Brain | Arduino library for reading Neurosky EEG brainwave data | Dataset library
kandi X-RAY | Brain Summary
kandi X-RAY | Brain Summary
Brain is an Arduino Library for parsing data from Neurosky-based EEG headsets. Tested units include the Star Wars Force Trainer and Mattel MindFlex. It's designed to make it simple to send out an ASCII string of comma-separated values over serial, or to access processed brain wave information directly in your Arduino sketch. See the examples for code demonstrating each use case. Instructions for the hardware-end of this hack are available here: This library pairs nicely with the Processing-based BrainGrapher. The getCSV() function returns a string (well, char*) listing the most recent brain data, in the following format: "signal strength, attention, meditation, delta, theta, low alpha, high alpha, low beta, high beta, low gamma, high gamma". Signal strength ranges from 0 - 200. Counterintuitively, 0 means the unit has connected successfully, and 200 means there is no signal. The attention and meditation values both run from 0 - 100. Intuitively, higher numbers represent more attention or meditation. The EEG power values — delta, theta, etc... - are a heavily filtered representation of the relative activity in different brain wavelengths. These values can not be mapped directly to physical values (e.g. volts), but are still of use when considered over time or relative to each other.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of Brain
Brain Key Features
Brain Examples and Code Snippets
def __init__(self, queue, ev_writer, flush_secs, flush_complete,
flush_sentinel, close_sentinel):
"""Creates an _EventLoggerThread.
Args:
queue: A CloseableQueue from which to dequeue events. The queue will be
cl
function readBrain(e) {
var input = event.target;
var reader = new FileReader();
reader.onload = function(){
var buffer = reader.result;
var joined = new Float64Array(buffer)
var a = joined.slice(0, window.brain.algorit
function downloadBrain() {
var a = window.brain.algorithm.actor.configuration.write()
var b = window.brain.algorithm.critic.configuration.write()
var out = new Float64Array(a.length + b.length)
out.set(a, 0)
out.set(b, a.length)
Community Discussions
Trending Discussions on Brain
QUESTION
I have been working my brain on this one and can not figure out how I'm losing integrity here...
I have the following script I am trying to convert to Base64:
...ANSWER
Answered 2022-Apr-09 at 21:46I ended up doing a little more research and found a method that did exactly what I needed it to and maintained all its integrity.
QUESTION
I try to create a type that takes a function type, wraps the function parameters in Promise<>
and returns a new type - the same function but with parameters as Promise, for example:
ANSWER
Answered 2022-Mar-16 at 19:32You can write PromisedArgs
like this:
QUESTION
I have 4 functions for some statistical calculations in complex networks analysis.
...ANSWER
Answered 2022-Jan-26 at 15:38It looks like, in calculate_community_modularity
, you use greedy_modularity_communities
to create a dict, modularity_dict
, which maps a node in your graph to a community
. If I understand correctly, you can take each subgraph community in modularity_dict
and pass it into shannon_entropy
to calculate the entropy for that community.
this is pseudo code, so there may be some errors. This should convey the principle, though.
after running calculate_community_modularity
, you have a
dict like this, where the key is each node, and the value is that which the community belongs to
QUESTION
So I'm trying to use a single sheet as a price db to update prices in WooCommerce through the Woo API, using fetch. It works, my problem is that it apparently works depending on the size of the dataset? I'm not sure because I can't understand the error.
UPDATED CODE
...ANSWER
Answered 2022-Jan-13 at 02:14- In your situation, it seems that the values of
sku
ofcontainer
is not existing in the values ofsku
ofdata_obj
. I thought that the reason for your issue might be due to this. - As a script for checking this, you can use
const res = container.filter(e => !data_obj[e.sku])
for your script. In this case,[ { sku: 'L4943-0ULT', id: 3195, price: '5083.33' } ]
is returned. When this value is searched from your sample Spreadsheet,l4943-0ult
is found. In this case, the character case is different. By this, your issue occurs. I resulted in the reason of your issue is due to this.
When this issue was removed, how about the following modification?
From:QUESTION
In my pygame-code, I have a drone that is supposed to follow a flight path.
I used pygame.draw.lines
to draw lines between specified points. Now, I have a flight path with 10 points where after each point the path angle changes (a bit like a zigzag). The player can move the drone by pressing the keys.
My goal is to print a warning once the drone deviates from the path, e.g. by +/-30. I have been racking my brain for two days but can't come up with a condition to detect a deviation. I just can't figure out how to approach this.
I can determine the drone's x-coordinate at any time but how do I determine the offset from the path? I have attached an image to visualize my problem.
