Monday, May 3, 2021

Edward Lance Lorilla

Edward Lance Lorilla


【FLUTTER ANDROID STUDIO and IOS】Dio Http Cache

Posted: 02 May 2021 09:24 AM PDT

 import 'package:dio/dio.dart';

import 'package:dio_http_cache/dio_http_cache.dart';
import 'package:flutter/material.dart';

void main() {
runApp(MyApp());
}

class MyApp extends StatelessWidget {
@override
Widget build(BuildContext context) {
return MaterialApp(
title: 'Flutter cache with dio',
home: MyHomePage(),
);
}
}

class MyHomePage extends StatefulWidget {
@override
_MyHomePageState createState() => _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> {
DioCacheManager _dioCacheManager;
String _myData;

@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(),
body: ListView(
children: [
FlatButton(
child: Text(
'getData',
),
onPressed: () async {
_dioCacheManager = DioCacheManager(CacheConfig());

Options _cacheOptions =
buildCacheOptions(Duration(days: 7), forceRefresh: true);
Dio _dio = Dio();
_dio.interceptors.add(_dioCacheManager.interceptor);
Response response = await _dio.get(
'https://jsonplaceholder.typicode.com/users',
options: _cacheOptions);
setState(() {
_myData = response.data.toString();
});
print(_myData);
},
),
FlatButton(
child: Text(
'Delete Cache',
),
onPressed: () async {
if (_dioCacheManager != null) {
bool res = await _dioCacheManager.deleteByPrimaryKey(
'https://jsonplaceholder.typicode.com/users');
print(res);
}
},
),
Text(
_myData ?? '',

),
],
),
);
}
}

【JAVASCRIPT】 change order payment request api

Posted: 02 May 2021 09:21 AM PDT

【PYTHON OPENCV】Image classification OpenCV CNN module using GoogLeNet and caffe pre trained models

Posted: 02 May 2021 09:14 AM PDT

 """

Image classification using OpenCV CNN module using GoogLeNet and caffe pre-trained models bvlc_googlenet.prototxt: https://github.com/opencv/opencv_extra/blob/master/testdata/dnn/bvlc_googlenet.prototxtbvlc_googlenet.caffemodel: http://dl.caffe.berkeleyvision.org/bvlc_googlenet.caffemodel""" # Import required packages:import cv2import numpy as npfrom matplotlib import pyplot as plt def show_img_with_matplotlib(color_img, title, pos): """Shows an image using matplotlib capabilities""" img_RGB = color_img[:, :, ::-1] ax = plt.subplot(1, 1, pos) plt.imshow(img_RGB) plt.title(title) plt.axis('off') # Load the names of the classes:rows = open('synset_words.txt').read().strip().split('\n')classes = [r[r.find(' ') + 1:].split(',')[0] for r in rows] # Load the serialized caffe model from disk:net = cv2.dnn.readNetFromCaffe("bvlc_googlenet.prototxt", "bvlc_googlenet.caffemodel") # Load input image:image = cv2.imread("church.jpg") # Create the blob with a size of (224,224), mean subtraction values (104, 117, 123)blob = cv2.dnn.blobFromImage(image, 1, (224, 224), (104, 117, 123))print(blob.shape) # Feed the input blob to the network, perform inference and ghe the output:net.setInput(blob)preds = net.forward() # Get inference time:t, _ = net.getPerfProfile()print('Inference time: %.2f ms' % (t * 1000.0 / cv2.getTickFrequency())) # Get the 10 indexes with the highest probability (in descending order)# This way, the index with the highest prob (top prediction) will be the first:indexes = np.argsort(preds[0])[::-1][:10] # We draw on the image the class and probability associated with the top prediction:text = "label: {}\nprobability: {:.2f}%".format(classes[indexes[0]], preds[0][indexes[0]] * 100)y0, dy = 30, 30for i, line in enumerate(text.split('\n')): y = y0 + i * dy cv2.putText(image, line, (5, y), cv2.FONT_HERSHEY_SIMPLEX, 0.8, (0, 255, 255), 2) # Print top 10 prediction:for (index, idx) in enumerate(indexes): print("{}. label: {}, probability: {:.10}".format(index + 1, classes[idx], preds[0][idx])) # Create the dimensions of the figure and set title:fig = plt.figure(figsize=(10, 6))plt.suptitle("Image classification with OpenCV using GoogLeNet and caffe pre-trained models", fontsize=14,fontweight='bold')fig.patch.set_facecolor('silver') # Show the output image:show_img_with_matplotlib(image, "GoogLeNet and caffe pre-trained models", 1) # Show the Figure:plt.show()

