row_id
int64 0
48.4k
| init_message
stringlengths 1
342k
| conversation_hash
stringlengths 32
32
| scores
dict |
|---|---|---|---|
9,239
|
I have an dataset about climate change.
With values for dt, AverageTemperature, AverageTemperatureUncertainty (don't use this colomn) and Country.
*dt stand for date of the day that the temperature occurred in yyyy-mm-dd
I want to plot the values of the average temperature of "Netherlands (Europe)" over the period of 1850-2010 in the programming language R. Use Boxplots to plot every 40 years
write in one text and only use the ggplot2 package
|
a6f6a89debcb5fdf7069c2294d067fd6
|
{
"intermediate": 0.5166733264923096,
"beginner": 0.24623195827007294,
"expert": 0.2370947003364563
}
|
9,240
|
hi
|
9504a4a2a662ee20950f3d1b4981469c
|
{
"intermediate": 0.3246487081050873,
"beginner": 0.27135494351387024,
"expert": 0.40399640798568726
}
|
9,241
|
how to use ipwidgets to create a dropdown box and trigger a function
|
84279d0b648b22a64e3fe4d9dccba94d
|
{
"intermediate": 0.5418834090232849,
"beginner": 0.3027693033218384,
"expert": 0.15534722805023193
}
|
9,242
|
how to test this code using kotlin Lincheck library
package devnovikov.lincheck.account
import kotlinx.coroutines.CompletableDeferred
import kotlinx.coroutines.CoroutineScope
import kotlinx.coroutines.Dispatchers
import kotlinx.coroutines.channels.actor
class AccountSafe8 {
private val actor = CoroutineScope(Dispatchers.IO).accountActor()
suspend fun modify(difference: Double) {
actor.send(IncOperation(difference))
}
suspend fun get(): Double {
val response = CompletableDeferred<Double>()
actor.send(GetOperation(response))
return response.await()
}
// Message types for counterActor
sealed class AccountMsg
class IncOperation(val difference: Double) : AccountMsg() // one-way message to increment counter
class GetOperation(val response: CompletableDeferred<Double>) : AccountMsg() // a request with reply
// This function launches a new counter actor
private fun CoroutineScope.accountActor() = actor<AccountMsg> {
var balance = 0.0 // actor state
for (msg in channel) { // iterate over incoming messages
when (msg) {
is IncOperation -> balance += msg.difference
is GetOperation -> msg.response.complete(balance)
}
}
}
}
|
556223422a0d1d2a19135aabd8fa05ca
|
{
"intermediate": 0.5865831971168518,
"beginner": 0.24022410809993744,
"expert": 0.17319272458553314
}
|
9,243
|
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include <pthread.h>
typedef enum { BEAR, BIRD, PANDA} AnimalType;
typedef enum { ALIVE, DEAD } AnimalStatus;
typedef struct {
int x;
int y;
} Location;
typedef enum { FEEDING, NESTING, WINTERING } SiteType;
typedef struct {
/** animal can be DEAD or ALIVE*/
AnimalStatus status;
/** animal type, bear, bird, panda*/
AnimalType type;
/** its location in 2D site grid*/
Location location;
} Animal;
/*example usage*/
Animal bird, bear, panda;
/** type of Hunter*/
typedef struct {
/** points indicate the number of animals, a hunter killed*/
int points;
/** its location in the site grid*/
Location location;
} Hunter;
/** type of a site (a cell in the grid)*/
typedef struct {
/** array of pointers to the hunters located at this site*/
Hunter **hunters;
/** the number of hunters at this site*/
int nhunters;
/** array of pointers to the animals located at this site*/
Animal **animals;
/** the number of animals at this site*/
int nanimals;
/** the type of site*/
SiteType type;
} Site;
/** 2D site grid*/
typedef struct {
/** number of rows, length at the x-coordinate*/
int xlength;
/** number of columns, length at the y-coordinate*/
int ylength;
/** the 2d site array*/
Site **sites;
} Grid;
/* initial grid, empty*/
Grid grid = {0, 0, NULL};
/**
* @brief initialize grid with random site types
* @param xlength
* @param ylength
* @return Grid
*/
Grid initgrid(int xlength, int ylength) {
grid.xlength = xlength;
grid.ylength = ylength;
grid.sites = (Site **)malloc(sizeof(Site *) * xlength);
for (int i = 0; i < xlength; i++) {
grid.sites[i] = (Site *)malloc(sizeof(Site) * ylength);
for (int j = 0; j < ylength; j++) {
grid.sites[i][j].animals = NULL;
grid.sites[i][j].hunters = NULL;
grid.sites[i][j].nhunters = 0;
grid.sites[i][j].nanimals = 0;
double r = rand() / (double)RAND_MAX;
SiteType st;
if (r < 0.33)
st = WINTERING;
else if (r < 0.66)
st = FEEDING;
else
st = NESTING;
grid.sites[i][j].type = st;
}
}
return grid;
}
/**
* @brief
*
*/
void deletegrid() {
for (int i = 0; i < grid.xlength; i++) {
free(grid.sites[i]);
}
free(grid.sites);
grid.sites = NULL;
grid.xlength = -1;
grid.ylength = -1;
}
/**
* @brief prints the number animals and hunters in each site
* of a given grid
* @param grid
*/
void printgrid() {
for (int i = 0; i < grid.xlength; i++) {
for (int j = 0; j < grid.ylength; j++) {
Site *site = &grid.sites[i][j];
int count[3] = {0}; /* do not forget to initialize*/
for (int a = 0; a < site->nanimals; a++) {
Animal *animal = site->animals[a];
count[animal->type]++;
}
printf("|%d-{%d, %d, %d}{%d}|", site->type, count[0], count[1],
count[2], site->nhunters);
}
printf("\n");
}
}
/**
* @brief prints the info of a given site
*
*/
void printsite(Site *site) {
int count[3] = {0}; /* do not forget to initialize*/
for (int a = 0; a < site->nanimals; a++) {
Animal *animal = site->animals[a];
count[animal->type]++;
}
printf("|%d-{%d,%d,%d}{%d}|", site->type, count[0], count[1], count[2],
site->nhunters);
}
/**
* @brief it moves a given hunter or animal
* randomly in the grid
* @param args is an animalarray
* @return void*
*/
void *simulateanimal(void *args) {
Animal *animal = (Animal *)args;
while (animal->status == ALIVE) {
int current_x = animal->location.x;
int current_y = animal->location.y;
Site *current_site = &grid.sites[current_x][current_y];
// Check if the animal is at the NESTING site
if (current_site->type == NESTING) {
// Populate 1 animal of its kind at the nesting site
Animal *new_animal = (Animal *)malloc(sizeof(Animal));
new_animal->type = animal->type;
new_animal->status = ALIVE;
new_animal->location.x = current_x;
new_animal->location.y = current_y;
// Add the new animal to the current site
current_site->animals = (Animal **)realloc(current_site->animals, sizeof(Animal *) * (current_site->nanimals + 1));
current_site->animals[current_site->nanimals] = new_animal;
current_site->nanimals++;
// Choose a random direction to move
int dx = rand() % 3 - 1; // -1, 0, 1
int dy = rand() % 3 - 1; // -1, 0, 1
int new_x = current_x + dx;
int new_y = current_y + dy;
// Ensure the new position is within the grid bounds
if (new_x < 0 || new_x >= grid.xlength || new_y < 0 || new_y >= grid.ylength)
continue;
Site *new_site = &grid.sites[new_x][new_y];
// Update the site's animal array with the new position
new_site->animals = (Animal **)realloc(new_site->animals, sizeof(Animal *) * (new_site->nanimals + 1));
new_site->animals[new_site->nanimals] = animal;
new_site->nanimals++;
// Remove the animal from the current site
for (int i = 0; i < current_site->nanimals; i++) {
if (current_site->animals[i] == animal) {
for (int j = i; j < current_site->nanimals - 1; j++) {
current_site->animals[j] = current_site->animals[j + 1];
}
current_site->nanimals--;
break;
}
}
// Update the animal's location
animal->location.x = new_x;
animal->location.y = new_y;
} else if (current_site->type == WINTERING) {
// Check if the animal dies with 0.5 probability
double r = rand() / (double)RAND_MAX;
if (r < 0.5) {
animal->status = DEAD;
break;
}
// Choose a random direction to move
int dx = rand() % 3 - 1; // -1, 0, 1
int dy = rand() % 3 - 1; // -1, 0, 1
int new_x = current_x + dx;
int new_y = current_y + dy;
// Ensure the new position is within the grid bounds
if (new_x < 0 || new_x >= grid.xlength || new_y < 0 || new_y >= grid.ylength)
continue;
Site *new_site = &grid.sites[new_x][new_y];
// Update the site's animal array with the new position
new_site->animals = (Animal **)realloc(new_site->animals, sizeof(Animal *) * (new_site->nanimals + 1));
new_site->animals[new_site->nanimals] = animal;
new_site->nanimals++;
// Remove the animal from the current site
for (int i = 0; i < current_site->nanimals; i++) {
if (current_site->animals[i] == animal) {
for (int j = i; j < current_site->nanimals - 1; j++) {
current_site->animals[j] = current_site->animals[j + 1];
}
current_site->nanimals--;
break;
}
}
// Update the animal's location
animal->location.x = new_x;
animal->location.y = new_y;
} else if (current_site->type == FEEDING) {
// Check if the animal moves with 0.8 probability
double r = rand() / (double)RAND_MAX;
if (r < 0.8) {
// Choose a random direction to move
int dx = rand() % 3 - 1; // -1, 0, 1
int dy = rand() % 3 - 1; // -1, 0, 1
int new_x = current_x + dx;
int new_y = current_y + dy;
// Ensure the new position is within the grid bounds
if (new_x < 0 || new_x >= grid.xlength || new_y < 0 || new_y >= grid.ylength)
continue;
Site *new_site = &grid.sites[new_x][new_y];
// Update the site's animal array with the new position
new_site->animals = (Animal **)realloc(new_site->animals, sizeof(Animal *) * (new_site->nanimals + 1));
new_site->animals[new_site->nanimals] = animal;
new_site->nanimals++;
// Remove the animal from the current site
for (int i = 0; i < current_site->nanimals; i++) {
if (current_site->animals[i] == animal) {
for (int j = i; j < current_site->nanimals - 1; j++) {
current_site->animals[j] = current_site->animals[j + 1];
}
current_site->nanimals--;
break;
}
}
// Update the animal's location
animal->location.x = new_x;
animal->location.y = new_y;
}
}
usleep(1000); // Sleep for 1 millisecond
}
return NULL;
}
/**
* @brief simulates the moving of a hunter
*
* @param args
* @return void*
*/
void *simulatehunter(void *args) {
Hunter *hunter = (Hunter *)args;
while (1) {
int current_x = hunter->location.x;
int current_y = hunter->location.y;
Site *current_site = &grid.sites[current_x][current_y];
// Choose a random direction to move
int dx = rand() % 3 - 1; // -1, 0, 1
int dy = rand() % 3 - 1; // -1, 0, 1
int new_x = current_x + dx;
int new_y = current_y + dy;
// Ensure the new position is within the grid bounds
if (new_x < 0 || new_x >= grid.xlength || new_y < 0 || new_y >= grid.ylength)
continue;
Site *new_site = &grid.sites[new_x][new_y];
// Kill all the animals in the new site
for (int i = 0; i < new_site->nanimals; i++) {
Animal *animal = new_site->animals[i];
animal->status = DEAD;
}
new_site->nanimals = 0;
// Increase the hunter's kill count
hunter->points += new_site->nanimals;
// Update the hunter's location
hunter->location.x = new_x;
hunter->location.y = new_y;
usleep(1000); // Sleep for 1 millisecond
}
return NULL;
}
/**
* the main function for the simulation
*/
int main(int argc, char *argv[]) {
if (argc != 2) {
printf("Usage: ./main <number_of_hunters>\n");
return 1;
}
int nhunters = atoi(argv[1]);
if (nhunters < 0) {
printf("Number of hunters must be non-negative.\n");
return 1;
}
// Initialize the grid
int xlength = 3; // Modify as needed
int ylength = 3; // Modify as needed
initgrid(xlength, ylength);
// Initialize the animals
bird.type = BIRD;
bird.status = ALIVE;
bird.location.x = rand() % xlength;
bird.location.y = rand() % ylength;
bear.type = BEAR;
bear.status = ALIVE;
bear.location.x = rand() % xlength;
bear.location.y = rand() % ylength;
panda.type = PANDA;
panda.status = ALIVE;
panda.location.x = rand() % xlength;
panda.location.y = rand() % ylength;
// Initialize the hunters
Hunter **hunters = (Hunter **)malloc(sizeof(Hunter *) * nhunters);
for (int i = 0; i < nhunters; i++) {
hunters[i] = (Hunter *)malloc(sizeof(Hunter));
hunters[i]->points = 0;
hunters[i]->location.x = rand() % xlength;
hunters[i]->location.y = rand() % ylength;
}
// Create threads for animal simulation
pthread_t animal_threads[3];
pthread_create(&animal_threads[0], NULL, simulateanimal, (void *)&bird);
pthread_create(&animal_threads[1], NULL, simulateanimal, (void *)&bear);
pthread_create(&animal_threads[2], NULL, simulateanimal, (void *)&panda);
// Create threads for hunter simulation
pthread_t *hunter_threads = (pthread_t *)malloc(sizeof(pthread_t) * nhunters);
for (int i = 0; i < nhunters; i++) {
pthread_create(&hunter_threads[i], NULL, simulatehunter, (void *)hunters[i]);
}
// Sleep for 1 second
sleep(1);
// Set animal status to DEAD to terminate their threads
bird.status = DEAD;
bear.status = DEAD;
panda.status = DEAD;
// Join animal threads
pthread_join(animal_threads[0], NULL);
pthread_join(animal_threads[1], NULL);
pthread_join(animal_threads[2], NULL);
// Wait for hunter threads to finish
for (int i = 0; i < nhunters; i++) {
pthread_join(hunter_threads[i], NULL);
}
// Print the final grid
printgrid();
// Cleanup
deletegrid();
for (int i = 0; i < nhunters; i++) {
free(hunters[i]);
}
free(hunters);
free(hunter_threads);
return 0;
} ADD SYNCHRONIZATION
|
4e00bd1bbcde42341ab85c16dc28a1ab
|
{
"intermediate": 0.3914772868156433,
"beginner": 0.41549810767173767,
"expert": 0.19302453100681305
}
|
9,244
|
hello
|
efffc1c499a1df4f19ee976645bfff4f
|
{
"intermediate": 0.32064199447631836,
"beginner": 0.28176039457321167,
"expert": 0.39759764075279236
}
|
9,245
|
Write C++ code implementing the snake game
|
f1255b245d765ece29902c98e4d24897
|
{
"intermediate": 0.37266212701797485,
"beginner": 0.32126256823539734,
"expert": 0.30607539415359497
}
|
9,246
|
I want to write a vba code that will copy only the rows that contain values from column E, column F, column G in sheet 'Reminders' starting from row 23
and paste into sheet 'Events' starting in the first empty cell of Column A, and pasting the data in the following order on the same row.
E from sheet 'Reminder' to C in sheet 'Events', F from sheet 'Reminder' to A in sheet 'Events', G from sheet 'Reminder' to D in sheet 'Events'.
It will then move on to the next row and do the same.
|
a9856085e2f45702e794212700c56f57
|
{
"intermediate": 0.502596378326416,
"beginner": 0.15576529502868652,
"expert": 0.34163832664489746
}
|
9,247
|
Write a simple program in Commodore 64 BASIC that, when run, will display the text "Hello world!" in green.
|
de2451a99ae6d664a711cdcf0206f920
|
{
"intermediate": 0.36059117317199707,
"beginner": 0.3183706998825073,
"expert": 0.3210380971431732
}
|
9,248
|
how i use adclony with kotlin and xml sdk 4.6.0 allcode plz
|
19c9fa8e588474401ef741433efc778a
|
{
"intermediate": 0.5972046256065369,
"beginner": 0.21103087067604065,
"expert": 0.1917644739151001
}
|
9,249
|
how i use adclony with kotlin and xml sdk 4.8.0 allcode plz
|
00c6275bf216cd32b29fbadb374cb1f2
|
{
"intermediate": 0.5954263210296631,
"beginner": 0.21046344935894012,
"expert": 0.1941102147102356
}
|
9,250
|
hot to kill process in windows task manager using c++
|
4238d5005202f3b0a9d3dd6ed8590e57
|
{
"intermediate": 0.3789394199848175,
"beginner": 0.3086194396018982,
"expert": 0.3124411404132843
}
|
9,251
|
I want to build a GCN model for graph classification on my EEG dataset.
I will be using 19 electrodes as my nodes ( without any node feature vector) and coherence between these nodes as edge weight (in six different frequency bands so we have six numbers between each pair of nodes).
I've got 7 different adjacency matrices for 6 various mental disorders and a healthy control group.
an adjacency matrix is in numpy arrray format which is 19 * 19 * x * 6 format. 19 is the number of EEG electrodes as nodes, x is the number of subjects (varies on different disorders), and 6 is the coherence between 19 nodes in six different frequency bands.
I want to do a binary classification between each of those 6 mental disorders vs the healthy control group. (in fact,6 separate binary classifications).
I want to have my code in Pytorch geometrics.
|
fb5e75cacb6a170f7920fb6a46a031df
|
{
"intermediate": 0.19820064306259155,
"beginner": 0.07240833342075348,
"expert": 0.7293910384178162
}
|
9,252
|
hot to kill process in windows task manager using c++
|
61fcc5ded984cfa3827fffa6c40e21e5
|
{
"intermediate": 0.3789394199848175,
"beginner": 0.3086194396018982,
"expert": 0.3124411404132843
}
|
9,253
|
How can I write a vba code that checks all the cells in column C that have values, and if a duplicate is found, it pops up a message stating that duplicates have been found and it lists the cell address where the duplicates exist. The cells in column C have text values in them, each containing several words. I would like to check the first three words in the cells to find if duplicates exist of this condition
|
bb3e95b355e6c378c6bbde2192d40502
|
{
"intermediate": 0.5725914835929871,
"beginner": 0.0556611567735672,
"expert": 0.37174737453460693
}
|
9,254
|
Can you create a simple SVG image of a palm tree coming out of a strand of DNA?
|
b93f4876b032d7552b591b6e008a619f
|
{
"intermediate": 0.3267642855644226,
"beginner": 0.26615527272224426,
"expert": 0.4070804715156555
}
|
9,255
|
type ButtonProps = {
type: string;
};
const Container = styled.div;<br/>const Wrapper = styled.div`<br/> padding: 20px;<br/>`;<br/>const Title = styled.h2`<br/> font-weight: 300;<br/> text-align: center;<br/>`;<br/>const Top = styled.div`<br/> display: flex;<br/> justify-content: space-between;<br/> align-items: center;<br/>`;<br/>const TopButton = styled.button<ButtonProps>`<br/> padding: 10px;<br/> font-weight: 600;<br/> cursor: pointer;<br/> border: ${(props) => (props.type === "filled" ? "none" : null)};<br/>`;<br/>const TopTexts = styled.div;
const TopText = styled.span<br/> text-decoration: underline;<br/> cursor: pointer;<br/> margin: 0 10px;<br/>;
const Bottom = styled.div``;
const Cart = () => {
return (
<Container>
<Navbar />
<PromoInfo />
<Wrapper>
<Title>YOUR CART</Title>
<Top>
<TopButton>CONTINUE SHOPPING</TopButton>
<TopTexts>
<TopText>Shopping Bag(2)</TopText>
<TopText>Your Wishlist(0)</TopText>
</TopTexts>
<TopButton type=“filled”>CHECKOUT NOW</TopButton>
</Top>
<Bottom></Bottom>
</Wrapper>
<Footer />
</Container>
);
};
export default Cart;
This comparison appears to be unintentional because the types ‘“button” | “submit” | “reset”’ and ‘“filled”’ have no overlap.ts(2367)
|
4333f2181bcd618eabcb11dd5c9f04cc
|
{
"intermediate": 0.34279894828796387,
"beginner": 0.3570036292076111,
"expert": 0.30019745230674744
}
|
9,256
|
type ButtonProps = {
type: string;
};
const Container = styled.div;<br/>const Wrapper = styled.div<br/> padding: 20px;<br/>;<br/>const Title = styled.h2<br/> font-weight: 300;<br/> text-align: center;<br/>;<br/>const Top = styled.div<br/> display: flex;<br/> justify-content: space-between;<br/> align-items: center;<br/>;<br/>const TopButton = styled.button<ButtonProps><br/> padding: 10px;<br/> font-weight: 600;<br/> cursor: pointer;<br/> border: ${(props) => (props.type === "filled" ? "none" : null)};<br/>;<br/>const TopTexts = styled.div;
const TopText = styled.span<br/> text-decoration: underline;<br/> cursor: pointer;<br/> margin: 0 10px;<br/>;
const Bottom = styled.div``;
const Cart = () => {
return (
<Container>
<Navbar />
<PromoInfo />
<Wrapper>
<Title>YOUR CART</Title>
<Top>
<TopButton>CONTINUE SHOPPING</TopButton>
<TopTexts>
<TopText>Shopping Bag(2)</TopText>
<TopText>Your Wishlist(0)</TopText>
</TopTexts>
<TopButton type=“filled”>CHECKOUT NOW</TopButton>
</Top>
<Bottom></Bottom>
</Wrapper>
<Footer />
</Container>
);
};
export default Cart;
This comparison appears to be unintentional because the types ‘“button” | “submit” | “reset”’ and ‘“filled”’ have no overlap.ts(2367)
write correct code
|
e3ec39e2321a11785ed63f30fdf8fbd9
|
{
"intermediate": 0.3538077473640442,
"beginner": 0.3575575649738312,
"expert": 0.28863468766212463
}
|
9,257
|
type ButtonProps = {
type: "button" | "submit" | "reset" | "filled";
};
const Container = styled.div``;
const Wrapper = styled.div`
padding: 20px;
`;
const Title = styled.h2`
font-weight: 300;
text-align: center;
`;
const Top = styled.div`
display: flex;
justify-content: space-between;
align-items: center;
`;
const TopButton = styled.button<ButtonProps>`
padding: 10px;
font-weight: 600;
cursor: pointer;
border: ${(props) => (props.type === "filled" ? "none" : null)};
`;
const TopTexts = styled.div``;
const TopText = styled.span`
text-decoration: underline;
cursor: pointer;
margin: 0 10px;
`;
const Bottom = styled.div``;
const Cart = () => {
return (
<Container>
<Navbar />
<PromoInfo />
<Wrapper>
<Title>YOUR CART</Title>
<Top>
<TopButton>CONTINUE SHOPPING</TopButton>
<TopTexts>
<TopText>Shopping Bag(2)</TopText>
<TopText>Your Wishlist(0)</TopText>
</TopTexts>
<TopButton type="filled">CHECKOUT NOW</TopButton>
</Top>
<Bottom></Bottom>
</Wrapper>
<Footer />
</Container>
);
};
export default Cart;
type ButtonProps = {
type: "button" | "submit" | "reset" | "filled";
};
const Container = styled.div``;
const Wrapper = styled.div`
padding: 20px;
`;
const Title = styled.h2`
font-weight: 300;
text-align: center;
`;
const Top = styled.div`
display: flex;
justify-content: space-between;
align-items: center;
`;
const TopButton = styled.button<ButtonProps>`
padding: 10px;
font-weight: 600;
cursor: pointer;
border: ${(props) => (props.type === "filled" ? "none" : null)};
`;
const TopTexts = styled.div``;
const TopText = styled.span`
text-decoration: underline;
cursor: pointer;
margin: 0 10px;
`;
const Bottom = styled.div``;
const Cart = () => {
return (
<Container>
<Navbar />
<PromoInfo />
<Wrapper>
<Title>YOUR CART</Title>
<Top>
<TopButton>CONTINUE SHOPPING</TopButton>
<TopTexts>
<TopText>Shopping Bag(2)</TopText>
<TopText>Your Wishlist(0)</TopText>
</TopTexts>
<TopButton type="filled">CHECKOUT NOW</TopButton>
</Top>
<Bottom></Bottom>
</Wrapper>
<Footer />
</Container>
);
};
export default Cart;
type ButtonProps = {
type: "button" | "submit" | "reset" | "filled";
};
const Container = styled.div``;
const Wrapper = styled.div`
padding: 20px;
`;
const Title = styled.h2`
font-weight: 300;
text-align: center;
`;
const Top = styled.div`
display: flex;
justify-content: space-between;
align-items: center;
`;
const TopButton = styled.button<ButtonProps>`
padding: 10px;
font-weight: 600;
cursor: pointer;
border: ${(props) => (props.type === "filled" ? "none" : null)};
`;
const TopTexts = styled.div``;
const TopText = styled.span`
text-decoration: underline;
cursor: pointer;
margin: 0 10px;
`;
const Bottom = styled.div``;
const Cart = () => {
return (
<Container>
<Navbar />
<PromoInfo />
<Wrapper>
<Title>YOUR CART</Title>
<Top>
<TopButton>CONTINUE SHOPPING</TopButton>
<TopTexts>
<TopText>Shopping Bag(2)</TopText>
<TopText>Your Wishlist(0)</TopText>
</TopTexts>
<TopButton type="filled">CHECKOUT NOW</TopButton>
</Top>
<Bottom></Bottom>
</Wrapper>
<Footer />
</Container>
);
};
export default Cart;
This comparison appears to be unintentional because the types '"button" | "submit" | "reset"' and '"filled"' have no overlap.ts(2367)
|
68cc5175d5a53994461e699a4f6efdee
|
{
"intermediate": 0.25471240282058716,
"beginner": 0.5590934157371521,
"expert": 0.18619415163993835
}
|
9,258
|
Create a python script that can convert json strings in this format:
{"entries":{"0":{"uid":0,"key":["Paldea"],"keysecondary":[],"comment":"","content":"Paldea is a region in the Pokemon world. It is based off of the Iberian Peninsula.","constant":false,"selective":false,"order":100,"position":0,"disable":false},"1":{"uid":1,"key":["Arven"],"keysecondary":[],"comment":"","content":"Arven is a 16 year old boy.","constant":false,"selective":false,"order":100,"position":0,"disable":false},"2":{"uid":2,"key":["Hilbert"],"keysecondary":[],"comment":"","content":"Hilbert is a 15 year old boy.","constant":false,"selective":false,"order":100,"position":0,"disable":false}}}
to this format:
{
"kind": "memory",
"name": "book",
"description": "",
"entries": [
{
"enabled": false,
"entry": "Paldea is a region in the Pokemon world. It is based off of the Iberian Peninsula.",
"keywords": [
"Paldea"
],
"name": "Paldea",
"priority": 0,
"weight": 0
},
{
"enabled": true,
"entry": "Arven is a 16 year old boy.",
"keywords": [
"Arven"
],
"name": "Arven",
"priority": 0,
"weight": 0
},
{
"enabled": true,
"entry": "Hilbert is a 15 year old boy.",
"keywords": [
"Hilbert"
],
"name": "Hilbert",
"priority": 0,
"weight": 0
}
]
}
|
50cb3cfc826656d0f753cab72c7c3633
|
{
"intermediate": 0.35116687417030334,
"beginner": 0.3166099190711975,
"expert": 0.332223117351532
}
|
9,259
|
Is there a way to combine these functions or abstract them into a struct/class? I feel like there a lot of similarities between them. void ECS::TransferComponentData(Archetype* fromArch, Archetype* toArch, size_t i, size_t j, size_t entityIndex) {
const ComponentBase* componentBase = componentMap[i];
const std::size_t componentDataSize = componentBase->GetSize();
std::size_t currentSize = toArch->entityIds.size() * componentDataSize;
componentBase->MoveData(&fromArch->componentData[j][entityIndex * componentDataSize],
&toArch->componentData[i][currentSize]);
componentBase->DestroyData(&fromArch->componentData[j][entityIndex * componentDataSize]);
}
void ECS::SwapComponentData(const size_t compTypeIndex, Archetype* arch, size_t index, size_t entityIndex) {
const ComponentBase* componentBase = componentMap[compTypeIndex];
const std::size_t componentSize = componentBase->GetSize();
const auto lastEntity = arch->entityIds.size() - 1;
componentBase->MoveData(&arch->componentData[index][lastEntity * componentSize],
&arch->componentData[index][entityIndex * componentSize]);
componentBase->DestroyData(&arch->componentData[index][lastEntity * componentSize]);
}
void ECS::RemoveAndAllocateComponentData(const size_t compTypeIndex, Archetype* fromArchetype, Archetype* toArchetype, size_t i, size_t j, size_t entityIndex) {
const ComponentBase* const componentBase = componentMap[compTypeIndex];
const std::size_t componentDataSize = componentBase->GetSize();
size_t currentSize = toArchetype->entityIds.size() * componentDataSize;
const size_t lastEntity = fromArchetype->entityIds.size() - 1;
componentBase->MoveData(&fromArchetype->componentData[j][entityIndex * componentDataSize],
&toArchetype->componentData[i][currentSize]);
if (entityIndex != lastEntity) {
componentBase->MoveData(&fromArchetype->componentData[j][lastEntity * componentDataSize],
&fromArchetype->componentData[j][entityIndex * componentDataSize]);
}
componentBase->DestroyData(&fromArchetype->componentData[j][lastEntity * componentDataSize]);
}
|
92775d837fe7b590befa780292115042
|
{
"intermediate": 0.5033438801765442,
"beginner": 0.3926602900028229,
"expert": 0.10399582237005234
}
|
9,260
|
adcolony bannar with kotlin and androud studio
|
6805cdbde9dd0ce82947a93520fb2548
|
{
"intermediate": 0.46890220046043396,
"beginner": 0.18625585734844208,
"expert": 0.34484195709228516
}
|
9,261
|
give me a script for cmd when click it on flash copy all file on flash to C:
|
925a968cd84ee507749e73c2923ad32d
|
{
"intermediate": 0.33668360114097595,
"beginner": 0.3251352310180664,
"expert": 0.33818116784095764
}
|
9,262
|
convert this code to rust
"""
unsigned long long __get_timestamp()
{
const size_t UNIX_TIME_START = 0x019DB1DED53E8000; // Start of Unix epoch in ticks.
const size_t TICKS_PER_SECOND = 10000000; // A tick is 100ns.
LARGE_INTEGER time;
time.LowPart = *(DWORD*)(0x7FFE0000 + 0x14); // Read LowPart as unsigned long.
time.HighPart = *(long*)(0x7FFE0000 + 0x1c); // Read High1Part as long.
return (unsigned long long)((time.QuadPart - UNIX_TIME_START) / TICKS_PER_MILLISECOND);
}
"""
|
957c9ec191cf54e7831be08ee8c0bad2
|
{
"intermediate": 0.3356487452983856,
"beginner": 0.30505630373954773,
"expert": 0.3592948913574219
}
|
9,263
|
How to solve this?
Write me a python script to solve it
For variable n, e, c s, you don't need to write the number in the script
Just `from output import n, e, c, s`
from Crypto.Util.number import getPrime, inverse, bytes_to_long
from hashlib import sha256
def keygen(sz):
p = getPrime(sz // 2)
q = getPrime(sz // 2)
n = p * q
e = 65537
dp = inverse(e, p - 1)
dq = inverse(e, q - 1)
return (n, e), (p, q, dp, dq)
def encrypt(pk, m):
n, e = pk
return pow(m, e, n)
def sign(sk, m):
p, q, dp, dq = sk
n = p * q
sp = pow(m, dp, p)
sq = pow(m, dp, q)
u = inverse(q, p)
s = sq + ((sp - sq) * u % p) * q
return s
flag = open("flag.txt", "rb").read().strip()
pk, sk = keygen(2048)
m = bytes_to_long(flag)
h = bytes_to_long(sha256(flag).digest())
c = encrypt(pk, m)
s = sign(sk, h)
print(f"n = {pk[0]}")
print(f"e = {pk[1]}")
print(f"c = {c}")
print(f"s = {s}")
"""
n = 10062704821953299381118013872150801185961537844013735062723729816732285356100705358600649323566461315936460121971474006636382490147267954403524957329641648597166971422109386356155055136946044289274593499733650926175195907066357111852199392875841285126960021565401231708883244823358341538680107429601826504919277121724245368508883975923612424679085396126426007930485323892792575427880546884827376496706960189483957280312459279432163111106713442839944344090006216431212557750251238690628239418520497259548021246487572401803380458267948812771257052465497658279050643129404242366764506351044512890428445775909511266950499
e = 65537
c = 6245933709656257363090195362770572462957730695374578443647362222476764244871795796112560308570647697163351976596121283936220632500389819833974146452050313064353105464799468180406487679280169757857781050179971454855459423905991571297804274798763255929667823986486001391540735095484799899843702965680793168262964951955737725996015130499409046940675966180167041103810661958107260232947299774185366702450261059269220790212553934010242052899578732292497446984208720801700442345664566246400753919841010931074876235962100899161919944514993496803408143676576118767999216452035397709661584660172071229100514729748164065830627
s = 3385059843362307934004172178580455142596211252623465013057418095367622068617321316072975664333635524225179928220654957320160086932450412387083083235025927787884040623086331993039350976063603043122583824348622919619340553072952515198188247945759764368510290289816287516261930762580464107379813854425201606382192272918065808519468945944309809449613657120113003327218808169775099800298533325329180835922602441763895243302433578492108289993974897976372754960027209422448229921931148361959319753262770338742919299633016594138842047528124748443147704268193710121568350972591340425233153796030713754093794612005372897494387
"""
|
f2d391b2759fcb042185b7982e8ad19b
|
{
"intermediate": 0.35190317034721375,
"beginner": 0.3791889548301697,
"expert": 0.26890793442726135
}
|
9,264
|
AdColony.configure(applicationContext, appOptions, APP_ID, ZONE_ID) is deprected what is new
|
dd25231abd40fd9cab4222b929cc4876
|
{
"intermediate": 0.5118408799171448,
"beginner": 0.2039395570755005,
"expert": 0.2842195928096771
}
|
9,265
|
How to solve this?
