My terminal is set max bars in chart of 90 so that only the data I need is loaded.
When in the EA's code, int iMaxBars = TERMINAL_MAXBARS; returns 11.
Are these not supposed to be the same? Is there a different function I should use to return the 90?
Thanks,
Maybe you should try int result=(int)ChartGetInteger(0,CHART_VISIBLE_BARS,0);
but of couse it depends on what you need. If you have less bars in history - probably the result is underestimated, if you shift the chart to allow space on the right-hand side, it may also decrease the result
Related
I used the p5 editor to build an nft, and I'm working on getting it working in the fxhash sandbox. Using p5's random() function worked great when I uploaded my project to the sandbox, but quickly realized I needed to implement the fxrand() function to ensure that each individual iteration is the same when refreshing with the same hash.
Simply replacing all instances of the p5 random() function with fxrand() did not work, and I'm assuming because fxrand() simply generates a random number, whereas p5's random() function can be used in other ways (ie; random(-50, 50)).
How do I need to incorporate the fxrand() function into my project in a way that still works the same way as p5's random() function?
You may have already figured this out, and there's probably far better solutions (I'm very new to this), but here is what I figured out.
If I need a number from 0 to 9 then I can use this:
let randChoose1 = Math.floor(fxrand() * 10;
Anywhere I need to call that number I can simply use randChoose1 in place. For example, if I have an array named "bg" with 10 entries in the array, and I want to choose something from the array I can do this:
let randoBg = bg[randChoose1];
Maybe that's an image that I want to center on the canvas, I can call it with:
image(randoBg, width / 2, height / 2);
If I have 23 items in the array then I just need to declare randChoose1 with:
let randChoose1 = Math.floor(fxrand() * 23);
If you want to be able to have negative numbers be chosen, such as your example of a range from -50 to 50, it's just a matter of multiplying by rough total range you want and then subtracting half that.
let randChoose1 = Math.floor(fxrand() * 101 - 50;
In this case, randChoose1 will give you that range of results from -50 to 50. You have to multiply by 101 in order to make it possible for Math.floor to deliver 100 since it always rounds down.
If you found a better solution I'd love to hear it! This is something I'm struggling with as well, and my total experience with p5.js is less than a week at this point.
If you use randomSeed(int(fxrand()*987654321)) at the beginning of the setup function every time you call to the random function it will depend on fxrand
I'm working on the C++ version of Matt Zucker's Page dewarping. So far everything works fine, but I have a problem with optimization. In line 748 of Github repo Matt uses optimize function from Scipy. My C++ equivalent is find_min_bobyqa from dlib.net. The code is:
auto f = [&](const column_vector& ppts) { return objective( dstpoints, ppts, keypoint_index); };
dlib::find_min_bobyqa(f,
params,
2 * params.nr() + 1, // npt - number of interpolation points: x.size() + 2 <= npt && npt <= (x.size()+1)*(x.size()+2)/2
dlib::uniform_matrix<double>(params.nr(), 1, -2), // lower bound constraint
dlib::uniform_matrix<double>(params.nr(), 1, 2), // upper bound constraint
1, // initial trust region radius
1e-5, // stopping trust region radius
4000 // max number of objective function evaluations
);
In my concrete example params is a dlib::column_vector with double values and length = 189. Every element of params is less than 2.0 and greater than -2.0. Function objective() returns double value and "alone" it works properly because I get the same value as in the Python version. But after running fin_min_bobyqa function I usually get the message:
Terminate called after throwing an instance of 'dlib:bobyqa_failure', return from BOBYQA because the objective function has been called max_f_evals times.
I set max_f_evals to quite big value to see if it optimizes at all, but it doesn't. I did some tweaking with parameters but without good results. How should I set the parameters of find_min_bobyqa to get the right solution?
I am very interested in this issue as well. Zucker's work, with very minor tweaks, is ideal for straightening sheet music images, and I was looking for ways to implement it in a mobile platform when I came across your question.
My research so far suggests that BOBYQA is not the equivalent of Powell's method in scipy. BOBYQA is constrained, and the one in scipy is not.
See these links for more information, and a possible way to compile the right supporting library - I would try UOBYQA or NEWUOA.
https://github.com/jacobwilliams/PowellOpt
https://docs.scipy.org/doc/scipy/reference/generated/scipy.optimize.minimize.html#rdd2e1855725e-3
(See the Notes section)
EDIT: see C version here:
https://github.com/emmt/Algorithms/tree/master/newuoa
I wanted to post this as a comment, but I don't have enough points for that.
I am very interested in your progress. If you're willing, please keep me posted.
I finally solved this problem. I used PRAXIS library, because it doesn't need derivative information and is fast.
I modified the code a little to my needs and now it is faster around few seconds than original version written in Python.
The Format module
The Format module is used to model and combine pretty printers with a syntactic extension that allows typed formats and it helps a lot when you are writing something like a code generator or a data structure printer.
The problem
However, there is a limit of 78 columns that is initialized on the margin of the formatter and will pull to the left anything that takes more than this limit.
I'm printing a lighter version of a Yojson.Basic.json program using the Format module, but when the input is too large, the output is collapsed, and that is not really "prettily".
