hexagonal | Toy implementation instance | Architecture library
kandi X-RAY | hexagonal Summary
kandi X-RAY | hexagonal Summary
This toy project shows how to implement a service using Spring Boot, Kotlin, and the Hexagonal Architecture. The represented domain model is the management of a stocks' portfolio.
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 hexagonal
hexagonal Key Features
hexagonal Examples and Code Snippets
def hexagonal_numbers(length: int) -> list[int]:
"""
:param len: max number of elements
:type len: int
:return: Hexagonal numbers as a list
Tests:
>>> hexagonal_numbers(10)
[0, 1, 6, 15, 28, 45, 66, 91, 120, 1
def solution(start: int = 144) -> int:
"""
Returns the next number which is triangular, pentagonal and hexagonal.
>>> solution(144)
1533776805
"""
n = start
num = hexagonal_num(n)
while not is_pentagonal(nu
def hexagonal_num(n: int) -> int:
"""
Returns nth hexagonal number
>>> hexagonal_num(143)
40755
>>> hexagonal_num(21)
861
>>> hexagonal_num(10)
190
"""
return n * (2 * n - 1)
Community Discussions
Trending Discussions on hexagonal
QUESTION
Uber has released h3, a framework for efficiently handling big data in the geospatial file. Using h3, I attempted to get the location of a hexagonal grid location as shown in the figure. (https://eng.uber.com/h3/)
I got the location of the hexagonal grid from the following code. Then I plotted it on a two-dimensional map to see if it covered the entire earth. However, I'm not getting valid hexagons on the boundaries(-90°,90°,-180°,180°). And it doesn't seem to cover the entire globe. (hexagonal grid)
...ANSWER
Answered 2021-Jun-02 at 18:56Yes, H3 covers the entire globe. What you're seeing in that image are rendering artifacts - depending on how you render a global grid in a flat projection, you may get similar artifacts at the poles or across the antimeridian. See e.g. this map for a projection of H3 that renders correctly across the antimeridian, though it still has some issues around the poles.
QUESTION
I am following this link for understanding hexagonal architecture with spring boot. The infrastructure section contains the configuration for the service bean and the repository is passed as a parameter as a below method.
Configuration
...ANSWER
Answered 2021-Jun-01 at 03:26You can refer to Spring Boot Configure and Use Two DataSources for creating multiple datasources and do something like following.
QUESTION
This code works for changing the value of href, which I can confirm because the alert alternates confirmation as expected. However, the is unchanging. What is the problem?
ANSWER
Answered 2021-May-26 at 23:52A few things:
- First you set a clipPath to your image, without defining it, this will prevent the click event from firing on your image in at least Firefox.
- Then you attach your event handler as an event-attribute,
this
won't get passed this way, you have to pass it yourself from the event handler. - Finally, SVGImageElement.href is an SVGAnimatedString, not a string. If you want to retrieve or edit it, you need to get or set its
.baseVal
value:
QUESTION
ANSWER
Answered 2021-May-24 at 14:59You can easily create it with e.g.
QUESTION
I am trying to draw a hexagonal grid in a certain orientation. I had used a function which was provided in this answer, so i got something like this:
Now, i would like to have a hexagon grid which is not oriented in this way, but that one of the edges is on top, like this:
Here is the code used to plot the first graph:
...ANSWER
Answered 2021-May-17 at 04:11The solution is to flip the coordinates from (x, y) to (y, -x), and to rotate each hexagon in our grid for 120 degrees instead of 30. The updated function looks like this:
QUESTION
I'm trying to draw a hexagonal grid with love2d using love.graphics.line but after drawing around 15000 lines the program crashes with only one message abort (core dumped)
.
ANSWER
Answered 2021-May-13 at 07:57I'd try drawing with a polygon instead, see if you have better results.
love.graphics.polygon( mode, vertices )
QUESTION
I want to instantiate GameObjects(specifically hexagonal tiles) at the hexagonalCoodinates(hexcoordinates). For this I wrote a custom coordinate system. But I found out that unity doesn't accept anything other than Vector3 or transform. How do I make it do that? Or is there a easier way to do this?
This is the method to generate the gameObjects
...ANSWER
Answered 2021-Apr-25 at 07:50Just convert from your HexCoordinates to Vector3 using any way:
- create method for HexCoordinates, something like public Vector3 ToVector3() {...}
- create implicit operator for implicit cast to Vector3
QUESTION
I am confused about where to handle domain events in an application that is based on the hexagonal architecture. I am talking about the bounded-context-internal domain events, and not about inter-context integration/application/public events.
Background
As far as I understand, application logic (i.e. use case logic, workflow logic, interaction with infrastructure etc.) is where command handlers belong, because they are specific to a certain application design and/or UI design. Command handlers then call into the domain layer, where all the domain logic resides (domain services, aggregates, domain events). The domain layer should be independent of specific application workflows and/or UI design.
In many resources (blogs, books) I find that people implement domain event handlers in the application layer, similar to command handlers. This is because the handling of a domain event should be done in its own transaction. And since it could influence other aggregates, these aggregates must be loaded via infrastructure first. The key point however, is this: The domain event is torn apart and turned into a series of method calls to aggregates. This important translation resides in the application layer only.
