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  • ReplaceAll not working as expected

    - by Tim Kemp
    Still early days with Mathematica so please forgive what is probably a very obvious question. I am trying to generate some parametric plots. I have: ParametricPlot[{ (a + b) Cos[t] - h Cos[(a + b)/b t], (a + b) Sin[t] - h Sin[(a + b)/b t]}, {t, 0, 2 \[Pi]}, PlotRange -> All] /. {a -> 2, b -> 1, h -> 1} No joy: the replacement rules are not applied and a, b and h remain undefined. If I instead do: Hold@ParametricPlot[{ (a + b) Cos[t] - h Cos[(a + b)/b t], (a + b) Sin[t] - h Sin[(a + b)/b t]}, {t, 0, 2 \[Pi]}, PlotRange -> All] /. {a -> 2, b -> 1, h -> 1} it looks like the rules ARE working, as confirmed by the output: Hold[ParametricPlot[{(2 + 1) Cos[t] - 1 Cos[(2 + 1) t], (2 + 1) Sin[t] - 1 Sin[(2 + 1) t]}, {t, 0, 2 \[Pi]}, PlotRange -> All]] Which is what I'd expect. Take the Hold off, though, and the ParametricPlot doesn't work. There's nothing wrong with the equations or the ParametricPlot itself, though, because I tried setting values for a, b and h in a separate expression (a=2; b=1; h=1) and I get my pretty double cardoid out as expected. So, what am I doing wrong with ReplaceAll and why are the transformation rules not working? This is another fundamentally important aspect of MMA that my OOP-ruined brain isn't understanding. I tried reading up on ReplaceAll and ParametricPlot and the closest clue I found was that "ParametricPlot has attribute HoldAll and evaluates f only after assigning specific numerical values to variables" which didn't help much or I wouldn't be here. Thanks.

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  • Can this extension method be improve

    - by Newbie
    I have the following extension method public static class ListExtensions { public static IEnumerable<T> Search<T>(this ICollection<T> collection, string stringToSearch) { foreach (T t in collection) { Type k = t.GetType(); PropertyInfo pi = k.GetProperty("Name"); if (pi.GetValue(t, null).Equals(stringToSearch)) { yield return t; } } } } What it does is by using reflection, it finds the name property and then filteres the record from the collection based on the matching string. This method is being called as List<FactorClass> listFC = new List<FactorClass>(); listFC.Add(new FactorClass { Name = "BKP", FactorValue="Book to price",IsGlobal =false }); listFC.Add(new FactorClass { Name = "YLD", FactorValue = "Dividend yield", IsGlobal = false }); listFC.Add(new FactorClass { Name = "EPM", FactorValue = "emp", IsGlobal = false }); listFC.Add(new FactorClass { Name = "SE", FactorValue = "something else", IsGlobal = false }); List<FactorClass> listFC1 = listFC.Search("BKP").ToList(); It is working fine. But a closer look into the extension method will reveal that Type k = t.GetType(); PropertyInfo pi = k.GetProperty("Name"); is actually inside a foreach loop which is actually not needed. I think we can take it outside the loop. But how? PLease help. (C#3.0)

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  • how to check how many bits in a byte array?

    - by newandfresh
    Im creating a download speed test, and im downloading a 800megabit file to a Byte[] in a memory stream with webClient.DownloadDataAsync(new Uri(link), memStreamArray); How can i check how many bits are in the memStreamArray while downloading? I need this so i can do a calculation on size / time to get the speed in realtime. Im planing on performing this calculation in the webClient.DownloadProgressChanged event.

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  • Performance of vector::size() : is it as fast as reading a variable?

    - by zoli2k
    I have do an extensive calculation on a big vector of integers. The vector size is not changed during the calculation. The size of the vector is frequently accessed by the code. What is faster in general: using the vector::size() function or using helper constant vectorSize storing the size of the vector? I know that compilers usually able to inline the size() function when setting the proper compiler flags, however, making a function inline is something that a compiler may do but can not be forced.