Preview
Here is how it is is formatted when it is short:
Here is how it is formatted when the indentation becomes too large
I've been trying to exceed and configure this limit to 120 columns, but didn't have any success.
What have I tried?
Using Format.pp_set_margin ppf 120 to reconfigure
Using Format.pp_set_max_indent to a larger value
But they doesn't seem to have any effect and there is no documentation easily available about this limit. I've discovered it only by reading the source code.
What am I doing?
let string_of_cst program =
let ppf = Format.str_formatter in
(* I've enabled colors. *)
Format.pp_set_tags ppf colors;
Format.pp_set_formatter_tag_functions ppf with_colors;
(* [print_json] is my printer. *)
print_json ppf program;
(* Get string out of printer. *)
Format.flush_str_formatter ()
How can I configure a larger limit?
The issue is that the values for margin and max_indent are implicitly constrained to the cone 1 < max_indent < margin and the function set_max_indent silently fails and does nothing if this constraint is not respected.
To avoid this issue, in OCaml ≥4.08, it would be possible to use the new set_geometry function that requires to set both value simultaneously and fails with an exception if the required max_indent is greater than the margin.
Otherwise, you should always set both values at the same time, and always in the order
margin first, and max_indent second. If you don't know which value to chose for max_indent, margin - 10 is generally an alright choice.
trying to create a player damage indication when a collision with an enemy occurs.
I used this code within a collision event of the player object:
direction = point_direction(other.x,other.y,x,y);
hsp = lengthdir_x(6,direction);
vsp = lengthdir_y(4,direction)-2;
if (sign(hsp) !=0) image_xscale = sign(hsp);
However, the player object is simply pushed upward vertically rather than backwards in a parabola.
Any, ideas on how to implement a basic knockback system?
If you want a parabola, you can add an upward force afterward, like so:
direction = point_direction(other.x, other.y, x , y);
speed = 6
motion_add(90, 3)
If you don't and you'd rather a more "repeatable" parabola that always look the same, maybe you should use another method, something like
if other.x>x {hdirection=1}else{hdirection=-1}
hspeed = hdirection*6
vspeed = -2
I believe this would work better for what you're trying to achieve, unless you want to implement knockback variable depending on the angle of collision.
So I would need to see all the rest of your player physics to be sure, but I can tell you right now that direction = point_direction(other.x,other.y,x,y); is probable not what you mean, and same goes for lengthdir(). The exact origins of the colliding objects at the moment of collision have a huge effect on what that direction is, which can cause a lot of screwiness. For example: if the line is perfectly horizontal (because other.y == y) then lengthdir_y() will always be equal to zero for any input value no matter how huge.
But more importantly direction is a built-in variable of GameMaker, so using it with a custom physics system can also cause some screwiness. Fox's answer might help if you are using built-ins, but based on the fact that you have an "hsp" and "vsp" instead of hspeed and vspeed, my guess is you want to avoid built-ins.
If you just want to get the horizontal direction of the collision, you should use sign(x - other.x). Then, instead of using lengthdir(), you can just use a constant. Here it is all together:
var dir = sign(x - other.x)
hsp = 6*dir; //I'm assuming that 6 is how much horizontal you wanted
vsp = -4;
if (sign(hsp) !=0) image_xscale = sign(hsp); //This line could just go in your step event
Hope that helps! Feel free to comment if you have more questions.
Still using DC.JS to get some analysis tools written for our tool performance. Thanks so much for having this library available.
I am trying to show which recipe setup times are the worst for a given set of data. Everything works great as long as you show the whole group. When you only display the specified topN using .rowscap on the rowChart the following happens:
The chart will show the right number of bars and they are even sorted properly but the chart has picked the topN unfiltered bars first and then ordered them. I want it to pick the topN from the ordered list, not the other way around. See jsfiddle for demo. (http://jsfiddle.net/za8ksj45/24/)
in the fiddle, the longest setup time belongs to recipeD.
But if you have more than two recipes selected before recipeD
it is dropped of the right (top2) chart.
line 099-110: reductio definition
line 120-140: removal of empty bins (works okay)
(This is very similar to a problem Gordon helped resolved earlier (dc.js rowChart topN without zeros) and I reused the code from that solution. Something went 'wrong' when I combined it with the reductio.js library.)
I think I am not returning the value portion of the reductio group somewhere but have been unable to figure it out. Any help would be appreciated.
The issue is that at the time you .slice(0,n) the group in your function to remove empty bins, the group is not ordered, so you effectively get a random 2 groups, not the top 2 groups. This is actually clear from the unfiltered view, as the "top2" view shows the 2nd and 3rd group from the "all" view, not the actual top 2 (at least for me).
The previous example worked because Crossfilter's standard groups are ordered by default, but in the case of a complex group like the one you are generating with Reductio, what should it order by? There's no way it can know, so Reductio doesn't mess with the ordering at all, which I suppose means it is ordering by the value property, which is an object.
You need to add one line to order your FactsByRecipe group by average and I think it should fix your problem:
FactsByRecipe.order(function(d) { return d.avg; });
Note that there can only be one ordering on a Crossfilter group, so if you want to show "top X" for more than one property of that group you'll need to create another wrapper (like the remove empty bins wrapper) but have the "top" function re-sort the group by the ordering you want.
Good luck!