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p3 | open source pcap packet and NetFlow file analysis tool

 by   ssallys Java Version: Current License: No License

 by   ssallys Java Version: Current License: No License

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kandi X-RAY | p3 Summary

p3 is a Java library typically used in Big Data, Kafka, Hadoop applications. p3 has no bugs, it has no vulnerabilities and it has low support. However p3 build file is not available. You can download it from GitHub.
An open source pcap packet and NetFlow file analysis tool using Hadoop MapReduce and Hive. This project joins pcap-on-hadoop (https://github.com/ssallys/pcap-on-Hadoop) and nflow-on-hadoop(https://github.com/ssallys/nflow-on-Hadoop).
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kandi-support Support

  • p3 has a low active ecosystem.
  • It has 43 star(s) with 25 fork(s). There are 14 watchers for this library.
  • It had no major release in the last 12 months.
  • There are 3 open issues and 0 have been closed. On average issues are closed in 2178 days. There are no pull requests.
  • It has a neutral sentiment in the developer community.
  • The latest version of p3 is current.
p3 Support
Best in #Java
Average in #Java
p3 Support
Best in #Java
Average in #Java

quality kandi Quality

  • p3 has 0 bugs and 0 code smells.
p3 Quality
Best in #Java
Average in #Java
p3 Quality
Best in #Java
Average in #Java

securitySecurity

  • p3 has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
  • p3 code analysis shows 0 unresolved vulnerabilities.
  • There are 0 security hotspots that need review.
p3 Security
Best in #Java
Average in #Java
p3 Security
Best in #Java
Average in #Java

license License

  • p3 does not have a standard license declared.
  • Check the repository for any license declaration and review the terms closely.
  • Without a license, all rights are reserved, and you cannot use the library in your applications.
p3 License
Best in #Java
Average in #Java
p3 License
Best in #Java
Average in #Java

buildReuse

  • p3 releases are not available. You will need to build from source code and install.
  • p3 has no build file. You will be need to create the build yourself to build the component from source.
  • Installation instructions are not available. Examples and code snippets are available.
p3 Reuse
Best in #Java
Average in #Java
p3 Reuse
Best in #Java
Average in #Java
Top functions reviewed by kandi - BETA

kandi has reviewed p3 and discovered the below as its top functions. This is intended to give you an instant insight into p3 implemented functionality, and help decide if they suit your requirements.

  • Create the flow stats table .
    • Retrieve the value of the host field .
      • Compile the pattern string .
        • Clone a packet stats .
          • Set PCAP file capture time
            • Parse the byte array into a boolean value .
              • Process a packet .
                • Compile the rule file .
                  • Sends a packet to a given network interface .
                    • The main method .

                      Get all kandi verified functions for this library.

                      Get all kandi verified functions for this library.

                      p3 Key Features

                      To install Apache Hadoop http://www.michael-noll.com/tutorials/running-hadoop-on-ubuntu-linux-multi-node-cluster/

                      To install Apache Hive https://cwiki.apache.org/confluence/display/Hive/GettingStarted

                      put p3-default.xml to $HADOOP_HOME/conf This file is currently not used, but some code is not modified. This file includes: <property> <name>pcap.file.captime.min</name> <value>1168300867</value> <description>stop time of packet capturing</description> </property> <property> <name>pcap.file.captime.max</name> <value>1168387267</value> <description>stop time of packet capturing</description> </property>

                      Total traffic and host/port count statistics hadoop jar ./p3.jar p3.runner.PcapTotalStats -r[source dir/file] -n[reduces]

                      Periodic flow statistics hadoop jar ./p3.jar p3.runner.PcapTotalFlowStats -r[source dir/file] -n[reduces] -p[period]

                      Periodic simple traffic statistics hadoop jar ./p3.jar p3.runner.PcapStats -r[source dir/file] -n[reduces]

                      Total traffic statistics for NetFlow data hadoop jar ./p3.jar nflow.runner.Runner -r[source dir/file] -n[reduces] -js

                      p3 Examples and Code Snippets

                      See all related Code Snippets

                      default

                      copy iconCopydownload iconDownload
                      Installation

                      use unsafe pointer to get value from a []string

                      copy iconCopydownload iconDownload
                      x := Create().(SliceOfStrings)
                      
                      
                      package main
                      
                      import (
                          "fmt"
                          "unsafe"
                      )
                      
                      type SliceOfStrings []string
                      
                      // when passing a slice to a method you are passing this data. Lets prove it
                      type SliceHeader struct {
                          Data uintptr
                          Len  int
                          Cap  int
                      }
                      
                      
                      
                      func main() {
                      
                          // On go everything is passed by coping values. When you pass a slice to a function you are passing this:
                          // reference: https://stackoverflow.com/a/39993797/637142
                          /*
                              type SliceHeader struct {
                                  Data uintptr
                                  Len  int
                                  Cap  int
                              }
                          */
                      
                          // create a new slice
                          var mySlice1 SliceOfStrings = make([]string, 0)
                      
                          // when appending we need to keep the new content that is why we reasig it
                          mySlice1 = append(mySlice1, "str1")
                          mySlice1 = append(mySlice1, "str2")
                          // in other words this will make no sense:
                          // _ = append(mySlice1, "str3") // doing this will lose the new header value
                      
                          // lets see the content of header mySlice
                          var pointerToMySlice1 = unsafe.Pointer(&mySlice1)
                          var header *SliceHeader = ((*SliceHeader)(pointerToMySlice1))
                          fmt.Println(*header)
                          // {824634220576 2 2}
                      
                          // lets copy that header to another slice
                          var copy SliceOfStrings = mySlice1
                          var pointerToCopy = unsafe.Pointer(&copy)
                          header = ((*SliceHeader)(pointerToCopy))
                          fmt.Println(*header)
                          // prints the same thing
                          // {824634220576 2 2}
                      
                          // now lets do the same thing but with an interface
                          var copy2 interface{} = mySlice1
                          var pointerToCopy2 = unsafe.Pointer(&copy2)
                          header = ((*SliceHeader)(pointerToCopy2))
                          fmt.Println(*header)
                          // this prints!
                          // {4845280 824634375976 0}
                          // I dont understand why this happens. But this is the reason why the example does not work
                          // I was trying to access an array from memory address 4845280 that is wrong
                      
                          // now lets do what izca told us
                          var copy3 interface{} = mySlice1
                          tmp := (copy3).(SliceOfStrings)
                          var pointerToCopy3 = unsafe.Pointer(&tmp)
                          header = ((*SliceHeader)(pointerToCopy3))
                          fmt.Println(*header)
                          // this prints!
                          // {824634220576 2 2}
                          // that is the correct value
                      
                          // lets try to get the array from that memory address (824634220576)
                          pointerToActualArray := unsafe.Pointer(header.Data)
                          // lets cast that to (*[2]string)
                          var pointerFinal *[2]string = ((*[2]string)(pointerToActualArray))
                          // now print the first value
                          fmt.Println((*pointerFinal)[0]) 
                          // prints str1
                      }
                      
