How to make test running only after finishing the previous iteration - nightwatch.js

I´m running a test in a loop but when running i=2, assertions fail.
For what I can understand it starts i=3 before ending i=2.
How can I make nightwatch finish first i=2 then after start i=3 and only start i=4 after finishing i=3 and so on.
.execute(function () {
return document.querySelectorAll('.wrap>section:nth-of-type(2)>.tsr-container a').length
},
function (result) {
total_downL = result.value;
console.log("Number of download buttons i: " + total_downL);
for (i = 1; i <= total_downL; i++) {
this.waitForElementVisible('.wrap>section:nth-of-type(2)>.tsr-container a.tsr-module-product:nth-child(' + i + ') button.btnDownload', 2000, true,
function (result) {
this.click('.btnDownload')
.pause(3000)
.windowHandles(function (result) {
var handle = result.value[1];
browser.switchWindow(handle);
browser.pause(5000);
})
.assert.elementPresent('.modal-title')
.click('.close');

Related

Polling using expand in rxjs gives an unexpected result

I am trying to setup a poller using expand but the behavior is not what I want
https://stackblitz.com/edit/rxjs-finalize-unsubscribe-6xy2yb?file=index.ts
checkExistence produces a random boolean - With the expand, I expect a recursive delayed call of the same checkExistence function producing random booleans every 5 seconds (after one initial call).
I also expect the stop to kick in 30seconds and stop the polling and 5 seconds later resume the random boolean stream. Any pointers will help.
Instead I get the same boolean value getting printed; also after the start is triggered, it produces batches of booleans together.
This isn't really a single question.
Assignment/function Invocation
A simplified example
The equals operator assigns a value to a variable. Function invocation returns a value
function inc(n){
return n + 1
}
const result = inc(5)
console.log(result); // 6
Here, the result holds the number value 6. Not a function that calculated 5 + 1. 5 + 1 only happens once here.
Now consider this function that randomly increments a number by either 1 or 2
function bump(n){
const nu = Math.random();
return nu < 0.5 ? n + 1 : n + 2
}
const result = bump(5);
console.log(result); // 7
console.log(result); // 7
console.log(result); // 7
console.log(result); // 7
console.log(result); // 7
Every time I print the result, it's the same. bump was only called once and only generated a random number once.
function bump(n){
const nu = Math.random();
return nu < 0.5 ? n + 1 : n + 2
}
console.log(bump(5)); // 7
console.log(bump(5)); // 7
console.log(bump(5)); // 6
console.log(bump(5)); // 7
console.log(bump(5)); // 6
Here, bump is called 5 times, and each time it generated a new random number.
Fixing checkExistence
There are two ways.
Instead of generating a value once and re-using it. Generate a new boolean in your poll every time you need one.
function checkExistencePoll(): Observable<boolean> {
const POLL = 5000;
return checkExistence().pipe(
expand(_ =>
timer(POLL).pipe(
switchMap(() => checkExistence()),
takeUntil(stop),
repeatWhen(() => start)
)
)
);
}
Have checkExistence return an observable that generates a new boolean on subscription
function checkExistence(): Observable<boolean> {
return defer(() => {
const nu = Math.random();
const rand = nu < 0.5;
console.log(nu, rand);
return of(rand);
});
}
Handling subscriptions
In your code, expand is generating an observable that subscribes to a subject ( called start) in order to decide when to repeat. Every observable expand creates does this. So each one repeats when start emits. You should expect batches of booleans equal to the number of concurrent observables you've created.

