extract part of a paragraph in using vb.net - vb.net

i have the following paragraph:
Free Daily Horoscope by findyourfate.comhttp://www.findyourfate.comThings are good and getting better -- and you need to learn how to accept this fact. While this may sound like flippant or sarcastic advice, the truth is that lately, whenever the fates have thrown a few rose petals in your path, you have chosen to see them as just more debris -- if you have elected to see them at all. Wake up and wise up. You need to start acknowledging the gifts as gifts meant for you. You need to understand just how worthy of them you are.http://www.findyourfate.com/rss/dailyhoroscope-feed.asp?sign=Aries [return delivery report]
which I stored in a string using vb.net.
How can I split that string to output only the following part:
Things are good and getting better -- and you need to learn how to accept this fact. While this may sound like flippant or sarcastic advice, the truth is that lately, whenever the fates have thrown a few rose petals in your path, you have chosen to see them as just more debris -- if you have elected to see them at all. Wake up and wise up. You need to start acknowledging the gifts as gifts meant for you. You need to understand just how worthy of them you are.

In case you have this same paragraph and each time you need to get same output you can use replace instead of split it's easier:
Dim texts As String = "Free Daily Horoscope by findyourfate.comhttp://www.findyourfate.comThings are good and getting better -- and you need to learn how to accept this fact. While this may sound like flippant or sarcastic advice, the truth is that lately, whenever the fates have thrown a few rose petals in your path, you have chosen to see them as just more debris -- if you have elected to see them at all. Wake up and wise up. You need to start acknowledging the gifts as gifts meant for you. You need to understand just how worthy of them you are.http://www.findyourfate.com/rss/dailyhoroscope-feed.asp?sign=Aries [return delivery report]"
texts = texts.Replace("Free Daily Horoscope by findyourfate.comhttp://www.findyourfate.com", "")
texts = texts.Replace("http://www.findyourfate.com/rss/dailyhoroscope-feed.asp?sign=Aries [return delivery report]", "")
and you will get the same outcome that's of course if you have always
If you wish to use split:
Dim arraytext() As String
arraytext = Split(texts, "Free Daily Horoscope by findyourfate.comhttp://www.findyourfate.com")
arraytext = Split(arraytext(1), "http://www.findyourfate.com/rss/dailyhoroscope-feed.asp?sign=Aries [return delivery report]")
MsgBox(arraytext(0))

Related

Roblox tds game

Im making a tower defense game in roblox and im wondering how to script towers having special effects when they hit a zombie, for example, freeze, slowness, poison etc. And how to make specific zombies immune to some of these effects.
What you could do is put a script in the zombie that can interpret what tower hit it and decide if it should deal damage or effects or something like that.
i would just have some numvalues inside the zombie and when u hit it change the value up 1 point and have another script in the value which will activate the effect and once the effect has been activated it removes 1 from the value.
u can change this around to fit the different effects so for a bleed effect you can name the value bleed and in the damage script when you hit a enemy it will findfirstchild for bleed and add 1 to the value and have another script within the value doing the bleed damage which would be something like
local bleedvalue = script.parent.value
local enemytype = script.parent.parent:waitforchild("humanoid")
while wait(tick speed) do
if script.parent.value < 0 then
bleedvalue = bleedvalue - (ammount you want removed per tick)
enemytype.health = enemytype.health - (damage ammount and health can be changed out for speed or can straight up just anchor the zombie for a freeze)
end
end
this was just off the top of my head so sorry if its wrong but i hope i helped anyone who may be seeking a alternative

Pinescript tradingview example needed

I am a novice at using TradingView's Pinescript and having a hard time finding an easy to understand example of a script. I am used to Java/C++ and Pinescript is very different. I am trying to build a script that will scan a stock chart and look for gaps of over 5%. Here is psuedocode for what I am trying to create:
if(difference between open of current day and previous day close > 5%) {
plot a green circle or red circle, depending on if gap was up or down
}
Thank you in advance!
You're best bet would be to go through their tutorial
There's some odds choices in this language if you have any programming background so it's probably a good idea to read it all (it's not that much). E.g.
open is the current bars open price, but open[1] is the previous bar open price (so should be read as open[current_index-1])
you can't use the plot calls inside function bodies
as for you question (not tested, but should be close enough to give the right idea):
study(title='gap detector', overlay=true)
//plotshape(<condition>, <options>) // condition must be true to plot something
is_percentage_increase = if (close-close[1])/close[1] > 0.05
true
plotshape(is_percentage_increase, style=shape.circle, color=green)
Pine scripting is easy to use; Initially it was bit hard to understand, Once started using it it becomes so useful to strategize the logic.
In your case you can use conditional operator as well to detect this.This will work in Version 2 .The version 3 is bit differrent
//version =2
study(title ="Experementing the code ",overlay =true ,shorttitle ="testing") //overlay=false to get this down of the chart as seperate layout
plotchar( (close-close[1])/close[1] >0.05 ? 1:na ,char =' ',text ="plot\nTest",textcolor=red,size.huge)
Instead of if the condition you can use ?: operator to do this job.
Please make sure plotchar(.....) coming in the same line, not in separate line.
Pine has lot of cool features to use and helped me to derive my own strategy. The tutorial is really good.
Note if you don't put char='' above it will print STAR as the default character. And in the character even if you put char='testtest' it will print the only t .

