public class DrawRndDigits {
// draw a random integer, then take said element out
private ArrayList<Integer> strings = new ArrayList<>();
private ArrayList<Integer> stringsSource = new ArrayList<>();
private Random rand = new Random();
public DrawRndDigits(int... values) {...
class DrawRnd(vararg values: String) {
// draw a random element, then take said element out
private var strings = ArrayList<String>()
private val stringsSource = ArrayList<String>()
private val rand = Random()
fun addElement(element: String) {
strings.add(element)...
class LGTypeConverter {
private val r1: RegexUtil = RegexUtil()
fun convertToInt(v1: String): Int {
val temp: String = r1.extractRegex(enumRegexGrimoire.Integer, v1)
return if (temp.isEmpty()) {
0
} else temp.toInt()
}
fun convertToDouble(v1...
// returns expression of type theRegex from the string str2Check
class RegexUtil {
var regexDictionary: Hashtable<enumRegexGrimoire, String> = Hashtable<enumRegexGrimoire, String>()
init {
regexDictionary[enumRegexGrimoire.Email] =...
class AXLearnability(tolerance: Int) {
private var algSent = false
// problems that may result because of the last deployed algorithm:
var defcons = UniqueItemSizeLimitedPriorityQueue() // default size = 5
// major chaotic problems that may result because of the last deployed...
public class TrgTolerance extends TrGEV3{
// this boolean gate will return true till depletion or reset()
private int repeats = 0;
private int maxrepeats; //2 recomended
public TrgTolerance(int maxrepeats) {
this.maxrepeats = maxrepeats;
}
public void...
open class TrGEV3 {
// advanced boolean gates with internal logic
// these ease connecting common logic patterns, as triggers
open fun reset() {}
fun input(ear: String, skin: String, eye: String) {}
open fun trigger(): Boolean {
return false
}
}
class AXGamification {
// this auxiliary module can add fun to tasks, skills, and abilities simply by
// tracking their usage, and maximum use count.
var counter = 0
private set
var max = 0
private set
fun resetCount() {
counter = 0
}
fun...
class AXFunnel {
// funnel many inputs to fewer or one input
// allows using command variations in skills
private val dic: MutableMap<String, String>
private var defaultStr: String
init {
dic = HashMap()
defaultStr = "default"
}
fun...
class AXCmdBreaker( // separate command parameter from the command
var conjuration: String
) {
fun extractCmdParam(s1: String): String {
return if (s1.contains(conjuration)) {
s1.replace(conjuration, "").trim { it <= ' ' }
} else ""
}
}
package auxiliary_modules
open class UniqueItemSizeLimitedPriorityQueue : UniqueItemsPriorityQue() {
// items in the queue are unique and do not repeat
// the size of the queue is limited
var limit = 5
override fun add(item: String) {
if (super.size() == limit) {
super.poll()...
class UniqueItemsPriorityQue : LGFIFO<String>() {
// a priority queue without repeating elements
override fun add(item: String) {
if (!super.contains(item)) {
super.add(item)
}
}
override fun peak(): String {
return super.peak() ?: return ""...
open class LGFIFO<T> {
//first in first out queue
var elements = ArrayList<T>()
open fun add(item: T) {
elements.add(item)
}
fun size(): Int {
return elements.size
}
open fun peak(): T? {
return if (size() == 0) {
null
}...
open class LGFIFO<T> {
//first in first out queue
var elements = ArrayList<T>()
open fun add(item: T) {
elements.add(item)
}
fun size(): Int {
return elements.size
}
open fun peak(): T? {
return if (size() == 0) {
null
}...