Flux doesn't emit elments

I playing around with Reactor's flux api. I'm already familiar with RxJava so I wanted to test Reactor's Flux.
I don't understand why I always receives 0's in the following code:
Flux.create(e -> {
long current = 1;
while (!e.isCancelled()) {
e.next(current);
current *= 2;
}
})
.subscribe(l -> System.out.println("Got " + l + " on " + Thread.currentThread().getName()), e -> System.out.println(e.getMessage() + "!!!!"), () -> System.out.println("finished"));
When I ran the code I get infinite lines showing
"Got 0 on main"
You have got Long overflow. Change your while block to
while (!e.isCancelled()) {
if (current < 0) {
e.complete();
} else {
e.next(current);
current *= 2;
}
}

How to use Observable.If without calling functions

Currently, functions isEven and isOdd are called for each IF. Is there a way that the functions are called only when the evaluation of the IF correspond to the logic path of the function?
Example: reference of JSBin: http://jsbin.com/wegesaweti/1/edit?html,js,output)
var isEven = function(x) {
console.log('function isEven called')
return Rx.Observable.return(x + ' is even');
};
var isOdd = function(x) {
console.log('function isOdd called')
return Rx.Observable.return(x + ' is odd');
};
var source = Rx.Observable.range(1,4)
.flatMap((x) => Rx.Observable.if(
function() { return x % 2; },
isOdd(x),
isEven(x)
));
var subscription = source.subscribe(
function (x) {
console.log('Next: ' + x);
});
Current output:
function isOdd called
function isEven called
Next: 1 is odd
function isOdd called
function isEven called
Next: 2 is even
function isOdd called
function isEven called
Next: 3 is odd
function isOdd called
function isEven called
Next: 4 is even
Expected output
function isOdd called
Next: 1 is odd
function isEven called
Next: 2 is even
function isOdd called
Next: 3 is odd
function isEven called
Next: 4 is even
Thank you!
Base on the RXJS docuemntation the thenSource and elseSource need to be Observable (or Scheduler for elseSource).
An alternative for your problem:
var source = Rx.Observable.range(1,4).flatMap((x) =>
(x % 2) == 1 ? isOdd(x) : isEven(x)
);
Working example: http://jsbin.com/godubemano/1/edit?html,js,output

