orbit | Orbit is a jQuery slider developed by ZURB

 by   zurb JavaScript Version: Current License: No License

kandi X-RAY | orbit Summary

kandi X-RAY | orbit Summary

orbit is a JavaScript library. orbit has no vulnerabilities and it has low support. However orbit has 9 bugs. You can download it from GitHub.

Orbit is a jQuery slider developed by ZURB. The plugin is lightweight(4KB), easy to implement and has a good set of features. Learn more about the plugin on the playground page here: Download & Documentation All of the docs and the download link are on the playground page too: Feature Request List Below are the features that have been requested or that we have seen an opportunity for and are going to try to tackle in future iterations of the plugin (in no particular order). These will, if implemented, be added to the plugin as part of Foundation. Custom data attribute implementation (similar to our Reveal plugin) Create solid fix for positioning the initial Orbit container (since it gets wrapped and positioning gets broken without redundant CSS) Continue browser testing and improving the initial load Improve comment styles to be more flexible.
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            kandi-support Support

              orbit has a low active ecosystem.
              It has 470 star(s) with 102 fork(s). There are 25 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 83 open issues and 38 have been closed. On average issues are closed in 210 days. There are 6 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of orbit is current.

            kandi-Quality Quality

              orbit has 9 bugs (0 blocker, 0 critical, 0 major, 9 minor) and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              orbit does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              orbit releases are not available. You will need to build from source code and install.
              Installation instructions are available. Examples and code snippets are not available.
              orbit saves you 191 person hours of effort in developing the same functionality from scratch.
              It has 470 lines of code, 0 functions and 8 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi's functional review helps you automatically verify the functionalities of the libraries and avoid rework.
            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of orbit
            Get all kandi verified functions for this library.

            orbit Key Features

            No Key Features are available at this moment for orbit.

            orbit Examples and Code Snippets

            The default body system .
            pythondot img1Lines of Code : 24dot img1License : Permissive (MIT License)
            copy iconCopy
            def example_2() -> BodySystem:
                """
                Example 2: Moon's orbit around the earth
                This example can be seen as a test of the implementation: given the right
                initial conditions, the moon should orbit around the earth as it actually does.
               
            Generate a two - dimensional orbit .
            pythondot img2Lines of Code : 18dot img2no licencesLicense : No License
            copy iconCopy
            def get_donut():
              N = 2000
              R_inner = 5
              R_outer = 10
            
              # distance from origin is radius + random normal
              # angle theta is uniformly distributed between (0, 2pi)
              R1 = np.random.randn(N//2) + R_inner
              theta = 2*np.pi*np.random.random(N//2)
              X  
            returns a 2d orbit
            pythondot img3Lines of Code : 18dot img3no licencesLicense : No License
            copy iconCopy
            def get_donut():
                N = 200
                R_inner = 5
                R_outer = 10
            
                # distance from origin is radius + random normal
                # angle theta is uniformly distributed between (0, 2pi)
                R1 = np.random.randn(N//2) + R_inner
                theta = 2*np.pi*np.random.ran  

            Community Discussions

            QUESTION

            How can I rotate an object(div) around a circle margin? Css only
            Asked 2021-Jun-11 at 13:07

            I want to move the blue container around the circle (with it's bottom margin if possible). What I succeded until now is to move it by it's center(still not so smooth). Does css has any option to translate & rotate in a circle direction? What I tried was to translate and rotate at the same time by using this three points (top, right, and top-right) of the circle, because I only need it to rotate 90 deg.

            ...

            ANSWER

            Answered 2021-Jun-11 at 12:56

            Don't center the element but put it on the top side and then adjust the transform-origin to make it at the center of the circle:

            Source https://stackoverflow.com/questions/67937380

            QUESTION

            Calculate x,y coordinate of point on orbit
            Asked 2021-Jun-09 at 20:33

            I want to calculate x,y coordinates of point on orbit. I have radius (for example 1), coordinates of center of orbit (0,0) and the time it takes to make full circle on orbit (for example 2), starting coordinates of object(-radius,0), and I want to calculate x and y after 1 day, so it should be on radius,0. But how to calculate it without angle?

            ...