Write me a python script to solve it
For variable n, e, c s, you don't need to write the number in the script
Just `from output import n, e, c, s`
from Crypto.Util.number import getPrime, inverse, bytes_to_long
from hashlib import sha256
def keygen(sz):
p = getPrime(sz // 2)
q = getPrime(sz // 2)
n = p * q
e = 65537
dp = inverse(e, p - 1)
dq = inverse(e, q - 1)
return (n, e), (p, q, dp, dq)
def encrypt(pk, m):
n, e = pk
return pow(m, e, n)
def sign(sk, m):
p, q, dp, dq = sk
n = p * q
sp = pow(m, dp, p)
sq = pow(m, dp, q)
u = inverse(q, p)
s = sq + ((sp - sq) * u % p) * q
return s
flag = open("flag.txt", "rb").read().strip()
pk, sk = keygen(2048)
m = bytes_to_long(flag)
h = bytes_to_long(sha256(flag).digest())
c = encrypt(pk, m)
s = sign(sk, h)
print(f"n = {pk[0]}")
print(f"e = {pk[1]}")
print(f"c = {c}")
print(f"s = {s}")
"""
n = 10062704821953299381118013872150801185961537844013735062723729816732285356100705358600649323566461315936460121971474006636382490147267954403524957329641648597166971422109386356155055136946044289274593499733650926175195907066357111852199392875841285126960021565401231708883244823358341538680107429601826504919277121724245368508883975923612424679085396126426007930485323892792575427880546884827376496706960189483957280312459279432163111106713442839944344090006216431212557750251238690628239418520497259548021246487572401803380458267948812771257052465497658279050643129404242366764506351044512890428445775909511266950499
e = 65537
c = 6245933709656257363090195362770572462957730695374578443647362222476764244871795796112560308570647697163351976596121283936220632500389819833974146452050313064353105464799468180406487679280169757857781050179971454855459423905991571297804274798763255929667823986486001391540735095484799899843702965680793168262964951955737725996015130499409046940675966180167041103810661958107260232947299774185366702450261059269220790212553934010242052899578732292497446984208720801700442345664566246400753919841010931074876235962100899161919944514993496803408143676576118767999216452035397709661584660172071229100514729748164065830627
s = 3385059843362307934004172178580455142596211252623465013057418095367622068617321316072975664333635524225179928220654957320160086932450412387083083235025927787884040623086331993039350976063603043122583824348622919619340553072952515198188247945759764368510290289816287516261930762580464107379813854425201606382192272918065808519468945944309809449613657120113003327218808169775099800298533325329180835922602441763895243302433578492108289993974897976372754960027209422448229921931148361959319753262770338742919299633016594138842047528124748443147704268193710121568350972591340425233153796030713754093794612005372897494387
"""
|
67dea1e9c122cb25d8f3629666caa35b
|
{
"intermediate": 0.35190317034721375,
"beginner": 0.3791889548301697,
"expert": 0.26890793442726135
}
|
9,266
|
So I am using UE5.2 and GAS. In my game, when you click on an enemy, the player character will walk to the enemy and start attacking him. I also have a way for the user to press an ability and use on the monster. The player will walk to the monster based on an attack range and start a cast ability bar if available and cast the ability once the cast bar finishes. I am having a problem where if I use an ability on a monster and then immediately left click the monster to auto attack, it will start the cast bar and ability while on top of that auto attacking the monster. We shouldn't be using any targeted abilities if we are going to auto attack a monster so it should cancel the cast ability when we go auto attack a monster. How should I do this?
|
9fe4d33f1b0c199a94956d87ea58c233
|
{
"intermediate": 0.5395458936691284,
"beginner": 0.24979406595230103,
"expert": 0.21066001057624817
}
|
9,267
|
can you give me the code for building a handwriting text recognition model based on a characters dataset and CNN and RNN
|
45a227b9af8d1b1741d4a3302d8b8fe3
|
{
"intermediate": 0.19351409375667572,
"beginner": 0.020854897797107697,
"expert": 0.785631000995636
}
|
9,268
|
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. I am using the ASSIMP library to load 3d models and animations.
Here is a portion of the code:
Renderer.h:
#pragma once
#include <vulkan/vulkan.h>
#include "Window.h"
#include <vector>
#include <stdexcept>
#include <set>
#include <optional>
#include <iostream>
#include "Pipeline.h"
#include "Material.h"
#include "Mesh.h"
struct QueueFamilyIndices
{
std::optional<uint32_t> graphicsFamily;
std::optional<uint32_t> presentFamily;
bool IsComplete()
{
return graphicsFamily.has_value() && presentFamily.has_value();
}
};
struct SwapChainSupportDetails {
VkSurfaceCapabilitiesKHR capabilities;
std::vector<VkSurfaceFormatKHR> formats;
std::vector<VkPresentModeKHR> presentModes;
};
class Renderer
{
public:
Renderer();
~Renderer();
void Initialize(GLFWwindow* window);
void Shutdown();
void BeginFrame();
void EndFrame();
VkDescriptorSetLayout CreateDescriptorSetLayout();
VkDescriptorPool CreateDescriptorPool(uint32_t maxSets);
VkDevice* GetDevice();
VkPhysicalDevice* GetPhysicalDevice();
VkCommandPool* GetCommandPool();
VkQueue* GetGraphicsQueue();
VkCommandBuffer* GetCurrentCommandBuffer();
std::shared_ptr<Pipeline> GetPipeline();
void CreateGraphicsPipeline(Mesh* mesh, Material* material);
VkDescriptorSetLayout CreateSamplerDescriptorSetLayout();
private:
bool shutdownInProgress;
uint32_t currentCmdBufferIndex = 0;
std::vector<size_t> currentFramePerImage;
std::vector<VkImage> swapChainImages;
std::vector<VkImageView> swapChainImageViews;
VkExtent2D swapChainExtent;
VkRenderPass renderPass;
uint32_t imageIndex;
std::shared_ptr<Pipeline> pipeline;
VkFormat swapChainImageFormat;
std::vector<VkCommandBuffer> commandBuffers;
void CreateImageViews();
void CleanupImageViews();
void CreateRenderPass();
void CleanupRenderPass();
void CreateSurface();
void DestroySurface();
void CreateInstance();
void CleanupInstance();
void ChoosePhysicalDevice();
void CreateDevice();
void CleanupDevice();
void CreateSwapchain();
void CleanupSwapchain();
void CreateCommandPool();
void CleanupCommandPool();
void CreateFramebuffers();
void CleanupFramebuffers();
void CreateCommandBuffers();
void CleanupCommandBuffers();
void Present();
GLFWwindow* window;
VkInstance instance = VK_NULL_HANDLE;
VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
VkDevice device = VK_NULL_HANDLE;
VkSurfaceKHR surface;
VkSwapchainKHR swapchain;
VkCommandPool commandPool;
VkCommandBuffer currentCommandBuffer;
std::vector<VkFramebuffer> framebuffers;
// Additional Vulkan objects needed for rendering…
const uint32_t kMaxFramesInFlight = 2;
std::vector<VkSemaphore> imageAvailableSemaphores;
std::vector<VkSemaphore> renderFinishedSemaphores;
std::vector<VkFence> inFlightFences;
size_t currentFrame;
VkQueue graphicsQueue;
VkQueue presentQueue;
void CreateSyncObjects();
void CleanupSyncObjects();
SwapChainSupportDetails querySwapChainSupport(VkPhysicalDevice device, VkSurfaceKHR surface);
VkSurfaceFormatKHR chooseSwapSurfaceFormat(const std::vector<VkSurfaceFormatKHR>& availableFormats);
VkPresentModeKHR chooseSwapPresentMode(const std::vector<VkPresentModeKHR>& availablePresentModes);
VkExtent2D chooseSwapExtent(const VkSurfaceCapabilitiesKHR& capabilities, GLFWwindow* window);
std::vector<const char*> deviceExtensions = {
VK_KHR_SWAPCHAIN_EXTENSION_NAME
};
std::vector<const char*> CheckPhysicalDeviceExtensionSupport(VkPhysicalDevice physicalDevice);
QueueFamilyIndices GetQueueFamilyIndices(VkPhysicalDevice physicalDevice);
};
GameObject.h:
#pragma once
#include <glm/glm.hpp>
#include "Mesh.h"
#include "Material.h"
#include "Camera.h"
#include "Renderer.h"
class GameObject
{
public:
GameObject();
~GameObject();
void Initialize();
void Update(float deltaTime);
void Render(Renderer& renderer, const Camera& camera);
void Shutdown();
void SetPosition(const glm::vec3& position);
void SetRotation(const glm::vec3& rotation);
void SetScale(const glm::vec3& scale);
Mesh* GetMesh();
Material* GetMaterial();
private:
glm::mat4 modelMatrix;
glm::vec3 position;
glm::vec3 rotation;
glm::vec3 scale;
Mesh* mesh;
Material* material;
bool initialized = false;
void UpdateModelMatrix();
};
GameObject.cpp:
#include "GameObject.h"
#include <glm/gtc/matrix_transform.hpp>
GameObject::GameObject()
: position(0.0f), rotation(0.0f), scale(1.0f)
{
}
GameObject::~GameObject()
{
if (initialized)
{
Shutdown();
}
}
void GameObject::Initialize()
{
mesh = new Mesh{};
material = new Material{};
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();
material->UpdateBufferBinding(descriptorSet, mvpBuffer, device, sizeof(MVP));
renderer.CreateGraphicsPipeline(mesh, material);
vkCmdBindPipeline(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, renderer.GetPipeline().get()->GetPipeline());
vkCmdBindDescriptorSets(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, material->GetPipelineLayout(), 0, 1, &descriptorSet, 0, nullptr);
// Call vkCmdDrawIndexed()
uint32_t numIndices = static_cast<uint32_t>(mesh->GetIndices().size());
vkCmdDrawIndexed(*renderer.GetCurrentCommandBuffer(), numIndices, 1, 0, 0, 0);
// Cleanup the temporary buffer
vkDestroyBuffer(device, mvpBuffer, nullptr);
vkFreeMemory(device, mvpBufferMemory, nullptr);
}
void GameObject::Shutdown()
{
// Clean up resources, if necessary
// (depending on how Mesh and Material resources are managed)
delete mesh;
delete material;
this->initialized = false;
}
void GameObject::SetPosition(const glm::vec3& position)
{
this->position = position;
UpdateModelMatrix();
}
void GameObject::SetRotation(const glm::vec3& rotation)
{
this->rotation = rotation;
UpdateModelMatrix();
}
void GameObject::SetScale(const glm::vec3& scale)
{
this->scale = scale;
UpdateModelMatrix();
}
void GameObject::UpdateModelMatrix()
{
modelMatrix = glm::mat4(1.0f);
modelMatrix = glm::translate(modelMatrix, position);
modelMatrix = glm::rotate(modelMatrix, rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
modelMatrix = glm::scale(modelMatrix, scale);
}
Mesh* GameObject::GetMesh()
{
return mesh;
}
Material* GameObject::GetMaterial()
{
return material;
}
Engine.h:
#pragma once
#include "Window.h"
#include "Renderer.h"
#include "Scene.h"
#include <chrono>
#include <thread>
class Engine
{
public:
Engine();
~Engine();
void Run();
void Shutdown();
int MaxFPS = 60;
private:
void Initialize();
void MainLoop();
void Update(float deltaTime);
void Render();
Window window;
Renderer renderer;
Scene scene;
};
Scene.h:
#pragma once
#include <vector>
#include "GameObject.h"
#include "Camera.h"
#include "Renderer.h"
class Scene
{
public:
Scene();
~Scene();
void Initialize();
void Update(float deltaTime);
void Render(Renderer& renderer);
void Shutdown();
void AddGameObject(GameObject* gameObject);
Camera& GetCamera();
float temp;
private:
std::vector<GameObject*> gameObjects;
Camera camera;
};
BufferUtils.h:
#pragma once
#include <vulkan/vulkan.h>
#include <stdint.h>
namespace BufferUtils
{
void CreateBuffer(
VkDevice device, VkPhysicalDevice physicalDevice,
VkDeviceSize size, VkBufferUsageFlags usage, VkMemoryPropertyFlags properties,
VkBuffer& buffer, VkDeviceMemory& bufferMemory);
uint32_t FindMemoryType(VkPhysicalDevice physicalDevice, uint32_t typeFilter, VkMemoryPropertyFlags properties);
void CopyBuffer(
VkDevice device, VkCommandPool commandPool, VkQueue graphicsQueue,
VkBuffer srcBuffer, VkBuffer dstBuffer, VkDeviceSize size);
}
BufferUtils.cpp:
#include "BufferUtils.h"
#include <stdexcept>
namespace BufferUtils
{
void CreateBuffer(
VkDevice device, VkPhysicalDevice physicalDevice,
VkDeviceSize size, VkBufferUsageFlags usage, VkMemoryPropertyFlags properties,
VkBuffer& buffer, VkDeviceMemory& bufferMemory)
{
VkBufferCreateInfo bufferInfo{};
bufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferInfo.size = size;
bufferInfo.usage = usage;
bufferInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
if (vkCreateBuffer(device, &bufferInfo, nullptr, &buffer) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create buffer!");
}
VkMemoryRequirements memRequirements;
vkGetBufferMemoryRequirements(device, buffer, &memRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memRequirements.size;
allocInfo.memoryTypeIndex = FindMemoryType(physicalDevice, memRequirements.memoryTypeBits, properties);
if (vkAllocateMemory(device, &allocInfo, nullptr, &bufferMemory) != VK_SUCCESS)
{
throw std::runtime_error("Failed to allocate buffer memory!");
}
vkBindBufferMemory(device, buffer, bufferMemory, 0);
}
uint32_t FindMemoryType(VkPhysicalDevice physicalDevice, uint32_t typeFilter, VkMemoryPropertyFlags properties)
{
VkPhysicalDeviceMemoryProperties memProperties;
vkGetPhysicalDeviceMemoryProperties(physicalDevice, &memProperties);
for (uint32_t i = 0; i < memProperties.memoryTypeCount; i++)
{
if ((typeFilter & (1 << i)) && (memProperties.memoryTypes[i].propertyFlags & properties) == properties)
{
return i;
}
}
throw std::runtime_error("Failed to find suitable memory type!");
}
void CopyBuffer(
VkDevice device, VkCommandPool commandPool, VkQueue graphicsQueue,
VkBuffer srcBuffer, VkBuffer dstBuffer, VkDeviceSize size)
{
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;
vkBeginCommandBuffer(commandBuffer, &beginInfo);
VkBufferCopy copyRegion{};
copyRegion.srcOffset = 0; // Optional
copyRegion.dstOffset = 0; // Optional
copyRegion.size = size;
vkCmdCopyBuffer(commandBuffer, srcBuffer, dstBuffer, 1, ©Region);
vkEndCommandBuffer(commandBuffer);
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
vkQueueSubmit(graphicsQueue, 1, &submitInfo, VK_NULL_HANDLE);
vkQueueWaitIdle(graphicsQueue);
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
}
}
I am getting this error:
VUID-vkUpdateDescriptorSets-None-03047(ERROR / SPEC): msgNum: 903342744 - Validation Error: [ VUID-vkUpdateDescriptorSets-None-03047 ] Object 0: handle = 0x2e2cd000000002b, type = VK_OBJECT_TYPE_DESCRIPTOR_SET; | MessageID = 0x35d7ea98 | vkUpdateDescriptorSets() pDescriptorWrites[0] failed write update validation for VkDescriptorSet 0x2e2cd000000002b[] with error: Cannot call vkUpdateDescriptorSets() to perform write update on VkDescriptorSet 0x2e2cd000000002b[] allocated with VkDescriptorSetLayout 0xd10d270000000018[] that is in use by a command buffer. The Vulkan spec states: Descriptor bindings updated by this command which were created without the VK_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT or VK_DESCRIPTOR_BINDING_UPDATE_UNUSED_WHILE_PENDING_BIT bits set must not be used by any command that was recorded to a command buffer which is in the pending state (https://vulkan.lunarg.com/doc/view/1.3.239.0/windows/1.3-extensions/vkspec.html#VUID-vkUpdateDescriptorSets-None-03047)
How can I alter the code to fix this issue?
|
2ca6dd22b657f4d05a5a746f905bbfe9
|
{
"intermediate": 0.3753734827041626,
"beginner": 0.29778599739074707,
"expert": 0.32684049010276794
}
|
9,269
|
Fatal error: can't create ../../../tmp/FT201/DataManagerModule/CConfigChangSdParaList.o: 没有那个文件或目录
|
4aaffc7f0cc290f4e33111688130bffb
|
{
"intermediate": 0.45209863781929016,
"beginner": 0.25515714287757874,
"expert": 0.2927442491054535
}
|
9,270
|
Write a piece of java code
|
0bb5f7f96c3ffad6f8752d089806069b
|
{
"intermediate": 0.2799074351787567,
"beginner": 0.4136996567249298,
"expert": 0.3063928186893463
}
|
9,271
|
I need you to redesign my PlayerController so that I can train a neural network on Unity's ML Agents. the neural network will only shoot, the output should be two float values from -1 to 1 each, as if emulating a gamepad stick. I also need to be able to control this controller as a player as I will be adding new weapons and new characters. My game is in 2D, PlayerController connected to circle sprite.
ok let's go:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Unity.MLAgents;
using Unity.MLAgents.Sensors;
using Unity.MLAgents.Actuators;
using UnityEditor.U2D;
public enum CharacterGroup
{
Player,
Ally,
Enemy
}
public enum ControlMode
{
Mouse,
Joystick,
AI
}
public class PlayerController : MonoBehaviour
{
#region Public Variables
public CharacterGroup group;
public ShootingAgent shootingAgent;
public OpponentGenerator opponentGenerator;
public VariableJoystick variableJoystick;
public ControlMode currentControlMode = ControlMode.Mouse; // Default control mode is mouse
public GameObject bulletPrefab;
public string nickname = "lovekpek";
public string brawlerName = "Nita";
public int maxHealth = 3000; // Add a new variable for maximum health
public int damage = 750; // Add a new variable for damage
public bool damagePiercing = true;
public float movementSpeed = 5f;
public float aimingDistance = 5f;
public float bulletSpeed = 10f;
public int maxBullets = 3;
public float reloadTime = 2f;
public float shotDelay = 0.5f; // Delay between consecutive shots
public float bulletWidth = 0.1f; // Bullet width
[SerializeField] private HealthBar _healthbar;
public Text healthText; // Reference to the UI text component for health display
[SerializeField] private BulletBar _bulletbar;
public Text bulletsText;
public int currentHealth = 3000;
public int currentBullets = 3;
public Text speedText;
#endregion
#region Private Variables
private GameObject sightLine;
private bool isAiming;
private bool canShoot = true; // Flag to allow shooting
private Vector2 aimDirection;
private Vector2 lineEndPosition;
private float currentDistance;
private float reloadTimer;
private float shotTimer; // Timer for shot delay
private bool hasFiredRecently; // New flag
private Vector2 movementInput;
private float currentSpeed;
private bool isPlayerControlled = false;
private Collider2D lastCollision; // Class-level variable to store the last collision
// Joystick control variables
private float horizontalInput;
private float verticalInput;
#endregion
#region Unity Callbacks
private void Start()
{
InitializePlayer();
}
private void Update()
{
if (IsPlayerControlled())
{
HandleAimingAndShooting();
HandleReloading();
HandlePlayerMovement();
UpdateUIElements();
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
ProcessCollision(collision);
}
#endregion
#region Initialization
public void InitializePlayer()
{
currentBullets = maxBullets;
UpdateBulletsText();
switch (group)
{
case CharacterGroup.Player:
isPlayerControlled = true;
break;
case CharacterGroup.Ally:
break;
case CharacterGroup.Enemy:
break;
}
}
#endregion
#region Movement and Aiming
private void HandlePlayerMovement()
{
movementInput.x = Input.GetAxisRaw("Horizontal");
movementInput.y = Input.GetAxisRaw("Vertical");
movementInput.Normalize();
currentSpeed = movementSpeed * movementInput.magnitude;
Vector3 movement = new Vector3(movementInput.x, movementInput.y, 0f) * currentSpeed * Time.deltaTime;
transform.position += movement;
}
private void HandleAimingAndShooting()
{
switch (currentControlMode)
{
case ControlMode.Mouse:
MouseControlLogic();
break;
case ControlMode.Joystick:
JoystickControlLogic();
break;
case ControlMode.AI:
AIControlLogic();
break;
}
if (isAiming)
{
UpdateSightLine();
}
if (!canShoot)
{
shotTimer -= Time.deltaTime;
if (shotTimer <= 0f)
{
canShoot = true;
}
}
if (!canShoot && hasFiredRecently)
{
shotTimer -= Time.deltaTime;
if (shotTimer <= 0f)
{
canShoot = true;
hasFiredRecently = false;
}
}
}
private void MouseControlLogic()
{
if (Input.GetMouseButtonDown(0))
{
StartAiming();
}
else if (Input.GetMouseButtonUp(0))
{
StopAiming();
}
}
private void JoystickControlLogic()
{
if (Mathf.Abs(variableJoystick.Horizontal) > 0.1f || Mathf.Abs(variableJoystick.Vertical) > 0.1f)
{
if (!isAiming)
{
StartAiming();
}
}
else
{
if (isAiming)
{
StopAiming();
}
}
}
private void AIControlLogic()
{
if (shootingAgent != null)
{
// Get the joystick control values from the ML agent
float horizontal = 0f;
float vertical = 0f;
//Debug.Log(horizontal);
// Retrieve the joystick control values from the ML agent
var behaviorParameters = shootingAgent.GetComponent<Unity.MLAgents.Policies.BehaviorParameters>();
if (behaviorParameters != null)
{
var actions = shootingAgent.GetStoredActionBuffers().ContinuousActions;
if (actions.Length > 0)
horizontal = actions[0];
if (actions.Length > 1)
vertical = actions[1];
}
// Check if the joystick control values exceed the threshold
if (Mathf.Abs(horizontal) > 0.1f || Mathf.Abs(vertical) > 0.1f)
{
if (!isAiming)
{
StartAiming();
}
}
else
{
if (isAiming)
{
StopAiming();
}
}
}
}
public void ControlJoystick(float horizontal, float vertical)
{
currentControlMode = ControlMode.AI; // Switch to AI control mode
// Set horizontal and vertical input values
horizontalInput = horizontal;
verticalInput = vertical;
Debug.Log(horizontalInput);
Debug.Log(verticalInput);
}
private void StartAiming()
{
isAiming = true;
// Destroy any existing SightLine object
if (sightLine != null)
Destroy(sightLine);
// Create and initialize sight line
CreateSightLine();
currentDistance = aimingDistance;
}
private void StopAiming()
{
isAiming = false;
Destroy(sightLine);
if (canShoot && currentBullets > 0)
{
if (shotTimer <= 0f) // Check if shot delay has elapsed
{
FireBullet();
currentBullets--;
UpdateBulletsText();
canShoot = false; // Set canShoot to false
shotTimer = shotDelay; // Reset shot delay timer
}
}
}
private void CreateSightLine()
{
sightLine = new GameObject("SightLine");
LineRenderer lineRenderer = sightLine.AddComponent<LineRenderer>();
lineRenderer.positionCount = 2;
lineRenderer.startWidth = bulletWidth;
lineRenderer.endWidth = bulletWidth;
// Create a new material and set its color to white
Material lineMaterial = new Material(Shader.Find("Sprites/Default"));
lineMaterial.color = Color.white;
lineRenderer.material = lineMaterial; // Assign the material to the line renderer
lineRenderer.sortingLayerName = "Background"; // Set the sorting layer
lineRenderer.sortingOrder = -1; // Set the sorting order to render behind the player
lineRenderer.SetPosition(0, transform.position);
lineRenderer.SetPosition(1, transform.position);
}
private void UpdateSightLine()
{
switch (currentControlMode)
{
case ControlMode.Mouse:
Vector2 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
aimDirection = (mousePosition - (Vector2)transform.position).normalized;
break;
case ControlMode.Joystick:
aimDirection = new Vector2(variableJoystick.Horizontal, variableJoystick.Vertical).normalized;
break;
default:
aimDirection = Vector2.zero;
break;
}
lineEndPosition = (Vector2)transform.position + aimDirection * currentDistance;
LineRenderer lineRenderer = sightLine.GetComponent<LineRenderer>();
lineRenderer.SetPosition(0, transform.position);
lineRenderer.SetPosition(1, lineEndPosition);
}
#endregion
#region Reloading
private void HandleReloading()
{
if (currentBullets < maxBullets)
{
reloadTimer += Time.deltaTime;
if (reloadTimer >= reloadTime)
{
reloadTimer = 0f;
currentBullets++;
UpdateBulletsText();
}
}
else if (!isAiming && sightLine != null)
{
Destroy(sightLine);
}
}
#endregion
#region Shooting
public void FireBullet()
{
GameObject bullet = Instantiate(bulletPrefab, transform.position, Quaternion.identity);
BulletController bulletController = bullet.GetComponent<BulletController>();
bulletController.SetDirection(aimDirection);
bulletController.SetSpeed(bulletSpeed);
bulletController.SetMaxDistance(currentDistance);
bulletController.SetGroup(group);
bulletController.SetDamage(damage);
bulletController.SetDamagePiercing(damagePiercing);
}
#endregion
#region UI Updates
private void UpdateUIElements()
{
healthText.text = currentHealth.ToString();
_healthbar.UpdateHealthBar(maxHealth, currentHealth);
UpdateBulletsText();
}
private void UpdateBulletsText()
{
bulletsText.text = currentBullets.ToString();
_bulletbar.UpdateHealthBar(maxBullets, currentBullets);
}
#endregion
#region Collision Handling
private void ProcessCollision(Collider2D collision)
{
if (group.Equals(CharacterGroup.Player) && collision.CompareTag("Bullet") && collision.GetComponent<BulletController>().group.Equals(CharacterGroup.Ally))
{
// Ignore bullets from allies damaging the player
return;
}
else if (group.Equals(CharacterGroup.Ally) && collision.CompareTag("Bullet") && collision.GetComponent<BulletController>().group.Equals(CharacterGroup.Player))
{
// Ignore bullets from the player damaging allies
return;
}
else if (group.Equals(CharacterGroup.Enemy) && collision.CompareTag("Bullet") && collision.GetComponent<BulletController>().group.Equals(CharacterGroup.Player))
{
// Damage the enemy when hit by a player’s bullet
int bulletDamage = collision.GetComponent<BulletController>().GetDamage();
bool bulletDamagePiercing = collision.GetComponent<BulletController>().GetDamagePiercing();
TakeDamage(bulletDamage);
if (bulletDamagePiercing == false)
{
Destroy(collision.gameObject);
}
return;
}
}
private void TakeDamage(int damageValue)
{
if (group == CharacterGroup.Enemy)
{
currentHealth -= damageValue;
if (currentHealth <= 0)
{
Destroy(gameObject);
}
_healthbar.UpdateHealthBar(maxHealth, currentHealth);
healthText.text = currentHealth.ToString();
}
}
#endregion
#region Observations for ML
public void CollectObservations(VectorSensor sensor)
{
// Add player position to observations
sensor.AddObservation(transform.position);
// Get enemy positions from OpponentGenerator
var enemyPositions = opponentGenerator.GetEnemyPositions();
// Add enemy positions to observations
foreach (var enemyPosition in enemyPositions)
{
sensor.AddObservation(enemyPosition);
}
}
#endregion
#region Utility Functions
public void Shoot(float shootingAngle)
{
// Perform shooting logic based on the shooting angle
// …
}
public void RenderToTexture(RenderTexture renderTexture)
{
// Render the game view to the specified render texture
RenderTexture currentRT = RenderTexture.active;
RenderTexture.active = renderTexture;
Camera.main.targetTexture = renderTexture;
Camera.main.Render();
// Reset the render texture and camera settings
Camera.main.targetTexture = null;
RenderTexture.active = currentRT;
}
#endregion
// Helper Methods
private bool IsPlayerControlled()
{
return isPlayerControlled;
}
}
|
43c1c9961b420993a159dd164386a395
|
{
"intermediate": 0.39588502049446106,
"beginner": 0.33658698201179504,
"expert": 0.2675279974937439
}
|
9,272
|
I need you to redesign my PlayerController so that I can train a neural network on Unity's ML Agents. the neural network will only shoot, the output should be two float values from -1 to 1 each, as if emulating a gamepad stick. I also need to be able to control this controller as a player as I will be adding new weapons and new characters. My game is in 2D, PlayerController connected to circle sprite.
