What I’ll do this week (january 22)

--Originally published at Hermes's Blog

This week we’ll continue writing tests for the server, and then developing to make the server pass these tests. I still want to find out what other kind of tests we should include.

I also expect to start working in the android App, we’ll create a few mockups for the app. And from there maybe give it some basic navigation functionality, I don’t know at this point, it all depends in how we advance in the Mobile development class.

Post 1

--Originally published at Hermes's Blog

We decided to change the project, instead of a note app we will be an app to split restaurant and similar stuff charges.

This week we will be polishing the idea (defining the specifics) and will create the mockups, but the technologies will remain the same (nodejs + express + react) and Android native, we are also thinking about using Stripe to handle payments (that’s still in discution).

As for me, this week I’ll setup the backend project, because before starting to work in the app we need first to define the UI, etc.

Regresión lineal

--Originally published at Hermes's Blog

En quince casas de la ciudad se observó durante un período de tiempo la diferencia de temperatura promedio (en grados centígrados) entre la temperatura en la calle y la temperatura en casa, y el consumo de electricidad diario en kWh

Graficas de datos

Regresión lineal

Podemos percibir que entre más sube la diferencia de temperatura entre la casa y la calle
suele haber más consumo de energía eléctrica.

Aplique regresión lineal y obtenga la función lineal que se ajusta a estas mediciones.

corriendo el siguiente código con los datos proporcionados obtenemos los resuldatos de a1 = 3.39553 a0 = 37.1618, lo que quiere decir que el y = 37.1618 + 3.39553 * x es un modelo lineal que se ajusta apropiadamente a estos datos.

Error estándar de la estimación

El error estandar está definido por la desviación estandar entre la raíz del numero
de datos: std_dev / sqrt(n). Así pues, encontramos que el error estandar de la
estimación es de 509.583.

Coeficiente de correlación

El coeficiente de correlación de Pearson es una medida de relación lineal entre dos variables aleatorias
cuantitativas y lo podemos utilizar como índice para medir el grado de relación de dos variables.

Regresión lineal

Encontramos que el coeficiente de correlación en los datos es de -6.81036e+31.

Grafica de la regresión lineal

Regresión lineal

Conclusiones


Regresión lineal

Mi curso!!

--Originally published at Programación Orientada a Objetos

Este curso fue todo un reto!

Les platicaré por que:

Primeramente tienes que estar consciente desde el principio que tú vas a tener que hacerte responsable de todas tus actividades durante el semestre, de ti dependerá el que pases, no del maestro. Tienes que hacerte tiempo para las actividades y para los proyectos y eso me gustó por que tu tienes la oportunidad de decidir cuando hacer tus cosas.

Ken nos ayudaba siempre de buena manera y siempre que lo necesitábamos :)!


Mi curso!!

(°-°)/ Its something (°-°)/

--Originally published at Juan Salvador Fernández Contreras

Well, im kind of n0t that interested in all the enterprising voodoo that happened, buth what I managed to learn from this guy is something far more relevant in the life on any person: that when you do smething you love good and awsome thing happen.

This kind of gets me down, since I have absolutely no idea about what to do with my life, have to keep trying thngs out untill I find my thing.


(°-°)/ Its something (°-°)/

A ‘Cunning’ Interview… (°0°)/

--Originally published at Juan Salvador Fernández Contreras

Over all a very nice interaction, I kind of like the insight that is given on the “programming of yesterday” and how many things work, and the reasons why thoes things work like that.

Its interesting how, when you think about it, the TC201 page is kind of our wiki, or that the “Crap I messed up, lets see what everyone else did” thing we do is an idea thet was presetid in this discussion as well.


A ‘Cunning’ Interview… (°0°)/

Coldcraft!

--Originally published at miguelmzbi

Here we are now. One day before the final “exam”, doing the blog that needs to be blogged.

Coldcraft!

Well, first I want to say how a hassle it was to develop under the rule of Forge and how much I depended on a library that couldn’t get along with Forge, up to the point we needed to downgrade from Forge for Minecraft 1.8.9 to Minecraft 1.8. And to think that if it was obsolete with 1.8.9, now it is far behind. This happened because when we started developing Minecraft 1.9 was going out in some weeks, and when it was out, it took Forge to update to Minecraft 1.9 more time that we could spare to wait and have the newr versions. This kinda makes me sad, because all the work isn’t truly going to be implemented if the player wants the latest Minecraft version.

It was difficult to understand which methods were needed, because obviously we couldn’t write code and make magic. There wasn’t a complete library documentation, Forge wiki wasn’t a big help either. The most useful resource we had were the Minecraft Forums were I posted some questions, and a basics tutorial by _bedrock_miner.

Now that I’ve finished writing excuses, I will write about the mod itself.

