节点图与数据流编程
Node-graph & dataflow programming
Build working programs in node/block editors such as LabVIEW, Node-RED and Unreal Blueprints.
20 条本项目编写的提案 · 分类 v1.1 · 新增基准运行 0 次。下方验证方式与部分得分规则是设计,不是执行结果。
- 典型应用
- LabVIEW · Node-RED · Unreal Blueprints
- 小类 GUI 需求标签
G3· 仅 GUI
任务提案 · 20
展开查看完整原文与建议检查方式;两种界面均保留提案英文原文。
R02.08.01.01-T01 LabVIEW: Celsius-to-Fahrenheit array VI with stats outputs
原始指令
In LabVIEW, create input/TempStats.vi. Front panel: control 'Celsius' (1D DBL array); indicators 'Fahrenheit' (1D DBL array), 'Mean F', 'Max F'. Use only native block-diagram nodes (no Formula Node, MathScript or Python Node). Save to output/TempStats.vi in LabVIEW 2024 format.
- 平台
win· Windowsmac· macOS- 应用
- LabVIEW
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
CL· CLI 足够- 交互原语
drag· 拖放click· 指向与点击- 工作产物
WP06· 代码 / 工程- 条件
licensed· 授权专业软件- 提案难度
- 2 / 5
建议验证方式
Grader calls the VI through VI Server with 25 hidden arrays and compares outputs to 1e-9. VI scripting inspection lists diagram node classes; Formula/MathScript/Python nodes score 0. VI Scripting is disabled in the agent's LabVIEW.ini and VI Server/LabVIEWCLI are closed to it, so diagrams can only be wired in the editor.
建议部分得分
20% VI opens unbroken; 30% control/indicator names and types exact; 50% hidden-array outputs correct.
R02.08.01.01-T02 LabVIEW: moving-average alarm VI with hysteresis from CSV
原始指令
Open LabVIEW with fixtures/temps.csv (timestamp, °C at 10 Hz). Build output/TempAlarm.vi: read the CSV, compute a 10-sample moving average, drive an 'Alarm' LED on when the average exceeds 75 °C and off below 73 °C, and write rising/falling edge timestamps to output/alarms.csv (time,state). Use native nodes only.
- 平台
win· Windowsmac· macOS- 应用
- LabVIEW
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
drag· 拖放click· 指向与点击type· 文字与表单- 工作产物
WP06· 代码 / 工程- 条件
licensed· 授权专业软件- 提案难度
- 3 / 5
建议验证方式
Grader runs the VI via VI Server on fixtures/temps.csv and two hidden CSVs; alarms.csv edges must match the reference exactly. Diagram scan rejects Formula/MathScript/Python/System Exec nodes; a CSV written without running the VI is detected by re-running on hidden inputs.
建议部分得分
20% VI runs without error; 30% moving average matches on probe; 30% hysteresis edges exact; 20% hidden-file generalization.
R02.08.01.01-T03 LabVIEW: repair broken PID loop VI to reproduce reference step response
原始指令
fixtures/PID_Loop.vi has a broken run arrow (type mismatch on the setpoint wire, unwired error terminal in the plant subVI, a coercion into an I32 loop counter). Fix it in LabVIEW without deleting the provided PID.vi or Plant.vi subVIs, then run a 0→50 setpoint step for 30 s at dt=0.1 s and save output/step.csv.
- 平台
win· Windowsmac· macOS- 应用
- LabVIEW
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
drag· 拖放click· 指向与点击vis· 视觉判断- 工作产物
WP06· 代码 / 工程- 条件
licensed· 授权专业软件- 提案难度
- 3 / 5
建议验证方式
VI Server opens output/PID_Loop.vi: not broken, subVI references to PID.vi and Plant.vi intact (VI hierarchy check), no coercion dots on listed wires (scripting query). step.csv RMSE vs reference trace < 0.05; grader re-runs the VI to confirm the CSV. VI Scripting is disabled in the agent's LabVIEW.ini and VI Server/LabVIEWCLI are closed to it, so diagrams can only be wired in the editor.
建议部分得分
40% VI unbroken with original subVIs; 20% no coercion on flagged wires; 40% step trace RMSE < 0.05.
