Particles | Metal based particle audio visualization | Data Visualization library

 by   AudioKit Swift Version: Current License: MIT

kandi X-RAY | Particles Summary

kandi X-RAY | Particles Summary

Particles is a Swift library typically used in Analytics, Data Visualization, D3 applications. Particles has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Metal based particle audio visualization.
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            kandi-support Support

              Particles has a low active ecosystem.
              It has 79 star(s) with 10 fork(s). There are 5 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 3 have been closed. On average issues are closed in 94 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Particles is current.

            kandi-Quality Quality

              Particles has no bugs reported.

            kandi-Security Security

              Particles has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Particles is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              Particles releases are not available. You will need to build from source code and install.

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            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of Particles
            Get all kandi verified functions for this library.

            Particles Key Features

            No Key Features are available at this moment for Particles.

            Particles Examples and Code Snippets

            Checks if two particles are equal
            javadot img1Lines of Code : 22dot img1License : Permissive (MIT License)
            copy iconCopy
            @Override
            	public boolean equals(Object obj) {
            		if (this == obj)
            			return true;
            		if (obj == null)
            			return false;
            		if (getClass() != obj.getClass())
            			return false;
            		Swarm other = (Swarm) obj;
            		if (Double.doubleToLongBits(bestFitness) != Doub  
            Spawn particles .
            javadot img2Lines of Code : 4dot img2License : Non-SPDX
            copy iconCopy
            public void spawnParticles() {
                LOGGER.info("Spawning particles");
                numberOfSpawnedParticles++;
              }  
            Get an array of all the particles in this panel .
            javadot img3Lines of Code : 3dot img3License : Permissive (MIT License)
            copy iconCopy
            public Particle[] getParticles() {
            		return particles;
            	}  

            Community Discussions

            QUESTION

            Applying particles package in R to ocean velocity
            Asked 2021-Jun-12 at 16:03

            I am trying to apply an example from R "particles" package to ocean velocity data (kinetic energy). Example data is as follows:

            ...

            ANSWER

            Answered 2021-Jun-12 at 14:45

            The problem is that kee is a vector and not a matrix. So ncol and nrow return as NULL instead of an actual number. Here is a smaller reproducible example of why it is failing:

            Source https://stackoverflow.com/questions/67949397

            QUESTION

            Ball to Ball Collision resolution Stick together
            Asked 2021-Jun-11 at 12:47

            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 12:47
            void 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;
                }
            }
            

            Source https://stackoverflow.com/questions/67937097

            QUESTION

            Speed of particle (on canvas) increases everytime I generate a new one. Is it due to requestanimationframe?
            Asked 2021-Jun-11 at 00:48

            The aim is to use the class particle to create particles (upon the user clicking a button) and once that is running as it should be, to give the user some control over speed, gravity and some other things. The problem is that every time the user clicks to create a new particle, the speed increases.

            I'm not sure why but when I demo it without having the requestanimationframe, it looks like it works as it should, but it's useless if it's not animated.

            ...

            ANSWER

            Answered 2021-Jun-10 at 23:23

            I would check and see if its the fact that you are constantly running drawNewParticle as your animation function, I would put this (your particle creation function):

            Source https://stackoverflow.com/questions/67928609

            QUESTION

            Optimize c++ Monte Carlo simulation with long dynamic arrays
            Asked 2021-Jun-10 at 13:17

            This is my first post here and I am not that experienced, so please excuse my ignorance.

            I am building a Monte Carlo simulation in C++ for my PhD and I need help in optimizing its computational time and performance. I have a 3d cube repeated in each coordinate as a simulation volume and inside every cube magnetic particles are generated in clusters. Then, in the central cube a loop of protons are created and move and at each step calculate the total magnetic field from all the particles (among other things) that they feel.

            At this moment I define everything inside the main function and because I need the position of the particles for my calculations (I calculate the distance between the particles during their placement and also during the proton movement), I store them in dynamic arrays. I haven't used any class or function,yet. This makes my simulations really slow because I have to use eventually millions of particles and thousands of protons. Even with hundreds it needs days. Also I use a lot of for and while loops and reading/writing to .dat files.

