openlist | Open source PHP web application for ad classified websites
kandi X-RAY | openlist Summary
kandi X-RAY | openlist Summary
Open source PHP web application for ad classified websites
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Top functions reviewed by kandi - BETA
- Process a token .
- Execute the injector
- Sets up the attributes
- Setup basic configuration
- Cleans up UTF - 8 characters .
- Parse an attribute string
- Validate a token
- Output an image file
- Process the data state .
- Converts a number to a specific unit .
openlist Key Features
openlist Examples and Code Snippets
Community Discussions
Trending Discussions on openlist
QUESTION
I tried making a category filter for my ecommerce app but it keeps giving me this error. I have not connected my app to a database and i am using a json file. I dont have dublicate id's in my json files.
This is my categories json file
This is my CategoryFilter.js
...ANSWER
Answered 2021-Apr-21 at 12:00Here:
QUESTION
function algorithm(){
if(startPoint === true && endPoint === true){
//add the heuristic distance to the start position from the final position
startPosition.h = distance([startPosition.x, startPosition.y]);
let openList = []
openList.push(startPosition)
let closedList = []
while (openList.length > 0){
//print(openList)
lowPos = 0;
for(let i = 0; i < openList.length; i++){
if(openList[i].f < openList[lowPos].f){
lowPos = i;
}
}
let currentPosition = openList[lowPos];
//currentPosition.check()
//if the currentPosition is the endPosition, retrace steps and find the path, then return this path
if(currentPosition === endPosition){
let curr = currentPosition;
let ret = [];
while(curr.parent != null){
curr.path()
ret.push(curr);
curr = curr.parent;
}
endPosition.end()
return ret.reverse();
}
openList.splice(lowPos, 1);
closedList.push(currentPosition);
let neighbours = neighbors(currentPosition);
for(let i = 0; i < neighbours.length; i++){
let neighbour = neighbours[i];
if(closedList.includes(neighbour) || neighbour.colour == "black"){
continue;
}
neighbour.check()
let gScore = currentPosition.g + 1;
let gScoreBest = false;
if(openList.includes(neighbour) == false){
gScoreBest = true;
neighbour.h = distance([neighbour.x, neighbour.y]);
openList.push(neighbour);
}
else if(gScore < neighbour.g){
gScoreBest = true;
}
if(gScoreBest == true){
neighbour.parent = currentPosition;
neighbour.g = gScore;
neighbour.f = neighbour.g + neighbour.h;
}
}
}
}
//meaning that either the path is not possible or the final node/initial node
has not yet been placed.
return [];
}
...ANSWER
Answered 2021-Apr-13 at 12:34It looks like you are not checking the diagonals. It is not a mistake. You are doing great.
QUESTION
I am trying to scrape the th
element, but the result keeps returning None
. What am I doing wrong?
This is the code I have tried:
...ANSWER
Answered 2021-Mar-05 at 21:14I think the request object doesn't have a text attribute.
Try soup = bs4.BeautifulSoup(r.content, 'lxml')
QUESTION
I'm trying to implement an A* algorithm for pathfinding in my 3D grid. I've been following a tutorial but I'm not getting a valid path. I've stepped through my code to find out what's going on, but I don't know how to solve the problem. For the most basic test I'm just using a 2-D grid (it's 3-D, but there's only one Z option, so basically 2-D).
Here's what it's doing:
So we start at 0,0 (orange) and want to get to 1,2 (green). First it calculates the two options for the orange square, north and east, and gets distances of 2 and 1.414 for F values of 3 and 2.414. It moves to the east square (0,1). Great. But now it calculates the two open squares from 0,1 which are 1,1 and 0,2, both of which have a g value of 2 and an h value (distance) of 1, making their F values both be 3.
Since their F values are 3 and we already have an option with an F value of 3 (1,0 from the starting point), these two options are ignored even though they are clearly the best options.
It then continues onward and switches to moving to 1,0 where it then calculates 1,1 as 3 again and 2,0 as 4.236. 1,1's f value is not bigger than our current f value though, so it's ignored and we move upward to 2,0.
2,0 can only move right so it does.
2,1 can only move down since 2,2 is an invalid square, but the f value of moving to 1,1 is saved as 3, so it's again ignored, leaving us with no valid path between 0,0 and 1,2. What am I missing?
Here's a snippet of my path loop. There's a bunch of custom structs in here, and I'm using TMap from Unreal Engine to store my closed list, but I don't think that matters to the question. Here's a quick and dirty about what these structs are:
PCell
: Holds cell coordinatesPPair
: Holds cell coordinates as a PCell and an F valueFVectorInt
: 3-D integer vectorFPathCell
: Holds parent coordinates, and f, g, and h values.cellDetails
is a 3D dynamic array ofFPathCell
closedMap
is a TMap withas
Also locationIsWalkable(FVectorInt, StepDirection)
is just code that checks to see if the player can walk to a cell from a certain direction. You can ignore that part.
