rigid | Static web site generator in Go | Static Site Generator library
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QUESTION
A part of my form contains QGroupBox
(Status Box
) with 4 child QGroupBox
es arranged in a grid layout (2x2). Two bottom QGroupBox
es (Widget 1 Box
and Widget 2 Box
) contain widgets of fixed size (with set minimumSize
and maximumSize
) so they're non-resizable at all in both directions. Because of that rigid size constraints top row of QGroupBox
es (Summary Box
and Helper Box
) can only be resized in vertical direction.
And here comes the troublesome part. Top-left QGroupBox
(Summary Box
) have grid layout 5x3 while top-right (Helper Box
) have vertical layout with 6 rows. If I have naive widget placement as shown on picture 1 Qt is enlarging vertical size of both labels in top row to make height of both QGroupBox
es equal (see red arrows on picture 1).
This is definitely that I don't want so I've added vertical spacer to the bottom of Summary Box
and from the first glance it worked (picture 2). But only from the first glance... What you see is the minimum height of my whole form and the bottom side of spacer and last QCheckBox
in the Helper Box
seems to be aligned.
If I'm expanding my form vertically this spacer grows a bit and that causes the increase of height of both top QGroupBox
es. As a result spacing between QCheckBox
es increases too and we can also see that top and bottom spacing are unequal for the top-right box (see red arrows on picture 3).
I've tried to play with sizeType
for my vertical spacer. If I set it to Minimum
or MinimumExpanding
then the spacer doesn't grow on resize (and doesn't shrink, too) but it appears to be expanded to the size as on picture 3 (corrupting spacings between QCheckBox
es too). If I set it to Maximum
, Preferred
or Expanding
then I observe the same behavior as described above for picture 3.
What is the proper way to achieve alignment for two QGroupBox
es in a row of grid without affecting spacing between elements (e. g. in that case make vertical spacer to fit only single row of grid layout and never expand/shrink)?
ANSWER
Answered 2021-Jun-15 at 17:18Items will be aligned if both QGroupBox
es have same count of children and each row have at least one child with Expanding
vertical policy. Instead of spacer use QWidget
I removed unrelated widgets and reduces number of rows to 4 for demonstration purposes (less xml).
QUESTION
I have 2 simple capsules. 1 is stationary and the other is moving to the same tile on the tilemap using transform.position.
Both capsules have capsule colliders and rigid bodies. I've attempted to remove the rigid body but from what I can tell, the OnCollisionEnter function requires a rigid body to work.
My script, attached to both of these, is a simple:
...ANSWER
Answered 2021-Jun-12 at 19:36Here is an infographic
to show when a collision message will be detected by OnCollisionEnter
between two objects. Both objects will need some sort of collider, and will most likely need a Rigidbody
.
You will not want to set isTrigger
as that will not make it physically react to a collision, but will just detect when a collision occurs. It will also not call OnCollisionEnter
but will call OnTriggerEnter
. Setting both not as triggers, adding a collider, and giving them Rigidbodies
should allow the collision to be detected. You will also need to attach this script to one of the objects that have the collider. Are there other components on the objects you are using?
QUESTION
In my game I want to have a floating monster that's attack throws a grenade at the player. My problem is that the grenade only spawns in 0, 0, 0
. In my script I make it so that the zombies spawns in on its own location but for some reason that doesn't work. I tried making it spawn by having the spawn location equal new Vector3(100, 100, 100)
but it still spawned at 0, 0, 0
. I know that the co-routine runs because I put a Debug.Log
. Thanks for the help!
Edit #2: I can't have a rigidbody on the script. I have edited the movement script and I have found that no mater what if a rigidbody is added then it will go to 0, 0, 0
.
Edit #3: I updated the scripts
Here is my script: (Sorry if the code is bad)
...ANSWER
Answered 2021-Jun-11 at 20:12You could set its position in the Instantiate line. Instantiate has several arguments. You can set its position in Instantiate, as well as its rotation and parent.
Set it to this:
QUESTION
I tried this code:
...ANSWER
Answered 2021-Jun-03 at 15:10So you want
QUESTION
With Excel 2019 and Office 365, MS introduced changes to array functions such that they are at least a bit less rigid.
Suppose I have the following VBA function
...ANSWER
Answered 2021-Jun-07 at 21:53In tryit
, use Formula2
instead of FormulaArray
.
From the docs:
Formulas set using
Range.Formula2
will always be evaluated as an array and may spill if more than 1 result is returned.
QUESTION
NOTE: This isn't specific to Minecraft Fabric. I'm just new to rigid pre-runtime optimization.
I'm writing an API hook for Minecraft mods that allows the mapping of various tasks to a Villager's "profession" attribute, allowing other mods to add custom tasks for custom professions. I have all of the backend code done, so now I'm worried about optimization.