【GAMEMAKER】Usable Items

Posted: 02 May 2021 09:09 AM PDT

 Information about object: obj_brown_chest

Sprite: spr_brown_chest
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_chest_parent
Children:
Mask:
No Physics Object
Create Event:
execute code:

my_id=1;
image_speed=0;
image_index=0;

Information about object: obj_brown_key
Sprite: spr_brown_key
Solid: false
Visible: true
Depth:
0
Persistent: false
Parent: obj_pick_up_parent
Children:
Mask:

No Physics Object

Create Event:
execute code:

my_id=1;

Information about object: obj_chest_parent
Sprite:
Solid: false
Visible: true
Depth:
0
Persistent: false
Parent:

Children
obj_brown_chest
obj_green_chest
obj_red_chest
Mask:


No Physics Object

Information about object: obj_green_chest
Sprite: spr_green_chest
Solid: false
Visible: true
Depth:
0
Persistent: false
Parent: obj_chest_parent
Children:
Mask:

No Physics Object

Create Event:
execute code:

my_id=3;
image_speed=0;
image_index=0;

Information about object: obj_green_key
Sprite: spr_green_key
Solid: false
Visible: true
Depth:
0
Persistent: false
Parent: obj_pick_up_parent
Children:
Mask:

No Physics Object

Create Event:
execute code:

my_id=3;

Information about object: obj_invbutton
Sprite:
Solid: false
Visible: true
Depth:
-1001
Persistent: false
Parent:
Children:
Mask:

No Physics Object

Draw Event:
execute code:

var item = global.inventory[slot];
var click = mouse_check_button_pressed(mb_left);

if (abs(mouse_x - x) < 30) && (abs(mouse_y- y) < 38)
{
draw_set_colour(c_white);
draw_rectangle(x-28,y-28,x+28,y+28,0);
if (click)
{
if (item != -1)
{
scr_itemdrop_slot(slot);
}
if (global.mouseItem != -1)
{
scr_itempickup_slot(global.mouseItem,slot)
}
global.mouseItem = item;
}
if mouse_check_button_pressed(mb_right)
{

switch (global.inventory[slot])
{
case 1:
instance_create(obj_player.x,obj_player.y,obj_brown_key);
break;
case 2:
instance_create(obj_player.x,obj_player.y,obj_red_key);
break;
case 3:
instance_create(obj_player.x,obj_player.y,obj_green_key);
break;
}
//remove item from inventory
global.inventory[slot]=-1;
}
}

if (item != -1)
{
draw_sprite(spr_items,item,x,y);
}


Information about object: obj_inventory
Sprite:
Solid: false
Visible: true
Depth:
-1000
Persistent: true
Parent:
Children:
Mask:

No Physics Object

Create Event:
execute code:

///Set Up

global.maxItems=2;//total item slots

for (var i = 0; i < 2; i += 1)
{
global.inventory[i] = -1;
button[i] = instance_create(0,0,obj_invbutton)
button[i].slot = i;
}

global.mouseItem=-1;
instance_create(0,0,obj_mouseitem);


Draw Event:
execute code:

///draw the inventory
var x1,x2,y1,y2;
x1 = view_xview[0]+75;
x2 = x1 + view_wview[0];
y1 = view_yview[0]+30;
y2 = y1 + 64;

draw_set_color(c_black);
draw_set_alpha(0.8);
draw_sprite(spr_inv_bg,0,x1,y1-25);

for (var i = 0; i < global.maxItems; i += 1)
{
var ix = x1+64+(i * 60);
var iy = y2-48;

draw_sprite(spr_border,0,ix,iy)
button[i].x = ix;
button[i].y = iy;
}
draw_text(x1+100,y1+200,"P To Pick Up An Item When Touching# Click and Drag To Move & Use # Right Click To Drop");


