Whether sequencing is possible in uima ruta.
For example:
Input File:
some text
Fig 1.1
Table 1.1
Fig 1.2
some text
Pic 1.2
Table 1.2
some text
Table 1.3
Pic 1.3
some text
Fig 1.4
some text
Table 1.4
some text
Table 1.5
Fig 1.6
Box 1.1
Fig 1.5
How can I find the missing Figure(Fig 1.3)
Here's an example how it could be done with UIMA Ruta 2.5.0.
Input text:
some text
Fig 1.1
some text
Pic 1.2
some text
Pic 1.3
some text
Fig 1.4
some text
Rule script:
DECLARE FigureInd;
DECLARE FigureMention (INT chapter, INT section);
ACTION FM(INT chap, INT sect) = CREATE(FigureMention, "chapter" = chap, "section" = sect);
"Fig"-> FigureInd;
INT c, s;
(FigureInd NUM{PARSE(c)} PERIOD NUM{PARSE(s)}){-> FM(c,s)};
DECLARE FigMissing;
f1:FigureMention #{-> FigMissing} f2:FigureMention
{f1.chapter == f2.chapter, f1.section < (f2.section - 1)};
INT pc, ps;
f:FigureMention{-> pc=f.chapter, ps=f.section}
FigMissing->{
(ANY #NUM{PARSE(c)} PERIOD NUM{PARSE(s)}){c==pc,s==ps+1-> FM(c,s), pc=c, ps=s};
};
Created FigureMention annotations:
Fig 1.1
Pic 1.2
Pic 1.3
Fig 1.4
A solution for UIMA Ruta 2.4.0 is very similar but does not allow direct usage of features of annotation label expressions. The values of these features need to be stored in additional variables. And one need to apply the boolean check after the setter of the variables. Here a solution for UIMA Ruta 2.4.0:
DECLARE FigureInd;
DECLARE FigureMention (INT chapter, INT section);
ACTION FM(INT chap, INT sect) = CREATE(FigureMention, "chapter" = chap, "section" = sect);
"Fig"-> FigureInd;
INT c, s;
(FigureInd NUM{PARSE(c)} PERIOD NUM{PARSE(s)}){-> FM(c,s)};
DECLARE FigMissing;
INT c1,c2,s1,s2;
(FigureMention<-{FigureMention{-> ASSIGN(c1, FigureMention.chapter), ASSIGN(s1, FigureMention.section)};}
#{-> FigMissing}
FigureMention<-{FigureMention{-> ASSIGN(c2, FigureMention.chapter), ASSIGN(s2, FigureMention.section)};})
{c1 == (c2), s1 < (s2 - 1)};
INT pc, ps;
f:FigureMention{-> pc=FigureMention.chapter, ps=FigureMention.section}
FigMissing->{
(ANY #NUM{PARSE(c)} PERIOD NUM{PARSE(s)}){c==(pc),s==(ps+1)-> FM(c,s), pc=c, ps=s};
};
(DISCLAIMER: I am a developer of UIMA Ruta)
The following script creates an annotation with min and max values of the missing figures in UIMA Ruta 2.4.0:
DECLARE FigureInd;
DECLARE FigureMention (INT chapter, INT section);
DECLARE FigureMissing (INT minChapter, INT minSection, INT maxChapter, INT maxSection);
ACTION Mention(INT chap, INT sect) = CREATE(FigureMention, "chapter" = chap, "section" = sect);
ACTION Missing(INT minc, INT mins, INT maxc, INT maxs) = CREATE(FigureMissing, "minChapter" = minc, "minSection" = mins, "maxChapter" = maxc, "maxSection" = maxs);
"Fig"-> FigureInd;
INT c, s;
(FigureInd NUM{PARSE(c)} PERIOD NUM{PARSE(s)}){-> Mention(c,s)};
DECLARE FigMissing;
INT c1,c2,s1,s2;
(FigureMention<-{FigureMention{-> ASSIGN(c1, FigureMention.chapter), ASSIGN(s1, FigureMention.section)};}
#{-> Missing(c1,s1+1,c2,s2-1)}
FigureMention<-{FigureMention{-> ASSIGN(c2, FigureMention.chapter), ASSIGN(s2, FigureMention.section)};})
{c1 == (c2), s1 < (s2 - 1)};
In UIMA Ruta, there is no loop over boolean expressions (like while), only over existing annotations. This makes it more complicated to create separate annotations for each missing Fig on the same offset. However, it can be done with a recursive BLOCK. The script of the answer rather creates one annotation defining a range of missing figures.
