This is a bit of a long-shot. I really don't know where to ask this question.
I've been trying out CodeConnection + MakeCode with Minecraft and I haven't been able to figure out if there is correct way to place half-slabs at 0.5 step y axes increments.
I tried using a line between 2 points, but it left gaps between each slab.
If I try moving up 0.5, then it rounds it up to 1, and again leaves gaps.
It appears that all of the builder functions seem operate at a resolution of 1 block. However in-game I can obviously place slabs in 0.5 block increments to make stairs etc.
Blocks only exist at integer coordinates. Half slabs that exist in the top half of their space are still at a full integer coordinate. They just have a BlockState value of bottom=top (or top_slot_bit=true on Bedrock, represented by the integer value 8 as a bitflag, eg: 0b1... where the . bits are the integer representation of what type of slab (wood, stone, quartz...)).
What you're looking for is this widget, under Blocks:
You can set the block and then an integer representation of the desired data value (see the wiki on data values) in the numerical slot. This widget can then be dragged into the (block) portion of any block widget:
You'll probably have to some variable fiddling to get the data value to swap back and forth as you need it to, but that should solve the hurdle you've been facing.
Related
I am trying to find a (SoP)-expression using the embedded K-map. I have a box of size 4x4 which is a permitted use however I am having a hard time understanding how I could implement it.
To me the 4x4 box represents that the output is always 1 independet on any of the variables. Then I'd like to use the 2x4 box to the right and produce:
1 OR (Qc AND !Qd), but this does not produce the correct result.
I can see several alternative ways to produce the correct result. My questions are specifically:
Why can't I use the 4x4 box, or perhaps, how do I represent it correctly?
How do I know when I can represent parts of the output as a 4x4 box?
Perhaps Im missing something more fundamental.
Thx in advance.
The point of placing rectangles in a K-map is to eliminate variables from an expression. When the result of a rectangle is the same for the variable values X and X', then the variable X is not needed and can be removed. You do this by extending an existing rectangle by doubling the size and eliminating exactly one variable, where every other variable stays the same. For the common/normal K-map with four variables this works with every such rectangle because in a way the columns/rows are labelled/positioned. See the following example:
The rectangle has eliminated the variables A and B, one variable at a time when the size of the rectangle has been extended/doubled. This results in the function F(A,B,C,D) = C'D'. But check the following K-map of four variables:
Notice that the columns for the D variable has been changed (resulting in a different function overall). When you try to extend the red rectangle to catch the other two 1 values as well, you are eliminating two variables at the same time (B and D). As you cannot grow the rectangle anymore, you are left with two rectangles, resulting in the function F(A,B,C,D) = BC'D' + B'C'D (which can be simplified to C' * (BD' + B'D)).
The practice in placing rectangles in the K-map isn't just placing the biggest rectangle possible, but to eliminate variables in the right way. To answer your questions, you can always start with the smallest rectangle and extend/double its size to eliminate one variable. See the following example:
The green rectangle grows in these steps:
Start with A'BC'D'E
Eliminate the (only) variable A by growing "down", resulting in BC'D'E
Eliminate the (only) variable D by growing "right", resulting in BC'E.
But now, the rectangle cannot grow/double its size anymore because that would eliminate the variable E, but also somehow eliminate the variable C. You cannot eliminate the variable E, because you have 0 values to the left of the green rectangle and 1 values to the right of the green rectangle (all in the left half of the K-map, where you have the value C'). The only way to increase/grow the rectangle is to get the "don't care" values to eliminate the B variable (not shown here).
The overall function for this K-map would be F(A,B,C,D,E) = C'E + DE' + CD' (from three 2x4 rectangles).
So basically im doing this for my minecraft spigot plugin (java). I know there are already some land claim plugins but i would like to make my own.
For this claim plugin i'd like to know how to get if a point (minecraft block) is inside a region (rectangle). i know how to check if a point is inside a rectangle, the main problem is how to check as quickly as possible when there are like lets say 10.000 rectangles.
What would be the most efficient way to check 10.000 or even 100.000 without having to manually loop through all of them and check every single rectangle?
Is there a way to add a logical test when the rectangles get generated in a way that checks if they hold that point? In that case you could set a boolean to true if they contain that point when generated, and then when checking for that minecraft block the region (rectangle) replies with true or false.
This way you run the loops or checks when generating the rectangles, but when running the game the replies should happen very fast, just check if true or false for bool ContainsPoint.
If your rectangles are uniformly placed neighbors of each other in a big rectangle, then finding which rectangle contains point is easy:
width = (maxX-minX)/num_rectangles_x;
height = same but for y
idx = floor( (x - minX)/width );
idy = floor( (y - minY)/height );
id_square = idx + idy*num_rectangles_x;
If your rectangles are randomly placed, then you should use a spatial acceleration structure like octree. Then check if point is in root, then check if point is in one of its nodes, repeat until you find a leaf that includes the point. 10000 tests per 10milliseconds should be reachable on cpu. 1 million tests per 10ms should be ok for a gpu. But you may need to implement a sparse version of the octree and a space filling curve order for leaf nodes to have better caching, to reach those performance levels.
I am new to LabVIEW and I am trying to read a code written in LabVIEW. The block diagram is this:
This is the program to input x and y functions into the voltage input. It is meant to give an input voltage in different forms (sine, heartshape , etc.) into the fast-steering mirror or galvano mirror x and y axises.
x and y function controls are for inputting a formula for a function, and then we use "evaluation single value" function to input into a daq assistant.
I understand that { 2*(|-Mpi|)/N }*i + -Mpi*pi goes into the x value. However, I dont understand why we use this kind of formula. Why we need to assign a negative value and then do the absolute value of -M*pi. Also, I don`t understand why we need to divide to N and then multiply by i. And finally, why need to add -Mpi again? If you provide any hints about this I would really appreciate it.