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  • getting double value from group concact

    - by Sackling
    I am having a problem where I am getting duplicated values from what I think I should be getting. here is my sql: SELECT DISTINCT p.products_image, pd.products_name, p.products_id, p.products_model, p.manufacturers_id, m.manufacturers_name, p.products_price, p.products_sort_order, p.products_tax_class_id, pd.products_viewed, group_concat(p2i.icons_id separator ",") AS icon_ids, group_concat(pi.icon_class separator ",") AS icon_class, IF(s.status, s.specials_new_products_price, NULL) AS specials_new_products_price, IF(s.status, s.specials_new_products_price, p.products_price) AS final_price FROM products p LEFT JOIN specials s ON p.products_id = s.products_id LEFT JOIN manufacturers m ON p.manufacturers_id = m.manufacturers_id JOIN products_description pd ON p.products_id = pd.products_id JOIN products_to_categories p2c ON p.products_id = p2c.products_id INNER JOIN products_specifications ps7 ON p.products_id = ps7.products_id LEFT JOIN products_to_icon p2i ON p.products_id = p2i.products_id LEFT JOIN products_icons pi ON p2i.icons_id = pi.icons_id WHERE p.products_status = '1' AND pd.language_id = '1' AND ps7.specification IN ('Polycotton' , 'Reflective') AND ps7.specifications_id = '7' AND ps7.language_id = '1' AND p2c.categories_id = '21' GROUP BY p.products_id ORDER BY p.products_sort_order The column that is getting double values is icon_ids from the group concact. This seams to happen only if ploycotton, and reflective are both IN ps7.specification. If it is only one or the other then it works fine. The products_to_icon table contains 2 columns, products_id and icons_id. If a product has 2 icons, there are 2 rows so I'm pretty sure it is this fact that is causing the duplicate icons ids. When I run this, the icon_ids column for a product with 2 icons is "4,4,6,6" for example, when what I need is "4,6"

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  • The Incremental Architect&acute;s Napkin - #1 - It&acute;s about the money, stupid

    - by Ralf Westphal
    Originally posted on: http://geekswithblogs.net/theArchitectsNapkin/archive/2014/05/24/the-incremental-architectacutes-napkin---1---itacutes-about-the.aspx Software development is an economic endeavor. A customer is only willing to pay for value. What makes a software valuable is required to become a trait of the software. We as software developers thus need to understand and then find a way to implement requirements. Whether or in how far a customer really can know beforehand what´s going to be valuable for him/her in the end is a topic of constant debate. Some aspects of the requirements might be less foggy than others. Sometimes the customer does not know what he/she wants. Sometimes he/she´s certain to want something - but then is not happy when that´s delivered. Nevertheless requirements exist. And developers will only be paid if they deliver value. So we better focus on doing that. Although is might sound trivial I think it´s important to state the corollary: We need to be able to trace anything we do as developers back to some requirement. You decide to use Go as the implementation language? Well, what´s the customer´s requirement this decision is linked to? You decide to use WPF as the GUI technology? What´s the customer´s requirement? You decide in favor of a layered architecture? What´s the customer´s requirement? You decide to put code in three classes instead of just one? What´s the customer´s requirement behind that? You decide to use MongoDB over MySql? What´s the customer´s requirement behind that? etc. I´m not saying any of these decisions are wrong. I´m just saying whatever you decide be clear about the requirement that´s driving your decision. You have to be able to answer the question: Why do you think will X deliver more value to the customer than the alternatives? Customers are not interested in romantic ideals of hard working, good willing, quality focused craftsmen. They don´t care how and why you work - as long as what you deliver fulfills their needs. They want to trust you to recognize this as your top priority - and then deliver. That´s all. Fundamental aspects of requirements If you´re like me you´re probably not used to such scrutinization. You want to be trusted as a professional developer - and decide quite a few things following your gut feeling. Or by relying on “established practices”. That´s ok in general and most of the time - but still… I think we should be more conscious about our decisions. Which would make us more responsible, even more professional. But without further guidance it´s hard to reason about many of the