R6 | Encapsulated object-oriented programming for R | Natural Language Processing library
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R6: Encapsulated object-oriented programming for R .
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QUESTION
I have problem with my bpf program. I getting error while loading this program. my bpf program is:
...ANSWER
Answered 2021-Jun-15 at 07:28TL;DR. You should check that the pointer returned by bpf_map_lookup_elem
is not NULL.
With the following logs, the BPF verifier is telling you that, when it reaches the dereference of my_pid
, the pointer may still have a NULL value. It thus contains a map value or a NULL value, i.e., map_value_or_null
.
QUESTION
The objective of my code is to scrape the information in the Characteristics tab of the following url, preferably as a data frame
...ANSWER
Answered 2021-Jun-11 at 15:38The data is dynamically retrieved from an API call. You can retrieve direct from that url and simplify the json returned to get a dataframe:
QUESTION
I just noticed that read_csv()
somehow uses random numbers which is unexpected (at least to me). The corresponding base R function read.csv()
does not do that. So, what does read_csv()
use the random numbers for? I looked into the documentation but could not find a clear answer to that. Are the random numbers related to the guess_max
argument?
ANSWER
Answered 2021-Jun-10 at 19:21tl;dr somewhere deep in the guts of the cli
package (called to generate the pretty-printed output about column types), the code is generating a random string to use as a label.
A major clue is that
QUESTION
I have a function built with an R6class and was wondering the best way to pass devtools::check()
is. Currently this repex gives the note
ANSWER
Answered 2021-Jun-08 at 18:12Solution with a dummy self <- NA
definition.
QUESTION
import pygame, sys
clock = pygame.time.Clock()
from pygame.locals import *
pygame.mixer.pre_init(44100,-16,2,512)
pygame.init()
pygame.display.set_caption('THE GAME')#Window name
walkRight = [pygame.image.load('player_animations/R1.png'), pygame.image.load('player_animations/R2.png'), pygame.image.load('player_animations/R3.png'), pygame.image.load('player_animations/R4.png'), pygame.image.load('player_animations/R5.png'), pygame.image.load('player_animations/R6.png'), pygame.image.load('player_animations/R7.png'), pygame.image.load('player_animations/R8.png'), pygame.image.load('player_animations/R9.png')]
walkLeft = [pygame.image.load('player_animations/L1.png'), pygame.image.load('player_animations/L2.png'), pygame.image.load('player_animations/L3.png'), pygame.image.load('player_animations/L4.png'), pygame.image.load('player_animations/L5.png'), pygame.image.load('player_animations/L6.png'), pygame.image.load('player_animations/L7.png'), pygame.image.load('player_animations/L8.png'), pygame.image.load('player_animations/L9.png')]
Window_SIZE = (900,600)
screen = pygame.display.set_mode(Window_SIZE,0,32)
display = pygame.Surface((900,600))
player_image = pygame.image.load('player_animations/player_image.png')
player_image.set_colorkey((255,255,255))
grass_image = pygame.image.load('Map/Grassblock.png')
grass_image.set_colorkey((255,255,255))
dirt_image = pygame.image.load('Map/Dirtblock.png')
cobble_image = pygame.image.load('Map/Stoneblock.png')
TILE_SIZE = grass_image.get_width()
true_scroll = [0,0]
#ENEMIES
class Enemy(pygame.sprite.Sprite):
def __init__(self,x,y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('Map/blob.png')
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.move_direction = 1
self.move_counter = 0
def update(self):
self.rect.x += self.move_direction
self.move_counter += 1
if self.move_counter > 50:
self.move_direction *= -1
self.move_counter = 0
def redrawGameWindow():
global walkCount
screen.blit(display,(0,0))
blob_group.draw(screen)
blob_group.update()
if walkCount + 1 >= 27:
walkCount = 0
if moving_left:
screen.blit(walkLeft[walkCount // 3],(player_rect.x-scroll[0],player_rect.y-scroll[1] ))
walkCount += 1
elif moving_right:
