MIT-Scratch : Sequential cloning without delay - mit-scratch

I am just starting to play with this as an educational tool for a youngster and encounter strange behavior whilst attempting to clone sprites.
I setup a global variable for position x,y in sprite_1 and clone a sprite_2 object. This object immediately copies the global x,y to local x,y and exits. Later sprite_2 renders using the stored local x,y.
sprite_1:
sprite_2:
I expect the four sprites to clone diagonally up/right on the screen according to this small reproduce-able example. Instead I appear to get four sprite_2 objects all on top of each other:
If I add a delay of 1 second onto the end of the clone(x,y) function however all is well:
As all four sprite_2 objects appear to be where the last clone was placed, I have a suspicion that the clones are not created immediately but instead created as a batch all at once, at some time and therefore are all taking the last coordinates from the globals _clone_enemy_x/y.
Is this the case? is there are way to circumvent this behavior or what is the solution?

I have 2 possible solutions to this problem:
Go to the "define clone()()" block, right click it, open up the advanced dropdown, and tick "run without screen refresh".
Get rid of the custom block all together, but use the original source for that block in the actual code.
I hope this helps!

Related

Roblox - creating a multistory maze

I am trying to create a multistory maze. I found it fairly easy to create the first level, then I realized I had no idea how to simply raise this first level up in order to create a second level beneath it.
Also, is there a way to 'fuse' all of these wall parts into one object and then raise this object up?
Edit: Much to my embarrassment, their is a way to fuse objects. The 'Union' tool is what I needed, but had no idea existed. I 'fused' (unioned) the various parts that made up my walls and joined them together into one big part. After that unioning, moving the entire maze upwards became quite easy.
I don't understand your problem but I think that you're making a 3D maze in roblox and you want the first level to go up and the second level to form below the level.
If the maze is NOT procedurally generated AND the maps are built by hand. Then you can make the script detect if the player won, and then raise the first level by either using tween or using loops (I'd recommend tween because loops and linear tweening does the same), and then make an effect that shows it forming (Transparency, parts coming back together, etc..).
I will show you the simplest example. But you can add whatever you want
local ts = game:GetService("TweenService")
local ti = TweenInfo.new(0.5, Enum.TweenStyle.Linear, Enum.TweenDirection.Out) --Customize it to your liking
local levels = game.LevelStorageParent.LevelFolderOrModelHere:GetChildren()
local pos = workspace.Level1.Position --Change (Not the levels because we are not cloning this)
local levelYRaise = 10 --Put any number or just get bounding box for full raise
ts:Create(workspace.Level1, ti, {Position = Vector3.new(pos.X, pos.Y+levelYRaise, pos.Z):Play()
local newLevel = levels.Level2:Clone()
newLevel.Parent = workspace
newLevel.Pos = workspace.Level1.Position - Vector3.new(0, workspace.Level1.Size.Y, 0)
newLevel.Transparency = 1
ts:Create(newLevel, ti, {Transparency = 0}):Play()
Change the code to your liking and your hierarchy names and parenting

Anylogic Message Animation

I am trying to force agents of a population to exchange messages in AnyLogic. I would like each time agent A sends a message to B the icon of the message to move from A to B. How can I implement this?
The code Emile sent you works to move an agent from one place to another one. I understand you don't want to move your two agents, but instead you want to move only a "message icon" from one to the other. For that you can create an agent (let's call it agent "Message"), create it and locate it in the agentA, and tell it (as Emile said) to move to agentB: messageAB.moveTo(agentB.getPosition()); this way you'll get the effect you want.
You could also:
use a timer to move from one place to another, or
use an event and change the position of the icon dinamically depending on how much time you have remaining on that event
use a source/delay/sink for the same as in point 2
There are basically two ways to move an agent:
Jump to agent B: Instantly appears near agent B
Move to agent A at a certain speed
For each one the code is respectively as follows:
agentA.jumpTo( agentB.getXYZ() );
agentA.moveTo( agentB );
Where agentA and agentB refer to the agents which you might call differently depending where you are in the model.

Editing layer via Python script startEditing, do we have to "close" editing?

