I come from OOP background (C#/Java to be specific) and I really do not understand how R treat the variable from outside the function.
I made this example:
result = list();
result$total = 0;
result$count = 0;
result$something = "abc";
a = 1:10;
b = 10:20;
mapply(function(x, y) {
print(result$something);
# Does not work with either = or <--
result$total <-- result$total + x + y;
result$count <-- result$count + 1;
print(result$count);
}, x = a, y = b);
result$average = result$total / result$count;
print(result$total);
print(result$count);
print(result$average);
Here, clearly result is available to the anonymous function because the program did print "abc" 10 times.
However, the change to its component total and count does not survive. 10 times it prints 1 for the result$count, and the final 3 lines are 0, 0 and NaN.
Why is this happening? What should I do in this case, if I want the function to be able to change the variable value?
Note: in my real case, result is NOT a global variable, but is inside another function, and I will use return (result) from the function.
Related
Please help me understand how the following code always returns the smallest value in the array. I tried moving position of 3 but it always manages to return it irrespective of the position of it in the array.
let myA = [12,3,8,5]
let myN = 4
function F4(A,N)
{
if(N==1){
return A[0]
}
if(F4(A,N-1) < A[N-1]){
return F4(A,N-1)
}
return A[N-1]
}
console.log(F4(myA,myN))
This is quite tricky to get an intuition for. It's also quite important that you learn the process for tackling this type of problem rather than simply be told the answer.
If we take a first view of the code with a few comments and named variables it looks like this:
let myA = [12,3,8,5];
let myN = myA.length;
function F4(A, N) {
// if (once) there is only one element in the array "A", then it must be the minimum, do not recurse
if (N === 1){
return A[0]
}
const valueFromArrayLessLastEl = F4(A,N-1); // Goes 'into' array
const valueOfLastElement = A[N-1];
console.log(valueFromArrayLessLastEl, valueOfLastElement);
// note that the recursion happens before min(a, b) is evaluated so array is evaluated from the start
if (valueFromArrayLessLastEl < valueOfLastElement) {
return valueFromArrayLessLastEl;
}
return valueOfLastElement;
}
console.log(F4(myA, myN))
and produces
12 3 // recursed all the way down
3 8 // stepping back up with result from most inner/lowest recursion
3 5
3
but in order to gain insight it is vital that you approach the problem by considering the simplest cases and expand from there. What happens if we write the code for the cases of N = 1 and N = 2:
// trivially take N=1
function F1(A) {
return A[0];
}
// take N=2
function F2(A) {
const f1Val = F1(A); // N-1 = 1
const lastVal = A[1];
// return the minimum of the first element and the 2nd or last element
if (f1Val < lastVal) {
return f1Val;
}
return lastVal;
}
Please note that the array is not being modified, I speak as though it is because the value of N is decremented on each recursion.
With myA = [12, 3, 8, 5] F1 will always return 12. F2 will compare this value 12 with 3, the nth-1 element's value, and return the minimum.
If you can build on this to work out what F3 would do then you can extrapolate from there.
Play around with this, reordering the values in myA, but crucially look at the output as you increase N from 1 to 4.
As a side note: by moving the recursive call F4(A,N-1) to a local constant I've prevented it being called twice with the same values.
I'm trying to run a loop over different functions with different number of arguments. The variables are created at runtime inside the loop, and I want to use eval at each iteration to instantiate a Struct using the variable :symbol. However, I can't do this since eval only works in the global scope. This is the MWE for the case that works:
function f1(x); return x; end
function f2(x1,x2); return x1+x2; end
handles = [f1,f2]
args =[:(x1),:(x1,x2)]
x1 = 1; x2 = 1;
for (i,f) in enumerate(handles)
params = eval(args[i])
#show f(params...)
end
f(params...) = 1
f(params...) = 2
However, if I move the variable definitions inside the loop, which is what I actually want, it doesn't work after restarting Julia to clear the workspace.
function f1(x); return x; end
function f2(x1,x2); return x1+x2; end
handles = [f1,f2]
args =[:(x1),:(x1,x2)]
for (i,f) in enumerate(handles)
x1 = 1; x2 = 1;
params = eval(args[i])
#show f(params...)
end
ERROR: UndefVarError: x1 not defined
I've tried several of the answers, such as this one, but I can't seem to make it work. I could write a custom dispatch function that takes[x1,x2] and calls f1 or f2 with the correct arguments. But still, is there any way to do this with eval or with an alternative elegant solution?
