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REX | Scale Extension Framework for RDF knowledge bases | Machine Learning library

 by   dice-group Java Version: Current License: AGPL-3.0

 by   dice-group Java Version: Current License: AGPL-3.0

Download this library from

kandi X-RAY | REX Summary

REX is a Java library typically used in Artificial Intelligence, Machine Learning applications. REX has no bugs, it has no vulnerabilities, it has build file available, it has a Strong Copyleft License and it has low support. You can download it from GitHub.
To find out more about REX have a look at our exhaustive <i><b><a href="https://github.com/AKSW/REX/wiki">Tutorial</a></i></b> which talks through getting data, installing REX and running it. By using the tutorial you should be able to extract valid triples that have not been there before for a knowledge base and a domain of your choice!. If you want to know, how to run REX, have a look <a href="https://github.com/AKSW/REX/wiki/4---Run">here</a>.
Support
Support
Quality
Quality
Security
Security
License
License
Reuse
Reuse

kandi-support Support

  • REX has a low active ecosystem.
  • It has 11 star(s) with 2 fork(s). There are 15 watchers for this library.
  • It had no major release in the last 12 months.
  • There are 1 open issues and 1 have been closed. On average issues are closed in 16 days. There are 1 open pull requests and 0 closed requests.
  • It has a neutral sentiment in the developer community.
  • The latest version of REX is current.
REX Support
Best in #Machine Learning
Average in #Machine Learning
REX Support
Best in #Machine Learning
Average in #Machine Learning

quality kandi Quality

  • REX has 0 bugs and 0 code smells.
REX Quality
Best in #Machine Learning
Average in #Machine Learning
REX Quality
Best in #Machine Learning
Average in #Machine Learning

securitySecurity

  • REX has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
  • REX code analysis shows 0 unresolved vulnerabilities.
  • There are 0 security hotspots that need review.
REX Security
Best in #Machine Learning
Average in #Machine Learning
REX Security
Best in #Machine Learning
Average in #Machine Learning

license License

  • REX is licensed under the AGPL-3.0 License. This license is Strong Copyleft.
  • Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.
REX License
Best in #Machine Learning
Average in #Machine Learning
REX License
Best in #Machine Learning
Average in #Machine Learning

buildReuse

  • REX releases are not available. You will need to build from source code and install.
  • Build file is available. You can build the component from source.
  • Installation instructions are not available. Examples and code snippets are available.
  • It has 4589 lines of code, 273 functions and 55 files.
  • It has medium code complexity. Code complexity directly impacts maintainability of the code.
REX Reuse
Best in #Machine Learning
Average in #Machine Learning
REX Reuse
Best in #Machine Learning
Average in #Machine Learning
Top functions reviewed by kandi - BETA

kandi has reviewed REX and discovered the below as its top functions. This is intended to give you an instant insight into REX implemented functionality, and help decide if they suit your requirements.

  • Get the extract results from the specified domain .
  • Merges the given XPath expressions into the generalized XPath expressions .
  • Creates a DOM node from a jsoup node .
  • Retrieves a set of examples for negative examples .
  • Set the golden rules .
  • Run the gDIST distribution .
  • Checks the disjointness restrictions of a subject .
  • Runs the algorithm and returns the set of outputs .
  • Entry point for testing .
  • Evaluates the golden rules .

REX Key Features

REX is a Web-Scale Extension Framework for RDF knowledge bases.

How to cite

copy iconCopydownload iconDownload
 @InProceedings{rexIswc2014,
	Title = "REX - Web-Scale Extension of RDF Knowledge Bases",
	Author = {Lorenz B{\"u}hmann and Ricardo Usbeck and Axel-Cyrille {Ngonga Ngomo} and
                   Muhammed Saleem and Valter Crescenzi and Paolo Merialdo and Disheng Qui and Andreas Both},
	booktitle = {Proceedings of International Semantic Web Conference},
	Year = "2014",
}

When do I need to use a dereference in rust?

copy iconCopydownload iconDownload
impl<'_, T> Display for &'_ T where
    T: Display + ?Sized

How does an instruction decoder tell the difference between a prefix and a primary opcode?

copy iconCopydownload iconDownload
0000000000401070 <cfib>:
  401070:       eb                      .byte 0xeb      # jmp rel8 consuming the 01 add opcode as a rel8
0000000000401071 <cfib.loop>:
  401071:       01 d0                   add    eax,edx
# loop entry point on first iteration, jumping over the ModRM byte (D0) of the ADD
    (entry on first iteration):
  401073:       92                      xchg   edx,eax
  401074:       e2 fb                   loop   401071 <cfib.loop>
  401076:       c3                      ret 

Phaser3 JS : I got an error with rexPlugin

copy iconCopydownload iconDownload
// FIX number 3
var Connor;

var questString = [
  ["type", "key", "next", "end"],
  ["q", "Va parler à Connor", "", ""],
  ["","", "Fini", "", ""],
  ["q", "Fini", "", "1"],
].map(x => x.join(",")).join("\n");

class SceneStart extends Phaser.Scene {

  constructor() {
    super({key: 'sceneStart'})
  }

  //Chargement des images
  preload() {
    this.load.plugin('rexquestplugin', 'https://raw.githubusercontent.com/rexrainbow/phaser3-rex-notes/master/dist/rexquestplugin.min.js', true);

    this.load.image("player", "javascript/assets/player.png");
    this.load.image("run1", "javascript/assets/run1.png");
    this.load.image("run2", "javascript/assets/run2.png");
    this.load.image("playerLeftRun1", "javascript/assets/playerLeftRun1.png");
    this.load.image("playerLeftRun2", "javascript/assets/playerLeftRun2.png");
    this.load.image("door", "javascript/assets/doors.png");
    this.load.image("wall", "javascript/assets/walls.png");
    /** 
    this.load.image("fireStart1", "javascript/assets/fireStart1.png");
    this.load.image("fireStart2", "javascript/assets/fireStart2.png");
    this.load.image("fireStart3", "javascript/assets/fireStart3.png");
    */
  }