First some links:

  1. Coldcraft Per Diem 1. (For specifications on Load Order, Blocks-Campfire- and textures)
  2. Coldcraft Per Diem 2. (For specifications about PlayerData, GUI, Handlers, Events, Sync, Recipes, Lang, TileEntities -Campfire-, Items -Thermometer-, and others)
  3. Coldcraft Per Diem 3. (Missing)

Coldcraft, as it was written on a previous blog, its a mod for Minecraft(v1.8) using Forge(v11.14.3.1450) and the external library Miner’s Basic(v1.0 – beta build 327). The purpose of the mod is to add temperature to the game. A variable the player needs to consider (And protect itself) when playing, specially if moving trough biomes.

As right now, the mod focuses mostly on cold areas (Still you can die from insolation) and singleplayer only. Every process is made and loaded on the server side (Yes singleplayer has a server side) so it can be adapted fully to multiplayer, but there are several tweaks needed to accomplish fully that capability. The only problem with this during the development (And what delayed us the most) was that we couldn’t show the player any of this data because he is on the client side and everything is managed on the server. We implemented messages between both so everything is synced when a change is registered.

Start and basics

There are 4 types of temperatures in the Mod.

  • Hot biomes (Biome temperature above 1.2): Desert, savanna, mesa, plateau, hell and child biomes.
  • Warm biomes (Biome temperature above 0.5 and below 1.2): Plains, forest, swampland, jungle, river, beach, mushroom and child biomes.
  • Cold biomes (Below 0.5): Extreme hills, taiga, stone beach, the end and child biomes.
  • Very cold biomes (Below 0): Ice plains, cold taiga, frozen river, frozen beach and child biomes.

When a player enters a world the default temperature its registered (37.0°C) and it starts to increase or decrease according to the biome where the player is locates.

  • Hot: Objective temperature of 43°C. Rate of + 0.003°C per tick.
  • Warm: Objective temperature of 37°C. Rate of +/- 0.002°C per tick.
  • Cold: Objective of 29°C. Rate of -0.001°C per tick.
  • Very cold: Objective 29°C. Rate of -0.005°C per tick.

Either the player gets to 43°C or 29°C it will start to receive damage until he dies, or protects itself from the temperature.

Everything mentioned is mostly present on the PlayerData.class. Visit GitHub if you want to analyze completely the code (It has some pretty comments)

Campfire

Coldcraft!

A campfire (That’s the name, but it doesn’t look at all as a campfire), it’s a block that provides an area of effect of 4 blocks of heat.

The campfire is crafted with 3 blocks of cobblestone, 2 sticks, 1 flint and steel.

Coldcraft!

This method of protection is just enough to handle the cold biomes, but in a small area. It’s useful if placed in home or making a path with them.

The rate of heat is 0.0011°C per tick, up to 3°C of cold protection

On code, each time the TileEntity Campfire is set to true, the PlayerData general loop takes it into consideration for at the end of the tick make the final addition to the temperature.

Coat armor

Coldcraft!

This green armor, if held completely (Helmet, chestplate, boots) kind of protects the player of the very cold biome’s temperature, but not enough to prevent the freeze.

It provides a rate of heat of 0.004°C per tick with a maximum of 5°C. It should be combined with the campfire to prevent the freeze in very cold biomes. It can be used on cold biomes to fully exceed the biome’s temperature.

Coldcraft! Coldcraft! Coldcraft!

On code it’s similar to the campfire. If the coat detects its used completely, lets PlayerData take it into consideration for the final sum per tick.

Thermometer

As seen above, the thermometer (Yeah, that blue redstone, such thermometer, very wow), when right clicked displays a GUI that provides to the user information.

Coldcraft!

The temperature is called from the entity data from the client side, that is obtained from the server side. The same process is used for the biome temperature. This was some of the most difficult tasks to accomplish because of already mentioned reasons. Why they couldn’t make everything on server side? We could have saved some time of coding and a lot of investigation.

Comments

Please, go to GitHub if you want to see more about the code (It’s commented over there) or the Coldcraft Per Diem entries.

Even if the textures have nothing to do with the item, or if the temperature system doesn’t work as well as we would like to, or we didn’t made all of what we proposed at the start (OMG, those are a lot of ors). And apart from all the words I wrote above. We must say that we enjoyed doing this project. I don’t know if we will continue to develop our idea, but the basis is there waiting to be completed.

Oh, and at the moment we figure out how to export the project so it can be used anywhere I will be sharing it.

For more information, you know where to find me… or my team (Santiago Kelley and Arturo Fornes).

Peace.

?

 


Coldcraft!

My lovely semester in TC201

--Originally published at richardctc201

Here is the video I made explaining the whole learning process which I get through in this semester. It’s a long video (sorry, I was inspired). In general I think that I learned a lot, and not only in topics of Objected-Orientes programming; I also learned about the thoughts of important people of the programming community; I learned about what many philosophers and writers think about the abolish grades stuff, etc. To conclude, I feel prepared and confident to pass to the next level, that in may case is Data Estructure, which they said is OOP 2.0.

My video:


My lovely semester in TC201