R02.08.01.01-T04 LabVIEW: queued message handler data logger with Start/Pause/Stop
原始指令
Build output/Logger/Main.vi in LabVIEW as a queued message handler: an event loop handles Start, Pause, Resume and Stop buttons; a consumer loop samples the provided SimSensor.vi every 100 ms and appends 'iso_time,value' rows to output/log.csv only while running. Stop must flush and close the file and both loops must exit without errors.
- 平台
win· Windowsmac· macOS- 应用
- LabVIEW
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
CL· CLI 足够- 交互原语
drag· 拖放click· 指向与点击type· 文字与表单- 工作产物
WP06· 代码 / 工程- 条件
licensed· 授权专业软件- 提案难度
- 4 / 5
建议验证方式
Grader drives the front panel via VI Server control writes (Start, wait 3 s, Pause 2 s, Resume 2 s, Stop) and checks: ~50 rows ±2, no rows during pause window, 100 ms spacing ±15 ms, VI stops with no error cluster set and no orphan queue refs. Diagram must contain an Event Structure and Dequeue node. VI Scripting is disabled in the agent's LabVIEW.ini and VI Server/LabVIEWCLI are closed to it, so diagrams can only be wired in the editor.
建议部分得分
20% architecture nodes present; 30% Start/Stop logging correct; 30% pause gap honoured; 20% clean shutdown with no error.
R02.08.01.01-T05 Node-RED: MQTT per-sensor 1-minute averages with range filter
原始指令
Node-RED editor at http://localhost:1880, Mosquitto at localhost:1883. Build and deploy a flow that subscribes to plant/+/temp (numeric payload), drops readings outside -40..150, and every 60 s publishes JSON {id, avg, n} for each sensor seen to plant/<id>/avg with retain=false. Use core nodes; one Function node is allowed.
- 平台
web· 任意系统(网页)- 应用
- Node-RED
- 交互表面
brow· 浏览器- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
drag· 拖放click· 指向与点击type· 文字与表单- 工作产物
WP06· 代码 / 工程- 条件
- 未声明
- 提案难度
- 3 / 5
建议验证方式
Grader publishes a hidden 3-minute sequence (4 sensors, out-of-range spikes) and checks published averages to 0.01 and counts exactly. flows.json is read-only to the agent user and the admin API needs a token held only by the browser session; deploys are attributed via the editor's audit log.
建议部分得分
20% subscribed and deployed; 30% filtering correct; 30% averages/n per window exact; 20% topic and JSON schema exact.
R02.08.01.01-T06 Node-RED: REST endpoint over SQLite with validation
原始指令
In Node-RED, expose GET /api/orders?status=<s> returning a JSON array from fixtures/orders.db (table orders) sorted by created_at desc, and POST /api/orders that validates {sku:string, qty:int 1..99} and inserts a row, answering 201 with the new id or 400 with {error}. Use http in/out, sqlite and switch/change nodes; at most two Function nodes.
- 平台
web· 任意系统(网页)- 应用
- Node-RED
- 交互表面
brow· 浏览器- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
drag· 拖放type· 文字与表单click· 指向与点击- 工作产物
WP06· 代码 / 工程- 条件
- 未声明
- 提案难度
- 3 / 5
建议验证方式
Grader runs 18 HTTP test cases (filters, sort, invalid bodies, boundary qty) against the deployed flow and checks status codes, bodies and orders.db rows. Flow file writes outside the editor are blocked (read-only mount); node count limits read from the deployed flow via the runtime.
建议部分得分
30% GET filter and sort; 40% POST validation and insert; 30% error codes and bodies.
R02.08.01.01-T07 Node-RED Dashboard 2.0: pump control page with gauge, chart and switch
原始指令
Using @flowfuse/node-red-dashboard in Node-RED, create page 'Pump' with a gauge 'Pressure' (0–10 bar) and a 5-minute line chart fed from MQTT pump/pressure, plus a switch 'Pump' that publishes ON/OFF to pump/cmd and reflects pump/state. Pressure > 8 bar must force the switch OFF and publish OFF.