  handleMeeting(player, Connor){
    if(player._currentQuest){
      console.info(player._currentQuest.currentQuest)
      let options = player._currentQuest.currentQuest.options;
      if (options[0].next == "Va parler à Connor") {
        console.log("test mon reuf");
        player._currentQuest.manager.getNextQuestion(options[0].next);
      } else if (options[0].next == "Fini"){
        this.doorStart.visible = true;
        player._currentQuest.manager.getNextQuestion(options[0].next);
        this.physics.add.collider(player, doorStart, collision, undefined, this);
      }
    }
  }

  checkDoorStatus(player, door){
    return door.visible == false;
}

  create() {
    cursor = this.input.keyboard.createCursorKeys(); //touches des fleches
    platforms = this.physics.add.staticGroup();

    this.print = this.add.text(380, 180, '', { fontSize: '12px', align: 'right' }).setOrigin(1);
    
    // FIX number 1
    player = this.physics.add.sprite((w / 2), h, "player"); //joueur
    player.setScale(1, 1);
    player.body.setSize(30, 35);
    player.setCollideWorldBounds(true); //collision avec la bordure
    

    this.plugins.get('rexquestplugin').add({
      questions: questString,
      quest: true
    }).on('quest', function (currentQuest, manager, quest) {
      // La quête est fini
      if (currentQuest.end === 1) {
          manager.setData('endAt', currentQuest.key);
          manager.emit('complete', manager, quest);
      } else {
          // Prochaine étape de la quête
          if(player._currentQuest ){ 
              this.print.text = this.print.text + 'done\n';
          }
          this.print.text += `${currentQuest.key}...`;
          // Fix number 1
          player._currentQuest = { currentQuest, manager}
      }
  }, this).on('complete', function (manager, quest) {
      // Fix number 1
      delete player._currentQuest;
      this.print.text = this.print.text + 'done\n';
      this.print.text += `\nDoor is unlocked!`;
  }, this).getNextQuestion();

  


    Connor = this.physics.add.sprite(160, 300, "player")
    Connor.setScale(1, 1);
    Connor.body.setSize(30, 35);

    wall1 = this.add.sprite(200, 146, "wall");
    wall1.setScale(0.3);

    wall2 = this.add.sprite(200, 445, "wall");
    wall2.setFlip(false, true);
    wall2.setScale(0.3);

    wall3 = this.add.sprite((w - 200), 146, "wall");
    wall3.setScale(0.3);

    wall4 = this.add.sprite((w - 200), 445, "wall");
    wall4.setFlip(false, true);
    wall4.setScale(0.3);

    doorStart = this.physics.add.staticSprite((w / 2), 28, "door"); //Porte principale
    doorStart.setScale(0.3);
    doorStart.body.setSize(300, 55);
    doorStart.body.setOffset(-56, 472);
    doorStart.rotation += -20.42;
    doorStart.visible = false;

    platforms.add(wall1);
    platforms.add(wall2);
    platforms.add(wall3);
    platforms.add(wall4);

    this.physics.add.collider(platforms, player); //collision
    // Fix number 1
    this.physics.add.collider(player, Connor, this.handleMeeting, undefined, this);
    
    
    //Fonction de collision qui éxecute le code dedans quand la fonctions est appelé
    function collision() {
      this.scene.start("labyrintheStart");
    }
  }

  update() {

    // Tous les mouvement sont controler par ce code
  
    if (cursor.left.isDown){
      player.setVelocityX(-200); //vitesse de deplacements
      player.anims.play("playerWalkLeft", true); //animations du personnage
      player.setFlip(false, false); //oriantation de l'image
    } else if (cursor.right.isDown){
      player.setVelocityX(200);
      player.anims.play("playerWalkLeft", true);
      player.setFlip(true, false);
    } else if (cursor.up.isDown){
      player.setVelocityY(-200);
      player.anims.play("playerWalkUp", true);
      player.setFlip(false, false);
    } else if (cursor.down.isDown){
      player.setVelocityY(200);
      player.anims.play("playerWalkUp", true);
      player.setFlip(false, true);
    } else {
      player.setVelocity(0);
      player.setTexture("player");
    }

    if ((cursor.left.isDown && cursor.up.isDown) || (cursor.left.isDown && cursor.right.isDown) || (cursor.left.isDown && cursor.down.isDown) || (cursor.right.isDown && cursor.up.isDown) || (cursor.right.isDown && cursor.down.isDown)){
      player.setVelocity(0);
      player.setTexture("player");
    }

  //--------
  }
}

class LabyrintheStart extends Phaser.Scene {

  constructor() {
   super({key: 'labyrintheStart'});
  }
  preload() {
    this.load.plugin('rexquestplugin', 'https://raw.githubusercontent.com/rexrainbow/phaser3-rex-notes/master/dist/rexquestplugin.min.js', true);

    this.load.image("player", "javascript/assets/player.png");
    this.load.image("run1", "javascript/assets/run1.png");
    this.load.image("run2", "javascript/assets/run2.png");
    this.load.image("playerLeftRun1", "javascript/assets/playerLeftRun1.png");
    this.load.image("playerLeftRun2", "javascript/assets/playerLeftRun2.png");
    this.load.image("wall", "javascript/assets/walls.png"); 
    this.load.image("door", "javascript/assets/doors.png");
  }
   
  create() {
    cursor = this.input.keyboard.createCursorKeys();
    platforms = this.physics.add.staticGroup();


    this.anims.create({
      key : "playerWalkUp",
      frames : [
        {key : "run1"},
        {key : "run2"}],
      frameRate : 7,
      repeat : 0
    })
    
    this.anims.create({
      key : "playerWalkLeft",
      frames : [
        {key : "playerLeftRun1"},
        {key : "playerLeftRun2"}],
      frameRate : 7,
      repeat : 0
    })

