impulse | impulse manages a stack of intentions
kandi X-RAY | impulse Summary
kandi X-RAY | impulse Summary
Impulse is a workflow, described here, for managing your intentions as a stack. Impulse can be used for lots of purposes:. impulse is a CLI tool that implements the Impulse workflow.
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- Basic example of taskstore
- WalkFromTop calls fn for all children of n .
- StartServer starts the server
- GetLineID returns a LineID from a list
- StopServer stops the server
- NewTreeNode returns a new TreeNode .
- NewServer returns a new Server instance
- Unmarshal unmarshals a TreeNode
- unmarshalSection unmarshals a TreeNode .
- NewClient returns a new instance of Client .
impulse Key Features
impulse Examples and Code Snippets
Community Discussions
Trending Discussions on impulse
QUESTION
when i try to center my links they just align left. ive has this problem twice and i cant find anything that works for me. when i use flex the buttons are stretched across the div, so i adjust the width to fit content and they align left. how do i center the links? (the links that i gave the button class) (im still new to web development, sorry)
...ANSWER
Answered 2022-Mar-21 at 16:08All you needed at this point is to add align-items:center;
to .buttons
and it would work, like so:
QUESTION
As the title suggests, I am trying to make a double jump in my Character Controller. The problem is, that using my code the character makes one big jump instead of making a second one.
Here is my code:
...ANSWER
Answered 2022-Feb-17 at 12:08What does the jump
variable do? Because this entire if statement needs to be inside another one that goes like
QUESTION
To give a bit of context, i am trying to implement in matlab from scratch the following signal diagram, a Feedback Delay Network (FDN). pic: FDN
With an appropriate matrix, indifferent to delay lengths, virtually white noise comes out when fed a dirac impulse.
I've managed to do this in code, but my goal is another and hence my question. I want to apply a filter h(z) after each delay line z^-m. pic: h(z)
More specifically, i want to apply a third-octave cascaded graphic equalizer after each delay line. The purpose is to create frequency dependent attenuation on the whole structure, and consequently delay dependent. I've successfully designed the filter in the form of SOS, but my problem is: how do I apply it within the structure? I assume to use sosfilt() somewhere with what I have, but I'm not sure.
I haven't reduced the order of the system for sake of purpose. The order is 16 (16x16 matrix, 16 delay lines, 31x16 biquad filters)
The first code refers to the lossless FDN, safely runnable which generates white noise. I have commented my failed attempt to introduce the filtering in the loop saying: % Filtering
Unfortunately, I can't post all GEQ entries, but I'll leave 8 in the end corresponding to the first 8 delays.
So, the question is how do I code to filter the white noise, implementing frequency dependent attenuation in the whole FDN structure. Also, although it may be computationally inefficient, I'd prefer to apply this without higher level functions and based on what I already have, i.e: applicable in GNU Octave
Edit: Assuming you have to apply the bandpass 2nd order filtering sample by sample using the difference equation, how would you recursively do it for 31 bands in series? One is shown in the second code section.
...ANSWER
Answered 2022-Jan-24 at 03:08And so a sample by sample, rather inefficient way of filtering the noise out of a dirac impulse from a FDN would be to add 2 more buffers and means of calculating difference equations of 31 cascaded biquad filters (Any suggestions for improving calculation speed comment below)
QUESTION
I want to create a special case of a room-impulse-response. I am following this implemetation for a room-impulse-response generator. I am also following this tutorial for integrating c++\c with python.
According to the tutorial:
- You want to speed up a particular section of your Python code by converting a critical section to C. Not only does C have a faster execution speed, but it also allows you to break free from the limitations of the GIL, provided you’re careful.
However, when looking at the MATLAB example, all I see the cpp code segment doing, are regular loops and mathematical computations. In what way will c\cpp be faster than python\MATLAB in this example or any other? Will any general c\cpp code run faster? If so, why? If not, what are the indicators I need to look for, when opting for a c\cpp segment implementation? which operations are faster in c\cpp?
