balls | featured web platform for everyone 's favorite scripting
kandi X-RAY | balls Summary
kandi X-RAY | balls Summary
This is a fully-featured web platform for everyone's favorite scripting language: bash. Because, you know, we can. Written using ADD (API driven development).
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QUESTION
I have a json that is read with ajax in php. One of the variables is either true or false. I am having trouble getting it to work with an if statement.
...ANSWER
Answered 2021-Jun-15 at 00:43JSON booleans will be translated to Javascript booleans, so you can simply just:
QUESTION
I have created a render of a 3D network initially created in Networkx, however now that I have this render I would ultimately like to export it as a single .stl file. From the code below, how would I be able to combine the glyph, tubes, ball into one file. If it is not possible to export to .stl, .vtk would be fine too as it could be converted in Paraview.
...ANSWER
Answered 2021-Jun-14 at 14:42VTK has Exporter classes that you can see here: https://vtk.org/doc/nightly/html/classvtkExporter.html
Of those, I'd say OBJ is the closest to STL. You could export your scene to OBJ and then use MeshLab to convert that OBJ to STL. VRML would work too.
QUESTION
I receive no errors when trying to run this code, however nothing is rendered and only a blank screen appears. Please let me know where I have gone wrong. node_pos is a dictionary with all node coordinates keyed to node number, and G is the networkx graph object G. This code is adapted from code found elsewhere from 2005, so had to update some VTK attributes as they were outdated.
def draw_nxvtk(G, node_pos):
...ANSWER
Answered 2021-Jun-13 at 23:39You miss these lines:
QUESTION
My brain froze with this advanced filtering. This task has exceeded my basic knowledge of filter
, map
etc.
Here I have an array with nested objects with array:
...ANSWER
Answered 2021-Jun-13 at 09:21You can use reduce
method of array. First find out the object inside data array and then add that to accumulator array as new entry by preserving the original structure.
QUESTION
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 12:47void 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;
}
}
QUESTION
I have two play-once GIFs similar to the ones attached. I'd like to have the first GIF replace the original PNG upon mouseover, but even if someone removes the cursor from the image, finish playing the GIF so the last frame is in place before the mouseout GIF, which is the reverse of the previous one, replaces it and plays. I'd also like the original PNG to replace the mouseout GIF when it is finished playing, too. So, original > mouseover long enough to finish playing > mouseout long enough to finish playing > original.
I tried a javascript I found on here, and it worked to replace the images, but the mouseover GIF kept playing every now and again (even while the cursor was still on it) even though it is a play-once GIF (the script must have kept refreshing the GIF or something).
I'd keep the script in an external file as opposed to inline, of course. I know enough javascript to edit scripts, but not write them from scratch. jQuery is available, if needed.
Thanks for your help!
mouseover GIF mouseout GIF original PNG
ETA: This is what I tried before, although this wasn't the final version of it since I was trying different things on that site that lets you try scripts on, and I think I had the timing set to 2888. I don't have the other script since I didn't save it:
...ANSWER
Answered 2021-Jun-06 at 06:06I guessed the animations to last about 3 seconds, but you can change that. Using setTimeout
and a couple boolean values, we can delay the mouse on or off operation and queue up the next one. I also preload the images at the beginning to smooth out any loading flickers.
QUESTION
I have been trying to figure out how to add certain words when objects hit each other on my processing code. Would anyone know how I would get my screen to say 'You Have Won' when the red ball that is getting launched touches the black circle on the top half of the screen? I was wondering what needs to be done in order to achieve this.
This is my code:
...ANSWER
Answered 2021-May-10 at 15:16This might work:
QUESTION
Here is a little program that should (in theory) draw an image of a ball on screen. The problem is that paintComponent seems to not get called. The program consists of two classes.
...ANSWER
Answered 2021-Jun-03 at 15:48java.awt.Canvas
does not inherit from JComponent
so paintComponent
won't be called automatically
QUESTION
I have a project in which I'm trying to make a helix effect, where two ellipses rotate around each other, and they leave a trail which keeps going downwards and then disappearing. now the problem is, I cant get the trail to show up. I followed a tutorial by the coding train on making a trail, and while it works for him, it doesn't for me. one thing that I did differently from him is that he was using a classes for his ball, while I'm not.
My trail code's like this. It takes in a array I made called history, which contains a 2d vector containing the x and y positions, and it should be making a copy of the ellipse every frame, but instead it just makes a new ellipse and erases the last one.
...ANSWER
Answered 2021-Jun-03 at 15:31The problem is that you're pushing pos1
into history
, when you should be pushing pos1.copy()
. When you push the vector itself, the value in the list changes with the value of pos1
.
QUESTION
private Color solveColor;
void Start()
{
Color[] colors = { Color.cyan, Color.red, Color.green, new Color(245, 195, 29), Color.yellow, Color.magenta };
int lengthOfColors = colors.Length;
int solveColor = UnityEngine.Random.Range(0, lengthOfColors);
}
private void start()
{
GetComponent().material.color = solveColor;
}
private void FixedUpdate()
{
// Set the balls speed when it should travel
if (isTraveling) {
rb.velocity = travelDirection * speed;
}
// Paint the ground
Collider[] hitColliders = Physics.OverlapSphere(transform.position - (Vector3.up/2), .05f);
int i = 0;
while (i < hitColliders.Length)
{
GroundPiece ground = hitColliders[i].transform.GetComponent();
if (ground && !ground.isColored)
{
ground.Colored(solveColor);
}
...ANSWER
Answered 2021-May-29 at 15:04In the code you provided, nowhere do you set the material color of the ball again aside from Start
. If you want to have the particles behind the ball leave different colors, you will need to instantiate a new instance of the material. The reason for this is because materials in Unity are default shared between all instances of that particular material.
All of this info and a bit more can be found on the Material
docs page.
As you have a fixed size of colors you are using, I would instead create 6 new materials and make an array of materials instead. Now, instead of randomly picking a color, pick a material and assign it to the ball or your new instanced painting ability. I am also confused as to why you are placing your array of colors inside of your Start
function. It would be localized to that function only then. You also appear to have two Start
functions, which is odd. One being the Monobehaviour Start
and another start
. Unless that is intended, your second start
will not be run unless you call it.
Now to get to the solution I was talking about.
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