BadApple | pongoOS module for playing animated GIFs | Animation library
kandi X-RAY | BadApple Summary
kandi X-RAY | BadApple Summary
pongoOS module for playing animated GIFs
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QUESTION
Aim
After searching through stack overflow, I found out how to make the sliders interactive. But I want to make them interact even more.
Let's say I have a bag of apples. I choose how many apples are in there e.g. 10. Of these 10, if I say 6 are good apples, then 4 should be bad etc. Conversely, if I decide 6 are bad, then the good slider should be limited to 4.
Attempt
...ANSWER
Answered 2021-Apr-01 at 18:32You have not shown dependency between goodApples and badApples.
Try this
QUESTION
My class is learning about Java subclassing and extends
next week. Our lecturer gave us this code for a game where the AI moved around and collects so called "apples".
A
is the good apple while B
is the bad apple. The 1
s moving around (when the code is run) is our player. The player automatically moves towards apple A
regardless of whether apple B
is within its range or not. It also tends to travel out of bounds, which will stop the program. If the player doesn't go out of bounds, then the program will stop once it's looped 500 times.
Our lecturer has asked us to correct a certain part in this code so that
- The player AI never goes out of bounds and,
- The player AI avoids apple
B
whenever possible (unless its near the border then the player will have no choice but to take the bad apple)
The only places we're allowed to correct are marked with ※1
(class MyPlayerAI extends PlayerAIBase
) and ※2
(PlayerAIBase playerAI = new in main class
). I've been trying to add conditions and what not but still I can't seem to get the desired outcome.
I know this question may be vague and open-ended, but can someone please help me as to what I should correct in this code? Any help/pointers is extremely appreciated. I'm not asking straight for a solution, but I'm just very lost at this point.
I've also added a link at the very end to my repl to run this code.
...ANSWER
Answered 2018-Dec-15 at 15:13The code you're given is well-written, so first go over it and try to understand what each class and method do even if you don't understand how they do what they do.
can someone please help me as to what I should correct in this code?
The instructions on what you're supposed to correct and where are also clear:
- ※1 is where you need to implement the new player AI logic such that it conforms to the behavior you were given.
- ※2 is just a simple replacement of the old player AI logic implementing class
PlayerAIDummyHead
with the new one you wrote in ※1,MyPlayerAI
. It's explicitly given to you in the comment on that line.
To solve ※1, first understand what the current behavior is. PlayerAIDummyHead
accelerates the player by an amount, and in a direction, which is dependent to the current distance between it and A
. This calculation is done in a loop, so the acceleration changes on every iteration according to the result the previous acceleration gave.
This movement behavior is problematic in the sense that it does not take into account the location of B
or the size of the stage, both of which are given the the computing method. In your MyPlayerAI
's next
method, try to improve the math bit by bit to make a more desirable path towards A
. That's your main task: improve the math that calculates the route.
Any help/pointers is extremely appreciated.
Just a few ideas you can play around with:
- Make the player take a direct route towards
A
. - Aim for having 0 velocity when you reach
A
. This will avoid going out of stage when you can't stop in time to reverse direction. - See if
B
lies in the path of that direct route. If so, move sideways or diagonally until it's not in that path. - Avoid going out of bounds when maneuvering.
I understand that the acceleration changes on every iteration but I can't really make out how it's used to calculate the next step the player is supposed to take.
The acceleration changes the velocity (speed):
QUESTION
I have base class that cannot be instanciated (BaseFruit
in my simplified example) and a few derived classes (for instance Apple
in my example) that should all share a same method (printfuture
). However, they are many possible variants, and I would like to let the user choose what variant should be used (for instance sadfuture
and saddestfuture
).
As my printfuture
method is common to all my derived class, I thought that it would be appropriated to catch the user argument for the variant with the __new__
method of my base class and assign the method to the base class itself. As written in the example below:
ANSWER
Answered 2017-Nov-26 at 19:56I think that the problem is coming from the base class.
When you used the BaseFruit and used it as base class for the Apple-Class, python will assign any value that exist in the Apple-Class and the BaseFruit-Class directly to the BaseFruit Class. Since both 'apples' are based on the same Base Class, they share the values that come from this class.
When you set the saddestfuture
as function to be executed you set it kind of 'globally' for all objects based on the BaseFruit-Class.
You need a line
QUESTION
for example, consider a file "abc.txt" has following content
{GRAPHIC_FILE_1 = "E:/ge work/hyperview scripting/name.inp"}
{GRAPHIC_FILE_1 = "E:/ge work/hyperview scripting/result.rst"}
{GRAPHIC_FILE_1 = "E:/ge work/hyperview scripting/abaqusresult.odb"}
So I want a script which will read this .txt file rearch for "*.rst" and replace with given name for example "badapple.rst"
or I will input "result.rst" search for it and replace it with "badapple.rst" keeping remaining all same and copy all other lines to new file
and I cannot change syntax of the text file it should exactly write {GRAPHIC_FILE_1 = "E:/ge work/hyperview scripting/badapple.rst"}
...ANSWER
Answered 2017-Jan-11 at 11:45To replace one string with another in a file, especially where you are changing the length of the string, you are going to find it easiest if you load the whole file into memory, perform the change there, then write it back out again.
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