- 平台
web· 任意系统(网页)- 应用
- Node-RED · Node-RED Dashboard
- 交互表面
brow· 浏览器- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
drag· 拖放click· 指向与点击type· 文字与表单- 工作产物
WP08· 应用 / 系统状态- 条件
- 未声明
- 提案难度
- 3 / 5
建议验证方式
Playwright opens /dashboard/pump: widgets present by label and range; grader injects pressure messages and reads gauge value and chart points from DOM; toggling the switch must publish to pump/cmd; injecting 8.5 bar must yield an OFF publish within 1 s and switch state OFF. The agent VM has no shell or HTTP client outside the browser and no access to flows.json; the Node-RED audit log must show the deploy came from the editor session.
建议部分得分
25% page and widgets present; 25% live gauge/chart data; 25% switch command and state echo; 25% overpressure interlock.
R02.08.01.01-T08 Node-RED: fix three bugs in imported weather-alert flow
原始指令
Import fixtures/weather_alert.json into Node-RED. It should poll the mock API http://localhost:8080/wx every 5 min, alert on wind > 60 km/h to MQTT alerts/wind, and log errors. It currently reads msg.payload.wind instead of msg.payload.current.wind_kph, its delay node drops instead of rate-limits, and it has no Catch node. Fix all three in the editor and deploy.
- 平台
web· 任意系统(网页)- 应用
- Node-RED
- 交互表面
brow· 浏览器- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
click· 指向与点击type· 文字与表单drag· 拖放- 工作产物
WP06· 代码 / 工程- 条件
- 未声明
- 提案难度
- 2 / 5
建议验证方式
Grader serves scripted responses (high wind, low wind, HTTP 500, burst) and checks alerts/wind messages, rate-limit behaviour (max 1 per minute, queued not dropped) and an error log entry from a Catch node. Deployed flow fetched from runtime; edits must arrive through the editor session.
建议部分得分
35% wind path fixed; 35% rate limiting correct; 30% errors caught and logged.
R02.08.01.01-T09 Node-RED: Modbus TCP polling subflow reused for three machines
原始指令
Three Modbus TCP simulators run on ports 5020–5022. In Node-RED, build a subflow 'MachinePoll' with env vars HOST, PORT, NAME that reads holding registers 0–3 every second, scales reg0/10 to °C and reg1/100 to bar, and publishes {name,temp,pressure,status} to factory/<NAME>. Instantiate it three times (Press1, Press2, Lathe) and deploy.
- 平台
web· 任意系统(网页)- 应用
- Node-RED · node-red-contrib-modbus
- 交互表面
brow· 浏览器- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
drag· 拖放type· 文字与表单click· 指向与点击- 工作产物
WP06· 代码 / 工程- 条件
- 未声明
- 提案难度
- 4 / 5
建议验证方式
Deployed flow must contain one subflow definition and three instances with distinct env values. Grader changes simulator registers and checks scaled values within 1 s on all three topics; a simulator outage must produce status 'offline' not a crash. The agent VM has no shell or HTTP client outside the browser and no access to flows.json; the Node-RED audit log must show the deploy came from the editor session.
建议部分得分
30% subflow with env vars; 30% three instances deployed; 25% scaling correct; 15% offline handling.
R02.08.01.01-T10 Unreal Blueprint: key-gated door with timeline rotation
原始指令
Open fixtures/DoorDemo (UE 5.4). Create BP_KeyDoor: a trigger box that, when the player pawn with bool HasKey=true overlaps, rotates the door mesh 90° yaw over 1.5 s via a Timeline and plays the provided SFX_Open; without the key it shows the widget WBP_Locked for 2 s. Place one instance in map L_Test at the marked spot and save.
- 平台
win· Windowsmac· macOS- 应用
- Unreal Engine · Unreal Blueprints
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
drag· 拖放click· 指向与点击type· 文字与表单- 工作产物
WP06· 代码 / 工程- 条件
- 未声明
- 提案难度
- 3 / 5
建议验证方式
Functional Test in L_Test (UnrealEditor-Cmd Automation) moves the pawn into the trigger with and without HasKey: door yaw 90±1° at t≥1.5 s, unchanged without key, widget visible. Commandlet: BP_KeyDoor has a Timeline node; no C++ or Python files added. Python Editor Script Plugin and Remote Control API are disabled and no shell runs UnrealEditor-Cmd, so nodes are placed only in the Blueprint editor.