myriad decisions we´ve to make over the course of a software project. What I found helpful in this situation is structuring requirements into fundamental aspects. Instead of one large heap of requirements then there are smaller blobs. With them it´s easier to check if a decisions falls in their scope. Sure, every project has it´s very own requirements. But all of them belong to just three different major categories, I think. Any requirement either pertains to functionality, non-functional aspects or sustainability. For short I call those aspects: Functionality, because such requirements describe which transformations a software should offer. For example: A calculator software should be able to add and multiply real numbers. An auction website should enable you to set up an auction anytime or to find auctions to bid for. Quality, because such requirements describe how functionality is supposed to work, e.g. fast or secure. For example: A calculator should be able to calculate the sinus of a value much faster than you could in your head. An auction website should accept bids from millions of users. Security of Investment, because functionality and quality need not just be delivered in any way. It´s important to the customer to get them quickly - and not only today but over the course of several years. This aspect introduces time into the “requrements equation”. Security of Investments (SoI) sure is a non-functional requirement. But I think it´s important to not subsume it under the Quality (Q) aspect. That´s because SoI has quite special properties. For one, SoI for software means something completely different from what it means for hardware. If you buy hardware (a car, a hair blower) you find that a worthwhile investment, if the hardware does not change it´s functionality or quality over time. A car still running smoothly with hardly any rust spots after 10 years of daily usage would be a very secure investment. So for hardware (or material products, if you like) “unchangeability” (in the face of usage) is desirable. With software you want the contrary. Software that cannot be changed is a waste. SoI for software means “changeability”. You want to be sure that the software you buy/order today can be changed, adapted, improved over an unforseeable number of years so as fit changes in its usage environment. But that´s not the only reason why the SoI aspect is special. On top of changeability[1] (or evolvability) comes immeasurability. Evolvability cannot readily be measured by counting something. Whether the changeability is as high as the customer wants it, cannot be determined by looking at metrics like Lines of Code or Cyclomatic Complexity or Afferent Coupling. They may give a hint… but they are far, far from precise. That´s because of the nature of changeability. It´s different from performance or scalability. Also it´s because a customer cannot tell upfront, “how much” evolvability he/she wants. Whether requirements regarding Functionality (F) and Q have been met, a customer can tell you very quickly and very precisely. A calculation is missing, the calculation takes too long, the calculation time degrades with increased load, the calculation is accessible to the wrong users etc. That´s all very or at least comparatively easy to determine. But changeability… That´s a whole different thing. Nevertheless over time the customer will develop a feedling if changeability is good enough or degrading. He/she just has to check the development of the frequency of “WTF”s from developers ;-) F and Q are “timeless” requirement categories. Customers want us to deliver on them now. Just focusing on the now, though, is rarely beneficial in the long run. So SoI adds a counterweight to the requirements picture. Customers want SoI - whether they know it or not, whether they state if explicitly or not. In closing A customer´s requirements are not monolithic. They are not all made the same. Rather they fall into different categories. We as developers need to recognize these categories when confronted with some requirement - and take them into account. Only then can we make true professional decisions, i.e. conscious and responsible ones. I call this fundamental trait of software “changeability” and not “flexibility” to distinguish to whom it´s a concern. “Flexibility” to me means, software as is can easily be adapted to a change in its environment, e.g. by tweaking some config data or adding a library which gets picked up by a plug-in engine. “Flexibiltiy” thus is a matter of some user. “Changeability”, on the other hand, to me means, software can easily be changed in its structure to adapt it to new requirements. That´s a matter of the software developer. ?