                      
                      
                      

                      _Static_assert in unused generic selection

                      copy iconCopydownload iconDownload
                      #define POOR_STATIC_ASSERT(expr) (int[expr]){0}
                      
                      #define CHECK(X) _Generic((&X), \
                              int **: 0,\
                              default: (sizeof(X) / sizeof(X[0])) \
                      )
                      
                      #define ARRAY_SIZE(X) ( (void)POOR_STATIC_ASSERT(CHECK(X)), CHECK(X) )
                      
                      #define POOR_STATIC_ASSERT(expr) (int[expr]){0}
                      
                      #define CHECK(X) _Generic((&X),              \
                              int (*)[]: sizeof(X) / sizeof(X[0]), \
                              default: 0)
                      
                      #define ARRAY_SIZE(X) ( (void)POOR_STATIC_ASSERT(CHECK(X)), CHECK(X) )
                      
                      #define POOR_STATIC_ASSERT(expr) (int[expr]){0}
                      
                      #define CHECK(X) _Generic((&X), \
                              int **: 0,\
                              default: (sizeof(X) / sizeof(X[0])) \
                      )
                      
                      #define ARRAY_SIZE(X) ( (void)POOR_STATIC_ASSERT(CHECK(X)), CHECK(X) )
                      
                      #define POOR_STATIC_ASSERT(expr) (int[expr]){0}
                      
                      #define CHECK(X) _Generic((&X),              \
                              int (*)[]: sizeof(X) / sizeof(X[0]), \
                              default: 0)
                      
                      #define ARRAY_SIZE(X) ( (void)POOR_STATIC_ASSERT(CHECK(X)), CHECK(X) )
                      
                      #define STATIC_ASSERT_WORKAROUND(X) (sizeof(struct {_Static_assert((X), "Cannot retrieve the number of elements from a pointer"); int _a;}))
                      
                      #define NO_POINTERS(X) _Generic(&(X), \
                          int (*)[]: 1, \
                          default: 0 \
                      )
                      
                      #define ARRAY_SIZE_HELPER(X) (sizeof(X) / sizeof(X[0]))
                      
                      #define ARRAY_SIZE(X) ( (void)STATIC_ASSERT_WORKAROUND(NO_POINTERS(X)), ARRAY_SIZE_HELPER(X) )
                      
                      #define NO_POINTERS(X) _Generic(&(X), \
                          typeof(*X) (*)[]: 1, \
                          default: 0 \
                      )
                      
                      #define STATIC_ASSERT_WORKAROUND(X) (sizeof(struct {_Static_assert((X), "Cannot retrieve the number of elements from a pointer"); int _a;}))
                      
                      #define NO_POINTERS(X) _Generic(&(X), \
                          int (*)[]: 1, \
                          default: 0 \
                      )
                      
                      #define ARRAY_SIZE_HELPER(X) (sizeof(X) / sizeof(X[0]))
                      
                      #define ARRAY_SIZE(X) ( (void)STATIC_ASSERT_WORKAROUND(NO_POINTERS(X)), ARRAY_SIZE_HELPER(X) )
                      
                      #define NO_POINTERS(X) _Generic(&(X), \
                          typeof(*X) (*)[]: 1, \
                          default: 0 \
                      )
                      

                      Input 0 of layer "model" is incompatible with the layer: expected shape=(None, 512, 512, 3), found shape=(512, 512, 3)

                      copy iconCopydownload iconDownload
                      import tensorflow as tf
                      
                      inputs = tf.keras.layers.Input((512, 512, 3))
                      c1 = tf.keras.layers.Conv2D(16, (3, 3), activation='relu', kernel_initializer="he_normal", padding="same")(inputs)
                      c1 = tf.keras.layers.Dropout(0.1)(c1)
                      c1 = tf.keras.layers.Conv2D(16, (3, 3), activation='relu', kernel_initializer="he_normal", padding="same")(c1)
                      
                      p1 = tf.keras.layers.MaxPooling2D((2, 2))(c1)
                      
                      c2 = tf.keras.layers.Conv2D(32, (3, 3), activation="relu", kernel_initializer="he_normal", padding="same")(p1)
                      c2 = tf.keras.layers.Dropout(0.1)(c2)
                      c2 = tf.keras.layers.Conv2D(32, (3, 3), activation="relu", kernel_initializer="he_normal", padding="same")(c2)
                      
                      p2 = tf.keras.layers.MaxPooling2D((2, 2))(c2)
                      
                      c3 = tf.keras.layers.Conv2D(64, (3, 3), activation="relu", kernel_initializer="he_normal", padding="same")(p2)
                      c3 = tf.keras.layers.Dropout(0.2)(c3)
                      c3 = tf.keras.layers.Conv2D(64, (3, 3), activation="relu", kernel_initializer="he_normal", padding="same")(c3)
                      
                      p3 = tf.keras.layers.MaxPooling2D((2, 2))(c3)
                      
                      c4 = tf.keras.layers.Conv2D(128, (3, 3), activation="relu", kernel_initializer="he_normal", padding="same")(p3)
                      c4 = tf.keras.layers.Dropout(0.2)(c4)
                      c4 = tf.keras.layers.Conv2D(128, (3, 3), activation="relu", kernel_initializer="he_normal", padding="same")(c4)
                      
                      p4 = tf.keras.layers.MaxPooling2D((2, 2))(c4)
                      
                      c5 = tf.keras.layers.Conv2D(256, (3, 3), activation="relu", kernel_initializer="he_normal", padding="same")(p4)
                      c5 = tf.keras.layers.Dropout(0.3)(c5)
                      c5 = tf.keras.layers.Conv2D(256, (3, 3), activation="relu", kernel_initializer="he_normal", padding="same")(c5)
                      
                      u6 = tf.keras.layers.Conv2DTranspose(128, (2, 2), strides=(2, 2), padding="same")(c5)
                      u6 = tf.keras.layers.concatenate([u6, c4])
                      
                      c6 = tf.keras.layers.Conv2D(128, (3, 3), activation="relu", kernel_initializer="he_normal", padding="same")(u6)
                      c6 = tf.keras.layers.Dropout(0.2)(c6)
                      c6 = tf.keras.layers.Conv2D(128, (3, 3), activation="relu", kernel_initializer="he_normal", padding="same")(c6)
                      
                      u7 = tf.keras.layers.Conv2DTranspose(64, (2, 2), strides=(2, 2), padding="same")(c6)
                      u7 = tf.keras.layers.concatenate([u7, c3])
                      
                      c7 = tf.keras.layers.Conv2D(64, (3, 3), activation="relu", kernel_initializer="he_normal", padding="same")(u7)
                      c7 = tf.keras.layers.Dropout(0.2)(c7)
                      c7 = tf.keras.layers.Conv2D(64, (3, 3), activation="relu", kernel_initializer="he_normal", padding="same")(c7)
                      
