half-car | Vehicle half-car suspension model animated in matplotlib

 by   nrsyed Python Version: Current License: GPL-3.0

kandi X-RAY | half-car Summary

kandi X-RAY | half-car Summary

half-car is a Python library typically used in Simulation applications. half-car has no bugs, it has no vulnerabilities, it has build file available, it has a Strong Copyleft License and it has low support. You can download it from GitHub.

Vehicle half-car suspension model animated in matplotlib

            kandi-support Support

              half-car has a low active ecosystem.
              It has 6 star(s) with 7 fork(s). There are 4 watchers for this library.
              It had no major release in the last 6 months.
              half-car has no issues reported. There are 2 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of half-car is current.

            kandi-Quality Quality

              half-car has no bugs reported.

            kandi-Security Security

              half-car has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              half-car is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              half-car releases are not available. You will need to build from source code and install.
              Build file is available. You can build the component from source.
              Installation instructions, examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed half-car and discovered the below as its top functions. This is intended to give you an instant insight into half-car implemented functionality, and help decide if they suit your requirements.
            • Update animation
            • Calculate the length of a curve
            • Returns the transformation matrix
            • Simulate the robot
            • Update the state
            • Set the horizontal acceleration
            • Animate the animation
            Get all kandi verified functions for this library.

            half-car Key Features

            No Key Features are available at this moment for half-car.

            half-car Examples and Code Snippets

            No Code Snippets are available at this moment for half-car.

            Community Discussions


            Game Boy: Half-carry flag and 16-bit instructions (especially opcode 0xE8)
            Asked 2020-Jan-19 at 09:33

            Like so many others, I am writing a Game Boy emulator and I have a couple of questions regarding the instruction 0xE8 (ADD SP, n with an 8-bit immediate).

            It is claimed here that in 16-bit instructions the half-carry flag is set if a carry occurs from bit 7 to bit 8, whereas here it is said that the half-carry flag indicates carry from bit 11 to bit 12. In this Reddit thread there seems to be a bit of confusion regarding the issue, and the (notoriously flawed, I hear) Game Boy CPU manual doesn't seem to have anything useful to say either.

            My questions are the following:

            1. How does the half-carry flag behave in opcode 0xE8?
            2. How is the opcode 0xE8 implemented in the physical hardware?
            3. Which is right, that half-carry occurs from bit 7 to bit 8 or that half-carry occurs from bit 11 to bit 12 (in the case of 16-bit instructions)?


            Answered 2019-Sep-17 at 17:35

            TL;DR: For ADD SP,n, the H-flag is set when carry occurs from bit 3 to bit 4.

            I decided to test this on real hardware, so I wrote a simple test ROM in GB-Z80 assembly that tests the following scenarios:

            [SP = $000F]
            ADD SP,$01

            [SP = $00F0]
            ADD SP,$10

            [SP = $0FF0]
            ADD SP,$10

            For each case I store the value of register F after the ADD in memory, and I later display bit 5 (the H-flag) of each of those bytes on the screen.

            I ran this on 3 different models (Gameboy Pocket, Gameboy Color, and Gameboy Advance SP), and got the following output on all 3 devices: 1 0 0. So a carry from bit 3->4 caused H to be set, while a carry from 7->8 or 11->12 did not.

            For ADD HL,rr (where rr is BC/DE/HL/SP) it appears to be a different story. Based on my testing, H is set if carry occurs from bit 11 to bit 12.

            Source https://stackoverflow.com/questions/57958631


            How to calculate the Auxiliary Flag status in x86 Assembly
            Asked 2018-Jul-14 at 16:46

            How is the Auxiliary Flag calculated in x86 Assembly?

            The majority of the resources I can find explain that, the Auxiliary Flag is set to '1' if there is a carry from bit 3 to bit 4.

            Wiki :

            It indicates when a carry or borrow has been generated out of the least significant four bits of the accumulator register following the execution of an arithmetic instruction.




            Answered 2018-Jul-14 at 16:46

            The sub instruction on x86 CPUs is "real" instruction since the first chip 8086, i.e. it's not some kind of assembler convenience, which gets translated as negation + add, but it has it's own binary opcode and the CPU itself will be aware it should produce result of subtraction.

            That instruction has definition from Intel, how it does affect flags, and the flags in this case are modified "as if" real subtraction is calculated. That's all you need to know when you are focusing on programming algorithm or reviewing correctness of some code. Whether the chip itself implements it as addition, and has some extra transistors converting flags to the "subtraction" variant, is "implementation detail", and as long as you want to know only result, it's not important.

            The implementation details become important while you are tuning particular piece of code for performance, then considering the inner architecture of the chip and implementation of particular opcodes may give you ideas how rewrite particular code in somewhat more unintuitive/non-human way, often even with more instructions than "naive" version, but the performance will be better, due to better exploitation of the inner implementation of the chip.

            But the result is well defined, and can't change by some implementation detail, that would be "bug in CPU", like the first Pentium chips did calculate wrong results for certain divisions.

            That said the definitions of assembly instructions are already leaking implementation details like no other language, because the assembly instructions while designed are half-way on the path "what is simple to create in HW transistors" and half-way "what makes some programming sense", while other higher level programming languages are lot more biased toward "what makes sense", only reluctantly imposing some cumbersome limits from the HW implementation, like for example value ranges for particular bit-size of variable types.

            So being curious about the implementation and why certain things are defined as they are (like for example why dec xxx does NOT update CF flag, while otherwise it is just sub xxx,1) will often give you new insights into how certain tasks can be written more effectively in assembly and how chips did evolve and which tasks are easier to compute than others.

            But basics first. The sub instruction updates flags as if subtraction was calculated, and the sub instruction is not aware of any context of the values it is processing, all it gets is just the binary patterns of the values, in your case: 1111_0010 – 0111_1110 which is when interpreted in signed 8bit math "-14 - +126" (-130 doesn't fit into 8 bits, so it got truncated to +126, good assembler will emit warning/error there), or when interpreted in unsigned 8b math "242 - 126". In case of signed math the result should be -140, which gets truncated (overflow happens, OF=1) to 8b value +116, in case of unsigned math the result is +116 without unsigned overflow (carry/borrow CF=0).

            The subtraction itself is well defined per-bit, i.e.

            Source https://stackoverflow.com/questions/51326423


            Can I use two complement for SUB instruction gameboy emulation?
            Asked 2017-Jan-03 at 14:32

            Hello I'm writing an emulator for Game Boy.

            And I'm struggling with SUB intruction



            Answered 2017-Jan-02 at 14:24

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


            No vulnerabilities reported

            Install half-car

            The example contains a generator function that iteratively passes a horizontal acceleration to the Car object and subsequently calls its state update method. This type of generator function, which calls Car.update_state() and yields the total time elapsed, is all that's necessary to animate the simulation via the PlotSim class, as shown in the example. Note that the simulation and animation are decoupled; the Car object can be manipulated and updated without creating a PlotSim object or animating anything, if desired.


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