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  • DB2 UDF Permissions

    - by WernerCD
    I have a custom function that I'm working on... the problem I'm having is simple: Permssions. example function: drop function circle_area go CREATE FUNCTION circle_area (radius FLOAT) RETURNS FLOAT LANGUAGE SQL BEGIN DECLARE pi FLOAT DEFAULT 3.14; DECLARE area FLOAT; SET area = pi * radius * radius; RETURN area; END GO if I then log out of my "admin" account... and log into test account I get a "Not authorized" error when I try to run something "Select circle_area(foo) from library.bar". I can log into iSeries Navigator, navigate to schema functions permissions and change the permission for public from Exclude to All. bam it works. How do I grant permission to all, either in the CREATE FUNCTION or after?

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  • Any way to know if two ip address points to the same machine?

    - by Vivek V K
    Is there anyway to find if two different IP address in two different network actually points to the same physical device? I need it in Linux. Edit - I have the same server(a raspberry pi) connected via 2 intranets to my client. I don't know the IP address of the server as it is DHCP. The crude way to do is to reach the raspberry pi from one intranet and check with ifconfig to find the ipadress of the machine in the other Intranet. I want to know if there is any other way I can do it? I know the mac address of the machine.But I don't know how do I find the Ipadress based on the mac address.

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  • Best of OTN - Week of August 17th

    - by CassandraClark-OTN
    Architect CommunityThe Top 3 most popular OTN ArchBeat video interviews of all time: Oracle Coherence Community on Java.net | Brian Oliver and Randy Stafford [October 24, 2013] Brian Oliver (Senior Principal Solutions Architect, Oracle Coherence) and Randy Stafford (Architect At-Large, Oracle Coherence Product Development) discuss the evolution of the Oracle Coherence Community on Java.net and how developers can actively participate in product development through Coherence Community open projects. Visit the Coherence Community at: https://java.net/projects/coherence. The Raspberry Pi Java Carputer and Other Wonders | Simon Ritter [February 13, 2014] Oracle lead Java evangelist Simon Ritter talks about his Raspberry Pi-based Java Carputer IoT project and other topics he presented at QCon London 2014. Hot Features in Oracle APEX 5.0 | Joel Kallman [May 14, 2014] Joel Kallman (Director, Software Development, Oracle) shares key points from his Great Lakes Oracle Conference 2014 session on new features in Oracle APEX 5.0. Friday Funny from OTN Architect Community Manager Bob Rhubart: Comedy legend Steve Martin entertains dogs in this 1976 clip from the Carol Burnette show. Database Community OTN Database Community Home Page - See all tech articles, downloads etc. related to Oracle Database for DBA's and Developers. Java Community JavaOne Blog - JRuby and JVM Languages at JavaOne!  In this video interview, Charles shared the JRuby features he presented at the JVM Language Summit. He'll be at JavaOne read the blog to see all the sessions. Java Source Blog - IoT: Wearables! Wearables are a subset of the Internet of Things that has gained a lot of attention. Learn More. I love Java FaceBook - Java Advanced Management Console demo - Watch as Jim Weaver, Java Technology Ambassador at Oracle, walks through a demonstration of the new Java Advanced Management Console (AMC) tool. Systems Community OTN Garage Blog - Why Wouldn't Root Be Able to Change a Zone's IP Address in Oracle Solaris 11? - Read and learn the answer. OTN Garage FaceBook - Securing Your Cloud-Based Data Center with Oracle Solaris 11 - Overview of the security precautions a sysadmin needs to take to secure data in a cloud infrastructure, and how to implement them with the security features in Oracle Solaris 11.

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  • Internet of Things (IoT) Thanksgiving Special: Turkey Tweeter (Part 1)

    - by hinkmond
    It's time for the Internet of Things (ioT) Thanksgiving Special. This time we are going to work on a special Do-It-Yourself project to create an Internet of Things temperature probe to connect your Turkey Day turkey to the Internet by writing a Thanksgiving Day Java Embedded app for your Raspberry Pi which will send out tweets as it cooks in your oven. If you're vegetarian, don't worry, you can follow along and just run the simulation of the Turkey Tweeter, or better yet, try a tofu version of the Turkey Tweeter. Here is the parts list: 1 Vernier Go!Temp USB Temperature Probe 1 Uncooked Turkey 1 Raspberry Pi (not Pumpkin Pie) 1 Roll thermal reflective tape You can buy the Vernier Go!Temp USB Temperature Probe for $39 from here: http://www.vernier.com/products/sensors/temperature-sensors/go-temp/. And, you can get the thermal reflective tape from any auto parts store. (Don't tell them what you need it for. Say it's for rebuilding your V-8 engine in your Dodge Hemi. Avoids the need for a long explanation and sounds cooler...) The uncooked turkey can be found in your neighborhood grocery store. But, if you're making a vegetarian Tofurkey, you're on your own... The Java Embedded app will be the same, though (Java is vegan). So, grab all your parts and come back here for the next part of this project... Hinkmond

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  • Automatically triggering standard spaceship controls to stop its motion

    - by Garan
    I have been working on a 2D top-down space strategy/shooting game. Right now it is only in the prototyping stage (I have gotten basic movement) but now I am trying to write a function that will stop the ship based on it's velocity. This is being written in Lua, using the Love2D engine. My code is as follows (note- object.dx is the x-velocity, object.dy is the y-velocity, object.acc is the acceleration, and object.r is the rotation in radians): function stopMoving(object, dt) local targetr = math.atan2(object.dy, object.dx) if targetr == object.r + math.pi then local currentspeed = math.sqrt(object.dx*object.dx+object.dy*object.dy) if currentspeed ~= 0 then object.dx = object.dx + object.acc*dt*math.cos(object.r) object.dy = object.dy + object.acc*dt*math.sin(object.r) end else if (targetr - object.r) >= math.pi then object.r = object.r - object.turnspeed*dt else object.r = object.r + object.turnspeed*dt end end end It is implemented in the update function as: if love.keyboard.isDown("backspace") then stopMoving(player, dt) end The problem is that when I am holding down backspace, it spins the player clockwise (though I am trying to have it go the direction that would be the most efficient at getting to the angle it would have to be) and then it never starts to accelerate the player in the direction opposite to it's velocity. What should I change in this code to get that to work? EDIT : I'm not trying to just stop the player in place, I'm trying to get it to use it's normal commands to neutralize it's existing velocity. I also changed math.atan to math.atan2, apparently it's better. I noticed no difference when running it, though.

