Rounding a Duration to the nearest second based on desired precision - dart

I recently started working with Dart, and was trying to format a countdown clock with numbers in a per-second precision.
When counting down time, there's often a precise-yet-imperfect way of representing the time - so if I started a Duration at 2 minutes, and asked to show the current time after one second has elapsed, it is almost guaranteed that the precision of the timer will report at 1:58:999999 (example), and if use Duration.inSeconds() to emit the value, it will be 118 (seconds) which is due to how the ~/ operator works, since it's rounding down to integers based on the Duration's microseconds.
If I render the value as a clock, I'll see the clock go from "2:00" to "1:58" after one second, and will end up displaying "0:00" twice, until the countdown is truly at 0:00:00.
As a human, this appears like the clock is skipping, so I figured since the delta is so small, I should round up to the nearest second, and that would be accurate enough for a countdown timer, and handle the slight imprecision measured in micro/milli-seconds to better serve the viewer.
I came up with this secondRounder approach:
Duration secondRounder(Duration duration) {
int roundedDuration;
if (duration.inMilliseconds > (duration.inSeconds * 1000)) {
roundedDuration = duration.inSeconds + 1;
} else {
roundedDuration = duration.inSeconds;
}
return new Duration(seconds: roundedDuration);
}
This can also be run in this DartPad: https://dartpad.dartlang.org/2a08161c5f889e018938316237c0e810
As I'm yet unfamiliar with all of the methods, I've read through a lot of the docs, and this is the best I've come up with so far. I think I was looking for a method that might looks like:
roundedDuration = duration.ceil(nearest: millisecond)
Is there a better way to go about solving this that I haven't figured out yet?

You can "add" your own method to Duration as an extension method:
extension RoundDurationExtension on Duration {
/// Rounds the time of this duration up to the nearest multiple of [to].
Duration ceil(Duration to) {
int us = this.inMicroseconds;
int toUs = to.inMicroseconds.abs(); // Ignore if [to] is negative.
int mod = us % toUs;
if (mod != 0) {
return Duration(microseconds: us - mod + toUs);
}
return this;
}
}
That should allow you to write myDuration = myDuration.ceil(Duration(seconds: 1)); and round the myDuration up to the nearest second.

The best solution according to the documentation is to use .toStringAsFixed() function
https://api.dart.dev/stable/2.4.0/dart-core/num/toStringAsFixed.html
Examples from the Documentation
1.toStringAsFixed(3); // 1.000
(4321.12345678).toStringAsFixed(3); // 4321.123
(4321.12345678).toStringAsFixed(5); // 4321.12346
123456789012345678901.toStringAsFixed(3); // 123456789012345683968.000
1000000000000000000000.toStringAsFixed(3); // 1e+21
5.25.toStringAsFixed(0); // 5

Another more flexible option can be...
You can use this function to roundup the time.
DateTime alignDateTime(DateTime dt, Duration alignment,
[bool roundUp = false]) {
assert(alignment >= Duration.zero);
if (alignment == Duration.zero) return dt;
final correction = Duration(
days: 0,
hours: alignment.inDays > 0
? dt.hour
: alignment.inHours > 0
? dt.hour % alignment.inHours
: 0,
minutes: alignment.inHours > 0
? dt.minute
: alignment.inMinutes > 0
? dt.minute % alignment.inMinutes
: 0,
seconds: alignment.inMinutes > 0
? dt.second
: alignment.inSeconds > 0
? dt.second % alignment.inSeconds
: 0,
milliseconds: alignment.inSeconds > 0
? dt.millisecond
: alignment.inMilliseconds > 0
? dt.millisecond % alignment.inMilliseconds
: 0,
microseconds: alignment.inMilliseconds > 0 ? dt.microsecond : 0);
if (correction == Duration.zero) return dt;
final corrected = dt.subtract(correction);
final result = roundUp ? corrected.add(alignment) : corrected;
return result;
}
and then use it the following way
void main() {
DateTime dt = DateTime.now();
var newDate = alignDateTime(dt,Duration(minutes:30));
print(dt); // prints 2022-01-07 15:35:56.288
print(newDate); // prints 2022-01-07 15:30:00.000
}

