当前位置: 首页 > news >正文

Reinforcement Learning with Code 【Code 2. Tabular Sarsa】

Reinforcement Learning with Code 【Code 2. Tabular Sarsa】

This note records how the author begin to learn RL. Both theoretical understanding and code practice are presented. Many material are referenced such as ZhaoShiyu’s Mathematical Foundation of Reinforcement Learning.
This code refers to Mofan’s reinforcement learning course.

文章目录

  • Reinforcement Learning with Code 【Code 2. Tabular Sarsa】
    • 2.1 Problem and result
    • 2.2 Environment
    • 2.3 Tabular Sarsa Algorithm
    • 2.4 Run this main
    • 2.5 Check the Q table
    • Reference

2.1 Problem and result

Please consider the problem that a little mouse (denoted by red block) wants to avoid trap (denoted by black block) to get the cheese (denoted by yellow circle). As the figure shows.

Image

This chapter aims to realize tabular Sarsa algorithm sovle this problem.

2.2 Environment

We use the tkinter package of python to build our environment to interact with agent.

import numpy as np
import time
import sys
import tkinter as tk
# if sys.version_info.major == 2: # 检查python版本是否是python2
#     import Tkinter as tk
# else:
#     import tkinter as tkUNIT = 40   # pixels
MAZE_H = 4  # grid height
MAZE_W = 4  # grid widthclass Maze(tk.Tk, object):def __init__(self):super(Maze, self).__init__()# Action Spaceself.action_space = ['up', 'down', 'right', 'left'] # action space self.n_actions = len(self.action_space)# 绘制GUIself.title('Maze env')self.geometry('{0}x{1}'.format(MAZE_W * UNIT, MAZE_H * UNIT))   # 指定窗口大小 "width x height"self._build_maze()def _build_maze(self):self.canvas = tk.Canvas(self, bg='white',height=MAZE_H * UNIT,width=MAZE_W * UNIT)     # 创建背景画布# create gridsfor c in range(UNIT, MAZE_W * UNIT, UNIT): # 绘制列分隔线x0, y0, x1, y1 = c, 0, c, MAZE_H * UNITself.canvas.create_line(x0, y0, x1, y1)for r in range(UNIT, MAZE_H * UNIT, UNIT): # 绘制行分隔线x0, y0, x1, y1 = 0, r, MAZE_W * UNIT, rself.canvas.create_line(x0, y0, x1, y1)# create origin 第一个方格的中心,origin = np.array([UNIT/2, UNIT/2]) # hell1hell1_center = origin + np.array([UNIT * 2, UNIT])self.hell1 = self.canvas.create_rectangle(hell1_center[0] - (UNIT/2 - 5), hell1_center[1] - (UNIT/2 - 5),hell1_center[0] + (UNIT/2 - 5), hell1_center[1] + (UNIT/2 - 5),fill='black')# hell2hell2_center = origin + np.array([UNIT, UNIT * 2])self.hell2 = self.canvas.create_rectangle(hell2_center[0] - (UNIT/2 - 5), hell2_center[1] - (UNIT/2 - 5),hell2_center[0] + (UNIT/2 - 5), hell2_center[1] + (UNIT/2 - 5),fill='black')# create oval 绘制终点圆形oval_center = origin + np.array([UNIT*2, UNIT*2])self.oval = self.canvas.create_oval(oval_center[0] - (UNIT/2 - 5), oval_center[1] - (UNIT/2 - 5),oval_center[0] + (UNIT/2 - 5), oval_center[1] + (UNIT/2 - 5),fill='yellow')# create red rect 绘制agent红色方块,初始在方格左上角self.rect = self.canvas.create_rectangle(origin[0] - (UNIT/2 - 5), origin[1] - (UNIT/2 - 5),origin[0] + (UNIT/2 - 5), origin[1] + (UNIT/2 - 5),fill='red')# pack all 显示所有canvasself.canvas.pack()def get_state(self, rect):# convert the coordinate observation to state tuple# use the uniformed center as the state such as # |(1,1)|(2,1)|(3,1)|...# |(1,2)|(2,2)|(3,2)|...# |(1,3)|(2,3)|(3,3)|...# |....x0,y0,x1,y1 = self.canvas.coords(rect)x_center = (x0+x1)/2y_center = (y0+y1)/2state = ((x_center-(UNIT/2))/UNIT + 1, (y_center-(UNIT/2))/UNIT + 1)return statedef reset(self):self.update()self.after(500) # delay 500msself.canvas.delete(self.rect)   # delete origin rectangleorigin = np.array([UNIT/2, UNIT/2])self.rect = self.canvas.create_rectangle(origin[0] - (UNIT/2 - 5), origin[1] - (UNIT/2 - 5),origin[0] + (UNIT/2 - 5), origin[1] + (UNIT/2 - 5),fill='red')# return observation return self.get_state(self.rect)   def step(self, action):# agent和环境进行一次交互s = self.get_state(self.rect)   # 获得智能体的坐标base_action = np.array([0, 0])reach_boundary = Falseif action == self.action_space[0]:   # upif s[1] > 1:base_action[1] -= UNITelse: # 触碰到边界reward=-1并停留在原地reach_boundary = Trueelif action == self.action_space[1]:   # downif s[1] < MAZE_H:base_action[1] += UNITelse:reach_boundary = True   elif action == self.action_space[2]:   # rightif s[0] < MAZE_W:base_action[0] += UNITelse:reach_boundary = Trueelif action == self.action_space[3]:   # leftif s[0] > 1:base_action[0] -= UNITelse:reach_boundary = Trueself.canvas.move(self.rect, base_action[0], base_action[1])  # move agents_ = self.get_state(self.rect)  # next state# reward functionif s_ == self.get_state(self.oval):     # reach the terminalreward = 1done = Trues_ = 'success'elif s_ == self.get_state(self.hell1): # reach the blockreward = -1s_ = 'block_1'done = Falseelif s_ == self.get_state(self.hell2):reward = -1s_ = 'block_2'done = Falseelse:reward = 0done = Falseif reach_boundary:reward = -1return s_, reward, donedef render(self):time.sleep(0.15)self.update()if __name__ == '__main__':def test():for t in range(10):s = env.reset()print(s)while True:env.render()a = 'right's, r, done = env.step(a)print(s)if done:breakenv = Maze()env.after(100, test)      # 在延迟100ms后调用函数testenv.mainloop()

