Discover the Thrills of Basketball A League Serbia: Fresh Matches and Expert Predictions
Welcome to your ultimate guide to Basketball A League Serbia. Here, you'll find the latest updates on fresh matches, complete with expert betting predictions to enhance your viewing and betting experience. Whether you're a seasoned fan or new to the league, this resource is designed to keep you informed and engaged.
  Understanding Basketball A League Serbia
  Basketball A League Serbia is one of the top-tier professional basketball leagues in the country, showcasing some of the best talent in Serbian basketball. The league features intense competition and thrilling matches that draw fans from all over. Each season, teams battle it out for supremacy, making every game a must-watch event.
  The league's structure ensures a dynamic and unpredictable season, with teams from various regions competing for the prestigious title. This not only enhances the local sports culture but also provides a platform for players to showcase their skills on a larger stage.
  Stay Updated with Daily Match Updates
  Our platform provides daily updates on all matches in Basketball A League Serbia. Whether it's game results, player performances, or key statistics, you'll have access to the most current information. This ensures that you never miss out on any action, regardless of where you are.
  
    - Real-Time Scores: Get live scores as the games unfold.
 
    - Player Highlights: Discover standout performances and key plays.
 
    - Match Analysis: Gain insights into team strategies and game developments.
 
  
  Expert Betting Predictions: Enhance Your Betting Strategy
  Betting on basketball can be both exciting and rewarding. Our expert predictions provide you with informed insights to help you make strategic bets. By analyzing team form, player statistics, and historical data, our experts offer predictions that can give you an edge in your betting endeavors.
  Whether you're a casual bettor or a seasoned gambler, these predictions are designed to enhance your betting strategy and increase your chances of success.
  
    - Prediction Accuracy: Our experts have a proven track record of accurate predictions.
 
    - Detailed Analysis: Comprehensive breakdowns of each match to inform your bets.
 
    - Betting Tips: Practical tips to maximize your betting potential.
 
  
  Key Teams and Players to Watch
  The Basketball A League Serbia is home to some of the most talented teams and players in the region. Keeping an eye on these key players can enhance your understanding of the game and improve your betting strategy.
  
    - Top Teams: Learn about the leading teams in the league and their standout players.
 
    - Rising Stars: Discover emerging talents who are making waves in the league.
 
    - All-Star Performances: Highlight reels of the best performances from recent matches.
 
  
  How to Follow Basketball A League Serbia Matches
  Following Basketball A League Serbia matches has never been easier. With various platforms offering live broadcasts and highlights, you can enjoy the games from anywhere in the world.
  
    - Live Streaming: Access live streams of matches through official channels and sports networks.
 
    - Social Media Updates: Follow official league accounts for real-time updates and highlights.
 
    - Local Sports Bars: Experience the excitement with fellow fans at local venues.
 
  
  In-Depth Match Previews: What to Expect
  Before each match day, our platform provides detailed previews to set the stage for what’s to come. These previews include team news, tactical insights, and potential game-changers that could influence the outcome of the matches.
  
    - Injury Reports: Stay informed about player availability and fitness levels.
 
    - Tactical Formations: Understand how teams plan to approach each game.
 
    - Past Encounters: Review previous matchups between teams for historical context.
 
  
  Betting Strategies: Making Informed Decisions
  Making informed betting decisions is crucial for success. Our platform offers a range of strategies tailored to different types of bettors. From beginners looking for simple tips to experienced bettors seeking advanced techniques, we have something for everyone.
  
    - Bet Types Explained: Understand different types of bets such as moneyline, spread, and totals.
 
    - Risk Management: Learn how to manage your bankroll effectively.
 
    - Odds Analysis: Tips on how to interpret odds and find value bets.
 
  
  The Role of Analytics in Basketball Betting
  Analytics play a crucial role in modern basketball betting. By leveraging data-driven insights, bettors can make more informed decisions. Our platform utilizes advanced analytics to provide deeper insights into team performance and match dynamics.
  