I'm working on a vector layer where I have to merge all n+i [id] attributes into entity(n)[id] where entities(n+i)[id] equals the entity(n)[id], then delete all n+i entities.
All works fine but I call several times startEditing functions before commiting changes, and my question is: does calling commitChanges closes startEditing, or does it let it opened, like if it was a file descriptor or a pointer which we needed to free after the job's done?
The code is:
olayer.startEditing()
olayer.changeAttributeValue(n,id_obj,id_obj_sum,NULL,True)
olayer.commitChanges()
olayer.startEditing()
i= i-1
while i >=1:
olayer.deleteFeature(n+i)
i=i-1
olayer.commitChanges()
As you can see, we call several times olayer.startEditing, even more because all that code is in while body...
So will that spawn hordes of startEditing "pointers" or will it just continuously set the olayer editable status as "open to edition" ?
Actually the code works, but it's painfully slow, is this the reason why ?
By and large, you should not start the edit mode more than once in your layer.
You can commit at the end of all your changes to the layer, so that your modifications stay in an edit buffer in the meantime.
QgsVectorLayer.commitChanges() can let the edit mode open if you pass a False as parameter (the parameter is called stopEditing, see the docs). Like this:
# If the commit is sucessful, let the edit mode open
layer.commitChanges(False)
Also, have a look at the with edit(layer): syntax in the QGIS docs. Using such syntax you avoid starting/committing/closing the edit mode, QGIS does it for you.
with edit(layer):
# All my layer modifications here
# When this line is reached, my layer modifications are already committed.

MaxMSP/Arcade Button Responding Incorrectly with HI Objject

I'm linking an arcade button connected to a USB encoder with a Max patch. The button is behaving strangely. Here's what happens:
I have the button mapped to the a key. When Max is open, this functionality breaks. Even outside of Max. Even once I close Max, I need to remap the key. I'm not using MAME or anything like that; just JoytoKey for the mapping.
This issue is negated partially through use of the HIobject. Max recognizes the button and I can use it, however it's not functioning as an on/off. Rather a bang is sent on button press and release. How do I make the button work normally (send a single bang on press, and none on release)?
Here's my patch, if it helps. I don't know how useful it is without my video files:
<pre><code>
----------begin_max5_patcher----------
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-----------end_max5_patcher-----------
</code></pre>
It's hard to give an exact answer without knowing what your USB device outputs, however in your patch whatever exits the [hi] object goes into the [live.text] button, which is set to Button mode, always converting it to a bang.
In the patch below I set the [live.text] button to Toggle mode. I also took the liberty of cleaning some other things up.
The next thing though is that you will need to find out what part of the output of the hi object is the information you are looking for. You can do that with a [print] object. Then you can select that number with an [unpack] and select the 1's and use that to trigger [random] (see the patch below).
----------begin_max5_patcher----------
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-----------end_max5_patcher-----------

Why is my "waterproof" polyhedron causing "WARNING: Object may not be a valid 2-manifold and may need repair!"?

In the script
difference() {
polyhedron(
points=[[0,0,0],
[2,0,0],
[2,1,0],
[0,1,0],
[0,0,2],
[0,1,2]],
faces=[[0,1,2,3],
[5,4,1,2],
[5,4,0,3],
[0,1,4],
[2,3,5]]);
cube([1,1,1]);
};
the polyhedron alone works fine (is rendered without warnings), but adding the cube above causes the warning WARNING: Object may not be a valid 2-manifold and may need repair! to be logged and the output to only render some parts of some surfaces.
I'm using OpenSCAD 2015.03-1 on Ubuntu 16.04.
This is because your polyhedron has some faces pointing into the wrong direction, causing issues when calculating the difference().
See the Manual and FAQ for details.
Changing the winding order of the affected polygons fixes the polyhedron:
difference() {
polyhedron(
points=[[0,0,0],
[2,0,0],
[2,1,0],
[0,1,0],
[0,0,2],
[0,1,2]],
faces=[[0,1,2,3],
[2,1,4,5],
[5,4,0,3],
[0,4,1],
[2,5,3]]);
cube([1,1,1]);
};
The difference is still non-manifold as cutting the cube results in 2 prism shaped objects just touching at one edge. That's also by definition not 2-manifold, so the warning remains.
Depending on how the exported model is supposed to be used, you could choose to ignore this warning and hope the tool processing the 3d model can handle that.
To remove the issue, for example the cube could be made a bit smaller like cube([1, 1, 0.999]).
An unrelated, but still useful strategy for preventing issues later on is to always make the cutting object a bit larger to ensure that no very thin planes remain, e.g. use cube([2,3,1.999], center = true). That will also remove the display artifacts in preview mode.