Starting with accelerometers, which to choose? [closed] - accelerometer

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So I am trying to buy a low cost accelerometer to use with my Arduino and PIC projects. I don't know much about them, and would appreciate some advice.
I have come across two which interest me: the ADXL345, and the MMA7361. Those seem to be the cheapest around with a good record. If there are any others, please let me know what you recommend - or help me choose between these two.
With that said, I was looking at the ADXL345 on eBay, and found something weird.
http://www.ebay.ca/itm/Arduino-Triple-Axis-Accelerometer-Breakout-ADXL345-/130492972527?pt=LH_DefaultDomain_0&hash=item1e61fcbdef
http://www.ebay.ca/itm/ADXL345-3-axis-Digital-Sensor-Acceleration-Module-Arduino-/270904019741?pt=LH_DefaultDomain_0&hash=item3f13234b1d
The one in the first link is cheaper, but also smaller. It seem like the same thing as the second, but I am wondering why it is smaller and looks like it has less components. I do know it is missing the pins, which I can solder on myself if I purchase it. But anyways, why do they physically seem so different?
Thanks in advance everyone!

Looks to me like the 2nd link includes the pull-up resistors for the I2C interface. Hard to tell on the 1st link though.

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Is Pyvista a complete library already? [January 2021] [closed]

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I was searching for new visualization libraries in Python, and I learned about the existence of Pyvista. The examples I've seen look amazing.
I used to work with Mayavi a few years ago, but Pyvista seems very tempting. Are the features in Pyvista really as well-rounded as traditional libraries like Mayavi, etc.?
The question can seem opinion-based, but sometimes new libraries need a few years to become complete. I learned this the hard way with some CAD packages.
I intend to use Mayavi to post-process results from CFD simulations (computational fluid dynamics). Please let me know your opinions.
Thanks in advance,
As PyVista is just a wrapper for VTK it's safe to say that you are not restricted in what is possible.
I found the move from Mayavi to Pyvista really straight forward. The library has a couple of functions that allows you to convert your existing data structure into VTK friendly structures quite easily.
And if you were a fan of Mayavi's pipeline work there is something similar in PyVista where you can add on different things to do plotter.
I hope that helps. Also, join the slack channel if you want to ask any questions / see what other people are using it for.

When to use animations in Unity? [closed]

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I'm currently making my first game in unity. I came through all the tutorials on their site and i have one doubt. There are many situations when I can use either animation or just add force(or do something else). For example, if in my game player hits something it should fall and i can make it fall by animation or by just adding force. Both of these solutions are good for me. Can somebody more experienced in making unity games tell me are there any good rules for deciding what should I use? Are any of these for example more performance-friendly?
It depends a lot on what your game is, and what kind of scale.
Falling objects that interact with other dynamic options? Physics is usually the best answer.
Just want something to move off screen then go away? Animation can make sense, but there are other options too without using physics.
Using lots of objects? Physics is a good way to handle it.
Using thousands of objects? Physics may be too much, will need to think of other ways.
Your question is really vague so can't give anything but a vague answer back.
However, for your first game, I will say don't worry too much about optimizing and make it simple at first. As you learn, you will understand what can be trimmed/changed later on.

Is touch typing necessary to be an efficient programmer? [closed]

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I am 16 and I have been programming for a couple months. I am really interested in computer science and i am thinking i want to go into the field of programming. I just have one problem; I am a very slow typer. I tap at the keyboard with two or three fingers most of the time. I was wondering if I should learn how to touch type if I want to be a programmer. After all though, when programming, I spend the majority of my time thinking about what I am going to type than I do actually typing so I am wondering how beneficial it would really be. One of the main reasons I was considering learning how to type is so I can use advanced text editors like vim with ease. My final question, If you do think it would be helpful to learn, where should I learn and how long would it most likely take for me to lose my old habits?
I know devs that are great at their job and they still chicken peck their keyboards. Learning to think and analyze is way more critical than learning to type without looking.
Having said that, it is damn useful to learn since working with the keyboard is quicker than pointing and clicking. As far as where to learn, I don't know. Just keep typing, keep programming. Eventually, you'll just develop a feel for it.
Just do not think about it. After 3 years of programming your will study to type pretty fast.

How to approach SRS [closed]

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What is the best way to write the system requirement specification. Definition is given to me. project scope is very heavy.
Which model should i approach to get the detailed requirement from the client ?
Which are the common mistakes while gathering information from client and writing specification ?
Help appreciated.
First of all, you have to have a background in requirements engineering. As a start, look at the Volere templates, that help to organize the requirements in a meaningful way. The authors (the Robertsons) have written a book "Mastering the Requirements Process" (ISBN: 978-0321419491), but there are of course a lot of other authors.
There are a lot of techniques to get requirements from the customer, and it depends on how the customer behaves, in which area he is under way, and how much experiences he has there. It is not possible to give here any advice.
I don't think that there is a list of common mistakes that could help you in any way. Get an experienced requirements engineer, and follow his steps.

Is there a systematic approach to avoid the 3 pitfalls(below) of software solutions? [closed]

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Developing software solutions which already exist and are available for re-use (either commercial or open-source). AKA "re-inventing the wheel".
Same as above, but your solution being broken. AKA "re-inventing the square wheel".
Developing solutions for problems which do not exist.
Again, I'm interested in a more formal approach, e.g. TRIZ
Doing some research beforehand (1) and investing in solid software architecture (2,3) usually helps :)
When you're planning to develop something you always need to calculate the benefits of doing some and the things like the ROI.
You could read more about this in Agile Estimating and Planning by Mike Cohn
Local Market Research
Internet Research
Google Metrics (Seeing what the Google Count is)