            I really need your help. I have spent weeks trying to optimize my code and my project is behind schedule. Do you have any suggestion? I need the arrays to store the position of the particles .Do you think classes or functions would be more efficient? Any advice in general is helpful. Sorry if that was too long but I am desperate...

            Ok, I edited my original post and I share my full script. I hope this will give you some insight regarding my simulation. Thank you.

            Additionally I add the two input files

            parametersDiffusion_spher_shel.txt

            parametersIONP_spher_shel.txt

            ...

            ANSWER

            Answered 2021-Jun-10 at 13:17

            I talked the problem in more steps, first thing I made the run reproducible:

            Source https://stackoverflow.com/questions/67905839

            QUESTION

            Particles.js background not adjusting
            Asked 2021-Jun-07 at 18:10

            When I adjust my config for Particles.js, the background color/image do not change from how it comes. I am not sure what I have done wrong. Here is my code:

            HTML:

            ...

            ANSWER

            Answered 2021-Jun-07 at 18:10

            QUESTION

            Access outer object from inner object
            Asked 2021-May-31 at 16:17

            I have 2 (incomplete) classes, Level and Object, in different files, that look like this

            Object.h:

            ...

            ANSWER

            Answered 2021-May-31 at 16:17

            Not sure if that's the best solution, but, thanks to @PeteBecker, I've added (and also found out, huh) include guard so now it looks like that:

            Object.h:

            Source https://stackoverflow.com/questions/67776493

            QUESTION

            How to use div for background in html
            Asked 2021-May-30 at 07:47

            Hi I am trying to build a website, and I am trying to use particles.js as my background and display the content in overlaying manner. However, it is displaying it on top of the page instead of the background. When I set its position as absolute, its changes the format of my website. How can I set that div as the background?

            here how it changes the format of the website , when I set it as absolute

            I have my background div id set as particles-js here is my code for base.html:

            ...

            ANSWER

            Answered 2021-May-30 at 07:35

            You can try this but i am not sure if this works for you.

            Source https://stackoverflow.com/questions/67758705

            QUESTION

            Uncaught TypeError: three__WEBPACK_IMPORTED_MODULE_2__.Float32Array is not a constructor
            Asked 2021-May-26 at 18:39

            For some reason I get an error above for the following code:

            ...

            ANSWER

            Answered 2021-May-26 at 18:39

            THREE.Float32Array does not exist in three.js.

            Change the line to be:

            Source https://stackoverflow.com/questions/67703364

            QUESTION

            Is it possible (and how) to load SVG string in Phaser 3 instead of loading it from path/url?
            Asked 2021-May-25 at 17:40

            I have several SVGs in my code which I would like to use with Phaser (specifically for particles) without saving them into separate SVG files.

            ...

            ANSWER

            Answered 2021-May-25 at 17:40

            QUESTION

            How to simulate first passage time probability in python for a random walk?
            Asked 2021-May-20 at 23:01

            I have a 2D random walk where the particles have equal probabilities to move to the left, right, up, down or stay in the same position. I generate a random number from to 1 to 5 to decide in which direction the particle will move. The particle will perform n steps, and I repeat the simulation several times.

            I want to plot the probability F(t) of hitting a linear barrier located at x = -10 for the first time (the particle will disappear after hitting this point). I started counting the number of particles fp for each simulation that hit the trap, adding the value 1 each time I have a particle in the position x = -10. After this I plotted fp, number of particles hitting the trap for the first time, vs t, the time steps.

            ...

            ANSWER

            Answered 2021-May-20 at 23:01

            First off, you are currently computing fp as the cumulative sum of all particles that crossed the trap. This number must inevitably be asymptotic to n. What you are looking for is the derivative of the cumulative sum, which is the number of particles crossing the trap per unit time.

            A very simple change is necessary here in the second loop. Change the following condition

            Source https://stackoverflow.com/questions/67622695

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

            Vulnerabilities

            No vulnerabilities reported

            Install Particles

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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