                      u8 = tf.keras.layers.Conv2DTranspose(32, (2, 2), strides=(2, 2), padding="same")(c7)
                      u8 = tf.keras.layers.concatenate([u8, c2])
                      
                      c8 = tf.keras.layers.Conv2D(32, (3, 3), activation="relu", kernel_initializer="he_normal", padding="same")(u8)
                      c8 = tf.keras.layers.Dropout(0.1)(c8)
                      c8 = tf.keras.layers.Conv2D(32, (3, 3), activation="relu", kernel_initializer="he_normal", padding="same")(c8)
                      
                      u9 = tf.keras.layers.Conv2DTranspose(16, (2, 2), strides=(2, 2), padding="same")(c8)
                      u9 = tf.keras.layers.concatenate([u9, c1], axis=3)
                      
                      outputs = tf.keras.layers.Conv2D(1, (1, 1), activation="sigmoid")(u9)
                      
                      model = tf.keras.Model(inputs=[inputs], outputs=[outputs])
                      model.compile(optimizer="adam", loss="binary_crossentropy", metrics=["accuracy"])
                      model.summary()
                      

                      Manually position legend in Patchwork

                      copy iconCopydownload iconDownload
                      library(patchwork)    
                      library(ggplot2)
                      
                      design <- "
                      1111
                      2234
                      "    
                      p1 + p2 + p3 + guide_area() + plot_layout(design=design, guides = "collect") 
                      

                      Location of Rotated Point

                      copy iconCopydownload iconDownload
                      let angle = 0;
                      let sides = [];
                      let vertices = [];
                      
                      const len = 100;
                      
                      function setup() {
                        createCanvas(600, 400);
                        angleMode(DEGREES);
                      
                        angleOne = createSlider(0, 180, 45);
                        angleOne.position(10, 10);
                        angleOne.style('width', '80px');
                      
                        angleTwo = createSlider(0, 180, 100);
                        angleTwo.position(10, 30);
                        angleTwo.style('width', '80px');
                      
                        // Initial vertice & side setup (these don't change)
                        let v1 = createVector(width / 2 - len / 2, height / 2);
                        let v2 = createVector(width / 2 + len / 2, height / 2);
                      
                        sides[0] = new Side(v1.x, v1.y, v2.x, v2.y);
                      
                        vertices[0] = new Vertex(v1.x, v1.y);
                        vertices[1] = new Vertex(v2.x, v2.y);
                      }
                      
                      function draw() {
                        background(255);
                      
                        let angOne = angleOne.value();
                        let angTwo = angleTwo.value();
                      
                        strokeWeight(0);
                        textSize(15);
                        text(angOne, 90, 17);
                        text(angTwo, 90, 37);
                      
                        // Calculate vertices 2 and 3 based on angles
                        // We can use trigonometry to find the x and y component of a vector of known length based on the angle from some refference.
                        // In this case our reference will be in the positive X direction.
                        // The sine of an angle is, given a right triangle, equal to the ratio of the opposite side from that angle and the hypotenuse of the triangle, so that corresponds to our Y component.
                        // The cosine is the ratio of the adjacent side over the hypotenuse, so that represents our X component
                        let v2Offset = createVector(
                          len * cos(-angOne),
                          len * sin(-angOne)
                        );
                        // Our reference vector for this is in the negative X direction and we are rotating clockwise instead of counter clockwise, hence the different signs
                        let v3Offset = createVector(-len * cos(angTwo), -len * sin(angTwo));
                      
                        // Add our offsets to the origins in order to calculate the actual positions for these vertices.
                        vertices[2] = new Vertex(
                          vertices[0].a.x + v2Offset.x,
                          vertices[0].a.y + v2Offset.y
                        );
                        vertices[3] = new Vertex(
                          vertices[1].a.x + v3Offset.x,
                          vertices[1].a.y + v3Offset.y
                        );
                      
                        // Update the sides
                        sides[1] = new Side(
                          vertices[0].a.x,
                          vertices[0].a.y,
                          vertices[2].a.x,
                          vertices[2].a.y
                        );
                      
                        sides[3] = new Side(
                          vertices[1].a.x,
                          vertices[1].a.y,
                          vertices[3].a.x,
                          vertices[3].a.y
                        );
                      
                        // Now that are vertices are all computed properly finding the intersection of these two lines is a simple matter:
                      
                        // Calculate the slopes
                        const m1 = (vertices[2].a.y - vertices[0].a.y) / (vertices[2].a.x - vertices[0].a.x);
                      
                        const m2 = (vertices[3].a.y - vertices[1].a.y) / (vertices[3].a.x - vertices[1].a.x);
                      
                        // Calculate the y-offset relative to vertices[0]
                        const b2 = (vertices[1].a.x - vertices[0].a.x) * -m2;
                      
                        // y1 = m1 * x
                        // y2 = m2 * x + b2
                        // Find the x where y1 = y2
                        // m1 * x = m2 * x + b2
                        // m1 * x - m2 * x = b2
                        // x * (m1 - m2) = b2
                        // x = b2 / (m1 - m2)
                      
                        const xInt = b2 / (m1 - m2)
                        const yInt = xInt * m1;
                        // Note xInt and yInt are relative to vertices[0]
                      
                        // draw all the things
                        sides.forEach(s => s.show());
                        vertices.forEach(v => v.show());
                      
                      
                        stroke(0, 255, 0);
                        strokeWeight(20);
                        point(vertices[0].a.x + xInt, vertices[0].a.y + yInt);
                      }
                      
                      class Side {
                        constructor(x1, y1, x2, y2) {
                          this.a = createVector(x1, y1);
                          this.b = createVector(x2, y2);
                        }
                      
                        show() {
                          stroke(0);
                          strokeWeight(4);
                          line(this.a.x, this.a.y, this.b.x, this.b.y);
                        }
                      }
                      
                      class Vertex {
                        constructor(x1, y1) {
                          this.a = createVector(x1, y1);
                        }
                      
                        show() {
                          stroke(255, 0, 0);
                          strokeWeight(20);
                          point(this.a.x, this.a.y);
                        }
                      }
                      <script src="https://cdn.jsdelivr.net/npm/p5@1.4.1/lib/p5.min.js"></script>
                      let angle = 0;
                      let sides = [];
                      let vertices = [];
                      
                      const len = 100;
                      
                      function setup() {
                        createCanvas(600, 400);
                        angleMode(DEGREES);
                      
                        angleOne = createSlider(0, 180, 45);
                        angleOne.position(10, 10);
                        angleOne.style('width', '80px');
                      
                        angleTwo = createSlider(0, 180, 100);
                        angleTwo.position(10, 30);
                        angleTwo.style('width', '80px');
                      
                        // Initial vertice & side setup (these don't change)
                        let v1 = createVector(width / 2 - len / 2, height / 2);
                        let v2 = createVector(width / 2 + len / 2, height / 2);
                      
                        sides[0] = new Side(v1.x, v1.y, v2.x, v2.y);
                      