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  • How to do a multishot in xna?

    - by DeVonte
    I am trying to simulate a gun in which shoots multiple bullets at the same time(similar to a spread out shot). I am thinking I have to create another bullet array then do the same as I have below but in a different direction. Here is what I have so far: foreach (GameObject bullet in bullets) { // Find a bullet that isn't alive if (!bullet.alive) { //And set it to alive bullet.alive = true; if (flip == SpriteEffects.FlipHorizontally) //Facing right { float armCos = (float)Math.Cos(arm.rotation - MathHelper.PiOver2); float armSin = (float)Math.Sin(arm.rotation - MathHelper.PiOver2); // Set the initial position of our bullets at the end of our gun arm // 42 is obtained by taking the width of the Arm_Gun texture / 2 // and subtracting the width of the Bullet texture / 2. ((96/2)=(12/2)) bullet.position = new Vector2( arm.position.X + 42 * armCos, arm.position.Y + 42 * armSin); // And give it a velocity of the direction we're aiming. // Increae/decrease speed by changeing 15.0f bullet.Velocity = new Vector2( (float)Math.Cos(arm.rotation - MathHelper.PiOver4 + MathHelper.Pi + MathHelper.PiOver2), (float)Math.Sin(arm.rotation - MathHelper.PiOver4 + MathHelper.Pi + MathHelper.PiOver2)) * 15.0f; } else //Facing left { float armCos = (float)Math.Cos(arm.rotation + MathHelper.PiOver2); float armSin = (float)Math.Sin(arm.rotation + MathHelper.PiOver2); //Set the initial position of our bullet at the end of our gun arm //42 is obtained be taking the width of the Arm_Gun texture / 2 //and subtracting the width of the Bullet texture / 2. ((96/2)-(12/2)) bullet.position = new Vector2( arm.position.X - 42 * armCos, arm.position.Y - 42 * armSin); //And give it a velocity of the direction we're aiming. //Increase/decrease speed by changing 15.0f bullet.Velocity = new Vector2( -armCos, -armSin) * 15.0f; } return; }// End if }// End foreach

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  • Halloween: Season for Java Embedded Internet of Spooky Things (IoST) (Part 5)

    - by hinkmond
    So, here's the finished product. I have 8 networked Raspberry Pi devices strategically placed around our Oracle Santa Clara Building 21 office. I attached a JFET transistor based EMF sensor on each device to capture any strange fluctuations in the electromagnetic field (which supposedly, paranormal spirits can change as they pass by). And, I have have a Web app (embedded in this page) which can take the readings and show a graphical display in real-time. As you can see, all the Raspberry Pi devices are blinking away green, indicating they are all operational and all sensors are working correctly. But, I don't see anything... Darn... Maybe, I have to stare at the Web app for a while. I don't know when the "alleged" ghosts in our Oracle Santa Clara office are supposed to be active, but let me know if you see anything... Oh, and by the way, Happy Halloween from the Internet of Spooky Things! See the previous posts for the full series on the steps to this cool demo: Halloween: Season for Java Embedded Internet of Spooky Things (IoST) (Part 1) Halloween: Season for Java Embedded Internet of Spooky Things (IoST) (Part 2) Halloween: Season for Java Embedded Internet of Spooky Things (IoST) (Part 3) Halloween: Season for Java Embedded Internet of Spooky Things (IoST) (Part 4) Halloween: Season for Java Embedded Internet of Spooky Things (IoST) (Part 5) Hinkmond

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  • Box2D `ApplyLinearImpulse` is not working whereas `SetLinearVelocity` works

    - by Narek
    I need to mimic jumping behavior for the player in my game. Player consists of two fixtures with circle and rectangle shapes. Rectangle I use to detect ground and it is a sensor. Is some point for jumping I do this: float impulseY = body->GetMass() * PLAYER_JUMPING_VEOCITY / PTM_RATIO * std::sin(PLAYER_JUMPING_ANGLE * PI / 180); body->ApplyLinearImpulse(b2Vec2(0, impulseY), body->GetWorldCenter(), true); and player does not jump. But when I do this: body->SetLinearVelocity(b2Vec2(0, PLAYER_JUMPING_VEOCITY / PTM_RATIO * std::sin(PLAYER_JUMPING_ANGLE * PI / 180))); my player jumps. Also when I change the rectangle shape to be normal (not sensor) shape, its works again. Why? Just in case here are the parameters of my rectangular sensor: b2PolygonShape boxShape; boxShape.SetAsBox(width * 0.5/2/PTM_RATIO, height * 0.2/2/PTM_RATIO, b2Vec2(0, -height * 0.4 /PTM_RATIO), 0); b2FixtureDef boxFixtureDef; boxFixtureDef.friction = 0; boxFixtureDef.restitution = 0; boxFixtureDef.density = 1; boxFixtureDef.isSensor = true; boxFixtureDef.userData = static_cast<void*>(PLAYER_GROUP);

