smooth

ggplot2: geom_smooth select observations connections (equivalence to geom_path())

放肆的年华 提交于 2019-12-01 06:16:39
问题 I am using ggplot2 to create vertical profiles of the ocean. My raw data set creates "spikes" so to make smooth curves. I am hoping to use geom_smooth() . I also want the line to progress according to the order of the observations (and not according to the x axis). When I use geom_path() , it works for the original plot, but not for the resulting geom_smooth() (see picture below). melteddf = Storfjorden %>% melt(id.vars = "Depth") ggplot(melteddf, aes(y = Depth, x = value)) + facet_wrap(~

Using Node.js modules in HTML

别来无恙 提交于 2019-12-01 04:25:41
I have the following Node.js project (which is a Minimal Working Example of my problem): module1.js : module.exports = function() { return "this is module1!"; }; module2.js : var module1 = require('./module1'); module.exports = function() { return module1()+" and this is module2!"; }; server.js : var module2 = require('./module2'); console.log(module2()); // prints: "this is module1! and this is module2!" Now I want to create a client.html file that will also use module2.js. Here is what I tried (and failed): naive version : <script src='module2.js'></script> <script>alert(module2());</script>

Using Node.js modules in HTML

天涯浪子 提交于 2019-12-01 03:06:13
问题 I have the following Node.js project (which is a Minimal Working Example of my problem): module1.js : module.exports = function() { return "this is module1!"; }; module2.js : var module1 = require('./module1'); module.exports = function() { return module1()+" and this is module2!"; }; server.js : var module2 = require('./module2'); console.log(module2()); // prints: "this is module1! and this is module2!" Now I want to create a client.html file that will also use module2.js. Here is what I

how to make DispatcherTimer events smoother in WPF?

旧城冷巷雨未停 提交于 2019-11-30 19:27:06
In my WPF application, the user presses a button to start a 3D model rotating smoothly, and lets up on the button to stop the rotation. To do this, I create a DispatcherTimer: DispatcherTimer timer = new DispatcherTimer(); timer.Tick += new EventHandler( timer_Tick ); timer.Interval = new TimeSpan( 0, 0, 0, 0, 30 ); And when the button is pressed I call timer.Start() and when the button is let up I call timer.Stop() . The timer_Tick function changes the rotation of the model: void timer_Tick( object sender, EventArgs e ) { spin = ( spin + 2 ) % 360; AxisAngleRotation3D rotation = new

浏览器滚动

旧城冷巷雨未停 提交于 2019-11-30 12:31:32
分类 滚动分 全局滚动(浏览器窗口) 跟 局部滚动(自定义的盒子) ,以下内容绝大部分都是指 全局滚动 , 局部滚动 的话获取 指定的DOM 再调用 相应的API 即可 如何设置全局滚动条高度 1. 最常用的方法: window.scrollTo(0, 0)// orwindow.scrollTo({ left: 0, top: 100}) 2. 也可以利用 相对滚动 设置: window.scrollBy(0, 0);// orwindow.scrollBy({ left: 0, top: 100}); 3. 或者利用 scrollTop 设置: document.scrollingElement.scrollTop = 100;注意:scrollTo跟scrollBy的参数是一样的,区别就是scrollBy滚动距离是相对与当前滚动条位置进行滚动 如何指定一个元素显示在视窗 1. 最常用的方法: // 获取元素的offsetTop(元素距离文档顶部的距离)let offsetTop = document.querySelector(".box").offsetTop;// 设置滚动条的高度window.scrollTo(0, offsetTop); 2. 或者用锚点: <a href="#box">盒子出现在顶部</a><div id="box"></div> 3. 或者利用

why is only 60 fps really smooth in cocos2d?

喜你入骨 提交于 2019-11-30 04:02:00
It has probably been asked before, but I can't find it anywhere... In videoland, 24 fps and anything above is smooth. Cocos2d seems to be smooth only when its 60 fps or maybe a bit less. Anything between 30 and 50 is certainly not smooth, the fps counter doesn't seem accurate... Why is this? Or is it only me having this situation? There are actually several reasons for this behavior, and it's not just cocos2d but an effect seen in any game engine in environments with vertical synchronization (VSYNC) enabled. On iOS VSYNC is always on, on PCs you usually have the option to turn it off to

why is only 60 fps really smooth in cocos2d?

≡放荡痞女 提交于 2019-11-29 01:41:26
问题 It has probably been asked before, but I can't find it anywhere... In videoland, 24 fps and anything above is smooth. Cocos2d seems to be smooth only when its 60 fps or maybe a bit less. Anything between 30 and 50 is certainly not smooth, the fps counter doesn't seem accurate... Why is this? Or is it only me having this situation? 回答1: There are actually several reasons for this behavior, and it's not just cocos2d but an effect seen in any game engine in environments with vertical

jQuery: Scroll to anchor when calling URL, replace browsers behaviour

喜你入骨 提交于 2019-11-28 18:53:18
I already know the jQuery plugin ScrollTo, but I didn't find any way up to now to realize the following: The users gets to my site (by typing, NOT by clicking a link on my page) domain.com/bla.php#foo and the anchor "#foo" exists. Now I want that the browser of the user does NOT automatically scroll to "#foo", instead I want to smoothly scroll so that the element '#foo' is about in the middle of the view and NOT on the absolute top position of the users view. thanks so far! If you don't create the actual anchor foo , but rather create your anchor with an id like _foo (something like <a id="

How do I make a CSS triangle with smooth edges?

与世无争的帅哥 提交于 2019-11-28 18:14:14
I have a triangle ( JSFiddle ) using this CSS: .triangle { width: 0; height: 0; border-top: 0; border-bottom: 30px solid #666699; border-left: 20px solid transparent; border-right: 20px solid transparent; } And this HTML: <div class="triangle"></div> This makes a triangle, but the diagonal lines are jagged and pixelated. How can I make them smooth? (I was able to smooth them out in Safari and Chrome by making them dotted, but that broke the triangles in Firefox and IE.) Even in pure CSS we can get the smooth diagonals. .triangle { width: 0; height: 0; border-top: 0; border-bottom: 30px solid

How to smooth mesh triangles in STL loaded BufferGeometry

旧时模样 提交于 2019-11-28 00:09:59
I´m trying to load some STL files using Three.js. The models are loaded correctly, but there are too many triangles that I would like to merge/smooth. I had successfully applied smooth loading terrains in other 3D formats, but I can´t do it with the BufferGeometry that results from loading an STL file with the STLLoader. _ var material = new THREE.MeshLambertMaterial( { ... } ); var path = "./models/budah.stl"; var loader = new THREE.STLLoader(); loader.load( path, function ( object ) { object.computeBoundingBox(); object.computeBoundingSphere(); object.computeFaceNormals(); object