Using real distances between points in optaplanner - optaplanner

Hello
I am new to optaplanner. I am trying to use the vrp (tw) example.
I'll like to set real distances (route distances) in order to get a real solution.
I have real distances between all points in a double NXN matrix (distance(a,b)<>distance(b,a)), so, how can I use the matrix in the .xml (.vrp) input file to solve vrp problem ?
Note : my matrix is about from 2X10X10 to 2X100X100.
Thanks in advance.
opp

Here is the way I went. There might be much better solutions than this - I have to admit that I just started to play around with Optaplanner.
Any suggestions on improvement are welcomed.
Hope this helps. Brgds, Paul
My matrix is in the form "From Customer" "To Customer" "Distance" and I created a class Distance.
*In the Importer I build a DistanceMap for each Location:*
readConstantLine("CustFrom CustTo Distance");
long locationId = -1;
line = bufferedReader.readLine();
distanceMap = new HashMap<Long, Double>(locationListSize);
while (line != null && !line.trim().isEmpty()) {
String[] lineTokens = splitBySpacesOrTabs(line.trim(), 3);
if (locationId != Long.parseLong(lineTokens[0])){
if (distanceMap.isEmpty() == false){
Location location = new Location();
location = locationList.get((int) locationId);
distance.setDistanceMap(distanceMap);
location.setDistance(distance);
locationList.set((int) locationId, location);
}
locationId = Long.parseLong(lineTokens[0]);
distance = new Distance();
distanceMap = new HashMap<Long, Double>(locationListSize);
}
distanceMap.put( Long.parseLong(lineTokens[1]), Double.parseDouble(lineTokens[2]));
line = bufferedReader.readLine();
}
if (distanceMap.isEmpty() == false){
Location location = new Location();
location = locationList.get((int) locationId);
distance.setDistanceMap(distanceMap);
location.setDistance(distance);
locationList.set((int) locationId, location);
In the location class I use the following method to get the Distance:
public int getMilliDistanceDistanceMap(Location location) {
// Implementation distanceMap
return distance.getDistance(location, this) ;
And the distance class method looks like this:
public int getDistance(Location fromLocation,Location toLocation )
{
double distance = toLocation.getDistance().distanceMap.get(fromLocation.getId());
return (int) (distance * 1000);
}