    player = this.physics.add.sprite(34, h, "player");
    player.setScale(1, 1);
    player.body.setSize(30, 35);
        
    wall1 = this.add.sprite(9, h - 126, "wall");
    wall1.setScale(0.05);

    doorDroite = this.physics.add.staticSprite(w - 35, (h / 2) - 20, "door"); 
    doorDroite.setSize(18, 80);
    doorDroite.setScale(0.08);

    platforms.add(wall1);
    this.physics.add.collider(platforms, player);
    player.setCollideWorldBounds(true);

    function collisionDroite() {
      this.scene.start("labyrintheDeux");
    }
    
    this.physics.add.collider(player, doorDroite, collisionDroite, undefined, this);
  }

  update() {

      if (cursor.left.isDown){
        player.setVelocityX(-200);
        player.anims.play("playerWalkLeft", true);
        player.setFlip(false, false);
      } else if (cursor.right.isDown){
        player.setVelocityX(200);
        player.anims.play("playerWalkLeft", true);
        player.setFlip(true, false);
      } else if (cursor.up.isDown){
        player.setVelocityY(-200);
        player.anims.play("playerWalkUp", true);
        player.setFlip(false, false);
      } else if (cursor.down.isDown){
        player.setVelocityY(200);
        player.anims.play("playerWalkUp", true);
        player.setFlip(false, true);
      } else {
        player.setVelocity(0);
        player.setTexture("player");
      }
  
      if ((cursor.left.isDown && cursor.up.isDown) || (cursor.left.isDown && cursor.right.isDown) || (cursor.left.isDown && cursor.down.isDown) || (cursor.right.isDown && cursor.up.isDown) || (cursor.right.isDown && cursor.down.isDown)){
        player.setVelocity(0);
        player.setTexture("player");
      }
  }
}

var config = {
  type: Phaser.AUTO,
  width: 400,
  height: 200,
  backgroundColor: "#000000", //#FFFFFF
  physics: {
    default : "arcade",
    arcade : {
      debug : true,
    }
  },
  scene: [SceneStart, LabyrintheStart /**, LabyrintheDeux*/]
};

let game = new Phaser.Game(config);

var h = window.innerHeight;
var w = window.innerWidth;

var platforms;
var cursor;
var player;

var doorGauche;
var doorDroite;
var doorUp;
var doorStart;

var wall1;
var wall2;
var wall3;
var wall4;
<script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
-----------------------
// FIX number 3
var Connor;

var questString = [
  ["type", "key", "next", "end"],
  ["q", "Va parler à Connor", "", ""],
  ["","", "Fini", "", ""],
  ["q", "Fini", "", "1"],
].map(x => x.join(",")).join("\n");

class SceneStart extends Phaser.Scene {

  constructor() {
    super({key: 'sceneStart'})
  }

  //Chargement des images
  preload() {
    this.load.plugin('rexquestplugin', 'https://raw.githubusercontent.com/rexrainbow/phaser3-rex-notes/master/dist/rexquestplugin.min.js', true);

    this.load.image("player", "javascript/assets/player.png");
    this.load.image("run1", "javascript/assets/run1.png");
    this.load.image("run2", "javascript/assets/run2.png");
    this.load.image("playerLeftRun1", "javascript/assets/playerLeftRun1.png");
    this.load.image("playerLeftRun2", "javascript/assets/playerLeftRun2.png");
    this.load.image("door", "javascript/assets/doors.png");
    this.load.image("wall", "javascript/assets/walls.png");
    /** 
    this.load.image("fireStart1", "javascript/assets/fireStart1.png");
    this.load.image("fireStart2", "javascript/assets/fireStart2.png");
    this.load.image("fireStart3", "javascript/assets/fireStart3.png");
    */
  }

  handleMeeting(player, Connor){
    if(player._currentQuest){
      console.info(player._currentQuest.currentQuest)
      let options = player._currentQuest.currentQuest.options;
      if (options[0].next == "Va parler à Connor") {
        console.log("test mon reuf");
        player._currentQuest.manager.getNextQuestion(options[0].next);
      } else if (options[0].next == "Fini"){
        this.doorStart.visible = true;
        player._currentQuest.manager.getNextQuestion(options[0].next);
        this.physics.add.collider(player, doorStart, collision, undefined, this);
      }
    }
  }

  checkDoorStatus(player, door){
    return door.visible == false;
}

  create() {
    cursor = this.input.keyboard.createCursorKeys(); //touches des fleches
    platforms = this.physics.add.staticGroup();

    this.print = this.add.text(380, 180, '', { fontSize: '12px', align: 'right' }).setOrigin(1);
    
    // FIX number 1
    player = this.physics.add.sprite((w / 2), h, "player"); //joueur
    player.setScale(1, 1);
    player.body.setSize(30, 35);
    player.setCollideWorldBounds(true); //collision avec la bordure
    

    this.plugins.get('rexquestplugin').add({
      questions: questString,
      quest: true
    }).on('quest', function (currentQuest, manager, quest) {
      // La quête est fini
      if (currentQuest.end === 1) {
          manager.setData('endAt', currentQuest.key);
          manager.emit('complete', manager, quest);
      } else {
          // Prochaine étape de la quête
          if(player._currentQuest ){ 
              this.print.text = this.print.text + 'done\n';
          }
          this.print.text += `${currentQuest.key}...`;
          // Fix number 1
          player._currentQuest = { currentQuest, manager}
      }
  }, this).on('complete', function (manager, quest) {
      // Fix number 1
      delete player._currentQuest;
      this.print.text = this.print.text + 'done\n';
      this.print.text += `\nDoor is unlocked!`;
  }, this).getNextQuestion();

  