This part is important that the reward function design is include, which is as follows

reward = { 1 , if reach the cheese − 1 , if reach the trap or reach the boundary 0 , others \text{reward} = \left \{ \begin{aligned} & 1, \quad \text{if reach the cheese} \\ & -1, \quad \text{if reach the trap or reach the boundary} \\ & 0, \quad \text{others} \end{aligned} \right. reward= 1,if reach the cheese1,if reach the trap or reach the boundary0,others

We need to explan some function of the class Maze.

  • First, the function _build_maze creates the inital maze location.
    In this example we use the left up coordination of each grid as the state of each block.
  • Second, the function get_state converts the coordination of each grid to numerical representation such as ( 1 , 1 ) , ( 1 , 2 ) , ⋯ (1,1),(1,2),\cdots (1,1),(1,2),.
  • Third, the function reset renew the state which means placing the mouse in the original grid.
  • Then, the function step we let the agent interact with envrionment for one step, ang get the reward after the action.
  • Then, the function render controls updating the window.

2.3 Tabular Sarsa Algorithm

import numpy as np
import pandas as pdclass RL():def __init__(self, actions, learning_rate=0.01, reward_decay=0.9, e_greedy=0.9):self.actions = actions  # action listself.lr = learning_rateself.gamma = reward_decayself.epsilon = e_greedy # epsilon greedy update policyself.q_table = pd.DataFrame(columns=self.actions, dtype=np.float64)def check_state_exist(self, state):if state not in self.q_table.index:# append new state to q table, use the coordinate as the observation# self.q_table = self.q_table.append(       # DataFrame.append is invalid#     pd.Series(#         [0]*len(self.actions),#         index=self.q_table.columns,#         name=state,#     )# )self.q_table = pd.concat([self.q_table,pd.DataFrame(data=np.zeros((1,len(self.actions))),columns = self.q_table.columns,index = [state])])def choose_action(self, observation):"""Use the epsilon-greedy method to update policy"""self.check_state_exist(observation)# action selection# epsilon greedy algorithmif np.random.uniform() < self.epsilon:state_action = self.q_table.loc[observation, :]# some actions may have the same value, randomly choose on in these actions# state_action == np.max(state_action) generate bool mask# choose best actionaction = np.random.choice(state_action[state_action == np.max(state_action)].index)else:# choose random actionaction = np.random.choice(self.actions)return actiondef learn(self, s, a, r, s_):passclass SarsaTable(RL):"""Implement Sarsa algorithm which is on-policy"""def __init__(self, actions, learning_rate=0.01, reward_decay=0.9, e_greedy=0.9):super(SarsaTable,self).__init__(actions, learning_rate, reward_decay, e_greedy)def learn(self, s, a, r, s_, a_):self.check_state_exist(s_)q_predict = self.q_table.loc[s, a]if s_ != 'success' :q_target = r + self.gamma * self.q_table.loc[s_, a_]  # next state is not terminalelse:q_target = r  # next state is terminalself.q_table.loc[s, a] += self.lr * (q_target - q_predict)  # update

We store the Q-table as a DataFrame of pandas. The explanation of the functions are as follows.