Turing Machines

I'm reading a book on Languages & Automata and I'm not understanding Turing Machines. I've taught myself about DFA's NFA's and Pushdown Automata without any problems. Can someone please explain what this is doing?
B = {w#w|w ∈ {0, 1}*}
The following figure contains several snapshots of Ml 's tape while it is computing
in stages 2 and 3 when started on input 011000#011000.
Thanks alot!
"Imagine an endless row of hotel rooms, and each room contains a lightbulb and a switch that controls it. Initially, all the rooms are dark. A robot starts at one of the rooms, and has the ability to operate switches and move to adjacent rooms.
The robot has several states that it can be in, and each state determines what it should do based on whether the current room is light or dark. For example, a robot's rules could include these states:
The "scared" state:
If the room is dark, turn on the light and move to the room to the left.
If the room is light, do nothing and go to the "normal" state.
The "normal" state:
If the room is light, turn off the light and move to the room on the right.
Otherwise, go to the "scared" state.
One special state is the "stop" state. When the robot finds itself in this state, the process is complete.
Suppose a robot has n states (not including the "stop" state), and it stops. What is the maximum number of light rooms at this point?
This system is in direct allegory to Turing machines. The hotel is the tape, the robot is the Turing machine, and dark rooms and light rooms are 0 and 1 cells."
It is from googology wiki. I gave an idea to it, but, of course, this text has been improved since me.
Turing machine is a hypothetical machine with a tape where symbols are stored. It can have multiple heads that can read symbols from the tape or write symbols to the tape.
Now your grammar says B = {w#w|w ∈ {0, 1}*}, that is any string of the form "w#w", where w is any combination of 0's and 1's or none at all. So let's say w = 011000 for this particular example. The resulting string will be 011000#011000 and your turing machine will be verifying if it follows this grammar.
Your turing machine has one head in this case. It starts at the beginning of string. Reads the first character which is 0. Mark it "x": meaning I've read this. Then goes immediately after the # and checks if what it just read is matching. In this case it's 0 as well so it marks it as matching "x". It then goes back to previous position and does the same for next character. It keeps doing this until it reaches #. When it reads hash or #, it checks for the end of the string and if it is the end of string, it accepts this string saying yes this follows the given grammar.

text based RPG command interpreter

I was just playing a text based RPG and I got to wondering, how exactly were the command interpreters implemented and is there a better way to implement something similar now? It would be easy enough to make a ton of if statements, but that seems cumbersome especially considering for the most part pick up the gold is the same as pick up gold which has the same effect as take gold. I'm sure this is a really in depth question, I'd just like to know the general idea of how interpreters like that were implemented. Or if there's an open source game with a decent and representative interpreter, that would be perfect.
Answers can be language independent, but try to keep it in something reasonable, not prolog or golfscript or something. I'm not sure exactly what to tag this as.
The usual name for this sort of game is text adventure or interactive fiction, if it is single player, or MUD if it is multiplayer.
There are several special purpose programming languages for writing interactive fiction, such as Inform 6, Inform 7 (an entirely new language that compiles down to Inform 6), TADS, Hugo, and more.
Here's an example of a game in Inform 7, that has a room, an object in the room, and you can pick up, drop, and otherwise manipulate the object:
"Example Game" by Brian Campbell
The Alley is a room. "You are in a small, dark alley." A bronze key is in the
Alley. "A bronze key lies on the ground."
Produces when played:
Example Game
An Interactive Fiction by Brian Campbell
Release 1 / Serial number 100823 / Inform 7 build 6E59 (I6/v6.31 lib 6/12N) SD
Alley
You are in a small, dark alley.
A bronze key lies on the ground.
>take key
Taken.
>drop key
Dropped.
>take the key
Taken.
>drop key
Dropped.
>pick up the bronze key
Taken.
>put down the bronze key
Dropped.
>
For the multiplayer games, which tend to have simpler parsers than interactive fiction engines, you can check out a list of MUD servers.
If you would like to write your own parser, you can start by simply checking your input against regular expressions. For instance, in Ruby (as you didn't specify a language):
case input
when /(?:take|pick +up)(?: +(?:the|a))? +(.*)/
take_command(lookup_name($3))
when /(?:drop|put +down)(?: +(?:the|a))? +(.*)/
drop_command(lookup_name($3))
end
You may discover that this becomes cumbersome after a while. You could simplify it somewhat using some shorthands to avoid repetition:
OPT_ART = "(?: +(?:the|a))?" # shorthand for an optional article
case input
when /(?:take|pick +up)#{OPT_ART} +(.*)/
take_command(lookup_name($3))
when /(?:drop|put +down)#{OPT_ART} +(.*)/
drop_command(lookup_name($3))
end
This may start to get slow if you have a lot of commands, and it checks the input against each command in sequence. You also may find that it still becomes hard to read, and involves some repetition that is difficult to simply extract into shorthands.
At that point, you might want to look into lexers and parsers, a topic much too big for me to do justice to in a reply here. There are many lexer and parser generators, that given a description of a language, will produce a lexer or parser that is capable of parsing that language; check out the linked articles for some starting points.
As an example of how a parser generator would work, I'll give an example in Treetop, a Ruby based parser generator:
grammar Adventure
rule command
take / drop
end
rule take
('take' / 'pick' space 'up') article? space object {
def command
:take
end
}
end
rule drop
('drop' / 'put' space 'down') article? space object {
def command
:drop
end
}
end
rule space
' '+
end
rule article
space ('a' / 'the')
end
rule object
[a-zA-Z0-9 ]+
end
end
Which can be used as follows:
require 'treetop'
Treetop.load 'adventure.tt'
parser = AdventureParser.new
tree = parser.parse('take the key')
tree.command # => :take
tree.object.text_value # => "key"
If by 'text based RPG' you are referring to Interactive Fiction, there are specific programming languages for this. My favorite (the only one I know ;P) is Inform: http://en.wikipedia.org/wiki/Inform
The rec.arts.int-fiction FAQ has further information: http://www.plover.net/~textfire/raiffaq/FAQ.htm

