMemory, nullptr);
}
void Mesh::Cleanup()
{
if (device != VK_NULL_HANDLE)
{
if (vertexBuffer != VK_NULL_HANDLE)
{
vkDestroyBuffer(device, vertexBuffer, nullptr);
vkFreeMemory(device, vertexBufferMemory, nullptr);
vertexBuffer = VK_NULL_HANDLE;
vertexBufferMemory = VK_NULL_HANDLE;
}
if (indexBuffer != VK_NULL_HANDLE)
{
vkDestroyBuffer(device, indexBuffer, nullptr);
vkFreeMemory(device, indexBufferMemory, nullptr);
indexBuffer = VK_NULL_HANDLE;
indexBufferMemory = VK_NULL_HANDLE;
}
}
}
const std::vector<Vertex>& Mesh::GetVertices() const
{
return vertices;
}
const std::vector<uint32_t>& Mesh::GetIndices() const
{
return indices;
}
VkBuffer Mesh::GetVertexBuffer() const
{
return vertexBuffer;
}
VkBuffer Mesh::GetIndexBuffer() const
{
return indexBuffer;
}
void Mesh::SetVertices(const std::vector<Vertex>& vertices)
{
this->vertices = vertices;
}
void Mesh::SetIndices(const std::vector<uint32_t>& indices)
{
this->indices = indices;
}
Renderer.h:
#pragma once
#include <vulkan/vulkan.h>
#include "Window.h"
#include <vector>
#include <stdexcept>
#include <set>
#include <optional>
#include <iostream>
struct QueueFamilyIndices
{
std::optional<uint32_t> graphicsFamily;
std::optional<uint32_t> presentFamily;
bool IsComplete()
{
return graphicsFamily.has_value() && presentFamily.has_value();
}
};
struct SwapChainSupportDetails {
VkSurfaceCapabilitiesKHR capabilities;
std::vector<VkSurfaceFormatKHR> formats;
std::vector<VkPresentModeKHR> presentModes;
};
class Renderer
{
public:
Renderer();
~Renderer();
void Initialize(GLFWwindow* window);
void Shutdown();
void BeginFrame();
void EndFrame();
VkDescriptorSetLayout CreateDescriptorSetLayout();
VkDescriptorPool CreateDescriptorPool(uint32_t maxSets);
VkDevice* GetDevice();
VkPhysicalDevice* GetPhysicalDevice();
VkCommandPool* GetCommandPool();
VkQueue* GetGraphicsQueue();
VkCommandBuffer* GetCurrentCommandBuffer();
private:
bool shutdownInProgress;
std::vector<VkImage> swapChainImages;
std::vector<VkImageView> swapChainImageViews;
VkExtent2D swapChainExtent;
VkRenderPass renderPass;
uint32_t imageIndex;
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();
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);
};
I am getting an error in the Texture::Cleanup method saying "A heap has been corrupted". Do you know what might be causing this error and how to fix it?
|
72cc2a89883fa9f669d2449f36cc5c46
|
{
"intermediate": 0.41963455080986023,
"beginner": 0.41251125931739807,
"expert": 0.16785423457622528
}
|
7,408
|
there’s some random platforms got generated from right-to-left. I want to generate an addidition single ground platform at the bottom that should be constantly generated with some ability to make it dashed, as in Mario platformer game. but it generates the grnd platform but the random platform generation is lost? wtf?: class Platform {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
collidesWith(obj) {
if (obj.y + obj.h <= this.y) return false;
if (obj.y >= this.y + this.h) return false;
if (obj.x + obj.w <= this.x) return false;
if (obj.x >= this.x + this.w) return false;
const objAbove = obj.y + obj.h - obj.vy <= this.y;
const objBelow = obj.y - obj.vy >= this.y + this.h;
const objLeft = obj.x + obj.w - obj.vx <= this.x;
const objRight = obj.x - obj.vx >= this.x + this.w;
if (obj.vy > 0 && objAbove && !objBelow) {
obj.y = this.y - obj.h;
obj.vy = 0;
obj.jumping = false;
return true;
}
if (obj.vy < 0 && !objAbove && objBelow) {
obj.y = this.y + this.h;
obj.vy = 0;
return true;
}
if (obj.vx < 0 && objRight) {
obj.x = this.x + this.w;
obj.vx = 0;
return true;
}
if (obj.vx > 0 && objLeft) {
obj.x = this.x - obj.w;
obj.vx = 0;
return true;
}
return false;
}
}
class Player {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.vx = 0;
this.vy = 0;
this.jumping = false;
}
move(keys) {
const friction = .8;
const gty = 0.8;
if (keys[87] && !this.jumping) {
this.vy -= 10;
this.jumping = true;
}
if (keys[68]) {
this.vx += 0.8;
}
if (keys[65]) {
this.vx -= 0.8;
}
this.vx *= friction;
this.vy += gty;
this.x += this.vx;
this.y += this.vy;
if (this.x < 0) {
this.x = 0;
}
if (this.y < 0) {
this.y = 0;
}
if (this.x + this.w > canvas.width) {
this.x = canvas.width - this.w;
this.vx = 0;
}
if (this.y + this.h > canvas.height) {
this.y = canvas.height - this.h;
this.vy = 0;
this.jumping = false;
}
}
}
class Projectile {
constructor(x, y, vx, vy) {
this.x = x;
this.y = y;
this.vx = vx;
this.vy = vy;
this.radius = 3;
this.color = "red";
}
update() {
this.x += this.vx;
this.y += this.vy;
}
draw(ctx) {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
ctx.fillStyle = this.color;
ctx.fill();
}
}
class GroundPlatform extends Platform {
constructor(x, y, w, h, dashRate = 0.05) {
super(x, y, w, h);
this.dashRate = dashRate;
this.dashPattern = this.generateDashPattern();
}
generateDashPattern() {
const pattern = [];
let sumWidth = 0;
while (sumWidth < this.w) {
const dashWidth = Math.random() < this.dashRate ? 0 : 10;
sumWidth += dashWidth;
if (sumWidth > this.w) {
break;
}
pattern.push({ x: sumWidth, w: dashWidth });
sumWidth += 10; // Add spacing between dashes
}
return pattern;
}
draw(ctx) {
ctx.fillStyle = "#000000";
for (let dash of this.dashPattern) {
ctx.fillRect(this.x + dash.x, this.y, dash.w, this.h);
}
}
}
class Entity {
constructor() {
this.x = canvas.width;
this.y = Math.random() * canvas.height;
this.w = 10;
this.h = 10;
this.vy = 0;
this.jumping = false;
this.projectiles = [];
this.color = "blue";
}
jump() {
if (!this.jumping) {
this.vy -= 25 - Math.random() * 25;
this.jumping = true;
}
}
update(platforms) {
for (let i = 0; i < platforms.length; i++) {
platforms[i].collidesWith(this);
}
const friction = .99;
const gty = 1;
this.vx = friction;
this.vy += gty;
this.x += this.vx;
this.y += this.vy;this.period = Math.PI;
this.minVx = -2 + Math.sin(Math.random() * 2 * Math.PI) * 2;
this.maxVx = -5 + Math.cos(Math.random() * 2 * Math.PI) * -10;
this.vx = this.vxForce = randomRange(this.minVx, this.maxVx);
const t = performance.now() / 1000;
const wave = Math.sin(t * Math.PI / this.period);
this.vxForce = lerp(this.maxVx, this.minVx, (wave + 5) / 200, 10);
this.x += this.vxForce;
if (Math.random() < .01) {
this.projectiles.push(new Projectile(this.x, this.y, -2 - Math.random() * 6, -2 + Math.random() * 8));
}
for (let i = 0; i < this.projectiles.length; i++) {
this.projectiles[i].update();
if (this.projectiles[i].x < 0 || this.projectiles[i].y < 0 || this.projectiles[i].x > canvas.width || this.projectiles[i].y > canvas.height) {
this.projectiles.splice(i, 1);
i;
}
}
if (Math.random() < .01) {
this.jump();
}
}
draw(ctx) {
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.w, this.h);
for (let i = 0; i < this.projectiles.length; i++) {
this.projectiles[i].draw(ctx);
}
}
}
function randomRange(min, max) {
return Math.random() * (max - min) + min;
}
function lerp(a, b, t, d) {
return a * (1 - t / d) + b * t / d;
}
class Game {
constructor(canvas) {
this.canvas = canvas;
this.ctx = canvas.getContext("2d");
this.platforms = [];
this.player = new Player(10, 10, 10, 10);
this.scrollSpeed = 0.5;
this.entities = [];
this.entitySpawnRate = .1;
this.entitySpawnTimer = 1;
this.entityIncreaseFactor = .1;
this.keys = {};
for (let i = 0; i < 10; i++) {
this.createRandomPlatform();
}
document.addEventListener("keydown", evt => {
this.keys[evt.keyCode] = true;
});
document.addEventListener("keyup", evt => {
delete this.keys[evt.keyCode];
});
requestAnimationFrame(this.update.bind(this));
}
createRandomPlatform() {
const x = this.canvas.width;
const y = Math.random() * this.canvas.height;
const w = 20 + Math.random() * 50;
const h = 5;
this.platforms.push(new Platform(x, y, w, h));
}
createGroundPlatform() {
const x = this.canvas.width;
const y = this.canvas.height - 10;
const w = this.canvas.width;
const h = 10;
this.platforms.push(new GroundPlatform(x, y, w, h));
}
update() {
this.player.move(this.keys);
for (let i = 0; i < this.platforms.length; i++) {
this.platforms[i].collidesWith(this.player);
this.platforms[i].x -= this.scrollSpeed;
}
this.createGroundPlatform();
for (let i = 0; i < this.entities.length; i++) {
if (this.entities[i]) {
this.entities[i].update(this.platforms);
if (this.entities[i].x < 0) {
this.entities.splice(i, 1);
i;
for (let j = 0; j < this.entityIncreaseFactor; j++) {
this.entities.push(new Entity());
}
} else {
for (let j = 0; j < this.entities[i].projectiles.length; j++) {
if (this.entities[i].projectiles[j].x > this.player.x && this.entities[i].projectiles[j].x < this.player.x + this.player.w && this.entities[i].projectiles[j].y > this.player.y && this.entities[i].projectiles[j].y < this.player.y + this.player.h) {
this.player.vy -= 20;
this.player.jumping = true;
this.entities[i].projectiles.splice(j, 1);
j;
}
}
this.entities[i].draw(this.ctx);
}
}
}
this.player.x -= this.scrollSpeed;
if (this.platforms[this.platforms.length - 1].x < this.canvas.width - 20) {
this.createRandomPlatform();
}
this.entitySpawnTimer++;
if (this.entitySpawnTimer >= 60 / this.entitySpawnRate) {
this.entitySpawnTimer = 0;
this.entities.push(new Entity());
this.entitySpawnRate += .001;
this.entityIncreaseFactor = Math.min(this.entityIncreaseFactor + .001, .001);
}
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
for (let i = 0; i < this.platforms.length; i++) {
let p = this.platforms[i];
this.ctx.fillRect(p.x, p.y, p.w, p.h);
}
for (let i = 0; i < this.entities.length; i++) {
this.entities[i].draw(this.ctx);
}
this.ctx.fillRect(this.player.x, this.player.y, this.player.w, this.player.h);
requestAnimationFrame(this.update.bind(this));
}
}
let canvas = document.createElement("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
document.body.appendChild(canvas);
new Game(canvas);
|
cf65dcc1207af84bf6bb311c2168ac64
|
{
"intermediate": 0.34464699029922485,
"beginner": 0.40602561831474304,
"expert": 0.2493273913860321
}
|
7,409
|
The last line of this code starting data = Split, is higlited red in my VBA editor and appears that VBA does not like it. Can you make a suggestion: ' Get the data in columns A to J of the 'Current Jobs' sheet
Set HTMLDoc = IE.Document
Set IEInput = HTMLDoc.getElementsByClassName("kix-zoomdocumentplugin-mobile-view") ' Note: this class name may differ based on your Google Sheet
Dim data As Variant
data = Split(IEInput(0).getElementsByClassName("grid-container")[0].innerText, vbLf) ' Note: this is assuming the first sheet is the 'Current Jobs' sheet
|
66099345970e5eb6849020952e744687
|
{
"intermediate": 0.5614942312240601,
"beginner": 0.3193208873271942,
"expert": 0.11918485909700394
}
|
7,410
|
there’s some random platforms got generated from right-to-left. I want to generate an addidition single ground platform at the bottom that should be constantly generated with some ability to make it dashed, as in Mario platformer game. but it generates the grnd platform but the random platform generation is lost? wtf?: class Platform {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
collidesWith(obj) {
if (obj.y + obj.h <= this.y) return false;
if (obj.y >= this.y + this.h) return false;
if (obj.x + obj.w <= this.x) return false;
if (obj.x >= this.x + this.w) return false;
const objAbove = obj.y + obj.h - obj.vy <= this.y;
const objBelow = obj.y - obj.vy >= this.y + this.h;
const objLeft = obj.x + obj.w - obj.vx <= this.x;
const objRight = obj.x - obj.vx >= this.x + this.w;
if (obj.vy > 0 && objAbove && !objBelow) {
obj.y = this.y - obj.h;
obj.vy = 0;
obj.jumping = false;
return true;
}
if (obj.vy < 0 && !objAbove && objBelow) {
obj.y = this.y + this.h;
obj.vy = 0;
return true;
}
if (obj.vx < 0 && objRight) {
obj.x = this.x + this.w;
obj.vx = 0;
return true;
}
if (obj.vx > 0 && objLeft) {
obj.x = this.x - obj.w;
obj.vx = 0;
return true;
}
return false;
}
}
class Player {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.vx = 0;
this.vy = 0;
this.jumping = false;
}
move(keys) {
const friction = .8;
const gty = 0.8;
if (keys[87] && !this.jumping) {
this.vy -= 10;
this.jumping = true;
}
if (keys[68]) {
this.vx += 0.8;
}
if (keys[65]) {
this.vx -= 0.8;
}
this.vx *= friction;
this.vy += gty;
this.x += this.vx;
this.y += this.vy;
if (this.x < 0) {
this.x = 0;
}
if (this.y < 0) {
this.y = 0;
}
if (this.x + this.w > canvas.width) {
this.x = canvas.width - this.w;
this.vx = 0;
}
if (this.y + this.h > canvas.height) {
this.y = canvas.height - this.h;
this.vy = 0;
this.jumping = false;
}
}
}
class Projectile {
constructor(x, y, vx, vy) {
this.x = x;
this.y = y;
this.vx = vx;
this.vy = vy;
this.radius = 3;
this.color = "red";
}
update() {
this.x += this.vx;
this.y += this.vy;
}
draw(ctx) {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
ctx.fillStyle = this.color;
ctx.fill();
}
}
class GroundPlatform extends Platform {
constructor(x, y, w, h, dashRate = 0.05) {
super(x, y, w, h);
this.dashRate = dashRate;
this.dashPattern = this.generateDashPattern();
}
generateDashPattern() {
const pattern = [];
let sumWidth = 0;
while (sumWidth < this.w) {
const dashWidth = Math.random() < this.dashRate ? 0 : 10;
sumWidth += dashWidth;
if (sumWidth > this.w) {
break;
}
pattern.push({ x: sumWidth, w: dashWidth });
sumWidth += 10; // Add spacing between dashes
}
return pattern;
}
draw(ctx) {
ctx.fillStyle = "#000000";
for (let dash of this.dashPattern) {
ctx.fillRect(this.x + dash.x, this.y, dash.w, this.h);
}
}
}
class Entity {
constructor() {
this.x = canvas.width;
this.y = Math.random() * canvas.height;
this.w = 10;
this.h = 10;
this.vy = 0;
this.jumping = false;
