Particle | Home of the extension YouTube

 by   ParticleCore JavaScript Version: 1.9.6 License: Non-SPDX

kandi X-RAY | Particle Summary

kandi X-RAY | Particle Summary

Particle is a JavaScript library typically used in Video applications. Particle has no bugs, it has no vulnerabilities and it has medium support. However Particle has a Non-SPDX License. You can download it from GitHub.

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            kandi-support Support

              Particle has a medium active ecosystem.
              It has 1067 star(s) with 250 fork(s). There are 201 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 2 open issues and 575 have been closed. On average issues are closed in 8 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Particle is 1.9.6

            kandi-Quality Quality

              Particle has 0 bugs and 0 code smells.

            kandi-Security Security

              Particle has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Particle code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Particle has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              Particle releases are available to install and integrate.
              Particle saves you 1513 person hours of effort in developing the same functionality from scratch.
              It has 3371 lines of code, 0 functions and 9 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed Particle and discovered the below as its top functions. This is intended to give you an instant insight into Particle implemented functionality, and help decide if they suit your requirements.
            • Trigger function for loading text .
            • Set the language data
            Get all kandi verified functions for this library.

            Particle Key Features

            No Key Features are available at this moment for Particle.

            Particle Examples and Code Snippets

            Checks if this particle is equal to or not
            javadot img1Lines of Code : 21dot img1License : Permissive (MIT License)
            copy iconCopy
            @Override
            	public boolean equals(Object obj) {
            		if (this == obj)
            			return true;
            		if (obj == null)
            			return false;
            		if (getClass() != obj.getClass())
            			return false;
            		Particle other = (Particle) obj;
            		if (Double.doubleToLongBits(bestFitness) !  
            Calculates new particle speed for a given index .
            javadot img2Lines of Code : 9dot img2License : Permissive (MIT License)
            copy iconCopy
            private int getNewParticleSpeedForIndex(Particle particle, Swarm swarm, int index) {
            		return (int) ((Constants.INERTIA_FACTOR * particle.getSpeed()[index])
            				+ (randomizePercentage(Constants.COGNITIVE_WEIGHT)
            						* (particle.getBestPosition()[in  
            String representation of this particle .
            javadot img3Lines of Code : 5dot img3License : Permissive (MIT License)
            copy iconCopy
            @Override
            	public String toString() {
            		return "Particle [position=" + Arrays.toString(position) + ", speed=" + Arrays.toString(speed) + ", fitness="
            				+ fitness + ", bestPosition=" + Arrays.toString(bestPosition) + ", bestFitness=" + bestFitness +  

            Community Discussions

            QUESTION

            How do I set fire to a UIView in Swift?
            Asked 2021-Jun-15 at 11:32

            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 UIViews 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 14:24

            I 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.

            Source https://stackoverflow.com/questions/67971598

            QUESTION

            TypeError: only integer scalar arrays can be converted to a scalar index, Could you please guys help me to know what is the problem?
            Asked 2021-Jun-13 at 14:17

            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 14:17

            you 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.

            Source https://stackoverflow.com/questions/67958790

            QUESTION

            Applying particles package in R to ocean velocity
            Asked 2021-Jun-12 at 16:03

            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 14:45

            The 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:

            Source https://stackoverflow.com/questions/67949397

            QUESTION

            Ball to Ball Collision resolution Stick together
            Asked 2021-Jun-11 at 12:47

            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 12:47
            void 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;
                }
            }
            

            Source https://stackoverflow.com/questions/67937097

            QUESTION

            Speed of particle (on canvas) increases everytime I generate a new one. Is it due to requestanimationframe?
            Asked 2021-Jun-11 at 00:48

            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 23:23

            I 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):

            Source https://stackoverflow.com/questions/67928609

            QUESTION

            Swift - add .scn to sprite view
            Asked 2021-Jun-10 at 13:26

            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:

            Source https://stackoverflow.com/questions/67915188

            QUESTION

            Optimize c++ Monte Carlo simulation with long dynamic arrays
            Asked 2021-Jun-10 at 13:17

            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

            parametersDiffusion_spher_shel.txt

            parametersIONP_spher_shel.txt

            ...

            ANSWER

            Answered 2021-Jun-10 at 13:17

            I talked the problem in more steps, first thing I made the run reproducible:

            Source https://stackoverflow.com/questions/67905839

            QUESTION

            How to trace the path of a patches.Rectangle object in matplotlib animation?
            Asked 2021-Jun-10 at 03:46

            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 03:46

            To 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.

            Source https://stackoverflow.com/questions/67910801

            QUESTION

            Particles.js background not adjusting
            Asked 2021-Jun-07 at 18:10

            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 18:10

            QUESTION

            Draw a line between points in a 2D histogram
            Asked 2021-Jun-05 at 15:12

            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 15:08

            I do not know what you have in mind, but specifying the plot method's marker argument yields dots connected by lines:

            Source https://stackoverflow.com/questions/67850587

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Particle

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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