Process to pass from problem to code. How did you learn?

I'm teaching/helping a student to program.
I remember the following process always helped me when I started; It looks pretty intuitive and I wonder if someone else have had a similar approach.
Read the problem and understand it ( of course ) .
Identify possible "functions" and variables.
Write how would I do it step by step ( algorithm )
Translate it into code, if there is something you cannot do, create a function that does it for you and keep moving.
With the time and practice I seem to have forgotten how hard it was to pass from problem description to a coding solution, but, by applying this method I managed to learn how to program.
So for a project description like:
A system has to calculate the price of an Item based on the following rules ( a description of the rules... client, discounts, availability etc.. etc.etc. )
I first step is to understand what the problem is.
Then identify the item, the rules the variables etc.
pseudo code something like:
function getPrice( itemPrice, quantity , clientAge, hourOfDay ) : int
if( hourOfDay > 18 ) then
discount = 5%
if( quantity > 10 ) then
discount = 5%
if( clientAge > 60 or < 18 ) then
discount = 5%
return item_price - discounts...
end
And then pass it to the programming language..
public class Problem1{
public int getPrice( int itemPrice, int quantity,hourOdDay ) {
int discount = 0;
if( hourOfDay > 10 ) {
// uh uh.. U don't know how to calculate percentage...
// create a function and move on.
discount += percentOf( 5, itemPriece );
.
.
.
you get the idea..
}
}
public int percentOf( int percent, int i ) {
// ....
}
}
Did you went on a similar approach?.. Did some one teach you a similar approach or did you discovered your self ( as I did :( )
I go via the test-driven approach.
1. I write down (on paper or plain text editor) a list of tests or specification that would satisfy the needs of the problem.
- simple calculations (no discounts and concessions) with:
- single item
- two items
- maximum number of items that doesn't have a discount
- calculate for discounts based on number of items
- buying 10 items gives you a 5% discount
- buying 15 items gives you a 7% discount
- etc.
- calculate based on hourly rates
- calculate morning rates
- calculate afternoon rates
- calculate evening rates
- calculate midnight rates
- calculate based on buyer's age
- children
- adults
- seniors
- calculate based on combinations
- buying 10 items in the afternoon
2. Look for the items that I think would be the easiest to implement and write a test for it. E.g single items looks easy
The sample using Nunit and C#.
[Test] public void SingleItems()
{
Assert.AreEqual(5, GetPrice(5, 1));
}
Implement that using:
public decimal GetPrice(decimal amount, int quantity)
{
return amount * quantity; // easy!
}
Then move on to the two items.
[Test]
public void TwoItemsItems()
{
Assert.AreEqual(10, GetPrice(5, 2));
}
The implementation still passes the test so move on to the next test.
3. Be always on the lookout for duplication and remove it. You are done when all the tests pass and you can no longer think of any test.
This doesn't guarantee that you will create the most efficient algorithm, but as long as you know what to test for and it all passes, it will guarantee that you are getting the right answers.
the old-school OO way:
write down a description of the problem and its solution
circle the nouns, these are candidate objects
draw boxes around the verbs, these are candidate messages
group the verbs with the nouns that would 'do' the action; list any other nouns that would be required to help
see if you can restate the solution using the form noun.verb(other nouns)
code it
[this method preceeds CRC cards, but its been so long (over 20 years) that I don't remember where i learned it]
when learning programming I don't think TDD is helpful. TDD is good later on when you have some concept of what programming is about, but for starters, having an environment where you write code and see the results in the quickest possible turn around time is the most important thing.
I'd go from problem statement to code instantly. Hack it around. Help the student see different ways of composing software / structuring algorithms. Teach the student to change their minds and rework the code. Try and teach a little bit about code aesthetics.