this.projectiles = [];
this.color = "blue";
}
jump() {
if (!this.jumping) {
this.vy -= 25 - Math.random() * 25;
this.jumping = true;
}
}
update(platforms) {
for (let i = 0; i < platforms.length; i++) {
platforms[i].collidesWith(this);
}
const friction = .99;
const gty = 1;
this.vx = friction;
this.vy += gty;
this.x += this.vx;
this.y += this.vy;this.period = Math.PI;
this.minVx = -2 + Math.sin(Math.random() * 2 * Math.PI) * 2;
this.maxVx = -5 + Math.cos(Math.random() * 2 * Math.PI) * -10;
this.vx = this.vxForce = randomRange(this.minVx, this.maxVx);
const t = performance.now() / 1000;
const wave = Math.sin(t * Math.PI / this.period);
this.vxForce = lerp(this.maxVx, this.minVx, (wave + 5) / 200, 10);
this.x += this.vxForce;
if (Math.random() < .01) {
this.projectiles.push(new Projectile(this.x, this.y, -2 - Math.random() * 6, -2 + Math.random() * 8));
}
for (let i = 0; i < this.projectiles.length; i++) {
this.projectiles[i].update();
if (this.projectiles[i].x < 0 || this.projectiles[i].y < 0 || this.projectiles[i].x > canvas.width || this.projectiles[i].y > canvas.height) {
this.projectiles.splice(i, 1);
i;
}
}
if (Math.random() < .01) {
this.jump();
}
}
draw(ctx) {
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.w, this.h);
for (let i = 0; i < this.projectiles.length; i++) {
this.projectiles[i].draw(ctx);
}
}
}
function randomRange(min, max) {
return Math.random() * (max - min) + min;
}
function lerp(a, b, t, d) {
return a * (1 - t / d) + b * t / d;
}
class Game {
constructor(canvas) {
this.canvas = canvas;
this.ctx = canvas.getContext("2d");
this.platforms = [];
this.player = new Player(10, 10, 10, 10);
this.scrollSpeed = 0.5;
this.entities = [];
this.entitySpawnRate = .1;
this.entitySpawnTimer = 1;
this.entityIncreaseFactor = .1;
this.keys = {};
for (let i = 0; i < 10; i++) {
this.createRandomPlatform();
}
document.addEventListener("keydown", evt => {
this.keys[evt.keyCode] = true;
});
document.addEventListener("keyup", evt => {
delete this.keys[evt.keyCode];
});
requestAnimationFrame(this.update.bind(this));
}
createRandomPlatform() {
const x = this.canvas.width;
const y = Math.random() * this.canvas.height;
const w = 20 + Math.random() * 50;
const h = 5;
this.platforms.push(new Platform(x, y, w, h));
}
createGroundPlatform() {
const x = this.canvas.width;
const y = this.canvas.height - 10;
const w = this.canvas.width;
const h = 10;
this.platforms.push(new GroundPlatform(x, y, w, h));
}
update() {
this.player.move(this.keys);
for (let i = 0; i < this.platforms.length; i++) {
this.platforms[i].collidesWith(this.player);
this.platforms[i].x -= this.scrollSpeed;
}
this.createGroundPlatform();
for (let i = 0; i < this.entities.length; i++) {
if (this.entities[i]) {
this.entities[i].update(this.platforms);
if (this.entities[i].x < 0) {
this.entities.splice(i, 1);
i;
for (let j = 0; j < this.entityIncreaseFactor; j++) {
this.entities.push(new Entity());
}
} else {
for (let j = 0; j < this.entities[i].projectiles.length; j++) {
if (this.entities[i].projectiles[j].x > this.player.x && this.entities[i].projectiles[j].x < this.player.x + this.player.w && this.entities[i].projectiles[j].y > this.player.y && this.entities[i].projectiles[j].y < this.player.y + this.player.h) {
this.player.vy -= 20;
this.player.jumping = true;
this.entities[i].projectiles.splice(j, 1);
j;
}
}
this.entities[i].draw(this.ctx);
}
}
}
this.player.x -= this.scrollSpeed;
if (this.platforms[this.platforms.length - 1].x < this.canvas.width - 20) {
this.createRandomPlatform();
}
this.entitySpawnTimer++;
if (this.entitySpawnTimer >= 60 / this.entitySpawnRate) {
this.entitySpawnTimer = 0;
this.entities.push(new Entity());
this.entitySpawnRate += .001;
this.entityIncreaseFactor = Math.min(this.entityIncreaseFactor + .001, .001);
}
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
for (let i = 0; i < this.platforms.length; i++) {
let p = this.platforms[i];
this.ctx.fillRect(p.x, p.y, p.w, p.h);
}
for (let i = 0; i < this.entities.length; i++) {
this.entities[i].draw(this.ctx);
}
this.ctx.fillRect(this.player.x, this.player.y, this.player.w, this.player.h);
requestAnimationFrame(this.update.bind(this));
}
}
let canvas = document.createElement("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
document.body.appendChild(canvas);
new Game(canvas);
|
73ae0fc3eb022282abaebab24fcf28d9
|
{
"intermediate": 0.34464699029922485,
"beginner": 0.40602561831474304,
"expert": 0.2493273913860321
}
|
7,411
|
java code for a mini db using a hashtable and serialization
|
44030215fd3ba8501297970962fa33f5
|
{
"intermediate": 0.5561791658401489,
"beginner": 0.18432365357875824,
"expert": 0.25949713587760925
}
|
7,412
|
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.
The basic class structure is as follows:
1. Core:
- class Engine
- This is the main class that will initialize, run, and shut down other subsystems of the engine (e.g., Window, Renderer, Input, etc.)
2. Window:
- class Window
- This class will handle window creation, resizing, and destruction using GLFW. It should also handle keyboard and mouse input events.
3. Renderer:
- class Renderer
- This class will manage Vulkan objects (e.g., instance, device, swapchain, command buffers) and rendering pipelines.
- class Shader
- To handle shader modules creation and destruction.
- class Texture
- To handle texture loading and destruction.
- class Pipeline
- To encapsulate the description and creation of a Vulkan graphics or compute pipeline.
4. Scene:
- class Scene
- This class will manage the list of objects in the vector, update their transforms, and send them to the Renderer for rendering.
- class GameObject
- To represent individual objects in the scene, store their transformation matrices, and bind the relevant data like vertices and indices.
- class Camera
- To store and manage camera properties such as position, rotation, view, and projection matrices.
- class Mesh
- To handle mesh data (e.g., vertices, indices, etc.) for individual objects.
- class Material
- To store and manage material properties such as colors, shaders, and textures.
5. Math:
- Utilize GLM library to handle vector and matrix math operations.
Here is some of the relevant header and source file code:
Engine.h:
#pragma once
#include "Window.h"
#include "Renderer.h"
#include "Scene.h"
class Engine
{
public:
Engine();
~Engine();
void Run();
void Shutdown();
private:
void Initialize();
void MainLoop();
void Update(float deltaTime);
void Render();
Window window;
Renderer renderer;
Scene scene;
};
Engine.cpp:
#include "Engine.h"
#include "Terrain.h"
#include <iostream>
Engine::Engine()
{
Initialize();
}
Engine::~Engine()
{
Shutdown();
}
void Engine::Run()
{
MainLoop();
}
void Engine::Initialize()
{
// Initialize window, renderer, and scene
window.Initialize();
renderer.Initialize(window.GetWindow());
scene.Initialize();
VkDescriptorSetLayout descriptorSetLayout = renderer.CreateDescriptorSetLayout();
VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Assuming only one terrain object
Terrain terrain(0,10,1,renderer.GetDevice(), renderer.GetPhysicalDevice(), renderer.GetCommandPool(), renderer.GetGraphicsQueue());
terrain.GenerateTerrain(descriptorSetLayout, descriptorPool);
scene.AddGameObject(terrain.GetTerrainObject());
}
void Engine::MainLoop()
{
while (!window.ShouldClose())
{
window.PollEvents();
float deltaTime = window.GetDeltaTime();
Update(deltaTime);
Render();
}
}
void Engine::Update(float deltaTime)
{
scene.Update(deltaTime);
}
void Engine::Render()
{
renderer.BeginFrame();
scene.Render(renderer);
renderer.EndFrame();
}
void Engine::Shutdown()
{
// Clean up resources in reverse order
scene.Shutdown();
renderer.Shutdown();
window.Shutdown();
}
Scene.h:
#pragma once
#include <vector>
#include "GameObject.h"
#include "Camera.h"
#include "Renderer.h"
class Scene
{
public:
Scene();
~Scene();
void Initialize();
void Update(float deltaTime);
void Render(Renderer& renderer);
void Shutdown();
void AddGameObject(GameObject* gameObject);
Camera& GetCamera();
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));
// Add initial game objects
}
void Scene::Update(float deltaTime)
{
// Update game objects and camera
for (GameObject* gameObject : gameObjects)
{
gameObject->Update(deltaTime);
}
}
void Scene::Render(Renderer& renderer)
{
// Render game objects
for (GameObject* gameObject : gameObjects)
{
gameObject->Render(renderer, camera);
}
// Submit rendering-related commands to Vulkan queues
}
void Scene::Shutdown()
{
// Clean up game objects
for (GameObject* gameObject : gameObjects)
{
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(const Mesh& mesh, const Material& material);
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);
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(0.0f), rotation(0.0f), scale(1.0f)
{
}
GameObject::~GameObject()
{
if (initialized)
{
Shutdown();
}
}
void GameObject::Initialize(const Mesh& mesh, const Material& material)
{
this->mesh = mesh; // copy or share mesh data
this->material = material; // copy or share material data
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);
// 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();
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
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)
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);
}
Terrain.h:
#pragma once
#include "Simplex.h"
#include "Mesh.h"
#include "Material.h"
#include "GameObject.h"
class Terrain {
public:
Terrain(int seed, int worldSize, float scale, VkDevice* device, VkPhysicalDevice* physicalDevice, VkCommandPool* commandPool, VkQueue* graphicsQueue);
~Terrain();
void GenerateTerrain(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool);
GameObject* GetTerrainObject();
private:
void GenerateHeightMap();
void ConvertHeightMapToMeshData();
int seed;
int worldSize;
float scale;
VkDevice* device;
VkPhysicalDevice* physicalDevice;
VkCommandPool* commandPool;
VkQueue* graphicsQueue;
SimplexNoise noise;
std::vector<std::vector<float>> heightMap;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
Mesh terrainMesh;
Material terrainMaterial;
GameObject terrainObject;
};
Terrain.cpp:
#include "Terrain.h"
Terrain::Terrain(int seed, int worldSize, float scale, VkDevice* device, VkPhysicalDevice* physicalDevice, VkCommandPool* commandPool, VkQueue* graphicsQueue)
: seed(seed), worldSize(worldSize), scale(scale), noise(seed), device(device), physicalDevice(physicalDevice), commandPool(commandPool), graphicsQueue(graphicsQueue) {
}
Terrain::~Terrain() {
// Cleanup any resources associated with the Terrain class
terrainMesh.Cleanup();
terrainMaterial.Cleanup();
}
void Terrain::GenerateHeightMap() {
heightMap = std::vector<std::vector<float>>(worldSize, std::vector<float>(worldSize, 0.0f));
for (int x = 0; x < worldSize; ++x) {
for (int z = 0; z < worldSize; ++z) {
float noiseValue = noise.noise(x * scale, z * scale);
heightMap[x][z] = noiseValue;
}
}
}
void Terrain::ConvertHeightMapToMeshData() {
// … Convert height map to vertices and indices (code from the previous example)
}
void Terrain::GenerateTerrain(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool)
{
GenerateHeightMap();
ConvertHeightMapToMeshData();
terrainMesh.Initialize(vertices, indices, *device, *physicalDevice, *commandPool, *graphicsQueue);
// Initialize terrainMaterial with the loaded shaders and texture
// Assume descriptorSetLayout and descriptorPool are created before this call
terrainMaterial.Initialize("C:/shaders/vert.spv", "C:/shaders/frag.spv", "C:/textures/texture.jpg", *device, descriptorSetLayout, descriptorPool, *physicalDevice, *commandPool, *graphicsQueue);
terrainObject.Initialize(terrainMesh, terrainMaterial);
}
GameObject* Terrain::GetTerrainObject() {
return &terrainObject;
}
Material.h:
#pragma once
#include <vulkan/vulkan.h>
#include "Texture.h"
#include "Shader.h"
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);
VkDescriptorSet GetDescriptorSet() const;
VkPipelineLayout GetPipelineLayout() const;
private:
VkDevice device;
Shader vertexShader;
Shader fragmentShader;
Texture texture;
VkDescriptorSet descriptorSet;
VkPipelineLayout pipelineLayout;
};
Material.cpp:
#include "Material.h"
Material::Material()
: device(VK_NULL_HANDLE), descriptorSet(VK_NULL_HANDLE), pipelineLayout(VK_NULL_HANDLE)
{
}
Material::~Material()
{
Cleanup();
}
void Material::Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
// Load shaders and texture
LoadTexture(texturePath, device, physicalDevice, commandPool, graphicsQueue);
LoadShaders(vertShaderPath, fragShaderPath, device);
// Create descriptor set, pipeline layout, and other required objects for the material
// …
}
void Material::Cleanup()
{
// Clean up resources, if necessary
// (depending on how Shader and Texture resources are managed)
}
VkDescriptorSet Material::GetDescriptorSet() const
{
return descriptorSet;
}
VkPipelineLayout Material::GetPipelineLayout() const
{
return pipelineLayout;
}
void Material::LoadTexture(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
texture.LoadFromFile(filename, device, physicalDevice, commandPool, graphicsQueue);
}
void Material::LoadShaders(const std::string& vertFilename, const std::string& fragFilename, VkDevice device)
{
vertexShader.LoadFromFile(vertFilename, device, VK_SHADER_STAGE_VERTEX_BIT);
fragmentShader.LoadFromFile(fragFilename, device, VK_SHADER_STAGE_FRAGMENT_BIT);
}
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);
void Cleanup();
VkImageView GetImageView() const;
