I have casually been experimenting with OrientDB at work for a couple of years, but one thing that really bothers me is that the Studio Graph view seems to cut off the text inside the vertices. Actually, the problem is not that they're cut off, but that the white text matches the white background, and since the text doesn't wrap, the text outside of the vertices becomes invisible. It doesn't seem to matter what version I use, but currently I'm using v2.2.
Here's what I mean:
OrientDB Studio Graph View - Words Cut Off
I have many times toyed with the idea of using OrientDB kind of like a mind-map - a way to store information as it is learned, and then illustrate it using the Graph view for others to see and understand. If it was just me it wouldn't be so bad, but I can't show it the way it is, because of this cut-off issue.
I've tried changing the radius of the vertices but then the edges get crowded and unusable. I've tried changing other settings via "select * from _studio" - but the changes didn't seem to "stick". I was hoping to find a way to increase both the radii and the length of the edges. I didn't want to resort to using Neo4j since I've already invested time in learning OrientDB, but it seems they have this feature out-of-the-box.
Is there any way to make the graph view more manageable when character lengths are a little longer? I appreciate any input!
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I am trying to follow the tutorial for a dungeon RPG, which involves creating a tileset.
As part of this (bookmark to exact time in video (edit: thanks, corrected)) in the video it's possible to move around tiles into separate folders. I am trying to re-create this on Unity 2022.2.0.a14.2406, and I don't seem to be able to do this: Whenever I move around tiles (from a tileset) to other folders in my assets, I end up moving the whole tileset (see image below, with the left-arrow linking to the tileset). This of course prevents me from splitting up tiles, e.g. into categories like players/walls/etc.
How would you do this? I also tried using tags, but they seem to have the same issue - they get applied to all tiles in a tileset.
Edit: Example with multiple tiles (showing the first few) extracted via 'sprite editor => slice/automatic'. It's 256 tiles, so to use them it'd important to have some way to group these tiles.
I bumped into a similar situation, and solved it rather naively by firing up Paint.NET to edit the gigantic sprite sheets I had found online into smaller similar ones for the different types of terrains, and making a distinct PNG for each character and game object.
Good naming is critical: use a short but descriptive name for each PNG, so it imports and breaks down into say Torch_0, Torch_1, etc. and Castle1_0, Castle1_1, BlueBlobBaddy_0, etc.; have all the sprites needed for a given terrain type in the same import file, import them into dedicated folders/subfolders, then splice them into tiles.
It's honestly quite a lot of work, but it's well worth it in the end.
I'm hoping this post will honor the age-old rule "if you want to learn how to do something, post the wrong way to go about it online" and will prompt a better, not-so-naive approach to this problem which I presume everyone working with 2D tilesets in Unity has encountered.
I need access to the coordinates of individual strokes of a PKDrawing in PencilKit. Is there any way I can get access to that? Currently, my only idea is to try and decode the opaque data representation we get from PKDrawing.
As Ben has said, there doesn't seem to be any way to access stroke-level data in PencilKit at this time. This seems like a pretty rudimentary feature so hopefully Apple will add it next WWDC. Fingers crossed.
LetsBuildThatApp's YouTube tutorial is a good starting point if you just want basic drawing capabilities and are not too concerned about drawing quality or latency. I ran into issues when I tried to add the ability to vary the stroke width with pen pressure. I was never able to get it to transition smoothly between stroke segments of different widths - it always 'jumped' jarringly from one width to the next. Maybe there's a way to fix that, but I wasn't able to.
I suspect that currently, the only way to draw low-latency high-quality images with Apple Pencil is to write a drawing engine from scratch in Metal or OpenCL. It's strange it has taken Apple so long since the release of Apple Pencil to get a comprehensive drawing framework out. Fingers crossed that changes at WWDC 2020.
Edit: Apple announced substantial updates to PencilKit at WWDC20, including access to stroke data and functions to programatically draw strokes.
I was was looking for the same thing and from this comment https://stackoverflow.com/a/57565661/8891611 and my own searching of the documentation, it seems what you're asking for doesn't exist. If you do discover a way to decode the opaque data please update this thread on how so.
If you aren't necessarily set on PencilKit, you could manually code your drawing functions which is easier than it sounds. In this tutorial: https://youtu.be/E2NTCmEsdSE?t=504 I have timestamped where he shows that he has access to all the points on the lines he is creating.