Once they can hack around code.... then introduce the idea of formal restructuring in terms of refactoring. Then introduce the idea of TDD as a way to make the process a bit more robust. But only once they are feeling comfortable in manipulating code to do what they want. Being able to specify tests is then somewhat easier at that stage. The reason is that TDD is about Design. When learning you don't really care so much about design but about what you can do, what toys do you have to play with, how do they work, how do you combine them together. Once you have a sense of that, then you want to think about design and thats when TDD really kicks in.
From there I'd start introducing micro patterns leading into design patterns
I did something similar.
Figure out the rules/logic.
Figure out the math.
Then try and code it.
After doing that for a couple of months it just gets internalized. You don't realize your doing it until you come up against a complex problem that requires you to break it down.
I start at the top and work my way down. Basically, I'll start by writing a high level procedure, sketch out the details inside of it, and then start filling in the details.
Say I had this problem (yoinked from project euler)
The sum of the squares of the first
ten natural numbers is, 1^2 + 2^2 +
... + 10^2 = 385
The square of the sum of the first ten
natural numbers is, (1 + 2 + ... +
10)^2 = 55^2 = 3025
Hence the difference between the sum
of the squares of the first ten
natural numbers and the square of the
sum is 3025 385 = 2640.
Find the difference between the sum of
the squares of the first one hundred
natural numbers and the square of the
sum.
So I start like this:
(display (- (sum-of-squares (list-to 10))
(square-of-sums (list-to 10))))
Now, in Scheme, there is no sum-of-squares, square-of-sums or list-to functions. So the next step would be to build each of those. In building each of those functions, I may find I need to abstract out more. I try to keep things simple so that each function only really does one thing. When I build some piece of functionality that is testable, I write a unit test for it. When I start noticing a logical grouping for some data, and the functions that act on them, I may push it into an object.
I've enjoyed TDD every since it was introduced to me. Helps me plan out my code, and it just puts me at ease having all my tests return with "success" every time I modify my code, letting me know I'm going home on time today!
Wishful thinking is probably the most important tool to solve complex problems. When in doubt, assume that a function exists to solve your problem (create a stub, at first). You'll come back to it later to expand it.
A good book for beginners looking for a process: Test Driven Development: By Example
My dad had a bunch of flow chart stencils that he used to make me use when he was first teaching me about programming. to this day I draw squares and diamonds to build out a logical process of how to analyze a problem.
I think there are about a dozen different heuristics I know of when it comes to programming and so I tend to go through the list at times with what I'm trying to do. At the start, it is important to know what is the desired end result and then try to work backwards to find it.
I remember an Algorithms class covering some of these ways like:
Reduce it to a known problem or trivial problem
Divide and conquer (MergeSort being a classic example here)
Use Data Structures that have the right functions (HeapSort being an example here)
Recursion (Knowing trivial solutions and being able to reduce to those)
Dynamic programming
Organizing a solution as well as testing it for odd situations, e.g. if someone thinks L should be a number, are what I'd usually use to test out the idea in pseudo code before writing it up.
Design patterns can be a handy set of tools to use for specific cases like where an Adapter is needed or organizing things into a state or strategy solution.
Yes.. well TDD did't existed ( or was not that popular ) when I began. Would be TDD the way to go to pass from problem description to code?... Is not that a little bit advanced? I mean, when a "future" developer hardly understand what a programming language is, wouldn't it be counterproductive?
What about hamcrest the make the transition from algorithm to code.
I think there's a better way to state your problem.
Instead of defining it as 'a system,' define what is expected in terms of user inputs and outputs.
"On a window, a user should select an item from a list, and a box should show him how much it costs."
Then, you can give him some of the factors determining the costs, including sample items and what their costs should end up being.
(this is also very much a TDD-like idea)
Keep in mind, if you get 5% off then another 5% off, you don't get 10% off. Rather, you pay 95% of 95%, which is 90.25%, or 9.75% off. So, you shouldn't add the percentage.