VkSampler GetSampler() const;
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);
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…
};
Texture.cpp:
#include "Texture.h"
#include "BufferUtils.h"
#include <iostream>
Texture::Texture()
: device(VK_NULL_HANDLE), image(VK_NULL_HANDLE), imageMemory(VK_NULL_HANDLE), imageView(VK_NULL_HANDLE), sampler(VK_NULL_HANDLE)
{
}
Texture::~Texture()
{
if (initialized)
{
Cleanup();
}
}
void Texture::LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
this->physicalDevice = physicalDevice;
this->commandPool = commandPool;
this->graphicsQueue = graphicsQueue;
this->initialized = true;
// Load image from file using stb_image
int width, height, channels;
stbi_uc* pixels = stbi_load(filename.c_str(), &width, &height, &channels, STBI_rgb_alpha);
if (!pixels)
{
throw std::runtime_error("Failed to load texture image!");
}
// Calculate the number of mip levels
uint32_t mipLevels = static_cast<uint32_t>(std::floor(std::log2(std::max(width, height)))) + 1;
// Create a buffer to store the image data
VkDeviceSize imageSize = width * height * 4;
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
// Create and fill the buffer
// …
// Create the staging buffer for transferring image data
VkBufferCreateInfo bufferCreateInfo{};
bufferCreateInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferCreateInfo.size = imageSize;
bufferCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
bufferCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
if (vkCreateBuffer(device, &bufferCreateInfo, nullptr, &stagingBuffer) != VK_SUCCESS) {
throw std::runtime_error("Failed to create staging buffer!");
}
VkMemoryRequirements memoryRequirements;
vkGetBufferMemoryRequirements(device, stagingBuffer, &memoryRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memoryRequirements.size;
allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memoryRequirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
if (vkAllocateMemory(device, &allocInfo, nullptr, &stagingBufferMemory) != VK_SUCCESS) {
throw std::runtime_error("Failed to allocate staging buffer memory!");
}
// Create the staging buffer and staging buffer memory
BufferUtils::CreateBuffer(device, physicalDevice, imageSize,VK_BUFFER_USAGE_TRANSFER_SRC_BIT,VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,stagingBuffer, stagingBufferMemory);
vkBindBufferMemory(device, stagingBuffer, stagingBufferMemory, 0);
// Copy image data to the buffer
void* bufferData;
vkMapMemory(device, stagingBufferMemory, 0, imageSize, 0, &bufferData);
memcpy(bufferData, pixels, static_cast<size_t>(imageSize));
vkUnmapMemory(device, stagingBufferMemory);
// Free the stb_image buffer
stbi_image_free(pixels);
// Create vkImage, copy buffer to image, and create imageView and sampler
// …
CreateImage(width, height, mipLevels, VK_SAMPLE_COUNT_1_BIT, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
CreateImageView(VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_ASPECT_COLOR_BIT, mipLevels);
CreateSampler(mipLevels);
CopyBufferToImage(stagingBuffer, width, height);
// Cleanup the staging buffer and staging buffer memory
// …
// Destroy the staging buffer and free the staging buffer memory
vkDestroyBuffer(device, stagingBuffer, nullptr);
vkFreeMemory(device, stagingBufferMemory, nullptr);
}
void Texture::Cleanup()
{
vkDestroySampler(device, sampler, nullptr);
vkDestroyImageView(device, imageView, nullptr);
vkDestroyImage(device, image, nullptr);
vkFreeMemory(device, imageMemory, nullptr);
this->initialized = false;
}
VkImageView Texture::GetImageView() const
{
return imageView;
}
VkSampler Texture::GetSampler() const
{
return sampler;
}
void Texture::CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties)
{
VkImageCreateInfo imageInfo{};
imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imageInfo.imageType = VK_IMAGE_TYPE_2D;
imageInfo.extent.width = width;
imageInfo.extent.height = height;
imageInfo.extent.depth = 1;
imageInfo.mipLevels = mipLevels;
imageInfo.arrayLayers = 1;
imageInfo.format = format;
imageInfo.tiling = tiling;
imageInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
imageInfo.usage = usage;
imageInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
imageInfo.samples = numSamples;
imageInfo.flags = 0;
if (vkCreateImage(device, &imageInfo, nullptr, &image) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create image!");
}
VkMemoryRequirements memRequirements;
vkGetImageMemoryRequirements(device, image, &memRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memRequirements.size;
allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memRequirements.memoryTypeBits, properties);
if (vkAllocateMemory(device, &allocInfo, nullptr, &imageMemory) != VK_SUCCESS)
{
throw std::runtime_error("Failed to allocate image memory!");
}
vkBindImageMemory(device, image, imageMemory, 0);
}
void Texture::TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels)
{
// …
// Create a one-time-use command buffer and record image layout transition commands
// …
VkImageMemoryBarrier barrier{};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = oldLayout;
barrier.newLayout = newLayout;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = image;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = mipLevels;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 1;
// …
}
void Texture::CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels)
{
VkImageViewCreateInfo viewInfo{};
viewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
viewInfo.image = image;
viewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
viewInfo.format = format;
viewInfo.subresourceRange.aspectMask = aspectFlags;
viewInfo.subresourceRange.baseMipLevel = 0;
viewInfo.subresourceRange.levelCount = mipLevels;
viewInfo.subresourceRange.baseArrayLayer = 0;
viewInfo.subresourceRange.layerCount = 1;
if (vkCreateImageView(device, &viewInfo, nullptr, &imageView) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create texture image view!");
}
}
void Texture::CreateSampler(uint32_t mipLevels)
{
VkSamplerCreateInfo samplerInfo{};
samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
samplerInfo.magFilter = VK_FILTER_LINEAR;
samplerInfo.minFilter = VK_FILTER_LINEAR;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.anisotropyEnable = VK_TRUE;
samplerInfo.maxAnisotropy = 16;
samplerInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
samplerInfo.unnormalizedCoordinates = VK_FALSE;
samplerInfo.compareEnable = VK_FALSE;
samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
samplerInfo.mipLodBias = 0.0f;
samplerInfo.minLod = 0.0f;
samplerInfo.maxLod = static_cast<float>(mipLevels);
if (vkCreateSampler(device, &samplerInfo, nullptr, &sampler) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create texture sampler!");
}
}
void Texture::CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height)
{
// Create a one-time-use command buffer
VkCommandBufferAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
allocInfo.commandPool = commandPool;
allocInfo.commandBufferCount = 1;
VkCommandBuffer commandBuffer;
vkAllocateCommandBuffers(device, &allocInfo, &commandBuffer);
VkCommandBufferBeginInfo beginInfo{};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
// Record buffer to image copy command in the command buffer
vkBeginCommandBuffer(commandBuffer, &beginInfo);
VkBufferImageCopy region{};
region.bufferOffset = 0;
region.bufferRowLength = 0;
region.bufferImageHeight = 0;
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.mipLevel = 0;
region.imageSubresource.baseArrayLayer = 0;
region.imageSubresource.layerCount = 1;
region.imageOffset = { 0, 0, 0 };
region.imageExtent = {
width,
height,
1
};
vkCmdCopyBufferToImage(
commandBuffer,
buffer,
image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1,
®ion
);
// End command buffer recording
vkEndCommandBuffer(commandBuffer);
// Submit command buffer
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
vkQueueSubmit(graphicsQueue, 1, &submitInfo, VK_NULL_HANDLE);
vkQueueWaitIdle(graphicsQueue);
// Free command buffer
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
}
Mesh.h:
#pragma once
#include <vector>
#include <vulkan/vulkan.h>
#include <glm/glm.hpp>
#include "BufferUtils.h"
struct Vertex
{
glm::vec3 position;
glm::vec3 color;
};
class Mesh
{
public:
Mesh();
~Mesh();
void Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Initialize(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Cleanup();
const std::vector<Vertex>& GetVertices() const;
const std::vector<uint32_t>& GetIndices() const;
VkBuffer GetVertexBuffer() const;
VkBuffer GetIndexBuffer() const;
void SetVertices(const std::vector<Vertex>& vertices);
void SetIndices(const std::vector<uint32_t>& indices);
private:
VkDevice device;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
VkBuffer vertexBuffer;
VkDeviceMemory vertexBufferMemory;
VkBuffer indexBuffer;
VkDeviceMemory indexBufferMemory;
};
Mesh.cpp:
#include "Mesh.h"
Mesh::Mesh()
: device(VK_NULL_HANDLE), vertexBuffer(VK_NULL_HANDLE), vertexBufferMemory(VK_NULL_HANDLE), indexBuffer(VK_NULL_HANDLE), indexBufferMemory(VK_NULL_HANDLE)
{
}
Mesh::~Mesh()
{
Cleanup();
}
void Mesh::Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->vertices = vertices;
this->indices = indices;
this->device = device;
// Create vertex buffer and index buffer
// (assuming you have helper functions CreateBuffer and CopyBuffer)
// …
}
void Mesh::Initialize(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
// Create vertex buffer and index buffer
// (assuming you have helper functions CreateBuffer and CopyBuffer)
// …
// Declare and initialize stagingBuffer and bufferSize here
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
VkDeviceSize bufferSize = sizeof(vertices[0]) * vertices.size();
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
stagingBuffer, stagingBufferMemory);
void* data;
vkMapMemory(device, stagingBufferMemory, 0, bufferSize, 0, &data);
memcpy(data, vertices.data(), (size_t)bufferSize);
vkUnmapMemory(device, stagingBufferMemory);
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
vertexBuffer, vertexBufferMemory);
BufferUtils::CopyBuffer(device, commandPool, graphicsQueue, stagingBuffer, vertexBuffer, bufferSize);
vkDestroyBuffer(device, stagingBuffer, nullptr);
vkFreeMemory(device, stagingBufferMemory, nullptr);
bufferSize = sizeof(indices[0]) * indices.size();
VkBuffer stagingIndexBuffer;
VkDeviceMemory stagingIndexBufferMemory;
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
stagingIndexBuffer, stagingIndexBufferMemory);
vkMapMemory(device, stagingIndexBufferMemory, 0, bufferSize, 0, &data);
memcpy(data, indices.data(), (size_t)bufferSize);
vkUnmapMemory(device, stagingIndexBufferMemory);
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
indexBuffer, indexBufferMemory);
BufferUtils::CopyBuffer(device, commandPool, graphicsQueue, stagingIndexBuffer, indexBuffer, bufferSize);
vkDestroyBuffer(device, stagingIndexBuffer, nullptr);
vkFreeMemory(device, stagingIndexBufferMemory, nullptr);
}
void Mesh::Cleanup()
{
if (device != VK_NULL_HANDLE)
{
if (vertexBuffer != VK_NULL_HANDLE)
{
vkDestroyBuffer(device, vertexBuffer, nullptr);
vkFreeMemory(device, vertexBufferMemory, nullptr);
vertexBuffer = VK_NULL_HANDLE;
vertexBufferMemory = VK_NULL_HANDLE;
}
if (indexBuffer != VK_NULL_HANDLE)
{
vkDestroyBuffer(device, indexBuffer, nullptr);
vkFreeMemory(device, indexBufferMemory, nullptr);
indexBuffer = VK_NULL_HANDLE;
indexBufferMemory = VK_NULL_HANDLE;
}
}
}
const std::vector<Vertex>& Mesh::GetVertices() const
{
return vertices;
}
const std::vector<uint32_t>& Mesh::GetIndices() const
{
return indices;
}
VkBuffer Mesh::GetVertexBuffer() const
{
return vertexBuffer;
}
VkBuffer Mesh::GetIndexBuffer() const
{
return indexBuffer;
}
void Mesh::SetVertices(const std::vector<Vertex>& vertices)
{
this->vertices = vertices;
}
void Mesh::SetIndices(const std::vector<uint32_t>& indices)
{
this->indices = indices;
}
Renderer.h:
#pragma once
#include <vulkan/vulkan.h>
#include "Window.h"
#include <vector>
#include <stdexcept>
#include <set>
#include <optional>
#include <iostream>
struct QueueFamilyIndices
{
std::optional<uint32_t> graphicsFamily;
std::optional<uint32_t> presentFamily;
bool IsComplete()
{
return graphicsFamily.has_value() && presentFamily.has_value();
}
};
struct SwapChainSupportDetails {
VkSurfaceCapabilitiesKHR capabilities;
std::vector<VkSurfaceFormatKHR> formats;
std::vector<VkPresentModeKHR> presentModes;
};
class Renderer
{
public:
Renderer();
~Renderer();
void Initialize(GLFWwindow* window);
void Shutdown();
void BeginFrame();
void EndFrame();
VkDescriptorSetLayout CreateDescriptorSetLayout();
VkDescriptorPool CreateDescriptorPool(uint32_t maxSets);
VkDevice* GetDevice();
VkPhysicalDevice* GetPhysicalDevice();
VkCommandPool* GetCommandPool();
VkQueue* GetGraphicsQueue();
VkCommandBuffer* GetCurrentCommandBuffer();
private:
bool shutdownInProgress;
std::vector<VkImage> swapChainImages;
std::vector<VkImageView> swapChainImageViews;
VkExtent2D swapChainExtent;
VkRenderPass renderPass;
uint32_t imageIndex;
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();
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);
};
I am getting an error in the Texture::Cleanup method saying "A heap has been corrupted". Do you know what might be causing this error and how to fix it? There could be and issue of shared ownership of resources between Terrain and GameObject.
