Rays | Rays is a light-weight MVC framework implemented PHP
kandi X-RAY | Rays Summary
kandi X-RAY | Rays Summary
Rays is a light-weight MVC framework. Easy and fast! Please see the simple demos Rays Blog and HelloWorld.
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Top functions reviewed by kandi - BETA
- Resize an image
- Show pager
- Saves the mapping
- Import files .
- Execute the select query
- Upload file field
- Generate style src
- Returns log messages
- Set validation rules
- Run the action .
Rays Key Features
Rays Examples and Code Snippets
Community Discussions
Trending Discussions on Rays
QUESTION
In the following Python 3 code, the correct value is written into the daysSchedule
but when iterating to the next value.
ANSWER
Answered 2021-Jun-03 at 06:59All the trouble came from the way you use classes. Please, note the difference:
This:
QUESTION
I am still relatively new to the Unity environment and am currently working with reinforcement learning and ML agents. For this I wanted to add an agent to the 2D platformer.
I have attached two ray perception sensors to my agent. Unfortunately I can't get any hits with these sensors, at least they are not displayed as usual with a sphere in the gizmos.
The sensors are casting rays, but like you see in the image, they are not colliding.
The ray perception sensor are childs of the agent, defined in its prefab. I defined the sensors to collide with 4 tags: Untagged, ground, enemy and coin
I assigned the coin tag to the token, the enemy tag to the enemy and the ground tag to the tilemap forming the ground. The token has a circle collider, while the enemy has an capsule collider. On the tilemap there is a tilmap collider.
I would now expect the sensor to collide with the token, enemy and ground and display these hits in spheres, but it does not.
So, what am I doing wrong?
ANSWER
Answered 2021-May-24 at 13:49After a lot more investigation i figured out the problem myself:
The tags where correctly configured, but i had an misunderstanding in the Ray Layer Mask.
Previously i had configured it to "Everything"/"Default" which resulted in a collision in the sensor itself and seems not right (Despite the player tag was not in the detagtable tags).
After i created more layers and assigned my targets to these layers, everything starts working as intended.
Maybe this answer will help someone, having similar issues.
QUESTION
I’m stuck trying to figure out how to use .getTransform
to determine what point A x1/y1
and point B x2/y2
of each of my lines would be after translate and rotate. I've found other answers but they don't seem to target exactly what I need nor do I fully understand the matrix that gets returned.
From the snippet provided you can see that my lines always return their original values. I know there's a formula for this I just don't know it or how I would implement it.
What I need is the start and end points of every line. The plan will be to rotate (animated spinning) them to any angle and have those coordinates get used for ray casting. I've previously done this from a center point out or one direction to another but not with so many lines using the rotate method.
Here's the snippet
...ANSWER
Answered 2021-May-24 at 09:28You can use the DOMPoint interface which does provide a .matrixTransform(DOMMatrix)
method.
QUESTION
I want to do the controls like in Dota. There, when you click on any terrain, a point appears where the character needs to go. How to make this system? I am trying to do this with rays but cannot find the end position:
...ANSWER
Answered 2021-May-20 at 04:34If you want to make a raycast from the camera to where the user is pointing, use these:
QUESTION
ANSWER
Answered 2021-May-19 at 05:42Answer
Remove the whitespace around the names:
QUESTION
I have a WPF desktop application that consumes Web API over VPN. Relevant details:
- App type: WPF
- .NET: 4.6.2
- OS: Windows 10
- VPN: Palo Alto GlobalProtect
And sometimes it throws an uncaught exception from HttpClient on application start:
...ANSWER
Answered 2021-May-13 at 11:57finally, I was able to find and fix issue. Actual problem was here:
QUESTION
How can I animate the the sun rays to go around the circle part of the sun. The svg is actually a background image if that matters.
...ANSWER
Answered 2021-May-08 at 15:43QUESTION
As far as I know, all the techniques mentioned in the title are rendering algorithms that seem quite similar. All ray based techniques seem to revolve about casting rays through each pixel of an image which are supposed to represent rays of real light. This allows to render very realistic images.
As a matter of fact I am making a simple program that renders such images myself based on Raytracing in one Weekend.
Now the thing is that I wanted to somehow name this program. I used the term “ray tracer” as this is the one used in the book.
