rrt | C++ RRT Implementation | Robotics library
kandi X-RAY | rrt Summary
kandi X-RAY | rrt Summary
C++ RRT (Rapidly-exploring Random Tree) implementation.
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QUESTION
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 08:21The 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:
QUESTION
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 07:59The 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.
QUESTION
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 14:01What about this?
QUESTION
This is my list:
...ANSWER
Answered 2021-Feb-22 at 13:58The 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.
QUESTION
I have table and the table 'test' and it has column filename whilch contains differnt format of sentences.
...ANSWER
Answered 2021-Feb-04 at 09:04A possible solution is:
QUESTION
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 07:24I propose you different solutions to add a new colum to a data.frame
using only base R :
QUESTION
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 09:30Replace
QUESTION
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 13:17Your 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:
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