EDIT: here are more details as to what I'm trying to do in my code. I have a config struct for each algorithm, and in this I want to define beforehand the arguments it takes
KMF_config = AlgConfig(
name = "KMF",
constructor = KMC.KMF,
parameters = :(mu,N,L,p),
fit = KMC.fit!)
MF_config = AlgConfig(
name = "MF",
constructor = KMC.MF,
parameters = :(mu,N,L),
fit = KMC.fit!)
alg_config_list = [KMF_config, MF_config]
for (i,alg_config) in enumerate(alg_config_list)
mu,N,L,p,A,B,C,D,data = gen_vars() #this returns a bunch of variables that are used in different algorithms
method = alg_config.constructor(eval(method.parameters)...)
method.fit(data)
end
One possible solution is to have a function take all the variables and method, and return a tuple with a subset of variables according to method.name. But I'm not sure if it's the best way to do it.
Here's an approach using multiple dispatch rather than eval:
run_a(x, y) = x + 10*y
run_b(x, y, z) = x + 10*y + 100*z
extract(p, ::typeof(run_a)) = (p.x, p.y)
extract(p, ::typeof(run_b)) = (p.x, p.y, p.z)
genvars() = (x=1, y=2, z=3)
function doall()
todo = [
run_a,
run_b,
]
for runalg in todo
v = genvars()
p = extract(v, runalg)
#show runalg(p...)
end
end
In your example you would replace run_a and run_b with KMC.KMF and KMC.MF.
Edit: Cleaned up example to avoid structs that don't exist in your example.
In the Help Documentation of Scilab 6.0.2, I can read the following instruction on the Overloading entry, regarding the last operation code "iext" showed in this entry's table:
"The 6 char code may be used for some complex insertion algorithm like x.b(2) = 33 where b field is not defined in the structure x. The insertion is automatically decomposed into temp = x.b; temp(2) = 33; x.b = temp. The 6 char code is used for the first step of this algorithm. The 6 overloading function is very similar to the e's one."
But I can't find a complete example on how to use this "char 6 code" to overload a function. I'm trying to use it, without success. Does anyone have an example on how to do this?
The code bellow creates a normal "mlist" as a example. Which needs overloading functions
A = rand(5,3)
names = ["colA" "colB" "colC"]
units = ["ft" "in" "lb"]
M = mlist(["Mlog" "names" "units" names],names,units,A(:,1),A(:,2),A(:,3))
Following are the overload functions:
//define display
function %Mlog_p(M)
n = size(M.names,"*")
formatStr = strcat(repmat("%10s ",1,n)) + "\n"
formatNum = strcat(repmat("%0.10f ",1,n)) + "\n"
mprintf(formatStr,M.names)
mprintf(formatStr,M.units)
disp([M(M.names(1)),M(M.names(2)),M(M.names(3))])
end
//define extraction operation
function [Mat]=%Mlog_e(varargin)
M = varargin($)
cols = [1:size(M.names,"*")] // This will also work
cols = cols(varargin($-1)) // when varargin($-1) = 1:1:$
Mat = []
if length(varargin)==3 then
for i = M.names(cols)
Mat = [Mat M(i)(varargin(1))]
end
else
for i=1:size(M.names(cols),"*")
Mat(i).name = M.names(cols(i))
Mat(i).unit = M.units(cols(i))
Mat(i).data = M(:,cols(i))
end
end
endfunction
//define insertion operations (a regular matrix into a Mlog matrix)
function ML=%s_i_Mlog(i,j,V,M)
names = M.names
units = M.units
A = M(:,:) // uses function above
A(i,j) = V
ML = mlist(["Mlog" "names" "units" names],names,units,A(:,1),A(:,2),A(:,3))
endfunction
//insertion operation with structures (the subject of the question)
function temp = %Mlog_6(j,M)
temp = M(j) // uses function %Mlog_e
endfunction
function M = %st_i_Mlog(j,st,M)
A = M(:,:) // uses function %Mlog_e
M.names(j) = st.name // uses function above
M.units(j) = st.unit // uses function above
A(:,j) = st.data // uses function above
names = M.names
units = M.units
M = mlist(["Mlog" "names" "units" names],names,units,A(:,1),A(:,2),A(:,3))
endfunction
The first overload (displays mlist) will show the matrix in the form of the following table:
--> M
M =
colA colB colC
ft in lb
0.4720517 0.6719395 0.5628382
0.0623731 0.1360619 0.5531093
0.0854401 0.2119744 0.0768984
0.0134564 0.4015942 0.5360758
0.3543002 0.4036219 0.0900212
The next overloads (extraction and insertion) Will allow the table to be access as a simple matrix M(i,j).