I have heard a lot of different terms however and I would be interested to know what exactly is the difference between ray tracing, ray matching, ray casting, path tracing and potentially any other common ray-related algorithms. I was able to find some comparisons of these techniques online, but they all compared only two of these and some definitions overlapped, so I wanted to ask this question about all four techniques.
...ANSWER
Answered 2021-May-02 at 08:31My understanding of this is:
ray cast
is using raster image to hold the scene and usually stop on first hit (no reflections and ray splitting) and does not necessarily cast ray on per pixel basis (usually per row or column of screen). The 3D version of this is called Voxel space ray cast however the map is not voxel space instead 2 raster images
RGB,Height
are used.For more info see:
(back) ray trace
This usually follows physical properties of light so ray split in reflected and refracted and we stop usually after some number of hits. The scene is represented either with BR meshes or with Analytical equations or both.
for more info see:
the
back
means we cast the rays from camera to scene (on per pixel basis) instead of from light source to everywhere ... to speed up the process a lot at the cost of wrong lighting (but that can be remedied with additional methods on top of this)...
The other therms I am not so sure as I do not use those techniques (at least knowingly):
path tracing
is optimization technique to avoid recursive ray split in ray trace using Monte Carlo (stochastic) approach. So it really does not split the ray but chose randomly between the 2 options (similarly how photons behave in real world) and more rendered frames are then blended together.
ray marching
is optimization technique to speed up ray trace by using SDF (signed distance function) to determine safe advance along the ray so it does not hit anything. But it is confined only to analytical scene.
QUESTION
I made a voxel raycaster in Unity using a compute shader and a texture. But at 1080p, it is limited to a view distance of only 100 at 30 fps. With no light bounces yet or anything, I am quite disappointed with this performance.
I tried learning Vulkan and the best tutorials are based on rasterization, and I guess all I really want to do is compute pixels in parallel on the GPU. I am familiar with CUDA and I've read that is sometimes used for rendering? Or is there a simple way of just computing pixels in parallel in Vulcan? I've already got a template Vulkan project that opens a blank window. I don't need to get any data back from the GPU just render straight to the screen after giving it data.
And with the code below would it be significantly faster in Vulkan as opposed to a Unity compute shader? It has A LOT of if/else statements in it which I have read is bad for GPUs but I can't think of any other way of writing it.
EDIT: I optimized it as much as I could but it's still pretty slow, like 30 fps at 1080p.
Here is the compute shader:
...ANSWER
Answered 2021-Apr-04 at 10:11Compute shader is what it is: a program that runs on a GPU, be it on vulkan, or in Unity, so you are doing it in parallel either way. The point of vulkan, however, is that it gives you more control about the commands being executed on GPU - synchronization, memory, etc. So its not neccesseraly going to be faster in vulkan than in unity. So, what you should do is actually optimise your shaders.
Also, the main problem with if/else is divergence within groups of invocations which operate in lock-step. So, if you can avoid it, the performance impact will be far lessened. These may help you with that.
If you still want to do all that in vulkan...
Since you are not going to do any of the triangle rasterisation, you probably won't need renderpasses or graphics pipelines that the tutorials generally show. Instead you are going to need a compute shader pipeline. Those are far simplier than graphics pipelines, only requiring one shader and the pipeline layout(the inputs and outputs are bound via descriptor sets).
You just need to pass the swapchain image to the compute shader as a storage image in a descriptor (and of course any other data your shader may need, all are passed via descriptors). For that you need to specify VK_IMAGE_USAGE_STORAGE_BIT
in your swapchain creation structure.
Then, in your command buffer you bind the descriptor sets with image and other data, bind the compute pipeline, and dispatch it as you probably do in Unity. The swapchain presentation and submitting the command buffers shouldn't be different than how the graphics works in the tutorials.
QUESTION
So I have a json list and use two input request.args.get('sport') and request.args.get('team') to find those values in my list. If the value is found I want to output more info on the team and sport.
This is what I tried to do:
...ANSWER
Answered 2021-Apr-25 at 17:58 for team in scores_list['scores']:
teams_list.append("{} ({}) ({}) {} ({}) - ({}) {}".format(team['full_name'], team['date'],
team['sport'], team['home_name'],
team['home_score'], team['away_score'],
team['away_name']))
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