For the text exmaple of the question, two FigureMissing annotations are created:
FigureMissing
- begin: 41
- end: 112
- minChapter: 1
- minSection: 3
- maxChapter: 1
- maxSection: 3
FigureMissing
- begin: 123
- end: 165
- minChapter: 1
- minSection: 5
- maxChapter: 1
- maxSection: 5
If the second FigureMissing should not be created, an additional rule could remove it again depending on the existing FigureMentions. This would of course be much simpler if separate FirgureMssing annotations would have been created, e.g., with a BLOCK.
DISCLAIMER: I am a developer of UIMA Ruta
Related
I'm experimenting a bit with boolector so I'm trying to create model for simple code. Suppose that I have the following pseudo code:
int a = 5;
int b = 4;
int c = 3;
For this simple set of instructions I can create the model and all works fine. The problem is when I have other instructions after that like
b = 10;
c = 20;
Obviously it fails to generate the model because b cannot be equal to 4 and 10 within the same module. One of the maintainer suggested me to use boolector_push and boolector_pop in order to create new Contexts when needed.
The code for boolector_push is :
void
boolector_push (Btor *btor, uint32_t level)
{
BTOR_ABORT_ARG_NULL (btor);
BTOR_TRAPI ("%u", level);
BTOR_ABORT (!btor_opt_get (btor, BTOR_OPT_INCREMENTAL),
"incremental usage has not been enabled");
if (level == 0) return;
uint32_t i;
for (i = 0; i < level; i++)
{
BTOR_PUSH_STACK (btor->assertions_trail,
BTOR_COUNT_STACK (btor->assertions));
}
btor->num_push_pop++;
}
Instead for boolector_pop is
void
boolector_pop (Btor *btor, uint32_t level)
{
BTOR_ABORT_ARG_NULL (btor);
BTOR_TRAPI ("%u", level);
BTOR_ABORT (!btor_opt_get (btor, BTOR_OPT_INCREMENTAL),
"incremental usage has not been enabled");
BTOR_ABORT (level > BTOR_COUNT_STACK (btor->assertions_trail),
"can not pop more levels (%u) than created via push (%u).",
level,
BTOR_COUNT_STACK (btor->assertions_trail));
if (level == 0) return;
uint32_t i, pos;
BtorNode *cur;
for (i = 0, pos = 0; i < level; i++)
pos = BTOR_POP_STACK (btor->assertions_trail);
while (BTOR_COUNT_STACK (btor->assertions) > pos)
{
cur = BTOR_POP_STACK (btor->assertions);
btor_hashint_table_remove (btor->assertions_cache, btor_node_get_id (cur));
btor_node_release (btor, cur);
}
btor->num_push_pop++;
}
In my opinion, those 2 functions maintains track of the assertions generated using boolector_assert so how is it possible to obtain the final and correct model using boolector_push and boolector_pop considering that the constraints are going to be the same?
What am I missing?
Thanks
As you suspected, solver's push and pop methods aren't what you're looking for here. Instead, you have to turn the program you are modeling into what's known as SSA (Static Single Assignment) form. Here's the wikipedia article on it, which is quite informative: https://en.wikipedia.org/wiki/Static_single_assignment_form
The basic idea is that you "treat" your mutable variables as time-varying values, and give them unique names as you make multiple assignments to them. So, the following:
a = 5
b = a + 2
c = b + 3
c = c + 1
b = c + 6
becomes:
a0 = 5
b0 = a0 + 2
c0 = b0 + 3
c1 = c0 + 1
b1 = c1 + 6
etc. Note that conditionals are tricky to deal with, and generally require what's known as phi-nodes. (i.e., merging the values of branches.) Most compilers do this sort of conversion automatically for you, as it enables many optimizations down the road. You can either do it by hand, or use an algorithm to do it for you, depending on your particular problem.
Here's another question on stack-overflow, that's essentially asking for something similar: Z3 Conditional Statement
Hope this helps!
I'm working on an input system that would allow the user to translate input mappings between different input devices and operating systems and potentially define their own.
I'm trying to create a MaskField for an editor window where the user can select from a list of RuntimePlatforms, but selecting individual values results in multiple values being selected.