Related

Sleep delta to check cycles count

// Pseudocode
void sleep::check_delta()
{
const auto tick_count = GetTickCount
Sleep(1000)
const auto tick_delta = GetTickCount() - tick_count
if (tick_delta >= 1200)
{
sleep_report.unknown = 0
sleep_report.report_id = 0x45
sleep_report.delta = tick_delta
battleye::report(&sleep_report, sizeof(sleep_report), 0
}
}
In one of the articles about reverse-engineering BattlEye anticheat, it is said that anticheat sends the process to sleep, and checks the number of cycles before and after inactivity. How to explain these actions?

Why is this C++ min and max currency algorithm code not working? Using this code, I want to extract min and max prices from a currency trading

Take a look at this code. I want to extract the minimum and maximum ask prices and print these out as part of the statistics:
double OrderBook::getHighPrice(std::vector<OrderBookEntry>& orders)
{
// find the highest value in array of value
double max = orders[0].price;
for (OrderBookEntry& e : orders)
{
if (e.price > max)
{
max = e.price;
}
return max;
}
}
double OrderBook::getLowPrice(std::vector<OrderBookEntry>& orders)
{
// find the lowest value in array of value
double min = orders[0].price;
for (OrderBookEntry& e : orders)
{
if (e.price < min)
{
min = e.price;
}
return min;
}
}
Here is an extract of the output I am getting, max and min are the same:
Product: BTC/USDT
Asks seen: 50
Max ask: 5352
Min ask: 5352
Product: DOGE/BTC
Asks seen: 50
Max ask: 3.1e-07
Min ask: 3.1e-07
Product: DOGE/USDT
Asks seen: 50
Max ask: 0.00165524
Min ask: 0.00165524
Product: ETH/BTC
Asks seen: 50
Max ask: 0.0218909
Min ask: 0.0218909
Product: ETH/USDT
Asks seen: 50
Max ask: 117.329
Min ask: 117.329
1: Print help
2: Print exchange stats
3: Make an offer
4: Make a bid
5: Print wallet
6: Continue
==============
Current time is: 2020/03/17 17:01:24.884492
Type in 1-6
I want to make sure that max and min are different and correct. Where am I going wrong? Please help.
You're returning from inside the for loops. You need to wait until all the prices have been checked and then return after the for loops:
double OrderBook::getHighPrice(std::vector<OrderBookEntry>& orders)
{
// find the highest value in array of value
double max = orders[0].price;
for (OrderBookEntry& e : orders)
{
if (e.price > max)
{
max = e.price;
}
}
return max;
}
double OrderBook::getLowPrice(std::vector<OrderBookEntry>& orders)
{
// find the lowest value in array of value
double min = orders[0].price;
for (OrderBookEntry& e : orders)
{
if (e.price < min)
{
min = e.price;
}
}
return min;
}

How to Round numbers at 0.6, 1,6, 2,6,...?

I want this to be true for all numbers. I don't want to type this for all numbers of course.
if (overs == 0.6) {
overs = 1.0;
}
I want that if for example 1.6, is reached, it should be converted to 2. I want this to be true for all numbers.
Further Clarification: I don't want it to round at For eg 0.5, i want it to round at 0.6
One Liner
double roundAt6(double n) => (n - n.floor()) > 0.5 ? n.ceil() : n;
Detailed
void main() {
final double overs = 5.6;
print('result: ${roundAt6(overs)}');
}
double roundAt6(double n) {
final double decimalPart = n - n.floor();
print('decimal part: $decimalPart');
final bool didExceed = decimalPart > 0.5;
print('didExceed: $didExceed');
return didExceed ? n.ceil() : n;
}
Maybe ceil()
Returns the least integer no smaller than this.
Example
overs = overs.ceil()
Use round() method.
Returns the integer closest to this.
Example
overs = overs.round()
Insights porvided by #Amsakanna helped me solve the problem. I am posting the exact solution here:
if ((overs - overs.floor()) > 0.55)
{
overs = overs - (overs - overs.floor()) + 1;
}