Edit: As I am a beginner my code is a mess but when copy-pasting it, I guess only the lines 35-91 are interesting. Thank you for any kind of advice in advance!!
...ANSWER
Answered 2021-Dec-27 at 01:52The interesting part of the question is of course finding the nearest point on the desired path to the actual position; distance is easy. The hard part of that is in turn identifying the nearest element (line segment) of the path; projecting onto it is also straightforward.
If the path is simple enough (in particular, if it doesn’t branch and it’s impossible/disallowed to skip sections at a self-intersection), you can finesse that part by just maintaining that current element in a variable and updating it to the previous or next element when the projection onto one of them is closer than the projection onto the current one. This is a typical algorithm used by racing games to determine the instantaneous order of racers.
QUESTION
picks :: [a] -> [(a, [a])]
picks [] = []
picks (x:xs) = (x,xs) : [(y,x:ys)| (y,ys) <- picks xs]
...ANSWER
Answered 2021-Sep-06 at 15:12In many cases it helps to expand an expression manually:
QUESTION
I'm working on a visualization project in networkx
and plotly
. Is there a way to create a 3D graph that resembles how a human brain looks like in networkx
and then to visualize it with plotly
(so it will be interactive)?
The idea is to have the nodes on the outside (or only show the nodes if it's easier) and to color a set of them differently like the image above
...ANSWER
Answered 2021-Nov-04 at 20:05To start, this code is heavily borrowed from Matteo Mancini, which he describes here and he has released under the MIT license.
In the original code, networkx is not used, so it's clear you don't actually need networkx to accomplish your goal. If this is not a strict requirement, I would consider using his original code and reworking it to fit your input data.
Since you listed networkx as a requirement, I simply reworked his code to take a networkx Graph
object with certain node attributes such as 'color'
and 'coord'
to be used for those marker characteristics in the final plotly scatter. I just chose the first ten points in the dataset to color red, which is why they aren't grouped.
The full copy-pasteable code is below. The screenshot here obviously isn't interactive, but you can try the demo here on Google Colab.
To download files if in Jupyter notebook on Linux/Mac:
QUESTION
Here is a function:
...ANSWER
Answered 2021-Nov-07 at 17:24In future, please consider the Stack Overflow guidelines provided under How to create a Minimal, Reproducible Example. Well, minimal and reproducible the code in your question is, but it shall also be complete...
…Complete – Provide all parts someone else needs to reproduce your problem in the question itself
That being said, when given the following definitions, your code will compile:
QUESTION
I am currently drawing a grid using a series of triangle strips. I am using this to render a height field, and generating the vertex data completely in the vertex shader without any input buffers just using the vertex and instance indexes. This is all working fine and is very efficient.
However, I now find myself also needing to implement border lines on this grid. The obvious solution here would be something like marching squares. Basically, what I want to achieve is something like this:
The black dots represent the vertices in the grid that are part of some set, and I want to shade the area inside the red line differently than that outside it.
Naïvely, this seems like it would be easy: Add a value to the vertices that is 1 for vertices in the set and 0 for those outside it, and render differently depending on if the interpolated value is above or below 0.5, for instance.
However, because this is rendered as a triangle strip, this does not quite work. In pracitce, since this is rendered as a triangle strip, this ends up looking like this:
So, half the edges work and half end up with ugly square staircases.
I've now been trying to wrack my brain for days whether there is some trick that could be used to generate the vertex values differently or making a more complicated test than >0.5 to get closer to the intended shape without giving up on the nice and simple triangle strips and having to actually generate geometry ahead of time, but I can not think of one.
Has anyone ever dealt with a similar problem? Is there some clever solution I am missing?
I am doing this in Metal, but I don't expect this to depend much on the specific API used.
...ANSWER
Answered 2021-Oct-18 at 14:43It sounds like you're trying to calculate the colors in the fragment shader independently of the mesh underneath. If so, you should decouple the color calculation from the mesh.
Assuming your occupancy is stored in a texture, use textureGather
to get the four nearby occupancy values; determine the equation of the boundary; then use the fractional part of the texture coordinates to determine its position relative to the boundary. (The devil here is in the details -- in particularly the ambiguous checker-board pattern case.)
Once you implement the above approach, it's very likely you won't even need the triangle strip mesh anymore -- simply fill your entire drawing area with a single large quad and let the fragment shader to do the rest.
QUESTION
I would like to do the following:
...ANSWER
Answered 2021-Oct-15 at 08:08For is_in(b, { "a", "b", "c" });
, template parameter Element
is deduced as std::string
on the 1st argument b
, and deduced as const char*
on the 2nd argument { "a", "b", "c" }
; they don't match.
You can give two template parameters for is_in
, e.g.
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