ANSWER
Answered 2021-Feb-07 at 15:03Since their F values are 3 and we already have an option with an F value of 3 (1,0 from the starting point), these two options are ignored even though they are clearly the best options.
This must be your mistake. These options shall not be 'ignored', but rather 'delayed till they are the next-best options'. The way it's done is that on every iteration of A* you ought to select the open cell with the lowest F-score.
In your example, once you expand 0,1
(to get 0,2
and 1,1
), your open set should look like:
QUESTION
I want to implement an A-Star Algorithm with a GUI for user input to set the start and end node, and draw obstacles. However, I have spent a great deal of time pondering why the Algorithm isn't working.
IssueThe path goes in the opposite direction of the end node and to the corner of the matrix. For example, if start: 2,2 and end: 8,8 the path will map to the origin: 0,0 and vice versa.
TroubleshootingI have already checked all the areas that I could possibly think is going wrong and even referring to source code from a medium article: A-Star Algorithm by Nicholas Swift
- Euclidean distance is not negative
- Adjacent nodes are not out of bounds
- Other smaller troubleshoot
The obstacles on the graph have not yet been implemented because I was trying to get the path to map correctly before adding additional complexity to the motivating problem.
I simply cannot see where I am going wrong. I come from a Java background so there could be some basic Python syntax that is escaping me and making everything break. Any suggestions will be appreciated.
Source code:
...ANSWER
Answered 2021-Jan-11 at 17:27As pointed out by user @Ghoti the issue was a simple comparison error in the algorithm. With the current comparison statement in the code above the first node in the adjNode list is always selected.
QUESTION
I am trying to make it so when I select an option from my drop-down list and click ok it should open up a tab with the desired link.
Here is my code:
...ANSWER
Answered 2020-Dec-08 at 16:54First you missed a ()
. Then you are calling a tuple, so you need to index to the first item in it, like:
QUESTION
Very new to Unity, I'm making a tactical RPG game similar to Fire Emblem. I've followed a tutorial on movement from this website and followed everything he did.
The player character can only move 5 tiles in the directions +z, -z, +x, -x on a 12x12 tile grid, however I want it to move 6. In the TacticsMove.cs script, there is this variable: public int move = 5;
with the amount of the variable being how many tiles the player moves. I've changed the variable to public int move = 6;
and saved the script, but everything is the exact same as before.
I want public int move = 6
to allow the player to move up to 6 tiles instead of 5. There are no comments on the tutorial or youtube videos of this happening so the next place im coming to is here. My code is below, I don't know if all of this is relevant. If you need me to add/remove something, tell me.
TacticsMove.cs
...ANSWER
Answered 2020-Sep-28 at 01:43From what I know, variables that have been serialized (which means it is visible in the inspector using [serialize] or it is set to public) will always overwrite scripts. This means that the moment u save ur script after u have create a variable and before u start the program, it can only be adjusted using the inspector
QUESTION
I have the following python code:
...ANSWER
Answered 2020-Aug-30 at 02:41How about like below;
QUESTION
I have the below code for a A* pathfinder, however it is taking upwards of 10 minutes to find a solution using a simple 1024 x 1024 array.
I had to comment out //Collections.sort(this.openList); as it was throwing a comparison method violates its general contract! error when running.
Is the algorithm correct and any idea why the bottleneck? Some people using C++ are getting a response time of 40ms, not 10+ mins!
When using the maze
array it does it in the blink of an eye, but thats using something like a 14x10 array, rather than 1024 from the collisionMap
.
Is the method flawed in some way? Or using the wrong data structures?
...ANSWER
Answered 2020-May-29 at 18:59I suspect your problem is this line:
QUESTION
I have a grid in matplotlib (20*20 or 40*40 based on user's choice) that contains data divided based on LatLong location. Each cell in that grid represents a 0.002 or 0.001 area (ex: [-70.55, 43.242]
to [-70.548, 43.244]
). The grid is coloured basesd on threshold value, say anything above 30 is green and anything below is red.
I implemented the A start algorithm to go from one location (cell) to another on that graph while avoiding all green cells. The cost of traveling on a border of a green and red cell is 1.3 while the diagonal cost is 1.5, and traveling between two red cells is 1.
I'm using the diagonal distance heuristic, and for each cell I'm getting all possible neighbours and setting their G
value based on the threshold.
Now I'm able to get a correct path most of the time, and for cells that are nearby, it runs at sub 1 sec. but when I go further it takes 14-18 seconds.
I don't understand what wrong I'm doing here? I've been trying to figure out a way to improve it but failed.
Here's a fragment of the algorithm. I would like to note that determining the accessible neighbours and setting the G
value might not be issue here because each function call runs at around 0.02 - 0.03 seconds.
Any advice is appreciated! Thanks
...ANSWER
Answered 2020-May-28 at 14:28This part is very inefficient. For every neighbour you walk over two relatively large lists, this brings the overall complexity high very fast once the lists start to grow:
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