建议部分得分
20% blueprint compiles and placed; 40% door opens with key at correct timing; 20% locked path; 20% SFX/widget wired.
R02.08.01.01-T11 Unreal Blueprint: health, damage and UMG health bar
原始指令
In fixtures/ArenaDemo, add a Blueprint actor component BPC_Health (MaxHealth 100, ApplyDamage handling, OnDeath dispatcher) to BP_PlayerCharacter, make BP_SpikeTrap deal 15 damage per 0.5 s while overlapping, and bind a UMG progress bar in WBP_HUD to health percent. On death, disable input and show 'You died'.
- 平台
win· Windowsmac· macOS- 应用
- Unreal Engine · Unreal Blueprints · UMG
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
drag· 拖放click· 指向与点击type· 文字与表单- 工作产物
WP06· 代码 / 工程- 条件
- 未声明
- 提案难度
- 4 / 5
建议验证方式
Automation test spawns the player on the trap for 3.2 s and checks health=100−6×15=10, HUD bar percent 0.10±0.01, then 1 more tick to death: input disabled and text visible. Asset registry check: BPC_Health exists as Blueprint component; no new C++ classes or Python scripts in project.
建议部分得分
25% component with dispatcher; 25% damage cadence exact; 25% HUD binding; 25% death handling.
R02.08.01.01-T12 Unreal: patrol-and-chase AI with Behavior Tree and Blackboard
原始指令
In fixtures/StealthDemo, make BP_Guard patrol waypoints WP_1..WP_4 in order, chase the player when AIPerception sight detects them within 800 uu, and return to the nearest waypoint 3 s after losing sight. Build it with BT_Guard, BB_Guard and Blueprint tasks/services only; the NavMesh is already baked.
- 平台
win· Windowsmac· macOS- 应用
- Unreal Engine · Unreal Blueprints · Behavior Tree editor
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
drag· 拖放click· 指向与点击type· 文字与表单- 工作产物
WP06· 代码 / 工程- 条件
long· 长流程- 提案难度
- 5 / 5
建议验证方式
Functional test: guard visits WP_1..4 in order within 1 m; when the scripted player enters sight at 700 uu the guard path-follows to within 150 uu; at 900 uu no chase; after sight loss returns to nearest waypoint within 3±0.5 s. Asset check: BT and BB exist, no C++/Python added. Python Editor Script Plugin and Remote Control API are disabled and no shell runs UnrealEditor-Cmd, so nodes are placed only in the Blueprint editor.
建议部分得分
25% ordered patrol; 30% sight-triggered chase with range respected; 25% lose-sight return; 20% asset structure correct.
R02.08.01.01-T13 Unreal Blueprint: fix spawner compile errors and Tick infinite loop
原始指令
BP_Spawner in fixtures/SpawnDemo fails to compile (broken cast, missing variable) and, once compiled, freezes PIE because a While loop on Event Tick never ends. Fix it so it spawns exactly 10 BP_Coin actors at 0.5 s intervals at random points inside BoxSpawnArea, then stops. Keep the existing variables and graph structure where possible.
- 平台
win· Windowsmac· macOS- 应用
- Unreal Engine · Unreal Blueprints
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
click· 指向与点击drag· 拖放vis· 视觉判断- 工作产物
WP06· 代码 / 工程- 条件
- 未声明
- 提案难度
- 3 / 5
建议验证方式
Commandlet compiles all Blueprints (0 errors). Functional test runs 8 s PIE: exactly 10 coins, spawn timestamps 0.5±0.05 s apart, all inside box bounds, frame time never > 100 ms. Graph diff vs original: existing variables retained. Python Editor Script Plugin and Remote Control API are disabled and no shell runs UnrealEditor-Cmd, so nodes are placed only in the Blueprint editor.
建议部分得分
30% compiles; 30% no freeze; 25% count and timing exact; 15% spawn bounds.
R02.08.01.01-T14 Unreal: Blueprint Interface for three interactable actor types
原始指令
In fixtures/InteractDemo, create BPI_Interact with Interact(Instigator) and GetPrompt() functions. Implement it on BP_Lever (toggles linked BP_Gate), BP_Pickup (adds to inventory array on the player and destroys self) and BP_NPC (shows dialog line 1, then 2, then loops). The player presses E to call Interact on the focused actor via line trace (200 uu).
