So i've been trying to create a sentence-count function which will cycle through the following 'story':
let story = 'Last weekend, I took literally the most beautiful bike ride of my life. The route is called "The 9W to Nyack" and it actually stretches all the way from Riverside Park in Manhattan to South Nyack, New Jersey. It\'s really an adventure from beginning to end! It is a 48 mile loop and it basically took me an entire day. I stopped at Riverbank State Park to take some extremely artsy photos. It was a short stop, though, because I had a really long way left to go. After a quick photo op at the very popular Little Red Lighthouse, I began my trek across the George Washington Bridge into New Jersey. The GW is actually very long - 4,760 feet! I was already very tired by the time I got to the other side. An hour later, I reached Greenbrook Nature Sanctuary, an extremely beautiful park along the coast of the Hudson. Something that was very surprising to me was that near the end of the route you actually cross back into New York! At this point, you are very close to the end.';
And I realise the problem I'm having but I cannot find a way around this. Basically I want my code to return a the total sCount below but seeing as I've returned my sCount after my loop, it's only adding and returning the one count as a total:
const sentenceTotal = (word) => {
let sCount = 0;
if (word[word.length-1] === "." || word[word.length-1] === "!" || word[word.length-1] === "?") {
sCount += 1;
};
return sCount;
};
// console.log(sentenceTotal(story)) returns '1'.
I've tried multiple ways around this, such as returning sentenceTotal(word) instead of sCount but console.log will just log the function name.
I can make it return the correct sCount total if I remove the function element of it, but that's not what I want.
I don't see any loop or iterator which would go through story to count the number of occurrences of ., ?, or !.
Having recently tackled "counting sentences" myself I know it is a non-trivial problem with many edge cases.
For a simple use-case though you can use split and a regular expression;
story.split(/[?!.]/).length
So you could wrap that in your function like so:
const sentenceTotal = (word) => {
return word.split(/[?.!]/).length
};
let story = 'Last weekend, I took literally the most beautiful bike ride of my life. The route is called "The 9W to Nyack" and it actually stretches all the way from Riverside Park in Manhattan to South Nyack, New Jersey. It\'s really an adventure from beginning to end! It is a 48 mile loop and it basically took me an entire day. I stopped at Riverbank State Park to take some extremely artsy photos. It was a short stop, though, because I had a really long way left to go. After a quick photo op at the very popular Little Red Lighthouse, I began my trek across the George Washington Bridge into New Jersey. The GW is actually very long - 4,760 feet! I was already very tired by the time I got to the other side. An hour later, I reached Greenbrook Nature Sanctuary, an extremely beautiful park along the coast of the Hudson. Something that was very surprising to me was that near the end of the route you actually cross back into New York! At this point, you are very close to the end.';
sentenceTotal(story)
=> 13
There a several strange things about you question so I'll do it in 3 steps :
First step : The syntax.
What you wrote is the assignement to a const of an anonymous variable. So what it does is :
Create a const name 'sentenceCount'
To this const, assign the anonymous function (words) => {...}
Now you have this : sentenceCount(words){...}
And that's all. Because what you wrote : ()=>{} is not the calling of a function, but the declaration of an anonym function, you should read this : https://www.w3schools.com/js/js_function_definition.asp
If you want a global total, you must have a global total variable(not constant) so that the total isn't lost. So :
let sCount = 0; //<-- have sCount as a global variable not a const
function isEndOfSentence(word) {
if (word[word.length-1] === "." || word[word.length-1] === "!" || word[word.length-1] === "?") {
sCount += 1;
};
};
If you are forbidden from using a global variable (and it's best to not do so), then you have to register the total as a return of your function and store the total in the calling 'CountWords(sentence)' function.
function isEndOfSentence(words) {...}
callingFunction(){
//decalaration
let total;
//...inside your loop
total += isEndOfSentence(currentWord)
}
The algorithm
Can you provide more context as how you use you function ?
If your goal is to count the words until there is a delimiter to mark the end of a sentence, your function will not be of great usage .
As it is written, your function will only ever be able to return 0 or 1. As it does the following :
The function is called.
