Beginner here. This piece of code converts number into roman numerals in multiples of 50 if not 10 if not 9 and down to 0. Methods are so intertwined. Is there something (just at a glance) you could suggest I should avoid doing? Thank You.
public static void main(String[] args) {
System.out.println(fiftyAndAbove(37));
}
public static String nineAndDown(int number) {
String one = "I", five = "V", ten = "X", sum = "";
if(number == 5) {
return five;
} else if(number == 9) {
return one + ten;
}
else if(number > 5) {
for(int i=1; i<=number-5; i++) {
sum += one;
}
return five + sum;
} else {
if(number == 4 ) {
return one + five;
} else
for(int i=1; i <=number; i++) {
sum += one;
}
} return sum;
}
public static String tenAndAbove(int number) {
int remainder = number % 10, numberOftens = number/10;
String ten = "X", sum = "";
if(numberOftens > 0) {
while(numberOftens > 0) {
sum += ten;
numberOftens -= 1;
}
}
return sum + nineAndDown(remainder);
}
public static String fiftyAndAbove(int number) {
int remainder = number % 50, numberOfFifty = number/50;
String fifty = "L", sum = "";
if(numberOfFifty > 0) {
while(numberOfFifty > 0) {
sum += fifty;
numberOfFifty -= 1;
}
}
return sum + tenAndAbove(remainder);
}
Is there something (just at a glance) you could suggest I should avoid doing?
I'd not unnecessarily complicate the logic as with
if(numberOfFifty > 0) {
while(numberOfFifty > 0) {
…
}
}
which is equivalent to
while (numberOfFifty > 0)
{
…
}
You could also have a look at this implementation and see what you prefer:
import java.util.Arrays;
…
public static String fiftyAndAbove(int number)
{
int remainder = number%50, numberOfFifty = number/50;
char [] Ls = new char [numberOfFifty];
Arrays.fill(Ls, 'L');
return new String(Ls) + tenAndAbove(remainder);
}
You have four places like this in your program where you need a string of a character repeated. If you're willing to require a certain Java version or above, you can also use one of the methods described at Java: String - add character n-times; otherwise I'd suggest to use a function to do it.
You could also think about whether you find
String one = "I", five = "V", ten = "X", sum = "";
if(number == 5) {
return five;
} else if(number == 9) {
return one + ten;
}
really better than
if (number == 5) return "V";
if (number == 9) return "IX";
My code involves both Processing and Arduino. 5 different photocells are triggering 5 different sounds. My sound files play only when the ldrvalue is above the threshold.
The Null Pointer Exception is highlighted on this line
for (int i = 0; i < ldrValues.length; i++) {
I am not sure which part of my code should be changed so that I can run it.
import processing.serial.*;
import processing.sound.*;
SoundFile[] soundFiles = new SoundFile[5];
Serial myPort; // Create object from Serial class
int[] ldrValues;
int[] thresholds = {440, 490, 330, 260, 450};
int i = 0;
boolean[] states = {false, false, false, false, false};
void setup() {
size(200, 200);
println((Object[])Serial.list());
String portName = Serial.list()[3];
myPort = new Serial(this, portName, 9600);
soundFiles[0] = new SoundFile(this, "1.mp3");
soundFiles[1] = new SoundFile(this, "2.mp3");
soundFiles[2] = new SoundFile(this, "3.mp3");
soundFiles[3] = new SoundFile(this, "4.mp3");
soundFiles[4] = new SoundFile(this, "5.mp3");
}
void draw()
{
background(255);
//serial loop
while (myPort.available() > 0) {
String myString = myPort.readStringUntil(10);
if (myString != null) {
//println(myString);
ldrValues = int(split(myString.trim(), ','));
//println(ldrValues);
}
}
for (int i = 0; i < ldrValues.length; i++) {
println(states[i]);
println(ldrValues[i]);
if (ldrValues[i] > thresholds[i] && !states[i]) {
println("sensor " + i + " is activated");
soundFiles[i].play();
states[i] = true;
}
if (ldrValues[i] < thresholds[i]) {
println("sensor " + i + " is NOT activated");
soundFiles[i].stop();
states[i] = false;
}
}
}
You're approach is shall we say optimistic ? :)
It's always assuming there was a message from Serial, always formatted the right way so it could be parsed and there were absolutely 0 issues buffering data (incomplete strings, etc.))