...ANSWER
Answered 2022-Jan-16 at 15:31C++ code compiles into machine code. This makes it faster compared to interpreter languages (however not every code written in C++ is faster than Python code if you don't know what you are doing). in C++ you can access the data pointers directly and use SIMD instructions on them to make them multiple times faster. You can also multi-thread your loops and codes to make them run even faster (either explicit multi-threading or tools like OpenMP). You can't do these things (at least properly) in a high level language).
When to use C++ to speedup PythonNot every part of the code is worth optimizing. You should only optimize the parts that are computationally expensive and are a bottleneck of your program. These parts can be written in C or C++ and exposed to python by using bindings (by using pybind11 for example). Big machine learning libraries like PyTorch and TensorFlow do this.
Dedicated HardwareSometimes having a well optimized C++ CPU code is not enough. Then you can assess your problem and if it is suitable, you can use dedicated hardware. These hardware can go from low-level (like FPGA) to high-level hardware like dedicated graphics cards we usually have on our system (like CUDA programming for NVIDIA GPUs).
Regular Code Difference in Low and High Level LanguagesUsing a language that compiles has great advantages even if you don't use multi-threading or SIMD operations. For example, looping over a C array or std::vector
in C++ can be more than 100x faster compared to looping over Python arrays or using for
in MATLAB (recently JIT compiling is being used to speed up high-level languages but still, the difference exists). This has many reasons, some of which are basic data types that are recognized at compile time and having contiguous arrays. This is why people recommend using Numpy vectorized operations over simple Python loops (same is recommended for MATLAB).
QUESTION
I have the following block diagram and each subsystem, I need to find the overall impulse response for 0<=n<=99.
The individual impulse response for each subsystem was found as shown.
...ANSWER
Answered 2021-Dec-26 at 13:25You need to pad the various impulse responses so that they match in shape. In effect, the impulse responses you show are just the non-zero values. After that, you can pad to infinity time with zero.
QUESTION
I'm trying to loop through the child object of a JSON array which stores objects. My JSON file is as follows:
...ANSWER
Answered 2021-Dec-05 at 14:08You are missing a class that matches the list of Species
that your JSON contains:
QUESTION
I've started to write a physics engine but became stuck on some physics of resolving collisions. Let's say I have this situation:
I.e. body B is going towards body A at the speed of 1 space units/time unit. Both A and B have the same mass of 1 unit. Let's consider a completely elastic collision.
I've read in a book (Game Physics Engine Development) that an impulse-based approach can be used to resolve the collision (i.e. find out the linear and angular velocities of both bodies after the collision). As I understand it, it should work like this:
- When the bodies collide, I get the point of the collision and the collision normal.
- At the point of the collision I consider only two points colliding in the direction of the normal (the points at which the bodies are touching, i.e. I ignore the shapes of both bodies) and I compute the new velocities of these two colliding points (this is easy to do, there is a simple formula found e.g. on Wikipedia).
- I find an impulse such that when applied to both bodies at this point it achieves the computed velocities for these two points.
Now the problem arises when I consider that from a physical point of view both momentum and kinetic energy need to be conserved. With these constraints in mind there is seemingly no solution, because:
When B collides with A, B should come to complete stop and transfer all its momentum and kinetic energy to A, according to elastic collision formula. In order for linear momentum to stay conserved, A then has to start linearly moving left at the same speed as B was before the collision (as they have the same mass). So now A has the same kinetic energy as B had, which however means that A cannot come into rotation because that would add additional kinetic energy to it (as rotating adds kinetic energy as well as linear motion), breaking the conservation of kinetic energy. Nevertheless, the physically correct solution IS for A to both move linearly to the left AND rotate as B colliding at this location exerts torque (and I've also checked real life object behave this way). Note that we cannot take away some energy of A's linear motion and add it to the rotation as that breaks the conservation of linear momentum.
The only "real" solution is that B doesn't come to complete stop and keeps some momentum while A will be both moving left and rotating. But this doesn't seem to be doable with the impulse-based approach that only takes into account the two colliding points, the elastic collision formula simply say the point at B should come to stop and as B cannot receive any torque (the collision happens in its middle), the only way to fulfill this is for B to stop moving.