It create a var called sCount and set it to 0
It increment or not sCount
It return sCount so 1 or 0
It's basically a 'isEndOfSentence' function that would return a boolean. It's usage should be in an algorithm like :
// var totalSentence = 0
// for each word
// if(isEndOfSentence(word))
// totalSentence + totalSentence = 1
// endfor
Also this comes back to just counting the punctuation to count the number of sentence.
The quick and small solution
Also I tried specifically to keep the program in an algorithm explicit form since I guess that's what you're dealing with.
But I feel that you wanted to write something small and with as little characters as possible so for your information, there are faster way of doing this with a tool called regex and the native JS 'split(separator)' function of a string.
A regex is a description of a string that it can match to and when used can return those match. And it can be used in JS to split a string:
story.split(/[?!.]/) //<-- will return an array of the sentences of your story.
story.split(/[?!.]/).length //<-- will return the number of element of the array of the sentences of your story, so the sentence count
That does what you wanted but with one line of code. But If you want to be smart about you problem, remember that I said
Also this comes back to just counting the punctuation to count the number of sentence.
So we'll just do that right ?
story.match(/(\.\.\.)|[.?!]/g).length
Have fun here ;) : https://regexr.com/
I hope that helps you ! Good luck !
Related
I had the task to code the following:
Take a list of integers and returns the value of these numbers added up, but only if they are odd.
Example input: [1,5,3,2]
Output: 9
I did the code below and it worked perfectly.
numbers = [1,5,3,2]
print(numbers)
add_up_the_odds = []
for number in numbers:
if number % 2 == 1:
add_up_the_odds.append(number)
print(add_up_the_odds)
print(sum(add_up_the_odds))
Then I tried to re-code it using function definition / return:
def add_up_the_odds(numbers):
odds = []
for number in range(1,len(numbers)):
if number % 2 == 1:
odds.append(number)
return odds
numbers = [1,5,3,2]
print (sum(odds))
But I couldn’t make it working, anybody can help with that?
Note: I'm going to assume Python 3.x
It looks like you're defining your function, but never calling it.
When the interpreter finishes going through your function definition, the function is now there for you to use - but it never actually executes until you tell it to.
Between the last two lines in your code, you need to call add_up_the_odds() on your numbers array, and assign the result to the odds variable.
i.e. odds = add_up_the_odds(numbers)
I have gotten amazing help here today!
I'm trying to do something else. I have a numbered list of questions in a Google Doc, and I'd like to replace the numbers with something else.
For example, I'd like to replace the numbers in a list such as:
The Earth is closest to the Sun in which month of the year?
~July
~June
=January
~March
~September
In Australia (in the Southern Hemisphere), when are the days the shortest and the nights the longest?
~in late December
~in late March
=in late June
~in late April
~days and nights are pretty much the same length throughout the year in Australia
With:
::Q09:: The Earth is closest to the Sun in which month of the year?
~July
~June
=January
~March
~September
::Q11:: In Australia (in the Southern Hemisphere), when are the days the shortest and the nights the longest?
~in late December
~in late March
=in late June
~in late April
~days and nights are pretty much the same length throughout the year in Australia
I've tried using suggestions from previous posts but have come up only with things such as the following, which doesn't seem to work.
Thank you for being here!!!
function questionName2(){
var body = DocumentApp.getActiveDocument().getBody();
var text = body.editAsText();
var pattern = "^[1-9]";
var found = body.findText(pattern);
var matchPosition = found.getStartOffset();
while(found){
text.insertText(matchPosition,'::Q0');
found = body.findText(pattern, found);
}
}
Regular expressions
Text.findText(searchPattern) uses a string that will be parsed as a regular expression using Google's RE2 library for the searchPattern. Using a string in this way requires we add an extra backslash whenever we are removing special meaning from a character, such as matching the period after the question number, or using a character matching set like \d for digits.
^\\s*\\d+?\\. will match a set of digits, of any non-zero length, that begin a line, with any length (including zero) of leading white space. \d is for digits, + is one or more, and the combination +? makes the match lazy. The lazy part is not required here, but it's my habit to default to lazy to avoid bugs. An alternative would be \d{1,2} to specifically match 1 to 2 digits.
