Tower | A Machine Learning Task Management Platform | BPM library
kandi X-RAY | Tower Summary
kandi X-RAY | Tower Summary
A Machine Learning Task Management Platform Based on Kubernetes.
Support
Quality
Security
License
Reuse
Top functions reviewed by kandi - BETA
Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of Tower
Tower Key Features
Tower Examples and Code Snippets
public static void main(String args[]) {
int n = 3;
Tower[] towers = new Tower[n];
for(int i = 0; i < 3; i++) {
towers[i] = new Tower(i);
}
for(int i = n - 1; i >= 0; i--) {
towers[0].add(i);
}
towers[0].moveDisks(n, towers
public void print() {
System.out.println("Contents of Tower " + name + ": " + disks.toString());
}
Community Discussions
Trending Discussions on Tower
QUESTION
The highest Y position that is shown in my camera is 5 and -5. For the X its 10. I'm making a tower defense game and I want the tower to follow my mouseposition after I buy it until I click on a place in the track to build/ place it. I got so confused because I couldn't see my tower at all but now I realized that my mouse coordinates are HUGE. It's up to the hundreds on each axis. My screen obviously can't fit that. I tried even dividing the mouseposition in a vector 2 by 45 and making an offset so it can fit well. Unfortunately I have to change the values depending on the screen size so that can't work. I don't know if it matters but here's my script? This script get's called after the tower gets instantiated from the store. The store button is in the canvas if that helps? Maybe the canvas is why everything is off? How do I fix it?
...ANSWER
Answered 2021-Jun-15 at 15:03In Unity, Input.MousePosition
is measured in terms of pixels on your screen. Let's say you have a 1080p monitor - 1920 x 1080 - which is pretty common these days, that means Input.MousePosition
will be in the following range when your game is fullscreen:
- x: 0 to 1919
- y: 0 to 1079
The actual world units - the units as seen in your scene - don't matter at all and can be basically anything.
Another thing of note is that your gameworld is 3D and the physical screen is 2D. Assuming your camera is looking into open space in your world, a single pixel on the screen is represented by an infinite line in the 3D world. This line is called a ray, and you can turn a 2D screen position into a ray via Camera.ScreenPointToRay, and then find what 3D objects that line intersects with via a Physics.Raycast.
QUESTION
I have been trying to resolve an issue being thrown at runtime where the recyclerview I am using is null. From most examples of this error message I have seen online it is usually when using a RecyclerView is being used in a fragment. This RecyclerView is just being used in a normal Kotlin Activity.
Error When OrderActivity.kt is opened
...ANSWER
Answered 2021-Mar-01 at 12:55setContentView(R.layout.activity_main)
QUESTION
I'm using Vue.js 3. I have here a simple code for routing and sending parameters.
Here is my Home.vue page
...ANSWER
Answered 2021-Jun-08 at 03:01Updated
$route.params
returns String
as default where as your id
in store.js
is Number
.
Therefore
QUESTION
Edit: I wish SO let me accept 2 answers because neither is complete without the other. I suggest reading both!
I am trying to come up with a fast implementation of a function that given an unsigned 32-bit integer x
returns the sum of 2^trailing_zeros(i)
for i=1..x-1
, where trailing_zeros
is the count trailing zeros operation which is defined as returning the 0 bits after the least significant 1 bit. This seems like the kind of problem that should lend itself to a clever bit manipulation implementation that takes the same number of instructions regardless of the input, but I haven't been able to derive it.
Mathematically, 2^trailing_zeros(i)
is equivalent to the largest factor of 2 that exactly divides i
. So we are summing those largest factors for 1..x-1
.
ANSWER
Answered 2021-Jun-06 at 10:20Observe that if we count from 1 to x instead of to x−1, we have a pattern:
x sum sum/x 1 1 1 2 3 1.5 4 8 2 8 20 2.5 16 48 3So we can easily calculate the sum for any power of two p as p • (1 + ½b), where b is the power (equivalently, the number of the bit that is set or the log2 of the power). We can see this by induction: If the sum from 1 to 2b is 2b•(1+½b) (which it is for b=0), then the sum from 1 to 2b+1 reprises the individual term contributions twice except that the last term adds 2b+1 instead of 2b, so the sum is 2•2b•(1+½b) − 2b + 2b+1 = 2b+1•(1+½b) + ½•2b+1 = 2b+1•(1+½(b+1)).
Further, between any two powers of two, the lower bits reprise the previous partial sums. Thus, for any x, we can compute the cumulative number of trailing zeros by summing the sums for the set bits in it. Recalling this provides the sum for numbers from 1 to x, we adjust by to get the desired sum from 1 to x−1 subtracting one from x
before computation:
QUESTION
So, i have List
.
If I try to do:
...ANSWER
Answered 2021-Jun-04 at 12:31There is a default interface method implemetation in the newest version of C#, but I don't know if unity implemented it yet. If they did you potentially could define a method in you interface and return the prefab you want to insantiate. Something like:
QUESTION
I am creating a discord bot (.py) and am wondering how to set/change global variables between functions. Code:
...ANSWER
Answered 2021-Jun-02 at 19:52You can either use global
variables:
QUESTION
When playing the game, my proposed code will
- Determine your final score after the end of the game i.e. the Gamer Over section
- This final score is transferred and visualised onto a table
- When pressing the 'Sort' button/text, the table will rearrange itself in numerical order
As of currently,
0
is used to display the players final score, and is easily navagable via subpages at the top of the window. As long as the user does not reset their score, this final score remains visibe, however, when sorting the table, it still remains in its initial position, while the other cells will correctly re-arrange themselves.
Could any of you provide suggestions as to how to fix this issue?
...ANSWER
Answered 2021-Jun-02 at 15:45Your first row will fail for Number(x.innerHTML)
when you lopping in sortTable()
, and will result NaN.
QUESTION
My code calculates the users score via this segment of code
context.fillText('Score: ' + (current - 1).toString(), 20, 40);
I transfered the (current - 1)
into a variable, and displayed it is a heading using the following code
ANSWER
Answered 2021-May-31 at 12:06I think that the update of the Total score
should happen when the game is over. Therefor you should do the outputting of the score in the function gameOver()
. If you want to update it with every submit you have to add the logic to the function animate()
.
The logic is pretty simple:
- get the
Total score
element:
QUESTION
I've created a TileMap. My enemy is a simple cylinder with an "EnemyMover.cs" script attached and is in the scene (hierarchy) before play is pressed. (Not instantiated during runtime)
On a separate object, I have a "TargetLocator" script which attempts to utilize GetComponent to find the cylinder script component when instantiated by click on a tile on the map during runtime.
...ANSWER
Answered 2021-May-30 at 23:26Rather than transform
, which is the real-world location of a object, try calling a method that is in that script.
E.G
EnemyMover
QUESTION
I am struggling through some of the OpenLayers API and got it to display a number of Feature objects, but they are blue circles and I would like them to look somewhat more like the markers in Google Maps. How can I change their appearance?
...ANSWER
Answered 2021-May-30 at 17:37To change the appearance of the features you must give them a style, for example
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install Tower
Support
Reuse Trending Solutions
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items
Find more librariesStay Updated
Subscribe to our newsletter for trending solutions and developer bootcamps
Share this Page