And another potential solution could be to use both, by have a mapping between your PencilKit drawing and the points found from the technique in this tutorial.
For the strokes, you can access the property .renderBounds that gives you the dimensions of the rectangle where the stroke is into.
I am working on a project where I have to render 4 different sides of a 3D object at the same time on the screen. The output should have 4 different camera outputs rendering the front side, left side, right side and back side of the 3d object.
I found that a gaming engine like Unity may help to do something like this. However, I have just started using Unity and can't figure out how to do it.
Here is the link for some examples. This is how I want the output to look like
Well first of all, welcome to Stackoverflow. And you are right, Unity is an excellent IDE to achieve what you described.
As stated in the FAQ and here, I'm going to give you an answer I deem fitting to your question. I can post the code here in about 30 minutes which does exactly what you asked for, but then we'd miss the point of learning to program and posting at StackOverflow in general. I'll show you the way on how to start on this project, but then you'll have to try yourself. If you have any troubles after trying some more, we can help you with specific problems, provided you have researched some before and show us what you tried.
As to your question, it's relative easy to do so. First create your object in the scene, then drag and place four different Camera-objects in the screen. Using the Camera's Normalized View Port Rect (Four values that indicate where on the screen this camera view will be drawn, in Screen Coordinates (values 0-1)), you can then split up the view to show the feed of each Camera.
This ofcourse happens in a script. You can read here about Scripting in Unity. Even if you are an expert in programming, that link is worth a read when you are new to Unity.
Good luck.
I have a database of images of one person who is using his hands to show various words and phrases in sign language. The background is white and the only thing changing is the shape of the person's hands and their locations. Now in my gui in matlab, I want the user to be able to choose another image from the same person that was taken at another time doing a sign but wearing the same clothes and then the program will have to compare this against the images in the database and show the most similar. Obviously I can't do pixel by pixel comparison as the images were taken by a hand held mobile camera and slight movement has been inevitable so I should try and locate the hands in the images and compare their shapes. I have no idea how to go about this? I have to say I am new to image processing toolbox in matlab.
Your help is much appreciated
I am doing a phD in computer vision, and I can tell you that it is an unsolved problem. (even in your simple framewrok, with white background)
If you are interested, you might read some works about it ar MIT:
http://people.csail.mit.edu/rywang/handtracking/
or at Oxford:
http://www.robots.ox.ac.uk/~vgg/research/sign_language/index.html
http://www.robots.ox.ac.uk/~vgg/research/hands/index.html
I disagree with you. Such a project can achieve results quickly.
This becomes a problem as soon as the project has to deal with "real life".
Using a single camera, and a completely known background; Opencv provides a simple way to extract hand shape in a image (in about 20 lines of code). You will find plenty of source on the web (have a look at calcbackproj).
After that, what you will have to do is to play with shape, and search for characteristic points.
Begin with some simple signs (example : a circle and a V). How would you recognize one from the other?
There are thousands of papers on sign language; just read the older one to simple ideas flowing :)
Any ideas why this page: http://mpdteam.net/projects.html is flashing when it scrolls? I've determined it's due to the background of the main content container, but why? is it a eye-trick, an image flaw, a browser flaw, or a code flaw? The code is easily viewable with view source or dev tools.
Let me know if you need anymore info. thanks.
(also, feel free to re-tag. i'm having a mind-blank for good tags)
It's because it uses finely spaced grey and white lines.
It is perhaps an example of the Moiré pattern, although this is more typically reserved for two overlapping grids at different angles.
I always assumed on a PC this occurred because of the redraw time between the two colours, and how finely spaced the lines are. The lines not perfectly aligning with pixels (e.g. anti-aliasing) would further enhance the flickering effect.
To fix it, try changing the size of the bands (e.g. try zooming out or in on the current page, and moving the browser, and note how you get reduced and even none of the described flickering effect).
Alternatively, you may want to apply a blur such that the difference between bands was softened (not sure if this would necessarily help).
Another suggestion that research yields is that it is due to background redrawing/scaling. However, a fixed background (as compared to a repeating one) isn't particularly applicable to your page.
In any case, for an in-depth discussion of some of the concepts involved, check out this awesome page (http://www.techmind.org/lcd/)