    Connor = this.physics.add.sprite(160, 300, "player")
    Connor.setScale(1, 1);
    Connor.body.setSize(30, 35);

    wall1 = this.add.sprite(200, 146, "wall");
    wall1.setScale(0.3);

    wall2 = this.add.sprite(200, 445, "wall");
    wall2.setFlip(false, true);
    wall2.setScale(0.3);

    wall3 = this.add.sprite((w - 200), 146, "wall");
    wall3.setScale(0.3);

    wall4 = this.add.sprite((w - 200), 445, "wall");
    wall4.setFlip(false, true);
    wall4.setScale(0.3);

    doorStart = this.physics.add.staticSprite((w / 2), 28, "door"); //Porte principale
    doorStart.setScale(0.3);
    doorStart.body.setSize(300, 55);
    doorStart.body.setOffset(-56, 472);
    doorStart.rotation += -20.42;
    doorStart.visible = false;

    platforms.add(wall1);
    platforms.add(wall2);
    platforms.add(wall3);
    platforms.add(wall4);

    this.physics.add.collider(platforms, player); //collision
    // Fix number 1
    this.physics.add.collider(player, Connor, this.handleMeeting, undefined, this);
    
    
    //Fonction de collision qui éxecute le code dedans quand la fonctions est appelé
    function collision() {
      this.scene.start("labyrintheStart");
    }
  }

  update() {

    // Tous les mouvement sont controler par ce code
  
    if (cursor.left.isDown){
      player.setVelocityX(-200); //vitesse de deplacements
      player.anims.play("playerWalkLeft", true); //animations du personnage
      player.setFlip(false, false); //oriantation de l'image
    } else if (cursor.right.isDown){
      player.setVelocityX(200);
      player.anims.play("playerWalkLeft", true);
      player.setFlip(true, false);
    } else if (cursor.up.isDown){
      player.setVelocityY(-200);
      player.anims.play("playerWalkUp", true);
      player.setFlip(false, false);
    } else if (cursor.down.isDown){
      player.setVelocityY(200);
      player.anims.play("playerWalkUp", true);
      player.setFlip(false, true);
    } else {
      player.setVelocity(0);
      player.setTexture("player");
    }

    if ((cursor.left.isDown && cursor.up.isDown) || (cursor.left.isDown && cursor.right.isDown) || (cursor.left.isDown && cursor.down.isDown) || (cursor.right.isDown && cursor.up.isDown) || (cursor.right.isDown && cursor.down.isDown)){
      player.setVelocity(0);
      player.setTexture("player");
    }

  //--------
  }
}

class LabyrintheStart extends Phaser.Scene {

  constructor() {
   super({key: 'labyrintheStart'});
  }
  preload() {
    this.load.plugin('rexquestplugin', 'https://raw.githubusercontent.com/rexrainbow/phaser3-rex-notes/master/dist/rexquestplugin.min.js', true);

    this.load.image("player", "javascript/assets/player.png");
    this.load.image("run1", "javascript/assets/run1.png");
    this.load.image("run2", "javascript/assets/run2.png");
    this.load.image("playerLeftRun1", "javascript/assets/playerLeftRun1.png");
    this.load.image("playerLeftRun2", "javascript/assets/playerLeftRun2.png");
    this.load.image("wall", "javascript/assets/walls.png"); 
    this.load.image("door", "javascript/assets/doors.png");
  }
   
  create() {
    cursor = this.input.keyboard.createCursorKeys();
    platforms = this.physics.add.staticGroup();


    this.anims.create({
      key : "playerWalkUp",
      frames : [
        {key : "run1"},
        {key : "run2"}],
      frameRate : 7,
      repeat : 0
    })
    
    this.anims.create({
      key : "playerWalkLeft",
      frames : [
        {key : "playerLeftRun1"},
        {key : "playerLeftRun2"}],
      frameRate : 7,
      repeat : 0
    })

    player = this.physics.add.sprite(34, h, "player");
    player.setScale(1, 1);
    player.body.setSize(30, 35);
        
    wall1 = this.add.sprite(9, h - 126, "wall");
    wall1.setScale(0.05);

    doorDroite = this.physics.add.staticSprite(w - 35, (h / 2) - 20, "door"); 
    doorDroite.setSize(18, 80);
    doorDroite.setScale(0.08);

    platforms.add(wall1);
    this.physics.add.collider(platforms, player);
    player.setCollideWorldBounds(true);

    function collisionDroite() {
      this.scene.start("labyrintheDeux");
    }
    
    this.physics.add.collider(player, doorDroite, collisionDroite, undefined, this);
  }

  update() {

      if (cursor.left.isDown){
        player.setVelocityX(-200);
        player.anims.play("playerWalkLeft", true);
        player.setFlip(false, false);
      } else if (cursor.right.isDown){
        player.setVelocityX(200);
        player.anims.play("playerWalkLeft", true);
        player.setFlip(true, false);
      } else if (cursor.up.isDown){
        player.setVelocityY(-200);
        player.anims.play("playerWalkUp", true);
        player.setFlip(false, false);
      } else if (cursor.down.isDown){
        player.setVelocityY(200);
        player.anims.play("playerWalkUp", true);
        player.setFlip(false, true);
      } else {
        player.setVelocity(0);
        player.setTexture("player");
      }
  
      if ((cursor.left.isDown && cursor.up.isDown) || (cursor.left.isDown && cursor.right.isDown) || (cursor.left.isDown && cursor.down.isDown) || (cursor.right.isDown && cursor.up.isDown) || (cursor.right.isDown && cursor.down.isDown)){
        player.setVelocity(0);
        player.setTexture("player");
      }
  }
}

var config = {
  type: Phaser.AUTO,
  width: 400,
  height: 200,
  backgroundColor: "#000000", //#FFFFFF
  physics: {
    default : "arcade",
    arcade : {
      debug : true,
    }
  },
  scene: [SceneStart, LabyrintheStart /**, LabyrintheDeux*/]
};

let game = new Phaser.Game(config);

var h = window.innerHeight;
var w = window.innerWidth;

var platforms;
var cursor;
var player;

var doorGauche;
var doorDroite;
var doorUp;
var doorStart;

var wall1;
var wall2;
var wall3;
var wall4;
<script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>