ok let's go:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Unity.MLAgents;
using Unity.MLAgents.Sensors;
using Unity.MLAgents.Actuators;
using UnityEditor.U2D;
public enum CharacterGroup
{
Player,
Ally,
Enemy
}
public enum ControlMode
{
Mouse,
Joystick,
AI
}
public class PlayerController : MonoBehaviour
{
#region Public Variables
public CharacterGroup group;
public ShootingAgent shootingAgent;
public OpponentGenerator opponentGenerator;
public VariableJoystick variableJoystick;
public ControlMode currentControlMode = ControlMode.Mouse; // Default control mode is mouse
public GameObject bulletPrefab;
public string nickname = "lovekpek";
public string brawlerName = "Nita";
public int maxHealth = 3000; // Add a new variable for maximum health
public int damage = 750; // Add a new variable for damage
public bool damagePiercing = true;
public float movementSpeed = 5f;
public float aimingDistance = 5f;
public float bulletSpeed = 10f;
public int maxBullets = 3;
public float reloadTime = 2f;
public float shotDelay = 0.5f; // Delay between consecutive shots
public float bulletWidth = 0.1f; // Bullet width
[SerializeField] private HealthBar _healthbar;
public Text healthText; // Reference to the UI text component for health display
[SerializeField] private BulletBar _bulletbar;
public Text bulletsText;
public int currentHealth = 3000;
public int currentBullets = 3;
public Text speedText;
#endregion
#region Private Variables
private GameObject sightLine;
private bool isAiming;
private bool canShoot = true; // Flag to allow shooting
private Vector2 aimDirection;
private Vector2 lineEndPosition;
private float currentDistance;
private float reloadTimer;
private float shotTimer; // Timer for shot delay
private bool hasFiredRecently; // New flag
private Vector2 movementInput;
private float currentSpeed;
private bool isPlayerControlled = false;
private Collider2D lastCollision; // Class-level variable to store the last collision
// Joystick control variables
private float horizontalInput;
private float verticalInput;
#endregion
#region Unity Callbacks
private void Start()
{
InitializePlayer();
}
private void Update()
{
if (IsPlayerControlled())
{
HandleAimingAndShooting();
HandleReloading();
HandlePlayerMovement();
UpdateUIElements();
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
ProcessCollision(collision);
}
#endregion
#region Initialization
public void InitializePlayer()
{
currentBullets = maxBullets;
UpdateBulletsText();
switch (group)
{
case CharacterGroup.Player:
isPlayerControlled = true;
break;
case CharacterGroup.Ally:
break;
case CharacterGroup.Enemy:
break;
}
}
#endregion
#region Movement and Aiming
private void HandlePlayerMovement()
{
movementInput.x = Input.GetAxisRaw("Horizontal");
movementInput.y = Input.GetAxisRaw("Vertical");
movementInput.Normalize();
currentSpeed = movementSpeed * movementInput.magnitude;
Vector3 movement = new Vector3(movementInput.x, movementInput.y, 0f) * currentSpeed * Time.deltaTime;
transform.position += movement;
}
private void HandleAimingAndShooting()
{
switch (currentControlMode)
{
case ControlMode.Mouse:
MouseControlLogic();
break;
case ControlMode.Joystick:
JoystickControlLogic();
break;
case ControlMode.AI:
AIControlLogic();
break;
}
if (isAiming)
{
UpdateSightLine();
}
if (!canShoot)
{
shotTimer -= Time.deltaTime;
if (shotTimer <= 0f)
{
canShoot = true;
}
}
if (!canShoot && hasFiredRecently)
{
shotTimer -= Time.deltaTime;
if (shotTimer <= 0f)
{
canShoot = true;
hasFiredRecently = false;
}
}
}
private void MouseControlLogic()
{
if (Input.GetMouseButtonDown(0))
{
StartAiming();
}
else if (Input.GetMouseButtonUp(0))
{
StopAiming();
}
}
private void JoystickControlLogic()
{
if (Mathf.Abs(variableJoystick.Horizontal) > 0.1f || Mathf.Abs(variableJoystick.Vertical) > 0.1f)
{
if (!isAiming)
{
StartAiming();
}
}
else
{
if (isAiming)
{
StopAiming();
}
}
}
private void AIControlLogic()
{
if (shootingAgent != null)
{
// Get the joystick control values from the ML agent
float horizontal = 0f;
float vertical = 0f;
//Debug.Log(horizontal);
// Retrieve the joystick control values from the ML agent
var behaviorParameters = shootingAgent.GetComponent<Unity.MLAgents.Policies.BehaviorParameters>();
if (behaviorParameters != null)
{
var actions = shootingAgent.GetStoredActionBuffers().ContinuousActions;
if (actions.Length > 0)
horizontal = actions[0];
if (actions.Length > 1)
vertical = actions[1];
}
// Check if the joystick control values exceed the threshold
if (Mathf.Abs(horizontal) > 0.1f || Mathf.Abs(vertical) > 0.1f)
{
if (!isAiming)
{
StartAiming();
}
}
else
{
if (isAiming)
{
StopAiming();
}
}
}
}
public void ControlJoystick(float horizontal, float vertical)
{
currentControlMode = ControlMode.AI; // Switch to AI control mode
// Set horizontal and vertical input values
horizontalInput = horizontal;
verticalInput = vertical;
Debug.Log(horizontalInput);
Debug.Log(verticalInput);
}
private void StartAiming()
{
isAiming = true;
// Destroy any existing SightLine object
if (sightLine != null)
Destroy(sightLine);
// Create and initialize sight line
CreateSightLine();
currentDistance = aimingDistance;
}
private void StopAiming()
{
isAiming = false;
Destroy(sightLine);
if (canShoot && currentBullets > 0)
{
if (shotTimer <= 0f) // Check if shot delay has elapsed
{
FireBullet();
currentBullets--;
UpdateBulletsText();
canShoot = false; // Set canShoot to false
shotTimer = shotDelay; // Reset shot delay timer
}
}
}
private void CreateSightLine()
{
sightLine = new GameObject("SightLine");
LineRenderer lineRenderer = sightLine.AddComponent<LineRenderer>();
lineRenderer.positionCount = 2;
lineRenderer.startWidth = bulletWidth;
lineRenderer.endWidth = bulletWidth;
// Create a new material and set its color to white
Material lineMaterial = new Material(Shader.Find("Sprites/Default"));
lineMaterial.color = Color.white;
lineRenderer.material = lineMaterial; // Assign the material to the line renderer
lineRenderer.sortingLayerName = "Background"; // Set the sorting layer
lineRenderer.sortingOrder = -1; // Set the sorting order to render behind the player
lineRenderer.SetPosition(0, transform.position);
lineRenderer.SetPosition(1, transform.position);
}
private void UpdateSightLine()
{
switch (currentControlMode)
{
case ControlMode.Mouse:
Vector2 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
aimDirection = (mousePosition - (Vector2)transform.position).normalized;
break;
case ControlMode.Joystick:
aimDirection = new Vector2(variableJoystick.Horizontal, variableJoystick.Vertical).normalized;
break;
default:
aimDirection = Vector2.zero;
break;
}
lineEndPosition = (Vector2)transform.position + aimDirection * currentDistance;
LineRenderer lineRenderer = sightLine.GetComponent<LineRenderer>();
lineRenderer.SetPosition(0, transform.position);
lineRenderer.SetPosition(1, lineEndPosition);
}
#endregion
#region Reloading
private void HandleReloading()
{
if (currentBullets < maxBullets)
{
reloadTimer += Time.deltaTime;
if (reloadTimer >= reloadTime)
{
reloadTimer = 0f;
currentBullets++;
UpdateBulletsText();
}
}
else if (!isAiming && sightLine != null)
{
Destroy(sightLine);
}
}
#endregion
#region Shooting
public void FireBullet()
{
GameObject bullet = Instantiate(bulletPrefab, transform.position, Quaternion.identity);
BulletController bulletController = bullet.GetComponent<BulletController>();
bulletController.SetDirection(aimDirection);
bulletController.SetSpeed(bulletSpeed);
bulletController.SetMaxDistance(currentDistance);
bulletController.SetGroup(group);
bulletController.SetDamage(damage);
bulletController.SetDamagePiercing(damagePiercing);
}
#endregion
#region UI Updates
private void UpdateUIElements()
{
healthText.text = currentHealth.ToString();
_healthbar.UpdateHealthBar(maxHealth, currentHealth);
UpdateBulletsText();
}
private void UpdateBulletsText()
{
bulletsText.text = currentBullets.ToString();
_bulletbar.UpdateHealthBar(maxBullets, currentBullets);
}
#endregion
#region Collision Handling
private void ProcessCollision(Collider2D collision)
{
if (group.Equals(CharacterGroup.Player) && collision.CompareTag("Bullet") && collision.GetComponent<BulletController>().group.Equals(CharacterGroup.Ally))
{
// Ignore bullets from allies damaging the player
return;
}
else if (group.Equals(CharacterGroup.Ally) && collision.CompareTag("Bullet") && collision.GetComponent<BulletController>().group.Equals(CharacterGroup.Player))
{
// Ignore bullets from the player damaging allies
return;
}
else if (group.Equals(CharacterGroup.Enemy) && collision.CompareTag("Bullet") && collision.GetComponent<BulletController>().group.Equals(CharacterGroup.Player))
{
// Damage the enemy when hit by a player’s bullet
int bulletDamage = collision.GetComponent<BulletController>().GetDamage();
bool bulletDamagePiercing = collision.GetComponent<BulletController>().GetDamagePiercing();
TakeDamage(bulletDamage);
if (bulletDamagePiercing == false)
{
Destroy(collision.gameObject);
}
return;
}
}
private void TakeDamage(int damageValue)
{
if (group == CharacterGroup.Enemy)
{
currentHealth -= damageValue;
if (currentHealth <= 0)
{
Destroy(gameObject);
}
_healthbar.UpdateHealthBar(maxHealth, currentHealth);
healthText.text = currentHealth.ToString();
}
}
#endregion
#region Observations for ML
public void CollectObservations(VectorSensor sensor)
{
// Add player position to observations
sensor.AddObservation(transform.position);
// Get enemy positions from OpponentGenerator
var enemyPositions = opponentGenerator.GetEnemyPositions();
// Add enemy positions to observations
foreach (var enemyPosition in enemyPositions)
{
sensor.AddObservation(enemyPosition);
}
}
#endregion
#region Utility Functions
public void Shoot(float shootingAngle)
{
// Perform shooting logic based on the shooting angle
// …
}
public void RenderToTexture(RenderTexture renderTexture)
{
// Render the game view to the specified render texture
RenderTexture currentRT = RenderTexture.active;
RenderTexture.active = renderTexture;
Camera.main.targetTexture = renderTexture;
Camera.main.Render();
// Reset the render texture and camera settings
Camera.main.targetTexture = null;
RenderTexture.active = currentRT;
}
#endregion
// Helper Methods
private bool IsPlayerControlled()
{
return isPlayerControlled;
}
}
|
20bc9fb3d39e3da99867042e4c0fa05c
|
{
"intermediate": 0.39588502049446106,
"beginner": 0.33658698201179504,
"expert": 0.2675279974937439
}
|
9,273
|
In unreal engine 4, I want to look through a long tube and the pixels visible through the tube get clip based on the view cone and a clip start offset. is it possible to write a custom HLSL shader code using a Custom expression node for it? my material blend mode is masked. my tube is aligned along the x-axis.
|
276eace563f6ff99fd34333b9835bce7
|
{
"intermediate": 0.5112607479095459,
"beginner": 0.20793598890304565,
"expert": 0.28080323338508606
}
|
9,274
|
I need you to redesign my PlayerController so that I can train a neural network on Unity's ML Agents. the neural network will only shoot, the output should be two float values from -1 to 1 each, as if emulating a gamepad stick. I also need to be able to control this controller as a player as I will be adding new weapons and new characters. My game is in 2D, PlayerController connected to circle sprite.
ok let's go:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Unity.MLAgents;
using Unity.MLAgents.Sensors;
using Unity.MLAgents.Actuators;
using UnityEditor.U2D;
public enum CharacterGroup
{
Player,
Ally,
Enemy
}
public enum ControlMode
{
Mouse,
Joystick,
AI
}
public class PlayerController : MonoBehaviour
{
#region Public Variables
public CharacterGroup group;
public ShootingAgent shootingAgent;
public OpponentGenerator opponentGenerator;
public VariableJoystick variableJoystick;
public ControlMode currentControlMode = ControlMode.Mouse; // Default control mode is mouse
public GameObject bulletPrefab;
public string nickname = "lovekpek";
public string brawlerName = "Nita";
public int maxHealth = 3000; // Add a new variable for maximum health
public int damage = 750; // Add a new variable for damage
public bool damagePiercing = true;
public float movementSpeed = 5f;
public float aimingDistance = 5f;
public float bulletSpeed = 10f;
public int maxBullets = 3;
public float reloadTime = 2f;
public float shotDelay = 0.5f; // Delay between consecutive shots
public float bulletWidth = 0.1f; // Bullet width
[SerializeField] private HealthBar _healthbar;
public Text healthText; // Reference to the UI text component for health display
[SerializeField] private BulletBar _bulletbar;
public Text bulletsText;
public int currentHealth = 3000;
public int currentBullets = 3;
public Text speedText;
#endregion
#region Private Variables
private GameObject sightLine;
private bool isAiming;
private bool canShoot = true; // Flag to allow shooting
private Vector2 aimDirection;
private Vector2 lineEndPosition;
private float currentDistance;
private float reloadTimer;
private float shotTimer; // Timer for shot delay
private bool hasFiredRecently; // New flag
private Vector2 movementInput;
private float currentSpeed;
private bool isPlayerControlled = false;
private Collider2D lastCollision; // Class-level variable to store the last collision
// Joystick control variables
private float horizontalInput;
private float verticalInput;
#endregion
#region Unity Callbacks
private void Start()
{
InitializePlayer();
}
private void Update()
{
if (IsPlayerControlled())
{
HandleAimingAndShooting();
HandleReloading();
HandlePlayerMovement();
UpdateUIElements();
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
ProcessCollision(collision);
}
#endregion
#region Initialization
public void InitializePlayer()
{
currentBullets = maxBullets;
UpdateBulletsText();
switch (group)
{
case CharacterGroup.Player:
isPlayerControlled = true;
break;
case CharacterGroup.Ally:
break;
case CharacterGroup.Enemy:
break;
}
}
#endregion
#region Movement and Aiming
private void HandlePlayerMovement()
{
movementInput.x = Input.GetAxisRaw("Horizontal");
movementInput.y = Input.GetAxisRaw("Vertical");
movementInput.Normalize();
currentSpeed = movementSpeed * movementInput.magnitude;
Vector3 movement = new Vector3(movementInput.x, movementInput.y, 0f) * currentSpeed * Time.deltaTime;
transform.position += movement;
}
private void HandleAimingAndShooting()
{
switch (currentControlMode)
{
case ControlMode.Mouse:
MouseControlLogic();
break;
case ControlMode.Joystick:
JoystickControlLogic();
break;
case ControlMode.AI:
AIControlLogic();
break;
}
if (isAiming)
{
UpdateSightLine();
}
if (!canShoot)
{
shotTimer -= Time.deltaTime;
if (shotTimer <= 0f)
{
canShoot = true;
}
}
if (!canShoot && hasFiredRecently)
{
shotTimer -= Time.deltaTime;
if (shotTimer <= 0f)
{
canShoot = true;
hasFiredRecently = false;
}
}
}
private void MouseControlLogic()
{
if (Input.GetMouseButtonDown(0))
{
StartAiming();
}
else if (Input.GetMouseButtonUp(0))
{
StopAiming();
}
}
private void JoystickControlLogic()
{
if (Mathf.Abs(variableJoystick.Horizontal) > 0.1f || Mathf.Abs(variableJoystick.Vertical) > 0.1f)
{
if (!isAiming)
{
StartAiming();
}
}
else
{
if (isAiming)
{
StopAiming();
}
}
}
private void AIControlLogic()
{
if (shootingAgent != null)
{
// Get the joystick control values from the ML agent
float horizontal = 0f;
float vertical = 0f;
//Debug.Log(horizontal);
// Retrieve the joystick control values from the ML agent
var behaviorParameters = shootingAgent.GetComponent<Unity.MLAgents.Policies.BehaviorParameters>();
if (behaviorParameters != null)
{
var actions = shootingAgent.GetStoredActionBuffers().ContinuousActions;
if (actions.Length > 0)
horizontal = actions[0];
if (actions.Length > 1)
vertical = actions[1];
}
// Check if the joystick control values exceed the threshold
if (Mathf.Abs(horizontal) > 0.1f || Mathf.Abs(vertical) > 0.1f)
{
if (!isAiming)
{
StartAiming();
}
}
else
{
if (isAiming)
{
StopAiming();
}
}
}
}
public void ControlJoystick(float horizontal, float vertical)
{
currentControlMode = ControlMode.AI; // Switch to AI control mode
// Set horizontal and vertical input values
horizontalInput = horizontal;
verticalInput = vertical;
Debug.Log(horizontalInput);
Debug.Log(verticalInput);
}
private void StartAiming()
{
isAiming = true;
// Destroy any existing SightLine object
if (sightLine != null)
Destroy(sightLine);
// Create and initialize sight line
CreateSightLine();
currentDistance = aimingDistance;
}
private void StopAiming()
{
isAiming = false;
Destroy(sightLine);
if (canShoot && currentBullets > 0)
{
if (shotTimer <= 0f) // Check if shot delay has elapsed
{
FireBullet();
currentBullets--;
UpdateBulletsText();
canShoot = false; // Set canShoot to false
shotTimer = shotDelay; // Reset shot delay timer
}
}
}
private void CreateSightLine()
{
sightLine = new GameObject("SightLine");
LineRenderer lineRenderer = sightLine.AddComponent<LineRenderer>();
lineRenderer.positionCount = 2;
lineRenderer.startWidth = bulletWidth;
lineRenderer.endWidth = bulletWidth;
// Create a new material and set its color to white
Material lineMaterial = new Material(Shader.Find("Sprites/Default"));
lineMaterial.color = Color.white;
lineRenderer.material = lineMaterial; // Assign the material to the line renderer
lineRenderer.sortingLayerName = "Background"; // Set the sorting layer
lineRenderer.sortingOrder = -1; // Set the sorting order to render behind the player
lineRenderer.SetPosition(0, transform.position);
lineRenderer.SetPosition(1, transform.position);
}
private void UpdateSightLine()
{
switch (currentControlMode)
{
case ControlMode.Mouse:
Vector2 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
aimDirection = (mousePosition - (Vector2)transform.position).normalized;
break;
case ControlMode.Joystick:
aimDirection = new Vector2(variableJoystick.Horizontal, variableJoystick.Vertical).normalized;
break;
default:
aimDirection = Vector2.zero;
break;
}
lineEndPosition = (Vector2)transform.position + aimDirection * currentDistance;
LineRenderer lineRenderer = sightLine.GetComponent<LineRenderer>();
lineRenderer.SetPosition(0, transform.position);
lineRenderer.SetPosition(1, lineEndPosition);
}
#endregion
#region Reloading
private void HandleReloading()
{
if (currentBullets < maxBullets)
{
reloadTimer += Time.deltaTime;
if (reloadTimer >= reloadTime)
{
reloadTimer = 0f;
currentBullets++;
UpdateBulletsText();
}
}
else if (!isAiming && sightLine != null)
{
Destroy(sightLine);
}
}
#endregion
#region Shooting
public void FireBullet()
{
GameObject bullet = Instantiate(bulletPrefab, transform.position, Quaternion.identity);
BulletController bulletController = bullet.GetComponent<BulletController>();
bulletController.SetDirection(aimDirection);
bulletController.SetSpeed(bulletSpeed);
bulletController.SetMaxDistance(currentDistance);
bulletController.SetGroup(group);
bulletController.SetDamage(damage);
bulletController.SetDamagePiercing(damagePiercing);
}
#endregion
#region UI Updates
private void UpdateUIElements()
{
healthText.text = currentHealth.ToString();
_healthbar.UpdateHealthBar(maxHealth, currentHealth);
UpdateBulletsText();
}
private void UpdateBulletsText()
{
bulletsText.text = currentBullets.ToString();
_bulletbar.UpdateHealthBar(maxBullets, currentBullets);
}
#endregion
#region Collision Handling
private void ProcessCollision(Collider2D collision)
{
if (group.Equals(CharacterGroup.Player) && collision.CompareTag("Bullet") && collision.GetComponent<BulletController>().group.Equals(CharacterGroup.Ally))
{
// Ignore bullets from allies damaging the player
return;
}
else if (group.Equals(CharacterGroup.Ally) && collision.CompareTag("Bullet") && collision.GetComponent<BulletController>().group.Equals(CharacterGroup.Player))
{
// Ignore bullets from the player damaging allies
return;
}
else if (group.Equals(CharacterGroup.Enemy) && collision.CompareTag("Bullet") && collision.GetComponent<BulletController>().group.Equals(CharacterGroup.Player))
{
// Damage the enemy when hit by a player’s bullet
int bulletDamage = collision.GetComponent<BulletController>().GetDamage();
bool bulletDamagePiercing = collision.GetComponent<BulletController>().GetDamagePiercing();
TakeDamage(bulletDamage);
if (bulletDamagePiercing == false)
{
Destroy(collision.gameObject);
}
return;
}
}
private void TakeDamage(int damageValue)
{
if (group == CharacterGroup.Enemy)
{
currentHealth -= damageValue;
if (currentHealth <= 0)
{
Destroy(gameObject);
}
_healthbar.UpdateHealthBar(maxHealth, currentHealth);
healthText.text = currentHealth.ToString();
}
}
#endregion
#region Observations for ML
public void CollectObservations(VectorSensor sensor)
{
// Add player position to observations
sensor.AddObservation(transform.position);
// Get enemy positions from OpponentGenerator
var enemyPositions = opponentGenerator.GetEnemyPositions();
// Add enemy positions to observations
foreach (var enemyPosition in enemyPositions)
{
sensor.AddObservation(enemyPosition);
}
}
#endregion
#region Utility Functions
public void Shoot(float shootingAngle)
{
// Perform shooting logic based on the shooting angle
// …
}
public void RenderToTexture(RenderTexture renderTexture)
{
// Render the game view to the specified render texture
RenderTexture currentRT = RenderTexture.active;
RenderTexture.active = renderTexture;
Camera.main.targetTexture = renderTexture;
Camera.main.Render();
// Reset the render texture and camera settings
Camera.main.targetTexture = null;
RenderTexture.active = currentRT;
}
#endregion
// Helper Methods
private bool IsPlayerControlled()
{
return isPlayerControlled;
}
}
|
e21eae1d5ed3c37fd3b33b6bb47b068c
|
{
"intermediate": 0.39588502049446106,
"beginner": 0.33658698201179504,
"expert": 0.2675279974937439
}
|
9,275
|
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. I am using the ASSIMP library to load 3d models and animations.
Here is a portion of the code:
Renderer.h:
#pragma once
#include <vulkan/vulkan.h>
#include "Window.h"
#include <vector>
#include <stdexcept>
#include <set>
#include <optional>
#include <iostream>
#include "Pipeline.h"
#include "Material.h"
#include "Mesh.h"
struct QueueFamilyIndices
{
std::optional<uint32_t> graphicsFamily;
std::optional<uint32_t> presentFamily;
bool IsComplete()
{
return graphicsFamily.has_value() && presentFamily.has_value();
}
};
struct SwapChainSupportDetails {
VkSurfaceCapabilitiesKHR capabilities;
std::vector<VkSurfaceFormatKHR> formats;
std::vector<VkPresentModeKHR> presentModes;
};
class Renderer
{
public:
Renderer();
~Renderer();
void Initialize(GLFWwindow* window);
void Shutdown();
void BeginFrame();
void EndFrame();
VkDescriptorSetLayout CreateDescriptorSetLayout();
VkDescriptorPool CreateDescriptorPool(uint32_t maxSets);
VkDevice* GetDevice();
VkPhysicalDevice* GetPhysicalDevice();
VkCommandPool* GetCommandPool();
VkQueue* GetGraphicsQueue();
VkCommandBuffer* GetCurrentCommandBuffer();
std::shared_ptr<Pipeline> GetPipeline();
void CreateGraphicsPipeline(Mesh* mesh, Material* material);
VkDescriptorSetLayout CreateSamplerDescriptorSetLayout();
private:
bool shutdownInProgress;
uint32_t currentCmdBufferIndex = 0;
std::vector<size_t> currentFramePerImage;
std::vector<VkImage> swapChainImages;
std::vector<VkImageView> swapChainImageViews;
VkExtent2D swapChainExtent;
VkRenderPass renderPass;
uint32_t imageIndex;
std::shared_ptr<Pipeline> pipeline;
VkFormat swapChainImageFormat;
std::vector<VkCommandBuffer> commandBuffers;
void CreateImageViews();
void CleanupImageViews();
void CreateRenderPass();
void CleanupRenderPass();
void CreateSurface();
void DestroySurface();
void CreateInstance();
void CleanupInstance();
void ChoosePhysicalDevice();
void CreateDevice();
void CleanupDevice();
void CreateSwapchain();
void CleanupSwapchain();
void CreateCommandPool();
void CleanupCommandPool();
void CreateFramebuffers();
void CleanupFramebuffers();
void CreateCommandBuffers();
void CleanupCommandBuffers();
void Present();
GLFWwindow* window;
VkInstance instance = VK_NULL_HANDLE;
VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
VkDevice device = VK_NULL_HANDLE;
VkSurfaceKHR surface;
VkSwapchainKHR swapchain;
VkCommandPool commandPool;
VkCommandBuffer currentCommandBuffer;
std::vector<VkFramebuffer> framebuffers;
// Additional Vulkan objects needed for rendering…
const uint32_t kMaxFramesInFlight = 2;
std::vector<VkSemaphore> imageAvailableSemaphores;
std::vector<VkSemaphore> renderFinishedSemaphores;
std::vector<VkFence> inFlightFences;
size_t currentFrame;
VkQueue graphicsQueue;
VkQueue presentQueue;
void CreateSyncObjects();
void CleanupSyncObjects();
SwapChainSupportDetails querySwapChainSupport(VkPhysicalDevice device, VkSurfaceKHR surface);
VkSurfaceFormatKHR chooseSwapSurfaceFormat(const std::vector<VkSurfaceFormatKHR>& availableFormats);
VkPresentModeKHR chooseSwapPresentMode(const std::vector<VkPresentModeKHR>& availablePresentModes);
VkExtent2D chooseSwapExtent(const VkSurfaceCapabilitiesKHR& capabilities, GLFWwindow* window);
std::vector<const char*> deviceExtensions = {
VK_KHR_SWAPCHAIN_EXTENSION_NAME
};
std::vector<const char*> CheckPhysicalDeviceExtensionSupport(VkPhysicalDevice physicalDevice);
QueueFamilyIndices GetQueueFamilyIndices(VkPhysicalDevice physicalDevice);
};
GameObject.h:
#pragma once
#include <glm/glm.hpp>
#include "Mesh.h"
#include "Material.h"
#include "Camera.h"
#include "Renderer.h"
class GameObject
{
public:
GameObject();
~GameObject();
void Initialize();
void Update(float deltaTime);
void Render(Renderer& renderer, const Camera& camera);
void Shutdown();
void SetPosition(const glm::vec3& position);
void SetRotation(const glm::vec3& rotation);
void SetScale(const glm::vec3& scale);
Mesh* GetMesh();
Material* GetMaterial();
private:
glm::mat4 modelMatrix;
glm::vec3 position;
glm::vec3 rotation;
glm::vec3 scale;
Mesh* mesh;
Material* material;
bool initialized = false;
void UpdateModelMatrix();
};
GameObject.cpp:
#include "GameObject.h"
#include <glm/gtc/matrix_transform.hpp>
GameObject::GameObject()
: position(0.0f), rotation(0.0f), scale(1.0f)
{
}
GameObject::~GameObject()
{
if (initialized)
{
Shutdown();
}
}
void GameObject::Initialize()
{
mesh = new Mesh{};
material = new Material{};
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();
material->UpdateBufferBinding(descriptorSet, mvpBuffer, device, sizeof(MVP));
renderer.CreateGraphicsPipeline(mesh, material);
vkCmdBindPipeline(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, renderer.GetPipeline().get()->GetPipeline());
vkCmdBindDescriptorSets(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, material->GetPipelineLayout(), 0, 1, &descriptorSet, 0, nullptr);
// Call vkCmdDrawIndexed()
uint32_t numIndices = static_cast<uint32_t>(mesh->GetIndices().size());
vkCmdDrawIndexed(*renderer.GetCurrentCommandBuffer(), numIndices, 1, 0, 0, 0);
// Cleanup the temporary buffer
vkDestroyBuffer(device, mvpBuffer, nullptr);
vkFreeMemory(device, mvpBufferMemory, nullptr);
}
void GameObject::Shutdown()
{
// Clean up resources, if necessary
// (depending on how Mesh and Material resources are managed)
delete mesh;
delete material;
this->initialized = false;
}
void GameObject::SetPosition(const glm::vec3& position)
{
this->position = position;
UpdateModelMatrix();
}
void GameObject::SetRotation(const glm::vec3& rotation)
{
this->rotation = rotation;
UpdateModelMatrix();
}
void GameObject::SetScale(const glm::vec3& scale)
{
this->scale = scale;
UpdateModelMatrix();
}
void GameObject::UpdateModelMatrix()
{
modelMatrix = glm::mat4(1.0f);
modelMatrix = glm::translate(modelMatrix, position);
modelMatrix = glm::rotate(modelMatrix, rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
modelMatrix = glm::scale(modelMatrix, scale);
}
Mesh* GameObject::GetMesh()
{
return mesh;
}
Material* GameObject::GetMaterial()
{
return material;
}
Engine.h:
#pragma once
#include "Window.h"
#include "Renderer.h"
#include "Scene.h"
#include <chrono>
#include <thread>
class Engine
{
public:
Engine();
~Engine();
void Run();
void Shutdown();
int MaxFPS = 60;
private:
void Initialize();
void MainLoop();
void Update(float deltaTime);
void Render();
Window window;
Renderer renderer;
Scene scene;
};
Scene.h:
#pragma once
#include <vector>
#include "GameObject.h"
#include "Camera.h"
#include "Renderer.h"
class Scene
{
public:
Scene();
~Scene();
void Initialize();
void Update(float deltaTime);
void Render(Renderer& renderer);
void Shutdown();
void AddGameObject(GameObject* gameObject);
Camera& GetCamera();
float temp;
private:
std::vector<GameObject*> gameObjects;
Camera camera;
};
BufferUtils.h:
#pragma once
#include <vulkan/vulkan.h>
#include <stdint.h>
namespace BufferUtils
{
void CreateBuffer(
VkDevice device, VkPhysicalDevice physicalDevice,
VkDeviceSize size, VkBufferUsageFlags usage, VkMemoryPropertyFlags properties,
VkBuffer& buffer, VkDeviceMemory& bufferMemory);
uint32_t FindMemoryType(VkPhysicalDevice physicalDevice, uint32_t typeFilter, VkMemoryPropertyFlags properties);
void CopyBuffer(
VkDevice device, VkCommandPool commandPool, VkQueue graphicsQueue,
VkBuffer srcBuffer, VkBuffer dstBuffer, VkDeviceSize size);
}
BufferUtils.cpp:
#include "BufferUtils.h"
#include <stdexcept>
namespace BufferUtils
{
void CreateBuffer(
VkDevice device, VkPhysicalDevice physicalDevice,
VkDeviceSize size, VkBufferUsageFlags usage, VkMemoryPropertyFlags properties,
VkBuffer& buffer, VkDeviceMemory& bufferMemory)
{
VkBufferCreateInfo bufferInfo{};
bufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferInfo.size = size;
bufferInfo.usage = usage;
bufferInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
if (vkCreateBuffer(device, &bufferInfo, nullptr, &buffer) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create buffer!");
}
VkMemoryRequirements memRequirements;
vkGetBufferMemoryRequirements(device, buffer, &memRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memRequirements.size;
allocInfo.memoryTypeIndex = FindMemoryType(physicalDevice, memRequirements.memoryTypeBits, properties);
if (vkAllocateMemory(device, &allocInfo, nullptr, &bufferMemory) != VK_SUCCESS)
{
throw std::runtime_error("Failed to allocate buffer memory!");
}
vkBindBufferMemory(device, buffer, bufferMemory, 0);
}
uint32_t FindMemoryType(VkPhysicalDevice physicalDevice, uint32_t typeFilter, VkMemoryPropertyFlags properties)
{
VkPhysicalDeviceMemoryProperties memProperties;
vkGetPhysicalDeviceMemoryProperties(physicalDevice, &memProperties);
for (uint32_t i = 0; i < memProperties.memoryTypeCount; i++)
{
if ((typeFilter & (1 << i)) && (memProperties.memoryTypes[i].propertyFlags & properties) == properties)
{
return i;
}
}
throw std::runtime_error("Failed to find suitable memory type!");
}
void CopyBuffer(
VkDevice device, VkCommandPool commandPool, VkQueue graphicsQueue,
VkBuffer srcBuffer, VkBuffer dstBuffer, VkDeviceSize size)
{
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;
vkBeginCommandBuffer(commandBuffer, &beginInfo);
VkBufferCopy copyRegion{};
copyRegion.srcOffset = 0; // Optional
copyRegion.dstOffset = 0; // Optional
copyRegion.size = size;
vkCmdCopyBuffer(commandBuffer, srcBuffer, dstBuffer, 1, ©Region);
vkEndCommandBuffer(commandBuffer);
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
vkQueueSubmit(graphicsQueue, 1, &submitInfo, VK_NULL_HANDLE);
vkQueueWaitIdle(graphicsQueue);
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
}
}
Here are some relevant methods from Renderer.cpp:
VkDescriptorSetLayout Renderer::CreateDescriptorSetLayout() {
VkDescriptorSetLayoutBinding uboLayoutBinding{};
uboLayoutBinding.binding = 0;
uboLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
uboLayoutBinding.descriptorCount = 1;
uboLayoutBinding.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
uboLayoutBinding.pImmutableSamplers = nullptr;
// Add sampler layout binding
VkDescriptorSetLayoutBinding samplerLayoutBinding{};
samplerLayoutBinding.binding = 1;
samplerLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
samplerLayoutBinding.descriptorCount = 1;
samplerLayoutBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
samplerLayoutBinding.pImmutableSamplers = nullptr;
std::array<VkDescriptorSetLayoutBinding, 2> bindings = { uboLayoutBinding, samplerLayoutBinding };
VkDescriptorSetLayoutCreateInfo layoutInfo{};
layoutInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
layoutInfo.bindingCount = static_cast<uint32_t>(bindings.size());
layoutInfo.pBindings = bindings.data();
VkDescriptorSetLayout descriptorSetLayout;
if (vkCreateDescriptorSetLayout(device, &layoutInfo, nullptr, &descriptorSetLayout) != VK_SUCCESS) {
throw std::runtime_error("Failed to create descriptor set layout!");
}
return descriptorSetLayout;
}
VkDescriptorSetLayout Renderer::CreateSamplerDescriptorSetLayout() {
VkDescriptorSetLayoutBinding samplerLayoutBinding{};
samplerLayoutBinding.binding = 0;
samplerLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
samplerLayoutBinding.descriptorCount = 1;
samplerLayoutBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
samplerLayoutBinding.pImmutableSamplers = nullptr;
VkDescriptorSetLayoutCreateInfo layoutInfo{};
layoutInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
layoutInfo.bindingCount = 1;
layoutInfo.pBindings = &samplerLayoutBinding;
VkDescriptorSetLayout descriptorSetLayout;
if (vkCreateDescriptorSetLayout(device, &layoutInfo, nullptr, &descriptorSetLayout) != VK_SUCCESS) {
throw std::runtime_error("Failed to create sampler descriptor set layout!");
}
return descriptorSetLayout;
}
VkDescriptorPool Renderer::CreateDescriptorPool(uint32_t maxSets) {
VkDescriptorPoolSize poolSize{};
poolSize.type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
poolSize.descriptorCount = maxSets;
// Add an additional descriptor pool size for COMBINED_IMAGE_SAMPLER
VkDescriptorPoolSize samplerPoolSize{};
samplerPoolSize.type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
samplerPoolSize.descriptorCount = maxSets;
std::array<VkDescriptorPoolSize, 2> poolSizes = { poolSize, samplerPoolSize };
VkDescriptorPoolCreateInfo poolInfo{};
poolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
poolInfo.poolSizeCount = static_cast<uint32_t>(poolSizes.size());
poolInfo.pPoolSizes = poolSizes.data();
poolInfo.maxSets = maxSets;
VkDescriptorPool descriptorPool;
if (vkCreateDescriptorPool(device, &poolInfo, nullptr, &descriptorPool) != VK_SUCCESS) {
throw std::runtime_error("Failed to create descriptor pool!");
}
return descriptorPool;
}
I am getting this error:
VUID-vkUpdateDescriptorSets-None-03047(ERROR / SPEC): msgNum: 903342744 - Validation Error: [ VUID-vkUpdateDescriptorSets-None-03047 ] Object 0: handle = 0x2e2cd000000002b, type = VK_OBJECT_TYPE_DESCRIPTOR_SET; | MessageID = 0x35d7ea98 | vkUpdateDescriptorSets() pDescriptorWrites[0] failed write update validation for VkDescriptorSet 0x2e2cd000000002b[] with error: Cannot call vkUpdateDescriptorSets() to perform write update on VkDescriptorSet 0x2e2cd000000002b[] allocated with VkDescriptorSetLayout 0xd10d270000000018[] that is in use by a command buffer. The Vulkan spec states: Descriptor bindings updated by this command which were created without the VK_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT or VK_DESCRIPTOR_BINDING_UPDATE_UNUSED_WHILE_PENDING_BIT bits set must not be used by any command that was recorded to a command buffer which is in the pending state (https://vulkan.lunarg.com/doc/view/1.3.239.0/windows/1.3-extensions/vkspec.html#VUID-vkUpdateDescriptorSets-None-03047)
How can I alter the code to fix this issue?
|
35d8c05d9d3958f90296b103a895b677
|
{
"intermediate": 0.3753734827041626,
"beginner": 0.29778599739074707,
"expert": 0.32684049010276794
}
|
9,276
|
draw me circle on python
|
8e664a1bf84c08fd2a2ad1ae0a83a0c2
|
{
"intermediate": 0.3365554213523865,
"beginner": 0.2821851074695587,
"expert": 0.3812595307826996
}
|
9,277
|
Linked list using python
|
00e28bf2477f551a4713bf1d220d04d0
|
{
"intermediate": 0.33820945024490356,
"beginner": 0.2545223534107208,
"expert": 0.4072681665420532
}
|
9,278
|
how to sort child document firestore database
|
e53bd61674dd58a229dfa86481db5b29
|
{
"intermediate": 0.35248538851737976,
"beginner": 0.3492507338523865,
"expert": 0.29826390743255615
}
|
9,279
|
in unity's ML Agents do I need to modify my PlayerController which works with player input? or do I need to create a new script and make references in the code to each other?
|
5a93a29072d2fe55a6921b26a16fc564
|
{
"intermediate": 0.4926096796989441,
"beginner": 0.1400168240070343,
"expert": 0.36737343668937683
}
|
9,280
|
correct this code it goes to infinite loop . .model small
.data
input db ?
st db "*$"
spa db 0dh,0ah,"$"
v1 db ?