As of 2019, start from optaweb-vehicle-routing

Related

making a linegraph that shows population decay with dc.js and crossfilter

I am creating a dashboard in DC.js. One of the visualizations is a survival curve showing the percentage of survival on the y-axis and the time in weeks on the x-axis
Each record in the dataset contains a deathAfter column called recidiefNa. This shows the number of weeks after death occurred, and shows -99 for survival.
See sketches for example dataset and desired chart form:
I created this code to create the dimensions and groups and draw the desired chart.
var recDim = cf1.dimension(dc.pluck('recidiefNa'));//sets dimension
var recGroup = recDim.group().reduceCount();
var resDim = cf1.dimension(dc.pluck('residuNa'));
var resGroup = resDim.group().reduceCount();
var scChart = dc.compositeChart("#scStepChart");
scChart
.width(600)
.height(400)
.x(d3.scale.linear().domain([0,52]))
.y(d3.scale.linear().domain([0,100]))
.clipPadding(10)
.brushOn(false)
.xAxisLabel("tijd in weken")
.yAxisLabel("percentage vrij van residu/recidief")
.compose([
dc.lineChart(scChart)
.dimension(recDim)
.group(recGroup)
.interpolate("step-after")
.renderDataPoints(true)
.renderTitle(true)
.keyAccessor(function(d){return d.key;})
.valueAccessor(function(d){return (d.value/cf1.groupAll().reduceCount().value()*100);}),
dc.lineChart(scChart)
.dimension(resDim)
.group(resGroup)
.interpolate("step-after")
.renderDataPoints(true)
.colors(['orange'])
.renderTitle(true)
.keyAccessor(function(d){return d.key;})
.valueAccessor(function(d){return (d.value/cf1.groupAll().reduceCount().value()*100 );})
])
.xAxis().ticks(4);
scChart.render();
This gives the following result:
As you can see my first problem is that I need the line to extend until the y-axis showing x=0weeks and y=100% as the first datapoint.
So that's question number one: is there a way to get that line to look more like my sketch(starting on the y-axis at 100%?
My second and bigger problem is that it is showing the inverse of the percentage I need (eg. 38 instead of 62). This is because of the way the data is structured (which is somehting i rather not change)
First I tried changing the valueaccessor to 100-*calculated number. Which is obviously the normal way to solve this issue. However my result was this:
As you can see now the survival curve is a positive incline which is never possible in a survival curve. This is my second question. Any ideas how to fix this?
Ah, it wasn't clear from the particular example that each data point should be based on the last, but your comment makes that clear. It sounds like what you are looking for is a kind of cumulative sum - in your case, a cumulative subtraction.
There is an entry in the FAQ for this.
Adapting that code to your use case:
function accumulate_subtract_from_100_group(source_group) {
return {
all:function () {
var cumulate = 100;
return source_group.all().map(function(d) {
cumulate -= d.value;
return {key:d.key, value:cumulate};
});
}
};
}
Use it like this:
var decayRecGroup = accumulate_subtract_from_100_group(recGroup)
// ...
dc.lineChart(scChart)
// ...
.group(decayRecGroup)
and similarly for the resGroup
While we're at it, we can concatenate the data to the initial point, to answer your first question:
function accumulate_subtract_from_100_and_prepend_start_point_group(source_group) {
return {
all:function () {
var cumulate = 100;
return [{key: 0, value: cumulate}]
.concat(source_group.all().map(function(d) {
cumulate -= d.value;
return {key:d.key, value:cumulate};
}));
}
};
}
(ridiculous function name for exposition only!)
EDIT: here is #Erik's final adapted answer with the percentage conversion built in, and a couple of performance improvements:
function fakeGrouper(source_group) {
var groupAll = cf1.groupAll().reduceCount();
return {
all:function () {
var cumulate = 100;
var total = groupAll.value();
return [{key: 0, value: cumulate}]
.concat(source_group.all().map(function(d) {
if(d.key > 0) {
cumulate -= (d.value/total*100).toFixed(0);
}
return {key:d.key, value:cumulate};
}));
}
};
}

Calculate distance between two PFGeopoints in a NSPredicate for a Parse Query

I have a special case when I want to do something like
let predicate = NSPredicate(format:"
DISTANCE(\(UserLocation),photoLocation) <= visibleRadius AND
DISTANCE(\(UserLocation),photoLocation" <= 10)"
var query = PFQuery(className:"Photo", predicate:predicate)
Basically, I want to get all photos that are taken within 10km around my current location if my current location is also within the photo's visible radius
Also, photoLocation and visibleRadius are two columns in the database, I will supply UserLocation as a PFGeoPoint.
Is it possible to achieve this? In my opinion, I don't think that I may call, for example, photoLocation.latitude to get a specific coordinate value. May I?
I'll appreciate you a lot if this can be achieved!!
I found this at the pares.com docs here is the link
let swOfSF = PFGeoPoint(latitude:37.708813, longitude:-122.526398)
let neOfSF = PFGeoPoint(latitude:37.822802, longitude:-122.373962)
var query = PFQuery(className:"PizzaPlaceObject")
query.whereKey("location", withinGeoBoxFromSouthwest:swOfSF, toNortheast:neOfSF)
var pizzaPlacesInSF = query.findObjects()
This code fetch you all the objects that are in a rectangle area defined by the swOfSF & neOfSF objectc, where seOfSF is in the south-west corner and neOfSF is in the north-east corner.
You can make some alterations to the code and get all the objects in rectangle area that your object is in middle
i would recommend that you don't use a radius, because it will take a lot of calculations. Instead use a rectangle area (like in the code i gave you).
just calculate what is the max/min longitude & max/min latitude from your position and fetch all the objects that are in between. you can read about how to fine the min/max longitude & latitude here Link
I managed to solve it using Parse Cloud Code, here is the quick tutorial
Parse.Cloud.define("latestPosts", function(request, response) {
var limit = 20;
var query = new Parse.Query("Post");
var userLocation = request.params.userLocation;
var searchScope = request.params.searchScope;
var afterDate = request.params.afterDate;
var senderUserName = request.params.senderUserName;
query.withinKilometers("Location", userLocation, searchScope);
query.greaterThan("createdAt", afterDate);
query.notEqualTo("senderUserName",senderUserName);
query.ascending("createdAt");
query.find({
success: function(results) {
var finalResults = results.filter(function(el) {
var visibleRadius = el.get("VisibleRadius");
var postLocation = el.get("Location");
return postLocation.kilometersTo(userLocation) <= visibleRadius;
});
if (finalResults.length > limit) {
var slicedFinalResults = results.slice(0, 20);
response.success(slicedFinalResults);
} else {
response.success(finalResults);
}
},
error: function() {
response.error("no new post");
}
});
});
The code above illustrate a basic example of how to use Cloud Code. Except, I have to make sure that all the returned image are in the union of user's search scope and photo's visible circle. There are more techniques such as Promises. But for my purpose, the code above should just suffice.