  • First, the function check_state_exist check the existence of one state, if not we append it to the Q-table. This is because once the state-action pair is visited, then we update it into the Q-table.
  • Second, the function choose_action is following the ϵ \epsilon ϵ-greedy algorithm

π ( a ∣ s ) = { 1 − ϵ ∣ A ( s ) ∣ ( ∣ A ( s ) ∣ − 1 ) , for the geedy action ϵ ∣ A ( s ) ∣ , for the other  ∣ A ( s ) ∣ − 1 actions \pi(a|s) = \left \{ \begin{aligned} 1 - \frac{\epsilon}{|\mathcal{A}(s)|}(|\mathcal{A(s)}|-1), & \quad \text{for the geedy action} \\ \frac{\epsilon}{|\mathcal{A}(s)|}, & \quad \text{for the other } |\mathcal{A}(s)|-1 \text{ actions} \end{aligned} \right. π(as)= 1A(s)ϵ(A(s)1),A(s)ϵ,for the geedy actionfor the other A(s)1 actions

  • Third, the function learn is update the q value as Q-learning algorithm purposed, which relays on the sample ( s t , a t , r t + 1 , s t + 1 , a t + 1 ) \textcolor{red}{(s_t,a_t,r_{t+1},s_{t+1},a_{t+1})} (st,at,rt+1,st+1,at+1). The sample denotes current state, current action, immediate reward, next state and next action respectively.

Sarsa : { q t + 1 ( s t , a t ) = q t ( s t , a t ) − α t ( s t , a t ) [ q t ( s t , a t ) − ( r t + 1 + γ q t ( s t + 1 , a t + 1 ) ) ] q t + 1 ( s , a ) = q t ( s , a ) , for all  ( s , a ) ≠ ( s t , a t ) \text{Sarsa} : \left \{ \begin{aligned} \textcolor{red}{q_{t+1}(s_t,a_t)} & \textcolor{red}{= q_t(s_t,a_t) - \alpha_t(s_t,a_t) \Big[q_t(s_t,a_t) - (r_{t+1}+ \gamma \ q_t(s_{t+1},a_{t+1})) \Big]} \\ \textcolor{red}{q_{t+1}(s,a)} & \textcolor{red}{= q_t(s,a)}, \quad \text{for all } (s,a) \ne (s_t,a_t) \end{aligned} \right. Sarsa: qt+1(st,at)qt+1(s,a)=qt(st,at)αt(st,at)[qt(st,at)(rt+1+γ qt(st+1,at+1))]=qt(s,a),for all (s,a)=(st,at)

2.4 Run this main

Run this main script that we can run the all codes.

from maze_env_custom import Maze
from RL_brain import SarsaTableMAX_EPISODE = 30def update():for episode in range(MAX_EPISODE):# initial observation, observation is the rect's coordiante# observation is [x0,y0, x1,y1]observation = env.reset()   # RL choose action based on observation ['up', 'down', 'right', 'left']action = RL.choose_action(str(observation))while True:# fresh envenv.render()# RL take action and get next observation and rewardobservation_, reward, done = env.step(action)action_ = RL.choose_action(str(observation_))# RL learn from this transitionRL.learn(str(observation), action, reward, str(observation_), action_)# swap observationobservation = observation_action = action_# break while loop when end of this episodeif done:break# show q_tableprint(RL.q_table)print('\n')# end of gameprint('game over')env.destroy()if __name__ == "__main__":env = Maze()RL = SarsaTable(env.action_space)env.after(100, update)env.mainloop()