Map/Fold the multiple .OBJ-index-buffers to OpenGL's 1 index buffer

I am trying to load in a .obj-File and draw it with the help of glDrawElements.
Now, with glDrawArrays everything works perfectly, but it is - of course - inefficient.
The problem I have right now is, that an .obj-file uses multiple index-buffers (for each attribute) while OpenGL may only use one. So I need to map them accordingly.
There are a lot of pseudo-algorithms out there and I even found a C++ implementation. I do know quite a bit of C++ but strangely neither helped me with my implementation in Scala.
Let's see:
private def parseObj(path: String): Model =
{
val objSource: List[String] = Source.fromFile(path).getLines.toList
val positions: List[Vector3] = objSource.filter(_.startsWith("v ")).map(_.split(" ")).map(v => new Vector3(v(1).toFloat,v(2).toFloat,v(3).toFloat))//, 1.0f))
val normals: List[Vector4] = objSource.filter(_.startsWith("vn ")).map(_.split(" ")).map(v => new Vector4(v(1)toFloat,v(2).toFloat, v(3).toFloat, 0.0f))
val textureCoordinates: List[Vector2] = objSource.filter(_.startsWith("vt ")).map(_.split(" ")).map(v => new Vector2(v(1).toFloat, 1-v(2).toFloat)) // TODO 1-y because of blender
val faces: List[(Int, Int, Int)] = objSource.filter(_.startsWith("f ")).map(_.split(" ")).flatten.filterNot(_ == "f").map(_.split("/")).map(a => ((a(0).toInt, a(1).toInt, a(2).toInt)))
val vertices: List[Vertex] = for(face <- faces) yield(new Vertex(positions(face._1-1), textureCoordinates(face._2-1)))
val f: List[(Vector3, Vector2, Vector4)] = for(face <- faces) yield((positions(face._1-1), textureCoordinates(face._2-1), normals(face._3-1)))
println(f.mkString("\n"))
val indices: List[Int] = faces.map(f => f._1-1) // Wrong!
new Model(vertices.toArray, indices.toArray)
}
The val indices: List[Int] was my first naive approach and of course is wrong. But let's start at the top:
I load in the file and go through it. (I assume you know how an .obj-file is made up)
I read in the vertices, texture-coordinates and normals. Then I come to the faces.
Now, each face in my example has 3 values v_x, t_y, n_z defining the vertexAtIndexX, textureCoordAtIndexY, normalAtIndexZ. So each of these define one Vertex while a triple of these (or one line in the file) defines a Face/Polygon/Triangle.
in val vertices: List[Vertex] = for(face <- faces) yield(new Vertex(positions(face._1-1), textureCoordinates(face._2-1))) I actually try to create Vertices (a case-class that currently only holds positions and texture-coordinates and neglects normals for now)
The real problem is this line:
val indices: List[Int] = faces.map(f => f._1-1) // Wrong!
To get the real indices I basically need to do this instead of
val vertices: List[Vertex] = for(face <- faces) yield(new Vertex(positions(face._1-1), textureCoordinates(face._2-1)))
and
val indices: List[Int] = faces.map(f => f._1-1) // Wrong!
Pseudo-Code:
Iterate over all faces
Iterate over all vertices in a face
Check if we already have that combination of(position, texturecoordinate, normal) in our newVertices
if(true)
indices.put(indexOfCurrentVertex)
else
create a new Vertex from the face
store the new vertex in the vertex list
indices.put(indexOfNewVertex)
Yet I'm totally stuck. I've tried different things, but can't come up with a nice and clean solution that actually works.
Things like:
val f: List[(Vector3, Vector2, Vector4)] = for(face <- faces) yield((positions(face._1-1), textureCoordinates(face._2-1), normals(face._3-1)))
and trying to f.distinct are not working, because there is nothing to distinct, all the entries there are unique, which totally makes sense if I look at the file and yet that's what the pseudo-code tells me to check.