.code
mov ax,@data
mov ds,ax
mov ah,01
int 21h
sub al,18
call pat
jmp xyz
pat proc
mov cl,al
mov bl,cl
mov v1,1
l1:
mov cl,v1
l2:
lea dx,st
mov ah,09
int 21h
loop l2
inc v1
lea dx,spa
mov ah,09
int 21h
mov cl,bl
dec bl
loop l1
ret
jmp xyz
pat endp
xyz:
|
2376e9f8474670a4f26fad7020c5c670
|
{
"intermediate": 0.14988793432712555,
"beginner": 0.7141328454017639,
"expert": 0.13597926497459412
}
|
9,281
|
pragma solidity 0.8.17;
interface IERC20 {
function totalSupply() external view returns (uint256);
function balanceOf(address account) external view returns (uint256);
function transfer(address recipient, uint256 amount) external returns (bool);
function allowance(address owner, address spender) external view returns (uint256);
function approve(address spender, uint256 amount) external returns (bool);
function transferFrom(
address sender,
address recipient,
uint256 amount
) external returns (bool);
event Transfer(address indexed from, address indexed to, uint256 value);
event Approval(address indexed owner, address indexed spender, uint256 value);
}
interface IERC20Metadata is IERC20 {
function name() external view returns (string memory);
function symbol() external view returns (string memory);
function decimals() external view returns (uint8);
}
abstract contract Context {
function _msgSender() internal view virtual returns (address) {
return msg.sender;
}
function _msgData() internal view virtual returns (bytes calldata) {
this; // silence state mutability warning without generating bytecode - see
return msg.data;
}
}
contract ERC20 is Context, IERC20, IERC20Metadata {
mapping(address => uint256) private _balances;
mapping(address => mapping(address => uint256)) private _allowances;
uint256 private _totalSupply;
string private _name;
string private _symbol;
constructor(string memory name_, string memory symbol_) {
_name = name_;
_symbol = symbol_;
}
function name() public view virtual override returns (string memory) {
return _name;
}
function symbol() public view virtual override returns (string memory) {
return _symbol;
}
function decimals() public view virtual override returns (uint8) {
return 18;
}
function totalSupply() public view virtual override returns (uint256) {
return _totalSupply;
}
function balanceOf(address account) public view virtual override returns (uint256) {
return _balances[account];
}
function transfer(address recipient, uint256 amount) public virtual override returns (bool) {
_transfer(_msgSender(), recipient, amount);
return true;
}
function allowance(address owner, address spender) public view virtual override returns (uint256) {
return _allowances[owner][spender];
}
function approve(address spender, uint256 amount) public virtual override returns (bool) {
_approve(_msgSender(), spender, amount);
return true;
}
function transferFrom(
address sender,
address recipient,
uint256 amount
) public virtual override returns (bool) {
uint256 currentAllowance = _allowances[sender][_msgSender()];
if (currentAllowance != type(uint256).max) {
require(currentAllowance >= amount, "ERC20: transfer amount exceeds allowance");
unchecked {
_approve(sender, _msgSender(), currentAllowance - amount);
}
}
_transfer(sender, recipient, amount);
return true;
}
function increaseAllowance(address spender, uint256 addedValue) public virtual returns (bool) {
_approve(_msgSender(), spender, _allowances[_msgSender()][spender] + addedValue);
return true;
}
function decreaseAllowance(address spender, uint256 subtractedValue) public virtual returns (bool) {
uint256 currentAllowance = _allowances[_msgSender()][spender];
require(currentAllowance >= subtractedValue, "ERC20: decreased allowance below zero");
unchecked {
_approve(_msgSender(), spender, currentAllowance - subtractedValue);
}
return true;
}
function _transfer(
address sender,
address recipient,
uint256 amount
) internal virtual {
require(sender != address(0), "ERC20: transfer from the zero address");
require(recipient != address(0), "ERC20: transfer to the zero address");
_beforeTokenTransfer(sender, recipient, amount);
uint256 senderBalance = _balances[sender];
require(senderBalance >= amount, "ERC20: transfer amount exceeds balance");
unchecked {
_balances[sender] = senderBalance - amount;
}
_balances[recipient] += amount;
emit Transfer(sender, recipient, amount);
_afterTokenTransfer(sender, recipient, amount);
}
function _mint(address account, uint256 amount) internal virtual {
require(account != address(0), "ERC20: mint to the zero address");
_beforeTokenTransfer(address(0), account, amount);
_totalSupply += amount;
_balances[account] += amount;
emit Transfer(address(0), account, amount);
_afterTokenTransfer(address(0), account, amount);
}
function _burn(address account, uint256 amount) internal virtual {
require(account != address(0), "ERC20: burn from the zero address");
_beforeTokenTransfer(account, address(0), amount);
uint256 accountBalance = _balances[account];
require(accountBalance >= amount, "ERC20: burn amount exceeds balance");
unchecked {
_balances[account] = accountBalance - amount;
}
_totalSupply -= amount;
emit Transfer(account, address(0), amount);
_afterTokenTransfer(account, address(0), amount);
}
function _approve(
address owner,
address spender,
uint256 amount
) internal virtual {
require(owner != address(0), "ERC20: approve from the zero address");
require(spender != address(0), "ERC20: approve to the zero address");
_allowances[owner][spender] = amount;
emit Approval(owner, spender, amount);
}
function _beforeTokenTransfer(
address from,
address to,
uint256 amount
) internal virtual {}
function _afterTokenTransfer(
address from,
address to,
uint256 amount
) internal virtual {}
}
contract BaiQi is ERC20 {
constructor () ERC20("Bai Qi", "BaiQi")
{
_mint(msg.sender, 420_690000000000 * (10 ** 18));
}
}
Explore the code above. Determine if this token is fraudulent or not
|
bee22862ac532fcbda71d3bd8f320cfb
|
{
"intermediate": 0.3307003974914551,
"beginner": 0.45882126688957214,
"expert": 0.21047836542129517
}
|
9,282
|
in unity's ML Agents do I need to modify my PlayerController which works with player input? or do I need to create a new script and make references in the code to each other?
|
4d38cd5cc21868bd47f5e86caf926ae1
|
{
"intermediate": 0.4926096796989441,
"beginner": 0.1400168240070343,
"expert": 0.36737343668937683
}
|
9,283
|
in unity's ML Agents do I need to modify my PlayerController which works with player input? or do I need to create a new script and make references in the code to each other?
|
594ff7eaf8db0e1a8a41a2094358fab0
|
{
"intermediate": 0.4926096796989441,
"beginner": 0.1400168240070343,
"expert": 0.36737343668937683
}
|
9,284
|
import sys
import json
import requests
from web3 import Web3
# Define your Binance Smart Chain node URL here
BSC_URL = 'https://bsc-dataseed1.binance.org'
# Connect to Binance Smart Chain node
w3 = Web3(Web3.HTTPProvider(BSC_URL))
# Check if connected to Binance Smart Chain node
if not w3.isConnected():
print("Not connected to the Binance Smart Chain node.")
sys.exit()
def check_mint_vulnerability(abi):
for item in abi:
if item['type'] == 'function' and item['name'] == 'mint':
if 'internal' not in item['stateMutability']:
return True
return False
def check_transfer_fee_vulnerability(abi):
for item in abi:
if item['type'] == 'function' and item['name'] == 'transfer':
for input in item['inputs']:
if input['name'] == '_fee':
fee = int(input['value'])
if fee > 10:
return True
return False
def check_ownable_vulnerability(abi):
for item in abi:
if item['type'] == 'function' and item['name'] == 'transferOwnership':
if 'ownable' not in item.get('function_signature', ''):
return True
return False
def check_renounce_ownership_vulnerability(abi):
for item in abi:
if item['type'] == 'function' and item['name'] == 'transferOwnership':
if item.get('function_signature', '') == 'renounceOwnership()':
return True
return False
def check_unusual_mappings_params(abi):
unusual_mappings_params = ["lastClaimTimes", "excludedFromDividends", "tokenHoldersMap", "_isExcludedFromMaxWallet", "_isExcludedFromMaxTx",
"_slipfeDeD", "_mAccount", "_release", "_sellSumETH", "_sellSum", "_buySum", "_marketersAndDevs",
"balanceOf", "canSale", "_onSaleNum", "_intAddr", "cooldownTimer"]
for item in abi:
for unusual in unusual_mappings_params:
if unusual in item.get("name", ""):
return True
return False
def check_suspicious_encodePacked_calls(abi):
suspicious_calls = ["encodePacked"]
for item in abi:
for suspicious in suspicious_calls:
if suspicious in item.get("function_signature", ""):
return True
return False
def check_hidden_address_usage(abi):
hidden_addresses = ["TrustSwap", "receiveAddress", "deployer", "BSCGas", "Pancakeswap", "HecoGas", "MDEXBSC",
"EtherGas", "Uniswap", "SnailExclusive", "rewardToken", "VERSOIN", "UniswapV2Router", "_otherAddress",
"onlyAddress", "deadAddress", "allowedSeller", "dexContract", "pancakeRouterAddress"]
for item in abi:
for hidden in hidden_addresses:
if hidden in item.get("name", ""):
return True
return False
def check_onlyOwner_modifier_usage(abi):
onlyOwner_functions = ["setSwapTokensAtAmount", "setSwapEnabled", "enableTrading", "changeTreasuryWallet", "changeStakingWallet", "changeMarketingWallet",
"updateFees", "claimStuckTokens", "resetTaxAmount", "updatePoolWallet", "updateCharityWallet", "updateMarketingWallet", "setAutomatedMarketMakerPair",
"updateSellFees", "updateBuyFees", "updateRescueSwap", "updateSwapEnabled", "airdropToWallets", "enableTrading", "setDeadWallet", "setSwapTokensAtAmount",
"swapManual", "updateGasForProcessing", "setAutomatedMarketMakerPair", "setMarketingWallet", "setKing", "setAirdropNumbs", "updateUniswapV2Router",
"processAccount", "setBalance", "updateMinimumTokenBalanceForDividends", "updateClaimWait", "distributeCAKEDividends", "disableSelling", "enableSelling"]
for item in abi:
for onlyOwner in onlyOwner_functions:
if onlyOwner in item.get("name", "") and "onlyOwner" in item.get("modifiers", []):
return True
return False
def analyze_contract(0x0d4890ecec59cd55d640d36f7acc6f7f512fdb6e):
try:
# Get contract ABI from BCSCAN API
abi_response = requests.get(f'https://api.bscscan.com/api?module=contract&action=getabi&address={0x0d4890ecec59cd55d640d36f7acc6f7f512fdb6e}&apikey=CXTB4IUT31N836G93ZI3YQBEWBQEGGH5QS')
abi = json.loads(abi_response.text)['result']
abi = json.loads(abi)
# Create contract instance
contract = w3.eth.contract(address=contract_address, abi=abi)
# Analyze mint vulnerability
if check_mint_vulnerability(abi):
print("Mint function with potential vulnerability found.")
else:
print("Mint vulnerability not found.")
# Analyze transfer fee vulnerability
if check_transfer_fee_vulnerability(abi):
print("High transfer fee vulnerability found.")
else:
print("High transfer fee vulnerability not found.")
# Analyze ownable vulnerability
if check_ownable_vulnerability(abi):
print("Ownable vulnerability found.")
else:
print("Ownable vulnerability not found.")
# Analyze renounce ownership vulnerability
if check_renounce_ownership_vulnerability(abi):
print("Renounce ownership vulnerability found.")
else:
print("Renounce ownership vulnerability not found.")
# Additional vulnerability checks
if check_unusual_mappings_params(abi):
print("Unusual mappings or params found.")
else:
print("Unusual mappings or params not found.")
if check_suspicious_encodePacked_calls(abi):
print("Suspicious encodePacked calls found.")
else:
print("Suspicious encodePacked calls not found.")
if check_hidden_address_usage(abi):
print("Hidden address usage found.")
else:
print("Hidden address usage not found.")
if check_onlyOwner_modifier_usage(abi):
print("OnlyOwner modifier usage found.")
else:
print("OnlyOwner modifier usage not found.")
except Exception as e:
print("Error occurred while analyzing the contract:", e)
if __name__ == "__main__":
if len(sys.argv) < 2:
print("Usage: python rugcheck_bsc.py[contract_address]")
sys.exit()
contract_address = sys.argv[1]
analyze_contract(contract_address)
The code above throws an error.
C:\Users\AshotxXx\PycharmProjects\RugCheck\venv\Scripts\python.exe C:\Users\AshotxXx\PycharmProjects\RugCheck\main.py
File "C:\Users\AshotxXx\PycharmProjects\RugCheck\main.py", line 98
try:
IndentationError: expected an indented block after function definition on line 97
Process finished with exit code 1
Fix it
|
3f12a0011a57bfcadaf2c4800b57fb17
|
{
"intermediate": 0.3147673010826111,
"beginner": 0.46689337491989136,
"expert": 0.21833929419517517
}
|
9,285
|
what is the command for: killall KVImmunoblot9?
|
502306365bc05998b362ee5d288febd7
|
{
"intermediate": 0.3646661043167114,
"beginner": 0.22569257020950317,
"expert": 0.4096412658691406
}
|
9,286
|
latex公式:\text { (2) 已知 }\left{\begin{array}{3}
\sqrt{a^{2}+b^{2}} \
\sqrt{a^{2}+c^{2}} \
\sqrt{b^{2}+c^{2}}
\end{array}\text { 的值,} \right.
在转码显示是提示Parser Error:Unknown column alignment:3 的错误
|
4aef53f63cd5d285551f4d2d0455c463
|
{
"intermediate": 0.34503045678138733,
"beginner": 0.3843584358692169,
"expert": 0.2706111669540405
}
|
9,287
|
are the following correct? To test if the serial connectors function properly, use a USB to serial adapter to connect a serial connector of the Board and the host computer first, then use a serial tool for the serial debugging. This will involve the use of a serial communication program such as minicom.
Or, you can short any two of the serial connectors and use one connector for transmitting data and the other for receiving data. This allows you to input the commands directly in the terminal.
|
036298ac9f4ec00c66b65db73bcb37ba
|
{
"intermediate": 0.5879149436950684,
"beginner": 0.236923947930336,
"expert": 0.17516116797924042
}
|
9,288
|
I used this code: import time
from binance.client import Client
from binance.enums import *
from binance.exceptions import BinanceAPIException
import pandas as pd
import requests
import json
import numpy as np
import pytz
import datetime as dt
import asyncio
date = dt.datetime.now().strftime("%m/%d/%Y %H:%M:%S")
print(date)
url = "https://api.binance.com/api/v1/time"
t = time.time()*1000
r = requests.get(url)
result = json.loads(r.content)
# API keys and other configuration
API_KEY = ''
API_SECRET = ''
client = Client(API_KEY, API_SECRET)
STOP_LOSS_PERCENTAGE = -50
TAKE_PROFIT_PERCENTAGE = 100
MAX_TRADE_QUANTITY_PERCENTAGE = 100
POSITION_SIDE_SHORT = 'SELL'
POSITION_SIDE_LONG = 'BUY'
symbol = 'BTCUSDT'
quantity = 1
order_type = 'MARKET'
leverage = 125
max_trade_quantity_percentage = 1
client = Client(API_KEY, API_SECRET)
def getminutedata(symbol, interval, lookback):
klines = client.get_historical_trades(symbol=symbol,interval=interval, limit=lookback+1, endTime=int(time.time()*1000))
frame = pd.DataFrame(klines, columns=['Open time', 'Open', 'High', 'Low', 'Close', 'Volume', 'Close time',
'Quote asset volume', 'Number of trades', 'Taker buy base asset volume',
'Taker buy quote asset volume', 'Ignore'])
frame = frame[['Open time', 'Open', 'High', 'Low', 'Close', 'Volume']]
frame['Open time'] = pd.to_datetime(frame['Open time'], unit='ms').dt.tz_localize('UTC').dt.tz_convert('Etc/GMT+3')
frame.set_index('Open time', inplace=True)
frame.drop(frame.tail(1).index, inplace=True) # drop the last candle we fetched
return frame
df = getminutedata('BTCUSDT', '1m', '44640')
def signal_generator(df):
open = df.Open.iloc[-1]
close = df.Close.iloc[-1]
previous_open = df.Open.iloc[-2]
previous_close = df.Close.iloc[-2]
# Bearish pattern
if (open>close and
previous_open<previous_close and
close<previous_open and
open>=previous_close):
return 'sell'
# Bullish pattern
elif (open<close and
previous_open>previous_close and
close>previous_open and
open<=previous_close):
return 'buy'
# No clear pattern
else:
return ''
def order_execution(symbol, signal, max_trade_quantity_percentage, leverage):
signal = signal_generator(df)
max_trade_quantity = None
account_balance = client.futures_account_balance()
usdt_balance = float([x['balance'] for x in account_balance if x['asset'] == 'USDT'][0])
max_trade_quantity = usdt_balance * max_trade_quantity_percentage/100
# Close long position if signal is opposite
long_position = None
short_position = None
positions = client.futures_position_information(symbol=symbol)
for p in positions:
if p['positionSide'] == 'LONG':
long_position = p
elif p['positionSide'] == 'SHORT':
short_position = p
if long_position is not None and short_position is not None:
print("Multiple positions found. Closing both positions.")
if long_position is not None:
client.futures_create_order(
symbol=symbol,
side=SIDE_SELL,
type=ORDER_TYPE_MARKET,
quantity=long_position['positionAmt'],
reduceOnly=True
)
time.sleep(1)
if short_position is not None:
client.futures_create_order(
symbol=symbol,
side=SIDE_BUY,
type=ORDER_TYPE_MARKET,
quantity=short_position['positionAmt'],
reduceOnly=True
)
time.sleep(1)
print("Both positions closed.")
if signal == 'buy':
position_side = POSITION_SIDE_LONG
opposite_position = short_position
elif signal == 'sell':
position_side = POSITION_SIDE_SHORT
opposite_position = long_position
else:
print("Invalid signal. No order placed.")
return
order_quantity = 0
if opposite_position is not None:
order_quantity = min(max_trade_quantity, abs(float(opposite_position['positionAmt'])))
if opposite_position is not None and opposite_position['positionSide'] != position_side:
print("Opposite position found. Closing position before placing order.")
client.futures_create_order(
symbol=symbol,
side=SIDE_SELL if
opposite_position['positionSide'] == POSITION_SIDE_LONG
else
SIDE_BUY,
type=ORDER_TYPE_MARKET,
quantity=order_quantity,
reduceOnly=True,
positionSide=opposite_position['positionSide']
)
time.sleep(1)
order = client.futures_create_order(
symbol=symbol,
side=SIDE_BUY if signal == 'buy' else SIDE_SELL,
type=ORDER_TYPE_MARKET,
quantity=order_quantity,
reduceOnly=False,
timeInForce=TIME_IN_FORCE_GTC,
positionSide=position_side, # add position side parameter
leverage=leverage
)
if order is None:
print("Order not placed successfully. Skipping setting stop loss and take profit orders.")
return
order_id = order['orderId']
print(f"Placed {signal} order with order ID {order_id} and quantity {order_quantity}")
time.sleep(1)
# Set stop loss and take profit orders
# Get the order details to determine the order price
order_info = client.futures_get_order(symbol=symbol, orderId=order_id)
if order_info is None:
print("Error getting order information. Skipping setting stop loss and take profit orders.")
return
order_price = float(order_info['avgPrice'])
# Set stop loss and take profit orders
stop_loss_price = order_price * (1 + STOP_LOSS_PERCENTAGE / 100) if signal == 'sell' else order_price * (1 - STOP_LOSS_PERCENTAGE / 100)
take_profit_price = order_price * (1 + TAKE_PROFIT_PERCENTAGE / 100) if signal == 'buy' else order_price * (1 - TAKE_PROFIT_PERCENTAGE / 100)
stop_loss_order = client.futures_create_order(
symbol=symbol,
side=SIDE_SELL if signal == 'buy' else SIDE_BUY,
type=ORDER_TYPE_STOP_LOSS,
quantity=order_quantity,
stopPrice=stop_loss_price,
reduceOnly=True,
timeInForce=TIME_IN_FORCE_GTC,
positionSide=position_side # add position side parameter
)
take_profit_order = client.futures_create_order(
symbol=symbol,
side=SIDE_SELL if signal == 'buy' else SIDE_BUY,
type=ORDER_TYPE_LIMIT,
quantity=order_quantity,
price=take_profit_price,
reduceOnly=True,
timeInForce=TIME_IN_FORCE_GTC,
positionSide=position_side # add position side parameter
)
# Print order creation confirmation messages
print(f"Placed stop loss order with stop loss price {stop_loss_price}")
print(f"Placed take profit order with take profit price {take_profit_price}")
time.sleep(1)
while True:
current_time = dt.datetime.now().strftime("%Y-%m-%d %H:%M:%S")
df = getminutedata('BTCUSDT', '1m', '44640') # Get minute data each loop
if df is None:
continue
current_signal = signal_generator(df)
print(f"The signal time is: {current_time} :{current_signal}")
if current_signal:
order_execution('BTCUSDT', current_signal, max_trade_quantity_percentage, leverage)
time.sleep(1) # Add a delay of 1 second But I getting ERROR: 05/31/2023 09:51:47
Traceback (most recent call last):
File "c:\Users\Alan\.vscode\jew_bot\jew_bot\jew_bot.py", line 50, in <module>
df = getminutedata('BTCUSDT', '1m', '44640')
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "c:\Users\Alan\.vscode\jew_bot\jew_bot\jew_bot.py", line 41, in getminutedata
klines = client.get_historical_trades(symbol=symbol,interval=interval, limit=lookback+1, endTime=int(time.time()*1000))
~~~~~~~~^~
TypeError: can only concatenate str (not "int") to str Please tell me what I need to change
|
bec0694df35ad0af7b82d4fe050dbfc5
|
{
"intermediate": 0.36938726902008057,
"beginner": 0.3605802059173584,
"expert": 0.27003249526023865
}
|
9,289
|
i have a json "Name Surname" and i want to extract the Surname, which could be more than one word, using lodash methods like compact and join
|
81f8b5a332b8385ea9aa419e20b790a2
|
{
"intermediate": 0.5025610327720642,
"beginner": 0.17550799250602722,
"expert": 0.32193097472190857
}
|
9,290
|
flutter TextFormField padding from input text to border how to increase?
|
630aa5de323800f2c4aae913633fcb9f
|
{
"intermediate": 0.376502126455307,
"beginner": 0.23659935593605042,
"expert": 0.3868984878063202
}
|
9,291
|
I used this code: import time
from binance.client import Client
from binance.enums import *
from binance.exceptions import BinanceAPIException
import pandas as pd
import requests
import json
import numpy as np
import pytz
import datetime as dt
import asyncio
date = dt.datetime.now().strftime("%m/%d/%Y %H:%M:%S")
print(date)
url = "https://api.binance.com/api/v1/time"
t = time.time()*1000
r = requests.get(url)
result = json.loads(r.content)
# API keys and other configuration
API_KEY = ''
API_SECRET = ''
client = Client(API_KEY, API_SECRET)
STOP_LOSS_PERCENTAGE = -50
TAKE_PROFIT_PERCENTAGE = 100
MAX_TRADE_QUANTITY_PERCENTAGE = 100
POSITION_SIDE_SHORT = 'SELL'
POSITION_SIDE_LONG = 'BUY'
symbol = 'BTCUSDT'
quantity = 1
order_type = 'MARKET'
leverage = 125
max_trade_quantity_percentage = 1
client = Client(API_KEY, API_SECRET)
def getminutedata(symbol, interval, lookback):
klines = client.get_historical_trades(symbol=symbol,interval=interval, limit=lookback+1, endTime=int(time.time()*1000))
frame = pd.DataFrame(klines, columns=['id', 'price', 'qty', 'time', 'isBuyerMaker', 'isBestMatch'])
frame = frame[['Open time', 'Open', 'High', 'Low', 'Close', 'Volume']]
frame['Open time'] = pd.to_datetime(frame['Open time'], unit='ms').dt.tz_localize('UTC').dt.tz_convert('Etc/GMT+3')
frame.set_index('Open time', inplace=True)
frame.drop(frame.tail(1).index, inplace=True) # drop the last candle we fetched
return frame
df = getminutedata('BTCUSDT', '1m', 44640)
def signal_generator(df):
open = df.Open.iloc[-1]
close = df.Close.iloc[-1]
previous_open = df.Open.iloc[-2]
previous_close = df.Close.iloc[-2]
# Bearish pattern
if (open>close and
previous_open<previous_close and
close<previous_open and
open>=previous_close):
return 'sell'
# Bullish pattern
elif (open<close and
previous_open>previous_close and
close>previous_open and
open<=previous_close):
return 'buy'
# No clear pattern
else:
return ''
def order_execution(symbol, signal, max_trade_quantity_percentage, leverage):
signal = signal_generator(df)
max_trade_quantity = None
account_balance = client.futures_account_balance()
usdt_balance = float([x['balance'] for x in account_balance if x['asset'] == 'USDT'][0])
max_trade_quantity = usdt_balance * max_trade_quantity_percentage/100
# Close long position if signal is opposite
long_position = None
short_position = None
positions = client.futures_position_information(symbol=symbol)
for p in positions:
if p['positionSide'] == 'LONG':
long_position = p
elif p['positionSide'] == 'SHORT':
short_position = p
if long_position is not None and short_position is not None:
print("Multiple positions found. Closing both positions.")
if long_position is not None:
client.futures_create_order(
symbol=symbol,
side=SIDE_SELL,
type=ORDER_TYPE_MARKET,
quantity=long_position['positionAmt'],
reduceOnly=True
)
time.sleep(1)
if short_position is not None:
client.futures_create_order(
symbol=symbol,
side=SIDE_BUY,
type=ORDER_TYPE_MARKET,
quantity=short_position['positionAmt'],
reduceOnly=True
)
time.sleep(1)
print("Both positions closed.")
if signal == 'buy':
position_side = POSITION_SIDE_LONG
opposite_position = short_position
elif signal == 'sell':
position_side = POSITION_SIDE_SHORT
opposite_position = long_position
else:
print("Invalid signal. No order placed.")
return
order_quantity = 0
if opposite_position is not None:
order_quantity = min(max_trade_quantity, abs(float(opposite_position['positionAmt'])))
if opposite_position is not None and opposite_position['positionSide'] != position_side:
print("Opposite position found. Closing position before placing order.")
client.futures_create_order(
symbol=symbol,
side=SIDE_SELL if
opposite_position['positionSide'] == POSITION_SIDE_LONG
else
SIDE_BUY,
type=ORDER_TYPE_MARKET,
quantity=order_quantity,
reduceOnly=True,
positionSide=opposite_position['positionSide']
)
time.sleep(1)
order = client.futures_create_order(
symbol=symbol,
side=SIDE_BUY if signal == 'buy' else SIDE_SELL,
type=ORDER_TYPE_MARKET,
quantity=order_quantity,
reduceOnly=False,
timeInForce=TIME_IN_FORCE_GTC,
positionSide=position_side, # add position side parameter
leverage=leverage
)
if order is None:
print("Order not placed successfully. Skipping setting stop loss and take profit orders.")
return
order_id = order['orderId']
print(f"Placed {signal} order with order ID {order_id} and quantity {order_quantity}")
time.sleep(1)
# Set stop loss and take profit orders
# Get the order details to determine the order price
order_info = client.futures_get_order(symbol=symbol, orderId=order_id)
if order_info is None:
print("Error getting order information. Skipping setting stop loss and take profit orders.")
return
order_price = float(order_info['avgPrice'])
# Set stop loss and take profit orders
stop_loss_price = order_price * (1 + STOP_LOSS_PERCENTAGE / 100) if signal == 'sell' else order_price * (1 - STOP_LOSS_PERCENTAGE / 100)
take_profit_price = order_price * (1 + TAKE_PROFIT_PERCENTAGE / 100) if signal == 'buy' else order_price * (1 - TAKE_PROFIT_PERCENTAGE / 100)
stop_loss_order = client.futures_create_order(
symbol=symbol,
side=SIDE_SELL if signal == 'buy' else SIDE_BUY,
type=ORDER_TYPE_STOP_LOSS,
quantity=order_quantity,
stopPrice=stop_loss_price,
reduceOnly=True,
timeInForce=TIME_IN_FORCE_GTC,
positionSide=position_side # add position side parameter
)
take_profit_order = client.futures_create_order(
symbol=symbol,
side=SIDE_SELL if signal == 'buy' else SIDE_BUY,
type=ORDER_TYPE_LIMIT,
quantity=order_quantity,
price=take_profit_price,
reduceOnly=True,
timeInForce=TIME_IN_FORCE_GTC,
positionSide=position_side # add position side parameter
)
# Print order creation confirmation messages
print(f"Placed stop loss order with stop loss price {stop_loss_price}")
print(f"Placed take profit order with take profit price {take_profit_price}")
time.sleep(1)
while True:
current_time = dt.datetime.now().strftime("%Y-%m-%d %H:%M:%S")
df = getminutedata('BTCUSDT', '1m', '44640') # Get minute data each loop
if df is None:
continue
current_signal = signal_generator(df)
print(f"The signal time is: {current_time} :{current_signal}")
if current_signal:
order_execution('BTCUSDT', current_signal, max_trade_quantity_percentage, leverage)
time.sleep(1) # Add a delay of 1 second But I getting ERROR: 05/31/2023 10:12:18
Traceback (most recent call last):
File "c:\Users\Alan\.vscode\jew_bot\jew_bot\jew_bot.py", line 48, in <module>
df = getminutedata('BTCUSDT', '1m', 44640)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "c:\Users\Alan\.vscode\jew_bot\jew_bot\jew_bot.py", line 42, in getminutedata
frame = pd.DataFrame(klines, columns=['id', 'price', 'qty', 'time', 'isBuyerMaker', 'isBestMatch'])
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "C:\Users\Alan\AppData\Roaming\Python\Python311\site-packages\pandas\core\frame.py", line 817, in __init__
raise ValueError("DataFrame constructor not properly called!")