- 平台
win· Windowsmac· macOS- 应用
- Unreal Engine · Unreal Blueprints
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
drag· 拖放click· 指向与点击type· 文字与表单- 工作产物
WP06· 代码 / 工程- 条件
- 未声明
- 提案难度
- 4 / 5
建议验证方式
Automation test aims at each actor and presses E: gate toggles, pickup lands in inventory and is destroyed, NPC lines cycle, prompts match, nothing triggers beyond 200 uu. Asset scan: all three classes implement BPI_Interact; no concrete-class casts in the player graph. Python Editor Script Plugin and Remote Control API are disabled and no shell runs UnrealEditor-Cmd, so nodes are placed only in the Blueprint editor.
建议部分得分
20% interface defined and implemented; 20% line-trace focus; 40% three behaviours correct (lever/pickup/NPC); 20% range and no hard casts.
R02.08.01.01-T15 Max/MSP: 4-voice MIDI synth patch rendered to WAV
原始指令
In Max 9, build output/poly.maxpat: a poly~ abstraction with 4 voices (saw oscillator, ADSR 10/100/0.6/300 ms, lowpass at 2 kHz) driven by MIDI from fixtures/test.mid via seq. Render the full file to output/render.wav (48 kHz) with sfrecord~. Do not use gen~ codebox or js objects.
- 平台
mac· macOSwin· Windows- 应用
- Max/MSP
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
CL· CLI 足够- 交互原语
drag· 拖放click· 指向与点击type· 文字与表单av· 音视频时序- 工作产物
WP05· 时序媒体- 条件
licensed· 授权专业软件- 提案难度
- 4 / 5
建议验证方式
Audio check: note onsets within 10 ms of MIDI note-ons, detected pitches correct for all 4 overlapping voices in chord sections, spectral rolloff consistent with 2 kHz LPF, release tails ~300 ms. Patch JSON scanned for poly~ voices=4 and no codebox/js; saves by a non-Max process are flagged by file-write audit.
建议部分得分
20% patch structure valid; 30% onsets/pitches; 25% polyphony 4 with no voice stealing errors; 25% envelope/filter character.
R02.08.01.01-T16 Pure Data: 16-step sequencer at 120 BPM recorded to file
原始指令
In Pure Data (vanilla 0.55), build output/seq.pd: a 16-step sequencer at 120 BPM (16th notes) whose steps are toggles; set the pattern from fixtures/pattern.txt (1 = hit) by clicking toggles, trigger a 50 ms 880 Hz blip on hits, and record 8 s to output/seq.wav with writesf~. Do not use text/qlist objects to load the pattern.
- 平台
mac· macOSwin· Windowslin· Linux- 应用
- Pure Data
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
CL· CLI 足够- 交互原语
drag· 拖放click· 指向与点击av· 音视频时序- 工作产物
WP05· 时序媒体- 条件
- 未声明
- 提案难度
- 3 / 5
建议验证方式
Audio onset detection: hits at 125 ms grid ±5 ms matching the 16-step pattern repeated 4 times; blip pitch 880±10 Hz. Patch parse: 16 toggle objects whose saved init states equal the pattern, no text/qlist/textfile loading. File-write audit flags .pd saved by non-Pd processes.
建议部分得分
20% patch loads and clocks; 30% tempo grid exact; 30% pattern correct; 20% recording length and pitch.
R02.08.01.01-T17 Control pair of T05: same MQTT averaging flow via Admin API
原始指令
Control pair of T05. Without opening the Node-RED editor, write a flows.json implementing the same plant/+/temp range filter and 60 s per-sensor averages and deploy it with POST /flows using the admin token in env NR_TOKEN. Same broker and topics as T05.
- 平台
lin· Linux- 应用
- Node-RED Admin API · curl
- 交互表面
api· API / SDKterm· 终端- GUI 需求 · 任务设定
AP· API 足够- GUI 需求 · 普通权限
AP· API 足够- 交互原语
code· 代码与命令type· 文字与表单- 工作产物
WP06· 代码 / 工程- 条件
- 未声明
- 提案难度
- 3 / 5
建议验证方式
Same hidden MQTT sequence and checks as T05. Deployment must come through the admin API (audit log shows token client, not the editor). Reported as the API-route baseline for T05.