The simplest thing you could do is check if the parsing was successful, otherwise the ldrValues array would still be null:
void draw()
{
background(255);
//serial loop
while (myPort.available() > 0) {
String myString = myPort.readStringUntil(10);
if (myString != null) {
//println(myString);
ldrValues = int(split(myString.trim(), ','));
//println(ldrValues);
}
}
// double check parsing int values from the string was successfully as well, not just buffering the string
if(ldrValues != null){
for (int i = 0; i < ldrValues.length; i++) {
println(states[i]);
println(ldrValues[i]);
if (ldrValues[i] > thresholds[i] && !states[i]) {
println("sensor " + i + " is activated");
soundFiles[i].play();
states[i] = true;
}
if (ldrValues[i] < thresholds[i]) {
println("sensor " + i + " is NOT activated");
soundFiles[i].stop();
states[i] = false;
}
}
}else{
// print a helpful debugging message otherwise
println("error parsing ldrValues from string: " + myString);
}
}
(Didn't know you could parse a int[] with int(): nice!)
void setup(){
size(800,600);
background(0);
fill(255,40,40);
noStroke();
ellipse(400,80,20,20);
ellipse(150,513,20,20);
ellipse(650,513,20,20);
fill(255);
frameRate(10);
}
float traceX = 350;
float traceY = 350;
String vertexPick = "";
float rand = 0;
void draw(){
point(traceX,traceY);
rand = random(1);
if (rand > 2/3) {
vertexPick = "A";
}
else if (rand < 1/3) {
vertexPick = "B";
} else {
vertexPick = "C";
}
if (vertexPick == "A") {
traceX = (traceX+400)/2;
traceY = (traceY+80)/2;
}
else if (vertexPick == "B") {
traceX = (traceX+150)/2;
traceY = (traceY+513)/2;
}
else
{
traceX = (traceX+650)/2;
traceY = (traceY+513)/2;
}
}
I've checked, and every time through the 'draw' function it is generating a new random number between 0 and 1. But instead of assigning vertexPick to a new letter based on the number, it gets stuck on one value of vertexPick and stays there forever. Can anyone tell me why? Why would it not execute the if statement again on every loop?
You have a problem with the division of integers, namely 2/3 is 0 and the condition rand > 2/3 is always true.
To have floating point division use 2.0/3 in place of 2/3.
(see this question Division of integers in Java)
I made A Maze and Action script 3.0 and everything works except when the player touches the exit box (a movie clip called exit) the maze wont go to my win screen.
If someone could help me that'd be great because this is a final project for school
here's my code
var rightArrow:Boolean = false;
var leftArrow:Boolean = false;
var upArrow:Boolean = false;
var downArrow:Boolean = false;
var speed:int = 5;
stage.addEventListener(KeyboardEvent.KEY_DOWN, stage_onKeyDown);
stage.addEventListener(KeyboardEvent.KEY_UP, stage_onKeyUp);
stage.addEventListener(Event.ENTER_FRAME, stage_onEnterFrame);
function stage_onKeyDown(event:KeyboardEvent):void {
if(event.keyCode == Keyboard.RIGHT) rightArrow = true;
if(event.keyCode == Keyboard.LEFT) leftArrow = true;
if(event.keyCode == Keyboard.UP) upArrow = true;
if(event.keyCode == Keyboard.DOWN) downArrow = true;
}
function stage_onKeyUp(event:KeyboardEvent):void {
if(event.keyCode == Keyboard.RIGHT) rightArrow = false;
if(event.keyCode == Keyboard.LEFT) leftArrow = false;
if(event.keyCode == Keyboard.UP) upArrow = false;
if(event.keyCode == Keyboard.DOWN) downArrow = false;
}
function stage_onEnterFrame(event:Event):void {
var rect:Rectangle = player.getBounds(this);
var i:int = 0;
var xBump:int = 0;
var yBump:int = 0;
if(rightArrow) {
xBump = speed;
for(i = 0; i < speed; i++) {
if(maze.hitTestPoint(rect.right + i, player.y, true)) {
xBump = i - 1;
break;
}
}
}
if(leftArrow) {
xBump = -speed;
for(i = 0; i < speed; i++) {
if(maze.hitTestPoint(rect.left - i, player.y, true)) {
xBump = -i + 1;
break;
}
}
}
if(upArrow) {
yBump = -speed;
for(i = 0; i < speed; i++) {
if(maze.hitTestPoint(player.x, rect.top - i, true)) {
yBump = -i + 1;
break;
}
}
}
if(downArrow) {
yBump = speed;
for(i = 0; i < speed; i++) {
if(maze.hitTestPoint(player.x, rect.bottom + i, true)) {
yBump = i - 1;
break;
}
}
}
player.x += xBump;
player.y += yBump;
}
if(player.hitTestObject(exit)) {
gotoAndStop("win");
}
stop();
Your test:
if(player.hitTestObject(exit)) {
gotoAndStop("win");
}
appears to be outside the function stage_onEnterFrame and is thus only executed once. Make sure the closing brace of the function:
player.x += xBump;
player.y += yBump;
} // this one
Comes after the test, like so:
}
player.x += xBump;
player.y += yBump;
if(player.hitTestObject(exit)) {
gotoAndStop("win");
}
} // closing function here, NOT above
I want to normalize a skeleton in order to make it invariant to the size of the person
in front of the kinect; in the same way as the aveteering example.
