How to 'destroy/dispose' frame% in plt-scheme? - lisp

I want to destory my previously shown frame when a certain event is triggered.
I can't find anything regarding this in the reference manual.

You don't need to -- just (send frame show #f) to hide it. When the value is no longer reachable, it will be garbage-collected.

Related

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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WaCjPBDvIgY6glLRCAaiseedd+zjusbg6F9azRWme14SNKV7skKVXZR2vhl6
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q.aZjs0rA3a9xOAAtGGIuR1NTP6JPTa.V9KqEzDYsTiBvq.O4.AlKXXj9BBr
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f.EFfhWgMshiQ.LJ.hdxIL7tPjKa.jriyKo055M1.6nBps3S3Mq6hA8kRTTv
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Z73dlQvUQfy3TuXi0afwGnW703lFAFG6s1QskYFX7VG3aT3fH7co2kx1SWY.
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E0cGpx.z+ANFPgAyPQBOqzQTZTSY2GVmwiIkQePu7ddlKxHlAGXaXL+wr1Ay
mcsARsAN8vmKbymVqxo0VdlCDXIP6aRsLHnGPOklH16GasDHsmtS2o2.poi+
2F32hhs5ESGqgMym.e+.eHHFqMLLG9ENBzA+R47htxs9dAsP4f6rhHFOVU30
q7hmfA1JHuJ4lkv8RjhBmVqryDr2ZKdYKKQOQDw6GYK0iUTIWqU9pDzoNzkl
ZBCF.A8gpv851PHOEV6E34oc6zMmosDI47nXIorhCGBa2vXKbIaJ4opHepMx
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Jmn7ssbMQ7xlSmzpb1+T0z8oOqxXkJJNzSaGMgeasDmfJXF7UeKUUX9nTwzC
0JpHvSqc4G8fJFkJf1SEvakJhBLTQ7CpXPpfPDE3oogKMLqn.jef18K3AEbQ
J.YGEbyNj7hMT.7AEbQJ.ZGEbyNhv.sin.zCJXPJnM8GKngwFpcwDPFqA7Cp
XzjVcv1m0pyMGcvGqq5Iv6AYLZtRX6yU5lohvProNo+eQEMMdxY4YlBW8Auc
1O5FSgl51Osn+RdkHoc607xLb5TLIsTxxOTY7mN7CHoyX3hsTgol1AOmAaW3
H0jBmXgMmHsykNQi4TDiFVDg20B6YwBi8lAI7.NM5RMGqDxh0Qe1L28BoOP2
I0OPyA1YgDglKAZRnaNT28sQWXNDIrUJ39yjI7jNKN0MUFaaAW4TswuHLdnW
bVP+WeTj+pPuabb0+9WfPvJu3A55d0Tis.EvygIQnMpp52E68uT1nr1WlpC6
QJJ1SEkMC1rFtYjuvMttidxbKKu9VyAv5Jn6YsiutEhHYGSRSZOnV22BpO.e
WcbbQdEqINfR5VpOYURYoNclxBRsfXNX8kee4+Jwi4ZG
-----------end_max5_patcher-----------

Unity - Navmesh event on navigation end

Is there a way to raise a flag on the Navmesh navigation end, or to use a callback when it finish?
I want to run a function when my objection reach to the desire position, I can check on every frame update if the navigation has finished but I want a more elegant and efficient solution.
Thanks.
It depends what you mean by "ends", if you want to know when a path is no longer available for the NavAgent, you can use pathStatus, for example you could write:
if(myNavAgent.pathStatus != NavMeshPathStatus.PathComplete) {
// Do stuff
}
If you me reaching a location such as a "waypoint" you can use myNavAgent.remainingDistance then check if it is less than a certain value.
Here's the unity NavAgent scriptingAPI doc link: https://docs.unity3d.com/ScriptReference/AI.NavMeshAgent.html
If this doesn't work, let me know!
I have Thought the same question and i couldn't find a callback, However i managed to solve with triggers. For example if my agent goes point a, i put trigger that position and when my agent touches it i stopped agent.