    - Data Sources: Information gathered from reliable data sources ensures accuracy.
 
    - Predictive Models: Use predictive models to forecast match outcomes based on historical data.
 
    - Data Visualization: Interactive charts and graphs help visualize complex data sets for better understanding.
 
  
  Fan Engagement: Connect with Other Fans
  Basketball is more than just a game; it's a community. Engaging with other fans can enhance your experience and provide different perspectives on matches and betting strategies. Our platform offers various ways for fans to connect and share their passion for Basketball A League Serbia.
  
    - Fan Forums: Join discussions with other fans about recent matches and future predictions.
 
    - Social Media Groups: Participate in social media groups dedicated to Serbian basketball enthusiasts.
 
    - Livestream Chats: Engage in real-time chats during live streams for shared excitement and insights.
 
  
  The Future of Basketball A League Serbia: Trends and Innovations
sylvainbarrette/robocon2019<|file_sep|>/src/robot.cpp
#include "robot.h"
#include "components/rgb_led.h"
#include "components/sonar_sensor.h"
#include "components/ir_sensor.h"
#include "actuators/motor.h"
#include "actuators/motor_group.h"
#include "control_loop.h"
#include "constants.h"
#include "utils/logger.h"
// #define LOG_TIME
using namespace std;
Robot::Robot(const char* name)
	: name(name), leftMotor(-1), rightMotor(-1),
	  leftMotorGroup(0), rightMotorGroup(0),
	  leftSonarSensor(-1), rightSonarSensor(-1),
	  frontLeftIRSensor(-1), frontRightIRSensor(-1),
	  backLeftIRSensor(-1), backRightIRSensor(-1),
	  rgbLed(-1) {
}
Robot::~Robot() {
}
void Robot::init() {
	for (int i = COMPONENT_COUNT - 1; i >= COMPONENT_COUNT - numComponents; --i) {
		if (componentList[i].type == COMPONENT_TYPE_MOTOR) {
			Motor* m = static_cast(componentList[i].instance);
			if (m->getPort() == LEFT_MOTOR_PORT) {
				leftMotor = i;
			} else if (m->getPort() == RIGHT_MOTOR_PORT) {
				rightMotor = i;
			}
		} else if (componentList[i].type == COMPONENT_TYPE_MOTOR_GROUP) {
			MotorGroup* g = static_cast(componentList[i].instance);
			if (g->getPort() == LEFT_MOTOR_GROUP_PORT) {
				leftMotorGroup = i;
			} else if (g->getPort() == RIGHT_MOTOR_GROUP_PORT) {
				rightMotorGroup = i;
			}
		} else if (componentList[i].type == COMPONENT_TYPE_SONAR_SENSOR) {
			SonarSensor* s = static_cast(componentList[i].instance);
			if (s->getPort() == LEFT_SONAR_SENSOR_PORT) {
				leftSonarSensor = i;
			} else if (s->getPort() == RIGHT_SONAR_SENSOR_PORT) {
				rightSonarSensor = i;
			}
		} else if (componentList[i].type == COMPONENT_TYPE_IR_SENSOR) {
			IRSensor* s = static_cast(componentList[i].instance);
			if (s->getPort() == FRONT_LEFT_IR_SENSOR_PORT) {
				frontLeftIRSensor = i;
			} else if (s->getPort() == FRONT_RIGHT_IR_SENSOR_PORT) {
				frontRightIRSensor = i;
			} else if (s->getPort() == BACK_LEFT_IR_SENSOR_PORT) {
				backLeftIRSensor = i;
			} else if (s->getPort() == BACK_RIGHT_IR_SENSOR_PORT) {
				backRightIRSensor = i;
			}
		} else if (componentList[i].type == COMPONENT_TYPE_RGB_LED) {
			RGBLed* led = static_cast(componentList[i].instance);
			if (led->getPort() == RGB_LED_PORT) {
				rgbLed = i;
			}
		}
#ifdef LOG_TIME
	logTime("init");
#endif
}
void Robot::updateState(const ControlLoopData& data,
                        const int controlLoopNum,
                        ControlLoopData& outData,
                        bool isSimulation,
                        bool isDebugModeEnabled,
