rrt | C++ RRT Implementation | Robotics library

 by   RoboJackets C++ Version: 0.6.0 License: Non-SPDX

kandi X-RAY | rrt Summary

kandi X-RAY | rrt Summary

rrt is a C++ library typically used in Automation, Robotics, Example Codes applications. rrt has no bugs, it has no vulnerabilities and it has low support. However rrt has a Non-SPDX License. You can download it from GitHub.

C++ RRT (Rapidly-exploring Random Tree) implementation.
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              rrt has a low active ecosystem.
              It has 232 star(s) with 83 fork(s). There are 63 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 19 open issues and 44 have been closed. On average issues are closed in 172 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of rrt is 0.6.0

            kandi-Quality Quality

              rrt has 0 bugs and 0 code smells.

            kandi-Security Security

              rrt has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              rrt code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              rrt has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              rrt releases are available to install and integrate.
              Installation instructions are not available. Examples and code snippets are available.

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            rrt Key Features

            No Key Features are available at this moment for rrt.

            rrt Examples and Code Snippets

            No Code Snippets are available at this moment for rrt.

            Community Discussions

            QUESTION

            Javascript click function is not working on first click
            Asked 2021-Nov-25 at 08:55

            I have created a function that adds an active class on click its works fine but it's not adding an active class on the first click on the second click its start working fine. here is my code

            ...

            ANSWER

            Answered 2021-Nov-25 at 08:21

            The problem is in your logic. You are calling an onclick and then in that onclick you are registering an event on the same buttons. It is better to do one thing, or simply take out event listener outside the howAppWorks function. Like this:

            Source https://stackoverflow.com/questions/70107760

            QUESTION

            NotFound error when calling flights date API
            Asked 2021-Oct-21 at 07:59

            I have been using NodeJS library for querying the price of the chepeast flight for a route, for next 60 days. Even after switching to production environment, the API throws 404 error (details mentioned below) for some common routes like SFO to YYC.

            Do let me know how I can resolve this.

            ...

            ANSWER

            Answered 2021-Oct-21 at 07:59

            The Flight Inspiration Search & Flight Cheapest Date Search APIs are built on top of a pre-computed cache. The APIs compute every day the most trending options based on past searches and bookings and fill the cache, which means that the cache is dynamic. If you need to get access to a full inventory of Amadeus you need to use the live Flight Offers Search API.

            Source https://stackoverflow.com/questions/69650105

            QUESTION

            search string in data frame using another dataframe and grepl
            Asked 2021-Aug-19 at 17:15

            I need to filter a data frame by column using another dataframe but because the matches could not be exact I guess using grepl would be a way.

            the following code might exemplify:

            ...

            ANSWER

            Answered 2021-Aug-19 at 14:01

            QUESTION

            How to filter your list based on datetime?
            Asked 2021-Feb-22 at 13:58

            This is my list:

            ...

            ANSWER

            Answered 2021-Feb-22 at 13:58

            The first problem is that you have a print command inside your loop. Since you won't know which rows have the datetime closest to chosen_datetime until after you have looped over all the items, this is premature and is a significant cause of your erroneous output.

            Secondly, since you're looking for the closest datetime per vehicle number you're going to need some logic to group things by vehicle number.

            One option would be a solution using itertools.groupby; another solution -- that I've implemented here -- would be store results in a dictionary keyed by the vehicle number.

            There are a few comments in the following code, but let me know if you'd like some additional detail.

            Source https://stackoverflow.com/questions/66316204

            QUESTION

            Extracting words from a sentence in oracle
            Asked 2021-Feb-04 at 11:57

            I have table and the table 'test' and it has column filename whilch contains differnt format of sentences.

            ...

            ANSWER

            Answered 2021-Feb-04 at 09:04

            A possible solution is:

            Source https://stackoverflow.com/questions/66042111

            QUESTION

            Trying to create a new column in a data frame using a function in R
            Asked 2020-Jul-19 at 07:24

            I have a large data frame, and I would like to create a new column for the data frame in R but I am struggling. I am a relative beginner and I would be very grateful for some help.

            Essentially I am looking to create a new column of AKI stage, based on an individuals peak and baseline creatinine measurements, and whether they have been on renal-replacement therapy (RRT), according to the following criteria:

            stage 1: Peak Cr/Baseline Cr = 1.5–1.9 OR Peak Cr ≥ Baseline Cr + 26.5mmol/l)

            stage 2: Peak Cr/Baseline Cr = 2.0–2.9

            stage 3: Peak Cr/Baseline Cr ≥ 3 OR Peak cr ≥353.6mmol/l OR Initiation of RRT

            My data looks like this, in which I have 3 main variables.

