Can integers and strings be concatenated in ArnoldC? - string-concatenation

I'm making an implementation of 99 bottles of beer in ArnoldC to list in Rosetta Code. I'm hoping to get the integers and the strings that are supposed to be on the same line to print on the same line, but I'm unable to do so. Can integers and strings be concatenated in ArnoldC? If so, how can that be accomplished?
Through trial and error, I've tried:
TALK TO THE HAND bottles "bottles of beer on the wall"
TALK TO THE HAND bottles,"bottles of beer on the wall"
TALK TO THE HAND bottles+"bottles of beer on the wall"
TALK TO THE HAND bottles
TALK TO THE HAND "\tbottles of beer on the wall"
TALK TO THE HAND bottles
TALK TO THE HAND "\t bottles of beer on the wall"
TALK TO THE HAND bottles
TALK TO THE HAND "\rbottles of beer on the wall"
TALK TO THE HAND bottles
TALK TO THE HAND "\r bottles of beer on the wall"
TALK TO THE HAND bottles
TALK TO THE HAND "\nbottles of beer on the wall"
TALK TO THE HAND bottles
TALK TO THE HAND "\n bottles of beer on the wall"
Here's my code:
IT'S SHOWTIME
HEY CHRISTMAS TREE is0
YOU SET US UP #NO PROBLEMO
HEY CHRISTMAS TREE bottles
YOU SET US UP 99
STICK AROUND is0
TALK TO THE HAND bottles
TALK TO THE HAND "bottles of beer on the wall"
TALK TO THE HAND bottles
TALK TO THE HAND "bottles of beer"
TALK TO THE HAND "Take one down, pass it around"
GET TO THE CHOPPER bottles
HERE IS MY INVITATION bottles
GET DOWN 1
ENOUGH TALK
TALK TO THE HAND bottles
TALK TO THE HAND "bottles of beer on the wall"
GET TO THE CHOPPER is0
HERE IS MY INVITATION bottles
LET OFF SOME STEAM BENNET 0
ENOUGH TALK
CHILL
YOU HAVE BEEN TERMINATED
For example, I'd like:
99
bottles of beer on the wall
to instead be printed as
99 bottles of beer on the wall
But any attempts to do so lead to me getting syntax errors. For example, when I attempt TALK TO THE HAND bottles"\nbottles of beer on the wall", I get:
Exception in thread "main" org.parboiled.errors.ParsingException:
WHAT THE FUCK DID I DO WRONG: Invalid input '"', expected A..Z,
a..z, 0..9, '\t', '\r', ' ' or '\n' (line 7, pos 25): TALK TO THE
HAND bottles"\nbottles of beer on the wall"
^
at org.arnoldc.ArnoldParser.parse(ArnoldParser.scala:203)
at org.arnoldc.ArnoldGenerator.generate(ArnoldGenerator.scala:10) at
org.arnoldc.ArnoldC$.main(ArnoldC.scala:21) at
org.arnoldc.ArnoldC.main(ArnoldC.scala) Error: Could not find or
load main class code
Please excuse me if you think I formatted any of this question weirdly, I couldn't find out how to format it to not have what looks like blank lines between each line where I wanted.
By the way, I'm using https://tio.run/#arnoldc to run my code.

