orbit | C/C++ Performance Profiler | Monitoring library
kandi X-RAY | orbit Summary
kandi X-RAY | orbit Summary
orbit, the open runtime binary instrumentation tool, is a standalone c/c++ profiler for windows and linux. its main purpose is to help developers visualize the execution flow of a complex application. the key differentiator with many existing tools is that no alteration to the target process is necessary. orbit does not require you to change a single line of code. it doesn’t require you to recompile or even relaunch the application you want to profile. everything is done seamlessly, right when you need it. it requires zero integration time and zero iteration time. orbit combines sampling and dynamic instrumentation to optimize the profiling workflow. sampling can quickly identify interesting functions to instrument. dynamic instrumentation results in exact function entry and exit information which is presented in the form of per-thread hierarchical call graphs. scheduling events are also shown to visualize when a thread was running and on what core. features - dynamic instrumentation (no code change required) - robust sampling - fast debug symbol parsing - context switch tracking - disassembly view - remote profiling - user sessions - full serialization of captured data - tested on unreal, unity, lumberyard, qt, doom3, physx, …. orbit is undergoing a major overhaul. the focus has now shifted to the linux
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orbit Key Features
orbit Examples and Code Snippets
def example_2() -> BodySystem:
"""
Example 2: Moon's orbit around the earth
This example can be seen as a test of the implementation: given the right
initial conditions, the moon should orbit around the earth as it actually does.
def get_donut():
N = 2000
R_inner = 5
R_outer = 10
# distance from origin is radius + random normal
# angle theta is uniformly distributed between (0, 2pi)
R1 = np.random.randn(N//2) + R_inner
theta = 2*np.pi*np.random.random(N//2)
X
def get_donut():
N = 200
R_inner = 5
R_outer = 10
# distance from origin is radius + random normal
# angle theta is uniformly distributed between (0, 2pi)
R1 = np.random.randn(N//2) + R_inner
theta = 2*np.pi*np.random.ran
Community Discussions
Trending Discussions on orbit
QUESTION
I want to move the blue container around the circle (with it's bottom margin if possible). What I succeded until now is to move it by it's center(still not so smooth). Does css has any option to translate & rotate in a circle direction? What I tried was to translate and rotate at the same time by using this three points (top, right, and top-right) of the circle, because I only need it to rotate 90 deg.
...ANSWER
Answered 2021-Jun-11 at 12:56Don't center the element but put it on the top side and then adjust the transform-origin to make it at the center of the circle:
QUESTION
I want to calculate x,y coordinates of point on orbit. I have radius (for example 1), coordinates of center of orbit (0,0) and the time it takes to make full circle on orbit (for example 2), starting coordinates of object(-radius,0), and I want to calculate x and y after 1 day, so it should be on radius,0. But how to calculate it without angle?
...ANSWER
Answered 2021-Jun-09 at 20:33You're going to have to start by translating the the orbit into a rotation rate, which will give you an equation for θ(t)
, where t
and θ(t)
is the angle (normally in radians) in the orbit at time t
. The position would then be given by
QUESTION
#include
#include
float period_ms = 5000.f;
using namespace std;
sf::Vector2f transform(float t)
{
float const ellipse_width = 500.f;
float const ellipse_height = 500.f;
float const a = ellipse_width / 2.f;
float const b = ellipse_height / 2.f;
float const pi = 3.141592653589f;
float const tau = 2.f * pi;
float const x = (std::fmodf(t, period_ms) / period_ms) * tau;
return sf::Vector2f(a * std::cos(x), b * std::sin(x));
}
int main()
{
sf::ContextSettings settings;
settings.antialiasingLevel = 8;
sf::RenderWindow window(sf::VideoMode(1000, 1000), "SFML shapes", sf::Style::Default, settings);
window.setFramerateLimit(144);
//white orbitting circle
sf::CircleShape shape(28.f);
shape.setFillColor(sf::Color::Black);
shape.setOutlineColor(sf::Color::Red);
shape.setOutlineThickness(5);
//white orbitting circle
//center red circle
sf::CircleShape shapeTwo(208.f);
shapeTwo.setFillColor(sf::Color::Red);
shapeTwo.setOutlineThickness(5);
shapeTwo.setOutlineColor(sf::Color(250, 150, 100));
shapeTwo.setPosition(325.00, 320.00);
//base red
sf::Clock clock;
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
}
float const t = static_cast(clock.getElapsedTime().asMilliseconds());
shape.setPosition(sf::Vector2f(500.f, 500.f) + transform(t));
window.clear();
window.draw(shape);
window.draw(shapeTwo);
window.display();
cout << "Orbitting X: " << shape.getPosition().x << ", Y: " << shape.getPosition().y << endl;
}
return 0;
}
...ANSWER
Answered 2021-Jun-06 at 15:46You can add a time factor variable. This would require you to change some things about time management:
- Restart the clock each frame and acumulate the time in a separate variable.
- Have a new variable with the time factor, that multiplies the delta time each frame.
QUESTION
I'm currently using React Three Fiber to simply render a sun and the earth orbiting it to test it out. However after I added code to apply textures to the respective spheres every time I run the development server for testing, the spheres fail to render. I've tried looking for people with the same issue and have not had any luck. Here is my code for the program.
