How do you create a hole without a pad in Altium? just like to screw the PCB - altium-designer

I'm trying to create just a hole in the PCB, how do you create one? just to make 4 holes to screw it?
no ground pad required, is it possible

and remove tick "Plated" if this holes do not require metallization

in pad option,you should make X-size = Y-size = Hole Size like picture below.So you have only a hole in your pcb
enter image description here

Related

How to use a texture with particle system to create lightnings effect?

I have a lightning texture tga file type :
and i dragged the lightning texture to a new particle system :
two problems :
how to make the 3d start size to be random ?
from youtube tutorial he did something that give him a random settings ine the 3d start size:
but my 3d start size is not random and i'm not sure how to apply the random settings :
the second problem is how to display the lightning in the particle system without the black box square around and to show only the lightning ?
For the first question, I can't say much more than try to play with the parameters in the same section "Shape" where you can change the "randomize" parameters.
For the second question: Do you see that "Alpha Is Transparency" check mark? Yes, that's it. Solves your problem ;)
For the first problem the random on the 3D Start Size.
on the right of it there is a small arrow click on it to expand and then you have some options, select Random Between Two Constants or play with it with the other options. then you can set the X and Y and Z random ranges.
I marked with red circle the arrow to click and expand to get to the options.
The second problem was the box(cube) in black around the lightning.
to remove it just go to the object with the particle system scroll down to the bottom to the shader, expand the shader options and in Rendering Mode change it to Transparent.
I marked with red circle again on the right what you have to change to make it transparent.
and we have nice lightnings and this is the basic i guess but it's working nice.

Can you do pathfinding based on the pixelgrid of a .png file in Unity?

TL;DR: Can someone please help with pathfinding with no obstacles, fixed and known starting points, and edges based on transparency of the pixel grid of a .png file.
I'm trying to make a simple app for my students to teach them the correct stroke order and direction of the Chinese strokes.
So far I have achieved this by layering "start" and "end" game objects with CircleCollider2D components on top of the PolygonCollider2D generated by the sprite to check if they started the stroke, stayed within the stroke, and exited it correctly.
It does the job, yes, but it doesn't animate the fill in process like you'd expect from such an app, not to mention that I need to manually add "start" and "end" points myself.
Ideally I could just provide the stroke sprite, tell it which way I want the stroke to go (left to right, right to left etc.) and let the program create the ends based on the first/last 10% of the pixels, and of course animate it to fill in once completed correctly.
But baby steps!
First, I'd be grateful if someone could please tell me how to even get the pixel grid to begin with so I can perhaps attempt an A* approach.
Thank you!
This is the same case for validating AI racers if they are in racing in the correct way. You will have to indicate some sort of waypoint system that has is ordered by the way of strokes you want.
Imagine you're teaching them to write the number 2. You will have to create an array of nodes starting from the upper left most of the number until you get to the other end. You can validate the strokes if their fingers pass through the correct order or not.
No need for a complicated A* algorithm.
However, this won't do if you want to automate everything. This will require you to do some sort of image processing, editor tool, and loads of validations. I wouldn't suggest the automated one though.

How do I make a Maze Generator on Scratch?