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  • Lerping to a center point while in motion

    - by Fibericon
    I have an enemy that initially flies in a circular motion, while facing away from the center point. This is how I achieve that: position.Y = (float)(Math.Cos(timeAlive * MathHelper.PiOver4) * radius + origin.Y); position.X = (float)(Math.Sin(timeAlive * MathHelper.PiOver4) * radius + origin.X); if (timeAlive < 5) { angle = (float)Math.Atan((0 - position.X) / (0 - position.Y)); if (0 < position.Y) RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(-1 * angle); else RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(MathHelper.Pi - angle); } That part works just fine. After five seconds of this, I want the enemy to turn inward, facing the center point. However, I've been trying to lerp to that point, since I don't want it to simply jump to the new rotation. Here's my code for trying to do that: else { float newAngle = -1 * (float)Math.Atan((0 - position.X) / (0 - position.Y)); angle = MathHelper.Lerp(angle, newAngle, (float)gameTime.ElapsedGameTime.Milliseconds / 1000); if (0 < position.Y) RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(MathHelper.Pi - angle); else RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(-1 * angle); } That doesn't work so fine. It seems like it's going to at first, but then it just sort of skips around. How can I achieve what I want here?

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  • Halloween: Season for Java Embedded Internet of Spooky Things (IoST) (Part 3)

    - by hinkmond
    So, let's now connect the parts together to make a Java Embedded ghost sensor using a Raspberry Pi. Grab your JFET transistor, LED light, wires, and breadboard and follow the connections on this diagram. The JFET transistor plugs into the breadboard with the flat part facing left. Then, plug in a wire to the same breadboard hole row as the top JFET lead (green in the diagram) and keep it unconnected to act as an antenna. Then, connect a wire (red) from the middle lead of the JFET transistor to Pin 1 on your RPi GPIO header. And, connect another wire (blue) from the lower lead of the JFET transistor to Pin 25 on your RPi GPIO header, then connect another (blue) wire from the lower lead of the JFET transistor to the long end of a common cathode LED, and finally connect the short end of the LED with a wire (black) to Pin 6 (ground) of the RPi GPIO header. That's it. Easy. Now test it. See: Ghost Sensor Testing Here's a video of me testing the Ghost Sensor circuit on my Raspberry Pi. We'll cover the Java SE app needed to record the ghost analytics in the next post. Hinkmond

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  • snapping an angle to the closest cardinal direction

    - by Josh E
    I'm developing a 2D sprite-based game, and I'm finding that I'm having trouble with making the sprites rotate correctly. In a nutshell, I've got spritesheets for each of 5 directions (the other 3 come from just flipping the sprite horizontally), and I need to clamp the velocity/rotation of the sprite to one of those directions. My sprite class has a pre-computed list of radians corresponding to the cardinal directions like this: protected readonly List<float> CardinalDirections = new List<float> { MathHelper.PiOver4, MathHelper.PiOver2, MathHelper.PiOver2 + MathHelper.PiOver4, MathHelper.Pi, -MathHelper.PiOver4, -MathHelper.PiOver2, -MathHelper.PiOver2 + -MathHelper.PiOver4, -MathHelper.Pi, }; Here's the positional update code: if (velocity == Vector2.Zero) return; var rot = ((float)Math.Atan2(velocity.Y, velocity.X)); TurretRotation = SnapPositionToGrid(rot); var snappedX = (float)Math.Cos(TurretRotation); var snappedY = (float)Math.Sin(TurretRotation); var rotVector = new Vector2(snappedX, snappedY); velocity *= rotVector; //...snip private float SnapPositionToGrid(float rotationToSnap) { if (rotationToSnap == 0) return 0.0f; var targetRotation = CardinalDirections.First(x => (x - rotationToSnap >= -0.01 && x - rotationToSnap <= 0.01)); return (float)Math.Round(targetRotation, 3); } What am I doing wrong here? I know that the SnapPositionToGrid method is far from what it needs to be - the .First(..) call is on purpose so that it throws on no match, but I have no idea how I would go about accomplishing this, and unfortunately, Google hasn't helped too much either. Am I thinking about this the wrong way, or is the answer staring at me in the face?