Mainly for debugging I set it up to generate an equivalent enum RuntimePlatformFlags that it uses instead of RuntimePlatform:
[System.Flags]
public enum RuntimePlatformFlags: long
{
OSXEditor=(0<<0),
OSXPlayer=(0<<1),
WindowsPlayer=(0<<2),
OSXWebPlayer=(0<<3),
OSXDashboardPlayer=(0<<4),
WindowsWebPlayer=(0<<5),
WindowsEditor=(0<<6),
IPhonePlayer=(0<<7),
PS3=(0<<8),
XBOX360=(0<<9),
Android=(0<<10),
NaCl=(0<<11),
LinuxPlayer=(0<<12),
FlashPlayer=(0<<13),
LinuxEditor=(0<<14),
WebGLPlayer=(0<<15),
WSAPlayerX86=(0<<16),
MetroPlayerX86=(0<<17),
MetroPlayerX64=(0<<18),
WSAPlayerX64=(0<<19),
MetroPlayerARM=(0<<20),
WSAPlayerARM=(0<<21),
WP8Player=(0<<22),
BB10Player=(0<<23),
BlackBerryPlayer=(0<<24),
TizenPlayer=(0<<25),
PSP2=(0<<26),
PS4=(0<<27),
PSM=(0<<28),
XboxOne=(0<<29),
SamsungTVPlayer=(0<<30),
WiiU=(0<<31),
tvOS=(0<<32),
Switch=(0<<33),
Lumin=(0<<34),
BJM=(0<<35),
}
In this linked screenshot, only the first 4 options were selected. The integer next to "Platforms: " is the mask itself.
I'm not a bitwise wizard by a large margin, but my assumption is that this occurs because EditorGUILayout.MaskField returns a 32bit int value, and there are over 32 enum options. Are there any workarounds for this or is something else causing the issue?
First thing I've noticed is that all values inside that Enum is the same because you are shifting 0 bits to left. You can observe this by logging your values with this script.
// Shifts 0 bits to the left, printing "0" 36 times.
for(int i = 0; i < 36; i++){
Debug.Log(System.Convert.ToString((0 << i), 2));
}
// Shifts 1 bits to the left, printing values up to 2^35.
for(int i = 0; i < 36; i++){
Debug.Log(System.Convert.ToString((1 << i), 2));
}
The reason inheriting from long does not work alone, is because of bit shifting. Check out this example I found about the issue:
UInt32 x = ....;
UInt32 y = ....;
UInt64 result = (x << 32) + y;
The programmer intended to form a 64-bit value from two 32-bit ones by shifting 'x' by 32 bits and adding the most significant and the least significant parts. However, as 'x' is a 32-bit value at the moment when the shift operation is performed, shifting by 32 bits will be equivalent to shifting by 0 bits, which will lead to an incorrect result.
So you should also cast the shifting bits. Like this:
public enum RuntimePlatformFlags : long {
OSXEditor = (1 << 0),
OSXPlayer = (1 << 1),
WindowsPlayer = (1 << 2),
OSXWebPlayer = (1 << 3),
// With literals.
tvOS = (1L << 32),
Switch = (1L << 33),
// Or with casts.
Lumin = ((long)1 << 34),
BJM = ((long)1 << 35),
}
Hi I need to decompose a number into powers of 2 in swift 5 for an iOS app I'm writing fro a click and collect system.
The backend of this system is written in c# and uses the following to save a multi-pick list of options as a single number in the database eg:
choosing salads for a filled roll on an order system works thus:
lettuce = 1
cucumber = 2
tomato = 4
sweetcorn = 8
onion = 16
by using this method it saves the options into the database for the choice made as (lettuce + tomato + onion) = 21 (1+4+16)
at the other end I use a c# function to do this thus:
for(int j = 0; j < 32; j++)
{
int mask = 1 << j;
}
I need to convert this function into a swift 5 format to integrate the decoder into my iOS app
any help would be greatly appreciated
In Swift, these bit fields are expressed as option sets, which are types that conform to the OptionSet protocol. Here is an example for your use case:
struct Veggies: OptionSet {
let rawValue: UInt32
static let lettuce = Veggies(rawValue: 1 << 0)
static let cucumber = Veggies(rawValue: 1 << 1)
static let tomato = Veggies(rawValue: 1 << 2)
static let sweetcorn = Veggies(rawValue: 1 << 3)
static let onion = Veggies(rawValue: 1 << 4)
}
let someVeggies: Veggies = [.lettuce, .tomato]
print(someVeggies) // => Veggies(rawValue: 5)
print(Veggies.onion.rawValue) // => 16
OptionSets are better than just using their raw values, for two reasons:
1) They standardize the names of the cases, and gives a consistent and easy way to interact with these values
2) OptionSet derives from the SetAlgebra protocol, and provides defaulted implementations for many useful methods like union, intersection, subtract, contains, etc.