Of course then I would need to fill the indices accordingly (preferably in a one-liner and with a lot of functional beauty)
But I should try to find duplicates, so... I'm kind of baffled. I guess I mix up the different "vertices" and "positions" too much, with all the referencing.
So, am I thinking wrong, or is the algorithm/thinking right and I just need to implement this in nice, clean (and actually working) Scala code?
Please, enlighten me!
As per comments, I made a little update:
var index: Int = 0
val map: mutable.HashMap[(Int, Int, Int), Int] = new mutable.HashMap[(Int, Int, Int), Int].empty
val combinedIndices: ListBuffer[Int] = new ListBuffer[Int]
for(face <- faces)
{
val vID: Int = face._1-1
val nID: Int = face._2-1
val tID: Int = face._3-1
var combinedIndex: Int = -1
if(map.contains((vID, nID, tID)))
{
println("We have a duplicate, wow!")
combinedIndex = map.get((vID, nID, tID)).get
}
else
{
combinedIndex = index
map.put((vID, nID, tID), combinedIndex)
index += 1
}
combinedIndices += combinedIndex
}
where faces still is:
val faces: List[(Int, Int, Int)] = objSource.filter(_.startsWith("f ")).map(_.split(" ")).flatten.filterNot(_ == "f").map(_.split("/")).map(a => ((a(0).toInt, a(1).toInt, a(2).toInt)))
Fun fact I'm still not understanding it obviously, because that way I never ever get a duplicate!
Meaning that combinedIndices at the end just holds the natural numbers like:
ListBuffer(0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, ...)
This is javascript (sorry not scala) but it's commented and shoul be fairly easy to convert.
// bow-tie
var objString = "v 0 0 0\nv 1 1 0\nv 1 -1 0\nv -1 1 0\nv -1 -1 0\n" +
"vt 0 .5\nvt 1 1\nvt 1 0\n" +
"vn 0 0 1\n" +
"f 1/1/1 2/2/1 3/3/1\nf 1/1/1 4/2/1 5/3/1";
// output indices should be [0, 1, 2, 0, 3, 4]
// parse the file
var lines = objString.split("\n");
var data = lines.map(function(line) { return line.split(" "); });
var v = [];
var t = [];
var n = [];
var f = [];
var indexMap = new Map(); // HashMap<face:string, index:integer>
var nextIndex = 0;
var vertices = [];
var indices = [];
// fill vertex, texture and normal arrays
data.filter(function(d) { return d[0] == "v"; }).forEach(function(d) { v.push([parseFloat(d[1]), parseFloat(d[2]), parseFloat(d[3])]); });
data.filter(function(d) { return d[0] == "vt"; }).forEach(function(d) { t.push([parseFloat(d[1]), parseFloat(d[2])]); });
data.filter(function(d) { return d[0] == "vn"; }).forEach(function(d) { n.push([parseFloat(d[1]), parseFloat(d[2]), parseFloat(d[3])]); });
//
console.log("V", v.toString());
console.log("T", t.toString());
console.log("N", n.toString());
// create vertices and indices arrays by parsing faces
data.filter(function(d) { return d[0] == "f"; }).forEach(function(d) {
var f1 = d[1].split("/").map(function(d) { return parseInt(d)-1; });
var f2 = d[2].split("/").map(function(d) { return parseInt(d)-1; });
var f3 = d[3].split("/").map(function(d) { return parseInt(d)-1; });
// 1
if(indexMap.has(d[1].toString())) {
indices.push(indexMap.get(d[1].toString()));
} else {
vertices = vertices.concat(v[f1[0]]).concat(t[f1[1]]).concat(n[f1[2]]);
indexMap.set(d[1].toString(), nextIndex);
indices.push(nextIndex++);
}
// 2
if(indexMap.has(d[2].toString())) {
indices.push(indexMap.get(d[2].toString()));
} else {
vertices = vertices.concat(v[f2[0]]).concat(t[f2[1]]).concat(n[f2[2]]);
indexMap.set(d[2].toString(), nextIndex);
indices.push(nextIndex++);
}
// 3
if(indexMap.has(d[3].toString())) {
indices.push(indexMap.get(d[3].toString()));
} else {
vertices = vertices.concat(v[f3[0]]).concat(t[f3[1]]).concat(n[f3[2]]);
indexMap.set(d[3].toString(), nextIndex);
indices.push(nextIndex++);
}
});
//
console.log("Vertices", vertices.toString());
console.log("Indices", indices.toString());
The output
V 0,0,0,1,1,0,1,-1,0,-1,1,0,-1,-1,0
T 0,0.5,1,1,1,0