To extract just the digits from the matched text, we can use a JavaScript RegExp object. Unlike the Doc regular expression, this regular expression will not require extra backslashes and will allow us to use capture groups using parentheses.
^\s*(\d+?)\. is almost the same as above, except no extraneous slashes and we will now "save" the digits so we can use them in our replacement string. We mark what we want to save using parentheses. Because this will be a normal JavaScript regular expression literal, we will wrap the whole thing in slashes: /^\s*(\d+?)\./, but the starting and ending / are just to indicate this is a RegExp literal.
text elements and text strings
Text.findText can return more than just the exact match we asked for: it returns the entire element that contains the text plus indices for what the regular expression matched. In order to perform search and replace with capture groups, we have to use the indices to delete the old text and then insert the new text.
The following assignments get us all the data we need to do the search and replace: first the element, then the start & stop indices, and finally extracting the matched text string using slice (note that slice uses an exclusive end, whereas the Doc API uses an inclusive end, hence the +1).
var found = DocumentApp.getActiveDocument().getBody().findText(pattern);
var matchStart = found.getStartOffset();
var matchEnd = found.getEndOffsetInclusive();
var matchElement = found.getElement().asText();
var matchText = matchElement.getText().slice(matchStart, matchEnd + 1);
Caveats
As Tanaike pointed out in the comments, this assumes the numbering is not List Items, which automatically generates numbers, but numbers you typed in manually. If you are using an automatically generated list of numbers, the API does not allow you to edit the format of the numbering.
This answer also assumes that in the example, when you mapped "9." to "::Q09::" and "10." to "::Q11::", that the mapping of 10 to 11 was a typo. If this was intended, please update the question to clarify the rules for why the numbering might change.
Also assumed is that the numbers are supposed to be less than 100, given the example zero padding of "Q09". The example should be flexible enough to allow you to update this to a different padding scheme if needed.
Full example
Since the question did not use any V8 features, this assumes the older Rhino environment.
/**
* Replaces "1." with "::Q01::"
*/
function updateQuestionNumbering(){
var text = DocumentApp.getActiveDocument().getBody();
var pattern = "^\\s*\\d+?\\.";
var found = text.findText(pattern);
while(found){
var matchStart = found.getStartOffset();
var matchEnd = found.getEndOffsetInclusive();
var matchElement = found.getElement().asText();
var matchText = matchElement.getText().slice(matchStart, matchEnd + 1);
matchElement.deleteText(matchStart, matchEnd);
matchElement.insertText(matchStart, matchText.replace(/^\s*(\d+?)\./, replacer));
found = text.findText(pattern, found);
}
/**
* #param {string} _ - full match (ignored)
* #param {string} number - the sequence of digits matched
*/
function replacer(_, number) {
return "::Q" + padStart(number, 2, "0") + "::";
}
// use String.prototype.padStart() in V8 environment
// above usage would become `number.padStart(2, "0")`
function padStart(string, targetLength, padString) {
while (string.length < targetLength) string = padString + string;
return string;
}
}
In an attempt to discover some performance issues we are running into with Aurelia on IE 11, I tried to just log a timer in order to track progress made. While doing so, I noticed odd behavior during a repeat.for iteration.
<div repeat.for="i of 100">
<div if.bind="lastElement(item, $last)">${$index}</div>
</div>
with the function and scope
var count = 0;
lastElement(item, last){
count++;
if(last === true){
console.log('Last Item: ' + JSON.stringify(item));
console.log(count);
};
return true;
};
...and with the following result:
Last Item: 99
100
Last Item: 99
169
To me the result should have been:
Last Item: 99
100
For some reason there is multiple iterations or checking on this function. Can somebody explain to me what is going on here?
UPDATE: I was able to find a external file by jdanyho and create a Gist to demonstrate. However, now I'm getting 150 instead of 169. Hmmmm...
The function lastElement its call more times that the number of itens, because you do a bind with function, and in this case aurelia binding system do a dirty checking (has a timer to call the function to see if the value has changed).