The extraction function Will also allow M to be access by column, which returns a structure, for instance:
--> M(2)
ans =
name: "colB"
unit: "in"
data: [5x1 constant]
The last two functions are the overloads mentioned in the question. They allow the column metadata to be changed in a structure form.
--> M(2).name = "length"
M =
colA length colC
ft in lb
0.4720517 0.6719395 0.5628382
0.0623731 0.1360619 0.5531093
0.0854401 0.2119744 0.0768984
0.0134564 0.4015942 0.5360758
0.3543002 0.4036219 0.0900212
I would like to find the value of "p" below (which is between 0 and 1), knowing the following equations:
RI_26 = min(IR,na.rm=FALSE)
RI_min = 100-(sse*SUM/((1+p)*Dotation2017*100))^(1/p)
where RI_26 is the minimum of resources index of my 26 area. It is a constant in my case. In RI_min, sse and Dotations2017 are 2 constants and p is a unknown. I know that RI_26 should be equal to RI_min.
It would be easy to solve it, but SUM (which is present in RI_min) is as well unknown as it is a function of p as following:
`sum.function = function(p){
SUM <- c(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)
for(i in 1:length(Canton))
if(IR[i] < 100) {
SUM[i] <- (100-IR[i])^(1+p)*Pop[i]
SUM[27] <- SUM[27]+SUM[i]
}
SUM <- round(SUM,0)
return(SUM[27])
}
SUM = sum.function(p)
SUM returns a number (or vector 1X1). To deal with it, I would like to find the value of p that satisfied:
RI_26/RI_min = 1
To do so, I would like to do a loop, beginning with p = 0 and then increasing the value of p by 0.01 until it reaches 1. The loop should return the value of p_star when the constraint is True (RI_26/RI_min = 1.00).
I don't have any idea how to do this but it could look like the following code:
p.function = function(){
for(...)
if(RI_26/RI_min = 1.000000) {
p_star <- p
}
return(p_star)
}
So the function will return the value of p_star when RI_26/RI_min = 1.000000. What am I suppose to write in my function: p.function to increment "p" and have the result that I want? Any idea?
for (i in seq(0, 1, by = 0.1)) {
"Your code here"
}
Attempting to set up a targeting array for a MMO-style game in GameMaker8 Pro, I have this code in the create event for the player's character, which is and has been running perfectly fine:
j = 0
i = 0
g = 0
for (i=100000; i<1000000; i+=1) if instance_exists(i) {if i.object_index = enemy {global.ttarget[j] = i j+=1} if i.object_index = rk or i.object_index = sage {global.etarget[g] = i g += 1}}
global.rmtargets = j
global.etargets = g
Then running this code in the step event for the player character:
h = 0
g = 0
i = 0
for (i=0; i<global.rmtargets; i+=1) global.target[i] = 0
global.target[0]=101139
for (h = 0; h<global.rmtargets; h+=1){hv = -1
for (g = 0; g<global.rmtargets; g+=1){if global.ttarget[g].range > hv {hv = global.ttarget[g].range}}
global.target[h] = hv
global.ttarget[h] = -1}
Returns this error message:
ERROR in
action number 1
of Step Event
for object rk:
Error in code at line 8: for (g = 0; g<global.rmtargets; g+=1){if global.ttarget[g].range > hv {hv = global.ttarget[g].range}}
at position 61: Unknown variable range
Even though I have this in the create event for the enemy:
range = 0
range = distance_to_object(rk)
And I've used this sort of syntax all over:
global.target[target].threat[s] += damage
Help? Any ideas why Game Maker won't recognize the variable?
My best guess is that one or more of the enemy instances have been destroyed between the player create event and the step event where the error happens. Maybe a better solution would be to iterate over all the enemies using the with() construct, that is faster and you can be sure that all the instances you are working with actually exist.
try putting brackets around the object variable. I have had trouble references from a reference extension before.
(global.ttarget[g]).range
or even save it to a new variable
for (g = 0; g<global.rmtargets; g+=1)
{
curr_target = global.ttarget[g]
curr_target.range
}
Instead of using global. before each instance of the variable in the code, you could also initialize it with the command:
globalvar (variable), (variable2);
Then you would be able to use the variable without global. in front of it :)
If object rk is not the enemy then there is no global range variable detectable by object rk. Variables initialized without var or globalvar only apply for the object it was defined in.
First of all, put round brackets in if conditions.
Second you should give more informations about your environment and programming logic and IMO stop using all these global variables.
Anyway, from what i understood of what you're doing, try to use the with keyword:
with(global.ttarget[g]) {
other.hv = range;
}