|
dcc080d2417a1ed54ec9d0739865498d
|
{
"intermediate": 0.41963455080986023,
"beginner": 0.41251125931739807,
"expert": 0.16785423457622528
}
|
7,413
|
can you add time based staking elements to the score of this smart contract?
//SPDX-License-Identifier: MIT
pragma solidity ^0.8.0;
import "@openzeppelin/contracts/token/ERC20/ERC20.sol";
contract LP_LEADERBOARD {
mapping(address => mapping(address => uint256)) public userLockedBalances;
mapping(uint256 => address) public userIdToAddress;
mapping(address => uint256) public addressToUserId;
uint256 public userIdCounter;
address[] public LPTokens;
struct userScore {
address user;
uint256 score;
}
constructor(address[] memory _LPTokens){
LPTokens = _LPTokens;
}
function isLPToken(address _token) public view returns(bool isToken){
address[] memory LPTokens_ = LPTokens;
uint256 arrLength = LPTokens_.length;
for(uint i; i < arrLength; i++){
if(LPTokens_[i] == _token){
isToken = true;
}
}
}
// Lock LP
function depositLP(address _token, uint256 _amount) public {
require(isLPToken(_token), "Not an approved token");
require(_amount > 0, "deposit amount must be more than 0");
if(addressToUserId[msg.sender] != 0){
require(IERC20(_token).transferFrom(msg.sender, address(this), _amount), "tx failed");
userLockedBalances[msg.sender][_token] += _amount;
}
else {
require(IERC20(_token).transferFrom(msg.sender, address(this), _amount), "tx failed");
uint256 userIdCounter_ = ++userIdCounter;
userLockedBalances[msg.sender][_token]+=_amount;
addressToUserId[msg.sender] = userIdCounter_;
userIdToAddress[userIdCounter_] = msg.sender;
}
}
// Remove LP
function withdrawLP(address _token, uint256 _amount) public {
require(_amount > 0, "deposit amount must be more than 0");
require(_amount <= userLockedBalances[msg.sender][_token], "user does not have that many locked up");
require(IERC20(_token).transfer(msg.sender, _amount),"transfer failed");
userLockedBalances[msg.sender][_token] -= _amount;
}
function getIndividualScore() public view returns (uint256){
uint256 totalScore;
for(uint i; i < LPTokens.length; i++){
address token = LPTokens[i];
totalScore += userLockedBalances[msg.sender][token];
}
return totalScore;
}
function getLeaderboard() public view returns (userScore[] memory) {
userScore[] memory scores = new userScore[](userIdCounter);
for (uint256 i = 1; i <= userIdCounter; i++) {
address user = userIdToAddress[i];
uint256 totalScore;
for (uint256 j = 0; j < LPTokens.length; j++) {
address token = LPTokens[j];
totalScore += userLockedBalances[user][token];
}
scores[i - 1] = userScore(user, totalScore);
}
// Sort scores in descending order
for (uint256 i = 0; i < userIdCounter - 1; i++) {
for (uint256 j = 0; j < userIdCounter - i - 1; j++) {
if (scores[j].score < scores[j + 1].score) {
userScore memory temp = scores[j];
scores[j] = scores[j + 1];
scores[j + 1] = temp;
}
}
}
return scores;
}
}
|
3abec4c6272f8aa0896894043020cad3
|
{
"intermediate": 0.3369735777378082,
"beginner": 0.4521358609199524,
"expert": 0.21089059114456177
}
|
7,414
|
In the code provided, the browser and web page is not opening: Sub PremisesRequests()
Dim url As String
url = "https://docs.google.com/spreadsheets/d/1PbhnvqdiCrZM2oumPARI-bZSnKSbkH1BoG9L__Z54sw/edit?resourcekey#gid=878161329"
CreateObject("Shell.Application").Open url
Application.Wait (Now + TimeValue("0:00:05"))
Dim wpgpr As Workbook
Set wpgpr = Workbooks.Open("G:\Shared drives\Swan School Site Premises\PREMISES MANAGEMENT\SERVICE PROVIDERS\Premises Requests.xlsm")
wpgpr.Activate
Call PromptToCopyGoogleSheetToExcel
End Sub
|
9279ee5773c6db5e249da2e2044b95af
|
{
"intermediate": 0.49547263979911804,
"beginner": 0.237186998128891,
"expert": 0.26734039187431335
}
|
7,415
|
исправь код так, чтобы при вводе реферального кода проверлась наличие подписки на канал в телеграмм, а иначе выскакивала надпись с просьбой подписаться. """import os
import sqlite3
from uuid import uuid4
from telegram import Update
from telegram.ext import Updater, CommandHandler, CallbackContext, MessageHandler, Filters
# Используйте свой токен бота, переданного вам ботом @BotFather
TELEGRAM_API_TOKEN = '6143413294:AAG_0lYsev83l0FaB5rqPdpYQPsHZPLEewI'
def start(update: Update, context: CallbackContext):
user_id = update.effective_user.id
conn = sqlite3.connect('referral_bot.db')
c = conn.cursor()
# Найти или создать пользователя в базе данных
c.execute('INSERT OR IGNORE INTO users (id) VALUES (?)', (user_id,))
conn.commit()
# Получить реферальный код и количество приглашенных пользователей
c.execute('SELECT referral_code, invited_count FROM users WHERE id = ?', (user_id,))
row = c.fetchone()
referral_code, invited_count = row
# Если пользователь не имеет реферального кода, создать один
if not referral_code:
referral_code = str(uuid4())[:8]
c.execute('UPDATE users SET referral_code = ? WHERE id = ?', (referral_code, user_id))
conn.commit()
# Получить список имен приглашенных пользователей
c.execute('SELECT invited_users FROM users WHERE id = ?', (user_id,))
row = c.fetchone()
invited_names = row[0].split(',') if row[0] else []
conn.close()
update.message.reply_text(f'Ваш реферальный код: {referral_code}\n'
f'Количество приглашенных вами пользователей: {invited_count}\n'
f'Их имена: {", ".join(invited_names)}')
def referral(update: Update, context: CallbackContext):
if not context.args:
update.message.reply_text('Пожалуйста, используйте команду /referal с вашим реферальным кодом')
return
referral_code = context.args[0]
invited_user_name = update.effective_user.full_name
invitee_user_id = update.effective_user.id
conn = sqlite3.connect('referral_bot.db')
c = conn.cursor()
if not check_if_code_exists(referral_code, c):
update.message.reply_text('Такого реферального кода не существует')
return
if referral_code == get_referral_code(invitee_user_id, c):
update.message.reply_text('Вы не можете использовать свой собственный реферальный код')
return
if check_if_already_invited(invitee_user_id, c):
update.message.reply_text('Вы уже в системе рефералов')
return
# Добавить пользователя в реферальную систему
add_invited_user(invitee_user_id, invited_user_name, referral_code, c)
c.execute('UPDATE users SET invited_by = ? WHERE id = ?', (get_user_id_by_referral_code(referral_code, c), invitee_user_id))
conn.commit()
conn.close()
update.message.reply_text('Вы успешно присоединились к системе рефералов')
def check_if_code_exists(referral_code: str, c):
c.execute('SELECT * FROM users WHERE referral_code = ?', (referral_code,))
return bool(c.fetchone())
def check_if_already_invited(invitee_user_id: int, c):
c.execute('SELECT * FROM users WHERE id = ? AND invited_by IS NOT NULL', (invitee_user_id,))
return bool(c.fetchone())
def get_referral_code(user_id: int, c):
c.execute('SELECT referral_code FROM users WHERE id = ?', (user_id,))
row = c.fetchone()
if row:
return row[0]
return None
def get_user_id_by_referral_code(referral_code: str, c):
c.execute('SELECT id FROM users WHERE referral_code = ?', (referral_code,))
return c.fetchone()[0]
def add_invited_user(user_id: int, user_name: str, referral_code: str, c):
inviter_user_id = get_user_id_by_referral_code(referral_code, c)
c.execute('UPDATE users SET invited_count = invited_count + 1, invited_users = COALESCE(invited_users, "") || ? WHERE id = ?', (user_name + ",", inviter_user_id))
def main():
# Создать таблицу пользователей
conn = sqlite3.connect('referral_bot.db')
c = conn.cursor()
c.execute('''CREATE TABLE IF NOT EXISTS users (
id INTEGER PRIMARY KEY,
referral_code TEXT UNIQUE,
invited_by INTEGER,
invited_count INTEGER DEFAULT 0,
invited_users TEXT DEFAULT ''
)''')
conn.commit()
conn.close()
updater = Updater(TELEGRAM_API_TOKEN)
dispatcher = updater.dispatcher
dispatcher.add_handler(CommandHandler('start', start))
dispatcher.add_handler(CommandHandler('referal', referral))
updater.start_polling()
updater.idle()
if 'main.py' == "main.py":
main()"""
|
509d8ebde96b974eda24355083b0d8d1
|
{
"intermediate": 0.3260142207145691,
"beginner": 0.39528927206993103,
"expert": 0.2786964774131775
}
|
7,416
|
i'm trying to fetch comments but i got error comments.map is not a function [import React, { useEffect, useState } from "react";
import { useParams } from "react-router-dom";
import axios from "axios";
import "../style.scss";
function View() {
const [video, setVideo] = useState(null);
const [commentText, setCommentText] = useState("");
const [comments, setComments] = useState([]);
const [videoUrl, setVideoUrl] = useState(null);
const { id } = useParams();
useEffect(() => {
const fetchVideo = async () => {
try {
const response = await axios.get(
`http://localhost:8800/api/posts/${id}`
);
setVideo(response.data);
setVideoUrl(response.data.video_url);
} catch (error) {
console.error(error);
}
};
fetchVideo();
}, [id]);
useEffect(() => {
const fetchComments = async () => {
try {
const response = await axios.get(
`http://localhost:8800/api/posts/comments/${id}`
);
setComments(response.data);
} catch (error) {
console.error(error);
}
};
fetchComments();
}, [id]);
const handleSubmit = async (e) => {
e.preventDefault();
console.log(commentText);
// TODO: Handle submitting the comment
};
const handleDelete = async (e) => {
e.preventDefault();
// TODO: Handle deleting the post
};
if (!video) {
return <div>Loading...</div>;
}
return (
<div className="view">
<h1>{video.title}</h1>
<p>
Published by <a href="userprofile.html">{video.user_id}</a> on{" "}
{video.publishedDate}
</p>
<video controls>
<source
src={`http://localhost:8800/api/${videoUrl}`}
type="video/mp4"
/>
</video>
<section id="comments">
<h2>Comments</h2>
<form onSubmit={handleSubmit}>
<label htmlFor="comment">Add a Comment:</label>
<textarea
id="comment"
name="comment"
value={commentText}
onChange={(e) => setCommentText(e.target.value)}
></textarea>
<button type="submit">Submit Comment</button>
<button onClick={handleDelete}>Delete posts</button>
</form>
<ul>
{comments.map((c) => (
<li key={c.id}>
<p>
<a href="profile.html">{c.user_id}</a> said:
</p>
<p>{c.comment}</p>
</li>
))}
</ul>
</section>
</div>
);
}
export default View;
]
|
9332530ca68da9d8c99b63ad22e744c0
|
{
"intermediate": 0.4951130747795105,
"beginner": 0.42625725269317627,
"expert": 0.07862962782382965
}
|
7,417
|
<template>
<div class="sidebar">
<el-menu
:default-active="routePath"
active-text-color="#20a0ff"
background-color="#324157"
class="sidebar-el-menu"
router
text-color="#bfcbd9"
>
<template v-for="item in items">
<template v-if="item.subs">
<el-submenu :index="item.index" :key="item.index">
<template slot="title">
<i :class="item.icon"></i>
<span slot="title">{{ item.title }}</span>
</template>
<template v-for="subItem in item.subs">
<el-submenu
:index="subItem.index"
:key="subItem.index"
v-if="subItem.subs"
>
<template slot="title">{{ subItem.title }}</template>
<el-menu-item
:index="threeItem.index"
:key="i"
v-for="(threeItem, i) in subItem.subs"
>{{ threeItem.title }}
</el-menu-item>
</el-submenu>
<el-menu-item :index="subItem.index" :key="subItem.index" v-else
>{{ subItem.title }}
</el-menu-item>
</template>
</el-submenu>
</template>
<template v-else>
<el-menu-item :index="item.index" :key="item.index">
<i :class="item.icon"></i>
<span slot="title">{{ item.title }}</span>
</el-menu-item>
</template>
</template>
</el-menu>
</div>
</template>啥意思
|
886bb21cf8da85c0386d869c1323c166
|
{
"intermediate": 0.2976359724998474,
"beginner": 0.5049983263015747,
"expert": 0.19736571609973907
}
|
7,418
|
I want use JavaScript build a table ,It has editable functions, dynamically add row, remove row, each cell has its own configuration items and data
|
43dee24fd4dc868005ad8119cd650701
|
{
"intermediate": 0.7231472134590149,
"beginner": 0.12216022610664368,
"expert": 0.15469259023666382
}
|
7,419
|
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.