2.5 Check the Q table

After a long run we can check the q-table to judge wheter the learning is reasonable. The q-table is as follows:

                      up      down     right          left
(1.0, 1.0) -6.837352e-02 -0.000135 -0.000266 -2.970185e-02
(2.0, 1.0) -4.901299e-02 -0.000334 -0.000484 -6.039572e-04
(2.0, 2.0) -3.988164e-04 -0.049010 -0.038785 -2.737623e-04
block_1     0.000000e+00  0.049010  0.000000  0.000000e+00
(4.0, 2.0) -2.646359e-04  0.001314 -0.019900 -1.000000e-02
(4.0, 1.0) -4.900994e-02  0.000014 -0.010000 -3.128178e-06
(3.0, 1.0) -2.970450e-02 -0.029433 -0.000516 -2.078845e-04
(1.0, 2.0) -4.933690e-04 -0.000374 -0.000951 -3.940947e-02
block_2    -1.979099e-07  0.000000  0.010000 -1.531800e-07
(1.0, 3.0) -3.525635e-04 -0.000056 -0.010000 -3.940439e-02
(1.0, 4.0) -7.194310e-07 -0.010000  0.000591 -1.990000e-02
(2.0, 4.0) -1.000000e-02 -0.019900  0.012381  0.000000e+00
(3.0, 4.0)  1.654862e-01  0.000000  0.000000  0.000000e+00
(4.0, 4.0)  0.000000e+00  0.000000 -0.010000  0.000000e+00
(4.0, 3.0)  0.000000e+00  0.000000  0.000000  5.851985e-02
success     0.000000e+00  0.000000  0.000000  0.000000e+00

For example, when at the original place if the mouse wants to move up or move left it will reach the boundary and get reward − 1 -1 1. Hence the state value in q-table is minus.


Reference

赵世钰老师的课程
莫烦ReinforcementLearning course

相关文章:

Reinforcement Learning with Code 【Code 2. Tabular Sarsa】

Reinforcement Learning with Code 【Code 2. Tabular Sarsa】 This note records how the author begin to learn RL. Both theoretical understanding and code practice are presented. Many material are referenced such as ZhaoShiyu’s Mathematical Foundation of Rei…...

服务调用---------Ribbon和Feign

目录​​​​​​​ 1、Ribbon 1.1 Ribbon简介 1.2 Ribbon负载均衡 负载均衡原理 负载均衡策略 Ribbon和Nginx的区别 1.3 服务调用和Ribbon负载均衡实现 2、Feign&openFeign 3、Feign支持的配置 日志功能 连接池 feign-api远程包 1、Ribbon 1.1 Ribbon简介 Ribb…...

app自动化测试之Appium问题分析及定位

使用 Appium 进行测试时&#xff0c;会产生大量日志&#xff0c;一旦运行过程中遇到报错&#xff0c;可以通过 Appium 服务端的日志以及客户端的日志分析排查问题。 Appium Server日志-开启服务 通过命令行的方式启动 Appium Server&#xff0c;下面来分析一下启动日志&#…...

婚庆服务小程序app开发方案详解

开发一款婚庆行业服务小程序有哪些功能呢&#xff1f; 1、选择分类 选择婚庆、婚车、婚宴、司仪、彩妆、婚庆用品、跟拍、摄影等&#xff0c;筛选出对应的商家 2、选择商家 选择分类后&#xff0c;可以选择商家&#xff0c;查看各个商家的详细介绍情况。 3、选择服务套餐 各…...

集合简述

集合ListArrayListLinkedList SetHashSetTreeSet MapHashMapTreeMap 集合与数组的区别 集合 集合是java中的一个容器&#xff0c;可以在里面存放数据&#xff0c;容量可以发生改变 从集合框架结构可以分析得知&#xff1a; 1、集合主要分为Collection和Map两个接口 2、Collecti…...

常见的软件测试面试题汇总

一、 你们的测试流程是怎么样的&#xff1f; 答&#xff1a;1.项目开始阶段&#xff0c;BA&#xff08;需求分析师&#xff09;从用户方收集需求并将需求转化为规格说明书&#xff0c;接 下来在项目组领导会组织需求评审。 2.需求评审通过后&#xff0c;BA 会组织项目经理…...

学习笔记|大模型优质Prompt开发与应用课(二)|第二节:超高产文本生成机,传媒营销人必备神器

文章目录 01 文字写作技能的革新&#xff0c;各行各业新机遇四大类常见文字工作新闻记者的一天新闻记者的一天–写策划prompt 新闻记者的一天–排采访prompt生成结果prompt生成结果 大模型加持&#xff0c;文字写作我们如何提效营销创作营销创作-使用预置法为不同平台生成文案p…...