Shorthand comparison ends up being too long to understand

There's a "Clamp" function from a library of Ray Wenderlich class's - SKTUtils to be exact. This clamp function is written in shorthand but in a way that I can't seem to understand. This clamps purpose is to limit a position to an area - the games "camera" follows the _player.position, while making sure the the player never sees the nothingness outside the game map. Here's the function:
CGFloat Clamp(CGFloat value, CGFloat min, CGFloat max)
{
return value < min ? min : value > max ? max : value;
}
Here is the method it's used in, which the method it self gets used inside 'didFinishUpdate' method:
-(CGPoint)pointToCenterViewOn:(CGPoint)centerOn
{
CGFloat x = Clamp(centerOn.x, self.size.width/2, _backgroundLayer.layerSize.width - self.size.width/2); //Value, Min, Max.
CGFloat y = Clamp(centerOn.y, self.size.height/2, _backgroundLayer.layerSize.height - self.size.height/2);
return CGPointMake(-x, -y);
}
-(void)didFinishUpdate
{
_worldNode.position = [self centerViewOnPoint:_player.position];
}
Can someone explain this?
value < min ? min : value > max ? max : value
I could only partially understand the shorthands beginning:
if (value < min)
{
value = min;
}
else if (value > min)
{
value > max??????
}
Here is the explanation of value < min ? min : value > max ? max : value
if (value < min)
{
return min
}
else
{
if (value > max)
{
return max
}
else
{
return value
}
}
Operator precedence is partially involved here. This would be made a lot nicer with some parentheses to aid reading. The comparison operators bind tighter than the ternary conditional, so you have:
(value < min) ? min : ((value > max) ? max : value)
From there it's just evaluated left-to-right. The only tricky bit is that the else branch of the first conditional operator is itself another conditional operator. This would be the equivalent of an else if were you to expand it. The else branch of the second conditional is thus the else for the whole expression.
To convert this to if statements, then, you would do:
CGFloat retVal;
if( value < min ){
retVal = min;
}
else if( value > max ){
retVal = max;
}
else {
retVal = value;
}
return retVal;
You might also prefer this way to clamp a value:
MAX(min_limit, MIN(value, max_limit))
which uses the MAX and MIN macros to evaluate to the lower of max_limit or value and the higher of that or min_limit, producing a result in the range between min_limit and max_limit (inclusive). The effect is the same; I think that's easier to read.