The basic class structure is as follows:
1. Core:
- class Engine
- This is the main class that will initialize, run, and shut down other subsystems of the engine (e.g., Window, Renderer, Input, etc.)
2. Window:
- class Window
- This class will handle window creation, resizing, and destruction using GLFW. It should also handle keyboard and mouse input events.
3. Renderer:
- class Renderer
- This class will manage Vulkan objects (e.g., instance, device, swapchain, command buffers) and rendering pipelines.
- class Shader
- To handle shader modules creation and destruction.
- class Texture
- To handle texture loading and destruction.
- class Pipeline
- To encapsulate the description and creation of a Vulkan graphics or compute pipeline.
4. Scene:
- class Scene
- This class will manage the list of objects in the vector, update their transforms, and send them to the Renderer for rendering.
- class GameObject
- To represent individual objects in the scene, store their transformation matrices, and bind the relevant data like vertices and indices.
- class Camera
- To store and manage camera properties such as position, rotation, view, and projection matrices.
- class Mesh
- To handle mesh data (e.g., vertices, indices, etc.) for individual objects.
- class Material
- To store and manage material properties such as colors, shaders, and textures.
5. Math:
- Utilize GLM library to handle vector and matrix math operations.
Here is some of the relevant header and source file code:
Engine.h:
#pragma once
#include "Window.h"
#include "Renderer.h"
#include "Scene.h"
class Engine
{
public:
Engine();
~Engine();
void Run();
void Shutdown();
private:
void Initialize();
void MainLoop();
void Update(float deltaTime);
void Render();
Window window;
Renderer renderer;
Scene scene;
};
Engine.cpp:
#include "Engine.h"
#include "Terrain.h"
#include <iostream>
Engine::Engine()
{
Initialize();
}
Engine::~Engine()
{
Shutdown();
}
void Engine::Run()
{
MainLoop();
}
void Engine::Initialize()
{
// Initialize window, renderer, and scene
window.Initialize();
renderer.Initialize(window.GetWindow());
scene.Initialize();
VkDescriptorSetLayout descriptorSetLayout = renderer.CreateDescriptorSetLayout();
VkDescriptorPool descriptorPool = renderer.CreateDescriptorPool(1); // Assuming only one terrain object
Terrain terrain(0,10,1,renderer.GetDevice(), renderer.GetPhysicalDevice(), renderer.GetCommandPool(), renderer.GetGraphicsQueue());
terrain.GenerateTerrain(descriptorSetLayout, descriptorPool);
scene.AddGameObject(terrain.GetTerrainObject());
}
void Engine::MainLoop()
{
while (!window.ShouldClose())
{
window.PollEvents();
float deltaTime = window.GetDeltaTime();
Update(deltaTime);
Render();
}
}
void Engine::Update(float deltaTime)
{
scene.Update(deltaTime);
}
void Engine::Render()
{
renderer.BeginFrame();
scene.Render(renderer);
renderer.EndFrame();
}
void Engine::Shutdown()
{
// Clean up resources in reverse order
scene.Shutdown();
renderer.Shutdown();
window.Shutdown();
}
Scene.h:
#pragma once
#include <vector>
#include "GameObject.h"
#include "Camera.h"
#include "Renderer.h"
class Scene
{
public:
Scene();
~Scene();
void Initialize();
void Update(float deltaTime);
void Render(Renderer& renderer);
void Shutdown();
void AddGameObject(GameObject* gameObject);
Camera& GetCamera();
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));
// Add initial game objects
}
void Scene::Update(float deltaTime)
{
// Update game objects and camera
for (GameObject* gameObject : gameObjects)
{
gameObject->Update(deltaTime);
}
}
void Scene::Render(Renderer& renderer)
{
// Render game objects
for (GameObject* gameObject : gameObjects)
{
gameObject->Render(renderer, camera);
}
// Submit rendering-related commands to Vulkan queues
}
void Scene::Shutdown()
{
// Clean up game objects
for (GameObject* gameObject : gameObjects)
{
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(const Mesh& mesh, const Material& material);
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);
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(0.0f), rotation(0.0f), scale(1.0f)
{
}
GameObject::~GameObject()
{
if (initialized)
{
Shutdown();
}
}
void GameObject::Initialize(const Mesh& mesh, const Material& material)
{
this->mesh = mesh; // copy or share mesh data
this->material = material; // copy or share material data
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);
// 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();
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
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)
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);
}
Terrain.h:
#pragma once
#include "Simplex.h"
#include "Mesh.h"
#include "Material.h"
#include "GameObject.h"
class Terrain {
public:
Terrain(int seed, int worldSize, float scale, VkDevice* device, VkPhysicalDevice* physicalDevice, VkCommandPool* commandPool, VkQueue* graphicsQueue);
~Terrain();
void GenerateTerrain(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool);
GameObject* GetTerrainObject();
private:
void GenerateHeightMap();
void ConvertHeightMapToMeshData();
int seed;
int worldSize;
float scale;
VkDevice* device;
VkPhysicalDevice* physicalDevice;
VkCommandPool* commandPool;
VkQueue* graphicsQueue;
SimplexNoise noise;
std::vector<std::vector<float>> heightMap;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
Mesh terrainMesh;
Material terrainMaterial;
GameObject terrainObject;
};
Terrain.cpp:
#include "Terrain.h"
Terrain::Terrain(int seed, int worldSize, float scale, VkDevice* device, VkPhysicalDevice* physicalDevice, VkCommandPool* commandPool, VkQueue* graphicsQueue)
: seed(seed), worldSize(worldSize), scale(scale), noise(seed), device(device), physicalDevice(physicalDevice), commandPool(commandPool), graphicsQueue(graphicsQueue) {
}
Terrain::~Terrain() {
// Cleanup any resources associated with the Terrain class
terrainMesh.Cleanup();
terrainMaterial.Cleanup();
}
void Terrain::GenerateHeightMap() {
heightMap = std::vector<std::vector<float>>(worldSize, std::vector<float>(worldSize, 0.0f));
for (int x = 0; x < worldSize; ++x) {
for (int z = 0; z < worldSize; ++z) {
float noiseValue = noise.noise(x * scale, z * scale);
heightMap[x][z] = noiseValue;
}
}
}
void Terrain::ConvertHeightMapToMeshData() {
// … Convert height map to vertices and indices (code from the previous example)
}
void Terrain::GenerateTerrain(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool)
{
GenerateHeightMap();
ConvertHeightMapToMeshData();
terrainMesh.Initialize(vertices, indices, *device, *physicalDevice, *commandPool, *graphicsQueue);
// Initialize terrainMaterial with the loaded shaders and texture
// Assume descriptorSetLayout and descriptorPool are created before this call
terrainMaterial.Initialize("C:/shaders/vert.spv", "C:/shaders/frag.spv", "C:/textures/texture.jpg", *device, descriptorSetLayout, descriptorPool, *physicalDevice, *commandPool, *graphicsQueue);
terrainObject.Initialize(terrainMesh, terrainMaterial);
}
GameObject* Terrain::GetTerrainObject() {
return &terrainObject;
}
Material.h:
#pragma once
#include <vulkan/vulkan.h>
#include "Texture.h"
#include "Shader.h"
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);
VkDescriptorSet GetDescriptorSet() const;
VkPipelineLayout GetPipelineLayout() const;
private:
VkDevice device;
Shader vertexShader;
Shader fragmentShader;
Texture texture;
VkDescriptorSet descriptorSet;
VkPipelineLayout pipelineLayout;
};
Material.cpp:
#include "Material.h"
Material::Material()
: device(VK_NULL_HANDLE), descriptorSet(VK_NULL_HANDLE), pipelineLayout(VK_NULL_HANDLE)
{
}
Material::~Material()
{
Cleanup();
}
void Material::Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
// Load shaders and texture
LoadTexture(texturePath, device, physicalDevice, commandPool, graphicsQueue);
LoadShaders(vertShaderPath, fragShaderPath, device);
// Create descriptor set, pipeline layout, and other required objects for the material
// …
}
void Material::Cleanup()
{
// Clean up resources, if necessary
// (depending on how Shader and Texture resources are managed)
}
VkDescriptorSet Material::GetDescriptorSet() const
{
return descriptorSet;
}
VkPipelineLayout Material::GetPipelineLayout() const
{
return pipelineLayout;
}
void Material::LoadTexture(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
texture.LoadFromFile(filename, device, physicalDevice, commandPool, graphicsQueue);
}
void Material::LoadShaders(const std::string& vertFilename, const std::string& fragFilename, VkDevice device)
{
vertexShader.LoadFromFile(vertFilename, device, VK_SHADER_STAGE_VERTEX_BIT);
fragmentShader.LoadFromFile(fragFilename, device, VK_SHADER_STAGE_FRAGMENT_BIT);
}
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);
void Cleanup();
VkImageView GetImageView() const;
VkSampler GetSampler() const;
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);
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…
};
Texture.cpp:
#include "Texture.h"
#include "BufferUtils.h"
#include <iostream>
Texture::Texture()
: device(VK_NULL_HANDLE), image(VK_NULL_HANDLE), imageMemory(VK_NULL_HANDLE), imageView(VK_NULL_HANDLE), sampler(VK_NULL_HANDLE)
{
}
Texture::~Texture()
{
if (initialized)
{
Cleanup();
}
}
void Texture::LoadFromFile(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
this->physicalDevice = physicalDevice;
this->commandPool = commandPool;
this->graphicsQueue = graphicsQueue;
this->initialized = true;
// Load image from file using stb_image
int width, height, channels;
stbi_uc* pixels = stbi_load(filename.c_str(), &width, &height, &channels, STBI_rgb_alpha);
if (!pixels)
{
throw std::runtime_error("Failed to load texture image!");
}
// Calculate the number of mip levels
uint32_t mipLevels = static_cast<uint32_t>(std::floor(std::log2(std::max(width, height)))) + 1;
// Create a buffer to store the image data
VkDeviceSize imageSize = width * height * 4;
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
// Create and fill the buffer
// …
// Create the staging buffer for transferring image data
VkBufferCreateInfo bufferCreateInfo{};
bufferCreateInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferCreateInfo.size = imageSize;
bufferCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
bufferCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
if (vkCreateBuffer(device, &bufferCreateInfo, nullptr, &stagingBuffer) != VK_SUCCESS) {
throw std::runtime_error("Failed to create staging buffer!");
}
VkMemoryRequirements memoryRequirements;
vkGetBufferMemoryRequirements(device, stagingBuffer, &memoryRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memoryRequirements.size;
allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memoryRequirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
if (vkAllocateMemory(device, &allocInfo, nullptr, &stagingBufferMemory) != VK_SUCCESS) {
throw std::runtime_error("Failed to allocate staging buffer memory!");
}
// Create the staging buffer and staging buffer memory
BufferUtils::CreateBuffer(device, physicalDevice, imageSize,VK_BUFFER_USAGE_TRANSFER_SRC_BIT,VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,stagingBuffer, stagingBufferMemory);
vkBindBufferMemory(device, stagingBuffer, stagingBufferMemory, 0);
// Copy image data to the buffer
void* bufferData;
vkMapMemory(device, stagingBufferMemory, 0, imageSize, 0, &bufferData);
memcpy(bufferData, pixels, static_cast<size_t>(imageSize));
vkUnmapMemory(device, stagingBufferMemory);
// Free the stb_image buffer
stbi_image_free(pixels);
// Create vkImage, copy buffer to image, and create imageView and sampler
// …
CreateImage(width, height, mipLevels, VK_SAMPLE_COUNT_1_BIT, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
CreateImageView(VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_ASPECT_COLOR_BIT, mipLevels);
CreateSampler(mipLevels);
CopyBufferToImage(stagingBuffer, width, height);
// Cleanup the staging buffer and staging buffer memory
// …
// Destroy the staging buffer and free the staging buffer memory
vkDestroyBuffer(device, stagingBuffer, nullptr);
vkFreeMemory(device, stagingBufferMemory, nullptr);
}
void Texture::Cleanup()
{
vkDestroySampler(device, sampler, nullptr);
vkDestroyImageView(device, imageView, nullptr);
vkDestroyImage(device, image, nullptr);
vkFreeMemory(device, imageMemory, nullptr);
this->initialized = false;
}
VkImageView Texture::GetImageView() const
{
return imageView;
}
VkSampler Texture::GetSampler() const
{
return sampler;
}
void Texture::CreateImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkSampleCountFlagBits numSamples, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties)
{
VkImageCreateInfo imageInfo{};
imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imageInfo.imageType = VK_IMAGE_TYPE_2D;
imageInfo.extent.width = width;
imageInfo.extent.height = height;
imageInfo.extent.depth = 1;
imageInfo.mipLevels = mipLevels;
imageInfo.arrayLayers = 1;
imageInfo.format = format;
imageInfo.tiling = tiling;
imageInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
imageInfo.usage = usage;
imageInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
imageInfo.samples = numSamples;
imageInfo.flags = 0;
if (vkCreateImage(device, &imageInfo, nullptr, &image) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create image!");
}
VkMemoryRequirements memRequirements;