I have an ImmutableMap.Builder
that I'm using to store the other mods' added tasks. Problem is, while I know that the "put" method will never be called at runtime, I don't know if the compiler does. Obviously, since this is a game and startup times in modpacks are already long, I'd like to optimize this as much as possible, since it will be used by every mod that wishes to add a new villager task.
Here's my current source code for the "task registry":
...ANSWER
Answered 2021-Jun-05 at 15:57The brief answer is: you can't do what you want to do.
Problem is, while I know that the "put" method will never be called at runtime, I don't know if the compiler does.
The put
method has to be called at runtime for your mod to be useful. By the time your code is being loaded in a form that it can be executed -- that's runtime. It may be the setup phase for your mod, but it's running in a JVM.
If the source code doesn't contain the registry itself, then the compiler can't translate it to executable code; it can't optimize something it doesn't know exists. You (the developer) can't know what mods will be loading, hence the compiler can't know, hence it can't optimize or pre-calculate it. That's the price you pay for dynamic loading of code.
As for the code you put up: it won't work.
The static
block is executed when the class is loaded. Think of it as a constructor for your class instead of the objects. By the time a mod can call any of its methods, the class has to be loaded, and its static blocks will already have been executed. Your map will be set and empty before any method is called from the outside. All tasks added will forever linger in the builder, unused, unseen, unloved.
Keep the builder. Let mods add their entries to it. Then, when all mod-loading is done and the game starts, call build()
and use the result as a registry. (Use whichever 'game is starting' hook your modding framework provides.)
QUESTION
I have been trying to get a linearized version of a MultiBodyPlant without gravity to experiment with LQR for systems without gravity. However, the linearization leads to some interesting phenomena. A simplified example can be found in this google colab notebook.
When I linearize and check the rank of the controllability matrix for a single free-floating rigid body, I get a rank of 6. This is expected as I use the get_applied_generalized_force_input_port()
as the input port, hence making sure that all possible forces can be applied to the system. The system of a single rigid body has 6 degrees of freedom (DoF) and the rank of the controllability matrix is 6, hence it is controllable.
However, when I use Drake's in-built function IsControllable()
to check the controllability, it results False
meaning that it thinks the system is not controllable. In the source of the IsControllable()
function, the rank of the matrix is checked against the number of rows in the A
matrix. I think that this might be causing an issue as the linearization involves the use of quaternions during the AutoDiff (thus adding one more row to the A
matrix due to 4 numbers being used for quaternions to represent the state). The linearization process does not know about the unit-quaternion constraint, and hence the A
matrix for a system using quaternions will have 1 more row than the DoF of the system.
I wonder if this is the correct intuition for the controllability mismatch?
And could this cause issues as other functions within Drake that maybe use the IsControllable()
function for verifying controllability?
ANSWER
Answered 2021-May-30 at 00:38I think IsControllable()
is doing the right thing. If you have a single body with a floating base, then you have 13 state variables (7 positions, 6 velocities). If you were to simply linearize the equations, then you are right that the resulting linear system would not know about the unit quaternion constraint. Asking for controllability of this system would be asking you to drive the system to the origin (quaternion => 0 ~= unit quaternion). Since your dynamics model cannot achieve that, even in the linearization, I expect your system is not controllable in that linearization.
You could replace the quaternion floating base with a roll-pitch-yaw floating base. We have some API that will make that easier coming in https://github.com/RobotLocomotion/drake/issues/14949 . But in the mean time, you can add the three translations and a BallRpyJoint.
The alternative to look into the literature on control in SE(3) directly using quaternions. There are elegant results there, but linear analysis won’t help.
QUESTION
I got a dictionary with 14 keys.
First Ive created createTableOfRecordsenter
function:
ANSWER
Answered 2021-May-28 at 00:00You've written:
QUESTION
What I'm trying to do is to get a generic typearg of a Field using
...ANSWER
Answered 2021-May-20 at 18:59Just like you've done with Map
, Set
is likely to be an instance of ParameterizedType
so you can check it and then cast it.
From that ParameterizedType
(which represents the Set
), you can get use getRawType
to get a Set
. That's a Type
too -- but this should be safely castable to Class
. Just in case it's not, you can use a fallback and load the class using its name.
QUESTION
I've been working on a calculator and I am very close to getting it working, but I need to find a way to have the amount of numbers and operators that the user puts in to be up to the user. This is a simpler test version of what I have so far that I need to apply this to. I left out a few things but this is the exact part of the code I need to apply it to. The user should be able to input any amount of numbers and operands as long as it is under 20 of each. I don't want to stick to a rigid form of input, like cin >> numIn[n]; cin >> operator1[n]
, because then you would HAVE to end with an operator, for example.
ANSWER
Answered 2021-May-11 at 20:17use std::cin >> numIn[n]
and std::cin >> operator1 [n]
as @Ivan suggested in the replies
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