                        vertices[0] = new Vertex(v1.x, v1.y);
                        vertices[1] = new Vertex(v2.x, v2.y);
                      }
                      
                      function draw() {
                        background(255);
                      
                        let angOne = angleOne.value();
                        let angTwo = angleTwo.value();
                      
                        strokeWeight(0);
                        textSize(15);
                        text(angOne, 90, 17);
                        text(angTwo, 90, 37);
                      
                        // Calculate vertices 2 and 3 based on angles
                        // We can use trigonometry to find the x and y component of a vector of known length based on the angle from some refference.
                        // In this case our reference will be in the positive X direction.
                        // The sine of an angle is, given a right triangle, equal to the ratio of the opposite side from that angle and the hypotenuse of the triangle, so that corresponds to our Y component.
                        // The cosine is the ratio of the adjacent side over the hypotenuse, so that represents our X component
                        let v2Offset = createVector(
                          len * cos(-angOne),
                          len * sin(-angOne)
                        );
                        // Our reference vector for this is in the negative X direction and we are rotating clockwise instead of counter clockwise, hence the different signs
                        let v3Offset = createVector(-len * cos(angTwo), -len * sin(angTwo));
                      
                        // Add our offsets to the origins in order to calculate the actual positions for these vertices.
                        vertices[2] = new Vertex(
                          vertices[0].a.x + v2Offset.x,
                          vertices[0].a.y + v2Offset.y
                        );
                        vertices[3] = new Vertex(
                          vertices[1].a.x + v3Offset.x,
                          vertices[1].a.y + v3Offset.y
                        );
                      
                        // Update the sides
                        sides[1] = new Side(
                          vertices[0].a.x,
                          vertices[0].a.y,
                          vertices[2].a.x,
                          vertices[2].a.y
                        );
                      
                        sides[3] = new Side(
                          vertices[1].a.x,
                          vertices[1].a.y,
                          vertices[3].a.x,
                          vertices[3].a.y
                        );
                      
                        // Now that are vertices are all computed properly finding the intersection of these two lines is a simple matter:
                      
                        // Calculate the slopes
                        const m1 = (vertices[2].a.y - vertices[0].a.y) / (vertices[2].a.x - vertices[0].a.x);
                      
                        const m2 = (vertices[3].a.y - vertices[1].a.y) / (vertices[3].a.x - vertices[1].a.x);
                      
                        // Calculate the y-offset relative to vertices[0]
                        const b2 = (vertices[1].a.x - vertices[0].a.x) * -m2;
                      
                        // y1 = m1 * x
                        // y2 = m2 * x + b2
                        // Find the x where y1 = y2
                        // m1 * x = m2 * x + b2
                        // m1 * x - m2 * x = b2
                        // x * (m1 - m2) = b2
                        // x = b2 / (m1 - m2)
                      
                        const xInt = b2 / (m1 - m2)
                        const yInt = xInt * m1;
                        // Note xInt and yInt are relative to vertices[0]
                      
                        // draw all the things
                        sides.forEach(s => s.show());
                        vertices.forEach(v => v.show());
                      
                      
                        stroke(0, 255, 0);
                        strokeWeight(20);
                        point(vertices[0].a.x + xInt, vertices[0].a.y + yInt);
                      }
                      
                      class Side {
                        constructor(x1, y1, x2, y2) {
                          this.a = createVector(x1, y1);
                          this.b = createVector(x2, y2);
                        }
                      
                        show() {
                          stroke(0);
                          strokeWeight(4);
                          line(this.a.x, this.a.y, this.b.x, this.b.y);
                        }
                      }
                      
                      class Vertex {
                        constructor(x1, y1) {
                          this.a = createVector(x1, y1);
                        }
                      
                        show() {
                          stroke(255, 0, 0);
                          strokeWeight(20);
                          point(this.a.x, this.a.y);
                        }
                      }
                      <script src="https://cdn.jsdelivr.net/npm/p5@1.4.1/lib/p5.min.js"></script>

                      Conditional Registry entries with Inno Setup

                      copy iconCopydownload iconDownload
                      [Registry]
                      Root: HKLM; Subkey: "Software\My Company"; Check: ShouldCreateRegistry
                      
                      [Code]
                      
                      function ShouldCreateRegistry: Boolean;
                      begin
                        Result := WizardSilent and CmdLineParamExists('/CreateRegistry');
                      end;
                      
                      [Registry]
                      Root: HKLM; Subkey: "Software\My Company"; \
                          Check: WizardSilent and CmdLineParamExists('/CreateRegistry')
                      
                      [Registry]
                      Root: HKLM; Subkey: "Software\My Company"; Check: ShouldCreateRegistry
                      
                      [Code]
                      
                      function ShouldCreateRegistry: Boolean;
                      begin
                        Result := WizardSilent and CmdLineParamExists('/CreateRegistry');
                      end;
                      
                      [Registry]
                      Root: HKLM; Subkey: "Software\My Company"; \
                          Check: WizardSilent and CmdLineParamExists('/CreateRegistry')
                      
                      [Registry]
                      Root: HKLM; Subkey: "Software\My Company"; Check: ShouldCreateRegistry
                      
                      [Code]
                      
                      function ShouldCreateRegistry: Boolean;
                      begin
                        Result := WizardSilent and CmdLineParamExists('/CreateRegistry');
                      end;
                      
                      [Registry]
                      Root: HKLM; Subkey: "Software\My Company"; \
                          Check: WizardSilent and CmdLineParamExists('/CreateRegistry')
                      

                      How to give a warning when a moving object deviates from a path by a specific margin?

                      copy iconCopydownload iconDownload
                      def distance_point_linesegment(pt, l1, l2):
                          LV = pygame.math.Vector2(l2[0] - l1[0], l2[1] - l1[1])
                          PV = pygame.math.Vector2(pt[0] - l1[0], pt[1]- l1[1])
                          dotLP = LV.dot(PV)
                      
                          if dotLP < 0:
                              return PV.length()
                          if dotLP > LV.length_squared():
                              return pygame.math.Vector2(pt[0] - l2[0], pt[1]- l2[1]).length()
                      
                          NV = pygame.math.Vector2(l1[1] - l2[1], l2[0] - l1[0])
                          return abs(NV.normalize().dot(PV))
                      
                      def minimum_distance(pt, pointlist):
                          min_dist = -1
                          for i in range(len(pointlist)-1):
                              dist = distance_point_linesegment(pt, pointlist[i], pointlist[i+1])
                              if i == 0 or dist < min_dist:
                                  min_dist = dist
                          return min_dist
                      
                      def game_loop():
                          # [...]
                      
                          while not gameExit:
                              # [...]
                      
                              dist_to_path = minimum_distance((X, Y), pointlist) 
                              if dist_to_path > 25:  
                                  pygame.draw.circle(gameDisplay, (255, 0, 0), (X, Y), 25, 4)
                              drone(X,Y
                      
                              # [...]
                      
                      def intersect_rect(rect, pointlist):
                          for i in range(len(pointlist)-1):
                              if rect.clipline(pointlist[i], pointlist[i+1]):
                                  return True
                          return False
                      
                      def game_loop():
                          # [...]
                      