                        bool& outputIsInconsistent,
                        bool& inputIsInconsistent,
                        bool& sensorIsInconsistent,
                        bool& actuatorIsInconsistent,
                        bool& stateIsInconsistent,
                        bool& globalIsInconsistent,
                        bool& controlLoopIsInconsistent) {
#ifdef LOG_TIME
	logTime("start");
#endif
	outData.isSimulation = isSimulation;
	outData.isDebugModeEnabled = isDebugModeEnabled;
#ifdef LOG_TIME
	logTime("init");
#endif
	init();
#ifdef LOG_TIME
	logTime("setControlLoopNum");
#endif
	setControlLoopNum(controlLoopNum);
#ifdef LOG_TIME
	logTime("setGlobalState");
#endif
	setGlobalState(data.globalState);
#ifdef LOG_TIME
	logTime("setControlLoopState");
#endif
	setControlLoopState(data.controlLoopState);
#ifdef LOG_TIME
	logTime("setInputState");
#endif
	setInputState(data.inputState);
#ifdef LOG_TIME
	logTime("setActuatorState");
#endif
	setActuatorState(data.actuatorState);
#ifdef LOG_TIME
	logTime("setOutputState");
#endif
	setOutputState(data.outputState);
#ifdef LOG_TIME
	logTime("setSensorsState");
#endif
	setSensorsState(data.sensorsState);
#ifdef LOG_TIME
	logTime("setRobotState");
#endif
	setRobotState(data.robotState);
#ifdef LOG_TIME
	logTime("updateComponents");
#endif
	updateComponents();
#ifdef LOG_TIME
	logTime("updateControlLoops");
#endif
	updateControlLoops();
#ifdef LOG_TIME
	logTime("outputIsInconsistent");
#endif
	outputIsInconsistent =
	    !isConsistentComponent(&outData.outputState);
	inputIsInconsistent =
	    !isConsistentComponent(&outData.inputState);
	sensorIsInconsistent =
	    !isConsistentComponent(&outData.sensorsState);
	actuatorIsInconsistent =
	    !isConsistentComponent(&outData.actuatorState);
	stateIsInconsistent =
	    !isConsistentComponent(&outData.robotState);
	globalIsInconsistent =
	    !isConsistentComponent(&outData.globalState);
	controlLoopIsInconsistent =
	    !isConsistentComponent(&outData.controlLoopState);
#ifdef LOG_TIME
	logTime("done");
#endif
}
void Robot::updateComponents() {
	for (int i = numComponents - COMPONENT_COUNT; iupdate();
}
void Robot::updateControlLoops() {
	for (int i=0; iupdate();
}
void Robot::setControlLoopNum(int controlLoopNum) {
	this->controlLoopNum=controlLoopNum;
	for(int i=0; isetControlLoopNum(controlLoopNum);
}
void Robot::setGlobalState(GlobalState* state) {
	globalState=*state;
	for(int i=0; isetGlobalState(state);
}
void Robot::setControlLoopState(ControlLoopState* state) {
	controlLoopStates[controlLoopNum]=*state;
	for(int i=0; isetControlLoopNum(controlLoopStates[controlLoopNum]);
}
void Robot::setInputState(Inputs* state) {
	inputStates[controlLoopNum]=*state;
	for(int i=0; isetInput(state);
}
void Robot::setActuatorState(Actuators* state) {
	actuatorStates[controlLoopNum]=*state;
	for(int i=0; isetActuator(state);
}
void Robot::setOutputState(Outputs* state) {
	outputStates[controlLoopNum]=*state;
	for(int i=0; isetOutput(state);
}
void Robot::setSensorsState(Sensors* state) {
	sensorStates[controlLoopNum]=*state;
	for(int i=0; isetSensors(state);
}
void Robot::setRobotState(RobotStates* state) {
	state[controlLoopNum]=*state;
	for(int i=0; isetState(state[controlLoopNum]);
}
bool Robot::isConsistentComponent(ComponentInstance** instancePtr) {
	bool consistent=true;
	if(*instancePtr!=nullptr && (*instancePtr)->isEnabled()) {
        // check consistency between states stored inside components themselves vs states stored outside components.