Related

Trying to grab text from Generator in Powershell

I'm trying to use a
Invoke-WebRequest -Uri https://www.lingerandlook.com/Names/StreetNameGenerator.htm |Select-Object yadda yadda
to get a 3 word "sweet street name" from this site but I am unable to get it to get the right content or find the text when parsing the site. Can someone help me?
Tried to find content on page in powershell but am unable to see the text generated only that it's spanid is $name. I'm generally new to powershell so unsure of how to move forward
In this particular case, you can get the list of generated street names from that site like this:
$request = Invoke-WebRequest -Uri 'https://www.lingerandlook.com/Names/StreetNameGenerator.htm'
$table = #($request.ParsedHtml.getElementsByClassName('tlist'))[0]
$table.deleteRow(0) # remove the top table row 'If you want to invent your own name...'
# next move through all the data rows and join the content of its cells to form a street name
$streetList = foreach ($row in $table.Rows) {
($row.Cells | ForEach-Object { $_.innerText }) -join ' '
}
# output the resulting array to console
$streetList
# or save it to some file
$streetList | Set-Content -Path 'X:\Somewhere\StreetList.txt'
Result
Amber Acorn Acres
Auburn Anchor Alcove
Bent Apple Arbor
Big Autumn Avenue
Birch Axe Bank
Blue Barn Bayou
Bright Beacon Bend
Broad Bear Bluff
Burning Beaver Byway
Calm Berry Canyon
Cinder Bird Chase
Clear Blossom Circle
Cold Bluff Corner
Colonial Branch Court
Cool Bridge Cove
Cotton Brook Crest
Cozy Butterfly Cut
Crimson Butternut Dale
Crystal Castle Dell
Dewy Chestnut Drive
Dusty Cider Edge
Easy Cloud Estates
Emerald Cottage Falls
Fallen Creek Farms
Foggy Crow Field
Gentle Dale Flats
Golden Deer Gardens
Grand Diamond Gate
Green Dove Glade
Happy Elk Glen
Harvest Elm Grove
Hazy Embers Haven
Heather Fawn Heights
Hidden Feather Highlands
High Flower Hollow
Honey Forest Isle
Hush Fox Jetty
Indian Gate Journey
Iron Goat Knoll
Ivory Goose Lace
Jagged Grove Lagoon
Lazy Harbor Landing
Little Hickory Lane
Lone Hills Ledge
Lonely Holly Manor
Long Horse Meadow
Lost Island Mews
Merry Lake Niche
Middle Lamb Nook
Misty Leaf Orchard
Noble Log Pace
Old Maple Park
Orange Mill Pass
Pearl Mountain Path
Pied Nectar Pike
Pleasant Nest Place
Pretty Nut Point
Quaint Oak Promenade
Quaking Panda Quay
Quiet Peach Race
Red Pebble Ramble
Rocky Pine Ridge
Rose Pioneer Road
Rough Pond Round
Round Pony Rove
Rustic Prairie Run
Sandy Pumpkin Saunter
Shady Quail Shoal
Silent Rabbit Stead
Silver Rise Street
Sleepy River Stroll
Small Robin Summit
Square Rock Swale
Still Shadow Terrace
Stony Sky Trace
Strong Snake Trail
Sunny Spring Trek
Sweet Squirrel Turn
Tawny Stone Twist
Tender Swan Vale
Thunder Timber Valley
Turning Treasure View
Twin Turtle Villa
Umber View Vista
Velvet Wagon Wander
White Willow Way
Windy Zephyr Woods

Car failed to change the route error in anyLogic

I am Simulating the road traffic model in anyLogic. I am making a cross road network of four roads using one intersection and two car source. I have used select Output5 twice as seen in screenshot below.
Here road on East side is named as RoadE, road on West side is named as roadW, road on North side is named as roadN and road on South side is named as roadS.
Logic:-
Every time i am trying to run the model, it is throwing same exception as :
Why this agent is not able to choose right lane?
Make sure that the road segment (where the car comes from) is long enough. If it is too short, some cars might not have enough space and time to switch into the required lane.
Just make your bottom road a little longer and it will work.
Just see on lines consists from points on crossroad: right way does not conntected with left road. Car cant ride left from right way, and because it try to cange lane.
Do it herself (select crossroad, and then double click on rectangle on the end of way).
Offcorse, if your cars can ride left from right way)

Netlogo - making a row of turtles stop when the first one comes to a halt

I'm new to NetLogo, so I apologise if this is a dumb question.
I have a row of turtles representing people walking in single file along a path. Occasionally one of the turtles will pause. I need all the turtles immediately behind the turtle to stop at the same time so they don't pile up on one another. Is there is a simple way of doing this?
So...
ooooo - line of people walking along
xxxxx - first one stops
and
ooooo - another line of people walking along
xxx oo - middle one stops, everyone behind him stops, people in front keep walking
and
ooo oo - line of people walking along with a gap between them
ooo xx - front of line stops, people behind keep walking
Many thanks for any help you can give.
Mike.