...ANSWER
Answered 2021-Jun-04 at 19:33You need to put your component in a
because it needs to load a texture so the way to do it is to wait for it to load using suspense.
You can specify an object to show while it is loading by doing
QUESTION
ANSWER
Answered 2021-Jun-02 at 18:52param
has shape (len(T), len(Y))
, so time is in the first dimension and the x,y,z are in the second dimension. You will get the correct plot with
QUESTION
As the title states, I am using es6 classes, but because they are all not modules apart from the main.js file, it makes it difficult to use API's because I cannot make use of import modules.
I used the code from this link's answer: How to add in Three.js PointerLockControl? and pasted the code into a js file, calling it up in my HTML, but I get an error stating:
Uncaught ReferenceError: PointerLockControls is not defined
It is not picking up the class when I reference it. I tried to link it to the GitHub raw code, and it didn't pick it up either.
This is my index.html code (only one line referencing the GitHub raw code):
...ANSWER
Answered 2021-May-26 at 18:31I changed all my es6 classes into es6 modules, and used import. I don't think there was a solution for this with cdn or raw git scripts.
QUESTION
hope you're all fine.
That's my first question, so I'm sorry if something's not right about it.
I'm studying numerical stability and chaoticity of some dynamical systems, more specifically, about the Circular Restricted Three Body Problem (CR3BP), defined by the set of 3 second order differential equations. After transforming those three second order differential equations in six first order differential equations as seen here i can finally finally work with them numerically using scipy's ODEINT. Here's an example of an orbit integrated for T = 2^10 with n = 2^18 points (np.linspace(1, 2^10, 2^18)) and here's a bit of my code for this, the main function to be integrated:
...ANSWER
Answered 2021-May-28 at 07:13This is probably due to the step size control being also influenced by the rapidly growing v
vector. Either by regulating step sizes rapidly down due to stiffness, or more likely, due to increasing the step size to match the dominant components, thus becoming unsuitable for an exact integration of the original trajectory. This rapid growth is the reason that Lyapunov exponents were introduced, as they capture this growth in nicely bounded numbers.
What you can do is to split up the integration into smaller chunks and normalize the v
vector at the start of each chunk. One would have to experiment on how long it takes until the v
component unduly dominates the step size control. As the coupling is purely multiplicative, the dynamic theoretically is linear. So it could also help if you scale the initial v
to have norm 1e-100
.
First however check what error tolerances you use. Setting them narrower also tends to stabilize the computation. You might also get some progress be setting the maximal step size hmax
to half or so of the external step.
Or you could do the Lyapunov exponent computation like I explored in https://scicomp.stackexchange.com/questions/36013/numerical-computation-of-lyapunov-exponent. This approach however increases a system of dimension n
by the n x n
matrix of eigen/singular vectors and the n
products of exponents times time.
QUESTION
I have uploaded a glb file with an animation, and the animation is moving extremely fast, and I do not know why.
This is my character's animation code:
...ANSWER
Answered 2021-May-24 at 21:38I think the issue is with your AnimationMixer.update()
call. If you look at the docs, update is expecting a time-delta in seconds, but it looks like you're passing the total running time. This means it should receive the time passed since the last frame. You can fix this by using clock.getDelta();
as the argument:
QUESTION
A couple of weeks ago, I started getting into Python mainly because I wanted to learn a programming language, but also to get a little piece of software that I want to use when playing other games.
The program I have started programming consists of a tkinter window with a dynamically updating plot created with matplotlib. There are a total of 4 sliders, 3 of which are linked.
The goal is to get the different parameters needed for a Hohmann transfer orbit between two planets.
As I am not really experienced with programming in general, I like fooling around doing dirty workarounds or just not write clean code in general just to understand things.
I've successfully made a working version of the program I need, but as I said, it's pretty dirty and barely uses any object, so I took on the task to remake it in an improved way, using objects and less redundant code.
Here is the code of the working version:
...ANSWER
Answered 2021-May-15 at 18:01I eventually figured out how to do it after a good night of sleep, here is a working version that uses the B1-Motion and ButtonRelease events instead of updating everytime one slider is moved because it would execute the command twice by just moving one slider. This led to the value being used for the calculation not being the current one because of how things are processed.
QUESTION
https://pub.dev/packages/flutter_animarker
Wow, this is annoying. So Animarker
is a Widget parent for my Google map. The map is busy with Markers. When the user needs to find a particular Marker from the drawer, they tap the item & it triggers a Ripple effect in the corresponding Marker.
The problem is it never stops rippling. It'll even attempt to animate several Markers if the user keeps on tapping.
It was love at first animation but I'm climbing the walls now!
...ANSWER
Answered 2021-May-15 at 08:13OK well I figured it out. AniMarker which takes the Set of animated Markers, is final. So once you hand it the set of say RippleMarkers, it'll animate them, but you can't then turn it off via a SetState()
call.
I tried editing the AniMarker class, to make it not final, so you could mutate it's dataset, but I think because it's built on GoogleMap's Marker class, and they're final, it just will not work.
So AniMarker presently has limited utility.
My work around was just to mutate GoogleMaps marker:
option, so I could highlight a Marker by changing it's color. It's also possible to change the circles:
GoogleMap option to dyanically highlight a Marker according to user interaction.
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