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  • What would be a good opensource software for graphing circles, circular regions, and regions bounded by curves and/or arcs?

    - by Michael Dykes
    Hullo all. I have just started s job with Chegg, and my 1st assignment has me writign solutions for Stewart's Essential Calculus. I am dealing with the chapter on multiple integration, and need a good open-source software that I can easily use to draw regions (domains) that would require multiple integrals: i.e. circular regions, portions of circles, regions bounded by curves and/or arcs, and at some point 3D pictures. In most of these cases, I am not working with an exact equation or perhaps need to draw the region bounded by r (radius) between 1 and 2, and the angle theta bounded between pi/4 and 3 pi/4. I am not too terribly familiar with programs like Corel Draw, but the documents I have from this company suggest Corel Draw. So I think I am looking for an open-source free program like Corel Draw or something similar. Any additional suggestions would also be appreciated. I know I can do most, if not all of this using TikZ, but the learning curve is a bit steep, and at the moment I an on a time constraint. Thanks.

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  • how to check if something is in the queue of torque?

    - by kloop
    I want to re-run some jobs that completed prematurely under torque. These jobs are run through .job scripts (using qsub). However, I don't want to re-run a job which is already in the queue. Given a script filename, how can I know whether it is already in torque's queue (using qstat?) or not? I prefer to do it programmatically, of course, so any oneliner that searches for a given script name would be great. I will note that I can grep submit_args in qstat -f, but I can't get it to display the whole script name when it is too long. This is crucial. EDIT: I managed to solve it using the following command: qstat -x | perl -pi -e 's/\<\//\n/g' | grep job$ | grep -v submit_args | perl -pi -e 's/Job_Id\>\<Job_Name\>//' works because all my scripts end in the string "job".

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  • Named my RPi 512MB @jerpi_bilbo

    - by hinkmond
    To keep our multiple Raspberry Pi boards apart from each other, I've now named my RPi Model B w/512MB: "jerpi_bilbo", which stands for Java Embedded Raspberry Pi - Bilbo (named after the Hobbit from the J.R.R. Tolkien stories). I also, set up a Twitter account for him. You can follow him at: @jerpi_bilbo He's self-tweeting, manual prompted so far (using Java Embedded 7.0 and twitter4j Java library). Works great! I'm setting him up to be automated self-tweeting soon, so watch for that... Here's a pointer to the open source twitter4j Java library: download here Just unzip and extract out the twitter4j-core-2.2.6.jar and put it on your Java Embedded classpath. Here's how @jerpi_bilbo uses it to Tweet with his Java Embedded runtime: import twitter4j.*; import java.io.* public final class Tweet { public static void main(String[] args) { String statusStr = null; if ((args.length 0) && (args[0] != null)) { statusStr = args[0]; } else { statusStr = new String("Hello World!"); } // Create new instance of the Twitter class Twitter twitter = new TwitterFactory().getInstance(); try { Status status = twitter.updateStatus(statusStr); System.out.println ("Successfully updated the status to: " + status.getText()); } catch (Exception e) { e.printStackTrace(); } } } That's all you need. Java Embedded rocks the RPi! And, @jerpi_bilbo is alive... Hinkmond

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  • Basic Use of ApplyImpulse

    - by nycynik
    I am trying to apply a force to a bunch of b2_dynamicBodys, but it seems to only work for a random number of items and then stops with an error. //create some items to move bodyDef.type = b2Body.b2_dynamicBody; for(var i = 0; i < 5; ++i) { fixDef.shape = new b2PolygonShape; fixDef.shape.SetAsBox(1,1); fixDef.friction = 1; fixDef.restitution = .1; bodyDef.position.x = Math.random() * 10; bodyDef.position.y = Math.random() * 10; bodyDef.linearDamping=1; bodyDef.angularDamping=.8; itemsArray.push(world.CreateBody(bodyDef).CreateFixture(fixDef)); // store for later } then i try to apply a force later with: angle = 20; for (var xIdx=0; xIdx<itemArray.length; xIdx++) { itemsArray[xIdx].GetBody().ApplyImpulse(new b2Vec2(50*Math.cos(angle*Math.PI/180),50*Math.sin(angle*Math.PI/180));); } the error I receive is TypeError: 'undefined' is not an object (evaluating 'c.x') Is there something wrong with saving the items for later use when I am creating them? Does anyone know what is causing this.