vkGetImageMemoryRequirements(device, image, &memRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memRequirements.size;
allocInfo.memoryTypeIndex = BufferUtils::FindMemoryType(physicalDevice, memRequirements.memoryTypeBits, properties);
if (vkAllocateMemory(device, &allocInfo, nullptr, &imageMemory) != VK_SUCCESS)
{
throw std::runtime_error("Failed to allocate image memory!");
}
vkBindImageMemory(device, image, imageMemory, 0);
}
void Texture::TransitionImageLayout(VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels)
{
// …
// Create a one-time-use command buffer and record image layout transition commands
// …
VkImageMemoryBarrier barrier{};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = oldLayout;
barrier.newLayout = newLayout;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = image;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = mipLevels;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 1;
// …
}
void Texture::CreateImageView(VkFormat format, VkImageAspectFlags aspectFlags, uint32_t mipLevels)
{
VkImageViewCreateInfo viewInfo{};
viewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
viewInfo.image = image;
viewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
viewInfo.format = format;
viewInfo.subresourceRange.aspectMask = aspectFlags;
viewInfo.subresourceRange.baseMipLevel = 0;
viewInfo.subresourceRange.levelCount = mipLevels;
viewInfo.subresourceRange.baseArrayLayer = 0;
viewInfo.subresourceRange.layerCount = 1;
if (vkCreateImageView(device, &viewInfo, nullptr, &imageView) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create texture image view!");
}
}
void Texture::CreateSampler(uint32_t mipLevels)
{
VkSamplerCreateInfo samplerInfo{};
samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
samplerInfo.magFilter = VK_FILTER_LINEAR;
samplerInfo.minFilter = VK_FILTER_LINEAR;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.anisotropyEnable = VK_TRUE;
samplerInfo.maxAnisotropy = 16;
samplerInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
samplerInfo.unnormalizedCoordinates = VK_FALSE;
samplerInfo.compareEnable = VK_FALSE;
samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
samplerInfo.mipLodBias = 0.0f;
samplerInfo.minLod = 0.0f;
samplerInfo.maxLod = static_cast<float>(mipLevels);
if (vkCreateSampler(device, &samplerInfo, nullptr, &sampler) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create texture sampler!");
}
}
void Texture::CopyBufferToImage(VkBuffer buffer, uint32_t width, uint32_t height)
{
// Create a one-time-use command buffer
VkCommandBufferAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
allocInfo.commandPool = commandPool;
allocInfo.commandBufferCount = 1;
VkCommandBuffer commandBuffer;
vkAllocateCommandBuffers(device, &allocInfo, &commandBuffer);
VkCommandBufferBeginInfo beginInfo{};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
// Record buffer to image copy command in the command buffer
vkBeginCommandBuffer(commandBuffer, &beginInfo);
VkBufferImageCopy region{};
region.bufferOffset = 0;
region.bufferRowLength = 0;
region.bufferImageHeight = 0;
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.mipLevel = 0;
region.imageSubresource.baseArrayLayer = 0;
region.imageSubresource.layerCount = 1;
region.imageOffset = { 0, 0, 0 };
region.imageExtent = {
width,
height,
1
};
vkCmdCopyBufferToImage(
commandBuffer,
buffer,
image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1,
®ion
);
// End command buffer recording
vkEndCommandBuffer(commandBuffer);
// Submit command buffer
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
vkQueueSubmit(graphicsQueue, 1, &submitInfo, VK_NULL_HANDLE);
vkQueueWaitIdle(graphicsQueue);
// Free command buffer
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
}
Mesh.h:
#pragma once
#include <vector>
#include <vulkan/vulkan.h>
#include <glm/glm.hpp>
#include "BufferUtils.h"
struct Vertex
{
glm::vec3 position;
glm::vec3 color;
};
class Mesh
{
public:
Mesh();
~Mesh();
void Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Initialize(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
void Cleanup();
const std::vector<Vertex>& GetVertices() const;
const std::vector<uint32_t>& GetIndices() const;
VkBuffer GetVertexBuffer() const;
VkBuffer GetIndexBuffer() const;
void SetVertices(const std::vector<Vertex>& vertices);
void SetIndices(const std::vector<uint32_t>& indices);
private:
VkDevice device;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
VkBuffer vertexBuffer;
VkDeviceMemory vertexBufferMemory;
VkBuffer indexBuffer;
VkDeviceMemory indexBufferMemory;
};
Mesh.cpp:
#include "Mesh.h"
Mesh::Mesh()
: device(VK_NULL_HANDLE), vertexBuffer(VK_NULL_HANDLE), vertexBufferMemory(VK_NULL_HANDLE), indexBuffer(VK_NULL_HANDLE), indexBufferMemory(VK_NULL_HANDLE)
{
}
Mesh::~Mesh()
{
Cleanup();
}
void Mesh::Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->vertices = vertices;
this->indices = indices;
this->device = device;
// Create vertex buffer and index buffer
// (assuming you have helper functions CreateBuffer and CopyBuffer)
// …
}
void Mesh::Initialize(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue)
{
this->device = device;
// Create vertex buffer and index buffer
// (assuming you have helper functions CreateBuffer and CopyBuffer)
// …
// Declare and initialize stagingBuffer and bufferSize here
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
VkDeviceSize bufferSize = sizeof(vertices[0]) * vertices.size();
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
stagingBuffer, stagingBufferMemory);
void* data;
vkMapMemory(device, stagingBufferMemory, 0, bufferSize, 0, &data);
memcpy(data, vertices.data(), (size_t)bufferSize);
vkUnmapMemory(device, stagingBufferMemory);
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
vertexBuffer, vertexBufferMemory);
BufferUtils::CopyBuffer(device, commandPool, graphicsQueue, stagingBuffer, vertexBuffer, bufferSize);
vkDestroyBuffer(device, stagingBuffer, nullptr);
vkFreeMemory(device, stagingBufferMemory, nullptr);
bufferSize = sizeof(indices[0]) * indices.size();
VkBuffer stagingIndexBuffer;
VkDeviceMemory stagingIndexBufferMemory;
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
stagingIndexBuffer, stagingIndexBufferMemory);
vkMapMemory(device, stagingIndexBufferMemory, 0, bufferSize, 0, &data);
memcpy(data, indices.data(), (size_t)bufferSize);
vkUnmapMemory(device, stagingIndexBufferMemory);
BufferUtils::CreateBuffer(device, physicalDevice, bufferSize,
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
indexBuffer, indexBufferMemory);
BufferUtils::CopyBuffer(device, commandPool, graphicsQueue, stagingIndexBuffer, indexBuffer, bufferSize);
vkDestroyBuffer(device, stagingIndexBuffer, nullptr);
vkFreeMemory(device, stagingIndexBufferMemory, nullptr);
}
void Mesh::Cleanup()
{
if (device != VK_NULL_HANDLE)
{
if (vertexBuffer != VK_NULL_HANDLE)
{
vkDestroyBuffer(device, vertexBuffer, nullptr);
vkFreeMemory(device, vertexBufferMemory, nullptr);
vertexBuffer = VK_NULL_HANDLE;
vertexBufferMemory = VK_NULL_HANDLE;
}
if (indexBuffer != VK_NULL_HANDLE)
{
vkDestroyBuffer(device, indexBuffer, nullptr);
vkFreeMemory(device, indexBufferMemory, nullptr);
indexBuffer = VK_NULL_HANDLE;
indexBufferMemory = VK_NULL_HANDLE;
}
}
}
const std::vector<Vertex>& Mesh::GetVertices() const
{
return vertices;
}
const std::vector<uint32_t>& Mesh::GetIndices() const
{
return indices;
}
VkBuffer Mesh::GetVertexBuffer() const
{
return vertexBuffer;
}
VkBuffer Mesh::GetIndexBuffer() const
{
return indexBuffer;
}
void Mesh::SetVertices(const std::vector<Vertex>& vertices)
{
this->vertices = vertices;
}
void Mesh::SetIndices(const std::vector<uint32_t>& indices)
{
this->indices = indices;
}
I am getting an error in the Texture::Cleanup method saying "A heap has been corrupted". Do you know what might be causing this error and how to fix it? There could be and issue of shared ownership of resources between Terrain and GameObject.
|
9d7e396642b400c3e25db87c620f33eb
|
{
"intermediate": 0.41963455080986023,
"beginner": 0.41251125931739807,
"expert": 0.16785423457622528
}
|
7,420
|
I’m working on an arduino project using a keypad 4x4, a lcd screen, 8 relays. A RTC 3232. It’s divided in several files .cpp/.h. The following code consist on a menu for relays managing. It’s called from the main loop by using a button calling mainMenu(). This code works but I want you optimise the menu (information on the screen, delays…) feel free to reorgonize to make a better code, and advice me about kind of improvement you can do (uning ables, créating other functions…).
//Menu.cpp
#include <Arduino.h>
#include <Keypad.h>
#include <Wire.h>
#include <LiquidCrystal_I2C.h>
#include "RELAIS.h"
#include "HORLOGE.h"
#include "Menu.h"
#include "Elec.h"
#include "Temperature.h"
Elec elec3;
const byte ROWS = 4;
const byte COLS = 4;
byte rowPins[ROWS] = { 33, 32, 31, 30 };
byte colPins[COLS] = { 29, 28, 27, 26 };
char key;
char keys[ROWS][COLS] = {
{ '1', '2', '3', 'A' },
{ '4', '5', '6', 'B' },
{ '7', '8', '9', 'C' },
{ '*', '0', '#', 'D' }
};
Keypad keypad = Keypad(makeKeymap(keys), rowPins, colPins, ROWS, COLS);
extern LiquidCrystal_I2C lcd(0x27, 20, 4);
void Initialisation_LCD(){
Wire.begin();
lcd.init();
lcd.noBacklight();
}
void mainMenu() {
lcd.clear();lcd.backlight();
lcd.setCursor(0, 0);
lcd.print(DateHeure());
lcd.setCursor(0, 2);
lcd.print("A-RELAIS B-INFO");
lcd.setCursor(0, 3);
lcd.print("D-QUITTER");
char key = keypad.waitForKey();
switch (key) {
case 'A': relaisMenu(); break;
case 'B': infoMenu(); break;
case 'D': lcd.clear(); lcd.noBacklight(); break;
}
}
void relaisMenu() {
lcd.clear();
lcd.setCursor(0, 0);
lcd.print("Choix relai #");
int relai_choisi = getKeypadValue(1, Relais_Nb, "Entrez numero relai #");
relai_choisi = relai_choisi - 1 ;
lcd.setCursor(0, 2);
lcd.print("A:ON/OFF B:TIMER ");
lcd.setCursor(0, 3);
lcd.print("C:PROGRAM D:EXIT ");
bool exitFlag = false;
while (!exitFlag) {
char key = keypad.waitForKey();
int value;
switch (key) {
case 'A':
updateRelayState(relai_choisi, !Relais_Statut[relai_choisi]);
lcd.clear();
lcd.setCursor(0, 0);
lcd.print("Relai : ");
lcd.print(relai_choisi + 1);
lcd.setCursor(0, 1);
if (Relais_Statut[relai_choisi] == 1) {lcd.print("ON!");} else {lcd.print("OFF!");}
delay(1500);
exitFlag = true;
lcd.clear(); lcd.noBacklight(); break;
case 'B':
value = getKeypadValue(0, 999, "Durée : ");
if (value > -1) {
updateRelayState(relai_choisi, !Relais_Statut[relai_choisi]);
Relais_Timer[relai_choisi] = value;
lcd.clear();
lcd.setCursor(0, 0);
lcd.print("Relai : ");
lcd.print(relai_choisi + 1);
lcd.setCursor(0, 1);
if (Relais_Statut[relai_choisi] == 1) {lcd.print("ON!");} else {lcd.print("OFF!");}
lcd.setCursor(0, 2);
lcd.print("Durée : ");
lcd.print(value);
delay(1500);
lcd.clear(); lcd.noBacklight();
}
exitFlag = true;
break;
case 'C':
int Prog_dispo = Renvoi_Programme_Horaire_Dispo(relai_choisi);
Relais_Prog_Actif[relai_choisi][Prog_dispo] = 1;
Relais_Prog_Consigne[relai_choisi][Prog_dispo] = getKeypadValue(0, 1, "Consigne 1=ON/0=OFF");
Relais_Prog_Heure[relai_choisi][Prog_dispo] = getKeypadValue(0, 24, "Heure programme ");
Relais_Prog_Minute[relai_choisi][Prog_dispo] = getKeypadValue(0, 60, "Minute programme ");
Relais_Prog_Timer[relai_choisi][Prog_dispo] = getKeypadValue(0, 999, "Timer ");
Relais_Prog_Minute[relai_choisi][Prog_dispo] = getKeypadValue(0, 60, "Recurrent 1=O/0=N ");
exitFlag = true;
lcd.clear();lcd.noBacklight();
break;
case 'D':
exitFlag = true;
lcd.clear();lcd.noBacklight();
break;
}
}
}
int getKeypadValue(int minVal, int maxVal, char* infoText) {
lcd.clear();
lcd.setCursor(0, 3);
lcd.print("A-VALIDER D-QUITTER");
lcd.setCursor(0, 0);
lcd.print(infoText);
int value = 0;
bool exitFlag = false;
while (!exitFlag) {
char key = keypad.waitForKey();
if (key >= '0' && key <= '9') {
int newVal = value * 10 + (key - '0');
if (newVal >= minVal && newVal <= maxVal) {
value = newVal;
lcd.print(key);
delay(1000);
}
} else if (key == 'D') {
return -1; // Annuler l'entrée
} else if (key == 'A') {
exitFlag = true;
}
}
return value;
}
void infoMenu() {
// Gérer l'affichage et l'interaction avec le menu d'informations
lcd.clear();
lcd.setCursor(0, 0);
lcd.print("A-Temp B-Hum");
lcd.setCursor(0, 1);
lcd.print("D-Quit");
bool quit = false;
while (!quit) {
char key = keypad.waitForKey();
switch (key) {
case 'A':
showTemps();
quit = true;
lcd.clear();lcd.noBacklight();
break;
case 'B':
ShowElec();
quit = true;
lcd.clear();lcd.noBacklight();
break;
case 'D':
quit = true;
lcd.clear();lcd.noBacklight();
break;
}
}
}
void showTemps() {
lcd.clear();
for (int i = 0; i < Nb_Dallas; i++) {
lcd.setCursor(0, i);
lcd.print("T1: ");
lcd.print(tab_Dallas[i]);
lcd.setCursor(10, i);
}
char key;
do {
key = keypad.waitForKey();
} while (key != 'D');
}
void ShowElec() {
lcd.clear();
lcd.setCursor(0, 0);
lcd.print("T: ");
lcd.print(elec3.voltage);
for (int i = 0; i < Nb_Capteurs_Intensite; i++) {
lcd.setCursor(0, i+1);
lcd.print("I1: ");
lcd.print(elec3.intensite[i]);
lcd.setCursor(10, i+1);
lcd.print("P1: ");
lcd.print(elec3.puissance[i]);
}
char key;
do {
key = keypad.waitForKey();
} while (key != 'D');
}
|
24e3fed3818ac645660496d191e0f01d
|
{
"intermediate": 0.33190181851387024,
"beginner": 0.40994521975517273,
"expert": 0.2581530213356018
}
|
7,421
|
I have a google sheet open in my Chrome browser on my PC. The goole sheet name is 'Current Jobs'.