I am currently in High School, and I am in an APCSP (AP Computer Science Principles) class, which in my case is learning in Scratch programming. I am confused and have practically no idea what I'm doing. Scratch is very confusing and I feel like it's pointless to learn.
My question is this: Can anyone help me on how to make a Maze Generator on Scratch, as this is my project and it's giving me struggles.
Thank you.
It's actually possible to build with scratch but depends on what you are looking for. I assume you want to generate a simple maze like in old fashioned 8-bit games like boulder dash.
First decide on the size of your maze: for example 5 x 5 blocks.
If you want to create a maze, imagine drawing it on a grid on paper. Blocks are either "empty" or filled in. Our maze can be represented by numbers. The empty blocks are represented by a 0 and the filled blocks with a 1.
You could visualize that matrix like this if all blocks are empty:
0,0,0,0,0,
0,0,0,0,0,
0,0,0,0,0,
0,0,0,0,0,
0,0,0,0,0
Adding a border wall while keeping the inside empty would look like:
1,1,1,1,1,
1,0,0,0,1,
1,0,0,0,1,
1,0,0,0,1,
1,1,1,1,1
Using a "list" variable to store this information would fit best within the possibilities of MIT Scratch.
In this case, you need to understand that each block in our maze is represented by a position in above matrix. You could draw numbers on a piece of paper in the shape and size of your grid / matrix as a reference to remember the position of each block if that makes it easier.
We also need to look at how our maze will relate to the Stage size. The width and height in pixels of a default scratch project is 480x360.
A 5 x 5 maze is divided in blocks of 480 / 5 = 96 width and 360 / 5 = 72 height. In other words, a block needs to be 96x72 pixels, based on a full screen maze.
Next step, is creating a sprite representing the visualization of the blocks of the maze. I would keep the first "costume" of our block sprite empty, and create a fully filled block to represent the walls of the maze.
After that, we need to programmatically create our maze. I made an example you can explore of random drawing of the blocks of a maze:
https://scratch.mit.edu/projects/278731659/
(You can change the rows & columns value to see it scale up, but remember the limit to the amount of clones the block sprite can have is 300)
This is just to get you started and by no means a complete solution. I just hope this helps you think in the right direction.
You can make this more advanced, by adding a function to explore and correct our randomly drawn grid to generate a walkable path from position x to position y. A rule you can program is for example: Every empty position in the grid should have at least two other empty positions in the spaces above, below, left and right of it.
There are many different ways to do this; whether this is with sprites and stamp or 2D lists and pen. Either way, the main component is the algorithm. This wikipedia page gives details on how maze generation works and few different algorithms. There is also a video series by The Coding Train here where he creates a maze generator with the 2D list method from above (this method is a bit harder on scratch, however). Either way, the best thing to do is to look at examples others have made, figure out how they work, and try to recreate them or make them better. Here's a good place to get started.
Scratch IS truly pointless! A simple maze generator would have you use the pen to draw predefined shapes (Such as a long hallway or intersection). You should also make (invisible) squares to separate everything and have the program draw in the squares.
I will put a link later that leads to a sample project that has the code.
Check out this video by griffpatch
https://www.youtube.com/watch?v=22Dpi5e9uz8
This was one of my projects, and the instructor provided this video for everyone to follow and expand from.

How to get the region shown in the image ?

i want to get the red region as specified in the image below :
remember that the red region that is shown in the image is just for clarification , it is not present in original image , below is the original image attached :
i also have the iris point in this region, i already got that point , if that point can help me so i can share that image too.
can someone help me in this .....
For this specific image, let's call it BW, you can find the center region as:
BWnoBorder= imclearborder(BW); %# remove the white that touches the border
OnlyCenter = bwareaopen(BWnoBorder,1000); %# remove all small pixel areas
A robust method might be the snake region growing algorithm.
Seems like you thresholded the eye illuminated by IR or something. To answer your question or even to ask it correctly you have to show a number of images to evaluate the stability and noise in eye socket regions. Otherwise one can come up with a solution that works for the image above but not in general.
For example, I can invert your image, get the largest Connected Component (the dark region) and erode it till it becomes thin, see below. It is easy to get an ellipse from this binary mask but will it work in general case with your noisy input?
A good thing to start is to say what do you expect to find. Say you are looking for an eye, dark surrounding area and a bright skin tone - make it 3 Mixed models that settle simultaneously in the EM fashion. Provide some shape priors to increase accuracy. think about other visual cues such as specs on the iris, saccades, FA from blinks, etc.

Placing objects around image highlights- coco2d /opengl / coregraphics?

I would like to extract the white areas/bright areas of an image and place a custom objects in those areas. I need to know which framework to work with. if anyone has done something similar, I would appreciate an answer. I know how to get Pixel values, however the hard part is creating a Bloom/star effect in those highlighted areas.
You could make a mask where the luminance value was above a threshold, then blur or whatever the mask and composite above the image.