            ...

            ANSWER

            Answered 2020-Jul-19 at 07:24

            I propose you different solutions to add a new colum to a data.frame using only base R :

            Source https://stackoverflow.com/questions/62969995

            QUESTION

            I had this error while writing a code on motion planning. How to get rif of it?
            Asked 2020-Feb-19 at 09:30
            import time, timeit, random, pygame, sys
            from math import *
            import numpy as np
            
            
            XDIM = 1000 #window length 
            YDIM = 1200 #window breadth
            
            WINSIZE = [XDIM, YDIM]
            EPSILON = 7.0 #threshold 
            NUMNODES = 10000
            GOAL_RADIUS = 10
            MIN_DISTANCE_TO_ADD = 1.0 #incremental distance
            GAME_LEVEL = 1
            
            RANDOM_COUNT = 10000
            
            pygame.init()
            fpsClock = pygame.time.Clock()
            
            
            #screen parameters and variable
            screen = pygame.display.set_mode(WINSIZE)
            pygame.display.set_caption('Q-learning')
            white = 255, 240, 200
            black = 20, 20, 40
            red = 255, 0, 0
            blue = 0, 255, 0
            green = 0, 0, 255
            cyan = 0,255,255
            
            
            class Node:
            
                def __init__(self):
                    self.x = x
                    self.y = y
                    self.cost = 0.0
                    self.parent = None
                    self.children = set()    
            
            
            class RRT(__Q_table):
            
                def __init__(self, start, goal, 
                             obstacleList,  incremental_dist = 15.0, 
                             learning_rate=20, max_iterations = 2000, randArea= None):
            
                    self.start = Node(start[0], start[1])
                    self.end   = Node(goal[0], goal[1])
                    self.Xrand = randArea[0]
                    self.Yrand = randArea[1]
                    self.margin = incremental_distance
                    self.learning_rate = learning_rate
                    self.obstacleList = obstacleList
                    self.max_iterations = max_iterations
            
            
                def planning(self, animation = True):
            
                    self.NodeList = {0 : self.start}
                    i=0
            
                    while True:
                        print(i)
                    if set(self.start).intersection(obstacleList) == None:
                        self.NodeList.append(self.start)
            
                        print(self.NodeList)
            
                    rnd = self.get_random_point()
                    nearest_index = self.GetNearestListIndex(rnd)
                    new_node = self.steer(rnd, nearest_index)
            
                    if self.Collision_check(new_node, self.obstacleList):
            
                        near_indices = self.find_near_nodes(new_node, 5)
                        new_node     = self.choose_parent(new_node, near_indices)
                        self.nodeList[i+100] = new_node 
                        self.rewire(i+100, new_node, near_indices)
                        self.nodeList[new_node.parent].children.add(i+100)
            
                        if len(self.NodeList) > self.max_iterations:
                            leaves = [keys for key, node in self.NodeList.items]
                            if len(leaves) > 1:
                                index = leaves[random.randint(0, len(leaves)-1)]
                                self.NodeList[self.NodeList[index].paresnt].children.discard(index)
                                self.NodeList.pop(index)
                            else:
                                leaves = [key for key, node in self.NodeList.items() if len(node.children)==0]
                                index = leaves[random.randint(0, len(leaves) -1)]
                                self.NodeList[self.NodeList[index].parent].children.discard(index)
                                self.NodeList.pop(index)
            
                        if animation == True:
                            self.DrawGraph(rnd)
            
                        for event in pygame.event.get():
                            if event.type == pygame.MOUSEBUTTONDOWN:
                                if event.button == 1:
                                    self.obstacleList.append((event.pos[0], event.pos[1], 30, 30))
                                    self.path_validation()
                                elif event.button == 3:
                                    self.end.x = event.pos[0]
                                    self.end.y = event.pos[1]
                                    self.path_validation()
            
            
                def path_validation(self):
            
                    lastIndex = self.get_the_best_last_index()
                    if lastIndex and set(lastIndex).intersection(obstacleList) == None:
                        while self.NodeList[lastIndex].parent is not None:
                            nodeIndex = lastIndex
                            lastIndex = self.NodeList[lastIndex].parent
            