N 0,0,1
Vertices 0,0,0,0,0.5,0,0,1,1,1,0,1,1,0,0,1,1,-1,0,1,0,0,0,1,-1,1,0,1,1,0,0,1,-1,-1,0,1,0,0,0,1
Indices 0,1,2,0,3,4
The JSFiddle http://jsfiddle.net/8q7jLvsq/2
The only thing I'm doing ~differently is using the string hat represents one of the parts of a face as the key into my indexMap (ex: "25/32/5").
EDIT JSFiddle http://jsfiddle.net/8q7jLvsq/2/ this version combines repeated values for vertex, texture and normal. This optimizes OBJ files that repeat the same values values making every face unique.
// bow-tie
var objString = "v 0 0 0\nv 1 1 0\nv 1 -1 0\nv 0 0 0\nv -1 1 0\nv -1 -1 0\n" +
"vt 0 .5\nvt 1 1\nvt 1 0\nvt 0 .5\nvt 1 1\nvt 1 0\n" +
"vn 0 0 1\nvn 0 0 1\nvn 0 0 1\nvn 0 0 1\nvn 0 0 1\nvn 0 0 1\n" +
"f 1/1/1 2/2/2 3/3/3\nf 4/4/4 5/5/5 6/6/6";
// output indices should be [0, 1, 2, 0, 3, 4]
// parse the file
var lines = objString.split("\n");
var data = lines.map(function(line) { return line.split(" "); });
var v = [];
var t = [];
var n = [];
var f = [];
var vIndexMap = new Map(); // map to earliest index in the list
var vtIndexMap = new Map();
var vnIndexMap = new Map();
var indexMap = new Map(); // HashMap<face:string, index:integer>
var nextIndex = 0;
var vertices = [];
var indices = [];
// fill vertex, texture and normal arrays
data.filter(function(d) { return d[0] == "v"; }).forEach(function(d, i) {
v[i] = [parseFloat(d[1]), parseFloat(d[2]), parseFloat(d[3])];
var key = [d[1], d[2], d[3]].toString();
if(!vIndexMap.has(key)) {
vIndexMap.set(key, i);
}
});
data.filter(function(d) { return d[0] == "vt"; }).forEach(function(d, i) {
t[i] = [parseFloat(d[1]), parseFloat(d[2])];
var key = [d[1], d[2]].toString();
if(!vtIndexMap.has(key)) {
vtIndexMap.set(key, i);
}
});
data.filter(function(d) { return d[0] == "vn"; }).forEach(function(d, i) {
n[i] = [parseFloat(d[1]), parseFloat(d[2]), parseFloat(d[3])];
var key = [d[1], d[2], d[3]].toString();
if(!vnIndexMap.has(key)) {
vnIndexMap.set(key, i);
}
});
//
console.log("V", v.toString());
console.log("T", t.toString());
console.log("N", n.toString());
// create vertices and indices arrays by parsing faces
data.filter(function(d) { return d[0] == "f"; }).forEach(function(d) {
var f1 = d[1].split("/").map(function(d, i) {
var index = parseInt(d)-1;
if(i == 0) index = vIndexMap.get(v[index].toString());
else if(i == 1) index = vtIndexMap.get(t[index].toString());
else if(i == 2) index = vnIndexMap.get(n[index].toString());
return index;
});
var f2 = d[2].split("/").map(function(d, i) {
var index = parseInt(d)-1;
if(i == 0) index = vIndexMap.get(v[index].toString());
else if(i == 1) index = vtIndexMap.get(t[index].toString());
else if(i == 2) index = vnIndexMap.get(n[index].toString());
return index;
});
var f3 = d[3].split("/").map(function(d, i) {
var index = parseInt(d)-1;
if(i == 0) index = vIndexMap.get(v[index].toString());
else if(i == 1) index = vtIndexMap.get(t[index].toString());
else if(i == 2) index = vnIndexMap.get(n[index].toString());
return index;
});
// 1
if(indexMap.has(f1.toString())) {
indices.push(indexMap.get(f1.toString()));
} else {
vertices = vertices.concat(v[f1[0]]).concat(t[f1[1]]).concat(n[f1[2]]);
indexMap.set(f1.toString(), nextIndex);
indices.push(nextIndex++);
}
// 2
if(indexMap.has(f2.toString())) {
indices.push(indexMap.get(f2.toString()));
} else {
vertices = vertices.concat(v[f2[0]]).concat(t[f2[1]]).concat(n[f2[2]]);
indexMap.set(f2.toString(), nextIndex);
indices.push(nextIndex++);
}
// 3
if(indexMap.has(f3.toString())) {
indices.push(indexMap.get(f3.toString()));
} else {
vertices = vertices.concat(v[f3[0]]).concat(t[f3[1]]).concat(n[f3[2]]);
indexMap.set(f3.toString(), nextIndex);
indices.push(nextIndex++);
}
});
//
console.log("Vertices", vertices.toString());
console.log("Indices", indices.toString());