How can I do a quest with Phaser3?

copy iconCopydownload iconDownload
// This is the Quest csv File as Array (just for the demo)
    // load the csv from a file, if it is bigger
    var questString = [
        ['type', 'key', 'next', 'end'],    // Line 1: HEADER
        ['q', 'Go talk to Jerry', '', ''], // Line 2: Quest1 Part1
        ['', '', 'Get Sword', ''],         // Line 3:   First Option for Quest1 Part1 (there could be several option per Quest)
        ['q', 'Get Sword', '', ''],        // Line 4: Quest1 Part2
        ['', '', 'Give it to Jerry', ''],  // Line 5:   First Option for Quest1 Part2
        ['q', 'Give it to Jerry', '', ''], // Line 6: Quest1 Part3
        ['','', 'DONE', '', ''],           // Line 7:   First Option for Quest1 Part3
        ['q', 'DONE', '', '1'],            // Line 8: QUEST End
    ].map(x => x.join(',')).join('\n');


    // This is the DemoScene
    // Just very simple way to define a Scene, without Class (just for the demo)
    var DemoScene = {
        preload() {
            // Load Plugin
            this.load.plugin('rexquestplugin', 'https://raw.githubusercontent.com/rexrainbow/phaser3-rex-notes/master/dist/rexquestplugin.min.js', true);
        },
        extend: {
            // Collision Callback for Jerry
            handleMeeting(player, jerry){
                if(player._currentQuest ){
                    // Get all options (in this case only one)
                    console.info(player._currentQuest.currentQuest)
                    let options = player._currentQuest.currentQuest.options;
                    if(options[0].next == 'Get Sword'){
                        this.sword.visible = true;
                        player._currentQuest.manager.getNextQuestion(options[0].next);
                    } else if(options[0].next == 'DONE'){
                        this.door.fillColor = 0x00ff00;
                        player._currentQuest.manager.getNextQuestion(options[0].next);
                    }
                }
            },
            // Collision Callback for Sword
            handleSword(player, sword){
                if(player._currentQuest ){
                    sword.destroy();
                    // Get all options (in this case only one)
                    let options = player._currentQuest.currentQuest.options;
                    if(options[0].next == 'Give it to Jerry'){
                        sword.visible = true;
                        player._currentQuest.manager.getNextQuestion(options[0].next);
                    }
                }
            },
            // Collision Check Callback for Sword
            checkSwordStatus(player, sword){
                // if the sword is visible collide
                return sword.visible;
            },
            // Collision Check Callback for door
            checkDoorStatus(player, door){
                // if the door is red collide
                return door.fillColor == 0xff0000;
            }
        },
        create() {
            // Player
            this.player = this.add.circle(30, 30, 10, 0xffffff).setOrigin(.5);
            this.cursor = this.input.keyboard.createCursorKeys();
            this.physics.add.existing(this.player);
            this.player.body.setCollideWorldBounds(true);
            this.player.body.setCircle(10);
            this.player.setDepth(2);

            // Jerry
            this.jerry = this.add.circle(160, 30, 10, 0x0000ff).setOrigin(.5);
            this.physics.add.existing(this.jerry, true);
            this.jerry.body.setCircle(10);

            // Sword
            this.sword = this.add.isotriangle(50, 100, 20, 40, false, 0xffe31f, 0xf2a022, 0xf8d80b).setOrigin(.5);
            this.physics.add.existing(this.sword, true);
            this.sword.visible = false;

            // Door
            this.door = this.add.rectangle(190, 0, 20, 200, 0xff0000).setOrigin(0);
            this.physics.add.existing(this.door, true);

            // colliders
            this.physics.add.collider(this.player, this.jerry, this.handleMeeting, undefined, this);
            this.physics.add.collider(this.player, this.sword, this.handleSword, this.checkSwordStatus, this);
            this.physics.add.collider(this.player, this.door, undefined, this.checkDoorStatus, this );

            // Quest List
            this.print = this.add.text(380, 180, '', { fontSize: '12px', align: 'right' }).setOrigin(1);

            // QUEST SETUP
            this.plugins.get('rexquestplugin').add({
                questions: questString,
                quest: true
            })
            // EVENT executes on new Quest/Question
            .on('quest', function (currentQuest, manager, quest) {
                // QUEST has ended
                if (currentQuest.end === 1) {
                    manager.setData('endAt', currentQuest.key);
                    manager.emit('complete', manager, quest);
                } else {
                    // NEXT Step in the Quest
                    if(this.player._currentQuest){ 
                        this.print.text = this.print.text + 'done\n';
                    }
                    this.print.text += `${currentQuest.key}...`;
                    this.player._currentQuest = { currentQuest, manager}
                }
            }, this)
            // Is emited from `on('quest', ... )`
            .on('complete', function (manager, quest) {
                delete this.player._currentQuest;
                this.print.text = this.print.text + 'done\n';
                this.print.text += `\nDoor is unlocked!`;
            }, this)
            // Get First Quest
            .getNextQuestion();
        },
        update() {
            // only player movement
            let body = this.player.body;
            if (this.cursor.left.isDown) {
                body.setVelocityX(-200); 
            } else if (this.cursor.right.isDown) {
                body.setVelocityX(200);
            } else if (this.cursor.up.isDown) {
                body.setVelocityY(-200);
            } else if (this.cursor.down.isDown) {
                body.setVelocityY(200);
            } else {
                body.setVelocity(0);
            }
        }
    }

    var config = {
        type: Phaser.AUTO,
        width: 400,
        height: 200,
        scene: [DemoScene],
        physics: {
            default : "arcade"
        }
    };

    var game = new Phaser.Game(config);
<script src="https://cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
-----------------------
// This is the Quest csv File as Array (just for the demo)
    // load the csv from a file, if it is bigger
    var questString = [
        ['type', 'key', 'next', 'end'],    // Line 1: HEADER
        ['q', 'Go talk to Jerry', '', ''], // Line 2: Quest1 Part1
        ['', '', 'Get Sword', ''],         // Line 3:   First Option for Quest1 Part1 (there could be several option per Quest)
        ['q', 'Get Sword', '', ''],        // Line 4: Quest1 Part2
        ['', '', 'Give it to Jerry', ''],  // Line 5:   First Option for Quest1 Part2
        ['q', 'Give it to Jerry', '', ''], // Line 6: Quest1 Part3
        ['','', 'DONE', '', ''],           // Line 7:   First Option for Quest1 Part3
        ['q', 'DONE', '', '1'],            // Line 8: QUEST End
    ].map(x => x.join(',')).join('\n');