screen.blit(walkRight[walkCount // 3],(player_rect.x-scroll[0],player_rect.y-scroll[1] ))
walkCount += 1
else:
screen.blit(player_image,(player_rect.x-scroll[0],player_rect.y-scroll[1]))
pygame.display.update()
def load_map(path):
f = open(path + '.txt','r')
data = f.read()
f.close()
data = data.split('\n')
game_map = []
for row in data:
game_map.append(list(row))
return game_map
game_map = load_map('Map/map')
background_objects = [[0.2,[500,200,250,3000]],[0.5,[750,30,200,4000]],[0.3,[1000,100,235,2000]],[0.5,[130,90,100,4000]],[0.6,[300,100,220,5000]]]
def collision_test(rect,tiles):
hit_list = []
for tile in tiles:
if rect.colliderect(tile):
hit_list.append(tile)
return hit_list
def move(rect,movement,tiles):
collision_types = {'top':False,'bottom':False,'right':False,'left':False}
rect.x += movement[0]
hit_list = collision_test(rect,tiles)
for tile in hit_list:
if movement[0] > 0:
rect.right = tile.left
collision_types['right'] = True
elif movement[0] < 0:
rect.left = tile.right
collision_types['left'] = True
rect.y += movement[1]
hit_list = collision_test(rect,tiles)
for tile in hit_list:
if movement[1] > 0:
rect.bottom = tile.top
collision_types['bottom'] = True
elif movement[1] < 0:
rect.top = tile.bottom
collision_types['top'] = True
return rect, collision_types
moving_right = False
moving_left = False
moving_down = False
player_y_momentum = 0
air_timer = 0
player_rect = pygame.Rect(50,50,player_image.get_width(),player_image.get_height())
player_left = False
player_right = False
player_down = False
jump_sound = pygame.mixer.Sound('jump.wav')
grass_sound = [pygame.mixer.Sound('grass_0.wav'),pygame.mixer.Sound('grass_1.wav')]
pygame.mixer.music.load('music.wav')
pygame.mixer.music.play(-1)
walkCount = 0
vel = 5
true_scroll[0] += (player_rect.x - true_scroll[0]-450)/20
true_scroll[1] += (player_rect.y - true_scroll[1]-364)/20
scroll = true_scroll.copy()
scroll[0] = int(scroll[0])
scroll[1] = int(scroll[1])
blob_group = pygame.sprite.Group()
tile_rects = []
for y, row in enumerate(game_map):
for x, tile in enumerate(row):
if tile != '0':
tile_rects.append(pygame.Rect(x * TILE_SIZE, y * TILE_SIZE,TILE_SIZE,TILE_SIZE))
if tile == '4':
blob = Enemy(x*TILE_SIZE,y*TILE_SIZE+2)
blob_group.add(blob)
#Game loop
while True:
display.fill((146,244,255))
true_scroll[0] += (player_rect.x - true_scroll[0]-450)/20
true_scroll[1] += (player_rect.y - true_scroll[1]-364)/20
scroll = true_scroll.copy()
scroll[0] = int(scroll[0])
scroll[1] = int(scroll[1])
pygame.draw.rect(display,(7,80,75),pygame.Rect(0,400,900,600))
for background_object in background_objects:
obj_rect = pygame.Rect(background_object[1][0]-scroll[0]*background_object[0],background_object[1][1]-scroll[1]*background_object[0],background_object[1][2],background_object[1][3])
if background_objects[0] == 0.5:
pygame.draw.rect(display,(255,0,0),obj_rect)
else:
pygame.draw.rect(display,(9,91,85),obj_rect)
for y, row in enumerate(game_map):
for x, tile in enumerate(row):
if tile == '1':
display.blit(dirt_image,(x*TILE_SIZE-scroll[0],y*TILE_SIZE-scroll[1]))
if tile == '2':
display.blit(grass_image,(x*TILE_SIZE-scroll[0],y*TILE_SIZE-scroll[1]))
if tile == '3':
display.blit(cobble_image,(x*TILE_SIZE-scroll[0],y*TILE_SIZE-scroll[1]))
player_movement = [0,0]
if moving_right:
player_movement[0] += vel
if moving_left:
player_movement[0] -= vel
#________________________________________
if moving_down:
player_movement[1] += 7
#________________________________________
player_movement[1] += player_y_momentum
player_y_momentum += 0.2
if player_y_momentum > 3:
player_y_momentum = 3
player_rect,collisions = move(player_rect,player_movement,tile_rects)
if collisions['bottom']:
player_y_momentum = 0
air_timer = 0
else:
air_timer += 1
if collisions['top']:
player_y_momentum = 0
air_timer = 0
else:
air_timer += 0.1
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_RIGHT:
moving_right = True
player_right = True
player_left = False
player_down = False
elif event.key == K_LEFT:
moving_left = True
player_left = True
player_right = False