                            dx = self.NodeList[nodeIndex].x - self.NodeList[lastIndex].x
                            dy = self.NodeList[nodeIndex].y - self.NodeList[lastIndex].y
                            d = math.sqrt.atan2(dx**2 + dy**2)
                            theta = math.atan2(dy, dx)
                            if not self.check_collision_extend(self.NodeList[lastIndex].x,self.NodeList[lastIndex].y, theta, d):
                                self.NodeList[lastIndex].children.discard(nodeIndex)
                                self.eliminate_branch(nodeIndex)
            
                def eliminate_brach(self, nodeIndex):
                    safenodesList = []
                    if set(nodeIndex).intersection(obstacleList) == None:
                        safenodesList.append(nodeIndex)
                    for not_safe in safenodesList[nodeIndex].children:
                        self.eliminate_branch(not_safe)
                    self.NodeList.pop(nodeIndex)
            
            
                def choose_parent(self,new_node,nearest_index):
                    if len(nearest_index) == 0:
                        return new_node
            
                    if Current_point == nearest_index and self.CollisionCheck(new_node, obstacleList):
            
                        Current_point = new_node
                        return Current_point
            
                    distanceList = []
                    for i in near_indices:
                        dx = new_node.x - self.NodeList[i].x
                        dy = new_node.y - self.NodeList[i].y
                        d = math.sqrt(dx **2 + dy **2)
                        theta = math.atan2(dy, dx)
                        if self.check_collision_extend(self.NodeList[i].x, self.NodeList[i].y, theta, d):
                            distanceList.append(self.NodeList[i].cost + d)
                        else:
                            distanceList.append(float("inf"))
            
                    minimum_cost = min(distanceList)
                    minimum_index = near_indices[distacelist.index(minimum_cost)]
            
                    if minimum_cost == float("inf"):
                        print("minimum_cost is INFINITE")
                        return Current_point
            
                    Current_point.cost = minimum_cost
                    Current_point.parent = minimum_index
            
                    Current_point_with_maximum_Q_value = self.max_Q_nextvalue(Current_point)
            
                    return Current_point.cost, Current_point.parent, Current_point_with_maximum_Q_value
            
            
            
                def steer(self, rnd, nearest_index):
            
                    nearest_node = self.NodeList[nearest_index]
                    theta = math.atan2(rnd[1] - nearest_node.y, rnd[0] - nearest_node.x)
                    new_node = Node(nearest_node.x , nearest_node.y)
                    new_node.x += incremental_distance * math.cos(theta)
                    new_node.y += incremental_distance * math.sin(theta)
            
                    new_node.cost = nearest_node.cost + incremental_distance
                    new_node.parent = nearest_index 
                    return new_node
            
            
                def get_random_point(self, Current_point=None):
            
                    self.Current_point = Current_point
                    if random.randint(0, 100) > self.learning_rate:
                        rnd = [random.uniform(0, Xrand), random.uniform(0, yrand)]
            
                    elif random.randint(0, 100) <= RANDOM_COUNT:
                        Current_point = max_Q_action(Current_point)
                        rnd = random_action(Current_point)
                    else:
                        rnd = [self.end.x, self.end.y]
                    return rnd
            
                def get_best_last_index(self):
            
                    disglist = [(key, self.calc_dist_to_goal(node.x, node.y)) for key, node in self.NodeList.items()]
                    goal_indices = [key for key, distance in disglist if distance <= self.margin]
            
                    if len(goal_indices) == 0:
                        return None
            
                    minimum_cost = min([self.NodeList[key].cost for key in goal_indices])
                    for i in goal_indices:
                        if self.NodeList[i].cost == minimum_cost:
                            return i
            
                    return None
            
                def gen_final_course(self, goal_indices):
                    path = [[self.end.x, self.end.y]]
                    while self.NodeList[goal_indices].parent is not None:
                        node = self.NodeList[goal_indices]
                        path.append([node.x, node.y])
                        goal_indices = node.parent
                    path.append([self.start.x, self.start.y])
                    return path
            
                def calc_dist_to_goal(self, x, y):
                    return np.linalg.norm([x - self.end.x, y - self.end.y])
            
                def find_near_nodes(self, new_node, value):
                    r = self.margin * value
            
                    distanceList = np.subtract( np.array([ (node.x, node.y) for node in self.NodeList.values() ]), (new_node.x,new_node.y))**2
                    distanceList = np.sum(distanceList, axis=1)
                    near_indices = np.where(distanceList <= r ** 2)
                    near_indices = np.array(list(self.NodeList.keys()))[near_indices]
            
                    return nearinds
            
                def rewire(self, newNodeInd, new_node, near):
                    nnode = len(self.NodeList)
                    for i in nearinds:
                        nearNode = self.nodeList[i]
            