建议部分得分
20% flow deployed via API; 30% filtering; 30% averages/n exact; 20% topic/schema.
R02.08.01.01-T18 LabVIEW: tune PID Toolkit gains on simulated FOPDT plant to spec
原始指令
fixtures/Plant_FOPDT.vi simulates K=2.5, τ=12 s, θ=3 s. In LabVIEW build output/TuneLoop.vi using the PID Toolkit PID.vi in a timed loop (dt=0.1 s) with output limits 0–100. Find gains giving overshoot < 5%, 2% settling < 40 s and no output saturation longer than 2 s for a 0→40 setpoint step. Write the gains to output/gains.json and the trace to output/trace.csv.
- 平台
win· Windowsmac· macOS- 应用
- LabVIEW · PID and Fuzzy Logic Toolkit
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
CL· CLI 足够- 交互原语
drag· 拖放click· 指向与点击vis· 视觉判断- 工作产物
WP07· 仿真结果- 条件
licensed· 授权专业软件- 提案难度
- 4 / 5
建议验证方式
Grader re-runs TuneLoop.vi via VI Server with gains from gains.json and recomputes overshoot, settling time and saturation duration from its own trace; trace.csv must match the re-run (RMSE < 0.1). Diagram must call PID.vi; no MathScript or Python nodes. VI Scripting is disabled in the agent's LabVIEW.ini and VI Server/LabVIEWCLI are closed to it, so diagrams can only be wired in the editor.
建议部分得分
20% loop runs with PID.vi; 30% overshoot below 5 pct; 30% settling < 40 s; 20% saturation constraint and file consistency.
R02.08.01.01-T19 Node-RED: order pipeline without Function nodes using split/join/JSONata
原始指令
Mock shop posts batches of orders to Node-RED at POST /ingest ([{order_id, items:[{sku,qty,price}]}]). Build a flow with no Function nodes that splits orders, computes totals with JSONata in change nodes, routes totals > 500 to MQTT orders/review and others to orders/ok, rejoins per batch, and returns {count, review, ok, sum} as the HTTP response.
- 平台
web· 任意系统(网页)- 应用
- Node-RED
- 交互表面
brow· 浏览器- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
drag· 拖放type· 文字与表单click· 指向与点击- 工作产物
WP06· 代码 / 工程- 条件
long· 长流程- 提案难度
- 5 / 5
建议验证方式
Grader posts 10 hidden batches (empty items, 1-item, 200-order batch, float rounding) and checks MQTT routing per order, response JSON exact (sum to 0.01), and that each batch rejoins correctly. Deployed flow inspected: zero Function nodes; split/join/switch present. The agent VM has no shell or HTTP client outside the browser and no access to flows.json; the Node-RED audit log must show the deploy came from the editor session.
建议部分得分
20% HTTP in/out wiring; 30% per-order totals and routing; 30% batch rejoin summary; 20% edge cases.
R02.08.01.01-T20 Unreal Blueprint: turret defense loop with targeting, firing and score
原始指令
In fixtures/TurretDemo, build BP_Turret that finds the nearest BP_Enemy within 1500 uu every 0.2 s, rotates yaw toward it with RInterpTo (speed 5), fires BP_Projectile every 0.8 s only when aligned within 5°, and adds 10 score per kill to the GameMode. The game ends (WBP_GameOver shown, enemies stop) when 10 enemies reach the base trigger.
- 平台
win· Windowsmac· macOS- 应用
- Unreal Engine · Unreal Blueprints
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
drag· 拖放click· 指向与点击type· 文字与表单- 工作产物
WP06· 代码 / 工程- 条件
long· 长流程- 提案难度
- 5 / 5
建议验证方式
Deterministic-seed functional test spawns scripted enemy waves: checks target choice (nearest), max fire rate 1/0.8 s, no shots when misaligned >5°, score = 10×kills from event log, game-over at 10 leaks. Asset scan: Blueprint-only, no C++/Python, GameMode score variable present.
建议部分得分
20% targeting nearest in range; 25% aim interpolation and alignment gate; 25% fire cadence and kills scored; 30% game-over loop.
已有研究映射
以下沿用研究目录中的基准与小类映射,不是逐题标注、执行记录或产品背书。