player_down = False
#_________________________
elif event.key == K_DOWN:
moving_down = True
player_down = True
player_left = False
player_right = False
else:
player_right = False
player_left = False
player_down = False
walkCount = 0
if event.key == K_UP:
if air_timer < 6:
player_y_momentum = -7.5
player_right = False
player_left = False
player_down = False
walkCount = 0
jump_sound.play()
jump_sound.set_volume(0.1)
if event.type == KEYUP:
if event.key == K_RIGHT:
moving_right = False
if event.key == K_LEFT:
moving_left = False
if event.key == K_DOWN:
moving_down = False
redrawGameWindow()
surf = pygame.transform.scale(display,Window_SIZE)
clock.tick(54)
...ANSWER
Answered 2021-Jun-01 at 16:39The position of the player is corrected by scroll
. You also need to correct the position of the enemies. Remove blob_group.draw(screen)
from the redrawGameWindow
function, but draw the enemies in a loop:
QUESTION
I have written this ARM assembly code. It is supposed to put the Fibonacci sequence numbers in R4 register. I'm trying to implement this C code in a:
...ANSWER
Answered 2021-May-31 at 11:05All instructions operating on register lists always push, pop, load, store, ... the registers in ascending order of their numbers. So even if you write {R4, R2, LR}
, what is actually pushed is {R2, R4, LR}
. If you want a different order, you need separate PUSH
instructions.
QUESTION
import pygame, sys
clock = pygame.time.Clock()
from pygame.locals import *
pygame.mixer.pre_init(44100,-16,2,512)
pygame.init()
pygame.display.set_caption('THE GAME')#Window name
walkRight = [pygame.image.load('player_animations/R1.png'), pygame.image.load('player_animations/R2.png'), pygame.image.load('player_animations/R3.png'), pygame.image.load('player_animations/R4.png'), pygame.image.load('player_animations/R5.png'), pygame.image.load('player_animations/R6.png'), pygame.image.load('player_animations/R7.png'), pygame.image.load('player_animations/R8.png'), pygame.image.load('player_animations/R9.png')]
walkLeft = [pygame.image.load('player_animations/L1.png'), pygame.image.load('player_animations/L2.png'), pygame.image.load('player_animations/L3.png'), pygame.image.load('player_animations/L4.png'), pygame.image.load('player_animations/L5.png'), pygame.image.load('player_animations/L6.png'), pygame.image.load('player_animations/L7.png'), pygame.image.load('player_animations/L8.png'), pygame.image.load('player_animations/L9.png')]
Window_SIZE = (900,600)
screen = pygame.display.set_mode(Window_SIZE,0,32)
display = pygame.Surface((900,600))
player_image = pygame.image.load('player_animations/player_image.png')
player_image.set_colorkey((255,255,255))
grass_image = pygame.image.load('Map/Grassblock.png')
grass_image.set_colorkey((255,255,255))
dirt_image = pygame.image.load('Map/Dirtblock.png')
cobble_image = pygame.image.load('Map/Stoneblock.png')
TILE_SIZE = grass_image.get_width()
true_scroll = [0,0]
#ENEMIES
class Enemy(pygame.sprite.Sprite):
enemy_sprite = [pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png')]
def __init__(self,x,y,width,height,end):
self.x = x
self.y = y
self.width = width
self.height = height
self.end = end
self.path = [self.x,self.end]
self.walkCount = 0
self.vel = 3
def draw(self,display):
self.move()
if self.walkCount + 1 <= 33:
self.walkCount = 0
if self.vel > 0:
display.blit(self.enemy_sprite[self.walkCount//3],(self.x,self.y))
self.walkCount += 1
else:
display.blit(self.enemy_sprite[self.walkCount//3],(self.x,self.y))
self.walkCount += 1
def move(self):
if self.vel > 0:
if self.x + self.vel < self.path[1]:
self.x += self.vel
else:
self.vel = self.vel *-1
self.move_counter = 0
else:
if self.x - self.vel > self.path[0]:
self.x += self.vel
else:
self.vel = self.vel *-1
self.move_counter = 0
def redrawGameWindow():
global walkCount
screen.blit(display,(0,0))
blob.draw(display)
if walkCount + 1 >= 27:
walkCount = 0
if moving_left:
screen.blit(walkLeft[walkCount // 3],(player_rect.x-scroll[0],player_rect.y-scroll[1] ))
walkCount += 1
elif moving_right:
screen.blit(walkRight[walkCount // 3],(player_rect.x-scroll[0],player_rect.y-scroll[1] ))
walkCount += 1
else:
screen.blit(player_image,(player_rect.x-scroll[0],player_rect.y-scroll[1]))
pygame.display.update()
def load_map(path):
f = open(path + '.txt','r')
data = f.read()
f.close()
data = data.split('\n')
game_map = []
for row in data:
game_map.append(list(row))
return game_map
game_map = load_map('Map/map')
background_objects = [[0.2,[500,200,250,3000]],[0.5,[750,30,200,4000]],[0.3,[1000,100,235,2000]],[0.5,[130,90,100,4000]],[0.6,[300,100,220,5000]]]
def collision_test(rect,tiles):
hit_list = []
for tile in tiles:
if rect.colliderect(tile):
hit_list.append(tile)
return hit_list
def move(rect,movement,tiles):
collision_types = {'top':False,'bottom':False,'right':False,'left':False}
rect.x += movement[0]
hit_list = collision_test(rect,tiles)
for tile in hit_list:
if movement[0] > 0:
rect.right = tile.left
collision_types['right'] = True
elif movement[0] < 0:
rect.left = tile.right
collision_types['left'] = True
rect.y += movement[1]
hit_list = collision_test(rect,tiles)
for tile in hit_list:
if movement[1] > 0:
rect.bottom = tile.top
collision_types['bottom'] = True
elif movement[1] < 0:
rect.top = tile.bottom
collision_types['top'] = True
return rect, collision_types
moving_right = False
moving_left = False
moving_down = False
player_y_momentum = 0
air_timer = 0
player_rect = pygame.Rect(50,50,player_image.get_width(),player_image.get_height())
player_left = False
player_right = False
player_down = False
jump_sound = pygame.mixer.Sound('jump.wav')
grass_sound = [pygame.mixer.Sound('grass_0.wav'),pygame.mixer.Sound('grass_1.wav')]
pygame.mixer.music.load('music.wav')
pygame.mixer.music.play(-1)
blob = Enemy(0,20,50,50,7000)
walkCount = 0
vel = 5
#Game loop
while True:
display.fill((146,244,255))
true_scroll[0] += (player_rect.x - true_scroll[0]-450)/20
true_scroll[1] += (player_rect.y - true_scroll[1]-364)/20
scroll = true_scroll.copy()
scroll[0] = int(scroll[0])
scroll[1] = int(scroll[1])
pygame.draw.rect(display,(7,80,75),pygame.Rect(0,400,900,600))
for background_object in background_objects:
obj_rect = pygame.Rect(background_object[1][0]-scroll[0]*background_object[0],background_object[1][1]-scroll[1]*background_object[0],background_object[1][2],background_object[1][3])
if background_objects[0] == 0.5:
pygame.draw.rect(display,(255,0,0),obj_rect)
else:
pygame.draw.rect(display,(9,91,85),obj_rect)
tile_rects = []
y=0
for row in game_map:
x=0
for tile in row:
if tile != '0':
tile_rects.append(pygame.Rect(x * TILE_SIZE, y * TILE_SIZE,TILE_SIZE,TILE_SIZE))
if tile == '1':
display.blit(dirt_image,(x*TILE_SIZE-scroll[0],y*TILE_SIZE-scroll[1]))
if tile == '2':
display.blit(grass_image,(x*TILE_SIZE-scroll[0],y*TILE_SIZE-scroll[1]))
if tile == '3':
display.blit(cobble_image,(x*TILE_SIZE-scroll[0],y*TILE_SIZE-scroll[1]))
x += 1
y += 1
player_movement = [0,0]
if moving_right:
player_movement[0] += vel
if moving_left:
player_movement[0] -= vel
#________________________________________
if moving_down:
player_movement[1] += 7
#________________________________________
player_movement[1] += player_y_momentum
player_y_momentum += 0.2
if player_y_momentum > 3:
player_y_momentum = 3
player_rect,collisions = move(player_rect,player_movement,tile_rects)
if collisions['bottom']:
player_y_momentum = 0
air_timer = 0
else:
air_timer += 1
if collisions['top']:
player_y_momentum = 0
air_timer = 0
else:
air_timer += 0.1
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_RIGHT:
moving_right = True
player_right = True
player_left = False
player_down = False
elif event.key == K_LEFT:
moving_left = True
player_left = True
player_right = False
player_down = False
#_________________________
elif event.key == K_DOWN:
moving_down = True
player_down = True
player_left = False
player_right = False
else:
player_right = False
player_left = False
player_down = False
walkCount = 0
if event.key == K_UP:
if air_timer < 6:
player_y_momentum = -7.5
player_right = False
player_left = False
player_down = False
walkCount = 0