    // This is the DemoScene
    // Just very simple way to define a Scene, without Class (just for the demo)
    var DemoScene = {
        preload() {
            // Load Plugin
            this.load.plugin('rexquestplugin', 'https://raw.githubusercontent.com/rexrainbow/phaser3-rex-notes/master/dist/rexquestplugin.min.js', true);
        },
        extend: {
            // Collision Callback for Jerry
            handleMeeting(player, jerry){
                if(player._currentQuest ){
                    // Get all options (in this case only one)
                    console.info(player._currentQuest.currentQuest)
                    let options = player._currentQuest.currentQuest.options;
                    if(options[0].next == 'Get Sword'){
                        this.sword.visible = true;
                        player._currentQuest.manager.getNextQuestion(options[0].next);
                    } else if(options[0].next == 'DONE'){
                        this.door.fillColor = 0x00ff00;
                        player._currentQuest.manager.getNextQuestion(options[0].next);
                    }
                }
            },
            // Collision Callback for Sword
            handleSword(player, sword){
                if(player._currentQuest ){
                    sword.destroy();
                    // Get all options (in this case only one)
                    let options = player._currentQuest.currentQuest.options;
                    if(options[0].next == 'Give it to Jerry'){
                        sword.visible = true;
                        player._currentQuest.manager.getNextQuestion(options[0].next);
                    }
                }
            },
            // Collision Check Callback for Sword
            checkSwordStatus(player, sword){
                // if the sword is visible collide
                return sword.visible;
            },
            // Collision Check Callback for door
            checkDoorStatus(player, door){
                // if the door is red collide
                return door.fillColor == 0xff0000;
            }
        },
        create() {
            // Player
            this.player = this.add.circle(30, 30, 10, 0xffffff).setOrigin(.5);
            this.cursor = this.input.keyboard.createCursorKeys();
            this.physics.add.existing(this.player);
            this.player.body.setCollideWorldBounds(true);
            this.player.body.setCircle(10);
            this.player.setDepth(2);

            // Jerry
            this.jerry = this.add.circle(160, 30, 10, 0x0000ff).setOrigin(.5);
            this.physics.add.existing(this.jerry, true);
            this.jerry.body.setCircle(10);

            // Sword
            this.sword = this.add.isotriangle(50, 100, 20, 40, false, 0xffe31f, 0xf2a022, 0xf8d80b).setOrigin(.5);
            this.physics.add.existing(this.sword, true);
            this.sword.visible = false;

            // Door
            this.door = this.add.rectangle(190, 0, 20, 200, 0xff0000).setOrigin(0);
            this.physics.add.existing(this.door, true);

            // colliders
            this.physics.add.collider(this.player, this.jerry, this.handleMeeting, undefined, this);
            this.physics.add.collider(this.player, this.sword, this.handleSword, this.checkSwordStatus, this);
            this.physics.add.collider(this.player, this.door, undefined, this.checkDoorStatus, this );

            // Quest List
            this.print = this.add.text(380, 180, '', { fontSize: '12px', align: 'right' }).setOrigin(1);

            // QUEST SETUP
            this.plugins.get('rexquestplugin').add({
                questions: questString,
                quest: true
            })
            // EVENT executes on new Quest/Question
            .on('quest', function (currentQuest, manager, quest) {
                // QUEST has ended
                if (currentQuest.end === 1) {
                    manager.setData('endAt', currentQuest.key);
                    manager.emit('complete', manager, quest);
                } else {
                    // NEXT Step in the Quest
                    if(this.player._currentQuest){ 
                        this.print.text = this.print.text + 'done\n';
                    }
                    this.print.text += `${currentQuest.key}...`;
                    this.player._currentQuest = { currentQuest, manager}
                }
            }, this)
            // Is emited from `on('quest', ... )`
            .on('complete', function (manager, quest) {
                delete this.player._currentQuest;
                this.print.text = this.print.text + 'done\n';
                this.print.text += `\nDoor is unlocked!`;
            }, this)
            // Get First Quest
            .getNextQuestion();
        },
        update() {
            // only player movement
            let body = this.player.body;
            if (this.cursor.left.isDown) {
                body.setVelocityX(-200); 
            } else if (this.cursor.right.isDown) {
                body.setVelocityX(200);
            } else if (this.cursor.up.isDown) {
                body.setVelocityY(-200);
            } else if (this.cursor.down.isDown) {
                body.setVelocityY(200);
            } else {
                body.setVelocity(0);
            }
        }
    }

    var config = {
        type: Phaser.AUTO,
        width: 400,
        height: 200,
        scene: [DemoScene],
        physics: {
            default : "arcade"
        }
    };

    var game = new Phaser.Game(config);
<script src="https://cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>

Why does audioContext mute the sound

copy iconCopydownload iconDownload
<audio src="https://..." crossorigin="use-credentials" id="audioHTML" controls></audio>

