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this is my first question here. I am trying to create an app for chart analysis in Objective-C.
Is there a good solution to show a stock chart in a view and at the same time be able to draw lines on this chart.
Just like in this picture shown: http://gb2007.deutsche-euroshop.de/des/annual/2007/gb//German/60/30/grafik_1_chartanalyse.gif
I am pretty new to programming and doing this exercise for a school project.
Feel free to present every solution i really need the right idea to succeed.
Seems like the "go to" solution (in other words, the one everyone runs to) is CorePlot, which you can find on GitHub at:
https://github.com/core-plot
And there's a RayWenderlich tutorial on stock charts with CorePlot, however his (or their) tutorials are more geared for iOS so you may have to do a bit of adjusting to make things work with MacOS. At least you'll be in the same neighborhood (using Objective-C, CorePlot, etc.).
I suspect any solution is going to be a bit "heavy" (or too much) for you to consider as a new programmer. Graphics & plotting within an app can be really intimidating, and you should try to get a couple other projects under your belt and in your portfolio first.
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I'm pretty new to coding and while searching on random stuff on the internet i found out that it is possible to make games without a single line of code with the help of game-engines like Unity. So what merit is there in coding a game? I have my guesses but i would like to have an answer to be sure, thank you in advance.
Unity requires coding for anything truly custom
You can get quite far with Unity just using already built stuff, but that's just the problem. You are limited to using the parts someone has already made and combining them. Now, that does allow for a heck of a lot of combinations but that is as far as you can go.
You are also limited in your ability to correct unwanted behavior in precisely the way you want it to be corrected.
You need to learn coding in order to make games and that includes using gaming engines such as Unreal or Unity engines. The main reason on why you would need to learn coding is to add logic to your game such as moving your character.
If you are using Unity I would suggest referring to the following link and learn more about scripting(aka coding) and how can you implement it in your game and that way you would have a better idea on why/when coding is essential to the game you're creating.
https://learn.unity.com/project/beginner-gameplay-scripting?courseId=5c61706dedbc2a324a9b022d
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I've been a full stack web developer for 15 years now and would like to be involved in machine learning. There is already a specific scenario for this: We have a database with several million products and one product image each. There is also a database with about 5000 terms.
A product image is linked to several terms (usually 3 - 20), whereby the link still has a weighting (1-100%). The terms are always of a visual nature, that is, they describe a visually recognizable feature on the image.
The aim should now be to upload a new image (of course with thematic reference) and to get an answer with possible terms (including probability) based on the already classified images.
Do you have any advice on how best to start here? Is there a framework that comes close to this scenario? Is TensorFlow relevant for this task? What new language should I learn?
Thank you very much!
TensorFlow can be used, it's pretty "low-level" though. So if you're just starting out you might be better off using Keras with a TensorFlow backend as it's more userfriendly.
Regarding languages you will probably use Python. So if you don't know it already you should get started. In my opinion you can also learn it on-the-fly while practicing as you're already a developer.
As for tutorials you will have to probably pick out the relevant bits of many different tutorials. You could get started with something like this:
https://www.pyimagesearch.com/2018/05/07/multi-label-classification-with-keras/
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So, I just started a new job a few weeks back. It is my first job doing software, and I have been tasked with learning how a giant project works. Now, the guy before me left NO (zilch) documentation or comments anywhere in the source code. In addition, he applied basically EVERY design pattern in the famous design patterns book by Gamma, etc...
My question is, how do I start? I have tried setting break points for certain calls that I want to learn (learn bit by bit), but because of the 5 million design patterns employed, every call goes up about 7 levels just to finish, and by then, it's hard to keep track of the 20 some objects being created and used.
Has anyone had a similar experience? A few pointers on different methods to try?
Specs: language - VB.net
IDE - Visual Studio 2010
Using - Windows Forms
Brain - Melting
Inheriting a large project without documentation is always a huge pain in the ass. I hope you have already accustomed your manager to the inconvenient truth that it will take several weeks or even months until you can maintain that project efficiently.
I would start with creating some UML class diagrams. That could tell you a lot about how the system works and which design patterns are used where.
While doing so, I would also add comments to the code with everything I learned about it. When I am not sure if I understood what the code does correctly, I would add a common string like "NOT_SURE" to the comment. Later, when I have a better understanding of the system, I could use a text search to find and revise these comments.
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I'd want to create a growing database in which the user could add new info in this case different integers and I don't really know how. I've started a "Master Detail" application but when I add different elements to the table they to be mutable and different. So I want the code to do that.
Sounds like you really need to start with the basics; the introduction to Objective-C followed by intros to iOS or Mac OS X development. Work through the basics first.
Then grab yourself a guide to Core Data.
Would you mid giving me a tutorial or something to learn it
A bit broad of a question for StackOverflow. I'd suggest you start at either of the Getting Started guides specific to iOS development or Mac OS X development, as you fancy.
In terms of cars, your question would translate to "How do I add a turbocharger to my engine?". If you don't have a solid foundation in how to maintain and build cars, any answer someone might give will be impossible to understand.
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I'd like to try and create a program playing a game. I.e. "a bot".
I want to be able to directly access the pixels on the screen. I.e. have my program "see" a game and then "make a move"(or at least draw a picture of what move it would make).
Both Windows and Linux advice is appreciated, though my guess is that it should be easier to do on Linux.
I'm guessing this could be done with some X/Gnome call?
I'm not afraid of C, even complex samples are welcome.
SDL is a cross-platform library that allows you to directly access framebuffer pixels. You can learn about accessing the pixels on screen through the pixel access example on the documentation wiki.
Generally speaking, bots don't see the game graphics but see the underlying data structure instead, unless you are trying to do something related to computer vision.