Run Two Action At The Same Time Inside ONE Sequence - swift

I'm not sure if what I'm seeking is possible, but I'm just checking to make sure I'm not doing thing the hard way.
At the moment I have two sequences, which both run at the same time. Each sequence starts off by waiting 3 seconds and then one sequence scales a node, where the other adjusts that node's alpha. So the code looks something like this:
node.runAction(SKAction.sequence([animationWait, animationScale]))
node.runAction(SKAction.sequence([animationWait, animationAlpha]))
But is there a way of running both the animationScale and animationAlpha at the same time inside one sequence? So it will look something like this (this doesn't work, but I'm hoping you can see what I'm trying to do):
node.runAction(SKAction.sequence([animationWait, (animationScale, animationAlpha)]))

You can group actions together to a sequence:
var actions = Array<SKAction>()
actions.append(SKAction.sequence([animationWait, animationScale]))
actions.append(SKAction.sequence([animationWait, animationAlpha]))
let group = SKAction.group(actions)
node.runAction(group)
When the action executes, the actions that comprise the group all start immediately and run in parallel. The duration of the group action is the longest duration among the collection of actions. If an action in the group has a duration less than the group’s duration, the action completes, then idles until the group completes the remaining actions. This matters most when creating a repeating action that repeats a group.

I just tested something out, and it seemed to have worked. Instead of the below:
node.runAction(SKAction.sequence([animationWait, (animationScale, animationAlpha)]))
do:
node.runAction(SKAction.sequence([animationWait, [animationScale, animationAlpha]]))
I'm surprised it worked. I was going to delete the question, but someone might find this handy.
EDIT:
The below no longer works
node.runAction(SKAction.sequence([animationWait, [animationScale, animationAlpha]]))
As evilboxingdragonslayer suggested, you will need to use "group", see below:
node.runAction(SKAction.sequence([animationWait, group([animationScale, animationAlpha])]))

Related

How to make condition for queue?

I want to make agents to not enter the queue if it's full (if it's full then go to sink) at the moment of arrival in selectOutput5.
I tried to put "if-else" into "Actions" section
But I don't really know which parameter to use (tried to use queue.size and queue.capacity but I don't know how to code this properly), please help. Not sure if I doing the right thing at all by trying to put if-else into actions of selectOutput5
The model look like this:
You need to code the conditions under which they should enter which queue and then if the conditions are not met it will assess the next out option.
See example below
It will only go to queue 1 if the queue size is less than 5, else it will assess the queue size of queue 2 and if both are full then go to the exit.
The Actions section is only for code you want to execute if they do exit one of the out options.
Put a selectOutputOut block, select conditions there. And type below your condition: yourQueue.size()>=yourQueue.capacity(). Send the ones to Sink block when this condition is true.

Trouble with agent state chart

I'm trying to create an agent statechart where a transition should happen every day at 4 pm (except weekends).
I have already tried:
1. a conditional transition (condition: getHourOfDay() == 16)
2: A timeout transition that will "reinsert" my agent into the chart every 1 s and check if time = 16.
My code is still not running, does anyone have any idea how to solve it?
This is my statechart view. Customer is a single resource that is supposed to "get" the products out of my stock everyday at 4pm. It is supposed to happen in the "Active" state.
I have set a timeout transition (from Active-Active) that runs every 1s.
Inside my "Active" state in the "entrance action" i wrote my code to check if it is 4 pm and run my action if so.
I thought since i set a timeout transition it would check my condition every 1s, but apparently it is not working.
Your agent does not enter the Active state via an internal transition.
Redraw the transition to actually go out of the Active state and then enter it again as below:
Don't use condition-based transitions, for performance reasons. In your case, it also never triggers because it is only evaluated when something happens in the model. Incidentally, that is not the case at 4pm.
re your timeout approach: Why would you "reinsert" your agent into its own statechart? Not sure I understand...
Why not set up a schedule or event with your recurrence requirement and make it send a message to the statechart: stateChart.fireEvent("trigger!");. In your statechart, add a message-based transition that waits for this message. This will work.
Be careful to understand the difference between the Statechart.fireEvent() and the Statechart.receiveMessage() functions, though.
PS: and agree with Felipe: please start using SOF the way it is meant, i.e. also mark replies as solved. It helps us but also future users to quickly find solutions :-) cheers

