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QUESTION
How do I produce an animation that simulates the burning effect of fire consuming an UIView
from top to bottom in Swift?
I found Fireworks, an app that allows users to tweak and try out different settings of CAEmitterLayer
with instant results. The effects are great for applying to a whole screen but how would I use it for my purpose - where the UIView
must disappear as the fire consumes it from one end to the other?
Is there some tutorial on consuming UIView
s with fire using the particle emitter anywhere? I know that I’m supposed to show some code but anything I put here would be irrelevant. I’ve also exhausted my search engine looking for something similar. That’s how I found the Fireworks app actually.
This seems to be a use case that shouldn't be uncommon.
...ANSWER
Answered 2021-Jun-14 at 14:24I was once in your shoe before and came across this Open source library called particle animations.
I would NOT recommend using the library itself since it's deprecated. But I would recommend referring to its source code to get an idea of how to use CAEmitterLayer and CAEmitterCell
to make the looks of a Fire!
As you could see from its readme, it has direct examples of Fire. It also states that even Apple and Facebook uses CAEmitterLayer and CAEmitterCell
to produce the effect of a fire.
Feel free to ask for more questions.
QUESTION
I have done this code for model updating, something that's related to civil engineering. In the very last line of the code provided I am getting this error (TyperError: only integer scalar .....), could you please tell me what is the problem? I've tried a lot, but not working. I've tried to convert it to an array with integer, float, and also convert it to list, but nothing is wokring Thank you in advance
...ANSWER
Answered 2021-Jun-13 at 14:17you start your loop by defining a running variable 'i'. But all over the loop, you redefine it to be other integers and unrelated objects. Such as in line 83, line 155, and others. It's difficult to understand your intentions from the question. but if I understand correctly, the problem can be solved by changing every 'i' in the loop to a differently named temporary variable. A simpler solution would be to change the 'i' variable at the beginning of the for loop to smth else. I suggest you adopt a habit of using variable names that have meaning and not just single or double letters.
QUESTION
I am trying to apply an example from R "particles" package to ocean velocity data (kinetic energy). Example data is as follows:
...ANSWER
Answered 2021-Jun-12 at 14:45The problem is that kee
is a vector and not a matrix. So ncol
and nrow
return as NULL
instead of an actual number. Here is a smaller reproducible example of why it is failing:
QUESTION
If have the following code which simulates a ball to Ball collision. My problem is, that the balls bounce against each other. I want to have the balls stick together like snow particles. Does anyone know how to do that?
...ANSWER
Answered 2021-Jun-11 at 12:47void resolveCollision(Particle& particle, Particle& otherParticle) {
float xVelocityDiff = particle.speed.x - otherParticle.speed.x;
float yVelocityDiff = particle.speed.y - otherParticle.speed.y;
float xDist = otherParticle.pos.x - particle.pos.x;
float yDist = otherParticle.pos.y - particle.pos.y;
// Prevent accidental overlap of particles
if (xVelocityDiff * xDist + yVelocityDiff * yDist >= 0) {
// Grab angle between the two colliding particles
float angle = -std::atan2(otherParticle.pos.y - particle.pos.y, otherParticle.pos.x - particle.pos.x);
// Store mass in var for better readability in collision equation
float m1 = particle.mass;
float m2 = otherParticle.mass;
// Velocity before equation
glm::vec3 u1 = rotateVel(particle.speed, angle);
glm::vec3 u2 = rotateVel(otherParticle.speed, angle);
// Velocity after 1d collision equation
glm::vec3 v1(u1.x * (m1 - m2) / (m1 + m2) + u2.x * 2 * m2 / (m1 + m2),
u1.y,
0.0);
glm::vec3 v2(u2.x * (m1 - m2) / (m1 + m2) + u1.x * 2 * m2 / (m1 + m2),
u2.y,
0.0);
// Final velocity after rotating axis back to original location
glm::vec3 vFinal1 = rotateVel(v1, -angle);
glm::vec3 vFinal2 = rotateVel(v2, -angle);
// Swap particle velocities for realistic bounce effect
particle.speed.x = vFinal1.x;
particle.speed.y = vFinal1.y;
otherParticle.speed.x = vFinal1.x;
otherParticle.speed.y = vFinal1.y;
}
}
QUESTION
The aim is to use the class particle to create particles (upon the user clicking a button) and once that is running as it should be, to give the user some control over speed, gravity and some other things. The problem is that every time the user clicks to create a new particle, the speed increases.