Dialogflow, Google Assistant: Getting error "MalformedResponse 'final_response' must be set"

I have three intents, "Cold Exposure", "Poisoning" and "Frostbite". Each intent has suggestion chips to move to the next intent, i.e. the "Cold Exposure" shows a chip of "Poisoning" and "Poisoning" shows a suggestion chip of "Frostbite".
All are follow up intents of the Default Welcome Intent, so all have the "Default Welcome Intent- followup" input context.
My problem is, when I call Cold Exposure and then call Poisoning, there's no problem. However, when I call Cold Exposure and then Poisoning, and then Frostbite, I get an error "MalformedResponse 'final_response' must be set." . Im not able to call any three intents back to back. I really dont know why this is happening.Im using v2 API.
This is the only error I have in my program, so it would be great if this could be solved quick.This is a screenshot of my intents.
What is the lifespan of the "Default Welcome Intent- followup" output context in the Default Welcome Intent?
By default, when you create followup Intents, the output context lifespan set in the root Intent is 2. Each action decrements this count and the context disappears when the count reaches 0.
Try increasing the lifespan (in the grey circle next to the output context name) to something like 10 (or any other number you see fit) and remove it manually when needed in later intents (by setting it as output context with a lifespan of 0).
Florent.
I actually wouldn't have expected that the followup intents would work the way you're trying. They're all followups to the original intent, rather than to each other. So it could be that the lifespan of the original intent's Context has expired by the third one. In this case, it would revert to the Fallback Intent.
But the reason for the error message itself is that you're not sending back a reply. If you're using a fulfillment, it means it isn't sending a reply. If you're not, it could be that the "Frostbite" Intent doesn't have a reply set or that your Fallback Intent doesn't have a reply set.

Apache Flink, get last event in the window

I'm working on a project where i have a window with a size of 4 days, with a step of 1 day
.timewindow(Time.days(4), Time.days(1))
and i have also a trigger
.trigger(new myTrigger)
onEventTime ---> Continue
onProccessingTime ---> Continue
clear ---> Purge
onElement---> (if element.isFinalTransaction) TriggerResult.FIRE_AND_PRUGE
isFinalTransaction is a boolean, when true it call FAP.
the mean question is how can i make it return true/false depending on if the element is the last in the window or not
is there any method that can tell us if the current element is the last one in the window?
is there any method that can tell us if the current window is done (before sliding) or not ?
From the abstract trigger class (https://github.com/apache/flink/blob/master//flink-streaming-java/src/main/java/org/apache/flink/streaming/api/windowing/triggers/Trigger.java)
The short answer is no. The method onElement is called for every element that gets added to the pane. When an element gets added it's impossible to know if it is the last element, because that information is not known until the next element comes (and we see if it was in this window or the next one).
However, one alternative would be to check if the element is sufficiently close to the end of the end of the window (because onElement has access to window e.g. if (timestamp > window.getEnd - delta) ...
However, I can not think of a use case in which I would recommend this. If you need access to the last element in the window, you should probably just use a WindowFunction and in the apply method get the last element of the input iterable (input.last).

How do I update Om component state after app state?

I'm trying to play with Om (yes, I know om.next is coming, but it's not clear when it will be ready--and I think the basic idea will apply), but have run into a simple (or should be) problem.
I have a component with a select widget that populates from the "effects" member of my app-state, and a button to send that effect downstream (controlling LED strips):
(defn effect-view [data owner]
(reify
om/IInitState
(init-state [_]
{:selected-effect nil})
om/IRenderState
(render-state [this state]
(dom/div {}
(dom/select #js {:id "effect"
:value (:selected-effect state)
:onChange #(handle-change % owner state)}
(for [effect (:effects data)]
(dom/option {:react-key (:name effect)} (:name effect))))
(dom/button #js {:id "send-effect"
:onClick (fn [e]
(queue-command "effect" (:selected-effect state)))
:react-key "send-effect"}
(str "Send Effect"))))))
Good so far actually; this mostly works. When the app-state is populated with :effects (via a REST call), this does indeed fill in the options.
The problem is that pesky :selected-effect state member. It's initially nil, but once the select element is populated, the selector displays the first element. So if the user clicks the "Send Effect" button, rather than getting the first effect it sends "nil"--because the "option" children are being filled in correctly but the view state hasn't changed.
When I change the effect list in the global state, I'd like the value of the selector (:selected-effect) in the view to change to the first item in the list, if the current value isn't valid (in other words, it starts at nil and I populate with effects A, B, and C--it should change the selected value to "A"... if I then populate with effects A, C, and D, it should stay A, but if I populated with B, C, D, it should then switch to B, if that makes sense.
How do I do this?
Solved! By... reading the documentation closer. Sigh.
The IWillReceiveProps protocol is called before the next props (app state) is actually set. So the following sets the component state prior to rendering. With this code added before om/IRenderState the code seems to do what I desired:
om/IWillReceiveProps
(will-receive-props [this next-props]
(let [effect-names (map :name (:effects next-props))]
(if-not (contains? effect-names (om/get-state owner :selected-effect))
(om/set-state! owner :selected-effect (first effect-names)))))
God deal; I consider this closed and can get on with the project.