But I don't want to animate a 3D model using XNA, the only thing I need is to normalize an
skeleton.
So in order to do this task, I have divided it in two functions:
(a) apply a bind pose to an skeleton in order to see how to work this matrix. Obviously this is not what i want to do, but it is a first step in order to
know how to work whit matrix, and so on.
(b) apply any arbitrary pose to a normalized-size-skeleton
First of all, I want to apply a bind pose to an skeleton (a).
First, I have to load the matrix that describe the bone length/ offset between bones and store it in
List BindPose.
Due to I have no idea how to do it, I modified the Aveteering example and write in a file all the Matrix that define
the BindPose, InverseBindPose and SkeletonHierarchy of the dude. I only need BindPose to this first task, but I have the
code prepared in order to do the second task (b)
The file looks like this:
1,331581E-06;-5,551115E-17;1;0;1;-4,16881E-11;-1,331581E-06;0;4,16881E-11;1;8,153579E-23;0;0,03756338;37,46099;2,230549;1
1,110223E-16;-4,435054E-22;1;0;1;1,426127E-06;-2,220446E-16;0;-1,426127E-06;1;-7,654181E-22;0;-0,9558675;-4,079016E-08;-6,266987E-12;1
0,9954988;-0,09477358;1,501821E-06;0;0,09477358;0,9954988;-4,019565E-06;0;-1,114112E-06;4,143805E-06;1;0;3,786007;-0,003599779;5,107028E-06;1
0,9948416;-0,101441;-3,23556E-07;0;0,101441;0,9948416;-2,266755E-08;0;3,241862E-07;-1,027114E-08;1;0;4,543321;-0,00359975;-1,33061E-07;1
0,9950595;0,09927933;2,388133E-07;0;-0,09927933;0,9950595;-2,333792E-08;0;-2,399506E-07;-4,86646E-10;1;0;4,544049;-0,003599948;6,324596E-08;1
0,9992647;0,02747673;0,02674458;0;-0,02928042;0,9971476;0,06956656;0;-0,02475683;-0,07029849;0,9972187;0;4,543965;-0,004398902;2,258555E-07;1
0,9154034;0,4025377;1,107153E-06;0;-0,4025377;0,9154033;-2,437432E-07;0;-1,109319E-06;-2,115673E-07;1;0;5,536249;-0,00288291;1,332601E-07;1
0,9812952;-0,1925096;-4,732622E-07;0;0,1925095;0,9812951;-3,00921E-08;0;4,697166E-07;-5,889972E-08;1;0;3,953898;1,702301E-07;4,88653E-08;1
.......
So each line is a 4X4 matrix defining the BindPose.
To generate this file, the code is like this:
private void ViewSkinningData(SkinningData data)
{
string nameFile = "bind_pose_transformations";
bool append = false;
// The using statement automatically closes the stream and calls IDisposable.Dispose on the stream object.
using (System.IO.StreamWriter file = new System.IO.StreamWriter(#nameFile, append))
{
for (int i = 0; i < data.BindPose.Count; i++)
{
Matrix m = data.BindPose[i];
string matrixString = MatrixToString(m);
file.WriteLine(matrixString);
}
for (int i = 0; i < data.InverseBindPose.Count; i++)
{
Matrix m = data.InverseBindPose[i];
string matrixString = MatrixToString(m);
file.WriteLine(matrixString);
}
for (int i = 0; i < data.SkeletonHierarchy.Count; i++)
{
file.Write(data.SkeletonHierarchy[i] + ";");
}
}
}
string MatrixToString(Matrix m)
{
string result;
result = m.M11 + ";" + m.M12 + ";" + m.M13 + ";" + m.M14 + ";" + m.M21 + ";" + m.M22 + ";" + m.M23 + ";" + m.M24 + ";" + m.M31 + ";" + m.M32 + ";" + m.M33 + ";" + m.M34 + ";" + m.M41 + ";" + m.M42 + ";" + m.M43 + ";" + m.M44;
return result;
}
Next step is to load all this Skinning data in my program:
private void InitializeSkinningDataFromFile()
{
string filename = "bind_pose_transformations";
int number_avatar_joints = 58;
List<Matrix> binpose = new System.Collections.Generic.List<Matrix>();
List<Matrix> inversebindpose = new System.Collections.Generic.List<Matrix>();
List<int> skeletonhierarchy = new System.Collections.Generic.List<int>();
// The using statement automatically closes the stream and calls IDisposable.Dispose on the stream object.