To avoid dirty checking you can using the decorator #computedFrom.
In this case for using decorator i think that you cannot performing your function logic based in parameter last, must be doing based in properties.
There are many blog about this topic, but you can read the official post:
http://blog.aurelia.io/2015/04/03/aurelia-adaptive-binding/
SKAction has waiting for duration abilities, for a period of time on a node. And seems to perform actions on nodes. Like moveTo, etc.
If I don't want that, rather I'd prefer to call functions within GameScene after a period of time, how do I do that with SpriteKit in the GameScene, not on a Sprite or other Node?
Are SKActions the way to do this? The only way to do this?
Yes. This question IS that ridiculously simple. I lack the heuristics and terminology to find an answer. Just keep looping around on how SKAction waits are calls on SKSprites for things like scale, rotation, etc, after time. Which isn't want I want/need.
Update:
Desired outcome, inside GameScene
doSetupStuff() // does some stuff...
waitForAWhile() // somehow wait, perhaps do somethings in here, while waiting
doSomethingElse() // does this after the waitForAWhile has waited
UPDATE 2:
What I think happens, again, inside didMove(to view...)
func wait(){
let timeToPause = SKAction.wait(forDuration: 3)
run(timeToPause)
}
let wontwait = SKAction.wait(forDuration: 3)
run(wontwait)
thisFunction(willnot: WAIT"it starts immediately")
wait()
thisFunction(forcedToWait: "for wait()'s nested action to complete")
UPDATE 3:
Found a way to get the delay without using SKActions. It's a little crude and brutal, but makes more sense to me than SKActions, so far:
DispatchQueue.main.asyncAfter(deadline: .now() + 10.0) {
print("I waited ten seconds before printing this!")
}
An option, as you cited, is to manage this externally. The way I typically manage this sort of thing is to have an externally run update cycle. One that
To drive this updater, you could use either CADisplayLink (which is what I use right now with my OpenGL renderer) or a dispatch source timer (which I have used with my SpriteKit engine). When you use an updated, you want to calculate the delta time. The tick handler could look something like:
func tickHandler() {
let currTime = NSDate().timeIntervalSince1970
let dt = lastTime - currTime // lastTime is a data member of the class
// Call all updaters here, pretend "updater" is a known updater class
updater.update(dt)
}
And updater's update method would look something like:
func update(deltaTime:NSTimeInterval) {
// Do your magic
}
I typically have a main overall updater running independent of what people are calling scenes. Example usage would be something like having an attract mode like in old school arcade games. There they show title screen, sample game play, high scores, rinse and repeat. Scenes would be title, game play, high score. Here you can your main updater manage the time and coordinate the construction/destruction/switching of the scenes. Note this implies having an overall scene manager (which is actually quite handy to have).
For your case, you could use this updater to drive the GameScene updater. It's updater could look something like:
func update(deltaTime:NSTimeInterval) {
switch state {
case .SetupState:
// noop?
println("I'm in setup") // Shown just so you can see there is a setup state
case .WaitState:
waitTime += deltaTime
if waitTime >= kWaitTime {
// Do whats you gots to do
doSomethingElse()
state = .NextState
}
case .NextState:
// blah blah blah blah
}
}
So the flow to do this call path from your driver (CADisplayLink or dispatch source) would be something like:
tickHandler -> master updater -> game scene updater
Some will def find this is perhaps a little heavy handed. I, on the other hand, find this very helpful. While there is obviously some time management and the loss of being able to fire and forget, it can help provide more control for orchestrating pieces, as well as arbitrarily changing state without having to worry about killing already queued actions. There is also nothing that says you still cannot mix SKAction. When I did use SpriteKit, I did all my updating this way along with some dispatched items. I only used SKAction to update hierarchy. Keep in mind that I used my own animation and physics system. So at least for me I had a lot less dependency on SpriteKit (it effectively was just a renderer for me).
Note you have to have your own means to handle pause and coming to foreground where your timer will need to be resynced (you only need to worry about tickHandler). Breakpoints also will cause time jumps.