Unity3D Network Groups

I'm just trying to make sure I understand when, why, and how to use groups when sending messages (packets or what-have-you) across the network. The example that comes to mind for me is this:
So I'm imagining this map divided into four quadrants. Let's say each quadrant has NPCs and players.
The orange star represents Network Group 1.
The red star represents Network Group 2.
The blue star represents Network Group 3.
The green star represents Network Group 4.
So let's say all players start out in the blue star quadrant of the map, they'd be in group 3. Which means that all RPCs sent with "3" as the group argument would be received and processed on all players in that quadrant client's (right?). And any RPCs sent from/to the other groups would be ignored by their client's (right)?
So if an NPC moves to a new position in the green star quadrant, it wouldn't be processed on Groups 1-3 (right)?
Now, if a player moves from the blue star quadrant, into the green star quadrant, his Network Group should be switched (via a trigger collider) from 3 to 4 (right)?
Again, I'm just trying to check my understanding of how groups work when it comes to Networking. There's not much out their in the form of tutorials and what not. At least not that I've found.
The answer to your question is Yes and somehow NO. There is no Network Group class. Only a Method inside the Network Class.
If you were diving in with the Network Group. You wouldn't actually Make 4 Network Groups. You only need 1 if all GameObjects is the same, However you mentioned NPC so I assume you have Players, cause it is not a game if you don't have one.
So you make 1 NetworkGroup for NPC = Because they probably have the same components. 1 NetworkGroup for Players = The same Components.
Now I think, you are concern. To individual Players having a group. Well NetworkGroup is not something like, blue team, red team etc. It is just a Grouping Objects that works with the same Components.
For having a group in your game. You should just make a variable on what team they are on.
You could make a team using NetworkGroup but it is not really relevant for Game Logic. But you can make NetworkGroup for Chat so even if they are not on the same team as long as they're in the group. You can easily call or make a chat for that Group.

Getting contact points on bodies in Cocos2d & Box2d

I'm very new to Cocos2d and Box2d, I
have been following tutorials and
generally hacking. However, I have one
problem I cannot solve.
I create 2 bodies and fixtures (in the Box2d world) and create a "Contact Listener" object. This object stores a list of contacts along with the "contact point".
When the two bodies collide a contact point is reported but this (I think) is in the world co-ordinate system.
My problem is I can't seem to convert the contact point to a usable co-ordinate on both of the bodies.
I want to add a crack graphic to the
sprite (connected to the body) at the
point of contact on both
bodies/fixtures.
Has anyone solved this? I may be storing the "contact point" relative to the "world" is completely the wrong way to go.
Here is how to get the world-point (or points, max of 2 points are returned) where the collision took place. Within your B2ContactListener object, in BeginContact or EndContact functions:
b2WorldManifold worldManifold;
contact->GetWorldManifold(&worldManifold);
std::cout << "Contact point X: " << worldManifold.points[0].x * Ascengine::Physics::PIXEL_TO_METER_RATIO << " Contact point Y: " << worldManifold.points[0].y * Ascengine::Physics::PIXEL_TO_METER_RATIO << std::endl;
From here, as Jason F mentioned, you can then use b2Body::GetLocalPoint(const b2Vec2 &worldPoint) to convert this world point to local object space. I just wanted to add my own answer to include the whole part about getting the world contact points, since this seems to be omitted altogether in the accepted answer.
check out this. Take a look at b2Body::GetLocalPoint(const b2Vec2 &worldPoint)