Implementing a printAnimals method

copy iconCopydownload iconDownload
if (dogList(i).getTrainingStatus.equals("in service") && 
    dogList(i).getReserved()==false) {
if (dogList.get(i).getTrainingStatus.equals("in service") && 
        dogList.get(i).getReserved()==false) {
-----------------------
if (dogList(i).getTrainingStatus.equals("in service") && 
    dogList(i).getReserved()==false) {
if (dogList.get(i).getTrainingStatus.equals("in service") && 
        dogList.get(i).getReserved()==false) {

Extract string in square bracket with regex

copy iconCopydownload iconDownload
\[\s*[A-Z]+=\s*(?<New_Field>.*?)\s*]
-----------------------
\[\sC=(?<New_Field>[^\][]*)\s]
\[\s[A-Z]=(?<New_Field>[^\][]*)\s]
-----------------------
\[\sC=(?<New_Field>[^\][]*)\s]
\[\s[A-Z]=(?<New_Field>[^\][]*)\s]
-----------------------
index=ndx sourcetype=srctp
| rex field=_raw max_match=0 "\[[^\[=]+\=(?<new_field>[^\]]+)"

Access the date text of input element with Selenium

copy iconCopydownload iconDownload
print(WebDriverWait(self.driver, 20).until(EC.visibility_of_element_located((By.CSS_SELECTOR, "input[placeholder='yyyymmdd'][title='yyyyMMdd'][ata-date-format='yyyyMMdd'][data-max-date='today']"))).get_attribute("value"))
print(WebDriverWait(self.driver, 20).until(EC.visibility_of_element_located((By.XPATH, "//input[@placeholder='yyyymmdd' and @title='yyyyMMdd'][@data-date-format='yyyyMMdd' and @data-max-date='today']"))).get_attribute("value"))
from selenium.webdriver.support.ui import WebDriverWait
from selenium.webdriver.common.by import By
from selenium.webdriver.support import expected_conditions as EC
-----------------------
print(WebDriverWait(self.driver, 20).until(EC.visibility_of_element_located((By.CSS_SELECTOR, "input[placeholder='yyyymmdd'][title='yyyyMMdd'][ata-date-format='yyyyMMdd'][data-max-date='today']"))).get_attribute("value"))
print(WebDriverWait(self.driver, 20).until(EC.visibility_of_element_located((By.XPATH, "//input[@placeholder='yyyymmdd' and @title='yyyyMMdd'][@data-date-format='yyyyMMdd' and @data-max-date='today']"))).get_attribute("value"))
from selenium.webdriver.support.ui import WebDriverWait
from selenium.webdriver.common.by import By
from selenium.webdriver.support import expected_conditions as EC
-----------------------
print(WebDriverWait(self.driver, 20).until(EC.visibility_of_element_located((By.CSS_SELECTOR, "input[placeholder='yyyymmdd'][title='yyyyMMdd'][ata-date-format='yyyyMMdd'][data-max-date='today']"))).get_attribute("value"))
print(WebDriverWait(self.driver, 20).until(EC.visibility_of_element_located((By.XPATH, "//input[@placeholder='yyyymmdd' and @title='yyyyMMdd'][@data-date-format='yyyyMMdd' and @data-max-date='today']"))).get_attribute("value"))
from selenium.webdriver.support.ui import WebDriverWait
from selenium.webdriver.common.by import By
from selenium.webdriver.support import expected_conditions as EC

Splunk: Return One or True from a search, use that result in another search

copy iconCopydownload iconDownload
index="myIndex" "started with profile" BD_L* 
| eval Platform=case(match(_raw,"LINUX"),"LINUX",match(_raw,"AIX"),"AIX",match(_raw,"DB2"),"DB2", match(_raw,"SQL"),"SQL", match(_raw,"WEBSPHERE"),"WEBSPHERE", match(_raw,"SYBASE"),"SYBASE", match(_raw,"WINDOWS"),"WINDOWS", true(),"ZLINUX") 
| stats count by Platform RUNID
| join type=left RUNID
    [ search index="myIndex" source="/*/RUNID/*" CASE("ERROR") CTJT*
        | stats count by RUNID
    ]
| stats count by Platform
index=ndx sourcetype=srctp 
| rex field=_raw " (?<runid>\d{10,})[\s\#]"
| rex field=_raw "BD_\w+_(?<platform>\w+)"
| rex field=_raw "(?<error>[eEoOrR]{5})"
| stats values(error) as error values(platform) as platform by runid
| where isnotnull(error)
index=ndx sourcetype=srctp 
| rex field=_raw " (?<runid>\d{10,})[\s\#]"
| rex field=_raw "BD_\w+_(?<platform>\w+)"
| rex field=_raw "(?<error>[eEoOrR]{5})"
| stats values(error) as error values(platform) as platform by runid
| where isnotnull(error)
| stats count by platform
-----------------------
index="myIndex" "started with profile" BD_L* 
| eval Platform=case(match(_raw,"LINUX"),"LINUX",match(_raw,"AIX"),"AIX",match(_raw,"DB2"),"DB2", match(_raw,"SQL"),"SQL", match(_raw,"WEBSPHERE"),"WEBSPHERE", match(_raw,"SYBASE"),"SYBASE", match(_raw,"WINDOWS"),"WINDOWS", true(),"ZLINUX") 
| stats count by Platform RUNID
| join type=left RUNID
    [ search index="myIndex" source="/*/RUNID/*" CASE("ERROR") CTJT*
        | stats count by RUNID
    ]
| stats count by Platform
index=ndx sourcetype=srctp 
| rex field=_raw " (?<runid>\d{10,})[\s\#]"
| rex field=_raw "BD_\w+_(?<platform>\w+)"
| rex field=_raw "(?<error>[eEoOrR]{5})"
| stats values(error) as error values(platform) as platform by runid
| where isnotnull(error)
index=ndx sourcetype=srctp 
| rex field=_raw " (?<runid>\d{10,})[\s\#]"
| rex field=_raw "BD_\w+_(?<platform>\w+)"
| rex field=_raw "(?<error>[eEoOrR]{5})"
| stats values(error) as error values(platform) as platform by runid
| where isnotnull(error)
| stats count by platform
-----------------------
index="myIndex" "started with profile" BD_L* 
| eval Platform=case(match(_raw,"LINUX"),"LINUX",match(_raw,"AIX"),"AIX",match(_raw,"DB2"),"DB2", match(_raw,"SQL"),"SQL", match(_raw,"WEBSPHERE"),"WEBSPHERE", match(_raw,"SYBASE"),"SYBASE", match(_raw,"WINDOWS"),"WINDOWS", true(),"ZLINUX") 
| stats count by Platform RUNID
| join type=left RUNID
    [ search index="myIndex" source="/*/RUNID/*" CASE("ERROR") CTJT*
        | stats count by RUNID
    ]
| stats count by Platform
index=ndx sourcetype=srctp 
| rex field=_raw " (?<runid>\d{10,})[\s\#]"
| rex field=_raw "BD_\w+_(?<platform>\w+)"
| rex field=_raw "(?<error>[eEoOrR]{5})"
| stats values(error) as error values(platform) as platform by runid
| where isnotnull(error)
index=ndx sourcetype=srctp 
| rex field=_raw " (?<runid>\d{10,})[\s\#]"
| rex field=_raw "BD_\w+_(?<platform>\w+)"
| rex field=_raw "(?<error>[eEoOrR]{5})"
| stats values(error) as error values(platform) as platform by runid
| where isnotnull(error)
| stats count by platform
-----------------------
index="myIndex" "started with profile" BD_L* 
| eval platform=case(searchmatch("LINUX"),"LINUX",searchmatch("AIX"),"AIX",searchmatch("DB2"),"DB2", searchmatch("SQL"),"SQL", searchmatch("WEBSPHERE"),"WEBSPHERE", searchmatch("SYBASE"),"SYBASE", searchmatch("WINDOWS"),"WINDOWS", true(),"ZLINUX")
| rex "Discovery run, (?<RUNID>.+) started with profile"
| stats count by platform, RUNID
| join RUNID 
    [ search index="myIndex" source="/opt/XXX/XXXXX/XXXX/log/sensors/*/*" CASE("ERROR") CTJT* 
    | rex field=source "^/opt/XXX/XXXXX/XXXX/log/sensors/(?<RUNID>.+)/" 
    | stats count by RUNID ] 
| stats count by platform