dynamically change a part of the variable path

I know this question has been asked a bunch of times, but none of the answers (or at least what i took away from them) was a help to my particiular problem.
I want to dynamically change a part of the variable path, so i don't have to repeat the same code x-times with just two characters changing.
Here's what i got:
In the beginning of my script, i'm setting the reference to PlayerData scripts, attached to the GameManager object like this:
var P1 : P1_Data;
var P2 : P2_Data;
function Start(){
P1 = GameObject.Find("GameManager").GetComponent.<P1_Data>();
P2 = GameObject.Find("GameManager").GetComponent.<P2_Data>();
}
Later, i want to access these scripts using the currentPlayer variable to dynamically adjust the path:
var currentPlayer : String = "P1"; //this actually happens along with some other stuff in the SwitchPlayers function, i just put it here for better understanding
if (currentPlayer.PlayerEnergy >= value){
// do stuff
}
As i was afraid, i got an error saying, that PlayerEnergy was not a part of UnityEngine.String.
So how do I get unity to read "currentPlayer" as part of the variable path?
Maybe some parse function I haven't found?
Or am I going down an entirely wrong road here?
Cheers
PS: I also tried putting the P1 and P2 variables into an array and access them like this:
if (PlayerData[CurrentPlayerInt].PlayerEnergy >= value){
// do stuff
}
to no success.
First of all,
var currentPlayer : String = "P1"
here P1 is just string, not the previous P1/P2 which are referenced to two scripts. So, if you want, you can change
currentPlayer.PlayerEnergy >= value
to
P1.PlayerEnergy >= value
or,
P2.PlayerEnergy >= value
But if you just want one function for them, like
currentPlayer.PlayerEnergy >= value
Then you have to first set currentPlayer to P1/P2 which I assume you are trying to do. You must have some codes that can verify which player is selected. Then, maybe this can help -
var playerSelected: int = 0;
var currentPlayerEnergy: int = 0;
.....
//Use your codes to verify which player is selected and then,
if (playerSelected == 1) {
currentPlayerEnergy = P1.PlayerEnergy;
} else if (playerSelected == 2) {
currentPlayerEnergy = P2.PlayerEnergy;
}
//Now use your favorite function
if (currentPlayerEnergy >= value) {
//Do stuff
}
As there was no reply providing the answer I needed, I'll share the solution that did the trick for me, provided by a fellow student.
Instead of having the PlayerData scripts pre-written, I generate them using a public class function in a Playermanager script. This generates the Playerdata as attached scripts, saved into an array.
I can then access them through Playermanager.Playerlist[Playernumber].targetvariable.
Which is what I wanted to do, only with the Playerdata being attached to a script instead of a gameobject. And it works great!
Here's the full code of my Playermanager Script:
//initialise max players
public var maxplayers : int = 2;
// Initialise Playerlist
static var Players = new List.<PlayerData>();
function Start () {
for (var i : int = 0; i < maxplayers; i++){
var Player = new PlayerData();
Players.Add(Player);
Players[i].PlayerName = "Player " + i;
}
DontDestroyOnLoad (transform.gameObject);
}
public class PlayerData {
public var PlayerName : String;
public var PlayerEnergy : int = 15;
public var Fleet : List.<GameObject> = new List.<GameObject>();
}
As you see, you can put any type of variable in this class.
I hope this helps some of you who have the same problem.
cheers,
Tux