You can use below function
#define ANIM_TIME 2
SKAction *customACtion = [SKAction customActionWithDuration: ANIM_TIME actionBlock:^(SKNode *node, CGFloat elapsedTime) {
// Do Something Here
}];
Another way to make something happen after a certain period of time is to make use of the 'current time' parm passed to update(). The following code will spawn a boss at intervals ranging from 20 to 30 seconds.
In your property definitions:
var timeOfLastBoss: CFTimeInterval = -1 //Indicate no boss yet
var timePerBoss = CFTimeInterval()
.
.
.
didMoveToView() {
...
timePerBoss = CFTimeInterval(Int.random(20...30))
'''
}
.
.
.
func update(currentTime: CFTimeInterval) {
...
spawnBossForUpdate(currentTime)
...
}
'
'
'
func spawnBossForUpdate(currentTime : CFTimeInterval) {
if ( timeOfLastBoss == -1 ) {timeOfLastBoss = currentTime}
if (currentTime - timeOfLastBoss < timePerBoss) {return}
// Rest of 'spawnBoss code
self.timePerBoss = CFTimeInterval(Int.random(20...30))
self.timeOfLastBoss = currentTime
}
One way, using SKActions, in Swift 3.0, looks like this:
DEFINE: aPatientlyWaitingFunction() at the top level of
GameScene class.
To cause a delay to happen before calling the above function, inside
didMove(to view...)
three ways I've found to do this using Actions:
All three ways seem to accomplish the exact same thing:
let timeToWait: TimeInterval = 3 // is seconds in SKAction thinking time
let waitSomeTime = SKAction.wait(forDuration: timeToWait)
// 1st way __________________________________________
// with a completion handler, the function can be called after Action
run(waitSomeTime) {self.aPatientlyWaitingFunction()}
// 2nd way __________________________________________
// as a completion to be done after action, in the run invocation:
run(waitSomeTime, completion: aPatientlyWaitingFunction)
// 3rd way __________________________________________
// alternatively, as part of a sequence of actions...
// Create a sequence, by making a run action from waitSomeTime and...
let thenDoThis = SKAction.run(aPatientlyWaitingFunction)
// then activate sequence, which does one action, then the next
run(SKAction.sequence([waitSomeTime, thenDoThis]))
// OR... for something different ____________________
////////////////////////////////////////////////////////
DispatchQueue.main.asyncAfter(deadline: .now() + timeToWait) {
self.aPatientlyWaitingFunction()
print("DispatchQueue waited for 3 seconds")
}
I'm preparing data for a datatable in Linq2Sql
This code highlights as a 'Possible multiple enumeration of IEnumerable' (in Resharper)
// filtered is an IEnumerable or an IQueryable
var total = filtered.Count();
var displayed = filtered
.Skip(param.iDisplayStart)
.Take(param.iDisplayLength).ToList();
And I am 100% sure Resharper is right.
How do I rewrite this to avoid the warning
To clarify, I get that I can put a ToList on the end of filtered to only do one query to the Database eg.
var filteredAndRun = filtered.ToList();
var total = filteredAndRun.Count();
var displayed = filteredAndRun
.Skip(param.iDisplayStart)
.Take(param.iDisplayLength).ToList();
but this brings back a ton more data than I want to transport over the network.
I'm expecting that I can't have my cake and eat it too. :(
It sounds like you're more concerned with multiple enumeration of IQueryable<T> rather than IEnumerable<T>.
However, in your case, it doesn't matter.
The Count call should translate to a simple and very fast SQL count query. It's only the second query that actually brings back any records.
If it is an IEnumerable<T> then the data is in memory and it'll be super fast in any case.
I'd keep your code exactly the same as it is and only worry about performance tuning when you discover you have a significant performance issue. :-)
You could also do something like
count = 0;
displayed = new List();
iDisplayStop = param.iDisplayStart + param.iDisplayLength;
foreach (element in filteredAndRun) {
++count;
if ((count < param.iDisplayStart) || (count > iDisplayStop))
continue;
displayed.Add(element);
}
That's pseudocode, obviously, and I might be off-by-one in the edge conditions, but that algorithm gets you the count with only a single iteration and you have the list of displayed items only at the end.