I need advice on aggregating data in a spreadsheet to be analyzed with Python - excel

I want to input the past couple of years of my high school soccer team's stat books into a spreadsheet so I can run my own analysis on it using Python in Google Colab or a Jupyter Notebook. The problem I have right now is that I don't know what the best way of aggregating it in Excel is. I have a record of basic stats such as lineups, shots, saves, goals, assists, etc. for each individual game (standard box score stuff you'd expect from a high school team who uses a JV player to keep stats). But what would be the best way to input all of this in a way that will make it easy for me to analyze? Obviously I can't make a separate Excel tab for each individual game (there are hundreds of games), and I don't think logging them all into the same tab would be the best thing to do either, but I don't what I should do in order to solve this problem. This seems like a simple problem, and I'm probably missing a really obvious solution, but if anyone could give me some advice, I'd be very grateful. Does anyone have any experience doing anything similar? Thanks for taking the time to help.
I haven't tried anything yet because I wanted to figure out a good method before I put a bunch of time into this.

Related

Keyword search excel

So I am terrible with excel and my current job requires me to comb through a ton of data. Here's what I am trying to do... I have about 40 pages of data in an excel sheet - it contains about 200 different programs and what each is capable of doing. Then, I have a separate list of people's problems that our programs may be able to help solve. Both lists are written in paragraph format in a word doc, but I have moved it to excel.
I am trying to figure out a way to match just the name of the program to just the title of the problem, by searching/comparing the description of the problem with the description of our program. In the past, doing this manually has taken nearly 80 manhours and it just seems like a waste.
Is there even a way to do this?
How difficult would it be for an excel novice to do, seeing as it's on a standalone system - where I can't copy/paste here?
Thanks in advance for any help/advice. I tried to include examples.
Customer problem
Potential solution

How to create a custom list of words for predictive text

I am thinking about making an app to do with electrical equipment and I would like the app to recognise the name of tools as you write to save you time (predictive text). How would I go about creating a custom list of words the app recognises. Can anyone please point me in the right direction. I have looked around and not found much information on the subject. I am currently using objective c although learning swift so any of those languages will do. Many thanks.
What you want is not predictive text but rather autocomplete.
See this post, there's an answer by Jano with a link to code that seems to do what you need.

statistical anomaly?

I wrote some code that processes 135,000 books. I just got word from my retailer that 983 books seem to have an issue and is blaming my code for "screwing up" his inventory. I have a friend on the inside that says that there has been an on going issue with his inventory and it doesnt look to be me.
I'm thinking that if the issue was my code, more than .73% (983/135,000) of the data would be affected. How do I reply to him in mathematical terms to disprove his theory that it was my code?
Maybe exactly 983 books have a cedilla. Or Japanese characters. Or diphthongs.
I don't think there's any way you can use statistics here that won't cause statisticians to cringe.
Why don't you just offer a 0.73% discount to your fee, based on the outcome? :-)
Or, offer to fix the problem, meaning that they'll have to provide the information as to why they think they're screwed up.
In other words, make them specify what "screwed up" actually means. Do they not open in the reader? Do they open but characters or formatting are incorrect? Do they "brick" the reading devices?
Without real information, there's little you can do.

How can I drag rows from a DataGrid and drop them in Excel?

I'd like to be able to drag and drop from a DataGrid in a Flash application into an Excel spreadsheet. Is this possible? If so, how do I implement this?
Edit: Nine days without so much as a comment is pushing me to believe one of the following things:
This question is so easy to answer that everyone who reads it thinks, "Ah, the next guy will get it. This taco isn't gonna eat itself."
No one knows what Microsoft Excel is.
I'm so inept at coding for Flash that everyone who reads this question promptly dies from a stroke brought on by uncontrollable, hysterical laughter. Kind of like what happens when a person is exposed to the Joker's laughing gas.
The entire internet has been suddenly and completely vacated creating a vast, digital wasteland (except for me, obviously).
Adobe's PR person in charge of their Twitter account recently posted something highly offensive and everyone has finally gotten organized and successfully boycotted something without inviting me to the party.
Anyone want to clue me in to which one is, in fact, the truth?
Or maybe just tell me that what I want is stupid/impossible/not worth the effort?
The simple answer is no, it is not possible. Have you ever coded AS4? I spent 6 months coding stupid loops that randomly draw colored lines. It was terrible. Get out while you still can. I was coding some tangents outside by my school when a couple of engineering grads started making trouble. I coded one bad batch and my professor said "You're moving with the retards to coding 101" I hopped on my segway and rode home. I then hung myself.

