slipping | 자바 웹 프로젝트 강의를 위한 저장소
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kandi X-RAY | slipping Summary
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QUESTION
hope you're all keeping safe.
I'm trying to create a stock trading system that takes tickers from a spreadsheet, searches for those tickers on Yahoo finance, pulls, and then saves the historical data for the stocks so they can be used later.
I've got it working fine for one ticker, however I'm slipping up conceptually when it comes to doing it in the for loop.
This is where I've got so far:
I've got an excel spreadsheet with a number of company tickers arranged in the following format:
...ANSWER
Answered 2021-May-22 at 13:44The for tick in p_ticker
works like this:
p_ticker
is a list, and so can be iterated over. for tick
does that - it takes the first thing and sets the value tick
to it. Then in your next line, you have a brand new variable ticker
that you are setting to p_ticker
. But p_ticker
is the whole list.
You want just the one value from it, which you already assigned to tick
. So get rid of the ticker=p_ticker
line, and in your scrape_string
, use tick
instead of ticker
.
And then when it gets to the bottom of the loop, it comes back to the top, and sets tick
to the next value in p_ticker
and does it all again.
Also, your scrape_string
line should be indented with everything else in the for-loop
QUESTION
I have a working Vue Js search, but I want to be able to also search against the tags
field in my JSON. How do I do that? I know I have to add another filter condition using || this.list_search...
but how do I iterate over the tags and return the parent of the tag?
Any help would be greatly appreciated.
...ANSWER
Answered 2021-Apr-18 at 11:44The search function should include the tag titles:
QUESTION
I recently started playing with Arduinos, and, coming from the Java world, I am struggling to contend with the constraints of microcontroller programming. I am slipping ever closer to the Arduino 2-kilobyte RAM limit.
A puzzle I face constantly is how to make code more reusable and reconfigurable, without increasing its compiled size, especially when it is used in only one particular configuration in a particular build.
For example, a generic driver class for 7-segment number displays will need, at minimum, configuration for the I/O pin number for each LED segment, to make the class usable with different circuits:
...ANSWER
Answered 2021-Mar-24 at 22:08You can use a single struct
to encapsulate these constants as named static constants, rather than as individual template parameters. You can then pass this struct
type as a single template parameter, and the template can expect to find each constant by name. For example:
QUESTION
I use Google Cloud Speech Transcription as following :
...ANSWER
Answered 2021-Mar-25 at 11:34As I mentioned in the comments, the Video Intelligence transcripts are splits with roughly 50-60 seconds from the video.
I have created a Public Issue Tracker case, link, so the product team can clarify this information within the documentation. Although, I do not have an eta for this request, I encourage you to follow the case's thread.
QUESTION
I have an multidimensional array that I pass to a view in laravel. This array is used to output data to the view using blade syntax. But when I try to access a key in a @foreach
loop I receive an error Invalid argument supplied for foreach()
.
When I output the same array index within php
tags the line before the @foreach ()
loop, there is no error.
Can someone please give me a clue to why this would happen?
array var_dumped : $item['all']
ANSWER
Answered 2021-Feb-14 at 13:10I had created an array with taboo keys that filtered out non array values from my main array $program
. For testing two months ago an extra dummy key => value
that contained an integer was added for testing, but was never added to the taboo list. This dummy integer value was slipping through causing the @foreach
loop not being able to iterate over the $item['all']
which did not exist for that array index.
So solution is oversight and not type checking
before using a value.
QUESTION
This is what I need to do: The snail climbs up 7 feet each day and slips back 2 feet each night. How many days will it take the snail to get out of a well with the given depth?
Sample Input: 31
Sample Output: 6
Explanation: Let's break down the distance the snail covers each day:
...ANSWER
Answered 2020-Dec-26 at 10:57In a day and a night, a snail gains a total of 5 feet. The catch here is that this gain is made up of gaining 7 feet, and then slipping back 2. Another way to think about it is that the goal is 2 less than the actual goal, but advances 7-2=5 feet per day.
To formulate this to Javascript, you need to subtract 2 from the distance, divide it by 5, and ceil the result to get the number of days as an integer:
QUESTION
Given the following input file ("ToSplit2.xlsx"):
...ANSWER
Answered 2020-Sep-22 at 18:43Make changes according to your file name.
QUESTION
ISSUE IMAGE: [![image of the problem][1]][1] content is shifting how can I solve this problem. This slipping problem is very common in the tablet, what kind of solution do I need and where I make mistakes. I would be glad if you help. I could not find a solution.