ValueError: DataFrame constructor not properly called!
sys:1: RuntimeWarning: coroutine 'ClientBase._request' was never awaited
|
b81a802d4af8aca55565bc5b72877732
|
{
"intermediate": 0.41337549686431885,
"beginner": 0.36629176139831543,
"expert": 0.22033274173736572
}
|
9,292
|
I used this code: import time
from binance.client import Client
from binance.enums import *
from binance.exceptions import BinanceAPIException
import pandas as pd
import requests
import json
import numpy as np
import pytz
import datetime as dt
import asyncio
date = dt.datetime.now().strftime("%m/%d/%Y %H:%M:%S")
print(date)
url = "https://api.binance.com/api/v1/time"
t = time.time()*1000
r = requests.get(url)
result = json.loads(r.content)
# API keys and other configuration
API_KEY = 'Y0ReOvKcXm8e3wfIRYlgcdV9UG10M7XqxsGV0H83S8OMH3H3Fym3iqsfIcHDiq92'
API_SECRET = '0u8aMxMXyIy9dQCti8m4AOeSvAGEqugOiIDML4rxVWDx5dzI80TDGNCMOWn4geVg'
client = Client(API_KEY, API_SECRET)
STOP_LOSS_PERCENTAGE = -50
TAKE_PROFIT_PERCENTAGE = 100
MAX_TRADE_QUANTITY_PERCENTAGE = 100
POSITION_SIDE_SHORT = 'SELL'
POSITION_SIDE_LONG = 'BUY'
symbol = 'BTCUSDT'
quantity = 1
order_type = 'MARKET'
leverage = 125
max_trade_quantity_percentage = 1
client = Client(API_KEY, API_SECRET)
def getminutedata(symbol, interval, lookback):
klines = client.get_historical_trades(symbol=symbol,interval=interval, limit=lookback+1, endTime=int(time.time()*1000))
# Cast tuples to lists
klines = [list(map(str, kline)) for kline in klines]
frame = pd.DataFrame(klines, columns=['Open time', 'Price', 'Qty', 'QuoteQty', 'Time', 'Buyer Maker', 'Best Match'])
frame = frame[['Open time', 'Price', 'Qty']]
frame['Open time'] = pd.to_datetime(frame['Open time'], unit='ms').dt.tz_localize('UTC').dt.tz_convert('Etc/GMT+3')
frame.set_index('Open time', inplace=True)
frame.drop(frame.tail(1).index, inplace=True) # Drop the last candle we fetched
return frame
df = getminutedata('BTCUSDT', '1m', 44640)
def signal_generator(df):
open = df.Price.iloc[-1]
close = df.Price.iloc[-1]
previous_open = df.Price.iloc[-2]
previous_close = df.Price.iloc[-2]
# Bearish pattern
if (open>close and
previous_open<previous_close and
close<previous_open and
open>=previous_close):
return 'sell'
# Bullish pattern
elif (open<close and
previous_open>previous_close and
close>previous_open and
open<=previous_close):
return 'buy'
# No clear pattern
else:
return ''
def order_execution(symbol, signal, max_trade_quantity_percentage, leverage):
signal = signal_generator(df)
max_trade_quantity = None
account_balance = client.futures_account_balance()
usdt_balance = float([x['balance'] for x in account_balance if x['asset'] == 'USDT'][0])
max_trade_quantity = usdt_balance * max_trade_quantity_percentage/100
# Close long position if signal is opposite
long_position = None
short_position = None
positions = client.futures_position_information(symbol=symbol)
for p in positions:
if p['positionSide'] == 'LONG':
long_position = p
elif p['positionSide'] == 'SHORT':
short_position = p
if long_position is not None and short_position is not None:
print("Multiple positions found. Closing both positions.")
if long_position is not None:
client.futures_create_order(
symbol=symbol,
side=SIDE_SELL,
type=ORDER_TYPE_MARKET,
quantity=long_position['positionAmt'],
reduceOnly=True
)
time.sleep(1)
if short_position is not None:
client.futures_create_order(
symbol=symbol,
side=SIDE_BUY,
type=ORDER_TYPE_MARKET,
quantity=short_position['positionAmt'],
reduceOnly=True
)
time.sleep(1)
print("Both positions closed.")
if signal == 'buy':
position_side = POSITION_SIDE_LONG
opposite_position = short_position
elif signal == 'sell':
position_side = POSITION_SIDE_SHORT
opposite_position = long_position
else:
print("Invalid signal. No order placed.")
return
order_quantity = 0
if opposite_position is not None:
order_quantity = min(max_trade_quantity, abs(float(opposite_position['positionAmt'])))
if opposite_position is not None and opposite_position['positionSide'] != position_side:
print("Opposite position found. Closing position before placing order.")
client.futures_create_order(
symbol=symbol,
side=SIDE_SELL if
opposite_position['positionSide'] == POSITION_SIDE_LONG
else
SIDE_BUY,
type=ORDER_TYPE_MARKET,
quantity=order_quantity,
reduceOnly=True,
positionSide=opposite_position['positionSide']
)
time.sleep(1)
order = client.futures_create_order(
symbol=symbol,
side=SIDE_BUY if signal == 'buy' else SIDE_SELL,
type=ORDER_TYPE_MARKET,
quantity=order_quantity,
reduceOnly=False,
timeInForce=TIME_IN_FORCE_GTC,
positionSide=position_side, # add position side parameter
leverage=leverage
)
if order is None:
print("Order not placed successfully. Skipping setting stop loss and take profit orders.")
return
order_id = order['orderId']
print(f"Placed {signal} order with order ID {order_id} and quantity {order_quantity}")
time.sleep(1)
# Set stop loss and take profit orders
# Get the order details to determine the order price
order_info = client.futures_get_order(symbol=symbol, orderId=order_id)
if order_info is None:
print("Error getting order information. Skipping setting stop loss and take profit orders.")
return
order_price = float(order_info['avgPrice'])
# Set stop loss and take profit orders
stop_loss_price = order_price * (1 + STOP_LOSS_PERCENTAGE / 100) if signal == 'sell' else order_price * (1 - STOP_LOSS_PERCENTAGE / 100)
take_profit_price = order_price * (1 + TAKE_PROFIT_PERCENTAGE / 100) if signal == 'buy' else order_price * (1 - TAKE_PROFIT_PERCENTAGE / 100)
stop_loss_order = client.futures_create_order(
symbol=symbol,
side=SIDE_SELL if signal == 'buy' else SIDE_BUY,
type=ORDER_TYPE_STOP_LOSS,
quantity=order_quantity,
stopPrice=stop_loss_price,
reduceOnly=True,
timeInForce=TIME_IN_FORCE_GTC,
positionSide=position_side # add position side parameter
)
take_profit_order = client.futures_create_order(
symbol=symbol,
side=SIDE_SELL if signal == 'buy' else SIDE_BUY,
type=ORDER_TYPE_LIMIT,
quantity=order_quantity,
price=take_profit_price,
reduceOnly=True,
timeInForce=TIME_IN_FORCE_GTC,
positionSide=position_side # add position side parameter
)
# Print order creation confirmation messages
print(f"Placed stop loss order with stop loss price {stop_loss_price}")
print(f"Placed take profit order with take profit price {take_profit_price}")
time.sleep(1)
async def main():
while True:
current_time = dt.datetime.now().strftime("%Y-%m-%d %H:%M:%S")
df = getminutedata('BTCUSDT', '1m', 44640) # Get minute data each loop
if df is None:
continue
current_signal = signal_generator(df)
print(f"The signal time is: {current_time} :{current_signal}")
if current_signal:
order_execution('BTCUSDT', current_signal, max_trade_quantity_percentage, leverage)
await asyncio.sleep(1) # Await execution with asyncio in an async function
if name == 'main':
asyncio.run(main())
But I getting undefind "name" in line 206
|
80509e42b9af59cd7056fb2c081baa8e
|
{
"intermediate": 0.3478615880012512,
"beginner": 0.4777432382106781,
"expert": 0.17439521849155426
}
|
9,293
|
Is it possible to code a plasmoid widget for arch linux that can display a gif image
|
b192e89e7955d76c349947d43fc292e4
|
{
"intermediate": 0.4385806620121002,
"beginner": 0.1184641495347023,
"expert": 0.4429551362991333
}
|
9,294
|
create pinescript version 5 code for below strategy : if close price go to upper from HMA(105) buy command. if close price go to down from HMA(105) sell command. in two direction i want stop loss equals 0.7% and take profit equals to 1.4 %
|
1fa0587fa2276d065e5ce6b36c8201e6
|
{
"intermediate": 0.34214237332344055,
"beginner": 0.26242613792419434,
"expert": 0.3954314887523651
}
|
9,295
|
Javascript Date Parse with specific locale
|
bfe275a53f990b43bd15ee03e86b6dbf
|
{
"intermediate": 0.35051414370536804,
"beginner": 0.29476839303970337,
"expert": 0.354717493057251
}
|
9,296
|
исправь код для вызова очистки куков в гугл хроме
fun clearCookies(){
log("clearCookies")
when (DaimaSessionState.currentBrowser){
Browsers.CHROME -> {
ChromeWindow.attach().click()
sleepy(1)
sendKeysHere(_raw = true,"+^{DELETE}")
sleepy(2)
ChromeWindow.clearBrowserData.attach(_deep = true)
ChromeWindow.clearBrowserData.tab.attach()
ChromeWindow.clearBrowserData.tab.advancedTI.attach().click()
sleepy(2)
val cmb = ChromeWindow.clearBrowserData.TimerangeCmB.attach().click()
sleepy(1)
cmb.getCurrentTarget()!!.clickLeftOffscreen(39,90)
sleepy(1)
ChromeWindow.clearBrowserData.cleardataB.attach().click()
sleepy(5)
}
else -> {
throw (UnsupportedBrowserException(DaimaSessionState.currentBrowser))
}
}
|
3c3422706737d07f106f901cb5835d04
|
{
"intermediate": 0.3486177325248718,
"beginner": 0.4059300720691681,
"expert": 0.24545226991176605
}
|
9,297
|
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. I am using the ASSIMP library to load 3d models and animations.
Here is a portion of the code:
Renderer.h:
#pragma once
#include <vulkan/vulkan.h>
#include "Window.h"
#include <vector>
#include <stdexcept>
#include <set>
#include <optional>
#include <iostream>
#include "Pipeline.h"
#include "Material.h"
#include "Mesh.h"
struct QueueFamilyIndices
{
std::optional<uint32_t> graphicsFamily;
std::optional<uint32_t> presentFamily;
bool IsComplete()
{
return graphicsFamily.has_value() && presentFamily.has_value();
}
};
struct SwapChainSupportDetails {
VkSurfaceCapabilitiesKHR capabilities;
std::vector<VkSurfaceFormatKHR> formats;
std::vector<VkPresentModeKHR> presentModes;
};
class Renderer
{
public:
Renderer();
~Renderer();
void Initialize(GLFWwindow* window);
void Shutdown();
void BeginFrame();
void EndFrame();
VkDescriptorSetLayout CreateDescriptorSetLayout();
VkDescriptorPool CreateDescriptorPool(uint32_t maxSets);
VkDevice* GetDevice();
VkPhysicalDevice* GetPhysicalDevice();
VkCommandPool* GetCommandPool();
VkQueue* GetGraphicsQueue();
VkCommandBuffer* GetCurrentCommandBuffer();
std::shared_ptr<Pipeline> GetPipeline();
void CreateGraphicsPipeline(Mesh* mesh, Material* material);
VkDescriptorSetLayout CreateSamplerDescriptorSetLayout();
private:
bool shutdownInProgress;
uint32_t currentCmdBufferIndex = 0;
std::vector<size_t> currentFramePerImage;
std::vector<VkImage> swapChainImages;
std::vector<VkImageView> swapChainImageViews;
VkExtent2D swapChainExtent;
VkRenderPass renderPass;
uint32_t imageIndex;
std::shared_ptr<Pipeline> pipeline;
VkFormat swapChainImageFormat;
std::vector<VkCommandBuffer> commandBuffers;
void CreateImageViews();
void CleanupImageViews();
void CreateRenderPass();
void CleanupRenderPass();
void CreateSurface();
void DestroySurface();
void CreateInstance();
void CleanupInstance();
void ChoosePhysicalDevice();
void CreateDevice();
void CleanupDevice();
void CreateSwapchain();
void CleanupSwapchain();
void CreateCommandPool();
void CleanupCommandPool();
void CreateFramebuffers();
void CleanupFramebuffers();
void CreateCommandBuffers();
void CleanupCommandBuffers();
void Present();
GLFWwindow* window;
VkInstance instance = VK_NULL_HANDLE;
VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
VkDevice device = VK_NULL_HANDLE;
VkSurfaceKHR surface;
VkSwapchainKHR swapchain;
VkCommandPool commandPool;
VkCommandBuffer currentCommandBuffer;
std::vector<VkFramebuffer> framebuffers;
// Additional Vulkan objects needed for rendering…
const uint32_t kMaxFramesInFlight = 2;
std::vector<VkSemaphore> imageAvailableSemaphores;
std::vector<VkSemaphore> renderFinishedSemaphores;
std::vector<VkFence> inFlightFences;
size_t currentFrame;
VkQueue graphicsQueue;
VkQueue presentQueue;
void CreateSyncObjects();
void CleanupSyncObjects();
SwapChainSupportDetails querySwapChainSupport(VkPhysicalDevice device, VkSurfaceKHR surface);
VkSurfaceFormatKHR chooseSwapSurfaceFormat(const std::vector<VkSurfaceFormatKHR>& availableFormats);
VkPresentModeKHR chooseSwapPresentMode(const std::vector<VkPresentModeKHR>& availablePresentModes);
VkExtent2D chooseSwapExtent(const VkSurfaceCapabilitiesKHR& capabilities, GLFWwindow* window);
std::vector<const char*> deviceExtensions = {
VK_KHR_SWAPCHAIN_EXTENSION_NAME
};
std::vector<const char*> CheckPhysicalDeviceExtensionSupport(VkPhysicalDevice physicalDevice);
QueueFamilyIndices GetQueueFamilyIndices(VkPhysicalDevice physicalDevice);
};
GameObject.h:
#pragma once
#include <glm/glm.hpp>
#include "Mesh.h"
#include "Material.h"
#include "Camera.h"
#include "Renderer.h"
class GameObject
{
public:
GameObject();
~GameObject();
void Initialize();
void Update(float deltaTime);
void Render(Renderer& renderer, const Camera& camera);
void Shutdown();
void SetPosition(const glm::vec3& position);
void SetRotation(const glm::vec3& rotation);
void SetScale(const glm::vec3& scale);
Mesh* GetMesh();
Material* GetMaterial();
private:
glm::mat4 modelMatrix;
glm::vec3 position;
glm::vec3 rotation;
glm::vec3 scale;
Mesh* mesh;
Material* material;
bool initialized = false;
void UpdateModelMatrix();
};
GameObject.cpp:
#include "GameObject.h"
#include <glm/gtc/matrix_transform.hpp>
GameObject::GameObject()
: position(0.0f), rotation(0.0f), scale(1.0f)
{
}
GameObject::~GameObject()
{
if (initialized)
{
Shutdown();
}
}
void GameObject::Initialize()
{
mesh = new Mesh{};
material = new Material{};
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();
material->UpdateBufferBinding(descriptorSet, mvpBuffer, device, sizeof(MVP));
renderer.CreateGraphicsPipeline(mesh, material);
vkCmdBindPipeline(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, renderer.GetPipeline().get()->GetPipeline());
vkCmdBindDescriptorSets(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, material->GetPipelineLayout(), 0, 1, &descriptorSet, 0, nullptr);
// Call vkCmdDrawIndexed()
uint32_t numIndices = static_cast<uint32_t>(mesh->GetIndices().size());
vkCmdDrawIndexed(*renderer.GetCurrentCommandBuffer(), numIndices, 1, 0, 0, 0);
// Cleanup the temporary buffer
vkDestroyBuffer(device, mvpBuffer, nullptr);
vkFreeMemory(device, mvpBufferMemory, nullptr);
}
void GameObject::Shutdown()
{
// Clean up resources, if necessary
// (depending on how Mesh and Material resources are managed)
delete mesh;
delete material;
this->initialized = false;
}
void GameObject::SetPosition(const glm::vec3& position)
{
this->position = position;
UpdateModelMatrix();
}
void GameObject::SetRotation(const glm::vec3& rotation)
{
this->rotation = rotation;
UpdateModelMatrix();
}
void GameObject::SetScale(const glm::vec3& scale)
{
this->scale = scale;
UpdateModelMatrix();
}
void GameObject::UpdateModelMatrix()
{
modelMatrix = glm::mat4(1.0f);
modelMatrix = glm::translate(modelMatrix, position);
modelMatrix = glm::rotate(modelMatrix, rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
modelMatrix = glm::scale(modelMatrix, scale);
}
Mesh* GameObject::GetMesh()
{
return mesh;
}
Material* GameObject::GetMaterial()
{
return material;
}
Engine.h:
#pragma once
#include "Window.h"
#include "Renderer.h"
#include "Scene.h"
#include <chrono>
#include <thread>
class Engine
{
public:
Engine();
~Engine();
void Run();
void Shutdown();
int MaxFPS = 60;
private:
void Initialize();
void MainLoop();
void Update(float deltaTime);
void Render();
Window window;
Renderer renderer;
Scene scene;
};
Scene.h:
#pragma once
#include <vector>
#include "GameObject.h"
#include "Camera.h"
#include "Renderer.h"
class Scene
{
public:
Scene();
~Scene();
void Initialize();
void Update(float deltaTime);
void Render(Renderer& renderer);
void Shutdown();
void AddGameObject(GameObject* gameObject);
Camera& GetCamera();
float temp;
private:
std::vector<GameObject*> gameObjects;
Camera camera;
};
BufferUtils.h:
#pragma once
#include <vulkan/vulkan.h>
#include <stdint.h>
namespace BufferUtils
{
void CreateBuffer(
VkDevice device, VkPhysicalDevice physicalDevice,
VkDeviceSize size, VkBufferUsageFlags usage, VkMemoryPropertyFlags properties,
VkBuffer& buffer, VkDeviceMemory& bufferMemory);
uint32_t FindMemoryType(VkPhysicalDevice physicalDevice, uint32_t typeFilter, VkMemoryPropertyFlags properties);
void CopyBuffer(
VkDevice device, VkCommandPool commandPool, VkQueue graphicsQueue,
VkBuffer srcBuffer, VkBuffer dstBuffer, VkDeviceSize size);
}
BufferUtils.cpp:
#include "BufferUtils.h"
#include <stdexcept>
namespace BufferUtils
{
void CreateBuffer(
VkDevice device, VkPhysicalDevice physicalDevice,
VkDeviceSize size, VkBufferUsageFlags usage, VkMemoryPropertyFlags properties,
VkBuffer& buffer, VkDeviceMemory& bufferMemory)
{
VkBufferCreateInfo bufferInfo{};
bufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferInfo.size = size;
bufferInfo.usage = usage;
bufferInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
if (vkCreateBuffer(device, &bufferInfo, nullptr, &buffer) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create buffer!");
}
VkMemoryRequirements memRequirements;
vkGetBufferMemoryRequirements(device, buffer, &memRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memRequirements.size;
allocInfo.memoryTypeIndex = FindMemoryType(physicalDevice, memRequirements.memoryTypeBits, properties);
if (vkAllocateMemory(device, &allocInfo, nullptr, &bufferMemory) != VK_SUCCESS)
{
throw std::runtime_error("Failed to allocate buffer memory!");
}
vkBindBufferMemory(device, buffer, bufferMemory, 0);
}
uint32_t FindMemoryType(VkPhysicalDevice physicalDevice, uint32_t typeFilter, VkMemoryPropertyFlags properties)
{
VkPhysicalDeviceMemoryProperties memProperties;
vkGetPhysicalDeviceMemoryProperties(physicalDevice, &memProperties);
for (uint32_t i = 0; i < memProperties.memoryTypeCount; i++)
{
if ((typeFilter & (1 << i)) && (memProperties.memoryTypes[i].propertyFlags & properties) == properties)
{
return i;
}
}
throw std::runtime_error("Failed to find suitable memory type!");
}
void CopyBuffer(
VkDevice device, VkCommandPool commandPool, VkQueue graphicsQueue,
VkBuffer srcBuffer, VkBuffer dstBuffer, VkDeviceSize size)
{
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;
vkBeginCommandBuffer(commandBuffer, &beginInfo);
VkBufferCopy copyRegion{};
copyRegion.srcOffset = 0; // Optional
copyRegion.dstOffset = 0; // Optional
copyRegion.size = size;
vkCmdCopyBuffer(commandBuffer, srcBuffer, dstBuffer, 1, ©Region);
vkEndCommandBuffer(commandBuffer);
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
vkQueueSubmit(graphicsQueue, 1, &submitInfo, VK_NULL_HANDLE);
vkQueueWaitIdle(graphicsQueue);
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
}
}
Here are some relevant methods from Renderer.cpp:
VkDescriptorSetLayout Renderer::CreateDescriptorSetLayout() {
VkDescriptorSetLayoutBinding uboLayoutBinding{};
uboLayoutBinding.binding = 0;
uboLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
uboLayoutBinding.descriptorCount = 1;
uboLayoutBinding.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
uboLayoutBinding.pImmutableSamplers = nullptr;
// Add sampler layout binding
VkDescriptorSetLayoutBinding samplerLayoutBinding{};
samplerLayoutBinding.binding = 1;
samplerLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
samplerLayoutBinding.descriptorCount = 1;
samplerLayoutBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
samplerLayoutBinding.pImmutableSamplers = nullptr;
std::array<VkDescriptorSetLayoutBinding, 2> bindings = { uboLayoutBinding, samplerLayoutBinding };
VkDescriptorSetLayoutCreateInfo layoutInfo{};
layoutInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
layoutInfo.bindingCount = static_cast<uint32_t>(bindings.size());
layoutInfo.pBindings = bindings.data();
VkDescriptorSetLayout descriptorSetLayout;
if (vkCreateDescriptorSetLayout(device, &layoutInfo, nullptr, &descriptorSetLayout) != VK_SUCCESS) {
throw std::runtime_error("Failed to create descriptor set layout!");
}
return descriptorSetLayout;
}
VkDescriptorSetLayout Renderer::CreateSamplerDescriptorSetLayout() {
VkDescriptorSetLayoutBinding samplerLayoutBinding{};
samplerLayoutBinding.binding = 0;
samplerLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
samplerLayoutBinding.descriptorCount = 1;
samplerLayoutBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
samplerLayoutBinding.pImmutableSamplers = nullptr;
VkDescriptorSetLayoutCreateInfo layoutInfo{};
layoutInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
layoutInfo.bindingCount = 1;
layoutInfo.pBindings = &samplerLayoutBinding;
VkDescriptorSetLayout descriptorSetLayout;
if (vkCreateDescriptorSetLayout(device, &layoutInfo, nullptr, &descriptorSetLayout) != VK_SUCCESS) {
throw std::runtime_error("Failed to create sampler descriptor set layout!");
}
return descriptorSetLayout;
}
VkDescriptorPool Renderer::CreateDescriptorPool(uint32_t maxSets) {
VkDescriptorPoolSize poolSize{};
poolSize.type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
poolSize.descriptorCount = maxSets;
// Add an additional descriptor pool size for COMBINED_IMAGE_SAMPLER
VkDescriptorPoolSize samplerPoolSize{};
samplerPoolSize.type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
samplerPoolSize.descriptorCount = maxSets;
std::array<VkDescriptorPoolSize, 2> poolSizes = { poolSize, samplerPoolSize };
VkDescriptorPoolCreateInfo poolInfo{};
poolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
poolInfo.poolSizeCount = static_cast<uint32_t>(poolSizes.size());
poolInfo.pPoolSizes = poolSizes.data();
poolInfo.maxSets = maxSets;
VkDescriptorPool descriptorPool;
if (vkCreateDescriptorPool(device, &poolInfo, nullptr, &descriptorPool) != VK_SUCCESS) {
throw std::runtime_error("Failed to create descriptor pool!");
}
return descriptorPool;
}
I am getting this error:
VUID-vkCmdBindDescriptorSets-pDescriptorSets-00358(ERROR / SPEC): msgNum: -507995293 - Validation Error: [ VUID-vkCmdBindDescriptorSets-pDescriptorSets-00358 ] Object 0: handle = 0xb097c90000000027, type = VK_OBJECT_TYPE_DESCRIPTOR_SET; | MessageID = 0xe1b89b63 | vkCmdBindDescriptorSets(): descriptorSet #0 being bound is not compatible with overlapping descriptorSetLayout at index 0 of VkPipelineLayout 0x3fbcd60000000028[] due to: VkDescriptorSetLayout 0x9fde6b0000000014[] from pipeline layout has 2 total descriptors, but VkDescriptorSetLayout 0xdd3a8a0000000015[], which is bound, has 1 total descriptors.. The Vulkan spec states: Each element of pDescriptorSets must have been allocated with a VkDescriptorSetLayout that matches (is the same as, or identically defined as) the VkDescriptorSetLayout at set n in layout, where n is the sum of firstSet and the index into pDescriptorSets (https://vulkan.lunarg.com/doc/view/1.3.239.0/windows/1.3-extensions/vkspec.html#VUID-vkCmdBindDescriptorSets-pDescriptorSets-00358)
Objects: 1
How can I alter the code to fix this issue?
|
43d81f9e0db9b9ae871ed51e40c319c3
|
{
"intermediate": 0.3753734827041626,
"beginner": 0.29778599739074707,
"expert": 0.32684049010276794
}
|
9,298
|
How to parse Date time with specific Locale?
|
3c903ed3d2a9ba245ddad23ce400a747
|
{
"intermediate": 0.35369160771369934,
"beginner": 0.149526908993721,
"expert": 0.49678146839141846
}
|
9,299
|
i have a const lastname = "Andrea Rossi Neri" and i want to extract Rossi Neri using lodash methods
|
5aca1f1e68cfb37be95238515a50c38a
|
{
"intermediate": 0.37376686930656433,
"beginner": 0.223197340965271,
"expert": 0.4030357301235199
}
|
9,300
|
I usd your code: `import time
from binance.client import Client
from binance.enums import *
from binance.exceptions import BinanceAPIException
import pandas as pd
import requests
import json
import numpy as np
import pytz
import datetime as dt
import asyncio
date = dt.datetime.now().strftime("%m/%d/%Y %H:%M:%S")
print(date)
url = "https://api.binance.com/api/v1/time"
t = time.time()*1000
r = requests.get(url)
result = json.loads(r.content)
# API keys and other configuration
API_KEY = ''
API_SECRET = ''
client = Client(API_KEY, API_SECRET)
STOP_LOSS_PERCENTAGE = -50
TAKE_PROFIT_PERCENTAGE = 100
MAX_TRADE_QUANTITY_PERCENTAGE = 100
POSITION_SIDE_SHORT = 'SELL'
POSITION_SIDE_LONG = 'BUY'
symbol = 'BTCUSDT'
quantity = 1
order_type = 'MARKET'
leverage = 125
max_trade_quantity_percentage = 1
client = Client(API_KEY, API_SECRET)
def getminutedata(symbol, interval, lookback):
klines = client.get_historical_trades(symbol=symbol,interval=interval, limit=lookback+1, endTime=int(time.time()*1000))
# Cast tuples to lists
klines = [list(map(str, kline)) for kline in klines]
frame = pd.DataFrame(klines, columns=['Open time', 'Price', 'Qty', 'QuoteQty', 'Time', 'Buyer Maker', 'Best Match'])
frame = frame[['Open time', 'Price', 'Qty']]
frame['Open time'] = pd.to_datetime(frame['Open time'], unit='ms').dt.tz_localize('UTC').dt.tz_convert('Etc/GMT+3')
frame.set_index('Open time', inplace=True)
frame.drop(frame.tail(1).index, inplace=True) # Drop the last candle we fetched
return frame
df = getminutedata('BTCUSDT', '1m', 44640)
def signal_generator(df):
open = df.Price.iloc[-1]
close = df.Price.iloc[-1]
previous_open = df.Price.iloc[-2]
previous_close = df.Price.iloc[-2]
# Bearish pattern
if (open>close and
previous_open<previous_close and
close<previous_open and
open>=previous_close):
return 'sell'
# Bullish pattern
elif (open<close and
previous_open>previous_close and
close>previous_open and
open<=previous_close):
return 'buy'
# No clear pattern
else:
return ''
def order_execution(symbol, signal, max_trade_quantity_percentage, leverage):
signal = signal_generator(df)
max_trade_quantity = None
account_balance = client.futures_account_balance()
usdt_balance = float([x['balance'] for x in account_balance if x['asset'] == 'USDT'][0])
max_trade_quantity = usdt_balance * max_trade_quantity_percentage/100
# Close long position if signal is opposite
long_position = None
short_position = None
positions = client.futures_position_information(symbol=symbol)
for p in positions:
if p['positionSide'] == 'LONG':
long_position = p
elif p['positionSide'] == 'SHORT':
short_position = p
if long_position is not None and short_position is not None:
print("Multiple positions found. Closing both positions.")
if long_position is not None:
client.futures_create_order(
symbol=symbol,
side=SIDE_SELL,
type=ORDER_TYPE_MARKET,
quantity=long_position['positionAmt'],
reduceOnly=True
)
time.sleep(1)
if short_position is not None:
client.futures_create_order(
symbol=symbol,
side=SIDE_BUY,
type=ORDER_TYPE_MARKET,
quantity=short_position['positionAmt'],
reduceOnly=True
)
time.sleep(1)
print("Both positions closed.")
if signal == 'buy':
position_side = POSITION_SIDE_LONG
opposite_position = short_position
elif signal == 'sell':
position_side = POSITION_SIDE_SHORT
opposite_position = long_position
else:
print("Invalid signal. No order placed.")
return
order_quantity = 0
if opposite_position is not None:
order_quantity = min(max_trade_quantity, abs(float(opposite_position['positionAmt'])))
if opposite_position is not None and opposite_position['positionSide'] != position_side:
print("Opposite position found. Closing position before placing order.")
client.futures_create_order(
symbol=symbol,
side=SIDE_SELL if
opposite_position['positionSide'] == POSITION_SIDE_LONG
else
SIDE_BUY,
type=ORDER_TYPE_MARKET,
quantity=order_quantity,
reduceOnly=True,
positionSide=opposite_position['positionSide']
)
time.sleep(1)
order = client.futures_create_order(
symbol=symbol,
side=SIDE_BUY if signal == 'buy' else SIDE_SELL,
type=ORDER_TYPE_MARKET,
quantity=order_quantity,
reduceOnly=False,
timeInForce=TIME_IN_FORCE_GTC,
positionSide=position_side, # add position side parameter
leverage=leverage
)
if order is None:
print("Order not placed successfully. Skipping setting stop loss and take profit orders.")
return
order_id = order['orderId']
print(f"Placed {signal} order with order ID {order_id} and quantity {order_quantity}")
time.sleep(1)
# Set stop loss and take profit orders
# Get the order details to determine the order price
order_info = client.futures_get_order(symbol=symbol, orderId=order_id)
if order_info is None:
print("Error getting order information. Skipping setting stop loss and take profit orders.")
return
order_price = float(order_info['avgPrice'])
# Set stop loss and take profit orders
stop_loss_price = order_price * (1 + STOP_LOSS_PERCENTAGE / 100) if signal == 'sell' else order_price * (1 - STOP_LOSS_PERCENTAGE / 100)
take_profit_price = order_price * (1 + TAKE_PROFIT_PERCENTAGE / 100) if signal == 'buy' else order_price * (1 - TAKE_PROFIT_PERCENTAGE / 100)
stop_loss_order = client.futures_create_order(
symbol=symbol,
side=SIDE_SELL if signal == 'buy' else SIDE_BUY,
type=ORDER_TYPE_STOP_LOSS,
quantity=order_quantity,
stopPrice=stop_loss_price,
reduceOnly=True,
timeInForce=TIME_IN_FORCE_GTC,
positionSide=position_side # add position side parameter
)
take_profit_order = client.futures_create_order(
symbol=symbol,
side=SIDE_SELL if signal == 'buy' else SIDE_BUY,
type=ORDER_TYPE_LIMIT,
quantity=order_quantity,
price=take_profit_price,
reduceOnly=True,
timeInForce=TIME_IN_FORCE_GTC,
positionSide=position_side # add position side parameter
)
# Print order creation confirmation messages
print(f"Placed stop loss order with stop loss price {stop_loss_price}")
print(f"Placed take profit order with take profit price {take_profit_price}")
time.sleep(1)
async def main():
while True:
current_time = dt.datetime.now().strftime("%Y-%m-%d %H:%M:%S")
df = getminutedata('BTCUSDT', '1m', 44640) # Get minute data each loop
if df is None:
continue
current_signal = signal_generator(df)
print(f"The signal time is: {current_time} :{current_signal}")
if current_signal:
order_execution('BTCUSDT', current_signal, max_trade_quantity_percentage, leverage)
await asyncio.sleep(1) # Await execution with asyncio in an async function
if name == 'main':
asyncio.run(main())`
But I have undefind ERROR "name" what is this name ?
|
7cc290a5bf78ef91e255e694e145a032
|
{
"intermediate": 0.38923659920692444,
"beginner": 0.3203514814376831,
"expert": 0.29041191935539246
}
|
9,301
|
I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. I am using the ASSIMP library to load 3d models and animations.