using (System.IO.StreamReader file = new System.IO.StreamReader(filename))
{
string s;
int count = 0;
while (!String.IsNullOrEmpty(s = file.ReadLine()))
{
string[] values = s.Split(';');
Matrix m = BuildMatrix(values);
binpose.Add(m);
count++;
if (count == number_avatar_joints)
{
break;
}
}
count = 0;
while (!String.IsNullOrEmpty(s = file.ReadLine()))
{
string[] values = s.Split(';');
Matrix m = BuildMatrix(values);
inversebindpose.Add(m);
count++;
if (count == number_avatar_joints)
{
break;
}
}
string[] skeletonHierarchy = file.ReadLine().Split(';'); //lee un caracter de separacion al final...
//for (int i = 0; i < skeletonHierarchy.Count(); i++)
for (int i = 0; i < number_avatar_joints; i++)
{
skeletonhierarchy.Add(int.Parse(skeletonHierarchy[i]));
}
}
skinningDataValue = new SkinningData(binpose, inversebindpose, skeletonhierarchy);
}
After, I have to construct boneTransforms structure:
// Bone matrices for the "dude" model
this.boneTransforms = new Matrix[skinningDataValue.BindPose.Count];
this.skinningDataValue.BindPose.CopyTo(this.boneTransforms, 0);
Now boneTransforms have the transformation for my skeleton. So now, i have to apply these trasnformations to an skeleton
Skeleton skeleton = new Skeleton();
foreach (Joint joint in skeleton.Joints)
{
int indexMatrix = AvatarBoneToNuiJointIndex(joint.JointType);
Matrix transform;
if (indexMatrix >= 0)
{
transform = this.boneTransforms[indexMatrix];
}
else
{
transform = Matrix.Identity;
}
Joint aux = ApplyMatrixTransformationToJoint(joint, transform);
normalizeSkel.Joints[joint.JointType] = aux;
}
This is a helper function AvatarBoneToNuiJointIndex:
public int AvatarBoneToNuiJointIndex(JointType jointType)
{
switch (jointType)
{
case JointType.HipCenter:
return 1;
case JointType.Spine:
return 4;
case JointType.ShoulderCenter:
return 6;
case JointType.Head:
return 7;
case JointType.ShoulderLeft:
return 12;
case JointType.ElbowLeft:
return 13;
case JointType.WristLeft:
return 14;
case JointType.HandLeft:
return 15;
case JointType.ShoulderRight:
return 31;
case JointType.ElbowRight:
return 32;
case JointType.WristRight:
return 33;
case JointType.HandRight:
return 34;
case JointType.KneeLeft:
return 50;
case JointType.AnkleLeft:
return 51;
case JointType.FootLeft:
return 52;
case JointType.KneeRight:
return 54;
case JointType.AnkleRight:
return 55;
case JointType.FootRight:
return 56;
default: return -1;
}
}
This is a helper function ApplyMatrixTransformationToJoint:
public Joint ApplyMatrixTransformationToJoint(Joint skeletonJoint, Matrix tranformations)
{
Vector3 pos = SkeletonPointToVector3(skeletonJoint.Position);
Vector3 result = ApplyMatrixTransformationToVector(pos, tranformations);
SkeletonPoint newPosition = new SkeletonPoint()
{
X = result.X,
Y = result.Y,
Z = result.Z
};
skeletonJoint.Position = newPosition;
return skeletonJoint;
}
This is the code for ApplyMatrixTransformationToVector:
static Vector3 ApplyMatrixTransformationToVector(Vector3 v, Matrix m)
{
return Vector3.Transform(v, m);
}
But the problem is that I can't see anything.
I don't know if this approach is correct.
Any help would be fantastic.
Many thanks!