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  • How can I get the camera to follow a moving object from behind in C++ and openGL [closed]

    - by user1324894
    I am trying to get the camera to follow an object that moves around my environment using the gluLookAt function. This is my code for the object moving in the direction that it faces: Xtri += -Vtri*cos((90+heading)*(PI/180.0f)); Ztri += Vtri*sin((90+heading)*(PI/180.0f)); I then render the object: glPushMatrix(); glTranslatef(Xtri,0,Ztri); glRotatef(heading,0,1,0); drawTriangle(); glPopMatrix(); All heading is is a spin variable so that if I press left or right it spins in that direction. When you press up on the arrows it moves forward and if you press down it moves backwards in the direction that it is facing. To try and get it so the camera follows I am using the gluLookAt function like this: gluLookAt(Xtri,0,(Ztri+20), Xtri,0,Ztri, 0,1,0); So that it follows the car from a distance and should follow it around. However, the object doesn't even move at all now all it can do is rotate still but not move forwards or backwards and when it spins it doesn't follow the spin instead it just watches it turn still fixed to the same position. Where is it that I am going wrong? UPDATE: I have updated the gluLookAt function so now it is: gluLookAt((Xtri+Vtri),0,((Ztri+20)), (Xtri+Vtri),0,(Ztri), 0,1,0); This seems to move the object around. I have a stationary terrain so I can see that the object is now moving and in the direction that it is facing. However, I want the camera to follow the object when it spins as well so it is always viewing the object from behind.

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  • My server hostname doesn't work? [on hold]

    - by xSpartanCx
    I've got a raspberry pi running raspbian server edition. It's a modified debian that runs well on the rPi. My problem is that the only way I can ssh into it with putty is through the static ip. My router doesn't recognize the hostname; it shows the mac address as the name. This causes the pi not to show my website online (I think). The only way I've gotten it to work is using my other linux server to forward using virtual hosts, and that has to use the ip address, too. However, now that I have my other server off, the website doesn't work and I can't ssh (or find it anywhere on the network) using the hostname.

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  • Difficulty creating classes and arrays of those classes C#

    - by Lucifer Fayte
    I'm trying to implement a Discrete Fourier Transformation algorithm for a project I'm doing in school. But creating a class is seeming to be difficult(which it shouldn't be). I'm using Visual Studio 2012. Basically I need a class called Complex to store the two values I get from a DFT; The real portion and the imaginary portion. This is what I have so far for that: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace SoundEditor_V3 { public class Complex { public double real; public double im; public Complex() { real = 0; im = 0; } } } The problem is that it doesn't recognize the constructor as a constructor, now I'm just learning C#, but I looked it up online and this is how it's supposed to look apparently. It recognizes my constructor as a method. Why is that? Am I creating the class wrong? It's doing the same thing for my Fourier class as well. So each time I try to create a Fourier object and then use it's method...there is no such thing. example, I do this: Fourier fou = new Fourier(); fou.DFT(s, N, amp, 0); and it tells me fou is a 'field' but is used like a 'type' why is it saying that? Here is the code for my Fourier class as well: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace SoundEditor_V3 { public class Fourier { //FOURIER //N = number of samples //s is the array of samples(data) //amp is the array where the complex result will be written to //start is the where in the array to start public void DFT(byte[] s, int N, ref Complex[] amp, int start) { Complex tem = new Complex(); int f; int t; for (f = 0; f < N; f++) { tem.real = 0; tem.im = 0; for (t = 0; t < N; t++) { tem.real += s[t + start] * Math.Cos(2 * Math.PI * t * f / N); tem.im -= s[t + start] * Math.Sin(2 * Math.PI * t * f / N); } amp[f].real = tem.real; amp[f].im = tem.im; } } //INVERSE FOURIER public void IDFT(Complex[] A, ref int[] s) { int N = A.Length; int t, f; double result; for (t = 0; t < N; t++) { result = 0; for (f = 0; f < N; f++) { result += A[f].real * Math.Cos(2 * Math.PI * t * f / N) - A[f].im * Math.Sin(2 * Math.PI * t * f / N); } s[t] = (int)Math.Round(result); } } } } I'm very much stuck at the moment, any and all help would be appreciated. Thank you.

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