            ANSWER

            Answered 2021-Jun-09 at 20:33

            You're going to have to start by translating the the orbit into a rotation rate, which will give you an equation for θ(t), where t and θ(t) is the angle (normally in radians) in the orbit at time t. The position would then be given by

            Source https://stackoverflow.com/questions/67910519

            QUESTION

            How to make sf::Vector2f transform(float t) speed faster?
            Asked 2021-Jun-06 at 15:46
            #include 
            #include 
            
            
            float  period_ms = 5000.f;
            using namespace std;
            
            sf::Vector2f transform(float t)
            {
                float const ellipse_width = 500.f;
                float const ellipse_height = 500.f;
                float const a = ellipse_width / 2.f;
                float const b = ellipse_height / 2.f;
                float const pi = 3.141592653589f;
                float const tau = 2.f * pi;
            
                float const x = (std::fmodf(t, period_ms) / period_ms) * tau;
                return sf::Vector2f(a * std::cos(x), b * std::sin(x));
            }
            int main()
            {
                sf::ContextSettings settings;
                settings.antialiasingLevel = 8;
                sf::RenderWindow window(sf::VideoMode(1000, 1000), "SFML shapes", sf::Style::Default, settings);
                window.setFramerateLimit(144);
            
                //white orbitting circle
                sf::CircleShape shape(28.f);
                shape.setFillColor(sf::Color::Black);
                shape.setOutlineColor(sf::Color::Red);
                shape.setOutlineThickness(5);
                //white orbitting circle
            
                //center red circle
                sf::CircleShape shapeTwo(208.f);
                shapeTwo.setFillColor(sf::Color::Red);
                shapeTwo.setOutlineThickness(5);
                shapeTwo.setOutlineColor(sf::Color(250, 150, 100));
                shapeTwo.setPosition(325.00, 320.00);
                //base red
                sf::Clock clock;
            
                while (window.isOpen())
                {
                    sf::Event event;
                    while (window.pollEvent(event))
                    {
                        if (event.type == sf::Event::Closed)
                            window.close();
                    }
            
                    float const t = static_cast(clock.getElapsedTime().asMilliseconds());
                    shape.setPosition(sf::Vector2f(500.f, 500.f) + transform(t));
            
                    window.clear();
                    window.draw(shape);
                    window.draw(shapeTwo);
                    window.display();
                    cout << "Orbitting X:  " << shape.getPosition().x << ", Y: " << shape.getPosition().y << endl;
            
                }
            
                return 0;
            }
            
            ...

            ANSWER

            Answered 2021-Jun-06 at 15:46

            You can add a time factor variable. This would require you to change some things about time management:

            • Restart the clock each frame and acumulate the time in a separate variable.
            • Have a new variable with the time factor, that multiplies the delta time each frame.

            Source https://stackoverflow.com/questions/67799891

            QUESTION

            Using React-Three-Fiber
            Asked 2021-Jun-04 at 19:33

            I'm currently using React Three Fiber to simply render a sun and the earth orbiting it to test it out. However after I added code to apply textures to the respective spheres every time I run the development server for testing, the spheres fail to render. I've tried looking for people with the same issue and have not had any luck. Here is my code for the program.

            ...

            ANSWER

            Answered 2021-Jun-04 at 19:33

            You need to put your component in a because it needs to load a texture so the way to do it is to wait for it to load using suspense.

            You can specify an object to show while it is loading by doing

            Source https://stackoverflow.com/questions/67796887

            QUESTION

            Phase space trajectories for Hindmarsh-Rose model
            Asked 2021-Jun-04 at 15:37

            I am trying to plot the phase space trajectories for the Hindmarsh-Rose model. I have implemented an RK4 integrator to solve the following set of equations:

            The code that I have written so far is given below.

            ...

            ANSWER

            Answered 2021-Jun-02 at 18:52

            param has shape (len(T), len(Y)), so time is in the first dimension and the x,y,z are in the second dimension. You will get the correct plot with

            Source https://stackoverflow.com/questions/67806064

            QUESTION

            Difficulty incorporating pointer lock controls API in three.js using es6 classes that are not modules
            Asked 2021-Jun-04 at 00:51

            As the title states, I am using es6 classes, but because they are all not modules apart from the main.js file, it makes it difficult to use API's because I cannot make use of import modules.

            I used the code from this link's answer: How to add in Three.js PointerLockControl? and pasted the code into a js file, calling it up in my HTML, but I get an error stating:

            Uncaught ReferenceError: PointerLockControls is not defined

            It is not picking up the class when I reference it. I tried to link it to the GitHub raw code, and it didn't pick it up either.

            This is my index.html code (only one line referencing the GitHub raw code):

            ...

            ANSWER

            Answered 2021-May-26 at 18:31

            I changed all my es6 classes into es6 modules, and used import. I don't think there was a solution for this with cdn or raw git scripts.

            Source https://stackoverflow.com/questions/67694174

            QUESTION

            ODEINT - Different results when new equations added
            Asked 2021-May-28 at 14:58

            hope you're all fine.

            That's my first question, so I'm sorry if something's not right about it.

            I'm studying numerical stability and chaoticity of some dynamical systems, more specifically, about the Circular Restricted Three Body Problem (CR3BP), defined by the set of 3 second order differential equations. After transforming those three second order differential equations in six first order differential equations as seen here i can finally finally work with them numerically using scipy's ODEINT. Here's an example of an orbit integrated for T = 2^10 with n = 2^18 points (np.linspace(1, 2^10, 2^18)) and here's a bit of my code for this, the main function to be integrated:

            ...