Major game components

I am in the process of developping a game, and after two months of work (not full time mind you), I have come to realise that our specs for the game are lacking a lot of details. I am not a professional game developper, this is only a hobby.
What I would like to receive help or advices for is this: What are the major components that you find in games, that have to be developped or already exists as librairies? The objective of this question is for me to be able to specify more game aspects.
Currently, we had specified pretty much only how we would work on the visual, completely forgetting everything about game logic (AI, Entities interactions, Quest logic (how do we decide whether or not a quest is completed)).
So far, I have found those points:
Physics (collision detection, actual forces, etc.)
AI (pathfinding, objectives, etc.)
Model management
Animation management
Scene management
Combat management
Inventory management
Camera (make sure not to render everything that is in the scene)
Heightmaps
Entities communication (Player with NPC, enemy, other players, etc)
Game state
Game state save system
In order to reduce the scope of this queston, I'd like it if you could specifically discuss aspects related to developping an RPG type of game. I will also point out that I am using XNA to develop this game, but I have almost no grasp of all the classes available yet (pretty much only using the Game component with some classes that are related to it such as GameTime, SpriteBatch, GraphicDeviceManager) but not much more.
You have a decent list, but you are missing storage (save load), text (text is important in RPGs : Unicode, font rendering), probably a macro system for text (something that replaces tokens like {player} with the player characters name), and most important of all content generation tools (map editor, chara editor, dialog editor) because RPGs need content (or auto generation tools if you need ). By the way have links to your work?
I do this exact stuff for a living so if you need more pointers perhaps I can help.
I don't know if this is any help, but I have been reading articles from http://www.gamasutra.com/ for many years.
I don't have a perfect set of tools from the beginning, but your list covers most of the usual trouble for RUNNING the game. But have you found out what each one of the items stands for? How much have you made already? "Inventory Management" sounds very heavy, but some games just need a simple "array" of objects. Takes an hour to program + some graphical integration (if you have your GUI Management done already).
How to start planning
When I develop games in my spare time, I usually get an idea because another game lacks this function/option. Then I start up what ever development tool I am currently using and try to see if I can make a prototype showing this idea. It's not always about fancy graphics, but most often it's more about finding out how to solve a certain problem. Green and red boxes will help you most of the way, but otherwise, use Google Images and do a quick search for prototype graphics. But remember that these images are probably copyrighted, so only use them for internal test purposes and to explain to your graphic artists what type of game/graphic you want to make.
Secondly, you'll find that you need to find/build tools to create the "maps/missions/quests" too. Today many develop their own "object script" where they can easily add new content/path to a game.
Many of the ideas we (my friends and I) have been testing started with a certain prototype of the interface, to see if its possible to generate that sort of screen output first. Then we build a quick'n'dirty map/level-editor that can supply us with test maps.
No game logic at this point, still figuring out if the game-engine in general is running.
My first game-algorithm problem
Back when I was in my teens I had a Commodore 64 and I was wondering, how do they sort 10 numbers in order for a Highscore? It took me quite a while to find a "scalable" way of doing this, but I learned a lot about programming too.
The second problem I found
How do I make a tank/cannon fire a bullet in the correct direction when I fly my helicopter around the screen?
I sat down and drew quick sketches of the actual problem, looked at the bullet lines, tried some theories of my own and found something that seemed to be working (by dividing and multiplying positions etc.) later on in school I discovered this to be more or less Pythagoras. LOL!
Years and many game attempts later
I played "Dune" and the later C&C + the new game Warcraft (v1/v2) - I remember it started to annoyed me how the lame AI worked. The path finding algorithms were frustrating for the player, I thought. They moved in direction of target position and then found a wall, but if the way was to complex, the object just stopped. Argh!
So I first sat with large amounts of paper, then I tried to draw certain scenarios where an "object" (tank/ork/soldier) would go from A to B and then suddenly there was a "structure" (building/other object) in the pathway - what then?
I learned about A-star pathfinding (after solving it first on my own in a similar way, then later reading about the reason for this working). A very "cpu heavy" way of finding a path, but I learned a lot from the process of "cracking this nut". These thoughts have helped me a lot developing other game algortimes over time.
So what I am saying is: I think you'll have to think more of:
How is the game to be played?
What does the user experience look like?
Why would the user want to come back to the game?
What requirements are needed? Broadband? 19" monitor with 1280x1024?
An RPG, yes - but will it be multi-user or single?
Do we need a fast network/server setup or do we need to develop a strong AI for the NPCs?
And much more...
I am not sure this is what you asked for, but I hope you can use it somehow?
There are hundreds of components needed to make a game, from time management to audio. You'll probably need to roll your own GUI, as native OS controls are very non-gamey. You will probably also need all kinds of tools to generate your worlds, exporters to convert models and textures into something suitable for your game etc.
I would strongly recommend that you start with one of the many free or cheap game engines that are out there. Loads of them come with the source code, so you can learn how they have been put together as you go.
When you think you are ready, you can start to replace parts of the engine you are using to better suit your needs.
I agree with Robert Gould's post , especially about tools and I'd also add
Scripting
Memory Management
Network - especially replication of game object states and match-making
oh and don't forget Localisation - particularly for text strings
Effects and effect timers (could be magical effects, could just be stuff like being stunned.)
Character professions, skills, spells (if that kind of game).
World creation tools, to make it easy for non-programmer builders.
Think about whether or not you want PvP. If so, you need to really think about how you're going to do your combat system and any limits you want on who can attack whom.
Equipment, "treasure", values of things and how you want to do the economy.
This is an older question, but IMHO now there is a better answer: use Unity (or something akin to it). It gives you 90% of what you need to make a game up front, so you can jump in and focus directly on the part you care about, which is the gameplay. When you run aground because there's something it doesn't do out of the box, you can usually find a resource in the Asset Store for free or cheap that will save you a lot of work.
I would also add that if you're not working on your game full-time, be mindful of the complexity and the time-frame of the task. If you'll try to integrate so many different frameworks into your RPG game, you can easily end up with several years worth of work; maybe it would be more advisable to start small and only develop the "core" of your game first and not bother about physics, for example. You could still add it in the second version.

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