Scheduling algorithm for a round-robin tournament?

I recently did studying stuff and meet up with Donald Knuth. But i didn't found the right algorithm to my problem.
The Problem We have a league with n players. every week they have a match with one other. in n-1 weeks every team fought against each other. there are n/2 matches a day. but one team can only fight once in a week. if we generate an (n/k) combination we get all of the combinations... (assuming k = 2) but i need to bring them in the right order.
My first suggestion was... not the best one. i just made an array, and then let the computer try if he finds the right way. if not, go back to the start, shuffle the array and do it again, well, i programmed it in PHP (n=8) and what comes out works, but take many time, and for n=16 it gives me a timeout as well.
So i thought if maybe we find an algorithm, or anybody knows a book which covers this problem.
And here's my code:
http://pastebin.com/Rfm4TquY
The classic algorithm works like this:
Number the teams 1..n. (Here I'll take n=8.)
Write all the teams in two rows.
1 2 3 4
8 7 6 5
The columns show which teams will play in that round (1 vs 8, 2 vs 7, ...).
Now, keep 1 fixed, but rotate all the other teams. In week 2, you get
1 8 2 3
7 6 5 4
and in week 3, you get
1 7 8 2
6 5 4 3
This continues through week n-1, in this case,
1 3 4 5
2 8 7 6
If n is odd, do the same thing but add a dummy team. Whoever is matched against the dummy team gets a bye that week.
Here is the code for it in JavaScript.
function makeRoundRobinPairings(players) {
if (players.length % 2 == 1) {
players.push(null);
}
const playerCount = players.length;
const rounds = playerCount - 1;
const half = playerCount / 2;
const tournamentPairings = [];
const playerIndexes = players.map((_, i) => i).slice(1);
for (let round = 0; round < rounds; round++) {
const roundPairings = [];
const newPlayerIndexes = [0].concat(playerIndexes);
const firstHalf = newPlayerIndexes.slice(0, half);
const secondHalf = newPlayerIndexes.slice(half, playerCount).reverse();
for (let i = 0; i < firstHalf.length; i++) {
roundPairings.push({
white: players[firstHalf[i]],
black: players[secondHalf[i]],
});
}
// rotating the array
playerIndexes.push(playerIndexes.shift());
tournamentPairings.push(roundPairings);
}
return tournamentPairings;
}
UPDATED:
Fixed a bug reported in the comments
I made this code, regarding the Okasaki explanation
const roundRobin = (participants) => {
const tournament = [];
const half = Math.ceil(participants.length / 2);
const groupA = participants.slice(0, half);
const groupB = participants.slice(half, participants.length);
groupB.reverse();
tournament.push(getRound(groupA, groupB));
for(let i=1; i < participants.length - 1; i ++) {
groupA.splice(1, 0, groupB.shift());
groupB.push(groupA.pop())
tournament.push(getRound(groupA, groupB));
}
console.log(tournament)
console.log("Number of Rounds:", tournament.length)
return tournament;
}
const getRound = (groupA, groupB) => {
const total = [];
groupA.forEach((p, i) => {
total.push([groupA[i], groupB[i]]);
});
return total;
}
roundRobin([1,2,3,4,5,6,7])
P.S.: I put an example with an odd amount, so there is a team doesn't play every round, dueling with undefined, you can customize it the way you want
I made an updated solution for this with reusable functions (inspired by varun):
const testData = [
"Red",
"Orange",
"Yellow",
"Green",
"Blue",
"Indigo",
"Violet",
];
const matchParticipants = (participants) => {
const p = Array.from(participants);
if (p % 2 == 1) {
p.push(null);
}
const pairings = [];
while (p.length != 0) {
participantA = p.shift();
participantB = p.pop();
if (participantA != undefined && participantB != undefined) {
pairings.push([participantA, participantB]);
}
}
return pairings;
};
const rotateArray = (array) => {
const p = Array.from(array);
const firstElement = p.shift();
const lastElement = p.pop();
return [firstElement, lastElement, ...p];
};
const generateTournament = (participants) => {
const tournamentRounds = [];
const rounds = Math.ceil(participants.length / 2);
let p = Array.from(participants);
for (let i = 0; i < rounds; i++) {
tournamentRounds.push(matchParticipants(p));
p = rotateArray(p);
}
return tournamentRounds;
};
console.log(generateTournament(testData));
here is the code in python for those interested :
def makePairing(inputList):
if len(inputList) % 2 == 1:
inputList.append("No Opponent")
pairings = list()
for round in range(len(inputList) - 1):
round_pairings = list()
first_half = inputList[:int(len(inputList)/2)]
second_half = list(reversed(inputList[int(len(inputList)/2):]))
for element in range(len(first_half)):
round_pairings.append((first_half[element], second_half[element]))
pairings.append(round_pairings)
inputList = inputList[0:1] + inputList[2:] + inputList[1:2]
return pairings

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