                        dx = new_node.x - nearNode.x
                        dy = new_node.y - nearNode.y
                        d = math.sqrt(dx ** 2 + dy ** 2)
            
                        scost = new_node.cost + d
            
                        if near_node.cost > scost:
                            theta = math.atan2(dy, dx)
                            if self.check_collision_extend(nearNode.x, nearNode.y, theta, d):
                                self.NodeList[nearNode.parent].children.discard(i)
                                nearNode.parent = newNodeInd
                                nearNode.cost = scost
                                new_node.children.add(i)
            
                def check_collision_extend(self, nix, niy, theta, d):
            
                    tmpNode = Node(nix,niy)
            
                    for i in range(int(d/5)):
                        tmpNode.x += 5 * math.cos(theta)
                        tmpNode.y += 5 * math.sin(theta)
                        if not self.CollisionCheck(tmpNode, self.obstacleList):
                            return False
            
                    return True
            
                def DrawGraph(self, rnd=None):
            
                    screen.fill((255, 255, 255))
                    for node in self.NodeList.values():
                        if node.parent is not None:
                            pygame.draw.line(screen,(0,255,0),[self.NodeList[node.parent].x,self.NodeList[node.parent].y],[node.x,node.y])
            
                    for node in self.NodeList.values():
                        if len(node.children) == 0: 
                            pygame.draw.circle(screen, (255,0,255), [int(node.x),int(node.y)], 2)
            
            
                    for(sx,sy,ex,ey) in self.obstacleList:
                        pygame.draw.rect(screen,(0,0,0), [(sx,sy),(ex,ey)])
            
                    pygame.draw.circle(screen, (255,0,0), [self.start.x, self.start.y], 10)
                    pygame.draw.circle(screen, (0,0,255), [self.end.x, self.end.y], 10)
            
                    lastIndex = self.get_best_last_index()
                    if lastIndex is not None:
                        path = self.gen_final_course(lastIndex)
            
                        ind = len(path)
                        while ind > 1:
                            pygame.draw.line(screen,(255,0,0),path[ind-2],path[ind-1])
                            ind-=1
            
                    pygame.display.update()
            
            
                def Get_nearest_list_index(self, rnd):
                    distanceList = np.subtract( np.array([ (node.x, node.y) for node in self.NodeList.values() ]), (rnd[0],rnd[1]))**2
                    distanceList = np.sum(distanceList, axis=1)
                    minimum_index = list(self.NodeList.keys())[np.argmin(distancelist)]
                    return minimum_index
            
                def Collision_check(self, node, obstacleList):
                    for(sx,sy,ex,ey) in obstacleList:
                        sx,sy,ex,ey = sx+2,sy+2,ex+2,ey+2
                        if node.x > sx and node.x < sx+ex:
                            if node.y > sy and node.y < sy+ey:
                                return False
            
                    return True  
            
            
            def main():
                print("start RRT path planning")
            
            
                obstacleList = [
                    (400, 380, 400, 20),
                    (400, 220, 20, 180),
                    (500, 280, 150, 20),
                    (0, 500, 100, 20),
                    (500, 450, 20, 150),
                    (400, 100, 20, 80),
                    (100, 100, 100, 20)
                ]  
            
                rrt = RRT(obstacleList = obstacleList, start =[10, 580], goal = [540, 150],
                          randArea = [XDIM, YDIM])
                path = rrt.Planning(animation=show_animation)
            
            
            if __name__ == '__main__':
                main()  
            
            ...

            ANSWER

            Answered 2020-Feb-19 at 09:30

            QUESTION

            How to compare and filter only unmatched arrays from two array of objects in es6
            Asked 2020-Jan-07 at 13:33

            In my Angular Application, I'm trying to get only the updated array which was modified from UI.

            Here, I have two array where one of the role_name is changed. I wanted to compare and filter out the modified object and return only those modified arrays. (in this case, role_name values are modified)

            I have tried filtering out with the help of ES6, but its not working.

            Can someone help me where am I missing?

            ...

            ANSWER

            Answered 2020-Jan-07 at 13:17

            Your logic is a little flawed, because your .some() will always return true since there is always one element that will be different. What you want is to do actually check if any one of the role names are identical. When no matches are found (i.e. .some() returns false), then you know that role_name has been changed:

            Source https://stackoverflow.com/questions/59629038

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install rrt

            You can download it from GitHub.

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            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            gh repo clone RoboJackets/rrt

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            git@github.com:RoboJackets/rrt.git

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