Detecting knocks with minimum resources - signal-processing

I have this problem where i need to find 3 knocks (like on a door) , where i have a very limited resources (cant use big arrays) .
The advantage is that i don't care how they look, and only have to provide answer- yes or no , for a set of samples taken live ,
So , for every loop on the software i get a sample as integer . I then can wait for about second, to determine if there was something like this image :
Anything similar to this, would count as knocks.
The only option i see is to save previous data of huge arrays, but i am sure there is some clever way with just a few variables .

Related

How to create a Save/Load function on Scratch?

Im trying to make a game on Scratch that will use a feature to generate a special code, and when that code is input into a certain area it will load the stats that were there when the code was generated. I've run into a problem however, I don't know how to make it and I couldn't find a clear cut answer for how to make it.
I would prefer that the solution be:
Able to save information for as long as needed (from 1 second to however long until it's input again.)
Doesn't take too many blocks to make, so that the project won't take forever to load it.
Of course i'm willing to take any solution in order to get my game up and running, those are just preferences.
You can put all of the programs in a custom block with "Run without screen refresh" on so that the program runs instantly.
If you save the stats using variables, you could combine those variable values into one string divided by /s. i.e. join([highscore]) (join("/") (join([kills]) (/))
NOTE: Don't add any "/" in your stats, you can probably guess why.
Now "bear" (pun) with me, this is going to take a while to read
Then you need the variables:
[read] for reading the inputted code
[input] for storing the numbers
Then you could make another function that reads the code like so: letter ([read]) of (code) and stores that information to the [input] variable like this: set [input] to (letter ([read]) of (code)). Then change [read] by (1) so the function can read the next character of the code. Once it letter ([read]) of (code) equals "/", this tells the program to set [*stat variable*] to (input) (in our example, this would be [highscore] since it was the first variable we saved) and set [input] to (0), and repeat again until all of the stats variables are filled (In this case, it repeats 2 times because we saved two variables: [highscore] and [kills]).
This is the least amount of code that it takes. Jumbling it up takes more code. I will later edit this answer with a screenshot showcasing whatever I just said before, hopefully clearing up the mess of words above.
The technique you mentioned is used in many scratch games but there is two option for you when making the save/load system. You can either do it the simpler way which makes the code SUPER long(not joking). The other way is most scratchers use, encoding the data into a string as short as possible so it's easy to transfer.
If you want to do the second way, you can have a look at griffpatch's video on the mario platformer remake where he used a encode system to save levels.https://www.youtube.com/watch?v=IRtlrBnX-dY The tips is to encode your data (maybe score/items name/progress) into numbers and letters for example converting repeated letters to a shorter string which the game can still decode and read without errors
If you are worried it took too long to load, I am pretty sure it won't be a problem unless you really save a big load of data. The common compress method used by everyone works pretty well. If you want more data stored you may have to think of some other method. There is not an actual way to do that as different data have different unique methods for things working the best. Good luck.

using butterworth filter in a case structure

I'm trying to use butterworth filter. The input data comes from an "index array" module (the data is acquired through DAQ and I want to process the voltage signal which is in an array of waveforms). when I use this filter in a case structure, it doesn't work. yet, when I use the filters in the "waveform conditioning" section, there is no problem. what exactly is the difference between these two types of filters?
a little add on to my problem: the second picture is from when i tried to reassemble the initial combination, and the error happened
You are comparing offline filtering to online filtering.
In LabVIEW, the PtbyPt-VIs are intended to be used in an online setting, that is - iteratively.
For each new sample that is obtained, it would be input directly into the VI. The VI stores the states of the previous iterations to perform the filtering.
The "normal" filter VIs are intended for offline analysis and expects an array containing the full data of the signal.
The following whitepaper explains Point-by-Point-VIs. Note that this paper is quite old, so it should explain the concepts - but might be otherwise outdated.
http://www.ni.com/pdf/manuals/370152b.pdf
If VoltageBuf is an array of consecutive values of the same signal (the one that you want to filter) you only need to connect VoltageBuf directly to the filter.

What's a good way to generate levels? How does a game like Defender (Droid Hen) generate their levels?

I started making a game for iPhone and just wondering what would be the best way to generate the levels? The way I currently am doing it is I can create Level files and then load them in through the functions, but what if I have over 100 levels? Am I supposed to create 100 files?
A game like Defender (By DroidHen) has maybe 1000 levels... I don't know because I stopped after like 600.. Are they supposed to have 1000 files? Or do they just have like 1 basic structure and then just use a random layout function that generates the enemies?
I just need some insight on this so I can get an idea of how to perform this task... If this is the wrong place to ask this question just please let me know where else I could ask
There are a number of ways to tackle this, depending on your game design. Obviously (?), manually-created levels that are tweaked for being "interesting" are best, but algorithmic level generation can mean potentially unlimited replayability (if your basic game design is solid).
You don't necessarily need to have one file per level, though that's a common-enough design.
The game you mentioned seems to be a "waves of enemies" style game (it's basically tower defense). It's really easy to come up with a very compact representation of each level in that case. You just keep a list for each "level" of how many of which enemy show up, and how much time to leave between them appearing.
So, an individual level could be something like:
"5A,500,10B"
That'd mean "create 5 type 'A' enemies, wait 500ms (1/2 second), then generate 5 type 'B' enemies".
You could fit thousands of those levels into a reasonably-compact source file.
Another option for more-complex game designs is to generate a large number of random levels, and manually select the "good" ones. If you save just the seeds for the random generator, that's a very compact representation.