jump_sound.play()
jump_sound.set_volume(0.1)
if event.type == KEYUP:
if event.key == K_RIGHT:
moving_right = False
if event.key == K_LEFT:
moving_left = False
if event.key == K_DOWN:
moving_down = False
redrawGameWindow()
surf = pygame.transform.scale(display,Window_SIZE)
clock.tick(54)
...ANSWER
Answered 2021-May-29 at 17:49You need to draw the enemy (blob
) on the screen
instead of the map (display
) Surface
blob.draw(display)
QUESTION
How can I change radiobutton state in python? I refer some examples.
I have dependency of radio buttons:
- Option A Option B
- Option 1 Option 2
- Option i Option ii
By default I want only option A to be selected, and other disabled. When user selects Option B that time Option A should go disable and then Option 1, Option 2, Option i, and Option ii activates, that means user can select these now.
How can I change the state of options and create dependency?
...ANSWER
Answered 2021-May-20 at 09:05Based on what I understood from your question, I have this:
QUESTION
I am learning ARM Assembly Language. I do is write a program in c and compile it to look at the Assembly file. Below is such a compiled snippet from a program and it has this ldr r0, [pc, #28]
. Here I need help in understanding this PC thing. I know it means the program counter but I can not understand the actual purpose of the instruction.
ANSWER
Answered 2021-May-11 at 16:36What you're looking at is a pre-indexed load instruction, using the value of the pc
register as the base address.
Any time your code needs to load a "large" immediate value into a register, you're likely to see something like this in tandem with a data declaration somewhere below it. You haven't shown it in your snippet, but scroll down a little bit in the assembly and you'll probably see something like:
QUESTION
I was reading the verifier code, in particular the part verifying safety of LD_ABS
and LD_IND
instructions (check_ld_abs()). As the comment says, these instructions implicitly expect input in r6
register, i.e. this is where we have to load pointer to __sk_buff
. So I verified that the following program of type BPF_PROG_TYPE_SOCKET_FILTER
will be rejected by the verifier:
ANSWER
Answered 2021-May-11 at 10:22This is no implicit or explicit mode. Those instructions simply take several arguments, some of which are implicit, some of which are explicit.
The context is implicit because, as you explain, it must be referenced in
r6
, which means that it is not passed explicitly to the instruction by the user: You don't seer6
inBPF_LD_ABS(BPF_B, offsetof(struct iphdr, protocol))
. It is an implicit convention that the instruction will expect the context from that register.By contrast, the source register and immediate value, also used by the instruction, are part of the instruction itself in the bytecode, making them explicit arguments.
The kernel documentation confirms it somewhat:
eBPF has two non-generic instructions: (BPF_ABS | | BPF_LD) and (BPF_IND | | BPF_LD) which are used to access packet data.
They had to be carried over from classic to have strong performance of socket filters running in eBPF interpreter. These instructions can only be used when interpreter context is a pointer to
struct sk_buff
and have seven implicit operands. Register R6 is an implicit input that must contain pointer to sk_buff. Register R0 is an implicit output which contains the data fetched from the packet. Registers R1-R5 are scratch registers and must not be used to store the data across BPF_ABS | BPF_LD or BPF_IND | BPF_LD instructions.
As a reminder:
LD_ABS
loads data from an absolute address, starting from the beginning of the context (stored inr6
) and adding the offset contained in theimm
field. The data is stored intor0
(implicit output). It does not use thesrc
register.LD_IND
performs an indirect load, it first offsets the context with the (variable) value from thesrc
register, and then adds the (fixed)imm
value as a second offset to reach the bytes to load intor0
.
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