I also have an Excel workbook 'Premesis Requests' open on my PC.
I want to write a vba code that will copy columns A to Columns J from the google sheet page 'Current Jobs' and then paste the column's to my Excel workbook 'Premises Request' in the sheet named 'Paste' and also into the same columns A to columns J.
|
ea1b8a7f43047ba4d23919eef98b2576
|
{
"intermediate": 0.45657116174697876,
"beginner": 0.2558099031448364,
"expert": 0.2876189351081848
}
|
7,422
|
package main
import (
“fmt”
“math”
“strconv”
“strings”
“unicode”
)
// Define all token types
type TokenType int
const (
EOF TokenType = iota
Number
Plus
Minus
Multiply
Divide
Power
Sqrt
Root
Sin
Cos
Tan
Cot
LeftParen
RightParen
Variable
Comma
)
// Token structure
type Token struct {
Type TokenType
Value string
}
// Function to check if a rune is a space
func isSpace(r rune) bool {
return unicode.IsSpace®
}
// Function to check if a rune is a digit
func isDigit(r rune) bool {
return unicode.IsDigit®
}
// Function to check if a rune is an operator
func isOperator(r rune) bool {
return strings.ContainsRune(“±/^", r)
}
// Add a function to check if a rune is a letter
func isLetter(r rune) bool {
return unicode.IsLetter®
}
// Function to convert an expression string into tokens
func tokenize(expr string) ([]Token, error) {
var tokens []Token
for len(expr) > 0 {
expr = strings.TrimSpace(expr)
if len(expr) == 0 {
break
}
var t Token
switch {
case expr[0] == ‘+’:
t = Token{Plus, “+”}
expr = expr[1:]
case expr[0] == ‘-’:
if isDigit(rune(expr[1])) {
num := strings.TrimLeftFunc(expr[1:], isDigit)
t = Token{Number, “-” + expr[1:len(expr)-len(num)]}
expr = num
} else {
t = Token{Minus, “-”}
expr = expr[1:]
}
case expr[0] == '':
t = Token{Multiply, “*”}
expr = expr[1:]
case expr[0] == ‘/’:
t = Token{Divide, “/”}
expr = expr[1:]
case expr[0] == ‘(’:
t = Token{LeftParen, “(”}
expr = expr[1:]
case expr[0] == ‘)’:
t = Token{RightParen, “)”}
expr = expr[1:]
case expr[0] == ‘,’:
t = Token{Comma, “,”}
expr = expr[1:]
case expr[0] == ‘^’:
t = Token{Power, “^”}
expr = expr[1:]
case strings.HasPrefix(expr, “sqrt”):
t = Token{Sqrt, “sqrt”}
expr = expr[len(“sqrt”):]
case strings.HasPrefix(expr, “root(”):
t = Token{Root, “root”}
expr = expr[len(“root(”):]
case strings.HasPrefix(expr, “sin”):
t = Token{Sin, “sin”}
expr = expr[len(“sin”):]
case strings.HasPrefix(expr, “cos”):
t = Token{Cos, “cos”}
expr = expr[len(“cos”):]
case strings.HasPrefix(expr, “tan”):
t = Token{Tan, “tan”}
expr = expr[len(“tan”):]
case strings.HasPrefix(expr, “cot”):
t = Token{Cot, “cot”}
expr = expr[len(“cot”):]
case isDigit(rune(expr[0])) || (expr[0] == ‘.’ && len(expr) > 1 && isDigit(rune(expr[1]))):
// Найдите длину числовой последовательности
var numLen int
for ; numLen < len(expr) && (isDigit(rune(expr[numLen])) || expr[numLen] == ‘.’); numLen++ {
}
t = Token{Number, expr[:numLen]}
expr = expr[numLen:]
case isLetter(rune(expr[0])):
varName := strings.TrimLeftFunc(expr, isLetter)
t = Token{Variable, expr[:len(expr)-len(varName)]}
expr = varName
default:
return nil, fmt.Errorf(“Неизвестный символ: %c”, expr[0])
}
tokens = append(tokens, t)
}
return tokens, nil
}
// Function to get the precedence of an operator
func precedence(op TokenType) int {
switch op {
case Power:
return 4
case Sqrt, Sin, Cos, Tan, Cot:
return 3
case Multiply, Divide:
return 2
case Plus, Minus:
return 1
case LeftParen, RightParen:
return 0
default:
return 0
}
}
// Function to evaluate an expression given its tokens
func eval(tokens []Token, variableMaps …map[string]float64) (float64, error) {
// Combine all the variable maps
vars := make(map[string]float64)
for _, variableMap := range variableMaps {
for key, value := range variableMap {
vars[key] = value
}
}
applyOperation := func(op Token, args …float64) (float64, error) {
switch op.Type {
case Plus:
return args[0] + args[1], nil
case Minus:
return args[0] - args[1], nil
case Multiply:
return args[0] * args[1], nil
case Divide:
return args[0] / args[1], nil
case Power:
return math.Pow(args[0], args[1]), nil
case Sqrt:
return math.Sqrt(args[0]), nil
case Root:
return math.Pow(args[1], 1.0/args[0]), nil
case Sin:
return math.Sin(args[0]), nil
case Cos:
return math.Cos(args[0]), nil
case Tan:
return math.Tan(args[0]), nil
case Cot:
return 1 / math.Tan(args[0]), nil
default:
return 0, fmt.Errorf(“Неизвестная операция: %v”, op.Value)
}
}
var numStack []float64
var opStack []Token
popNumStack := func() float64 {
val := numStack[len(numStack)-1]
numStack = numStack[:len(numStack)-1]
return val
}
for i := 0; i < len(tokens); i++ {
token := tokens[i]
switch token.Type {
// case Comma:
// if i+1 < len(tokens) && tokens[i+1].Type != LeftParen {
// // Push both numbers onto numStack before processing the root operation
// numStack = append(numStack, popNumStack())
// } else {
// return 0, fmt.Errorf(“Incorrect usage of comma”)
// }
case Root:
// Skip the “root(” token first
i++
// Remove the comma from the tokens list
j := i
open := 1
for ; open != 0 && j < len(tokens); j++ {
if tokens[j].Type == LeftParen {
open++
}
if tokens[j].Type == RightParen {
open–
}
if open == 1 && tokens[j].Type == Comma {
tokens = append(tokens[:j], tokens[j+1:]…)
break
}
}
if j == len(tokens) {
return 0, fmt.Errorf(“Mismatched parentheses”)
}
case Number:
val, err := strconv.ParseFloat(token.Value, 64)
if err != nil {
return 0, err
}
numStack = append(numStack, val)
case Variable:
val, ok := vars[token.Value]
if !ok {
return 0, fmt.Errorf(“Отсутствует значение для переменной: %v”, token.Value)
}
numStack = append(numStack, val)
case Plus, Minus, Multiply, Divide, Power, Sqrt, Sin, Cos, Tan, Cot:
for len(opStack) > 0 && precedence(token.Type) <= precedence(opStack[len(opStack)-1].Type) {
op := opStack[len(opStack)-1]
opStack = opStack[:len(opStack)-1]
var args []float64
if op.Type == Sqrt || op.Type == Sin || op.Type == Cos || op.Type == Tan || op.Type == Cot {
args = []float64{popNumStack()}
} else {
args = []float64{popNumStack(), popNumStack()}
args[0], args[1] = args[1], args[0] // Reverse the order
}
res, err := applyOperation(op, args…)
if err != nil {
return 0, err
}
numStack = append(numStack, res)
}
opStack = append(opStack, token)
case LeftParen:
opStack = append(opStack, token)
case RightParen:
for len(opStack) > 0 && opStack[len(opStack)-1].Type != LeftParen {
op := opStack[len(opStack)-1]
opStack = opStack[:len(opStack)-1]
var args []float64
if op.Type == Sqrt || op.Type == Sin || op.Type == Cos || op.Type == Tan || op.Type == Cot {
args = []float64{popNumStack()}
} else {
args = []float64{popNumStack(), popNumStack()}
args[0], args[1] = args[1], args[0] // Reverse the order
}
res, err := applyOperation(op, args…)
if err != nil {
return 0, err
}
numStack = append(numStack, res)
}
if len(opStack) > 0 && opStack[len(opStack)-1].Type == LeftParen {
opStack = opStack[:len(opStack)-1]
}
}
}
for len(opStack) > 0 {
op := opStack[len(opStack)-1]
opStack = opStack[:len(opStack)-1]
var args []float64
if op.Type == Sqrt || op.Type == Sin || op.Type == Cos || op.Type == Tan || op.Type == Cot {
args = []float64{popNumStack()}
} else {
args = []float64{popNumStack(), popNumStack()}
args[0], args[1] = args[1], args[0] // Reverse the order
}
res, err := applyOperation(op, args…)
if err != nil {
return 0, err
}
numStack = append(numStack, res)
}
if len(numStack) != 1 {
return 0, fmt.Errorf(“Неверное количество аргументов”)
}
return numStack[0], nil
}
func main() {
expr := “root(3, 27)” // Вычисляет кубический корень из 27
tokens, err := tokenize(expr)
if err != nil {
fmt.Println(“Ошибка при токенизации:”, err)
return
}
result, err := eval(tokens)
if err != nil {
fmt.Println(“Ошибка при вычислении:”, err)
return
}
fmt.Printf(”%s = %v\n", expr, result)
}
не корректно вычисляет
результат root(3, 27) = 27
|
c31ef846f3c429199fac4706bf9f22ce
|
{
"intermediate": 0.3245989978313446,
"beginner": 0.48085060715675354,
"expert": 0.19455043971538544
}
|
7,423
|
почему бот предлагает подписаться на канал, хотя пользователь уже и так подписан """import os
import sqlite3
from uuid import uuid4
from telegram import Update
from telegram.ext import Updater, CommandHandler, CallbackContext, MessageHandler, Filters
# Используйте свой токен бота, переданного вам ботом @BotFather
TELEGRAM_API_TOKEN = '6143413294:AAG_0lYsev83l0FaB5rqPdpYQPsHZPLEewI'
CHANNEL_ID = '@stepupstepshop' # Замените на ID вашего канала
def start(update: Update, context: CallbackContext):
user_id = update.effective_user.id
conn = sqlite3.connect('referral_bot.db')
c = conn.cursor()
# Найти или создать пользователя в базе данных
c.execute('INSERT OR IGNORE INTO users (id) VALUES (?)', (user_id,))
conn.commit()
# Получить реферальный код и количество приглашенных пользователей
c.execute('SELECT referral_code, invited_count FROM users WHERE id = ?', (user_id,))
row = c.fetchone()
referral_code, invited_count = row
# Если пользователь не имеет реферального кода, создать один
if not referral_code:
referral_code = str(uuid4())[:8]
c.execute('UPDATE users SET referral_code = ? WHERE id = ?', (referral_code, user_id))
conn.commit()
# Получить список имен приглашенных пользователей
c.execute('SELECT invited_users FROM users WHERE id = ?', (user_id,))
row = c.fetchone()
invited_names = row[0].split(',') if row[0] else []
conn.close()
update.message.reply_text(f'Ваш реферальный код: {referral_code}\n'
f'Количество приглашенных вами пользователей: {invited_count}\n'
f'Их имена: {", ".join(invited_names)}')
def referral(update: Update, context: CallbackContext):
if not context.args:
update.message.reply_text('Пожалуйста, используйте команду /referal с вашим реферальным кодом')
return
referral_code = context.args[0]
invited_user_name = update.effective_user.full_name
invitee_user_id = update.effective_user.id
conn = sqlite3.connect('referral_bot.db')
c = conn.cursor()
if not check_if_code_exists(referral_code, c):
update.message.reply_text('Такого реферального кода не существует')
return
if referral_code == get_referral_code(invitee_user_id, c):
update.message.reply_text('Вы не можете использовать свой собственный реферальный код')
return
if check_if_already_invited(invitee_user_id, c):
update.message.reply_text('Вы уже в системе рефералов')
return
# Проверяем подписку на канал
bot = context.bot
try:
member = bot.get_chat_member(CHANNEL_ID, invitee_user_id)
except Exception as e:
print(e)
member = None
if member is None:
update.message.reply_text('Пожалуйста, подпишитесь на наш канал {} перед использованием реферального кода.'.format(CHANNEL_ID))
return
else:
# Добавить пользователя в реферальную систему
add_invited_user(invitee_user_id, invited_user_name, referral_code, c)