Best way to detect and store path combinations for analysing purpose later

I am searching for ideas/examples on how to store path patterns from users - with the goal of analysing their behaviours and optimizing on "most used path" when we can detect them somehow.
Eg. which action do they do after what, so that we later on can check to see if certain actions are done over and over again - therefore developing a shortcut or assembling some of the actions into a combined multiaction.
My first guess would be some sort of "simple log", perhaps stored in some SQL-manner, where we can keep each action as an index and then just record everything.
Problem is that the path/action might be dynamically changed - even while logging - so we need to be able to take care of this fact too, when looking for patterns later.
Would you log everthing "bigtime" first and then POST-process every bit of details after some time or do you have great experience with other tactics?
My worry is that this is going to take up space, BIG TIME while logging 1000 users each day for a month or more.
Hope this makes sense and I am curious to see if anyone can provide sample code, pseudocode or perhaps links to something usefull.
Our tools will be C#, SQL-database, XML and .NET 3.5 - clients could also get .NET 4.0 if needed.
Patterns examples as we expect them
...
User #1001: A-B-A-A-A-B-C-E-F-G-H-A-A-A-C-B-A
User #1002: B-A-A-B-C-E-F
User #1003: F-B-B-A-E-C-A-A-A
User #1002: C-E-F
...
etc. no real way to know what they do next nor how many they will use, how often they will do it.
A secondary goal, if possible, if we later on add a new "action" called G (just sample to illustrate, there will be hundreds of actions) how could we detect these new behaviours influence on the previous patterns.
To explain it better, my thought here would be some way to detect "patterns within patterns", sort of like how compressions work, so that "repeative patterns" are spottet. We dont know how long these patterns might be, nor how often they might come. How do we break this down into "small bits and pieces" - whats the best approach you think?
I am not sure what you mean by path, but, if you gave every action in a path a unique symbol, you could reduce the problem to longest common substring or subsequence.
Or have a map of paths to the number of times that action occurred. Every time a certain path happens, increment the count for that path. Then sort to find the most common.
Pseudo idea/implementation so far
Log ever users action into a list/series of actions, bulk kinda style (textfiles/SQL - what ever, just store the whole thing for post-processing)
start counting every "1 action", "2 actions", "3 actions" up til a certain amount (lets say 30 levels)
sort them all, by giving values of importants to some of the actions (might be those producing end results)
A usefull result perhaps?
If we count all [A], [A-A], [A-B], [A-C], [A-A-A], [A-A-B] etc. its going to make a LONG and fine list of which actions are used in row frequently, and thats in the right direction, because if some of these results gets too high, we might need a shorter path. Problem is then, whats too few actions to be optimized and whats the longest needed actionlist to search for? My guess is that we need to do this counting first, then examine the numbers.
Problem is that this would be part of an analyzing tool we are developing and we dont have data until implementation, so we dont know what to look for before its actually done. hmm... wondering if there really IS an answer to this one.

upper bound - display

This is an idea I got in to my mind,
All the display devices(screens which have pixels etc...) have an upper bound for the amount of various images they can generate.
as an example 1024*728 - 32 bit pixel display can only show (2^32)^(1024*768) etc... number of identical frames without duplicating any scene(view).
funny thing is, It's like we could pre generate all the films all the windows we have ever seen in our lives through screens etc...
the question here is can anybody use this abstract idea to create something useful? :D
You're talking of a number about
(2^32)^(1024*768) ~~ ((2^4)^8)^(10^6) ~~ 10^8^(10^6) ~ 10^8000000.
The number of atoms in universe is about
10^80 // http://en.wikipedia.org/wiki/Observable_universe#Matter_content
I think that there is no way we could pre-generate all the screens in our life.
Let me formulate another question. From a number this big, what can we do to reduce it? How to aggregate similar pictures in order to reduce the complexity?
Another nice question is: what kind of data structure we need to store all this information? Suppose we reduce the number of similar images to 10^10. What kind of structure can handle so many different kinds of pictures in an efficient way?
So given some extra information about the scenes you could generate you might be able to pull apart the scenes that no-one has ever seen.
So if you could take all the pictures out on the internet and the statistics about what was popular or viewed a lot then compute your all possible screens you could pull apart that was not viewed much.
With some basic rules about complexity of the image you might be able to come up with images that have not been seen before. Think 80% flesh tones might produce something coupled with a variance to show range might render people naked. :-)
Of course the computation of such an idea is vastly outside our potential. 2^32^(1024*768) is in the superexponential range which is outside the bounds of reality. I tried to compute it in ruby, and it just died. It would have been fun if it had actually worked. :-)

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