flink streaming window trigger

I have flink stream and I am calucating few things on some time window say 30 seconds.
here what happens it is giving me result my aggregating previous windows as well.
say for first 30 seconds I get result 10.
next thiry seconds I want fresh result, instead I get last window result + new
and so on.
so my question is how I get fresh result for each window.
You need to use a purging trigger. What you want is FIRE_AND_PURGE (emit and remove window content), what the default flink trigger does is FIRE (emit and keep window content).
input
.keyBy(...)
.timeWindow(Time.seconds(30))
// The important part: Replace the default non-purging ProcessingTimeTrigger
.trigger(new PurgingTrigger[..., TimeWindow](ProcessingTimeTrigger))
.reduce(...)
For a more in depth explanation have a look into Triggers and FIRE vs FIRE_AND_PURGE.
A Trigger determines when a window (as formed by the window assigner) is ready to be processed by the window function. Each WindowAssigner comes with a default Trigger. If the default trigger does not fit your needs, you can specify a custom trigger using trigger(...).
When a trigger fires, it can either FIRE or FIRE_AND_PURGE. While FIRE keeps the contents of the window, FIRE_AND_PURGE removes its content. By default, the pre-implemented triggers simply FIRE without purging the window state.
The functionality you describe can be found in Tumbling Windows: https://ci.apache.org/projects/flink/flink-docs-release-1.2/dev/windows.html#tumbling-windows
A bit more detail and/or code would help :)
I'm little late into this question but I encountered the same issue with OP's. What I found out later was a bug in my own code. FYI my mistake could be good reference for your problem.
// Old code (modified to be an example):
val tenSecondGrouping: DataStream[MyCustomGrouping] = userIdsStream
.keyBy(_.somePartitionedKey)
.window(TumblingProcessingTimeWindows.of(Time.of(10, TimeUnit.SECONDS)))
.trigger(ProcessingTimeTrigger.create())
.aggregate(new MyCustomAggregateFunc(new MyCustomGrouping()))
Bug happened at new MyCustomGrouping: I unintentionally created a singleton MyCustomGrouping object and reusing it in MyCustomAggregateFunc. As more tumbling windows created, the later aggregation results grow crazy! The fix was to create new MyCustomGrouping each time MyCustomAggregateFunc is triggered. So:
// New code, problem solved
...
.aggregate(new MyCustomAggregateFunc(() => new MyCustomGrouping()))
// passing in a func to create new object per trigger

Editing Timeline from CCB file in cocos

I did some research into this and couldn't really find anything, so if this is a repetitive question I apologize. but anyway I have made a CCB file in CocosBuilder and I would like to start the timeline, for example, at one second instead of playing from the beginning. Is there a way to do this? Thanks for the help guys.
Edit: i would like this to be done in the code.
I am using 2.2.1 Cocos2DX version. I think there is no option to play it from given interval. But you can tweak yourself to get it done. (Not simple one)
You have to go to CCBAnimationManager and there you get "mNodeSequences".
It is dictionary and you get difference properties there like "rotation position etc..."
values there.
Internally AnimationManager reads this value (These values are specified in your CCB)
and puts in runAction queue.
So you have to break it as you want.(Ex. 5 min timeline you have. But you want to start
from 1 min then you have run first 1 min Actions without delay and for remaining you
have properly calculate tween intervals.
It's long procedure and needs calculation. If you don't know any other simpler way try this. If you know pls let us know (Post it).

Quartz.Net - delay a simple trigger to start

I have a few jobs setup in Quartz to run at set intervals. The problem is though that when the service starts it tries to start all the jobs at once... is there a way to add a delay to each job using the .xml config?
Here are 2 job trigger examples:
<simple>
<name>ProductSaleInTrigger</name>
<group>Jobs</group>
<description>Triggers the ProductSaleIn job</description>
<misfire-instruction>SmartPolicy</misfire-instruction>
<volatile>false</volatile>
<job-name>ProductSaleIn</job-name>
<job-group>Jobs</job-group>
<repeat-count>RepeatIndefinitely</repeat-count>
<repeat-interval>86400000</repeat-interval>
</simple>
<simple>
<name>CustomersOutTrigger</name>
<group>Jobs</group>
<description>Triggers the CustomersOut job</description>
<misfire-instruction>SmartPolicy</misfire-instruction>
<volatile>false</volatile>
<job-name>CustomersOut</job-name>
<job-group>Jobs</job-group>
<repeat-count>RepeatIndefinitely</repeat-count>
<repeat-interval>43200000</repeat-interval>
</simple>
As you see there are 2 triggers, the first repeats every day, the next repeats twice a day.
My issue is that I want either the first or second job to start a few minutes after the other... (because they are both in the end, accessing the same API and I don't want to overload the request)
Is there a repeat-delay or priority property? I can't find any documentation saying so..
I know you are doing this via XML but in code you can set the StartTimeUtc to delay say 30 seconds like this...
trigger.StartTimeUtc = DateTime.UtcNow.AddSeconds(30);
This isn't exactly a perfect answer for your XML file - but via code you can use the StartAt extension method when building your trigger.
/* calculate the next time you want your job to run - in this case top of the next hour */
var hourFromNow = DateTime.UtcNow.AddHours(1);
var topOfNextHour = new DateTime(hourFromNow.Year, hourFromNow.Month, hourFromNow.Day, hourFromNow.Hour, 0, 0);
/* build your trigger and call 'StartAt' */
TriggerBuilder.Create().WithIdentity("Delayed Job").WithSimpleSchedule(x => x.WithIntervalInSeconds(60).RepeatForever()).StartAt(new DateTimeOffset(topOfNextHour))
You've probably already seen this by now, but it's possible to chain jobs, though it's not supported out of the box.
http://quartznet.sourceforge.net/faq.html#howtochainjobs