Highcharts - Keep Zero Centered on Y-Axis with Negative Values

I have an area chart with negative values. Nothing insanely different from the example they give, but there's one twist: I'd like to keep zero centered on the Y axis.
I know this can be achieved by setting the yAxis.max to some value n and yAxis.min to −n, with n representing the absolute value of either the peak of the chart or the trough, whichever is larger (as in this fiddle). However, my data is dynamic, so I don't know ahead of time what n needs to be.
I'm relatively new to Highcharts, so it's possible I'm missing a way to do this through configuration and let Highcharts take care of it for me, but it's looking like I'll need to use Javascript to manually adjust the y axis myself when the page loads, and as new data comes in.
Is there an easy, configuration-driven way to keep zero centered on the Y axis?
I ended up finding a way to do this through configuration after digging even further into the Highcharts API. Each axis has a configuration option called tickPositioner for which you provide a function which returns an array. This array contains the exact values where you want ticks to appear on the axis. Here is my new tickPositioner configuration, which places five ticks on my Y axis, with zero neatly in the middle and the max at both extremes :
yAxis: {
tickPositioner: function () {
var maxDeviation = Math.ceil(Math.max(Math.abs(this.dataMax), Math.abs(this.dataMin)));
var halfMaxDeviation = Math.ceil(maxDeviation / 2);
return [-maxDeviation, -halfMaxDeviation, 0, halfMaxDeviation, maxDeviation];
},
...
}
I know this is an old post, but thought I would post my solution anyway (which is inspired from the one macserv suggested above in the accepted answer) as it may help others who are looking for a similar solution:
tickPositioner: function (min, max) {
var maxDeviation = Math.ceil(Math.max(Math.abs(this.dataMax), Math.abs(this.dataMin)));
return this.getLinearTickPositions(this.tickInterval, -maxDeviation, maxDeviation);
}
You can do this with the getExtremes and setExtremes methods
http://api.highcharts.com/highcharts#Axis.getExtremes%28%29
http://api.highcharts.com/highcharts#Axis.setExtremes%28%29
example:
http://jsfiddle.net/jlbriggs/j3NTM/1/
var ext = chart.yAxis[0].getExtremes();
Here is my solution. The nice thing about this is that you can maintain the tickInterval.
tickPositioner(min, max) {
let { tickPositions, tickInterval } = this;
tickPositions = _.map(tickPositions, (tickPos) => Math.abs(tickPos));
tickPositions = tickPositions.sort((a, b) => (b - a));
const maxTickPosition = _.first(tickPositions);
let minTickPosition = maxTickPosition * -1;
let newTickPositions = [];
while (minTickPosition <= maxTickPosition) {
newTickPositions.push(minTickPosition);
minTickPosition += tickInterval;
}
return newTickPositions;
}
Just in case someone is searching,
One option more. I ended up in a similar situation. Follows my solution:
tickPositioner: function () {
var dataMin,
dataMax = this.dataMax;
var positivePositions = [], negativePositions = [];
if(this.dataMin<0) dataMin = this.dataMin*-1;
if(this.dataMax<0) dataMax = this.dataMax*-1;
for (var i = 0; i <= (dataMin)+10; i+=10) {
negativePositions.push(i*-1)
}
negativePositions.reverse().pop();
for (var i = 0; i <= (dataMax)+10; i+=10) {
positivePositions.push(i)
}
return negativePositions.concat(positivePositions);
},
http://jsfiddle.net/j3NTM/21/
It is an old question but recently I have had the same problem, and here is my solution which might be generalized:
const TICK_PRECISION = 2;
const AXIS_MAX_EXPAND_RATE = 1.2;
function setAxisTicks(axis, tickCount) {
// first you calc the max from the data, then multiply with 1.1 or 1.2
// which can expand the max a little, in order to leave some space from the bottom/top to the max value.
// toPrecision decide the significant number.
let maxDeviation = (Math.max(Math.abs(axis.dataMax), Math.abs(axis.dataMin)) * AXIS_MAX_EXPAND_RATE).toPrecision(TICK_PRECISION);
// in case it is not a whole number
let wholeMaxDeviation = maxDeviation * 10 ** TICK_PRECISION;
// halfCount will be the tick counts on each side of 0
let halfCount = Math.floor(tickCount / 2);
// look for the nearest larger number which can mod the halfCount
while (wholeMaxDeviation % halfCount != 0) {
wholeMaxDeviation++;
}
// calc the unit tick amount, remember to divide by the precision
let unitTick = (wholeMaxDeviation / halfCount) / 10 ** TICK_PRECISION;
// finally get all ticks
let tickPositions = [];
for (let i = -halfCount; i <= halfCount; i++) {
// there are problems with the precision when multiply a float, make sure no anything like 1.6666666667 in your result
let tick = parseFloat((unitTick * i).toFixed(TICK_PRECISION));
tickPositions.push(tick);
}
return tickPositions;
}
So in your chart axis tickPositioner you may add :
tickPositioner: function () {
return setAxisTicks(this, 7);
},

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