Information about object: obj_mouseitem
Sprite: spr_collision
Solid: false
Visible: true
Depth:
-1002
Persistent: false
Parent:
Children:
Mask:

No Physics Object

Collision Event with object obj_chest_parent:
execute code:

if other.my_id==global.mouseItem
{
with (other){
image_index=1;
//instance_destroy();
}
}
Draw Event:
execute code:

var item=global.mouseItem;
if (item != -1)
{
x = mouse_x;
y = mouse_y;
draw_sprite(spr_items,item,x,y);
}

Information about object: obj_pick_up_parent
Sprite:
Solid: false
Visible: true
Depth:
0
Persistent: false
Parent:

Children
obj_brown_key
obj_green_key
obj_red_key
Mask:


No Physics Object

Collision Event with object obj_player:
execute code:

///Detect Keypress & Check For Empty Slot
if keyboard_check_pressed(ord('P'))
{
if scr_itempickup(my_id)//if slot available, add to slot
{
instance_destroy();//then destroy instance]
}
else
{

switch (global.inventory[0])
{
case 1:
instance_create(obj_player.x+50,obj_player.y,obj_brown_key);
break;
case 2:
instance_create(obj_player.x+50,obj_player.y,obj_red_key);
break;
case 3:
instance_create(obj_player.x+50,obj_player.y,obj_green_key);
break;
global.inventory[0]=-1;
scr_itempickup(my_id);
instance_destroy();
}
}
}



Information about object: obj_player
Sprite: spr_idle_down
Solid: false
Visible: true
Depth:
0
Persistent: false
Parent:
Children:
Mask:

No Physics Object

Create Event:
execute code:

///set up
enum player_state {
idle,
up,
down,
left,
right
}

dir=player_state.down;
is_moving=false;
image_speed=0.5;
Step Event:
execute code:

///keypress code
if (keyboard_check(vk_left))
{
dir=player_state.left;
is_moving=true;
}
else
if (keyboard_check(vk_right))
{
dir=player_state.right;
is_moving=true;
}
else
if (keyboard_check(vk_up))
{
dir=player_state.up;
is_moving=true;
}
else
if (keyboard_check(vk_down))
{
dir=player_state.down;
is_moving=true;
}
else
{
is_moving=false;
}

execute code:

///movement
if is_moving
{
switch (dir)
{
case player_state.up:
y -= 4;
break;

case player_state.down:
y += 4;
break;

case player_state.left:
x -= 4;
break;

case player_state.right:
x += 4;
break;
}
}


execute code:

///animation
if is_moving
{
switch (dir)
{
case player_state.up:
sprite_index=spr_walk_up;
break;

case player_state.down:
sprite_index=spr_walk_down;
break;

case player_state.left:
sprite_index=spr_walk_left;
break;

case player_state.right:
sprite_index=spr_walk_right;
break;
}
}
else
{
switch (dir)
{
case player_state.up:
sprite_index=spr_idle_up;
break;

case player_state.down:
sprite_index=spr_idle_down;
break;

case player_state.left:
sprite_index=spr_idle_left;
break;

case player_state.right:
sprite_index=spr_idle_right;
break;
}
}



Information about object: obj_red_chest
Sprite: spr_red_chest
Solid: false
Visible: true
Depth:
0
Persistent: false
Parent: obj_chest_parent
Children:
Mask:

No Physics Object

Create Event:
execute code:

my_id=2;
image_speed=0;
image_index=0;

Information about object: obj_red_key
Sprite: spr_red_key
Solid: false
Visible: true
Depth:
0
Persistent: false
Parent: obj_pick_up_parent
Children:
Mask:

No Physics Object

Create Event:
execute code:

my_id=2;


【JAVASCRIPT】picture comparison

Posted: 02 May 2021 04:49 AM PDT

【JAVASCRIPT】canvas to draw coordinates and lines

Posted: 02 May 2021 04:43 AM PDT

【JAVASCRIPT】2048 mini game

Posted: 02 May 2021 04:37 AM PDT

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