Here is a portion of the code:
Renderer.h:
#pragma once
#include <vulkan/vulkan.h>
#include "Window.h"
#include <vector>
#include <stdexcept>
#include <set>
#include <optional>
#include <iostream>
#include "Pipeline.h"
#include "Material.h"
#include "Mesh.h"
struct QueueFamilyIndices
{
std::optional<uint32_t> graphicsFamily;
std::optional<uint32_t> presentFamily;
bool IsComplete()
{
return graphicsFamily.has_value() && presentFamily.has_value();
}
};
struct SwapChainSupportDetails {
VkSurfaceCapabilitiesKHR capabilities;
std::vector<VkSurfaceFormatKHR> formats;
std::vector<VkPresentModeKHR> presentModes;
};
class Renderer
{
public:
Renderer();
~Renderer();
void Initialize(GLFWwindow* window);
void Shutdown();
void BeginFrame();
void EndFrame();
VkDescriptorSetLayout CreateDescriptorSetLayout();
VkDescriptorPool CreateDescriptorPool(uint32_t maxSets);
VkDevice* GetDevice();
VkPhysicalDevice* GetPhysicalDevice();
VkCommandPool* GetCommandPool();
VkQueue* GetGraphicsQueue();
VkCommandBuffer* GetCurrentCommandBuffer();
std::shared_ptr<Pipeline> GetPipeline();
void CreateGraphicsPipeline(Mesh* mesh, Material* material);
VkDescriptorSetLayout CreateSamplerDescriptorSetLayout();
private:
bool shutdownInProgress;
uint32_t currentCmdBufferIndex = 0;
std::vector<size_t> currentFramePerImage;
std::vector<VkImage> swapChainImages;
std::vector<VkImageView> swapChainImageViews;
VkExtent2D swapChainExtent;
VkRenderPass renderPass;
uint32_t imageIndex;
std::shared_ptr<Pipeline> pipeline;
VkFormat swapChainImageFormat;
std::vector<VkCommandBuffer> commandBuffers;
void CreateImageViews();
void CleanupImageViews();
void CreateRenderPass();
void CleanupRenderPass();
void CreateSurface();
void DestroySurface();
void CreateInstance();
void CleanupInstance();
void ChoosePhysicalDevice();
void CreateDevice();
void CleanupDevice();
void CreateSwapchain();
void CleanupSwapchain();
void CreateCommandPool();
void CleanupCommandPool();
void CreateFramebuffers();
void CleanupFramebuffers();
void CreateCommandBuffers();
void CleanupCommandBuffers();
void Present();
GLFWwindow* window;
VkInstance instance = VK_NULL_HANDLE;
VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
VkDevice device = VK_NULL_HANDLE;
VkSurfaceKHR surface;
VkSwapchainKHR swapchain;
VkCommandPool commandPool;
VkCommandBuffer currentCommandBuffer;
std::vector<VkFramebuffer> framebuffers;
// Additional Vulkan objects needed for rendering…
const uint32_t kMaxFramesInFlight = 2;
std::vector<VkSemaphore> imageAvailableSemaphores;
std::vector<VkSemaphore> renderFinishedSemaphores;
std::vector<VkFence> inFlightFences;
size_t currentFrame;
VkQueue graphicsQueue;
VkQueue presentQueue;
void CreateSyncObjects();
void CleanupSyncObjects();
SwapChainSupportDetails querySwapChainSupport(VkPhysicalDevice device, VkSurfaceKHR surface);
VkSurfaceFormatKHR chooseSwapSurfaceFormat(const std::vector<VkSurfaceFormatKHR>& availableFormats);
VkPresentModeKHR chooseSwapPresentMode(const std::vector<VkPresentModeKHR>& availablePresentModes);
VkExtent2D chooseSwapExtent(const VkSurfaceCapabilitiesKHR& capabilities, GLFWwindow* window);
std::vector<const char*> deviceExtensions = {
VK_KHR_SWAPCHAIN_EXTENSION_NAME
};
std::vector<const char*> CheckPhysicalDeviceExtensionSupport(VkPhysicalDevice physicalDevice);
QueueFamilyIndices GetQueueFamilyIndices(VkPhysicalDevice physicalDevice);
};
GameObject.h:
#pragma once
#include <glm/glm.hpp>
#include "Mesh.h"
#include "Material.h"
#include "Camera.h"
#include "Renderer.h"
class GameObject
{
public:
GameObject();
~GameObject();
void Initialize();
void Update(float deltaTime);
void Render(Renderer& renderer, const Camera& camera);
void Shutdown();
void SetPosition(const glm::vec3& position);
void SetRotation(const glm::vec3& rotation);
void SetScale(const glm::vec3& scale);
Mesh* GetMesh();
Material* GetMaterial();
private:
glm::mat4 modelMatrix;
glm::vec3 position;
glm::vec3 rotation;
glm::vec3 scale;
Mesh* mesh;
Material* material;
bool initialized = false;
void UpdateModelMatrix();
};
GameObject.cpp:
#include "GameObject.h"
#include <glm/gtc/matrix_transform.hpp>
GameObject::GameObject()
: position(0.0f), rotation(0.0f), scale(1.0f)
{
}
GameObject::~GameObject()
{
if (initialized)
{
Shutdown();
}
}
void GameObject::Initialize()
{
mesh = new Mesh{};
material = new Material{};
this->initialized = true;
}
void GameObject::Update(float deltaTime)
{
// Update position, rotation, scale, and other properties
// Example: Rotate the object around the Y-axis
rotation.y += deltaTime * glm::radians(90.0f);
UpdateModelMatrix();
}
void GameObject::Render(Renderer& renderer, const Camera& camera)
{
// Render this object using the renderer and camera
VkDevice device = *renderer.GetDevice();
// Bind mesh vertex and index buffers
VkBuffer vertexBuffers[] = { mesh->GetVertexBuffer() };
VkDeviceSize offsets[] = { 0 };
vkCmdBindVertexBuffers(*renderer.GetCurrentCommandBuffer(), 0, 1, vertexBuffers, offsets);
vkCmdBindIndexBuffer(*renderer.GetCurrentCommandBuffer(), mesh->GetIndexBuffer(), 0, VK_INDEX_TYPE_UINT32);
// Update shader uniform buffers with modelMatrix, viewMatrix and projectionMatrix transforms
struct MVP {
glm::mat4 model;
glm::mat4 view;
glm::mat4 projection;
} mvp;
mvp.model = modelMatrix;
mvp.view = camera.GetViewMatrix();
mvp.projection = camera.GetProjectionMatrix();
// Create a new buffer to hold the MVP data temporarily
VkBuffer mvpBuffer;
VkDeviceMemory mvpBufferMemory;
BufferUtils::CreateBuffer(device, *renderer.GetPhysicalDevice(),
sizeof(MVP), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
mvpBuffer, mvpBufferMemory);
material->CreateDescriptorSet(renderer.CreateDescriptorSetLayout(), renderer.CreateDescriptorPool(1), mvpBuffer, sizeof(MVP));
// Map the MVP data into the buffer and unmap
void* data = nullptr;
vkMapMemory(device, mvpBufferMemory, 0, sizeof(MVP), 0, &data);
memcpy(data, &mvp, sizeof(MVP));
vkUnmapMemory(device, mvpBufferMemory);
// TODO: Modify your material, descriptor set, and pipeline to use this new mvpBuffer instead of
// the default uniform buffer
// Bind the DescriptorSet associated with the material
VkDescriptorSet descriptorSet = material->GetDescriptorSet();
material->UpdateBufferBinding(descriptorSet, mvpBuffer, device, sizeof(MVP));
renderer.CreateGraphicsPipeline(mesh, material);
vkCmdBindPipeline(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, renderer.GetPipeline().get()->GetPipeline());
vkCmdBindDescriptorSets(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, material->GetPipelineLayout(), 0, 1, &descriptorSet, 0, nullptr);
// Call vkCmdDrawIndexed()
uint32_t numIndices = static_cast<uint32_t>(mesh->GetIndices().size());
vkCmdDrawIndexed(*renderer.GetCurrentCommandBuffer(), numIndices, 1, 0, 0, 0);
// Cleanup the temporary buffer
//vkDestroyBuffer(device, mvpBuffer, nullptr);
//vkFreeMemory(device, mvpBufferMemory, nullptr);
}
void GameObject::Shutdown()
{
// Clean up resources, if necessary
// (depending on how Mesh and Material resources are managed)
delete mesh;
delete material;
this->initialized = false;
}
void GameObject::SetPosition(const glm::vec3& position)
{
this->position = position;
UpdateModelMatrix();
}
void GameObject::SetRotation(const glm::vec3& rotation)
{
this->rotation = rotation;
UpdateModelMatrix();
}
void GameObject::SetScale(const glm::vec3& scale)
{
this->scale = scale;
UpdateModelMatrix();
}
void GameObject::UpdateModelMatrix()
{
modelMatrix = glm::mat4(1.0f);
modelMatrix = glm::translate(modelMatrix, position);
modelMatrix = glm::rotate(modelMatrix, rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
modelMatrix = glm::scale(modelMatrix, scale);
}
Mesh* GameObject::GetMesh()
{
return mesh;
}
Material* GameObject::GetMaterial()
{
return material;
}
Engine.h:
#pragma once
#include "Window.h"
#include "Renderer.h"
#include "Scene.h"
#include <chrono>
#include <thread>
class Engine
{
public:
Engine();
~Engine();
void Run();
void Shutdown();
int MaxFPS = 60;
private:
void Initialize();
void MainLoop();
void Update(float deltaTime);
void Render();
Window window;
Renderer renderer;
Scene scene;
};
Scene.h:
#pragma once
#include <vector>
#include "GameObject.h"
#include "Camera.h"
#include "Renderer.h"
class Scene
{
public:
Scene();
~Scene();
void Initialize();
void Update(float deltaTime);
void Render(Renderer& renderer);
void Shutdown();
void AddGameObject(GameObject* gameObject);
Camera& GetCamera();
float temp;
private:
std::vector<GameObject*> gameObjects;
Camera camera;
};
BufferUtils.h:
#pragma once
#include <vulkan/vulkan.h>
#include <stdint.h>
namespace BufferUtils
{
void CreateBuffer(
VkDevice device, VkPhysicalDevice physicalDevice,
VkDeviceSize size, VkBufferUsageFlags usage, VkMemoryPropertyFlags properties,
VkBuffer& buffer, VkDeviceMemory& bufferMemory);
uint32_t FindMemoryType(VkPhysicalDevice physicalDevice, uint32_t typeFilter, VkMemoryPropertyFlags properties);
void CopyBuffer(
VkDevice device, VkCommandPool commandPool, VkQueue graphicsQueue,
VkBuffer srcBuffer, VkBuffer dstBuffer, VkDeviceSize size);
}
BufferUtils.cpp:
#include "BufferUtils.h"
#include <stdexcept>
namespace BufferUtils
{
void CreateBuffer(
VkDevice device, VkPhysicalDevice physicalDevice,
VkDeviceSize size, VkBufferUsageFlags usage, VkMemoryPropertyFlags properties,
VkBuffer& buffer, VkDeviceMemory& bufferMemory)
{
VkBufferCreateInfo bufferInfo{};
bufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferInfo.size = size;
bufferInfo.usage = usage;
bufferInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
if (vkCreateBuffer(device, &bufferInfo, nullptr, &buffer) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create buffer!");
}
VkMemoryRequirements memRequirements;
vkGetBufferMemoryRequirements(device, buffer, &memRequirements);
VkMemoryAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memRequirements.size;
allocInfo.memoryTypeIndex = FindMemoryType(physicalDevice, memRequirements.memoryTypeBits, properties);
if (vkAllocateMemory(device, &allocInfo, nullptr, &bufferMemory) != VK_SUCCESS)
{
throw std::runtime_error("Failed to allocate buffer memory!");
}
vkBindBufferMemory(device, buffer, bufferMemory, 0);
}
uint32_t FindMemoryType(VkPhysicalDevice physicalDevice, uint32_t typeFilter, VkMemoryPropertyFlags properties)
{
VkPhysicalDeviceMemoryProperties memProperties;
vkGetPhysicalDeviceMemoryProperties(physicalDevice, &memProperties);
for (uint32_t i = 0; i < memProperties.memoryTypeCount; i++)
{
if ((typeFilter & (1 << i)) && (memProperties.memoryTypes[i].propertyFlags & properties) == properties)
{
return i;
}
}
throw std::runtime_error("Failed to find suitable memory type!");
}
void CopyBuffer(
VkDevice device, VkCommandPool commandPool, VkQueue graphicsQueue,
VkBuffer srcBuffer, VkBuffer dstBuffer, VkDeviceSize size)
{
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;
vkBeginCommandBuffer(commandBuffer, &beginInfo);
VkBufferCopy copyRegion{};
copyRegion.srcOffset = 0; // Optional
copyRegion.dstOffset = 0; // Optional
copyRegion.size = size;
vkCmdCopyBuffer(commandBuffer, srcBuffer, dstBuffer, 1, ©Region);
vkEndCommandBuffer(commandBuffer);
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
vkQueueSubmit(graphicsQueue, 1, &submitInfo, VK_NULL_HANDLE);
vkQueueWaitIdle(graphicsQueue);
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
}
}
Camera.h:
#pragma once
#include <glm/glm.hpp>
class Camera
{
public:
Camera();
~Camera();
void Initialize(float aspectRatio);
void Shutdown();
void SetPosition(const glm::vec3& position);
void SetRotation(const glm::vec3& rotation);
const glm::mat4& GetViewMatrix() const;
const glm::mat4& GetProjectionMatrix() const;
private:
glm::vec3 position;
glm::vec3 rotation;
glm::mat4 viewMatrix;
glm::mat4 projectionMatrix;
void UpdateViewMatrix();
};
Camera.cpp:
#include "Camera.h"
#include <glm/gtc/matrix_transform.hpp>
Camera::Camera()
: position(0.0f), rotation(0.0f)
{
}
Camera::~Camera()
{
Shutdown();
}
void Camera::Initialize(float aspectRatio)
{
projectionMatrix = glm::perspective(glm::radians(45.0f), aspectRatio, 0.1f, 100.0f);
}
void Camera::Shutdown()
{
}
void Camera::SetPosition(const glm::vec3& position)
{
this->position = position;
UpdateViewMatrix();
}
void Camera::SetRotation(const glm::vec3& rotation)
{
this->rotation = rotation;
UpdateViewMatrix();
}
const glm::mat4& Camera::GetViewMatrix() const
{
return viewMatrix;
}
const glm::mat4& Camera::GetProjectionMatrix() const
{
return projectionMatrix;
}
void Camera::UpdateViewMatrix()
{
glm::mat4 rotMatrix = glm::mat4(1.0f);
rotMatrix = glm::rotate(rotMatrix, rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
rotMatrix = glm::rotate(rotMatrix, rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
rotMatrix = glm::rotate(rotMatrix, rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
glm::vec3 lookAt = glm::vec3(rotMatrix * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
viewMatrix = glm::lookAt(position, position + lookAt, glm::vec3(0.0f, 1.0f, 0.0f));
}
Here are some relevant methods from Renderer.cpp:
VkDescriptorSetLayout Renderer::CreateDescriptorSetLayout() {
VkDescriptorSetLayoutBinding uboLayoutBinding{};
uboLayoutBinding.binding = 0;
uboLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
uboLayoutBinding.descriptorCount = 1;
uboLayoutBinding.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
uboLayoutBinding.pImmutableSamplers = nullptr;
// Add sampler layout binding
VkDescriptorSetLayoutBinding samplerLayoutBinding{};
samplerLayoutBinding.binding = 1;
samplerLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
samplerLayoutBinding.descriptorCount = 1;
samplerLayoutBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
samplerLayoutBinding.pImmutableSamplers = nullptr;
std::array<VkDescriptorSetLayoutBinding, 2> bindings = { uboLayoutBinding, samplerLayoutBinding };
VkDescriptorSetLayoutCreateInfo layoutInfo{};
layoutInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
layoutInfo.bindingCount = static_cast<uint32_t>(bindings.size());
layoutInfo.pBindings = bindings.data();
VkDescriptorSetLayout descriptorSetLayout;
if (vkCreateDescriptorSetLayout(device, &layoutInfo, nullptr, &descriptorSetLayout) != VK_SUCCESS) {
throw std::runtime_error("Failed to create descriptor set layout!");
}
return descriptorSetLayout;
}
VkDescriptorSetLayout Renderer::CreateSamplerDescriptorSetLayout() {
VkDescriptorSetLayoutBinding samplerLayoutBinding{};
samplerLayoutBinding.binding = 0;
samplerLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
samplerLayoutBinding.descriptorCount = 1;
samplerLayoutBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
samplerLayoutBinding.pImmutableSamplers = nullptr;
VkDescriptorSetLayoutCreateInfo layoutInfo{};
layoutInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
layoutInfo.bindingCount = 1;
layoutInfo.pBindings = &samplerLayoutBinding;
VkDescriptorSetLayout descriptorSetLayout;
if (vkCreateDescriptorSetLayout(device, &layoutInfo, nullptr, &descriptorSetLayout) != VK_SUCCESS) {
throw std::runtime_error("Failed to create sampler descriptor set layout!");
}
return descriptorSetLayout;
}
VkDescriptorPool Renderer::CreateDescriptorPool(uint32_t maxSets) {
VkDescriptorPoolSize poolSize{};
poolSize.type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
poolSize.descriptorCount = maxSets;
// Add an additional descriptor pool size for COMBINED_IMAGE_SAMPLER
VkDescriptorPoolSize samplerPoolSize{};
samplerPoolSize.type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
samplerPoolSize.descriptorCount = maxSets;
std::array<VkDescriptorPoolSize, 2> poolSizes = { poolSize, samplerPoolSize };
VkDescriptorPoolCreateInfo poolInfo{};
poolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
poolInfo.poolSizeCount = static_cast<uint32_t>(poolSizes.size());
poolInfo.pPoolSizes = poolSizes.data();
poolInfo.maxSets = maxSets;
VkDescriptorPool descriptorPool;
if (vkCreateDescriptorPool(device, &poolInfo, nullptr, &descriptorPool) != VK_SUCCESS) {
throw std::runtime_error("Failed to create descriptor pool!");
}
return descriptorPool;
}
Vertex Shader:
#version 450
layout(binding = 0) uniform UniformBufferObject {
mat4 model;
mat4 view;
mat4 proj;
} ubo;
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 0) out vec3 fragColor;
void main() {
gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0);
fragColor = inColor;
}
Fragment Shader:
#version 450
layout(binding = 1) uniform sampler2D texSampler;
layout(location = 0) in vec3 fragColor;
layout(location = 0) out vec4 outColor;
void main() {
outColor = vec4(1,0,1,1);
}
The code currently creates a square tile somewhere in the scene. I'm concerned it may not be rendering at all. How can I adjust the code so it is pointing at the tile so I can verify it is rendering properly?
|
221c2907047ab1c215f584fb9c93eb3a
|
{
"intermediate": 0.3753734827041626,
"beginner": 0.29778599739074707,
"expert": 0.32684049010276794
}
|
9,302
|
Stripe error
PS C:\Users\Mdeepa\Documents\Stripe\test-payment\starter\starter-java\server> mvn package
mvn : The term 'mvn' is not recognized as the name of a cmdlet, function, script file, or operable program. Check the spelling of
the name, or if a path was included, verify that the path is correct and try again.
At line:1 char:1
+ mvn package
+ ~~~
+ CategoryInfo : ObjectNotFound: (mvn:String) [], CommandNotFoundException
+ FullyQualifiedErrorId : CommandNotFoundException
|
9f61fd0358f206fe38b26c23b4574177
|
{
"intermediate": 0.490050733089447,
"beginner": 0.22283722460269928,
"expert": 0.2871120870113373
}
|
9,303
|
give me an example of failure to do lock free programming due to branch predicting, and the abuse of std::memory_order_relaxed
|
2f97d17db402737e7b1098ffb2ef8086
|
{
"intermediate": 0.5592547655105591,
"beginner": 0.09174676239490509,
"expert": 0.3489985466003418
}
|
9,304
|
Привет, помоги с рефакторингом
using UnityEngine;
using Zarnitza.FireExtinguisherVR.DeviceStatusChecker;
using Zarnitza.FireExtinguisherVR.Messages;
using Zarnitza.FireExtinguisherVR.Options;
using Zarnitza.FireExtinguisherVR.Quests;
using Zenject;
namespace Zarnitza.FireExtinguisherVR.Setting
{
public class SettingsFireExtinguishers : MonoBehaviour
{
[SerializeField]
private ControlBoxFireExtinguishers fireExtinguishers;
[SerializeField]
private DeviceStatusCheckerUI deviceStatusCheckerUIAll;
[SerializeField]
private DeviceStatusCheckerUI deviceStatusCheckerUIOne;
[Inject]
private SessionSetting sessionSetting = null;
private void Start()
{
SetSettingsFireExtinguishers();
}
private void SetSettingsFireExtinguishers()
{
var configManagerFireExtinguishers = new ConfigManagerFireExtinguishers();
ConfigDataFireExtinguishers configDataFireExtinguishers;
configDataFireExtinguishers = configManagerFireExtinguishers.GetSettingsFireExtinguisher();
if (configDataFireExtinguishers.offAllExtinguishers)
{
deviceStatusCheckerUIAll.gameObject.SetActive(false);
deviceStatusCheckerUIOne.gameObject.SetActive(false);
fireExtinguishers.Setting( new SettingsFireExtinguishersMessage(false, false, false));
deviceStatusCheckerUIAll.Setting(new SettingsFireExtinguishersMessage(false, false, false));
sessionSetting.NumberRealFireExtinguishers = NumberRealFireExtinguishers.OffFireExtinguishers;
}
else if (configDataFireExtinguishers.onAllExtinguishers)
{
deviceStatusCheckerUIAll.gameObject.SetActive(true);
deviceStatusCheckerUIOne.gameObject.SetActive(false);
fireExtinguishers.Setting(new SettingsFireExtinguishersMessage(true, true, true));
deviceStatusCheckerUIAll.Setting(new SettingsFireExtinguishersMessage(true, true, true));
sessionSetting.NumberRealFireExtinguishers = NumberRealFireExtinguishers.AllFireExtinguishers;
}
else if (configDataFireExtinguishers.oneExtinguisherOP)
{
deviceStatusCheckerUIAll.gameObject.SetActive(false);
deviceStatusCheckerUIOne.gameObject.SetActive(true);
fireExtinguishers.Setting(new SettingsFireExtinguishersMessage(true, false, false));
deviceStatusCheckerUIOne.Setting(new SettingsFireExtinguishersMessage(true, false, false));
sessionSetting.NumberRealFireExtinguishers = NumberRealFireExtinguishers.OneFireExtinguishers;
}
}
}
}
|
6e5cdb5744468e21510f3fb38a63b2e8
|
{
"intermediate": 0.31879234313964844,
"beginner": 0.5628098249435425,
"expert": 0.11839783191680908
}
|
9,305
|
Give me step by step instructions on how to get the source code for a search engine website and download the entire file structure in to my computer
|
d5e8bb14635f4d6e63753f3d3a89e9f3
|
{
"intermediate": 0.6643385887145996,
"beginner": 0.14374157786369324,
"expert": 0.19191986322402954
}
|
9,306
|
c++ intentionally crash my program by throwing an error, how do i do that
|
dfa4ec41bd5df1064e642fd083944f4b
|
{
"intermediate": 0.46795710921287537,
"beginner": 0.1998901069164276,
"expert": 0.3321528136730194
}
|
9,307
|
In the code following there is a lot of bad flickering, the animations are not smooth, and some symbols appear to come out blank, can you improve this? maybe creating a strip of the png files and using canvas coords to animate might be a better solution towhat I have here? import random
import tkinter as tk
from PIL import Image, ImageTk
root = tk.Tk()
root.title("Slot machine reels demo")
canvas_width = 340
canvas_height = 60
symbol_size = 60
num_symbols = 5
reel = []
symbol_photo = None
symbol = None
symbols = {"bar": "bar.png", "cherry": "cherry.png",
"coin": "coin.png", "lemon": "lemon.png",
"plum": "plum.png", "tomatoe": "tom.png",}
symbols_list = list(symbols.keys())
canvas = tk.Canvas(root, width=canvas_width, height=canvas_height)
canvas.grid(row=0, column=0, columnspan=3, padx=10, pady=10)
def get_a_rnd_symbol():
""" Choose a random symbol and store in symbol_photo. """
global symbol_photo, symbol
symbol = random.choice(symbols_list)
symbol_image = Image.open(symbols[symbol])
symbol_image = symbol_image.resize((symbol_size, symbol_size))
symbol_photo = ImageTk.PhotoImage(symbol_image)
def get_startup_rnd_symbols():
""" Get symbols to place on reels for start up."""
global symbol_photo, symbol
for j in range(num_symbols):
get_a_rnd_symbol() # choose a rnd symbol
symbol_label = canvas.create_image(j * (symbol_size + 10), 0,
anchor=tk.NW, image=symbol_photo)
reel.append((symbol_label, symbol_photo))
canvas.update()
def spin_reel(j, count, stop_point):
""" Spin a single reel. """
if count == stop_point:
return
get_a_rnd_symbol()
old_symbol_label, _ = reel[j]
new_symbol_label = canvas.create_image(j * (symbol_size + 10),
-symbol_size, anchor=tk.NW,
image=symbol_photo)
for k in range(symbol_size // 2):
canvas.move(old_symbol_label, 0, 2)
canvas.move(new_symbol_label, 0, 2)
canvas.update()
reel[j] = (new_symbol_label, symbol_photo)
root.after(10, spin_reel, j, count+1, stop_point)
def spin_reels():
""" Spin all reels. """
spin_btn.config(state="disabled") # to stop multiclicking
# choose a random stopping point for each reel
stop_points = [random.randint(8, 12) for _ in range(num_symbols)]
# spin the reels until they reach their stopping points
counts = [0] * num_symbols
while sum(counts) < sum(stop_points):
for j in range(num_symbols):
if counts[j] < stop_points[j]:
spin_reel(j, counts[j], stop_points[j])
counts[j] += 1
# set the final symbol for each reel
for j in range(num_symbols):
symbol_image = symbols[symbol][:-4] # remove ".png"
_, symbol_photo = reel[j]
symbol_photo.image = ImageTk.PhotoImage(Image.open(symbols[symbol]).resize((symbol_size, symbol_size)))
canvas.itemconfig(reel[j][0], image=symbol_photo)
spin_btn.config(state="normal")
spin_btn = tk.Button(root, text="Spin", command=spin_reels)
spin_btn.grid(row=1, column=1)
get_startup_rnd_symbols()
root.mainloop()
|
8850619982dc173575186e0265c79431
|
{
"intermediate": 0.3670222759246826,
"beginner": 0.38096293807029724,
"expert": 0.25201481580734253
}
|
9,308
|
using UnityEngine;
using Valve.VR;
using Zarnitza.FireExtinguisherVR.FireExtinguisher;
using Zarnitza.FireExtinguisherVR.Menu.Messages;
using Zarnitza.FireExtinguisherVR.MessageBus;
using Zarnitza.FireExtinguisherVR.Messages;
using Zarnitza.FireExtinguisherVR.Quests;
using Zenject;
public class ControlBoxFireExtinguishers : MonoBehaviour
{
[Inject]
private ISubscriber subscriber = null;
[Inject]
private IPublisher publisher = null;
[SerializeField]
private FireExtinguisherInstaller FireExtinguisherOP;
[SerializeField]
private FireExtinguisherInstaller FireExtinguisherOU;
[SerializeField]
private FireExtinguisherInstaller FireExtinguisherOVP;
[SerializeField]
private SteamVR_Behaviour_Pose FireExtinguisherTipOP;
[SerializeField]
private SteamVR_Behaviour_Pose FireExtinguisherTipOU;
[SerializeField]
private SteamVR_Behaviour_Pose FireExtinguisherTipOVP;
[SerializeField]
private SteamVR_Action_Pose controllerBasePoseAction;
[SerializeField]
private SteamVR_Action_Pose controllerBasePoseTipAction;
private SteamVR_Action_Pose controllerOPPoseTipAction;
private SteamVR_Action_Pose controllerOVPPoseTipAction;
private SteamVR_Action_Pose controllerOUPoseTipAction;
private SteamVR_Action_Pose controllerOPPoseAction;
private SteamVR_Action_Pose controllerOVPPoseAction;
private SteamVR_Action_Pose controllerOUPoseAction;
private SteamVR_Behaviour_Pose controllerOPPoseTipBehaviour;
private SteamVR_Behaviour_Pose controllerOVPPoseTipBehaviour;
private SteamVR_Behaviour_Pose controllerOUPoseTipBehaviour;
private SteamVR_Behaviour_Pose controllerOPPoseBehaviour;
private SteamVR_Behaviour_Pose controllerOVPPoseBehaviour;
private SteamVR_Behaviour_Pose controllerOUPoseBehaviour;
private void Start()
{
subscriber.Subscriber<SwitchFireExtinguisherMessage>(SwitchFireExtinguisher);
controllerOPPoseAction = FireExtinguisherOP.GetComponent<SteamVR_Behaviour_Pose>().poseAction;
controllerOVPPoseAction = FireExtinguisherOVP.GetComponent<SteamVR_Behaviour_Pose>().poseAction;
controllerOUPoseAction = FireExtinguisherOU.GetComponent<SteamVR_Behaviour_Pose>().poseAction;
controllerOPPoseTipAction = FireExtinguisherTipOP.poseAction;
controllerOVPPoseTipAction = FireExtinguisherTipOVP.poseAction;
controllerOUPoseTipAction = FireExtinguisherTipOU.poseAction;
controllerOPPoseTipBehaviour = FireExtinguisherTipOP;
controllerOVPPoseTipBehaviour = FireExtinguisherTipOVP;
controllerOUPoseTipBehaviour = FireExtinguisherTipOU;
controllerOPPoseBehaviour = FireExtinguisherOP.GetComponent<SteamVR_Behaviour_Pose>();
controllerOVPPoseBehaviour = FireExtinguisherOVP.GetComponent<SteamVR_Behaviour_Pose>();
controllerOUPoseBehaviour = FireExtinguisherOU.GetComponent<SteamVR_Behaviour_Pose>();
controllerBasePoseAction = controllerOPPoseAction;
controllerBasePoseTipAction = controllerOPPoseTipAction;
var fireExtinguisher = FireExtinguisherOP.gameObject.GetComponent<FireExtinguisher>();
publisher.Publish(new ActivationCurrentFireExtinguisherMessage(fireExtinguisher));
}
public void Setting(SettingsFireExtinguishersMessage message)
{
FireExtinguisherOP.gameObject.SetActive(message.FireExtinguishersOP);
FireExtinguisherOU.gameObject.SetActive(message.FireExtinguishersOU);
FireExtinguisherOVP.gameObject.SetActive(message.FireExtinguishersOVP);
}
private void SwitchFireExtinguisher(SwitchFireExtinguisherMessage message)
{
switch (message.FireExtinguisherType)
{
case FireExtinguisherType.OP:
RestoreValuesBody();
RestoreValuesTip();
OffAllFireExtinguishers();
FireExtinguisherOP.gameObject.SetActive(true);
controllerOPPoseBehaviour.poseAction = controllerBasePoseAction;
controllerOPPoseTipBehaviour.poseAction = controllerBasePoseTipAction;
publisher.Publish(new ActivationCurrentFireExtinguisherMessage(FireExtinguisherOP.gameObject.GetComponent<FireExtinguisher>()));
break;
case FireExtinguisherType.OU:
RestoreValuesBody();
RestoreValuesTip();
OffAllFireExtinguishers();
FireExtinguisherOU.gameObject.SetActive(true);
controllerOUPoseBehaviour.poseAction = controllerBasePoseAction;
controllerOUPoseTipBehaviour.poseAction = controllerBasePoseTipAction;
publisher.Publish(new ActivationCurrentFireExtinguisherMessage(FireExtinguisherOU.gameObject.GetComponent<FireExtinguisher>()));
break;
case FireExtinguisherType.OVP:
RestoreValuesBody();
RestoreValuesTip();
OffAllFireExtinguishers();
FireExtinguisherOVP.gameObject.SetActive(true);
controllerOVPPoseBehaviour.poseAction = controllerBasePoseAction;
controllerOVPPoseTipBehaviour.poseAction = controllerBasePoseTipAction;
publisher.Publish(new ActivationCurrentFireExtinguisherMessage(FireExtinguisherOVP.gameObject.GetComponent<FireExtinguisher>()));
break;
}
}
private void RestoreValuesBody()
{
controllerOPPoseBehaviour.poseAction = controllerOPPoseAction;
controllerOUPoseBehaviour.poseAction = controllerOUPoseAction;
controllerOVPPoseBehaviour.poseAction = controllerOVPPoseAction;
}
private void RestoreValuesTip()
{
controllerOPPoseTipBehaviour.poseAction = controllerOPPoseTipAction;
controllerOUPoseTipBehaviour.poseAction = controllerOUPoseTipAction;
controllerOVPPoseTipBehaviour.poseAction = controllerOVPPoseTipAction;
}
private void OffAllFireExtinguishers()
{
FireExtinguisherOP.gameObject.SetActive(false);
FireExtinguisherOU.gameObject.SetActive(false);
FireExtinguisherOVP.gameObject.SetActive(false);
}
private void OnEnable()
{
subscriber.UnSudscribe<SwitchFireExtinguisherMessage>(SwitchFireExtinguisher);
}
}
можешь помочь с рефакторингом
|
21f03141171f05f63f2aced822f92932
|
{
"intermediate": 0.2438374012708664,
"beginner": 0.5243194699287415,
"expert": 0.23184309899806976
}
|
9,309
|
write python function that generates a given number of files with random contents and different extensions in the same folder as the script
|
a10a4c04d51268b6db69e885c7ec4425
|
{
"intermediate": 0.3511574864387512,
"beginner": 0.2190859168767929,
"expert": 0.4297565519809723
}
|
9,310
|
Write a c++ program that gets data from oracle database and store the data into a file.