numpy Structured arrays append and remove records

copy iconCopydownload iconDownload
>>> x = np.array([('Rex', 9, 81.0), ('Fido', 3, 27.0)],dtype=[('name', 'U10'), ('age', 'i4'), ('weight', 'f4')])

>>> y = np.array([('sam', 10, 100.0)],dtype=[('name', 'U10'), ('age', 'i4'), ('weight', 'f4')])

>>> np.insert(x[1:],0,y)
array([('sam', 10, 100.), ('Fido',  3,  27.)],
      dtype=[('name', '<U10'), ('age', '<i4'), ('weight', '<f4')])
>>> x = np.delete(x, 1, axis=0)
>>> np.append(x, y, axis=0)
array([('Rex',  9,  81.), ('sam', 10, 100.)],
      dtype=[('name', '<U10'), ('age', '<i4'), ('weight', '<f4')])
-----------------------
>>> x = np.array([('Rex', 9, 81.0), ('Fido', 3, 27.0)],dtype=[('name', 'U10'), ('age', 'i4'), ('weight', 'f4')])

>>> y = np.array([('sam', 10, 100.0)],dtype=[('name', 'U10'), ('age', 'i4'), ('weight', 'f4')])

>>> np.insert(x[1:],0,y)
array([('sam', 10, 100.), ('Fido',  3,  27.)],
      dtype=[('name', '<U10'), ('age', '<i4'), ('weight', '<f4')])
>>> x = np.delete(x, 1, axis=0)
>>> np.append(x, y, axis=0)
array([('Rex',  9,  81.), ('sam', 10, 100.)],
      dtype=[('name', '<U10'), ('age', '<i4'), ('weight', '<f4')])

Community Discussions

Trending Discussions on REX
  • When do I need to use a dereference in rust?
  • How does an instruction decoder tell the difference between a prefix and a primary opcode?
  • Phaser3 JS : I got an error with rexPlugin
  • How can I do a quest with Phaser3?
  • Why does audioContext mute the sound
  • some parts of my site are not responsive how do i fix it?
  • Implementing a printAnimals method
  • Extract string in square bracket with regex
  • Access the date text of input element with Selenium
  • Splunk: Return One or True from a search, use that result in another search
Trending Discussions on REX

QUESTION

When do I need to use a dereference in rust?

Asked 2022-Mar-04 at 23:19

In the following example we are using a reference to self in the println! and show_type functions yet we aren't dereferencing self with * to get the value.

Why aren't we using dereference in the example?

When do we need to use a dereference?

How can we print to screen if a variable is holding a reference or a value?

struct Animal<T> {
    name: T,
}
impl<T: Display> Animal<T> {
    fn show_type(&self) {
        println!("{}", self.name);
        println!("{}", type_name::<T>()); 
    }
}

fn main() {
    let dog = Animal {
        name: String::from("Rex")
    }; 
    dog.show_type(); // Result: Rex, alloc::string::String
}

ANSWER

Answered 2022-Feb-22 at 13:16

Field access expressions do automatic dereferncing in Rust: https://doc.rust-lang.org/reference/expressions/field-expr.html#automatic-dereferencing

And so I guess you would dereference manually when you need a whole value, not a specific field.

Source https://stackoverflow.com/questions/71221888

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

Vulnerabilities

No vulnerabilities reported

Install REX

You can download it from GitHub.
You can use REX like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the REX component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .

Support

If you need help or you have questions do not hesitate to write an email to <a href="mailto:buehmann@informatik.uni-leipzig.de">Lorenz Bühmann</a>. Or use the issue tracker in the right sidebar.

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