        // also check consistency between states stored inside components themselves.
        // TODO: find better way than using casts.
        switch((*instancePtr)->getType()) {
            case COMPONENT_TYPE_MOTOR:
                consistent=
                    consistent &&
                    ((*(static_cast(instancePtr))->isEnabled()==(*static_cast(instancePtr))->getState().isEnabled()) &&
                     (*(static_cast(instancePtr))->getState().isReverse()==(*static_cast(instancePtr))->getState().isReverse()) &&
                     (*(static_cast(instancePtr))->getState().getSpeed()==(*static_cast(instancePtr))->getState().getSpeed()));
                break;
            case COMPONENT_TYPE_MOTOR_GROUP:
                consistent=
                    consistent &&
                    ((*(static_cast(instancePtr))->isEnabled()==(*static_cast(instancePtr))->getState().isEnabled()) &&
                     (*(static_cast(instancePtr))->getState().isReverse()==(*static_cast(instancePtr))->getState().isReverse()) &&
                     (*(static_cast(instancePtr))->getState().getSpeed()==(*static_cast(instancePtr))->getState().getSpeed()));
                break;
            case COMPONENT_TYPE_SONAR_SENSOR:
                consistent=
                    consistent &&
                    ((*(static_cast(instancePtr))->isEnabled()==(*static_cast(instancePtr))->getState().isEnabled()) &&
                     (*(static_cast(instancePtr))->getState().getValue()==(*static_cast(instancePtr))->getState().getValue()));
                break;
            case COMPONENT_TYPE_IR_SENSOR:
                consistent=
                    consistent &&
                    ((*(static_cast(instancePtr))->isEnabled()==(*static_cast(instancePtr))->getState().isEnabled()) &&
                     (*(static_cast(instancePtr))->getState().getValue()==(*static_cast(instancePtr))->getState().getValue()));
                break;
            case COMPONENT_TYPE_RGB_LED:
                consistent=
                    consistent &&
                    ((*(static_cast(instancePtr))->isEnabled()==(*static_cast(instancePtr))->getState().isEnabled()) &&
                     (*(static_cast(instancePtr))->getState().getColor()==(*static_cast(instancePtr))->getState().getColor()));
                break;
            default:
                ;
        }
    }
	return consistent;
}
bool Robot::isConsistentComponent(ComponentInstance*** instanceArray,
                                  int arraySize,
                                  int instanceIndexArray[],
                                  int instanceIndexArraySize,
                                  ComponentInstance*** otherInstanceArray,
                                  int otherArraySize,
                                  int otherInstanceIndexArray[],
                                  int otherInstanceIndexArraySize,
                                  int portIndexArray[],
                                  int portIndexArraySize,
                                  int portIndexOffset) {
	bool consistent=true;
	if(instanceIndexArraySize==otherInstanceIndexArraySize && arraySize==otherArraySize && portIndexArraySize==otherArraySize && instanceIndexArraySize==portIndexArraySize && instanceIndexArray!=nullptr && instanceIndexArraySize>=1 && otherInstanceIndexArray!=nullptr && otherInstanceIndexArraySize>=1 && portIndexArray!=nullptr && portIndexArraySize>=1) {
        for(int index=0; indexgetType()) {
                case COMPONENT_TYPE_MOTOR:
                    switch((*