                          while not gameExit:
                              # [...]
                      
                              if not intersect_rect(droneImg.get_rect(center = (X, Y)), pointlist): 
                                  pygame.draw.circle(gameDisplay, (255, 0, 0), (X, Y), 25, 4) 
                              drone(X,Y
                      
                              # [...]
                      
                      def distance_point_linesegment(pt, l1, l2):
                          LV = pygame.math.Vector2(l2[0] - l1[0], l2[1] - l1[1])
                          PV = pygame.math.Vector2(pt[0] - l1[0], pt[1]- l1[1])
                          dotLP = LV.dot(PV)
                      
                          if dotLP < 0:
                              return PV.length()
                          if dotLP > LV.length_squared():
                              return pygame.math.Vector2(pt[0] - l2[0], pt[1]- l2[1]).length()
                      
                          NV = pygame.math.Vector2(l1[1] - l2[1], l2[0] - l1[0])
                          return abs(NV.normalize().dot(PV))
                      
                      def minimum_distance(pt, pointlist):
                          min_dist = -1
                          for i in range(len(pointlist)-1):
                              dist = distance_point_linesegment(pt, pointlist[i], pointlist[i+1])
                              if i == 0 or dist < min_dist:
                                  min_dist = dist
                          return min_dist
                      
                      def game_loop():
                          # [...]
                      
                          while not gameExit:
                              # [...]
                      
                              dist_to_path = minimum_distance((X, Y), pointlist) 
                              if dist_to_path > 25:  
                                  pygame.draw.circle(gameDisplay, (255, 0, 0), (X, Y), 25, 4)
                              drone(X,Y
                      
                              # [...]
                      
                      def intersect_rect(rect, pointlist):
                          for i in range(len(pointlist)-1):
                              if rect.clipline(pointlist[i], pointlist[i+1]):
                                  return True
                          return False
                      
                      def game_loop():
                          # [...]
                      
                          while not gameExit:
                              # [...]
                      
                              if not intersect_rect(droneImg.get_rect(center = (X, Y)), pointlist): 
                                  pygame.draw.circle(gameDisplay, (255, 0, 0), (X, Y), 25, 4) 
                              drone(X,Y
                      
                              # [...]
                      
                      def distance_point_linesegment(pt, l1, l2):
                          LV = pygame.math.Vector2(l2[0] - l1[0], l2[1] - l1[1])
                          PV = pygame.math.Vector2(pt[0] - l1[0], pt[1]- l1[1])
                          dotLP = LV.dot(PV)
                      
                          if dotLP < 0:
                              return PV.length()
                          if dotLP > LV.length_squared():
                              return pygame.math.Vector2(pt[0] - l2[0], pt[1]- l2[1]).length()
                      
                          NV = pygame.math.Vector2(l1[1] - l2[1], l2[0] - l1[0])
                          return abs(NV.normalize().dot(PV))
                      
                      def minimum_distance(pt, pointlist):
                          min_dist = -1
                          for i in range(len(pointlist)-1):
                              dist = distance_point_linesegment(pt, pointlist[i], pointlist[i+1])
                              if i == 0 or dist < min_dist:
                                  min_dist = dist
                          return min_dist
                      
                      def game_loop():
                          # [...]
                      
                          while not gameExit:
                              # [...]
                      
                              dist_to_path = minimum_distance((X, Y), pointlist) 
                              if dist_to_path > 25:  
                                  pygame.draw.circle(gameDisplay, (255, 0, 0), (X, Y), 25, 4)
                              drone(X,Y
                      
                              # [...]
                      
                      def intersect_rect(rect, pointlist):
                          for i in range(len(pointlist)-1):
                              if rect.clipline(pointlist[i], pointlist[i+1]):
                                  return True
                          return False
                      
                      def game_loop():
                          # [...]
                      
                          while not gameExit:
                              # [...]
                      
                              if not intersect_rect(droneImg.get_rect(center = (X, Y)), pointlist): 
                                  pygame.draw.circle(gameDisplay, (255, 0, 0), (X, Y), 25, 4) 
                              drone(X,Y
                      
                              # [...]
                      
                      def distance_point_linesegment(pt, l1, l2):
                          LV = pygame.math.Vector2(l2[0] - l1[0], l2[1] - l1[1])
                          PV = pygame.math.Vector2(pt[0] - l1[0], pt[1]- l1[1])
                          dotLP = LV.dot(PV)
                      
                          if dotLP < 0:
                              return PV.length()
                          if dotLP > LV.length_squared():
                              return pygame.math.Vector2(pt[0] - l2[0], pt[1]- l2[1]).length()
                      
                          NV = pygame.math.Vector2(l1[1] - l2[1], l2[0] - l1[0])
                          return abs(NV.normalize().dot(PV))
                      
                      def minimum_distance(pt, pointlist):
                          min_dist = -1
                          for i in range(len(pointlist)-1):
                              dist = distance_point_linesegment(pt, pointlist[i], pointlist[i+1])
                              if i == 0 or dist < min_dist:
                                  min_dist = dist
                          return min_dist
                      
                      def game_loop():
                          # [...]
                      
                          while not gameExit:
                              # [...]
                      
                              dist_to_path = minimum_distance((X, Y), pointlist) 
                              if dist_to_path > 25:  
                                  pygame.draw.circle(gameDisplay, (255, 0, 0), (X, Y), 25, 4)
                              drone(X,Y
                      
                              # [...]
                      
                      def intersect_rect(rect, pointlist):
                          for i in range(len(pointlist)-1):
                              if rect.clipline(pointlist[i], pointlist[i+1]):
                                  return True
                          return False
                      
                      def game_loop():
                          # [...]
                      
                          while not gameExit:
                              # [...]
                      
                              if not intersect_rect(droneImg.get_rect(center = (X, Y)), pointlist): 
                                  pygame.draw.circle(gameDisplay, (255, 0, 0), (X, Y), 25, 4) 
                              drone(X,Y
                      
                              # [...]
                      
                      def distance_point_linesegment(pt, l1, l2):
                          LV = pygame.math.Vector2(l2[0] - l1[0], l2[1] - l1[1])
                          PV = pygame.math.Vector2(pt[0] - l1[0], pt[1]- l1[1])
                          dotLP = LV.dot(PV)
                      
                          if dotLP < 0:
                              return PV.length()
                          if dotLP > LV.length_squared():
                              return pygame.math.Vector2(pt[0] - l2[0], pt[1]- l2[1]).length()
                      
                          NV = pygame.math.Vector2(l1[1] - l2[1], l2[0] - l1[0])
                          return abs(NV.normalize().dot(PV))
                      
                      def minimum_distance(pt, pointlist):
                          min_dist = -1
                          for i in range(len(pointlist)-1):
                              dist = distance_point_linesegment(pt, pointlist[i], pointlist[i+1])
                              if i == 0 or dist < min_dist:
                                  min_dist = dist
                          return min_dist
                      
                      def game_loop():
                          # [...]
                      