I'm not sure why but when I demo it without having the requestanimationframe, it looks like it works as it should, but it's useless if it's not animated.
...ANSWER
Answered 2021-Jun-10 at 23:23I would check and see if its the fact that you are constantly running drawNewParticle
as your animation function, I would put this (your particle creation function):
QUESTION
I'm trying to add a .scn
file to my sprite view but am getting this error: -[SCNScene removeFromParent]: unrecognized selector sent to instance 0x600000628d80
. How can I add a .scn
file to my spriteview
?
ANSWER
Answered 2021-Jun-10 at 13:26.scn
files are SceneKit Scenes files, you can't load directly on SKNode
.
You could load the scene file on a SCNScene with:
QUESTION
This is my first post here and I am not that experienced, so please excuse my ignorance.
I am building a Monte Carlo simulation in C++ for my PhD and I need help in optimizing its computational time and performance. I have a 3d cube repeated in each coordinate as a simulation volume and inside every cube magnetic particles are generated in clusters. Then, in the central cube a loop of protons are created and move and at each step calculate the total magnetic field from all the particles (among other things) that they feel.
At this moment I define everything inside the main function and because I need the position of the particles for my calculations (I calculate the distance between the particles during their placement and also during the proton movement), I store them in dynamic arrays. I haven't used any class or function,yet. This makes my simulations really slow because I have to use eventually millions of particles and thousands of protons. Even with hundreds it needs days. Also I use a lot of for and while loops and reading/writing to .dat files.
I really need your help. I have spent weeks trying to optimize my code and my project is behind schedule. Do you have any suggestion? I need the arrays to store the position of the particles .Do you think classes or functions would be more efficient? Any advice in general is helpful. Sorry if that was too long but I am desperate...
Ok, I edited my original post and I share my full script. I hope this will give you some insight regarding my simulation. Thank you.
Additionally I add the two input files
...ANSWER
Answered 2021-Jun-10 at 13:17I talked the problem in more steps, first thing I made the run reproducible:
QUESTION
I am trying to animate a simple patches.Rectangle object using matplotlib. I want to plot the path traced by the said object (or the area swiped by it) in the animation. I could see that people are tracing paths of a single particle by appending all its previous positions to a list, but I am not sure how to do that for, say, a Rectangle .
One way to do that (I guess) would be to plot the Rectangle in the new positions without wiping out the Rectangle from the previous frames. But I don't know how to do that.
I am using the following code:
...ANSWER
Answered 2021-Jun-10 at 03:46To keep the object in the animation, you don't need to initialize it, just add the object to an empty list, specify it as Patch_collection, and set it to add_collection(). I believe this can be diverted to other objects as well; a reference example of PatchCollection can be found here.
QUESTION
When I adjust my config for Particles.js, the background color/image do not change from how it comes. I am not sure what I have done wrong. Here is my code:
HTML:
...ANSWER
Answered 2021-Jun-07 at 18:10QUESTION
I need to draw a line between point in my analysis.
I have plotted a 2D histogram, and need to plot some points overlaying this histogram and draw a line between them. I already tried plt.plot()
but neither the points nor lines appear in the plot. If I use plt.scatter()
now the points appear, but I still need to connect the points with a line.
My plot is below:
Any tips in how can I connect those red dots? (I forgot to say it, but i just want to plot some points, in this case 200, not all of them).And the code i used is:
...ANSWER
Answered 2021-Jun-05 at 15:08I do not know what you have in mind, but specifying the plot method's marker argument yields dots connected by lines:
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