SOLVED
...ANSWER
Answered 2020-Aug-25 at 21:30You can prevent an item from being split in a css column using break-inside: avoid;
(See MDN) on your three cards class .anasayfakutular
QUESTION
I finally understood why my car in unity can't drift/powerslide like cars do in other racing games. Feel free to skip the boring part and only read the question down below if you know this issue.
problem: Not realistic car grip/drift happens because tire slip value (from which the tire grip is evaluated) is separately measured for forward and sideways friction of wheel. This means that when you are in a turn with RWD car and you give car more throttle, rear tires lose forward grip and start to slip forward but car won't start to drift sideways like in reality because even though rear tires started slipping forward, sideways slip is still the same thus there will be no change on sideways friction curve and car will not lose any sideways grip. For the same reason cars with unity wheel colliders can't do handbrake turns because rear wheels will start to slip forward but that only influences forward grip not sideways.
real tire physics: From a physics standpoint it's obviously not realistic because when tire starts to slip it goes from static friction where it sits on road to kinetic friction where it is doing lots of little jumps and this "jumping state" of kinetic friction affects tire grip in all directions not just forward or sideways separately.
my theoretical solution: So the obvious solution would be that we can keep separated friction curves (because of different tire tread designs) but the slip value for these friction curves must be only one, evaluated as magnitude of vector2 of sideways and forward tire movement (slip). Unfortunately we can't modify slip value only extremum, asymptote and stiffness of friction curve.
finally the question: Is there something that I am missing with separated forward and sideways slips to make car drift realistically and if not, is there any workaround with friction curve parameters to fix this issue or can you suggest me some alternative wheel colliders which doesn't have this issue?
THX in advance :)
...ANSWER
Answered 2020-Aug-19 at 01:30Turns out that this really is one of few current wheel collider's issues. Handbrake turning can easily be simulated with code that for example decreases rear wheel colliders sideways friction stiffness or extremum value (stiffness works better) when player uses handbrake. Throttle controlled power-slides are more complicated to accomplish with wheelcolliders, I tried to linearly decrease sideways stiffness or extremum value on rear wheels sideways friction curve when their forward spin exceeded extremum spin which helped but car was hard to control however if you have time for optimizing this kind of algorithm, you probably could make it work at some point. Another approach would be to apply a little side force on rear of the car to make it drift under specified circumstances. But if you really want to have fun and a realistic vehicle physics I highly suggest getting some vehicle physics system from unity asset store or alternative wheelcolliders from github.
QUESTION
everyone. I am new to Unity 2D and C# and I was wondering how I could stop my car from gliding and sliding forward in my game when I don't want it to since it doesn't really feel like I am in control of my car if it's slipping so much. I would like it so if I don't give the car any inputs, or give counter inputs that the car almost immediately stops or starts moving the other way. I have tried creating a Physics2D material and increasing the friction but it really had no effect on the gameplay. I've also tried checking so that if there is no player inputs the rb.velocity is set to 0, or around .2 of what it currently is so it's a smoother stop but that only works if the player moves then lets go of the movement key, not if they try moving the opposite direction. I've also thought about checking which direction the car is moving by comparing a previous location with a current one then adding force in the opposite direction to stop the car but that seems very performance-intensive and I don't really know where I would start. If anyone has any suggestions for how I would go about doing this then please let me know how. This is the code I have so far:
...ANSWER
Answered 2020-Aug-08 at 18:58using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CarController : MonoBehaviour
{
public Rigidbody2D carRigidbody;
public Rigidbody2D backTire;
public Rigidbody2D frontTire;
private float movement;
public float fspeed = 100;
public float bspeed = 60;
public float carTorque = 10;
public float decVel = .9f;
private bool beganMoving;
// Update is called once per frame
void Update()
{
movement = Input.GetAxis("Horizontal");
}
void FixedUpdate() {
if (movement == 1 || movement == -1) {
beganMoving = true;
}
if (movement <= 0.1f)
{
beganMoving = false;
}
if (movement <= 0.8f && beganMoving) // If the movement is starting to decrease and it the car has already started moving, set the velocities to zero.
{
backTire.velocity = Vector3.zero;
frontTire.velocity = Vector3.zero;
}
if (movement == 0 && beganMoving) {
backTire.velocity = new Vector2 (backTire.velocity.x * decVel * Time.fixedDeltaTime, backTire.velocity.y);
frontTire.velocity = new Vector2 (backTire.velocity.x * decVel * Time.fixedDeltaTime, backTire.velocity.y);
}
backTire.AddTorque(-movement * bspeed * Time.fixedDeltaTime);
frontTire.AddTorque(-movement * fspeed * Time.fixedDeltaTime);
carRigidbody.AddTorque(-movement * carTorque * Time.fixedDeltaTime);
}
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