                          while not gameExit:
                              # [...]
                      
                              dist_to_path = minimum_distance((X, Y), pointlist) 
                              if dist_to_path > 25:  
                                  pygame.draw.circle(gameDisplay, (255, 0, 0), (X, Y), 25, 4)
                              drone(X,Y
                      
                              # [...]
                      
                      def intersect_rect(rect, pointlist):
                          for i in range(len(pointlist)-1):
                              if rect.clipline(pointlist[i], pointlist[i+1]):
                                  return True
                          return False
                      
                      def game_loop():
                          # [...]
                      
                          while not gameExit:
                              # [...]
                      
                              if not intersect_rect(droneImg.get_rect(center = (X, Y)), pointlist): 
                                  pygame.draw.circle(gameDisplay, (255, 0, 0), (X, Y), 25, 4) 
                              drone(X,Y
                      
                              # [...]
                      

                      Using cowplot in R to make a ggplot chart occupy two consecutive rows

                      copy iconCopydownload iconDownload
                      library(gridExtra)
                      
                      grid.arrange(p1, p2, p3, p4, p5, 
                                   ncol = 2, 
                                   layout_matrix = cbind(c(1,3,5), c(2,4,4)))
                      
                      ## Option 1 - patchwork 
                      
                      library(ggplot2)
                      library(patchwork)
                      
                      df <- data.frame(
                        x = 1:10, y1 = 1:10, y2 = (1:10)^2, y3 = (1:10)^3, y4 = (1:10)^4
                      )
                      ## patchwork allows working with lists, which I find neat. 
                      make_p <- function(y){
                        ggplot(df, aes(x, !!sym(y))) + geom_point()
                      }
                      
                      ## custom layout grid
                      layout <- "
                      AB
                      CD
                      ED
                      "
                      
                      ls_p <- lapply(paste0("y", c(1:4,3)), make_p)
                      
                      wrap_plots(ls_p) + plot_layout(design = layout)
                      
                      ## Option 2 - faceting with ggh4x
                      library(tidyverse)
                      library(ggh4x)
                      
                      df <- data.frame(
                        x = 1:10, y1 = 1:10, y2 = (1:10)^2, y3 = (1:10)^3, y4 = (1:10)^4,
                        ## adding y5 for simplicity
                        y5 = (1:10)^3
                      )
                      
                      design <- "
                      AB
                      CD
                      ED
                      "
                      ## or you can pass a matrix as design argument
                      # design <- matrix(c(1,2,3,4,5,4), 3, 2, byrow = TRUE)
                      
                      df %>% 
                        pivot_longer(matches("^y")) %>%
                        ggplot(aes(x, value)) + 
                        geom_point() +
                        facet_manual(~ name, design)
                      
                      ## option 3 nesting plot_grids with cowplot
                      library(cowplot)
                      p1 <- ggplot(df, aes(x, y1)) + geom_point()
                      p2 <- ggplot(df, aes(x, y2)) + geom_point()
                      p3 <- ggplot(df, aes(x, y3)) + geom_point()
                      p4 <- ggplot(df, aes(x, y4)) + geom_point()
                      p5 <- ggplot(df, aes(x, y3)) + geom_point()
                      
                      top_row <- plot_grid(p1, p2)
                      left_col <- plot_grid(p3, p5, ncol = 1)
                      bottom_panel <- plot_grid(left_col, p4, ncol = 2)
                      
                      plot_grid(top_row, bottom_panel, ncol = 1)
                      
                      ## Option 1 - patchwork 
                      
                      library(ggplot2)
                      library(patchwork)
                      
                      df <- data.frame(
                        x = 1:10, y1 = 1:10, y2 = (1:10)^2, y3 = (1:10)^3, y4 = (1:10)^4
                      )
                      ## patchwork allows working with lists, which I find neat. 
                      make_p <- function(y){
                        ggplot(df, aes(x, !!sym(y))) + geom_point()
                      }
                      
                      ## custom layout grid
                      layout <- "
                      AB
                      CD
                      ED
                      "
                      
                      ls_p <- lapply(paste0("y", c(1:4,3)), make_p)
                      
                      wrap_plots(ls_p) + plot_layout(design = layout)
                      
                      ## Option 2 - faceting with ggh4x
                      library(tidyverse)
                      library(ggh4x)
                      
                      df <- data.frame(
                        x = 1:10, y1 = 1:10, y2 = (1:10)^2, y3 = (1:10)^3, y4 = (1:10)^4,
                        ## adding y5 for simplicity
                        y5 = (1:10)^3
                      )
                      
                      design <- "
                      AB
                      CD
                      ED
                      "
                      ## or you can pass a matrix as design argument
                      # design <- matrix(c(1,2,3,4,5,4), 3, 2, byrow = TRUE)
                      
                      df %>% 
                        pivot_longer(matches("^y")) %>%
                        ggplot(aes(x, value)) + 
                        geom_point() +
                        facet_manual(~ name, design)
                      
                      ## option 3 nesting plot_grids with cowplot
                      library(cowplot)
                      p1 <- ggplot(df, aes(x, y1)) + geom_point()
                      p2 <- ggplot(df, aes(x, y2)) + geom_point()
                      p3 <- ggplot(df, aes(x, y3)) + geom_point()
                      p4 <- ggplot(df, aes(x, y4)) + geom_point()
                      p5 <- ggplot(df, aes(x, y3)) + geom_point()
                      
                      top_row <- plot_grid(p1, p2)
                      left_col <- plot_grid(p3, p5, ncol = 1)
                      bottom_panel <- plot_grid(left_col, p4, ncol = 2)
                      
                      plot_grid(top_row, bottom_panel, ncol = 1)
                      
                      ## Option 1 - patchwork 
                      
                      library(ggplot2)
                      library(patchwork)
                      
                      df <- data.frame(
                        x = 1:10, y1 = 1:10, y2 = (1:10)^2, y3 = (1:10)^3, y4 = (1:10)^4
                      )
                      ## patchwork allows working with lists, which I find neat. 
                      make_p <- function(y){
                        ggplot(df, aes(x, !!sym(y))) + geom_point()
                      }
                      
                      ## custom layout grid
                      layout <- "
                      AB
                      CD
                      ED
                      "
                      
                      ls_p <- lapply(paste0("y", c(1:4,3)), make_p)
                      
                      wrap_plots(ls_p) + plot_layout(design = layout)
                      
                      ## Option 2 - faceting with ggh4x
                      library(tidyverse)
                      library(ggh4x)
                      
                      df <- data.frame(
                        x = 1:10, y1 = 1:10, y2 = (1:10)^2, y3 = (1:10)^3, y4 = (1:10)^4,
                        ## adding y5 for simplicity
                        y5 = (1:10)^3
                      )
                      
                      design <- "
                      AB
                      CD
                      ED
                      "
                      ## or you can pass a matrix as design argument
                      # design <- matrix(c(1,2,3,4,5,4), 3, 2, byrow = TRUE)
                      
                      df %>% 
                        pivot_longer(matches("^y")) %>%
                        ggplot(aes(x, value)) + 
                        geom_point() +
                        facet_manual(~ name, design)
                      