Small AS2 OOP Issue

I'm working with Actionscript 2 (not ready to upgrade yet, although it's irreverent to the problem) but I'm having trouble with OOP and classes.
I've got a "Tool" class, written like so:
class com.Tool {
public var self:MovieClip;
private static var Type:String;
function Tool(T:String, X:Number, Y:Number) {
Type = T;
self = _root.createEmptyMovieClip("obj"+_root.getNextHighestDepth(), _root.getNextHighestDepth());
self._x = X;
self._y = Y;
self.width = 36;
self.height = 36;
self.onRollOver = function() {
trace(Type);
}
}
}
I create 3 of them in the main script like so:
var toolPan:Tool = new Tool("pan", 0, 0);
var toolSquare:Tool = new Tool("square", 0, 38);
var toolLine:Tool = new Tool("line", 0, 76);
It all works great, except the onRollOver. It's supposed to output the unique "Type" string, but it always outputs "line" (the last Type Tool created) regardless which one I roll over.
Needless to say, I'm still a beginner to all this. But it seems like they're all sharing the same variable :/ How do I make these variables unique to each object created?
Thank you very much!
It's because it's type static, so the value is shared by all instances of that class. Remove it and it should work.
private var Type:String;

Exception understood on update Kinect Joint positions

I am doing a very simple stuff, my goal is to move one skeleton based on the position of the other skeleton, for this i am based myself on a HipCenter position.
(This algoritm could be wrong, this question is about a exception ocurring in the foreach loop)
Here is my actual code:
public static Skeleton MoveTo(this Skeleton skOrigin, Skeleton skDestiny)
{
Skeleton skReturn = skOrigin; // just making a copy
// find the factor to move, based on the HipCenter.
float whatToMultiplyX = skOrigin.Joints[JointType.HipCenter].Position.X / skDestiny.Joints[JointType.HipCenter].Position.X;
float whatToMultiplyY = skOrigin.Joints[JointType.HipCenter].Position.Y / skDestiny.Joints[JointType.HipCenter].Position.Y;
float whatToMultiplyZ = skOrigin.Joints[JointType.HipCenter].Position.Z / skDestiny.Joints[JointType.HipCenter].Position.Z;
SkeletonPoint movedPosition = new SkeletonPoint();
Joint movedJoint = new Joint();
foreach (JointType item in Enum.GetValues(typeof(JointType)))
{
// Updating the position
movedPosition.X = skOrigin.Joints[item].Position.X * whatToMultiplyX;
movedPosition.Y = skOrigin.Joints[item].Position.Y * whatToMultiplyY;
movedPosition.Z = skOrigin.Joints[item].Position.Z * whatToMultiplyZ;
// Setting the updated position to the skeleton that will be returned.
movedJoint.Position = movedPosition;
skReturn.Joints[item] = movedJoint;
}
return skReturn;
}
Using F10 to debug everything works fine ultin the second pass in te foreach loop.
When i am passing for the second time in the foreach i get a exception on this line
skReturn.Joints[item] = movedJoint;
The exception says:
JointType index value must match Joint.JointType
But the value is actualy the Spine.
Whats wrong?
Solved, here is the solution
Joint newJoint = new Joint(); // declare a new Joint
// Iterate in the 20 Joints
foreach (JointType item in Enum.GetValues(typeof(JointType)))
{
newJoint = skToBeMoved.Joints[item];
// applying the new values to the joint
SkeletonPoint pos = new SkeletonPoint()
{
X = (float)(newJoint.Position.X + (someNumber)),
Y = (float)(newJoint.Position.Y + (someNumber)),
Z = (float)(newJoint.Position.Z + (someNumber))
};
newJoint.Position = pos;
skToBeChanged.Joints[item] = newJoint;
}
This will work.