            ANSWER

            Answered 2021-May-28 at 07:13

            This is probably due to the step size control being also influenced by the rapidly growing v vector. Either by regulating step sizes rapidly down due to stiffness, or more likely, due to increasing the step size to match the dominant components, thus becoming unsuitable for an exact integration of the original trajectory. This rapid growth is the reason that Lyapunov exponents were introduced, as they capture this growth in nicely bounded numbers.

            What you can do is to split up the integration into smaller chunks and normalize the v vector at the start of each chunk. One would have to experiment on how long it takes until the v component unduly dominates the step size control. As the coupling is purely multiplicative, the dynamic theoretically is linear. So it could also help if you scale the initial v to have norm 1e-100.

            First however check what error tolerances you use. Setting them narrower also tends to stabilize the computation. You might also get some progress be setting the maximal step size hmax to half or so of the external step.

            Or you could do the Lyapunov exponent computation like I explored in https://scicomp.stackexchange.com/questions/36013/numerical-computation-of-lyapunov-exponent. This approach however increases a system of dimension n by the n x n matrix of eigen/singular vectors and the n products of exponents times time.

            Source https://stackoverflow.com/questions/67728750

            QUESTION

            GLB animation in three.js is too fast
            Asked 2021-May-24 at 21:38

            I have uploaded a glb file with an animation, and the animation is moving extremely fast, and I do not know why.

            This is my character's animation code:

            ...

            ANSWER

            Answered 2021-May-24 at 21:38

            I think the issue is with your AnimationMixer.update() call. If you look at the docs, update is expecting a time-delta in seconds, but it looks like you're passing the total running time. This means it should receive the time passed since the last frame. You can fix this by using clock.getDelta(); as the argument:

            Source https://stackoverflow.com/questions/67678701

            QUESTION

            Linking multiple tkinter scales created in a loop
            Asked 2021-May-16 at 02:54

            A couple of weeks ago, I started getting into Python mainly because I wanted to learn a programming language, but also to get a little piece of software that I want to use when playing other games.

            The program I have started programming consists of a tkinter window with a dynamically updating plot created with matplotlib. There are a total of 4 sliders, 3 of which are linked.

            The goal is to get the different parameters needed for a Hohmann transfer orbit between two planets.

            As I am not really experienced with programming in general, I like fooling around doing dirty workarounds or just not write clean code in general just to understand things.

            I've successfully made a working version of the program I need, but as I said, it's pretty dirty and barely uses any object, so I took on the task to remake it in an improved way, using objects and less redundant code.

            Here is the code of the working version:

            ...

            ANSWER

            Answered 2021-May-15 at 18:01

            I eventually figured out how to do it after a good night of sleep, here is a working version that uses the B1-Motion and ButtonRelease events instead of updating everytime one slider is moved because it would execute the command twice by just moving one slider. This led to the value being used for the calculation not being the current one because of how things are processed.

            Source https://stackoverflow.com/questions/67542875

            QUESTION

            flutter_animarker can't turn ripple animation off
            Asked 2021-May-15 at 08:13

            https://pub.dev/packages/flutter_animarker

            Wow, this is annoying. So Animarker is a Widget parent for my Google map. The map is busy with Markers. When the user needs to find a particular Marker from the drawer, they tap the item & it triggers a Ripple effect in the corresponding Marker.

            The problem is it never stops rippling. It'll even attempt to animate several Markers if the user keeps on tapping.

            It was love at first animation but I'm climbing the walls now!

            ...

            ANSWER

            Answered 2021-May-15 at 08:13

            OK well I figured it out. AniMarker which takes the Set of animated Markers, is final. So once you hand it the set of say RippleMarkers, it'll animate them, but you can't then turn it off via a SetState() call.

            I tried editing the AniMarker class, to make it not final, so you could mutate it's dataset, but I think because it's built on GoogleMap's Marker class, and they're final, it just will not work.

            So AniMarker presently has limited utility.

            My work around was just to mutate GoogleMaps marker: option, so I could highlight a Marker by changing it's color. It's also possible to change the circles: GoogleMap option to dyanically highlight a Marker according to user interaction.

            Source https://stackoverflow.com/questions/67461499

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

            Vulnerabilities

            No vulnerabilities reported

            Install orbit

            All of the docs and the download link are on the playground page too: http://www.zurb.com/playground/orbit-jquery-image-slider.

            Support

            All of the docs and the download link are on the playground page too: http://www.zurb.com/playground/orbit-jquery-image-slider.
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            gh repo clone zurb/orbit

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