                      ## option 3 nesting plot_grids with cowplot
                      library(cowplot)
                      p1 <- ggplot(df, aes(x, y1)) + geom_point()
                      p2 <- ggplot(df, aes(x, y2)) + geom_point()
                      p3 <- ggplot(df, aes(x, y3)) + geom_point()
                      p4 <- ggplot(df, aes(x, y4)) + geom_point()
                      p5 <- ggplot(df, aes(x, y3)) + geom_point()
                      
                      top_row <- plot_grid(p1, p2)
                      left_col <- plot_grid(p3, p5, ncol = 1)
                      bottom_panel <- plot_grid(left_col, p4, ncol = 2)
                      
                      plot_grid(top_row, bottom_panel, ncol = 1)
                      

                      Check linearity in logistic regression

                      copy iconCopydownload iconDownload
                      df$q41 <- with(df, cut(independent1, quantile(independent1), include = TRUE))
                       # creates 4 level factor into roughly equally sized groups
                       table(df$q41)
                      #--------------------
                      #[26,52] (52,60] (60,73] (73,91] 
                      #     39      37      39      35 
                      
                      #Examine for "eyeball" trends in the log-odds of dependent 
                      fit1.q41 <- glm(dependent~q41+0, data=df, fam="binomial")
                      fit1.q41
                      #---------------------------
                      Call:  glm(formula = dependent ~ q41 + 0, family = "binomial", data = df)
                      
                      Coefficients:
                      q41[26,52]  q41(52,60]  q41(60,73]  q41(73,91]  
                          -3.638      -2.862      -2.918      -2.048  
                      
                      Degrees of Freedom: 150 Total (i.e. Null);  146 Residual
                      Null Deviance:      207.9 
                      Residual Deviance: 65.52    AIC: 73.52
                      
                      > logits
                      [1] -3.555348 -2.740840 -2.970414 -2.169054
                      > coef(fit1.q41)
                      q41[26,52] q41(52,60] q41(60,73] q41(73,91] 
                       -3.637586  -2.862201  -2.917771  -2.047693 
                      
                       lapply( df[-1], function(x){cat(str(x)); IVq <- cut(x, quantile(x), include = TRUE); logits<-coef( summary(glm(df$dependent~IVq+0, fam="binomial"))); logits})
                       num [1:150] 84 49 54 75 49 70 75 42 60 72 ...
                       num [1:150] 23 25 34 25 31 25 32 19 25 28 ...
                      $independent1
                                  Estimate Std. Error   z value     Pr(>|z|)
                      IVq[26,52] -3.637586  1.0130639 -3.590678 3.298191e-04
                      IVq(52,60] -2.862201  0.7270292 -3.936845 8.256004e-05
                      IVq(60,73] -2.917771  0.7259663 -4.019155 5.840732e-05
                      IVq(73,91] -2.047693  0.5312796 -3.854266 1.160776e-04
                      
                      $independent2
                                   Estimate   Std. Error     z value     Pr(>|z|)
                      IVq[15,23] -19.566069 1639.9716035 -0.01193074 9.904809e-01
                      IVq(23,26]  -3.091042    0.7229988 -4.27530783 1.908734e-05
                      IVq(26,28]  -2.397895    0.7385489 -3.24676555 1.167245e-03
                      IVq(28,42]  -1.856298    0.4808846 -3.86017349 1.133066e-04
                      
                      
                      > lapply( df[-1], function(x){ IVq <- cut(x, quantile(x), include = TRUE); table(IVq, df$dependent) })
                      $independent1
                               
                      IVq        0  1
                        [26,52] 38  1
                        (52,60] 35  2
                        (60,73] 37  2
                        (73,91] 31  4
                      
                      $independent2
                               
                      IVq        0  1
                        [15,23] 43  0
                        (23,26] 44  2
                        (26,28] 22  2
                        (28,42] 32  5
                      
                      df$q41 <- with(df, cut(independent1, quantile(independent1), include = TRUE))
                       # creates 4 level factor into roughly equally sized groups
                       table(df$q41)
                      #--------------------
                      #[26,52] (52,60] (60,73] (73,91] 
                      #     39      37      39      35 
                      
                      #Examine for "eyeball" trends in the log-odds of dependent 
                      fit1.q41 <- glm(dependent~q41+0, data=df, fam="binomial")
                      fit1.q41
                      #---------------------------
                      Call:  glm(formula = dependent ~ q41 + 0, family = "binomial", data = df)
                      
                      Coefficients:
                      q41[26,52]  q41(52,60]  q41(60,73]  q41(73,91]  
                          -3.638      -2.862      -2.918      -2.048  
                      
                      Degrees of Freedom: 150 Total (i.e. Null);  146 Residual
                      Null Deviance:      207.9 
                      Residual Deviance: 65.52    AIC: 73.52
                      
                      > logits
                      [1] -3.555348 -2.740840 -2.970414 -2.169054
                      > coef(fit1.q41)
                      q41[26,52] q41(52,60] q41(60,73] q41(73,91] 
                       -3.637586  -2.862201  -2.917771  -2.047693 
                      
                       lapply( df[-1], function(x){cat(str(x)); IVq <- cut(x, quantile(x), include = TRUE); logits<-coef( summary(glm(df$dependent~IVq+0, fam="binomial"))); logits})
                       num [1:150] 84 49 54 75 49 70 75 42 60 72 ...
                       num [1:150] 23 25 34 25 31 25 32 19 25 28 ...
                      $independent1
                                  Estimate Std. Error   z value     Pr(>|z|)
                      IVq[26,52] -3.637586  1.0130639 -3.590678 3.298191e-04
                      IVq(52,60] -2.862201  0.7270292 -3.936845 8.256004e-05
                      IVq(60,73] -2.917771  0.7259663 -4.019155 5.840732e-05
                      IVq(73,91] -2.047693  0.5312796 -3.854266 1.160776e-04
                      
                      $independent2
                                   Estimate   Std. Error     z value     Pr(>|z|)
                      IVq[15,23] -19.566069 1639.9716035 -0.01193074 9.904809e-01
                      IVq(23,26]  -3.091042    0.7229988 -4.27530783 1.908734e-05
                      IVq(26,28]  -2.397895    0.7385489 -3.24676555 1.167245e-03
                      IVq(28,42]  -1.856298    0.4808846 -3.86017349 1.133066e-04
                      
                      
                      > lapply( df[-1], function(x){ IVq <- cut(x, quantile(x), include = TRUE); table(IVq, df$dependent) })
                      $independent1
                               
                      IVq        0  1
                        [26,52] 38  1
                        (52,60] 35  2
                        (60,73] 37  2
                        (73,91] 31  4
                      