This is just a complicated way to write the code/formula. Given what the code looks like (unnecessary wire bends, duplicate loop-input-tunnels, hidden wires, unnecessary coercion dots, failure to use appropriate built-in 'negate' function) not much care has been given in writing it. So while it probably yields the correct results you should not expect it to do so in the most readable way.
To answer you specific questions:
Why we need to assign a negative value and then do the absolute value
We don't. We can just move the negation immediately before the last addition or change that to a subtraction:
{ 2*(|Mpi|)/N }*i - Mpi*pi
And as #yair pointed out: We are not assigning a value here, we are basically flipping the sign of whatever value the user entered.
Why we need to divide to N and then multiply by i
This gives you a fraction between 0 and 1, no matter how many steps you do in your for-loop. Think of N as a sampling rate. I.e. your mirrors will always do the same movement, but a larger N just produces more steps in between.
Why need to add -Mpi again
I would strongly assume this is some kind of quick-and-dirty workaround for a bug that has not been fixed properly. Looking at the code it seems this +Mpi*pi has been added later on in the development process. And while I don't know what the expected values are I would believe that multiplying only one of the summands by Pi is probably wrong.
This is more of an open discussion topic than anything else. Currently I'm storing 50 Float32 values in my NSMutableArray *voltageArray before I refresh my CPTPlot *plot. Every time I obtain 50 values, I remove the previous 50 from the voltageArray and repeat the process....always displaying the 50 values in "real time" on my plot.
However, the data I'm receiving (which is voltage coming from a Cypress BLE module equipped with a pressure transducer) is so quick that any variation (0.4 V to 4.0 V; no pressure to lots of pressure) cannot be seen on my graph. It just shows up as a straight line, varying up and down without showing increased or decreased slopes.
To show overall change, I wanted to take those 50 values, store them in the first index of another NSMutableArray *stampArray and use the index of stampArray to display information. Meanwhile, the numberOfRecordsForPlot: method would look like this:
- (NSUInteger)numberOfRecordsForPlot:(CPTPlot *)plotnumberOfRecords {
return (DATA_PER_STAMP * _stampCount);
}
This would initially be 50, then after 50 pieces of data are captured from the BLE module, _stampCount would increase by one, and the number of records for plot would increase by 50 (till about 2500-10000 range, then I'd refresh the whole the thing and restart the process.)
Is this the right approach? How would I be able to make the first 50 points stay on the graph, while building the next 50, etc.? Imagine an y = x^2 graph, and what the graph looks like when applying integration (the whole breaking the area under the curve into rectangles).
Look at the "Real Time Plot" demo in the Plot Gallery example app included with Core Plot. It starts off with an empty plot, adding a new point each cycle until reaching the maximum number of points. After that, one old point is removed for each new one added so the total number stays constant. The demo uses a timer to pass random data to the plot, but your app can of course collect data from anywhere. Be sure to always interact with the graph from the main thread.
I doubt you'll be able to display 10,000 data points on one plot (does your display have enough pixels to resolve that many points?). If not, you'll get much better drawing performance if you filter and/or smooth the data to remove some of the points before sending them to the plot.
So, this should be an easy question for anyone who has used FORTH before, but I am a newbie trying to learn how to code this language (and this is a lot different than C++).
Anyways, I'm just trying to create a variable in FORTH called "Height" and I want a user to be able to input a value for "Height" whenever a certain word "setHeight" is called. However, everything I try seems to be failing because I don't know how to set up the variable nor how to grab user input and put it in the variable.
VARIABLE Height 5 ALLOT
: setHeight 5 ACCEPT ATOI CR ;
I hope this is an easy problem to fix, and any help would be greatly appreciated.
Thank you in advance.
Take a look at Rosettacode input/output examples for string or number input in FORTH:
String Input
: INPUT$ ( n -- addr n )
PAD SWAP ACCEPT
PAD SWAP ;
Number Input
: INPUT# ( -- u true | false )
0. 16 INPUT$ DUP >R
>NUMBER NIP NIP
R> <> DUP 0= IF NIP THEN ;
A big point to remember for your self-edification -- C++ is heavily typecasted, Forth is the complete opposite. Do you want Height to be a string, an integer, or a float, and is it signed or unsigned? Each has its own use cases. Whatever you choose, you must interact with the Height variable with the type you choose kept in mind. Think about what your bits mean every time.
Judging by your ATOI call, I assume you want the value of Height as an integer. A 5 byte integer is unusual, though, so I'm still not certain. But here goes with that assumption:
VARIABLE Height 1 CELLS ALLOT
VARIABLE StrBuffer 7 ALLOT
: setHeight ( -- )
StrBuffer 8 ACCEPT
DECIMAL ATOI Height ! ;
The CELLS call makes sure you're creating a variable with the number of bits your CPU prefers. The DECIMAL call makes sure you didn't change to HEX somewhere along the way before your ATOI.
Creating the StrBuffer variable is one of numerous ways to get a scratch space for strings. Assuming your CELL is 16-bit, you will need a maximum of 7 characters for a zero-terminated 16-bit signed integer -- for example, "-32767\0". Some implementations have PAD, which could be used instead of creating your own buffer. Another common word is SCRATCH, but I don't think it works the way we want.
If you stick with creating your own string buffer space, which I personally like because you know exactly how much space you got, then consider creating one large buffer for all your words' string handling needs. For example:
VARIABLE StrBuffer 201 ALLOT
This also keeps you from having to make the 16-bit CELL assumption, as 200 characters easily accommodates a 64-bit signed integer, in case that's your implementation's CELL size now or some day down the road.