vector2d | Operates using Objects | Machine Learning library

 by   evanshortiss TypeScript Version: 3.0.0 License: MIT

kandi X-RAY | vector2d Summary

kandi X-RAY | vector2d Summary

vector2d is a TypeScript library typically used in Artificial Intelligence, Machine Learning, Deep Learning applications. vector2d has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

An easy to use 2D Vector library with 3 methods of Vector representation to optimise for your particular use case.
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              vector2d has a low active ecosystem.
              It has 24 star(s) with 8 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 0 open issues and 1 have been closed. On average issues are closed in 10 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of vector2d is 3.0.0

            kandi-Quality Quality

              vector2d has no bugs reported.

            kandi-Security Security

              vector2d has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              vector2d 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

              vector2d releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.

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            vector2d Key Features

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            vector2d Examples and Code Snippets

            No Code Snippets are available at this moment for vector2d.

            Community Discussions

            QUESTION

            Read/write Eigen::Matrix with cv::Filestorage
            Asked 2021-Jun-15 at 15:05

            According to the OpenCV Docs, we can use cv::FileStorage to read/write custom data structure from/to config files (XML, YAML, JSON):

            ...

            ANSWER

            Answered 2021-Jun-15 at 15:05

            The issue is due to the intruduction of namespace, indeed you can get a similar issue with this code:

            Source https://stackoverflow.com/questions/67985606

            QUESTION

            Algorithm for finding new points of rotating a vector
            Asked 2021-Jun-10 at 11:38

            I am trying to programmatically find the point created from rotating a vector around it's origin point (could be anywhere in 2D space).

            We see that we have our line (or vector for the math) A at some point of (x, y) that might be anywhere in 2D space. It runs to point B at some (x, y). We rotate it by Theta which then moves to some point C at an (x, y). The problem for me comes with trying to programmatically use math to solve for such.

            Originally the thought was to form a triangle and use trig but this angle could be exactly 180 (unlikely but possible) which obviously no triangle can work. Would anyone have ideas?

            I am using C# and my own vector object (below) to test out the creation of lines. Any help is appreciated!

            ...

            ANSWER

            Answered 2021-Jun-09 at 16:24

            You can convert cartesian coordinates (x, y) into polar ones (R, fi), add theta to fi and then convert back to cartesian:

            Source https://stackoverflow.com/questions/67894033

            QUESTION

            Eigen C++: Best Way To Convert 2D Polar To Cartesian
            Asked 2021-Apr-15 at 22:53

            I am currently doing:

            ...

            ANSWER

            Answered 2021-Apr-15 at 22:53

            That looks right to me if you're wanting to stick with using Eigen.

            Generally though since the polar representation has angles, it might be good to avoid using the Eigen::Vector2d just for the sake of reducing mistakes that may be made in the future (like adding multiple angles together and not dealing with the fact that 0 == 2*PI). Maybe you could do it with structs instead:

            Source https://stackoverflow.com/questions/67116835

            QUESTION

            Computing Mouse Position to 3d Space - OpenGL
            Asked 2021-Apr-10 at 07:27

            I'm trying to create a ray to that translates my mouse coordinates to 3d world coordinates.

            ...

            ANSWER

            Answered 2021-Apr-10 at 06:24

            The computation of normalised_x and normalised_y is wrong. Normalized device coordinates are in range [-1.0, 1.0]:

            Source https://stackoverflow.com/questions/67028615

            QUESTION

            Cannot access public method from another class
            Asked 2021-Apr-03 at 18:29

            I have the following classes:

            ...

            ANSWER

            Answered 2021-Apr-03 at 18:29

            in AddLabels method, vector points is const. setPointLabel is non-const member function. non-const member functions can only be invoked for non-const objects. Either

            1. remove const from const vector &points , or
            2. mark function setPointLabel const.

            Source https://stackoverflow.com/questions/66934028

            QUESTION

            Trying to pass data from a multimap to a map is not working as suggested
            Asked 2021-Apr-03 at 12:55

            In this post Convert a multi_key map into a "normal" map joining the multiple keys

            They suggest how to convert a multimap to the map by passing the values of the first to the second one. I tried that in my code, but it doesn't work:

            ...

            ANSWER

            Answered 2021-Apr-03 at 12:55

            _mapNewPoints[it->first].insert would imply that Point has an insert method which is not the case. I believe you may want something like this:

            Source https://stackoverflow.com/questions/66930818

            QUESTION

            C++ / SDL2 - Ball bouncing/glitching together
            Asked 2021-Jan-31 at 23:11

            I was trying to write some ball bouncing program in C++ using SDL2. I had a hard time getting the velocity exchange correct, but it works pretty neat so far. The only problem I have right now is that the balls are sometimes glitching/stucking together and after some seconds they release themself again.