                      $independent2
                               
                      IVq        0  1
                        [15,23] 43  0
                        (23,26] 44  2
                        (26,28] 22  2
                        (28,42] 32  5
                      
                      df$q41 <- with(df, cut(independent1, quantile(independent1), include = TRUE))
                       # creates 4 level factor into roughly equally sized groups
                       table(df$q41)
                      #--------------------
                      #[26,52] (52,60] (60,73] (73,91] 
                      #     39      37      39      35 
                      
                      #Examine for "eyeball" trends in the log-odds of dependent 
                      fit1.q41 <- glm(dependent~q41+0, data=df, fam="binomial")
                      fit1.q41
                      #---------------------------
                      Call:  glm(formula = dependent ~ q41 + 0, family = "binomial", data = df)
                      
                      Coefficients:
                      q41[26,52]  q41(52,60]  q41(60,73]  q41(73,91]  
                          -3.638      -2.862      -2.918      -2.048  
                      
                      Degrees of Freedom: 150 Total (i.e. Null);  146 Residual
                      Null Deviance:      207.9 
                      Residual Deviance: 65.52    AIC: 73.52
                      
                      > logits
                      [1] -3.555348 -2.740840 -2.970414 -2.169054
                      > coef(fit1.q41)
                      q41[26,52] q41(52,60] q41(60,73] q41(73,91] 
                       -3.637586  -2.862201  -2.917771  -2.047693 
                      
                       lapply( df[-1], function(x){cat(str(x)); IVq <- cut(x, quantile(x), include = TRUE); logits<-coef( summary(glm(df$dependent~IVq+0, fam="binomial"))); logits})
                       num [1:150] 84 49 54 75 49 70 75 42 60 72 ...
                       num [1:150] 23 25 34 25 31 25 32 19 25 28 ...
                      $independent1
                                  Estimate Std. Error   z value     Pr(>|z|)
                      IVq[26,52] -3.637586  1.0130639 -3.590678 3.298191e-04
                      IVq(52,60] -2.862201  0.7270292 -3.936845 8.256004e-05
                      IVq(60,73] -2.917771  0.7259663 -4.019155 5.840732e-05
                      IVq(73,91] -2.047693  0.5312796 -3.854266 1.160776e-04
                      
                      $independent2
                                   Estimate   Std. Error     z value     Pr(>|z|)
                      IVq[15,23] -19.566069 1639.9716035 -0.01193074 9.904809e-01
                      IVq(23,26]  -3.091042    0.7229988 -4.27530783 1.908734e-05
                      IVq(26,28]  -2.397895    0.7385489 -3.24676555 1.167245e-03
                      IVq(28,42]  -1.856298    0.4808846 -3.86017349 1.133066e-04
                      
                      
                      > lapply( df[-1], function(x){ IVq <- cut(x, quantile(x), include = TRUE); table(IVq, df$dependent) })
                      $independent1
                               
                      IVq        0  1
                        [26,52] 38  1
                        (52,60] 35  2
                        (60,73] 37  2
                        (73,91] 31  4
                      
                      $independent2
                               
                      IVq        0  1
                        [15,23] 43  0
                        (23,26] 44  2
                        (26,28] 22  2
                        (28,42] 32  5
                      

                      How to get the coordinates of the following point knowing two previous points and the distance to the following point

                      copy iconCopydownload iconDownload
                      const testCases = [
                        /* P1, P2, distance, P3 */
                          [[0, 1], [2, 1], 2, [ 4,  1]],
                          [[2, 1], [1, 1], 2, [-1,  1]],
                          [[1, 1], [1, 2], 2, [ 1,  4]],
                          [[1, 2], [1, 1], 2, [ 1, -1]]
                      ];
                      
                      function getP3(p1, p2, distance) {
                          const p1p2d = Math.sqrt(Math.pow(p2[0] - p1[0], 2) + Math.pow(p2[1] - p1[1], 2));
                          const dx = (p2[0] - p1[0]) / p1p2d;
                          const dy = (p2[1] - p1[1]) / p1p2d;
                          const p3x = p2[0] + distance * dx;
                          const p3y = p2[1] + distance * dy;
                      
                          return [~~p3x, ~~p3y];
                      }
                      
                      testCases.forEach(({0: p1, 1: p2, 2: d, 3: e}) => {
                        const p3 = getP3(p1, p2, d);
                        console.log(p3, e, p3[0] == e[0], p3[1] == e[1]);
                      })

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                      QUESTION

                      use unsafe pointer to get value from a []string

                      Asked 2022-Apr-16 at 00:40

                      I am trying to learn how pointers work on go. Why is the following example not working?

                      package main
                      
                      import (    
                          "fmt"
                          "unsafe"
                      )
                      
                      type SliceOfStrings []string
                      
                      // function that creates an slice of []string
                      // returns interface{} cause I am interested on learning how pointers work
                      func Create() interface{} {
                          var mySlice1 SliceOfStrings = make([]string, 0)
                          mySlice1 = append(mySlice1, "str1")
                          mySlice1 = append(mySlice1, "str2")
                      
                          // return a slice with as ["str1","str2"]
                          return mySlice1
                      }
                      
                      func main() {
                      
                          x := Create()
                          // 0xc000021940
                          fmt.Printf("address of x is %p \n", &x)
                      
                          // get unsafe pointer to address of x
                      
                          // unsafe pointer. Prints 0xc000021940
                          p1 := unsafe.Pointer(&x)
                          fmt.Println(p1)
                      
                          // unsigned pointer. Prints 824633858368
                          p2 := uintptr(p1)
                          fmt.Println(p2)
                      
                          // prints same value as p1 0xc000021940
                          p3 := unsafe.Pointer(p2)
                          fmt.Println(p3)
                      
                          // Make p4 point to same address as 0xc000021940
                          p4 := (*SliceOfStrings)(p3)
                          //fmt.Println(p4)
                      
                          // why this does not print "str1" ??
                          fmt.Println((*p4)[0])
                      
                          // I get error: runtime error: invalid memory address or nil pointer dereference
                      }
                      
                      

                      ANSWER

                      Answered 2022-Apr-15 at 09:04

                      Create() returns a value of type interface{}, so type of x is interface{}, so type of &x is *interface{}, and not *SliceOfStrings. So x points to an interface{} value and not to a SliceOfStrings value!

                      If you type assert SliceOfStrings from the return value of Create(), it works:

                      x := Create().(SliceOfStrings)
                      

                      Also add runtime.KeepAlive(x) at the end of your main(), because if you don't refer to x anymore, it can be garbage collected at any time.

                      With this change it works and outputs str1. Try it on the Go Playground.

                      In general, stay away from package unsafe as much as possible. You can learn and use pointers without package unsafe. Only think of unsafe as a last-last resort!

                      Source https://stackoverflow.com/questions/71881969

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

                      Vulnerabilities

                      No vulnerabilities reported

                      Install p3

                      You can download it from GitHub.
                      You can use p3 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 p3 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

                      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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