prims | 3D Geometry Primitives for WebGL | Graphics library
kandi X-RAY | prims Summary
kandi X-RAY | prims Summary
3D Geometry Primitives for WebGL. Constructors return objects with the keys vertices, indices, and normals. Working on adding uvs. Indices should be put into at least a Uint16Array since the number of unique vertices will be greater than 255 (Uint8Array) for most geometries. The goal is to be able to have a bunch of 3D Geometries without needing all of Three.js. All vertice lists use hard shading for polyhedra (so each vertex is duplicated for each face). Also contains a few meshes. These must be loaded aync.
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QUESTION
I tried to allow decimal value in the result but however it still shows 0, what am i missing in the following codes?
I have declared the weight variable as a float value, but it won't convert as i input decimal in my graph.AddEdge(). Is there any error in my variable passing parameters?
...ANSWER
Answered 2022-Feb-22 at 04:21You're using a vector
instead of using a vector
for distance
. You need to use vector
so that the elements are stored as float
as shown below:
QUESTION
I am trying to convert the following procedure from NetLogo 5 to 6.
NL5 Procedure:
...ANSWER
Answered 2022-Jan-21 at 20:28You probably just forgot to update the reset
to vid:reset-recorder
, it's also from the vid extension.
vid:start-recorder
doesnt take a path as input. You only need the path for vid:save-recording
In the video extensions doc at the section for vid:save-recording
, they say:
Note that at present the recording will always be saved in the “mp4” format.
So you probably want so change the user message. When I tried it with the following code the file extension was written automatically.
QUESTION
I guess I have a simple problem, but I'm not able to solve it: I want to create a vector, call FFI on this vector and return it.
...ANSWER
Answered 2022-Jan-21 at 18:51For FFI applications, it's usually simplest not to bother with ST
at all and do everything in IO
. If you must have a pure interface (and your FFI function actually is pure in the way needed), you can call unsafePerformIO
to give a pure interface.
However, I think I would shy away from writing withCarray
as you have done here. Abstraction is nice, but this is too easy to accidentally misuse by passing a not-suitably-behaving callback. If you must have it, at the very least name it unsafeWithCarray
and leave a Haddock explicitly stating under what circumstances it is safe.
QUESTION
I have some questions about Prim`s algorithm.
Prim algorithms can find MST. In general implementation, It needs initialize all Nodes as INF. but i don`t know why this initialize needs.
Here is my implementation
...ANSWER
Answered 2021-Oct-06 at 11:41Your conclusion that this algorithm works in O(Vlog(V))
seems to be wrong. Here is why:
QUESTION
I'm learning OpenGL following this video. While it's based on C++, I attempt to use Kotlin instead with lwjgl. As I code and run this:
...ANSWER
Answered 2021-Oct-07 at 11:45LWJGL 3 does not support on-heap (i.e. non-direct) NIO Buffers when talking to a native library like stb_image. Non-direct/on-heap NIO Buffers are those that are wrappers of a Java byte array.
With LWJGL 3 you always need to use off-heap (i.e. direct) NIO Buffers.
See https://docs.oracle.com/javase/7/docs/api/java/nio/ByteBuffer.html#direct for a further explanation of the differences.
So, instead of
QUESTION
I'm trying to implement Prim's Algorithm in my maze generator as described here. I've got it working as intended, but with an extra catch in my code of which I'm not sure why it's needed.
In my algorithm, I keep track of a list of cells that make up the maze in maze
.
I then look at the potential frontier cells (neighbouring cells to those that make up the maze), and pick one randomly. Let's call this the frontier
.
I then determine the neighbours of the frontier
, and check which of the neighbours connect to the already existing maze
.
I connect the frontier
node and the adjacent already in-maze node, remove the frontier
node from the list of possible frontiers
, add it to the maze
, and finally add the newly found maze node's neighbours to the frontier
list.
During this process, I make sure to only add nodes to the frontiers
list that are not already contained in maze
. (see the if (neighbour.Cell != null && !maze.Contains(neighbour.Cell))
statements.
However, my Algorithm seems to mess up if I don't end up double checking each chosenFrontier
to see if they're not already contained in the maze.
If I do not do this, the algorithm will end up thinking there's still frontier cells even in places where every adjacent tile is already part of the maze.
Why is this? Why do I need the if { ... } else { ...} statement there for my algorithm to succeed? I'm dumbstruck as to why it would be neccessary, since everywhere I add cells to my frontier
lists, I already check whether they are already contained in maze
. If they are, they aren't added to my frontier
list. Yet somehow if I have to doublecheck my frontier
list for cells that are already contained in the maze (and remove them). Where did I go wrong?
Here's my code:
...ANSWER
Answered 2021-Sep-04 at 21:44You make sure that you only add items to the frontier list if they aren't already in the maze, but they might already be in the frontier list.
Since the frontier list can contain multiple copies of a single cell, you need an additional check to make sure you don't add it to the maze multiple times.
QUESTION
I was trying to implement Prim's algorithm(eager) which requires to keep a track of best incoming edge(least cost) to a vertex. For this I use stl map as:
...ANSWER
Answered 2021-Aug-13 at 00:59By default, C++ doesn't manage object lifetimes. If you do
QUESTION
so I have this function next_vertex (which i will use as a helper functionf or prims algorithm later) which takes in two arrays, in_tree and distance and will return the vertex which is not part of the tree (has false value in in_tree) and has the shortest value in distance array.
I have tried writing the following code but get an output of 0 instead of 3, I should be getting three because 3 is the index of the only False value in in_tree as well, and is the index of the false value's distance in the distance array but I get 0. I am not sure where I am going wrong, maybe with what I am returning?
...ANSWER
Answered 2021-May-03 at 11:16Your code is not keeping the right intermediate information to achieve what you want.
Perhaps the most explicit way to achieve what you want is to expand the entries in listo
to be pairs that include both the distance and the originating index:
QUESTION
I am implementing a Graph class comparing breadth-first search with Prim's algorithm, and I have my code:
...ANSWER
Answered 2021-Apr-16 at 04:32When you say this:
QUESTION
When I want to print an empty array of the Boolean
(reference type), the result is as output #1. But when I want to print a primitive boolean type empty array, output #2 is the result. I know that the toString()
method in the Object
class is running by default. The default implementation of this method is as follows:
ANSWER
Answered 2021-Feb-15 at 08:30That's what the Javadoc of Class
's getName()
says:
String java.lang.Class.getName()
Returns the name of the entity (class, interface, array class,primitive type, or void) represented by this Class object,as a String. ... If this class object represents a class of arrays, then the internal form of the name consists of the name of the element type preceded by one or more '[' characters representing the depth of the array nesting. The encoding of element type names is as follows:
Element Type Encoding boolean Z byte B char C class or interface Lclassname; double D float F int I long J short S
As you can see, B
is already taken by byte
, so boolean
required a different letter.
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