So is there something I missed? Is the impulse-based approach just not physically correct? I appreciate any insight and suggestions on how to correctly resolve the collision. Thanks!
...ANSWER
Answered 2021-Nov-29 at 18:23The formulas that you're looking at are for the collision of two point masses. Point masses can't have angular momentum, and so the formulas have no room for that term.
You have to go back to first principles.
Suppose that an edge collides with another body at a point (think corner hitting an edge). Then a specific impulse is imparted at that point, in a direction normal to the edge. (Any other direction would have required friction, which would make this a non-elastic collision.) The opposite impulse is imparted to the other body, along the same vector. Imparting opposite impulses to both bodies is sufficient to guarantee both conservation of momentum and angular momentum. But conservation of energy is going to take some work.
Next, what happens when we impart that momentum? As this physics answer says, we impart momentum as if the impulse happened to the center of mass. We impart angular momentum equal to the cross product of the impulse and the moment arm (the vector describing how much the impulse misses the center of mass). This will cause the body to start rotating at a rate of the impulse divided by the moment of inertia.
You get kinetic energy from the motion of the center of mass, but also kinetic energy from its rotation.
So in your 2-D collision you now have the following facts:
- The mass of each body.
- The velocities of each body.
- The moment of inertia of each velocity.
- The angular velocity of each body.
- The moment arm of the line of force for each body.
You can now calculate the kinetic energy of the whole system, as a function of the magnitude of the specific impulse. Unlike the point mass, ALL of these factors play into it, making the equation complicated. However, like the point mass, you'll get a quadratic equation with 2 solutions. One solution is 0 impulse imparted (representing the system before the collision), and the other is your answer afterwards. Complete with changes to the momentum and angular momentum of both systems.
QUESTION
I have a weird problem and cant seem to fix it
i was creating my first game in unity and i was testing around a bit after creating a movement system and whenever i touch another object (it doesnt matter if it has a rigidbody or not) my player suddenly starts moving on its own.
i have a video showing what exactly happens: https://youtu.be/WGrJ0KNYSr4
i have tried a few different things already and i determined that it has to do something with the physics engine because it only happens when the player isnt kinematic, so i tried to increase the solver iterations for physics in the project settings but the bug was still happening so i looked for answers on the internet yet the only thing i found was to remove Time.deltaTime tho it still didnt work. I have found that it seems to happen less though when the player is moving fast.
i would really appreciate if somebody could help me with this since its my first real game and im creating it for the Seajam thats happening on itch.io.
here is the code for my playercontroller script:
...ANSWER
Answered 2021-Nov-05 at 17:08Try not locking the player's rotation by script, maybe it is causing the problem due to gimbal lock. Instead go to your player's RigidBody->Constraints and then lock it. You can read more about it here https://fr.wikipedia.org/wiki/Blocage_de_cardan
QUESTION
I've been trying to solve an equation for a 2D vector P.
But after solve
there are still some P on the rhs.
Does this mean Maxima can't do it or I've done something wrong?
Here is it:
...ANSWER
Answered 2021-Oct-26 at 21:05Following Robert Dodier's advice, I broke up all the vectors and solved for P[1] and P[2] individually. I've got something that gives me an answer but now how can I get it into nice vector form? Here it is:
QUESTION
So i made a player with a rigidbody and a child game object "feet", i also added a layer "floor" to every plateforme my player can jump off so i can use Physics.CheckSphere() to see if my player is actually on the ground and can jump. In this last case i add a force to my rigidbody with a ForceMode.Impulse. Everything work except that sometimes the player do a little jump and sometimes a higher jump. Here is my code :
...ANSWER
Answered 2021-Oct-23 at 21:45Using ForceMode.Impulse is the ideal way to implement a jump with RigidBody. I beleive you need to take your button input out of FixedUpdate() and place it into regular Update(). Then use a bool such as "canJump". This is because your input is being read inside FixedUpdate(); Which is only called every other frame with the physics engine. Also, your rb.velocity.y should be set to 0 when touching ground.
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