c.execute('UPDATE users SET invited_by = ? WHERE id = ?', (get_user_id_by_referral_code(referral_code, c), invitee_user_id))
conn.commit()
conn.close()
update.message.reply_text('Вы успешно присоединились к системе рефералов')
def check_if_code_exists(referral_code: str, c):
c.execute('SELECT * FROM users WHERE referral_code = ?', (referral_code,))
return bool(c.fetchone())
def check_if_already_invited(invitee_user_id: int, c):
c.execute('SELECT * FROM users WHERE id = ? AND invited_by IS NOT NULL', (invitee_user_id,))
return bool(c.fetchone())
def get_referral_code(user_id: int, c):
c.execute('SELECT referral_code FROM users WHERE id = ?', (user_id,))
row = c.fetchone()
if row:
return row[0]
return None
def get_user_id_by_referral_code(referral_code: str, c):
c.execute('SELECT id FROM users WHERE referral_code = ?', (referral_code,))
return c.fetchone()[0]
def add_invited_user(user_id: int, user_name: str, referral_code: str, c):
inviter_user_id = get_user_id_by_referral_code(referral_code, c)
c.execute('UPDATE users SET invited_count = invited_count + 1, invited_users = COALESCE(invited_users, "") || ? WHERE id = ?', (user_name + ",", inviter_user_id))
def main():
# Создать таблицу пользователей
conn = sqlite3.connect('referral_bot.db')
c = conn.cursor()
c.execute('''CREATE TABLE IF NOT EXISTS users (
id INTEGER PRIMARY KEY,
referral_code TEXT UNIQUE,
invited_by INTEGER,
invited_count INTEGER DEFAULT 0,
invited_users TEXT DEFAULT ''
)''')
conn.commit()
conn.close()
updater = Updater(TELEGRAM_API_TOKEN)
dispatcher = updater.dispatcher
dispatcher.add_handler(CommandHandler('start', start))
dispatcher.add_handler(CommandHandler('referal', referral))
updater.start_polling()
updater.idle()
if 'main.py' == "main.py":
main()"""
|
f8f639d79536d603055b8b200228eedb
|
{
"intermediate": 0.3125632405281067,
"beginner": 0.5293695330619812,
"expert": 0.1580672711133957
}
|
7,424
|
你知道datagrep库吗
|
ae8ddaf10ba08e782889df68d24d6738
|
{
"intermediate": 0.29238900542259216,
"beginner": 0.25845569372177124,
"expert": 0.449155330657959
}
|
7,425
|
show me the code that using edge detection techniques to recognize the vehicle number plate
|
1089132429ecf179b66f0142842432ca
|
{
"intermediate": 0.229451522231102,
"beginner": 0.03357953578233719,
"expert": 0.736968994140625
}
|
7,426
|
package main
import (
"fmt"
"math"
"strconv"
"strings"
"unicode"
)
// Define all token types
type TokenType int
const (
EOF TokenType = iota
Number
Plus
Minus
Multiply
Divide
Power
Sqrt
Root
Sin
Cos
Tan
Cot
LeftParen
RightParen
Variable
Comma
)
// Token structure
type Token struct {
Type TokenType
Value string
}
// Function to check if a rune is a space
func isSpace(r rune) bool {
return unicode.IsSpace(r)
}
// Function to check if a rune is a digit
func isDigit(r rune) bool {
return unicode.IsDigit(r)
}
// Function to check if a rune is an operator
func isOperator(r rune) bool {
return strings.ContainsRune("+-*/^", r)
}
// Add a function to check if a rune is a letter
func isLetter(r rune) bool {
return unicode.IsLetter(r)
}
// Function to convert an expression string into tokens
func tokenize(expr string) ([]Token, error) {
var tokens []Token
for len(expr) > 0 {
expr = strings.TrimSpace(expr)
if len(expr) == 0 {
break
}
var t Token
switch {
case expr[0] == '+':
t = Token{Plus, "+"}
expr = expr[1:]
case expr[0] == '-':
if isDigit(rune(expr[1])) {
num := strings.TrimLeftFunc(expr[1:], isDigit)
t = Token{Number, "-" + expr[1:len(expr)-len(num)]}
expr = num
} else {
t = Token{Minus, "-"}
expr = expr[1:]
}
case expr[0] == '*':
t = Token{Multiply, "*"}
expr = expr[1:]
case expr[0] == '/':
t = Token{Divide, "/"}
expr = expr[1:]
case expr[0] == '(':
t = Token{LeftParen, "("}
expr = expr[1:]
case expr[0] == ')':
t = Token{RightParen, ")"}
expr = expr[1:]
case expr[0] == ',':
t = Token{Comma, ","}
expr = expr[1:]
case expr[0] == '^':
t = Token{Power, "^"}
expr = expr[1:]
case strings.HasPrefix(expr, "sqrt"):
t = Token{Sqrt, "sqrt"}
expr = expr[len("sqrt"):]
case strings.HasPrefix(expr, "root"):
t = Token{Root, "root"}
expr = expr[len("root"):]
case strings.HasPrefix(expr, "sin"):
t = Token{Sin, "sin"}
expr = expr[len("sin"):]
case strings.HasPrefix(expr, "cos"):
t = Token{Cos, "cos"}
expr = expr[len("cos"):]
case strings.HasPrefix(expr, "tan"):
t = Token{Tan, "tan"}
expr = expr[len("tan"):]
case strings.HasPrefix(expr, "cot"):
t = Token{Cot, "cot"}
expr = expr[len("cot"):]
case isDigit(rune(expr[0])) || (expr[0] == '.' && len(expr) > 1 && isDigit(rune(expr[1]))):
// Найдите длину числовой последовательности
var numLen int
for ; numLen < len(expr) && (isDigit(rune(expr[numLen])) || expr[numLen] == '.'); numLen++ {
}
t = Token{Number, expr[:numLen]}
expr = expr[numLen:]
case isLetter(rune(expr[0])):
varName := strings.TrimLeftFunc(expr, isLetter)
t = Token{Variable, expr[:len(expr)-len(varName)]}
expr = varName
default:
return nil, fmt.Errorf("Неизвестный символ: %c", expr[0])
}
tokens = append(tokens, t)
}
return tokens, nil
}
// Function to get the precedence of an operator
func precedence(op TokenType) int {
switch op {
case Power:
return 4
case Sqrt, Sin, Cos, Tan, Cot:
return 3
case Multiply, Divide:
return 2
case Plus, Minus:
return 1
case LeftParen, RightParen:
return 0
default:
return 0
}
}
// Function to evaluate an expression given its tokens
func eval(tokens []Token, variableMaps ...map[string]float64) (float64, error) {
// Combine all the variable maps
vars := make(map[string]float64)
for _, variableMap := range variableMaps {
for key, value := range variableMap {
vars[key] = value
}
}
applyOperation := func(op Token, args ...float64) (float64, error) {
switch op.Type {
case Plus:
return args[0] + args[1], nil
case Minus:
return args[0] - args[1], nil
case Multiply:
return args[0] * args[1], nil
case Divide:
return args[0] / args[1], nil
case Power:
return math.Pow(args[0], args[1]), nil
case Sqrt:
return math.Sqrt(args[0]), nil
case Root:
return math.Pow(args[1], 1.0/args[0]), nil
case Sin:
return math.Sin(args[0]), nil
case Cos:
return math.Cos(args[0]), nil
case Tan:
return math.Tan(args[0]), nil
case Cot:
return 1 / math.Tan(args[0]), nil
default:
return 0, fmt.Errorf("Неизвестная операция: %v", op.Value)
}
}
var numStack []float64
var opStack []Token
popNumStack := func() float64 {
val := numStack[len(numStack)-1]
numStack = numStack[:len(numStack)-1]
return val
}
for i := 0; i < len(tokens); i++ {
token := tokens[i]
switch token.Type {
case Comma:
if i+1 < len(tokens) && tokens[i+1].Type != LeftParen {
// Push both numbers onto numStack before processing the root operation
numStack = append(numStack, popNumStack())
} else {
return 0, fmt.Errorf("Incorrect usage of comma")
}
case Root:
// Save the start position of the index for parsing the root arguments later
rootIndex := i
// Skip the “root(” token first
i++
// Find the position of the comma separating the arguments of root
j := i
open := 1
for ; open != 0 && j < len(tokens); j++ {
if tokens[j].Type == LeftParen {
open++
}
if tokens[j].Type == RightParen {
open--
}
if open == 1 && tokens[j].Type == Comma {
break
}
}
if j == len(tokens) {
return 0, fmt.Errorf("Mismatched parentheses")
}
// Evaluate the first argument of root (the base)
baseTokens := tokens[rootIndex+1 : j]
base, err := eval(baseTokens)
if err != nil {
return 0, err
}
// Evaluate the second argument of root (the value)
valueTokens := tokens[j+1:]
// Find the position of the closing parenthesis
k := j + 1
open = 1
for ; open != 0 && k < len(tokens); k++ {
if tokens[k].Type == LeftParen {
open++
}
if tokens[k].Type == RightParen {
open--
}
}
if k == len(tokens) {
return 0, fmt.Errorf("Mismatched parentheses")
}
valueTokens = tokens[j+1 : k-1]
value, err := eval(valueTokens)
if err != nil {
return 0, err
}
// Calculate the result and push it to numStack
result, err := applyOperation(Token{Root, "root"}, base, value)
if err != nil {
return 0, err
}
numStack = append(numStack, result)
// Skip the rest of the root tokens
i = k - 1
case Number:
val, err := strconv.ParseFloat(token.Value, 64)
if err != nil {
return 0, err
}
numStack = append(numStack, val)
case Variable:
val, ok := vars[token.Value]
if !ok {
return 0, fmt.Errorf("Отсутствует значение для переменной: %v", token.Value)
}
numStack = append(numStack, val)
case Plus, Minus, Multiply, Divide, Power, Sqrt, Sin, Cos, Tan, Cot:
for len(opStack) > 0 && precedence(token.Type) <= precedence(opStack[len(opStack)-1].Type) {
op := opStack[len(opStack)-1]
opStack = opStack[:len(opStack)-1]
var args []float64
if op.Type == Sqrt || op.Type == Sin || op.Type == Cos || op.Type == Tan || op.Type == Cot {
args = []float64{popNumStack()}
} else {
args = []float64{popNumStack(), popNumStack()}
args[0], args[1] = args[1], args[0] // Reverse the order
}
res, err := applyOperation(op, args...)
if err != nil {
return 0, err
}
numStack = append(numStack, res)
}
opStack = append(opStack, token)
case LeftParen:
opStack = append(opStack, token)
case RightParen:
for len(opStack) > 0 && opStack[len(opStack)-1].Type != LeftParen {
op := opStack[len(opStack)-1]
opStack = opStack[:len(opStack)-1]
var args []float64
if op.Type == Sqrt || op.Type == Sin || op.Type == Cos || op.Type == Tan || op.Type == Cot {
args = []float64{popNumStack()}
} else {
args = []float64{popNumStack(), popNumStack()}
args[0], args[1] = args[1], args[0] // Reverse the order
}
res, err := applyOperation(op, args...)
if err != nil {
return 0, err
}
numStack = append(numStack, res)
}
if len(opStack) > 0 && opStack[len(opStack)-1].Type == LeftParen {
opStack = opStack[:len(opStack)-1]
}
}
}
for len(opStack) > 0 {
op := opStack[len(opStack)-1]
opStack = opStack[:len(opStack)-1]
var args []float64
if op.Type == Sqrt || op.Type == Sin || op.Type == Cos || op.Type == Tan || op.Type == Cot {
args = []float64{popNumStack()}
} else {
args = []float64{popNumStack(), popNumStack()}
args[0], args[1] = args[1], args[0] // Reverse the order
}
res, err := applyOperation(op, args...)
if err != nil {
return 0, err
}
numStack = append(numStack, res)
}
if len(numStack) != 1 {
return 0, fmt.Errorf("Неверное количество аргументов")
}
return numStack[0], nil
}
func main() {
expr := "root(3, 27)" // Вычисляет кубический корень из 27
tokens, err := tokenize(expr)
if err != nil {
fmt.Println("Ошибка при токенизации:", err)
return
}
result, err := eval(tokens)
if err != nil {
fmt.Println("Ошибка при вычислении:", err)
return
}
fmt.Printf("%s = %v\n", expr, result)
}
Ошибка при вычислении: Mismatched parentheses
|
3a769d191e79dee73b16a50d036e20be
|
{
"intermediate": 0.3351188004016876,
"beginner": 0.5080969929695129,
"expert": 0.15678422152996063
}
|
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