|
c2956def4201c30818ec047277e1bec6
|
{
"intermediate": 0.4419322609901428,
"beginner": 0.13196201622486115,
"expert": 0.42610567808151245
}
|
9,311
|
I used this code: import time
from binance.client import Client
from binance.enums import *
from binance.exceptions import BinanceAPIException
import pandas as pd
import requests
import json
import numpy as np
import pytz
import datetime as dt
import asyncio
date = dt.datetime.now().strftime("%m/%d/%Y %H:%M:%S")
print(date)
url = "https://api.binance.com/api/v1/time"
t = time.time()*1000
r = requests.get(url)
result = json.loads(r.content)
# API keys and other configuration
API_KEY = ''
API_SECRET = ''
client = Client(API_KEY, API_SECRET)
STOP_LOSS_PERCENTAGE = -50
TAKE_PROFIT_PERCENTAGE = 100
MAX_TRADE_QUANTITY_PERCENTAGE = 100
POSITION_SIDE_SHORT = 'SELL'
POSITION_SIDE_LONG = 'BUY'
symbol = 'BTCUSDT'
quantity = 1
order_type = 'MARKET'
leverage = 125
max_trade_quantity_percentage = 1
client = Client(API_KEY, API_SECRET)
def getminutedata(symbol, interval, lookback):
klines = client.get_historical_trades(symbol=symbol,interval=interval, limit=lookback, endTime=int(time.time()*1000))
# Cast tuples to lists
klines = [list(map(str, kline)) for kline in klines]
frame = pd.DataFrame(klines, columns=['Open time', 'Price', 'Qty', 'QuoteQty', 'Time', 'Buyer Maker', 'Best Match'])
frame = frame[['Open time', 'Price', 'Qty']]
frame['Open time'] = pd.to_datetime(frame['Open time'], unit='ms').dt.tz_localize('UTC').dt.tz_convert('Etc/GMT+3')
frame.set_index('Open time', inplace=True)
frame.drop(frame.tail(1).index, inplace=True) # Drop the last candle we fetched
return frame
df = getminutedata('BTCUSDT', '1m', 44640)
def signal_generator(df):
open = df.Price.iloc[-1]
close = df.Price.iloc[-1]
previous_open = df.Price.iloc[-2]
previous_close = df.Price.iloc[-2]
# Bearish pattern
if (open>close and
previous_open<previous_close and
close<previous_open and
open>=previous_close):
return 'sell'
# Bullish pattern
elif (open<close and
previous_open>previous_close and
close>previous_open and
open<=previous_close):
return 'buy'
# No clear pattern
else:
return ''
def order_execution(symbol, signal, max_trade_quantity_percentage, leverage):
signal = signal_generator(df)
max_trade_quantity = None
account_balance = client.futures_account_balance()
usdt_balance = float([x['balance'] for x in account_balance if x['asset'] == 'USDT'][0])
max_trade_quantity = usdt_balance * max_trade_quantity_percentage/100
# Close long position if signal is opposite
long_position = None
short_position = None
positions = client.futures_position_information(symbol=symbol)
for p in positions:
if p['positionSide'] == 'LONG':
long_position = p
elif p['positionSide'] == 'SHORT':
short_position = p
if long_position is not None and short_position is not None:
print("Multiple positions found. Closing both positions.")
if long_position is not None:
client.futures_create_order(
symbol=symbol,
side=SIDE_SELL,
type=ORDER_TYPE_MARKET,
quantity=long_position['positionAmt'],
reduceOnly=True
)
time.sleep(1)
if short_position is not None:
client.futures_create_order(
symbol=symbol,
side=SIDE_BUY,
type=ORDER_TYPE_MARKET,
quantity=short_position['positionAmt'],
reduceOnly=True
)
time.sleep(1)
print("Both positions closed.")
if signal == 'buy':
position_side = POSITION_SIDE_LONG
opposite_position = short_position
elif signal == 'sell':
position_side = POSITION_SIDE_SHORT
opposite_position = long_position
else:
print("Invalid signal. No order placed.")
return
order_quantity = 0
if opposite_position is not None:
order_quantity = min(max_trade_quantity, abs(float(opposite_position['positionAmt'])))
if opposite_position is not None and opposite_position['positionSide'] != position_side:
print("Opposite position found. Closing position before placing order.")
client.futures_create_order(
symbol=symbol,
side=SIDE_SELL if
opposite_position['positionSide'] == POSITION_SIDE_LONG
else
SIDE_BUY,
type=ORDER_TYPE_MARKET,
quantity=order_quantity,
reduceOnly=True,
positionSide=opposite_position['positionSide']
)
time.sleep(1)
order = client.futures_create_order(
symbol=symbol,
side=SIDE_BUY if signal == 'buy' else SIDE_SELL,
type=ORDER_TYPE_MARKET,
quantity=order_quantity,
reduceOnly=False,
timeInForce=TIME_IN_FORCE_GTC,
positionSide=position_side, # add position side parameter
leverage=leverage
)
if order is None:
print("Order not placed successfully. Skipping setting stop loss and take profit orders.")
return
order_id = order['orderId']
print(f"Placed {signal} order with order ID {order_id} and quantity {order_quantity}")
time.sleep(1)
# Set stop loss and take profit orders
# Get the order details to determine the order price
order_info = client.futures_get_order(symbol=symbol, orderId=order_id)
if order_info is None:
print("Error getting order information. Skipping setting stop loss and take profit orders.")
return
order_price = float(order_info['avgPrice'])
# Set stop loss and take profit orders
stop_loss_price = order_price * (1 + STOP_LOSS_PERCENTAGE / 100) if signal == 'sell' else order_price * (1 - STOP_LOSS_PERCENTAGE / 100)
take_profit_price = order_price * (1 + TAKE_PROFIT_PERCENTAGE / 100) if signal == 'buy' else order_price * (1 - TAKE_PROFIT_PERCENTAGE / 100)
stop_loss_order = client.futures_create_order(
symbol=symbol,
side=SIDE_SELL if signal == 'buy' else SIDE_BUY,
type=ORDER_TYPE_STOP_LOSS,
quantity=order_quantity,
stopPrice=stop_loss_price,
reduceOnly=True,
timeInForce=TIME_IN_FORCE_GTC,
positionSide=position_side # add position side parameter
)
take_profit_order = client.futures_create_order(
symbol=symbol,
side=SIDE_SELL if signal == 'buy' else SIDE_BUY,
type=ORDER_TYPE_LIMIT,
quantity=order_quantity,
price=take_profit_price,
reduceOnly=True,
timeInForce=TIME_IN_FORCE_GTC,
positionSide=position_side # add position side parameter
)
# Print order creation confirmation messages
print(f"Placed stop loss order with stop loss price {stop_loss_price}")
print(f"Placed take profit order with take profit price {take_profit_price}")
time.sleep(1)
async def main():
while True:
current_time = dt.datetime.now().strftime("%Y-%m-%d %H:%M:%S")
df = getminutedata('BTCUSDT', '1m', 44640) # Get minute data each loop
if df is None:
continue
current_signal = signal_generator(df)
print(f"The signal time is: {current_time} :{current_signal}")
if current_signal:
order_execution('BTCUSDT', current_signal, max_trade_quantity_percentage, leverage)
await asyncio.sleep(1) # Await execution with asyncio in an async function
time.sleep(1) But I getting ERROR:05/31/2023 11:22:56
Traceback (most recent call last):
File "c:\Users\Alan\.vscode\jew_bot\jew_bot\jew_bot.py", line 51, in <module>
df = getminutedata('BTCUSDT', '1m', 44640)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "c:\Users\Alan\.vscode\jew_bot\jew_bot\jew_bot.py", line 43, in getminutedata
klines = [list(map(str, kline)) for kline in klines]
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
TypeError: 'coroutine' object is not iterable
sys:1: RuntimeWarning: coroutine 'ClientBase._request' was never awaited
|
8603efa7be10025e3363470f80bd2603
|
{
"intermediate": 0.3947089612483978,
"beginner": 0.35758769512176514,
"expert": 0.24770332872867584
}
|
9,312
|
I used this code: import time
from binance.client import Client
from binance.enums import *
from binance.exceptions import BinanceAPIException
import pandas as pd
import requests
import json
import numpy as np
import pytz
import datetime as dt
import asyncio
date = dt.datetime.now().strftime("%m/%d/%Y %H:%M:%S")
print(date)
url = "https://api.binance.com/api/v1/time"
t = time.time()*1000
r = requests.get(url)
result = json.loads(r.content)
# API keys and other configuration
API_KEY = ''
API_SECRET = ''
client = Client(API_KEY, API_SECRET)
STOP_LOSS_PERCENTAGE = -50
TAKE_PROFIT_PERCENTAGE = 100
MAX_TRADE_QUANTITY_PERCENTAGE = 100
POSITION_SIDE_SHORT = 'SELL'
POSITION_SIDE_LONG = 'BUY'
symbol = 'BTCUSDT'
quantity = 1
order_type = 'MARKET'
leverage = 125
max_trade_quantity_percentage = 1
client = Client(API_KEY, API_SECRET)
async def getminutedata(symbol, interval, lookback):
klines = await client.futures_historical_trades(symbol=symbol,interval=interval, limit=lookback, endTime=int(time.time()*1000))
# Cast tuples to lists
klines = [list(map(str, kline)) for kline in klines]
frame = pd.DataFrame(klines, columns=['Open time', 'Price', 'Qty', 'QuoteQty', 'Time', 'Buyer Maker', 'Best Match'])
frame = frame[['Open time', 'Price', 'Qty']]
frame['Open time'] = pd.to_datetime(frame['Open time'], unit='ms').dt.tz_localize('UTC').dt.tz_convert('Etc/GMT+3')
frame.set_index('Open time', inplace=True)
frame.drop(frame.tail(1).index, inplace=True) # Drop the last candle we fetched
return frame
df = await getminutedata('BTCUSDT', '1m', 44640)
def signal_generator(df):
open = df.Price.iloc[-1]
close = df.Price.iloc[-1]
previous_open = df.Price.iloc[-2]
previous_close = df.Price.iloc[-2]
# Bearish pattern
if (open>close and
previous_open<previous_close and
close<previous_open and
open>=previous_close):
return 'sell'
# Bullish pattern
elif (open<close and
previous_open>previous_close and
close>previous_open and
open<=previous_close):
return 'buy'
# No clear pattern
else:
return ''
def order_execution(symbol, signal, max_trade_quantity_percentage, leverage):
signal = signal_generator(df)
max_trade_quantity = None
account_balance = client.futures_account_balance()
usdt_balance = float([x['balance'] for x in account_balance if x['asset'] == 'USDT'][0])
max_trade_quantity = usdt_balance * max_trade_quantity_percentage/100
# Close long position if signal is opposite
long_position = None
short_position = None
positions = client.futures_position_information(symbol=symbol)
for p in positions:
if p['positionSide'] == 'LONG':
long_position = p
elif p['positionSide'] == 'SHORT':
short_position = p
if long_position is not None and short_position is not None:
print("Multiple positions found. Closing both positions.")
if long_position is not None:
client.futures_create_order(
symbol=symbol,
side=SIDE_SELL,
type=ORDER_TYPE_MARKET,
quantity=long_position['positionAmt'],
reduceOnly=True
)
time.sleep(1)
if short_position is not None:
client.futures_create_order(
symbol=symbol,
side=SIDE_BUY,
type=ORDER_TYPE_MARKET,
quantity=short_position['positionAmt'],
reduceOnly=True
)
time.sleep(1)
print("Both positions closed.")
if signal == 'buy':
position_side = POSITION_SIDE_LONG
opposite_position = short_position
elif signal == 'sell':
position_side = POSITION_SIDE_SHORT
opposite_position = long_position
else:
print("Invalid signal. No order placed.")
return
order_quantity = 0
if opposite_position is not None:
order_quantity = min(max_trade_quantity, abs(float(opposite_position['positionAmt'])))
if opposite_position is not None and opposite_position['positionSide'] != position_side:
print("Opposite position found. Closing position before placing order.")
client.futures_create_order(
symbol=symbol,
side=SIDE_SELL if
opposite_position['positionSide'] == POSITION_SIDE_LONG
else
SIDE_BUY,
type=ORDER_TYPE_MARKET,
quantity=order_quantity,
reduceOnly=True,
positionSide=opposite_position['positionSide']
)
time.sleep(1)
order = client.futures_create_order(
symbol=symbol,
side=SIDE_BUY if signal == 'buy' else SIDE_SELL,
type=ORDER_TYPE_MARKET,
quantity=order_quantity,
reduceOnly=False,
timeInForce=TIME_IN_FORCE_GTC,
positionSide=position_side, # add position side parameter
leverage=leverage
)
if order is None:
print("Order not placed successfully. Skipping setting stop loss and take profit orders.")
return
order_id = order['orderId']
print(f"Placed {signal} order with order ID {order_id} and quantity {order_quantity}")
time.sleep(1)
# Set stop loss and take profit orders
# Get the order details to determine the order price
order_info = client.futures_get_order(symbol=symbol, orderId=order_id)
if order_info is None:
print("Error getting order information. Skipping setting stop loss and take profit orders.")
return
order_price = float(order_info['avgPrice'])
# Set stop loss and take profit orders
stop_loss_price = order_price * (1 + STOP_LOSS_PERCENTAGE / 100) if signal == 'sell' else order_price * (1 - STOP_LOSS_PERCENTAGE / 100)
take_profit_price = order_price * (1 + TAKE_PROFIT_PERCENTAGE / 100) if signal == 'buy' else order_price * (1 - TAKE_PROFIT_PERCENTAGE / 100)
stop_loss_order = client.futures_create_order(
symbol=symbol,
side=SIDE_SELL if signal == 'buy' else SIDE_BUY,
type=ORDER_TYPE_STOP_LOSS,
quantity=order_quantity,
stopPrice=stop_loss_price,
reduceOnly=True,
timeInForce=TIME_IN_FORCE_GTC,
positionSide=position_side # add position side parameter
)
take_profit_order = client.futures_create_order(
symbol=symbol,
side=SIDE_SELL if signal == 'buy' else SIDE_BUY,
type=ORDER_TYPE_LIMIT,
quantity=order_quantity,
price=take_profit_price,
reduceOnly=True,
timeInForce=TIME_IN_FORCE_GTC,
positionSide=position_side # add position side parameter
)
# Print order creation confirmation messages
print(f"Placed stop loss order with stop loss price {stop_loss_price}")
print(f"Placed take profit order with take profit price {take_profit_price}")
time.sleep(1)
async def main():
while True:
current_time = dt.datetime.now().strftime("%Y-%m-%d %H:%M:%S")
df = await getminutedata('BTCUSDT', '1m', 44640) # Get minute data each loop
if df is None:
continue
current_signal = signal_generator(df)
print(f"The signal time is: {current_time} :{current_signal}")
if current_signal:
await order_execution('BTCUSDT', current_signal, MAX_TRADE_QUANTITY_PERCENTAGE, leverage)
await asyncio.sleep(1) # Await execution with asyncio in an async function But I getting ERROR: File "c:\Users\Alan\.vscode\jew_bot\jew_bot\jew_bot.py", line 51
df = await getminutedata('BTCUSDT', '1m', 44640)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
SyntaxError: 'await' outside function
|
fcc18fbef47705f551c56772ff400e70
|
{
"intermediate": 0.3756377100944519,
"beginner": 0.37252306938171387,
"expert": 0.2518392503261566
}
|
9,313
|
I have a matrix with 3 columns , and I want to draw a 3d plane plot in mtalab which is the first column is x axis and the second is y axis and third is z axis.
|
07ffd955853dc92bcb3b0c1b89dccb53
|
{
"intermediate": 0.41450977325439453,
"beginner": 0.24891307950019836,
"expert": 0.3365771770477295
}
|
9,314
|
hi
|
931c542cc137e27377c41b24c6f2a344
|
{
"intermediate": 0.3246487081050873,
"beginner": 0.27135494351387024,
"expert": 0.40399640798568726
}
|
9,315
|
QNetworkConfigurationManager manager;
QNetworkSession session(manager.defaultConfiguration());
return session.state() == QNetworkSession::Connected;应用程序调用dll 中的方法
|
aeedccd1d51b634fce73b5eacbe0c636
|
{
"intermediate": 0.43482542037963867,
"beginner": 0.34933948516845703,
"expert": 0.21583500504493713
}
|
9,316
|
Write a C# program that collects data form oracle database via oracle client and saves it to a file
|
76b51acbb4ea391ac71c367f65c3e70a
|
{
"intermediate": 0.46438339352607727,
"beginner": 0.15682408213615417,
"expert": 0.37879249453544617
}
|
9,317
|
Code Example for Obtaining All Physical Addresses of the Current Process from the Linux Kernel
|
453634cfd50cd3e3c8a45033b1af0af6
|
{
"intermediate": 0.38111934065818787,
"beginner": 0.21480660140514374,
"expert": 0.4040740132331848
}
|
9,318
|
reportlab canvas to PdfReader without temp file
|
32911f5fb40987814b108790d80c40dd
|
{
"intermediate": 0.4547739624977112,
"beginner": 0.26202914118766785,
"expert": 0.28319689631462097
}
|
9,319
|
powershell list all files that contain string
|
acb34cc9e85805bc57c6b5d7d94fa9fd
|
{
"intermediate": 0.3684934675693512,
"beginner": 0.3003283739089966,
"expert": 0.3311781585216522
}
|
9,320
|
ExceptionUtils show stacktrace
|
f4b2be4bead72a0c725b31aec3b6983b
|
{
"intermediate": 0.6796149015426636,
"beginner": 0.16117383539676666,
"expert": 0.15921124815940857
}
|
9,321
|
The purpose of this lab is to simulate the operation of a portion of an Industrial Internet of
Things (IIoT), that is modeled as a queuing system, and investigate its performance under
variable configurations, to understand how different scenario configurations and network
parameter settings may affect the system behavior and performance.
Consider the Industry 4.0 scenario depicted in Fig. 1. Each machinery component of the
production line is equipped with a set of sensors and actuators, that build up an IIoT system.
In particular, a number of sensor devices collect real time monitoring data at the edge of the
network, to collect several types of information about the status and the operation of the
various production line components. These data can be used, either directly or after some
processing, to take decisions and perform specific actions on the production line by means of
actuators, in order to manage the system operation, modulate the production system speed,
prevent or tackle service interruptions, etc.
More in details, data collected by the sensors are sent to a local Micro Data Center (arrow 1),
that provides computational capacity close to edge of IIoT network by means of edge nodes,
which are managed by an edge controller. edge nodes pre-process data (arrow 2), so that
most requests can be fulfilled locally, whereas only computationally intensive requests are
forwarded to a Cloud data center (arrow 3), thus saving bandwidth and energy. Finally, based
on the data processing output, operative commands are generated and sent to the actuators
(dashed arrows). In case all the edge nodes are busy, incoming data can be buffered, if a
buffer is present. However, if the buffer is full or it is not envisioned at all, data packets are
directly forwarded to the Cloud Data Center to perform the entire processing tasks (arrow
4).
1In the considered queuing system, the customers represent the IIoT data packets that arrive
at that Micro Data Center. The service represents the local processing of the data by edge
nodes before generating the actuation message packets or before forwarding data to the
Cloud for further computational processing. Finally, the waiting line represents the buffer
where packets are stored before performing the computational tasks. Packets that are sent to
the Cloud are further processed by Cloud server(s) before generating the actuation message
packets that are sent to the actuators. In this case the service is represented by the data
processing carried out by the Cloud server(s). Even in the Cloud a buffer may be envisioned.
Two types of data can be generated by the sensor nodes and sent to the Micro Data Center,
Figure 1: IoT system in an Industry 4.0 scenario.
each corresponding to a different class of task that can be performed by the actuators:
Class A - High priority tasks: these tasks are delay sensitive, hence implying high
priority operations that must be performed on the production line within a strict time
deadline. The packets generated by the sensors that are related to high priority tasks (type
A packets) typically require a simple processing, that can be locally performed by the edge
nodes.
Class B - Low priority tasks: these tasks require more complex computational operations, however the completion of these tasks is not constrained by strict time deadlines, hence
resulting in delay tolerant tasks that can be performed in a longer time period. Due to the
need for more complex computational operations, this type of packets (type B packets), after
a local pre-processing at the Micro Data Center level, must be forwarded to the Cloud Data
Center to complete the processing.
23
Denote f the fraction of packets of type B, i.e. the low priority data packets arriving
at the Micro Data Center from the sensors that must be further forwarded to the Cloud
Data Center after local pre-processing by the edge node(s), due to more complex required
computational tasks. In this case, assume a reasonably increased average service time on
the Cloud server(s). Note that, although the required tasks are more complex, the Cloud
Servers are likely to be better performing than the edge nodes.
Furthermore, when data cannot be locally pre-processed due to busy edge nodes and full
buffer, any incoming data (either of type A or B) are forwarded to the Cloud without any
local pre-processing. Since these forwarded data are fully processed in the Cloud, they experience an average service time that reflect the fact that both the simple pre-processing tasks
(for type A and type B data) and the more complex computational tasks (only for type B
data) are performed in the Cloud Data center itself.
You can include the propagation delay in your analysis, assuming a reasonable additional
delay due to the data transmission from the Micro Data Center to the Cloud Data Center
and for the transmission of the commands from Cloud Data Center to the actuators. The
other propagation delays can be neglected.
Tasks
1. For the first task, assume a single server with finite buffer for both the Micro Data
Center and the Cloud Data Center, with f=0.5. Focusing on the Cloud Data Center
sub-system, the packet drop probabil-ity (version B) of those data packets that are
forwarded to the Cloud for any reason.
(a) Observe the system behavior during the warm-up transient period and identify
the transition to the steady state.
(b) Try to apply a method to remove the warm-up transient in your simulations.
2. Consider now the overall system operation, including both the Micro Data Center and
the Cloud Data Center.
(a) How does the size of the buffer in the micro Data Center impact on the overall
system performance?
(b) Does the size of the buffer in the Cloud Data Center show a similar impact on
the system performance?
(c) How do the characteristics of input data (i.e. different values of f) affect
the overall average queuing delay (version B)?
3. Now define a desired value for the maximum average queuing time of type A packets,
denoted T
q.
(a) Assuming again a single-server Micro Data Center and a single-server Cloud Data
Center, replace the edge node with a progressively faster server. Which is the4
minimum value of the average service rate that is required to reduce the queuing
time of type A packets below the threshold Tq?
(b) Try to increase the number of edge nodes, assuming the same fixed average service
time for each edge node: which is the minimum number of servers required to
reduce the queuing time below the threshold Tq?
4. Consider a multi-server system, assuming various servers both in the Micro and in the
Cloud Data Centers. Assign an operational cost to each edge node and to the Cloud
servers, with the operational cost for a Cloud server being different with respect to the
one for an edge node. Simulate the system operation over a fixed period of time.
(a) Vary the value of f (version B) over time,
depending on the different time periods within the considered observation window.
Investigate how these configuration settings affect the overall system performance.
(b) Now assume at least 4 Cloud servers. Furthermore, consider at least three different
types of Cloud servers, each featuring a different service speed and a specific
operational cost (that may depend, for example, on the service speed). Test
various combinations of server types and investigate the trade off between the
overall cost, the queuing delays and the packet drop probability.
(c) Set a value of f < 0.5 (version B) and define a
desired threshold on the maximum operational cost.
• Identify the best combination of server types allowing to reduce the cost below
the desired threshold.
• Does this combination allow to respect the constraint on the maximum queuing delay, i.e. Tq, set in Task 3 for type A packets?
(d) Now, assume to install half the number of Cloud servers, keeping the same value
of f as in Task 4.(c).
• In this case, can you identify the proper configuration of server types allowing
to reduce the cost below the same desired threshold?
• Compare the obtained queueing delay and cost under these two scenarios (i.e.,
N Cloud servers versus N/2 Cloud servers), also highlighting how packets of
type A and packets of type B are differently affected in terms of delay and
packet drop probability.
Hey GPT! I have the following code for performing the lab exercise I provided above. Look at the code and tell me how I should modify this code for performing different tasks of simulation.(How and what should be modified for performing each part of the simulation)
#!/usr/bin/python3
import random
from queue import Queue, PriorityQueue
import matplotlib.pyplot as plt
# ******************************************************************************
# Constants
# ******************************************************************************
class simulator:
def __init__(self, service, arrival, sim_time, max_buffer_size = float('inf')):
self.service = service # SERVICE is the average service time; service rate = 1/SERVICE
self.arrival = arrival # ARRIVAL is the average inter-arrival time; arrival rate = 1/ARRIVAL
self.load= self.service / self.arrival # This relationship holds for M/M/1
self.max_buffer_size = max_buffer_size
self.type1 = 1
self.sim_time = sim_time
self.arrivals=0
self.users=0
self.data = None
self.BusyServer=False # True: server is currently busy; False: server is currently idle
self.MM1= None
self.FES = None
self.result = None
random.seed(42)
# ******************************************************************************
# To take the measurements
# ******************************************************************************
class Measure:
def __init__(self,Narr,Ndep,NAveraegUser,OldTimeEvent,AverageDelay,Drop):
self.arr = Narr
self.dep = Ndep
self.ut = NAveraegUser
self.oldT = OldTimeEvent
self.delay = AverageDelay
self.drop = Drop
# ******************************************************************************
# Client
# ******************************************************************************
class Client:
def __init__(self,type,arrival_time):
self.type = type
self.arrival_time = arrival_time
# ******************************************************************************
# Server
# ******************************************************************************
class Server(object):
# constructor
def __init__(self):
# whether the server is idle or not
self.idle = True
# ******************************************************************************
# arrivals *********************************************************************
def Arrival(self,time, queue):
#print("Arrival no. ",data.arr+1," at time ",time," with ",users," users" )
# cumulate statistics
self.data.arr += 1
self.data.ut += self.users*(time-self.data.oldT)
self.data.oldT = time
# sample the time until the next event
inter_arrival = random.expovariate(lambd=1.0/self.arrival)
# schedule the next arrival
self.FES.put((time + inter_arrival, "arrival"))
self.users += 1
# create a record for the client
client = self.Client(self.type1,time)
# check the buffer size before adding a new packet into the MM1 queue
if len(queue) < self.max_buffer_size:
queue.append(client)
else:
# increase the dropped packets count
self.data.drop += 1
self.users -= 1
# ensures that the server only starts serving a new client when there is exactly one user in the system and
# the server is idle. It helps avoid scheduling duplicate departure events or attempting to serve multiple
# clients simultaneously.
if self.users==1:
# sample the service time
service_time = random.expovariate(1.0/self.service)
#service_time = 1 + random.uniform(0, SEVICE_TIME)
# schedule when the client will finish the server
self.FES.put((time + service_time, "departure"))
# ******************************************************************************
# departures *******************************************************************
def Departure(self,time, queue):
#print("Departure no. ",data.dep+1," at time ",time," with ",users," users" )
# cumulate statistics
self.data.dep += 1
self.data.ut += self.users*(time-self.data.oldT)
self.data.oldT = time
# get the first element from the queue
client = queue.pop(0)
# do whatever we need to do when clients go away
self.data.delay += (time-client.arrival_time)
self.users -= 1
# see whether there are more clients to in the line
if self.users >0:
# sample the service time
service_time = random.expovariate(1.0/self.service)
# schedule when the client will finish the server
self.FES.put((time + service_time, "departure"))
# ******************************************************************************
# the "main" of the simulation
# ******************************************************************************
def run(self):
self.users = 0
self.data = self.Measure(0,0,0,0,0,0)
self.MM1 = []
self.time = 0
# the list of events in the form: (time, type)
self.FES = None
self.FES = PriorityQueue()
# schedule the first arrival at t=0
self.FES.put((0, "arrival"))
# simulate until the simulated time reaches a constant
while self.time < self.sim_time:
(self.time, self.event_type) = self.FES.get()
if self.event_type == "arrival":
self.Arrival(self.time, self.MM1)
elif self.event_type == "departure":
self.Departure(self.time, self.MM1)
# print output data
print("MEASUREMENTS")
print("{:<30}{}".format("No. of users in the queue:", self.users))
print("{:<30}{}".format("No. of arrivals :", self.data.arr))
print("{:<30}{}".format("No. of departures :", self.data.dep))
print("{:<30}{}".format("Dropped packets:", self.data.drop))
print("{:<30}{}".format("Loss probability:", self.data.drop / self.data.arr)) # Add this line
print("{:<30}{}".format("Buffer size:", self.max_buffer_size if self.max_buffer_size != float("inf") else "infinite"))
print("{:<30}{}".format("Load:", self.load ))
print("{:<30}{}".format("Arrival rate:", self.arrival))
print("{:<30}{}".format("Service rate:", self.service))
print("{:<30}{}".format("Average number of users:", self.data.ut / self.time))
print("{:<30}{}".format("Average delay:", self.data.delay / self.data.dep))
print("{:<30}{}".format("Actual queue size:", len(self.MM1)))
if len(self.MM1) > 0:
print("{:<30}{}".format("Arrival time of the last element in the queue:", self.MM1[len(self.MM1) - 1].arrival_time))
# Create a dictionary of data related to the simulation
self.result = {
"No. of users in the queue": self.users,
"No. of arrivals": self.data.arr,
"No. of departures": self.data.dep,
"Dropped packets": self.data.drop,
"Loss probability": self.data.drop / self.data.arr,
"Buffer size": self.max_buffer_size if self.max_buffer_size != float("inf") else "infinite",
"Load": self.load,
"Arrival rate": self.arrival,
"Service rate": self.service,
"Average number of users": self.data.ut / self.time,
"Average delay": self.data.delay / self.data.dep,
"Actual queue size": len(self.MM1)
}
return self.data, self.result
def plot_graph(data1, data2, label1, label2, title):
plt.plot(data1, label=label1)
plt.plot(data2, label=label2)
plt.xlabel('X-axis')
plt.ylabel('Y-axis')
plt.title(title)
plt.legend()
plt.show()
if __name__ == "__main__":
# simulator inputs : service, arrival , sim_time, buffer_size
packet_simulator = simulator(10,20,500000)
print(packet_simulator.run()[1])
|
3033a3cd96438e46195e7ac2e6617ab5
|
{
"intermediate": 0.40383800864219666,
"beginner": 0.3166954815387726,
"expert": 0.27946653962135315
}
|
9,322
|
Given the following description can you please give the DDL and DML scripts School operating the library. For each school, the following details should be registered: School name,
Address, City, Phone number, Email, Full name of the School Director, Full name of the responsible
School Library Operator. Each school unit (through the School Library Operator) is responsible for
registering the school’s library available books in the system.
• Books with their respective data (title, publisher, ISBN1
, authors, number of pages, summary, available
copies/ inventory, image, thematic category, language, keywords). Each book has one or more
authors and belongs to one or more categories.