Question
I consider the knowledge about what domain events cause what effects on other aggregates as an integral part of the domain knowledge itself. If I were to delete everything except my domain layer, shouldn't that knowledge be retained somewhere? In my view, we should place domain event handlers directly in the domain layer itself:
They could be domain services which receive both a domain event and an aggregate that might be affected by it, and transform the domain event into one or many method calls.
They could be methods on aggregates themselves which directly consume the entire domain event (i.e. the signature contains the domain event type) and do whatever they want with it.
Of course, in order to load the affected aggregate, we still need a corresponding handler in the application layer. This handler only starts a new transaction, loads the interested aggregate and calls into the domain layer.
Since I have never seen this mentioned anywhere, I wonder if I got something wrong about DDD, domain events or the difference between application layer and domain layer.
EDIT: Examples
Let's start with this commonly used approach:
...ANSWER
Answered 2021-Apr-18 at 21:06Your description sounds very much like event-sourcing.
If event-sourcing (the state of an aggregate is solely derived from the domain events), then the event handler is in the domain layer, and in fact the general tendency would be to have a port/adapter/anti-corruption-layer emit commands; the command-handler for an aggregate then (if necessary) uses the event handler to derive the state of the aggregate, then based on the state and the command emits events which are persisted so that the event handler can derive the next state. Note that here, the event handler definitely belongs in the domain layer and the command handler likely does, too.
More general event driven approaches, to my mind, tend to implicitly utilize the fact that one side's event is very often another side's command.
It's worth noting that an event is in some sense often just a reified method call on an aggregate.
QUESTION
I am developing a card game in HTML that shows real-time perspectives and card movements to all players.
All players are connected via socket.io.
BACKGROUND:
If there are 4 players, table is square and table HTML body is rotated based on player position on their screen.
The structure is like this:
...ANSWER
Answered 2021-Apr-22 at 23:51tl;dr See this JSFiddle
To move from four players to six players, you have to understand the math that underlies the four player case and then apply it to the six player case.
Four Player CaseYou can think of each player's location as a given number of degrees (or radians) around a circle with an origin at the center of the table. In the four player case, the 1st player (index 0) will be at degrees 0, the 2nd player will be at 90 degrees, etc.
To determine how one player's movement affects the movement of a card on another person's screen that is not at the same angle, you need to break down the movement of the card in terms of its basis. In this case, the basis is composed of two orthogonal vectors that define the current player's movement space. The first vector is the vector generated using the angle. The second vector can be found by taking the current angle and adding 90 degrees (Pi/2 radians). For the four player case, the 1st player will have a primary basis vector of 0 degrees, which is (1,0). The 1st players secondary basis vector will be 0+90=90 degrees, which is (0,1).
To translate the mouse movement (delta screen x and y) into movement using an arbitrary basis, you take the dot product of delta screen x and y and the x and y of each vector in the basis. In the four player case, when the 1st player moves a card, the dot product of the primary and secondary basis result in the x delta and the y delta, respectively.
After you calculate this for the current player, you can to move the cards on other player's screens in terms of their basis. To do this, take the movement that has been converted into movement along the two bases and apply it to each other player's basis. In the four player case, the 2nd player's primary basis is 90 degrees = (1,0) and the secondary basis is 90+90 degrees = (-1,0). Thus to mirror the movement at the 2nd player's position, the original x movement is converted to y movement and the original y movement is converted to -x movement.
Six (or arbitrary number) of PlayersTo change this to a game with an arbitrary number of players and with a potential offset from 0 degrees for the 1st player, you need to follow the same math. First, calculate the bases for each player. Second, use dot products to calculate the delta of the card being movement in terms of its basis. Third, apply this movement to the bases of the other players.
The example below lets you change the number of players and the starting offset angle. The cards are divs and there is a canvas superimposed over the divs to show the primary axes (red) and the secondary axes (blue) for each basis.
QUESTION
I'm creating a tile-based game in Unity (C#) with a hexagonal grid. I am making hills and mountains in my game, and to optimize, I only activate the top layer of tiles and leave the rest of them inactive. I render each tile with a noise-based height map (please note the colors on the grid itself such as brown, green, and grey do not correspond to height).
However, I encounter issues when the hills become high and a vertical gap between one tile and the next reveals a hole in the map due to height disparities.
To fix this, I am making a retroactive function which cycles through each pixel on the noise map and if it detects a disparity between one pixel and another which borders it, then it will activate the tile below the higher tile in the disparity. The blue tiles below represent the tiles that it detected as being in a disparity, and the red ones are the tiles activated as a result of their higher counterparts being detected as such.
Most the time, however, the disparities are not recognized in the right positions. You can see in the image above that the brown tile which should be considered as having a disparity (since it's leaving a gap) has a gaping hole and no red tile beneath it, while others which have no gaps are considered as having disparities and are thus blue. Here is a representation of how there's little correlation between the height map and the disparities detected:
You can see above that the white on the height map, representing high areas, does not correspond with the blue on the grid, which should correspond with disparities (and thus mainly correspond with where the white and the black converge on the noise map, outlining the location between high and low areas).
Here is my code to detect disparities:
...ANSWER
Answered 2021-Apr-13 at 08:40May i suggest naming your for-loop-variables x and y instead of w and h? I think x and y are more obviously assigned for the two coordinates. Anyway. I haven't entirely checked if this is the only issue, but I feel like you've set your pixel-checks up wrong. (see below)
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install hexagonal
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