Linux基础-4

1、linux高阶命令 1.1、find 在linux文件系统中&#xff0c;用来查找一个文件放在哪里了。 //举例 find /etc -name "interfaces" //总结&#xff1a; //(1)什么时候用find&#xff1f; //当你知道你要找的文件名&#xff0c;但是你忘记了它被放在哪个目录下&…...

oracle-创建函数

oracle自定义函数 核心提示&#xff1a;函数用于返回特定数据。执行时得找一个变量接收函数的返回值; 语法如下: create or replace function function_name ( argu1 [mode1]datatype1, argu2 [mode2] datatype2, … ) return datatype is begin end; 执行 var v1 varchar2(1…...

【Ansible 的脚本 --- playbook 剧本】

目录 一、playbook 剧本介绍二、示例1、运行playbook2、定义、引用变量 三、使用playbook部署lnmp集群 一、playbook 剧本介绍 playbooks 本身由以下各部分组成 &#xff08;1&#xff09;Tasks&#xff1a;任务&#xff0c;即通过 task 调用 ansible 的模板将多个操作组织在…...

ubuntu释放缓存

sudo sysctl vm.drop_caches1 sudo sysctl vm.drop_caches2 sudo sysctl vm.drop_caches3释放页面缓存&#xff1a; $ sudo sysctl vm.drop_caches1释放目录项和索引节点缓存&#xff1a; $ sudo sysctl vm.drop_caches2释放页面缓存、目录项和索引节点缓存&#xff1a; $ sudo…...

实用调试技巧(1)

什么是bug&#xff1f;调试是什么&#xff1f;有多重要&#xff1f;debug和release的介绍。windows环境调试介绍。一些调试的实例。如何写出好&#xff08;易于调试&#xff09;的代码。编程常见的错误。 什么是Bug 我们在写代码的时候遇到的一些问题而导致程序出问题的就是Bu…...

uniapp:H5定位当前省市区街道信息

高德地图api&#xff0c;H5定位省市区街道信息。 由于uniapp的uni.getLocation在H5不能获取到省市区街道信息&#xff0c;所以这里使用高德的逆地理编码接口地址接口&#xff0c;通过传key和当前经纬度&#xff0c;获取到省市区街道数据。 这里需要注意的是&#xff1a;**高德…...

自然语言处理从入门到应用——LangChain:提示(Prompts)-[提示模板:部分填充的提示模板和提示合成]

分类目录&#xff1a;《自然语言处理从入门到应用》总目录 部分填充的提示模板 提示模板是一个具有.format方法的类&#xff0c;它接受一个键值映射并返回一个字符串&#xff08;一个提示&#xff09;&#xff0c;以传递给语言模型。与其他方法一样&#xff0c;将提示模板进行…...

论文笔记--GloVe: Global Vectors for Word Representation

论文笔记--GloVe: Global Vectors for Word Representation 1. 文章简介2. 文章概括3 文章重点技术3.1 两种常用的单词向量训练方法3.2 GloVe3.3 模型的复杂度 4. 文章亮点5. 原文传送门6. References 1. 文章简介 标题&#xff1a;GloVe: Global Vectors for Word Representa…...

day57|● 647. 回文子串 ● 516.最长回文子序列

647. 回文子串 https://leetcode.cn/problems/palindromic-substrings/solution/by-lfool-2mvg/ Given a string s, return the number of palindromic substrings in it. A string is a palindrome when it reads the same backward as forward. A substring is a contiguous…...

docker compose.yml学习

docker compose 安装docker-compose sudo curl -L "https://github.com/docker/compose/releases/download/v2.2.2/docker-compose-$(uname -s)-$(uname -m)" -o /usr/local/bin/docker-composechmod x /usr/local/bin/docker-composeln -s /usr/local/bin/docker-…...

【业务功能篇55】Springboot+easyPOI 导入导出

Apache POI是Apache软件基金会的开源项目&#xff0c;POI提供API给Java程序对Microsoft Office格式档案读和写的功能。 Apache POI 代码实现复杂&#xff0c;学习成本较高。 Easypoi 功能如同名字easy,主打的功能就是容易,让一个没见接触过poi的人员 就可以方便的写出Excel导出…...

对顶堆算法

对顶堆可以动态维护一个序列上的第k大的数&#xff0c;由一个大根堆和一个小根堆组成&#xff0c; 小根堆维护前k大的数(包含第k个)大根堆维护比第k个数小的数 [CSP-J2020] 直播获奖 题目描述 NOI2130 即将举行。为了增加观赏性&#xff0c;CCF 决定逐一评出每个选手的成绩&a…...

node.js的优点

提示&#xff1a;node.js的优点 文章目录 一、什么是node.js二、node.js的特性 一、什么是node.js 提示&#xff1a;什么是node.js? Node.js发布于2009年5月&#xff0c;由Ryan Dahl开发&#xff0c;是一个基于ChromeV8引擎的JavaScript运行环境&#xff0c;使用了一个事件驱…...