• Application Users: For each user, the system must verify their identity when accessing the application
(via username/password) and each user can change his own password.
o Network School Library Administrator (Administrator): Registers Schools and
approves/appoints School Library Operators. They can create a backup copy of the entire
database and restore the system from it.
o School Library Operator. Operators are responsible for the operation of the School Library at
the school unit level. Operators have the ability to process all the information of the books
included in the system and to add new ones. They also supervise reservations and loans,
either collectively or by searching by user. (Delayed returns are displayed separately). They
can record the return of a borrowed title. They can record the loan of a copy when there is a
reservation for that particular title, provided that the user's loan limits are met and that no
returns are delayed. They also record loans without reservations, by searching for the user
and title, if the user meets the loan criteria mentioned above and if there are available copies.
o All school students, as well as the professors, can register and use the system. Approval from
Operator is required for registration. After approving each user, the Operator prints out the
borrower's card and delivers it to the user. Additionally, the Operator is authorized to delete
or disable user accounts in accordance with the library's policy. Educators have the ability to
modify their personal information, while students are only able to view it. • Book borrowing: Each user of the system, at the level of the school unit, can view available books,
evaluate them and request to borrow a copy. Each student user can borrow up to two books per week,
while professors can borrow one per week. Borrowing/returning of books is handled by the Operator.
In case a copy of the book is not available, the user's request (reservation) is put on hold and is served
upon the return of a copy.
• Reservations: Regarding reservations, the borrowing limits apply, e.g., two reservations per week for
students. A reservation cannot be made if a book has not been returned on time or if the same user
has already borrowed the title. Users have the option to cancel any current reservations. Additionally,
reservations have a time frame of one week and are automatically canceled once it expires.
• Reviews: Users can share their thoughts about a book in a written review and provide a rating using
the Likert2
scale. Reviews written by students will be published upon approval by the Operator.
In addition to inputting the aforementioned information, all users of the application must have the ability
to manage information, including a search mechanism and options for updating or deleting it (CRUD).
|
fa211fe4b2de0d704a41f6e89a49caca
|
{
"intermediate": 0.6005406379699707,
"beginner": 0.1546071618795395,
"expert": 0.24485215544700623
}
|
9,323
|
find the p rate in this website by using python and beatiful soup
|
b598dd054ef29cf7782865cff738a864
|
{
"intermediate": 0.29419347643852234,
"beginner": 0.24316421151161194,
"expert": 0.46264222264289856
}
|
9,324
|
https://www.chbank.com/en/personal/banking-services/useful-information/deposit-rates/index.shtml,%20find%20the%20p%20rate%20in%20this%20website%20by%20using%20python%20and%20beatiful%20soup
|
cc9249c962c577570424788688c5fcec
|
{
"intermediate": 0.3650592565536499,
"beginner": 0.2601940929889679,
"expert": 0.3747466802597046
}
|
9,325
|
https://www.chbank.com/en/personal/banking-services/useful-information/deposit-rates/index.shtml, find the p rate of this website by using python and beatiful soup
|
929913cc088dd62e52d69ccfee1b78a9
|
{
"intermediate": 0.31674569845199585,
"beginner": 0.2354678064584732,
"expert": 0.4477865397930145
}
|
9,326
|
@Select(sql = "update cdp_user set password = #{password}, update_time = now() where id = #{id}")
public void resetPasswordById(@Param("password") String password,
@Param("id") Long id){ 这么写有什么问题
|
bf0c261059038adfbce3b27e86422ac3
|
{
"intermediate": 0.39636027812957764,
"beginner": 0.33972394466400146,
"expert": 0.2639157772064209
}
|
9,327
|
I used this code:import time
from binance.client import Client
from binance.enums import *
from binance.exceptions import BinanceAPIException
import pandas as pd
import requests
import json
import numpy as np
import pytz
import datetime as dt
import asyncio
date = dt.datetime.now().strftime("%m/%d/%Y %H:%M:%S")
print(date)
url = "https://api.binance.com/api/v1/time"
t = time.time()*1000
r = requests.get(url)
result = json.loads(r.content)
# API keys and other configuration
API_KEY = 'Y0ReOvKcXm8e3wfIRYlgcdV9UG10M7XqxsGV0H83S8OMH3H3Fym3iqsfIcHDiq92'
API_SECRET = '0u8aMxMXyIy9dQCti8m4AOeSvAGEqugOiIDML4rxVWDx5dzI80TDGNCMOWn4geVg'
client = Client(API_KEY, API_SECRET)
STOP_LOSS_PERCENTAGE = -50
TAKE_PROFIT_PERCENTAGE = 100
MAX_TRADE_QUANTITY_PERCENTAGE = 100
POSITION_SIDE_SHORT = 'SELL'
POSITION_SIDE_LONG = 'BUY'
symbol = 'BTCUSDT'
quantity = 1
order_type = 'MARKET'
leverage = 125
max_trade_quantity_percentage = 1
client = Client(API_KEY, API_SECRET)
async def getminutedata(symbol, interval, lookback):
klines = await client.futures_historical_trades(symbol=symbol,interval=interval, limit=lookback, endTime=int(time.time()*1000))
# Cast tuples to lists
klines = [list(map(str, kline)) for kline in klines]
frame = pd.DataFrame(klines, columns=['Open time', 'Price', 'Qty', 'QuoteQty', 'Time', 'Buyer Maker', 'Best Match'])
frame = frame[['Open time', 'Price', 'Qty']]
frame['Open time'] = pd.to_datetime(frame['Open time'], unit='ms').dt.tz_localize('UTC').dt.tz_convert('Etc/GMT+3')
frame.set_index('Open time', inplace=True)
frame.drop(frame.tail(1).index, inplace=True) # Drop the last candle we fetched
return frame
df = getminutedata('BTCUSDT', '1m', 44640)
def signal_generator(df):
open = df.Price.iloc[-1]
close = df.Price.iloc[-1]
previous_open = df.Price.iloc[-2]
previous_close = df.Price.iloc[-2]
# Bearish pattern
if (open>close and
previous_open<previous_close and
close<previous_open and
open>=previous_close):
return 'sell'
# Bullish pattern
elif (open<close and
previous_open>previous_close and
close>previous_open and
open<=previous_close):
return 'buy'
# No clear pattern
else:
return ''
def order_execution(symbol, signal, max_trade_quantity_percentage, leverage):
signal = signal_generator(df)
max_trade_quantity = None
account_balance = client.futures_account_balance()
usdt_balance = float([x['balance'] for x in account_balance if x['asset'] == 'USDT'][0])
max_trade_quantity = usdt_balance * max_trade_quantity_percentage/100
# Close long position if signal is opposite
long_position = None
short_position = None
positions = client.futures_position_information(symbol=symbol)
for p in positions:
if p['positionSide'] == 'LONG':
long_position = p
elif p['positionSide'] == 'SHORT':
short_position = p
if long_position is not None and short_position is not None:
print("Multiple positions found. Closing both positions.")
if long_position is not None:
client.futures_create_order(
symbol=symbol,
side=SIDE_SELL,
type=ORDER_TYPE_MARKET,
quantity=long_position['positionAmt'],
reduceOnly=True
)
time.sleep(1)
if short_position is not None:
client.futures_create_order(
symbol=symbol,
side=SIDE_BUY,
type=ORDER_TYPE_MARKET,
quantity=short_position['positionAmt'],
reduceOnly=True
)
time.sleep(1)
print("Both positions closed.")
if signal == 'buy':
position_side = POSITION_SIDE_LONG
opposite_position = short_position
elif signal == 'sell':
position_side = POSITION_SIDE_SHORT
opposite_position = long_position
else:
print("Invalid signal. No order placed.")
return
order_quantity = 0
if opposite_position is not None:
order_quantity = min(max_trade_quantity, abs(float(opposite_position['positionAmt'])))
if opposite_position is not None and opposite_position['positionSide'] != position_side:
print("Opposite position found. Closing position before placing order.")
client.futures_create_order(
symbol=symbol,
side=SIDE_SELL if
opposite_position['positionSide'] == POSITION_SIDE_LONG
else
SIDE_BUY,
type=ORDER_TYPE_MARKET,
quantity=order_quantity,
reduceOnly=True,
positionSide=opposite_position['positionSide']
)
time.sleep(1)
order = client.futures_create_order(
symbol=symbol,
side=SIDE_BUY if signal == 'buy' else SIDE_SELL,
type=ORDER_TYPE_MARKET,
quantity=order_quantity,
reduceOnly=False,
timeInForce=TIME_IN_FORCE_GTC,
positionSide=position_side, # add position side parameter
leverage=leverage
)
if order is None:
print("Order not placed successfully. Skipping setting stop loss and take profit orders.")
return
order_id = order['orderId']
print(f"Placed {signal} order with order ID {order_id} and quantity {order_quantity}")
time.sleep(1)
# Set stop loss and take profit orders
# Get the order details to determine the order price
order_info = client.futures_get_order(symbol=symbol, orderId=order_id)
if order_info is None:
print("Error getting order information. Skipping setting stop loss and take profit orders.")
return
order_price = float(order_info['avgPrice'])
# Set stop loss and take profit orders
stop_loss_price = order_price * (1 + STOP_LOSS_PERCENTAGE / 100) if signal == 'sell' else order_price * (1 - STOP_LOSS_PERCENTAGE / 100)
take_profit_price = order_price * (1 + TAKE_PROFIT_PERCENTAGE / 100) if signal == 'buy' else order_price * (1 - TAKE_PROFIT_PERCENTAGE / 100)
stop_loss_order = client.futures_create_order(
symbol=symbol,
side=SIDE_SELL if signal == 'buy' else SIDE_BUY,
type=ORDER_TYPE_STOP_LOSS,
quantity=order_quantity,
stopPrice=stop_loss_price,
reduceOnly=True,
timeInForce=TIME_IN_FORCE_GTC,
positionSide=position_side # add position side parameter
)
take_profit_order = client.futures_create_order(
symbol=symbol,
side=SIDE_SELL if signal == 'buy' else SIDE_BUY,
type=ORDER_TYPE_LIMIT,
quantity=order_quantity,
price=take_profit_price,
reduceOnly=True,
timeInForce=TIME_IN_FORCE_GTC,
positionSide=position_side # add position side parameter
)
# Print order creation confirmation messages
print(f"Placed stop loss order with stop loss price {stop_loss_price}")
print(f"Placed take profit order with take profit price {take_profit_price}")
time.sleep(1)
async def trading_loop():
while True:
df = await getminutedata('BTCUSDT', '1m', 44640)
if df is None:
continue
signal = signal_generator(df)
print(f"The signal time is: {dt.datetime.now().strftime('%Y-%m-%d %H:%M:%S')} :{signal}")
if signal:
await order_execution('BTCUSDT', signal, MAX_TRADE_QUANTITY_PERCENTAGE, leverage)
await asyncio.sleep(1)
async def main():
await trading_loop()
if name == 'main':
asyncio.run(main()) But I getting ERROR: sys:1: RuntimeWarning: coroutine 'getminutedata' was never awaited, Please give me right code
|
c7c86ebe0e9083b4c0301bbb3008c12a
|
{
"intermediate": 0.36781880259513855,
"beginner": 0.4115613102912903,
"expert": 0.2206198275089264
}
|
9,328
|
我有这样的 elasticsearch 数据:
[{"case_id":"0","activities":[{"activityName":"a","startTime":"2023-05-31 17:46:05","endTime":"2023-05-31 17:46:05"},{"activityName":"b","startTime":"2023-05-31 17:46:05","endTime":"2023-05-31 17:46:05"},{"activityName":"c","startTime":"2023-05-31 17:46:05","endTime":"2023-05-31 17:46:05"}]},{"case_id":"1","activities":[{"activityName":"a","startTime":"2023-05-31 17:46:05","endTime":"2023-05-31 17:46:05"},{"activityName":"b","startTime":"2023-05-31 17:46:05","endTime":"2023-05-31 17:46:05"},{"activityName":"d","startTime":"2023-05-31 17:46:05","endTime":"2023-05-31 17:46:05"}]},{"case_id":"2","activities":[{"activityName":"b","startTime":"2023-05-31 17:46:05","endTime":"2023-05-31 17:46:05"},{"activityName":"b","startTime":"2023-05-31 17:46:05","endTime":"2023-05-31 17:46:05"},{"activityName":"c","startTime":"2023-05-31 17:46:05","endTime":"2023-05-31 17:46:05"}]}],
一个case有多个activity,每个case下的activity按startTime正序排列,相邻的activityName(比如 a-b)当作一个path;我需要写一个elasticseach 7.16的查询语句,查询最多的path,要怎么写呢?
|
4996811f01024f16172a9ef35441d11b
|
{
"intermediate": 0.2633470892906189,
"beginner": 0.38485100865364075,
"expert": 0.35180193185806274
}
|
9,329
|
add spool in sql file
|
d16b57529667af698084598aceb55968
|
{
"intermediate": 0.35285937786102295,
"beginner": 0.25467169284820557,
"expert": 0.39246898889541626
}
|
9,330
|
hi
|
e837c60f0ba02d7e819f900ab81ce09f
|
{
"intermediate": 0.3246487081050873,
"beginner": 0.27135494351387024,
"expert": 0.40399640798568726
}
|
9,331
|
Draw schematic representation of possible hydrogen bonding interactions between oxygen molecule and water molecules.
|
370164fc595ed527b8ed9e059ef7de7e
|
{
"intermediate": 0.3932129442691803,
"beginner": 0.2953205704689026,
"expert": 0.3114664852619171
}
|
9,332
|
Generate spark java code for SCD2 problematic to get statistics on changed fields
|
23fbe874b6a2238f4c70b43ec12bef26
|
{
"intermediate": 0.5601620674133301,
"beginner": 0.16632387042045593,
"expert": 0.2735140323638916
}
|
9,333
|
# Definiowanie parametrów Uwaga kod jest pisany na kolenie wiec lepiej zawsze przed odpaleniem
# sim na nowo zdefiniowac zmienne
liczba_rowerow_na_stacji = [10,10,10,10,10]
brak_roweru = [0,0,0,0,0]
overrun=[0,0,0,0,0]
popyt_stacji = [0.3, 0.3, 0.2, 0.1, 0.1]
prawdopodobienstwo_stacji=[
0.05 0.45 0.3 0.1 0.1;
0.43 0.07 0.1 0.2 0.2;
0.34 0.2 0.06 0.2 0.2;
0.2 0.2 0.2 0.05 0.35;
0.1 0.1 0.1 0.67 0.03]
wynik_sim_init = [liczba_rowerow_na_stacji,brak_roweru,overrun]
# Pojedyncze wyporzyczenie i oddanie roweru
function single_sim(wynik_sim=wynik_sim_init,
prawdopodobienstwo_stacji= prawdopodobienstwo_stacji,
popyt_stacji=popyt_stacji)
stacja_odebrania = rand(Categorical(popyt_stacji))
stacja_oddania = rand(Categorical(prawdopodobienstwo_stacji[stacja_odebrania,:]))
if wynik_sim[1][stacja_odebrania] >= 1
wynik_sim[1][stacja_odebrania] -= 1
wynik_sim[1][stacja_oddania] += 1
if wynik_sim[1][stacja_oddania]>=15
wynik_sim[3][stacja_oddania] +=1
wynik_sim[1][stacja_oddania] -=3
wynik_sim[1][argmin(wynik_sim[1])] +=3
end
else
wynik_sim[2][stacja_odebrania] += 1
end
return wynik_sim
end
# x razy single_sim
function run_day(liczba_dzienna,
wynik_sim = wynik_sim_init,
prawdopodobienstwo_stacji=prawdopodobienstwo_stacji)
wynik_sim_init = deepcopy(wynik_sim)
for i in range(1,liczba_dzienna)
wynik_sim = single_sim(wynik_sim_init, prawdopodobienstwo_stacji, popyt_stacji)
end
return wynik_sim
end
# x razy single_sim, ale zapamietuje wyniki z konca symulacji
function run_day_cum(liczba_dzienna,
wynik_sim = wynik_sim_init,
prawdopodobienstwo_stacji=prawdopodobienstwo_stacji)
for i in range(1,liczba_dzienna)
wynik_sim = single_sim(wynik_sim, prawdopodobienstwo_stacji, popyt_stacji)
end
return wynik_sim
end
# x razy single_sim, ale kazdy "dzien" liczony od nowa
function run_sims(liczba_sim = 30,
liczba_dzienna = 40,
wynik_sim = wynik_sim_init,
prawdopodobienstwo_stacji = prawdopodobienstwo_stacji)
wynik_sim_init = deepcopy(wynik_sim)
wyniki_okresu = DataFrame(dzien = Int[], nr_stacji = Int[], liczba_na_koniec_dnia = Int[], braki_na_koniec_dnia = Int[], przewoz=Int[])
for i in range(1,liczba_sim)
wynik_dnia = run_day(liczba_dzienna, wynik_sim, prawdopodobienstwo_stacji)
temp_df = DataFrame(dzien = [i,i,i,i,i], nr_stacji = repeat(1:5,1),liczba_na_koniec_dnia = wynik_dnia[1], braki_na_koniec_dnia = wynik_dnia[2],przewoz=wynik_dnia[3])
wyniki_okresu = vcat(wyniki_okresu, temp_df)
wynik_sim = wynik_sim_init
end
wynik_sim = wynik_sim_init
return wyniki_okresu
end
# x razy single_sim, ale dni są "połączone" ze sobą
function run_sims_cum(liczba_sim = 30,
liczba_dzienna = 40,
wynik_sim = wynik_sim_init,
prawdopodobienstwo_stacji = prawdopodobienstwo_stacji)
wyniki_okresu = DataFrame(dzien = Int[], nr_stacji = Int[], liczba_na_koniec_dnia = Int[], braki_na_koniec_dnia = Int[],przewoz=Int[])
for i in range(1,liczba_sim)
wynik_dnia = run_day_cum(liczba_dzienna, wynik_sim_init, prawdopodobienstwo_stacji)
temp_df = DataFrame(dzien = [i,i,i,i,i], nr_stacji = repeat(1:5,1),liczba_na_koniec_dnia = wynik_dnia[1], braki_na_koniec_dnia = wynik_dnia[2],przewoz=wynik_dnia[3])
wyniki_okresu = vcat(wyniki_okresu, temp_df)
end
wynik_sim = wynik_sim_init
return wyniki_okresu
end
# Wyniki nieskumulowanych wyników
liczba_rowerow_na_stacji = [10,10,10,10,10]
brak_roweru = [0,0,0,0,0]
overrun=[0,0,0,0,0]
popyt_stacji = [0.3, 0.3, 0.2, 0.1, 0.1]
prawdopodobienstwo_stacji=[
0.05 0.45 0.3 0.1 0.1;
0.43 0.07 0.1 0.2 0.2;
0.34 0.2 0.06 0.2 0.2;
0.2 0.2 0.2 0.05 0.35;
0.1 0.1 0.1 0.67 0.03]
wynik_sim_init = [deepcopy(liczba_rowerow_na_stacji), deepcopy(brak_roweru),deepcopy(overrun)]
wyniki_okresu = run_sims()
In the above Julia simulation I think there is a key element missing: time. How to add time to those events and remeber that multiple bikes can travel at the same time. Write code if possible.
|
ff62f509fbc8b4375126e3ce4b956aae
|
{
"intermediate": 0.326279878616333,
"beginner": 0.38869714736938477,
"expert": 0.2850229740142822
}
|
9,334
|
fix that code to handle that horse in array 3d matrix wireframe figure. here's errors "TypeError: projectedVertices[a] is undefined" and here's the code. it will be nice if you improve the overall handlage of all possible matrix array structure, so it will handle all possible variants of any wireframe models inside. output full code.: function render() {
ctx.fillStyle = '#FFF';
ctx.fillRect(0, 0, canvas.width, canvas.height);
const rotX = rotateX(angleX);
const rotY = rotateY(angleY);
const rotZ = rotateZ(angleZ);
// Extraterrestrial transformation parameters
const frequency = 1;
const amplitude = 0.8;
const transformedVertices = vertices.map(vertex => {
const extraterrestrialVertex = extraterrestrialTransformation(vertex, frequency, amplitude);
const cx = extraterrestrialVertex[0] - offsetX;
const cy = extraterrestrialVertex[1] - offsetY;
const cz = extraterrestrialVertex[2] - offsetY;
const rotated = transform(transform(transform([cx, cy, cz], rotX), rotY), rotZ);
return [
rotated[0] + offsetX,
rotated[1] + offsetY,
rotated[2] + offsetY,
];
});
const projectedVertices = transformedVertices.map(vertex => project(vertex, canvas.height * scale, offsetX, offsetY, zoom));
ctx.lineWidth = 2;
ctx.strokeStyle = 'hsla(' + (angleX + angleY) * 100 + ', 100%, 50%, 0.8)';
ctx.beginPath();
for (let edge of edges) {
const [a, b] = edge;
const [x1, y1] = projectedVertices[a];
const [x2, y2] = projectedVertices[b];
const dist = Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2 + (y2 - x1) ** 2 + (x2 - y1));
const angle = Math.atan2(y2 - y1, x2 - x1, x2 - y1, y2 - x1);
// Calculate control point for curved edge
const cpDist = 0.01 * dist;
const cpX = (x1 + x2) / 2 + cpDist * Math.cos(angle - Math.PI / 2) * getDeviation(2);
const cpY = (y1 + y2) / 2 + cpDist * Math.sin(angle - Math.PI / 2) * getDeviation(2);
ctx.moveTo(x1, y1, x2, y2);
ctx.quadraticCurveTo(cpX, cpY, x2, y2, x1, y1);
}
ctx.stroke();
angleX += +getDeviation(0.02);
angleY += +getDeviation(0.02);
angleZ += +getDeviation(0.02);
requestAnimationFrame(render);
}
|
9e68c9914b5e34c40ee6dd8393254f42
|
{
"intermediate": 0.3974483609199524,
"beginner": 0.38659247756004333,
"expert": 0.21595914661884308
}
|
9,335
|
fix that code to handle that horse in array 3d matrix wireframe figure. here's errors "TypeError: projectedVertices[a] is undefined" and here's the code. it will be nice if you improve the overall handlage of all possible matrix array structure, so it will handle all possible variants of any wireframe models inside. output full code.: function render() {
ctx.fillStyle = '#FFF';
ctx.fillRect(0, 0, canvas.width, canvas.height);
const rotX = rotateX(angleX);
const rotY = rotateY(angleY);
const rotZ = rotateZ(angleZ);
// Extraterrestrial transformation parameters
const frequency = 1;
const amplitude = 0.8;
const transformedVertices = vertices.map(vertex => {
const extraterrestrialVertex = extraterrestrialTransformation(vertex, frequency, amplitude);
const cx = extraterrestrialVertex[0] - offsetX;
const cy = extraterrestrialVertex[1] - offsetY;
const cz = extraterrestrialVertex[2] - offsetY;
const rotated = transform(transform(transform([cx, cy, cz], rotX), rotY), rotZ);
return [
rotated[0] + offsetX,
rotated[1] + offsetY,
rotated[2] + offsetY,
];
});
const projectedVertices = transformedVertices.map(vertex => project(vertex, canvas.height * scale, offsetX, offsetY, zoom));
ctx.lineWidth = 2;
ctx.strokeStyle = 'hsla(' + (angleX + angleY) * 100 + ', 100%, 50%, 0.8)';
ctx.beginPath();
for (let edge of edges) {
const [a, b] = edge;
const [x1, y1] = projectedVertices[a];
const [x2, y2] = projectedVertices[b];
const dist = Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2 + (y2 - x1) ** 2 + (x2 - y1));
const angle = Math.atan2(y2 - y1, x2 - x1, x2 - y1, y2 - x1);
// Calculate control point for curved edge
const cpDist = 0.01 * dist;
const cpX = (x1 + x2) / 2 + cpDist * Math.cos(angle - Math.PI / 2) * getDeviation(2);
const cpY = (y1 + y2) / 2 + cpDist * Math.sin(angle - Math.PI / 2) * getDeviation(2);
ctx.moveTo(x1, y1, x2, y2);
ctx.quadraticCurveTo(cpX, cpY, x2, y2, x1, y1);
}
ctx.stroke();
angleX += +getDeviation(0.02);
angleY += +getDeviation(0.02);
angleZ += +getDeviation(0.02);
requestAnimationFrame(render);
}
|
63f0a74589d8632668c4f9d86ae396ef
|
{
"intermediate": 0.3974483609199524,
"beginner": 0.38659247756004333,
"expert": 0.21595914661884308
}
|
9,336
|
fix that code to handle that horse in array 3d matrix wireframe figure. here's errors "TypeError: projectedVertices[a] is undefined" and here's the code. it will be nice if you improve the overall handlage of all possible matrix array structure, so it will handle all possible variants of any wireframe models inside. output full code.: function render() {
ctx.fillStyle = '#FFF';
ctx.fillRect(0, 0, canvas.width, canvas.height);
const rotX = rotateX(angleX);
const rotY = rotateY(angleY);
const rotZ = rotateZ(angleZ);
// Extraterrestrial transformation parameters
const frequency = 1;
const amplitude = 0.8;
const transformedVertices = vertices.map(vertex => {
const extraterrestrialVertex = extraterrestrialTransformation(vertex, frequency, amplitude);
const cx = extraterrestrialVertex[0] - offsetX;
const cy = extraterrestrialVertex[1] - offsetY;
const cz = extraterrestrialVertex[2] - offsetY;
const rotated = transform(transform(transform([cx, cy, cz], rotX), rotY), rotZ);
return [
rotated[0] + offsetX,
rotated[1] + offsetY,
rotated[2] + offsetY,
];
});
const projectedVertices = transformedVertices.map(vertex => project(vertex, canvas.height * scale, offsetX, offsetY, zoom));
ctx.lineWidth = 2;
ctx.strokeStyle = 'hsla(' + (angleX + angleY) * 100 + ', 100%, 50%, 0.8)';
ctx.beginPath();
for (let edge of edges) {
const [a, b] = edge;
const [x1, y1] = projectedVertices[a];
const [x2, y2] = projectedVertices[b];
const dist = Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2 + (y2 - x1) ** 2 + (x2 - y1));
const angle = Math.atan2(y2 - y1, x2 - x1, x2 - y1, y2 - x1);
// Calculate control point for curved edge
const cpDist = 0.01 * dist;
const cpX = (x1 + x2) / 2 + cpDist * Math.cos(angle - Math.PI / 2) * getDeviation(2);
const cpY = (y1 + y2) / 2 + cpDist * Math.sin(angle - Math.PI / 2) * getDeviation(2);
ctx.moveTo(x1, y1, x2, y2);
ctx.quadraticCurveTo(cpX, cpY, x2, y2, x1, y1);
}
ctx.stroke();
angleX += +getDeviation(0.02);
angleY += +getDeviation(0.02);
angleZ += +getDeviation(0.02);
requestAnimationFrame(render);
}
|
756c3b68cd7fa900cac319ceb35068a8
|
{
"intermediate": 0.3974483609199524,
"beginner": 0.38659247756004333,
"expert": 0.21595914661884308
}
|
9,337
|
import {
View,
Text,
ScrollView,
Dimensions,
Image,
TouchableOpacity,
} from 'react-native';
import React, {useState, useEffect} from 'react';
import {useTranslation} from 'react-i18next';
import {styles} from './style';
import {ResultCard} from '@components/card/ResultCard';
import {RESULTAT_RECHERCHE} from '@helpers/fakedata/Data';
import {CustomButton} from '@components/buttons/CustomButton';
import Rating from '@assets/images/home/rating.svg';
import Time from '@assets/images/home/time.svg';
import Date from '@assets/images/home/date.svg';
import Position from '@assets/images/home/position.svg';
import {colors} from '@constants/colors';
import {FONTS} from '@constants/index';
const width = Dimensions.get('window').width;
const height = Dimensions.get('window').height;
const screenHeightLarge = 780;
const screenHeight = 600;
export const ResultRecherche = () => {
const {t} = useTranslation();
const [isLoading, setLoading] = useState(false);
const [isSelected, setisSelected] = useState(false);
const Separator = () => {
return <View style={styles.sectionSeparator} />;
};
const handleSelect = item => {
console.log('item', item);
// setisSelected(true);
};
return (
<View style={{flex: 1}}>
<ScrollView
contentInsetAdjustmentBehavior={'always'}
keyboardShouldPersistTaps={'always'}
showsVerticalScrollIndicator={false}
showsHorizontalScrollIndicator={false}
style={{
// top: 50,
height: height >= screenHeight ? 0.4 * height : 0.5 * height,
backgroundColor: 'transparent',
paddingBottom: Platform.OS === 'ios' ? (height * 10) / 100 : 20,
}}>
{RESULTAT_RECHERCHE.map(item => (
<TouchableOpacity
onPress={() => handleSelect(item)}
key={item.id}
style={{
paddingHorizontal: 20,
// flex: 1,
}}>
<View style={{flexDirection: 'row', marginVertical: 5}}>
<Image
source={require('@assets/images/personn.jpg')}
style={{
height: 82,
width: 82,
borderRadius: 40,
shadowColor: 'black',
top: 15,
}}
/>
<View style={{marginHorizontal: 10}}>
<View
style={{
flexDirection: 'row',
justifyContent: 'space-between',
width: '74%',
paddingTop: 10,
}}>
<Text
style={{
marginVertical: 2,
color: colors.secondary,
fontSize: 14,
fontFamily: FONTS.MEDIUM,
}}>
{item.name}
</Text>
<Text
style={{
marginVertical: 2,
color: colors.secondary,
fontSize: 14,
fontFamily: FONTS.MEDIUM,
}}>
TND {item.prix}
</Text>
</View>
<Text
style={{
marginVertical: 2,
color: colors.border,
fontSize: 13,
fontFamily: FONTS.REGULAR,
}}>
{item.metier}
</Text>
<View
style={{
flexDirection: 'row',
paddingTop: 4,
textAlign: 'center',
}}>
<View style={{flexDirection: 'row', textAlign: 'center'}}>
<Date style={{alignSelf: 'center'}} />
<Text
style={{
marginVertical: 2,
color: colors.secondary,
fontSize: 14,
fontFamily: FONTS.REGULAR,
left: 1,
}}>
{item.dateDebut}
</Text>
</View>
<View style={{flexDirection: 'row', alignSelf: 'center'}}>
<Text
style={{
color: colors.secondary,
fontSize: 14,
fontFamily: FONTS.REGULAR,
alignSelf: 'center',
}}>
{' à '}
</Text>
<Text
style={{
marginVertical: 2,
color: colors.secondary,
fontSize: 14,
fontFamily: FONTS.REGULAR,
}}>
{item.dateFin}
</Text>
</View>
<View
style={{
flexDirection: 'row',
textAlign: 'center',
left: 40,
}}>
<Time style={{alignSelf: 'center'}} />
<Text
style={{
marginVertical: 2,
color: colors.secondary,
fontSize: 14,
fontFamily: FONTS.REGULAR,
left: 3,
}}>
{item.disponibilite}
</Text>
</View>
</View>
<Rating
style={{
top: 5,
marginVertical: 2,
left: -2,
}}
/>
<View style={{flexDirection: 'row', textAlign: 'center'}}>
<Position style={{alignSelf: 'center'}} />
<Text
style={{
marginVertical: 8,
color: colors.secondary,
fontSize: 14,
fontFamily: FONTS.REGULAR,
left: 4,
}}>
{item.distance} Km
</Text>
</View>
</View>
{/* <View>
<Text style={styles.title}>{item.metier}</Text>
<View style={{flexDirection: 'row', paddingTop: 10}}>
<Text style={{marginVertical: 2}}>{item.dateDebut}</Text>
<Text style={{marginVertical: 2}}>{item.dateFin}</Text>
</View>
<Rating
style={{
top: 5,
// justifyContent: 'center',
// alignItems: 'center',
}}
/>
<Text style={{marginVertical: 2}}>{item.distance}</Text>
</View> */}
</View>
<Separator />
</TouchableOpacity>
))}
</ScrollView>
<View
style={{
alignItems: 'center',
backgroundColor: 'white',
marginTop: 10,
}}>
<CustomButton
isBordered
borderWidth={1}
isDisabled={false}
isLoading={isLoading}
submitting={true}
onPress={() => console.log('mriguel')}
label={'Réserver'}
width={width * 0.9}
/>
</View>
</View>
);
};
i want to change the background of the item slelected
|
625e5b26d263254ac1d1b7139bc8f48c
|
{
"intermediate": 0.2767519950866699,
"beginner": 0.4841436743736267,
"expert": 0.23910430073738098
}
|
9,338
|
Write a simple py app. It should by gui. In app should be input box for text. Button. After click button text from text box saved in file with name from second textbox
|
cf18255e08b6fff6ee3714660e656c21
|
{
"intermediate": 0.44103339314460754,
"beginner": 0.2034294605255127,
"expert": 0.3555371165275574
}
|
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