I would caution against this design, however. Option sets are useful only when there's a really small number of flags (less than 64), that you can't forsee expanding. They're really basic, can't store any payload besides "x exists, or it doesn't", and they're primarily intended for use cases that have very high sensitivity for performance and memory use, which quick rare these days. I would recommend using regular objects (Veggie class, storing a name, and any other relevant data) instead.
You can just use a while loop, like this :
var j = 0
while j < 32 {
var mask = 1 << j
j += 1
}
Here is a link about loops and control flow in Swift 5.
Hi I figured it out this is my final solution:
var salads = "" as String
let value = 127
var j=0
while j < 256 {
let mask=1 << j
if((value & mask) != 0) {
salads.append(String(mask) + ",")
}
j += 1
}
salads = String(salads.dropLast()) // removes the final ","
print(salads)
This now feeds nicely into the in clause in my SQL query, thanks you all for your help! :)
int rq_begin = 0, rq_end = 0;
int av_begin = 0, av_end = 0;
#define MAX_DUR 10
#define RQ_DUR 5
proctype Writer() {
do
:: (av_end < rq_end) -> av_end++;
if
:: (av_end - av_begin) > MAX_DUR -> av_begin = av_end - MAX_DUR;
:: else -> skip;
fi
printf("available span: [%d,%d]\n", av_begin, av_end);
od
}
proctype Reader() {
do
:: d_step {
rq_begin++;
rq_end = rq_begin + RQ_DUR;
}
printf("requested span: [%d,%d]\n", rq_begin, rq_end);
(rq_begin >= av_begin && rq_end <= av_end);
printf("got requested span\n");
od
}
init {
run Writer();
run Reader();
}
This system (only an example) should model a reader/writer queue where the reader requests a certain span of frames [rq_begin,rq_end], and the writer should then make at least this span available. [av_begin,av_end] is the span of available frames.
The 4 values are absolute frame indices, rq_begin gets incremented infinitley as the reader reads the next span of frames.
The system cannot be directly verified because the values are unranges (generating infinitely many states). Does Promela/Spin (or a similar software) has support to verify a system like this, and automatically transform it such that it becomes finite?
For example if all the 4 values were incremented by the same amount, the situation would still be the same. Or it could be reformulated into a model which instead has variables for the differences of these values, for example av_end - rq_end.
I'm using Promela/Spin to verify a more complex queuing system which uses absolute frame indices like this.
I am trying to create an online palindrome sensor(The alphabet consists of 0,1,2,3,...9). The code is as follows:
#include<iostream>
#include<cmath>
using namespace std;
int main()
{
int x=0;
int y=0;
int c;
int i=0;
while(1)
{
cin>>c;
//I keep a track of previous number in x and its reverse in y and use them to create the
//the new number and reverse at every input. Then I compare x and y. If equal the number is
//a palindrome.
/*eg:(When 121 is entered digit by digit)
i=0:-
x=10*0+1 y=0+ 10^0 *1
i=1:-
x=10*1+2 y=1+ 10^1 *2
i=2:-
x=10*12+1 y=21+ 10^2 *1
*/
x=10*x+c;
y=y+ static_cast<int>(pow(10.0,static_cast<double>(i)) *c);
cout<<"y= "<<y<<" and "<<"x= "<<x<<endl;
if(y==x)
cout<<"Palindrome"<<endl;
i++;
}
return 0;
}
First, I enter 1 and it was indicated as palindrome(as expected). Then, I entered 2 and nothing happened(as expected, 'y= 21 and x= 12' was printed). But, then I again entered 1 and this time too nothing happened(not as expected) and this was printed:
y= 120 and x= 121
Can anyone tell me, how did y become 120 when it was supposed to be 121?
You are doing far too much math:
public static boolean isPalindrom(char[] word){
int i1 = 0;
int i2 = word.length - 1;
while (i2 > i1) {
if (word[i1] != word[i2]) {
return false;
}
++i1;
--i2;
}
return true;
}
All you need to do is fill an array with values as the user enters them and invoke a function similar to this. The use of exponents is a colossal waste of resources when simpler solutions exist.