【数据手册解读12】发光二极管-LED

发光二极管-LED 国星光电 LED IF:正向电流,...

ChilloutMix NiPrunedFp32Fix模型部署全攻略:从原理到实战

ChilloutMix NiPrunedFp32Fix模型部署全攻略&#xff1a;从原理到实战 【免费下载链接】chilloutmix_NiPrunedFp32Fix 项目地址: https://ai.gitcode.com/hf_mirrors/emilianJR/chilloutmix_NiPrunedFp32Fix 一、技术原理&#xff1a;模型架构与工作流程 1.1 核心组件…...

SEO优化的预算一般应如何合理安排

SEO优化的预算一般应如何合理安排 在当今数字化时代&#xff0c;网站的搜索引擎优化&#xff08;SEO&#xff09;已成为提升网站流量和品牌知名度的重要手段。如何合理分配SEO优化预算成为许多企业和网站管理者面临的一个重要课题。本文将从问题分析、原因说明、解决方法、注意…...

FFXIV_ACT_CutsceneSkip:副本动画智能跳过解决方案

FFXIV_ACT_CutsceneSkip&#xff1a;副本动画智能跳过解决方案 【免费下载链接】FFXIV_ACT_CutsceneSkip 项目地址: https://gitcode.com/gh_mirrors/ff/FFXIV_ACT_CutsceneSkip 冗长动画如何影响副本体验&#xff1f; 在《最终幻想14》的高难度副本中&#xff0c;重复…...

SUNFLOWER MATCH LAB 效果深度评测:对比传统CNN与LSTM的识别性能

SUNFLOWER MATCH LAB 效果深度评测&#xff1a;对比传统CNN与LSTM的识别性能 向日葵的生长过程&#xff0c;就像一部无声的纪录片&#xff0c;每一天的叶片舒展、花盘转动都蕴含着丰富的信息。过去&#xff0c;我们想读懂这部纪录片&#xff0c;要么靠农学专家日复一日的田间观…...

Qwen3.5-9B-AWQ-4bit效果展示:多行表格截图→结构化JSON输出+中文摘要双模式

Qwen3.5-9B-AWQ-4bit效果展示&#xff1a;多行表格截图→结构化JSON输出中文摘要双模式 1. 模型能力惊艳展示 千问3.5-9B-AWQ-4bit作为一款支持图像理解的多模态模型&#xff0c;在处理表格类图片时展现出令人印象深刻的能力。它不仅能够准确识别表格内容&#xff0c;还能提供…...

华硕笔记本终极优化指南:用GHelper彻底释放硬件潜能

华硕笔记本终极优化指南&#xff1a;用GHelper彻底释放硬件潜能 【免费下载链接】g-helper Lightweight, open-source control tool for ASUS laptops and ROG Ally. Manage performance modes, fans, GPU, battery, and RGB lighting across Zephyrus, Flow, TUF, Strix, Scar…...

深入解析Supabase与Flutter的用户认证问题

深入解析Supabase与Flutter的用户认证问题 当我们使用Flutter开发移动应用时,用户认证是一个不可或缺的部分。而Supabase作为一个开源的数据库和后端服务,提供了强大的功能来帮助我们实现这个需求。然而,在集成过程中,我们可能会遇到一些问题。本文将详细探讨如何解决在Su…...

基于S7-1200PLC的物业供水控制系统设计》 PLC触摸屏,图纸,博图16 一、设计任务书...

基于S7-1200PLC的物业供水控制系统设计》 PLC触摸屏&#xff0c;图纸&#xff0c;博图16 一、设计任务书 1.自动工作时&#xff0c;当用水量少&#xff0c;压力增高&#xff0c;K 接通&#xff0c;此时可延时30s后撤除1台水泵工作,要求先工作的水泵先切断;当用水量多时,压力降低…...

跨平台办公自动化:OpenClaw+千问3.5-27B同步多端文件

跨平台办公自动化&#xff1a;OpenClaw千问3.5-27B同步多端文件 1. 为什么需要跨平台文件同步&#xff1f; 作为一个常年需要在Windows和Mac双系统切换的开发者&#xff0c;我经历过无数次这样的尴尬时刻&#xff1a;在Mac上修改的文档忘传到Windows&#xff0c;开会时找不到…...