            That is my update() function which gets called every frame:

            ...

            ANSWER

            Answered 2021-Jan-31 at 23:11
            The proper fix

            The main problem is that you are letting the balls overlap each other, then update their velocities. However, if the next time step is shorter than the previous one, it can be that after updating their positions, they are still overlapping. Then you think they are colliding again, and update their velocities, but this will most likely cause then to move closer together again. This explains why they get stuck.

            The proper wait to solve this is to calculate the exact point in time that two moving balls collide. This can be done analytically, for example by treating time as a third dimension, and then calculating a line-sphere intersection. If this happens during the time step, you advance the time up to the point that the collision happens, then update the velocities, and then perform the rest of the step. If you have more than two balls, then be aware that you can have more than two balls colliding all with each other in the same timestep. This is also solvable, just calculate all the time points that collisions happen, select the earliest one, update velocities at that point, and then recalculate the collision times, and so on until there are no collisions in the time step.

            The workaround

            Your workaround might fix two balls sticking to each other, but the result is not physically accurate. It breaks down when you start increasing the density of balls, since at some point the chance will be very high that at least one ball of a pair that should collide was in a collision in the previous timestep, and then they will all just start passing through each other all the time.

            Another issue is that you have to check every possible pair of balls in updateCanCollide(), which is not efficient. There is a simpler and more common workaround to this problem: when two balls collide, after updating their velocities, immediately update their positions as well such that the balls are no longer colliding. You can try to calculate exactly how much to move them so they no longer overlap, or if you don't want to involve mathematics, you can just have a while loop to do a small step until they no longer overlap.

            Other issues in your code

            Note that there are also some other thing in your code that you could improve:

            • Don't new a temporary Vector2D, just declare it on the stack. If for some reason this is not possible, at least delete v1 and v2 afterwards.
            • You don't need to call abs() if you are going to square the result anyway.
            • Use std::hypot() to calculate the distance.
            • Did you write Vector2D yourself or is it from a library? If the latter, maybe it already has functions to reflect two 2D vectors? If the former, consider using a library like GLM, even if you are not using OpenGL.
            • Use a proper value of π. A simple, portable solution is to declare static constexpr pi = std::atan(1) * 4.

            Source https://stackoverflow.com/questions/65983827

            QUESTION

            Stl iterators with Eigen matrices
            Asked 2021-Jan-05 at 16:32

            I have some functions that involves stl iterators and works with types like std::vector. For example:

            ...

            ANSWER

            Answered 2021-Jan-05 at 15:54

            I have not found the best solution but for now I decided to use lambda functions:

            Source https://stackoverflow.com/questions/65573094

            QUESTION

            Java LWJGL OpenGL 3 convert 3d point to 2d point
            Asked 2021-Jan-03 at 17:47

            I'm trying to convert a 3d vector to a 2d vector in LWJGL 3. The goal is to render a nametag on the 2d screen while moving in a 3d world.

            this is what I've used on LWJGL 2:

            ...

            ANSWER

            Answered 2021-Jan-03 at 14:48

            You can use JOML (which is also downloadable as an LWJGL 3 Addon) and its Matrix4f.project() method for this. The following is a functioning port of your shown code snippet for LWJGL3 + JOML:

            Source https://stackoverflow.com/questions/65550914

            QUESTION

            Does overriding a function instantiate the base function? (getting error)
            Asked 2020-Dec-17 at 16:37

            I would like to write a converter. I would prefer a base class that already handles the trivial cases where InputType can be directly converter to OutputType, say float to double.

            However, in this shortened example, I get an error:

            error C2440: 'static_cast' : cannot convert from 'const Eigen::Vector2d' to 'std::tuple'

            To me that looks like, the base class and set function are instantiated, despite the function being overridden. Since there is no conversion between Eigen::Vector2d and std::tuple the error appears. Am I missing something? What would be a proper way to achieve the initial goal?

            The base class which is supposed to also handle trivial cases like OutputType = InputType:

            ...

            ANSWER

            Answered 2020-Dec-17 at 16:37

            Virtual methods are instantiated in the same time than the class, so it should be correct.

            You might provide 2 versions:

            Source https://stackoverflow.com/questions/65344533

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

            Vulnerabilities

            No vulnerabilities reported

            Install vector2d

            It's also possible to use this module directly in the browser through window.Vec2D. Simply clone the code locally and run the following:. This will produce vec2d.js and vec2d.min.js files in dist/ the folder of the repository that you can include via <script> tags.

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            Install
          • npm

            npm i vector2d

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            https://github.com/evanshortiss/vector2d.git

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            gh repo clone evanshortiss/vector2d

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            git@github.com:evanshortiss/vector2d.git

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