I am new to Cooja Contiki. I have a network simulation comprising 5 web sense motes and one border router. I want to figure out how to ensure that the entire communication among sense motes only occur via border router. Could someone advise regarding this?
This is the expected simulation
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I created an openvr driver and it works fine. I have tried adding a device in the driver: TrackedDeviceClass_GenericTracker, this tracker device receives 3rd party positioning data via UDP, and overlays the positioning data with the helmet positioning data by using trackingoverrides; I don't use a base station.
The problem now is:
When I use trackingoverrides to override the HMD positioning, the window of the steamVR application immediately pops up a prompt box, prompting me to set the room, the error code is C200; and the VR view is not displayed on the PC.
enter image description here
I see there are some methods that say other chaperone json files can be used directly, but I don't know how to use it, can anyone tell me the details? How to unify the coordinate system in the openvr driver, and how to avoid the frequent pop-up of room settings in steamvr?
I want to use the position data in the third-party positioning data in the driver (without its rotation), and then use the rotation data of the HTC VIVE helmet's own gyroscope, and combine the third-party position data with the rotation data of the HTC vive helmet's gyroscope. After fusion, I set the positioning and rotation of the helmet together, because I know its own gyro rotation data is very accurate. Is my method correct? And how to get the rotation data of HTC vive helmet gyroscope through openvr driver? Note that I do not use lighthouse base stations.
I have tested a lot of examples, but all of them have the above problems, including the vive official git sample, OpenVR-driver-for-DIY, Simple-OpenVR-Driver-Tutorial and many more.
Hope to get help, thanks. I asked the same question on the steam forum because I was really bothered by it for a long time, I hope to get help, thanks.
I am working on a chemical oligomerization reaction network and have generated a Cytoscape network showing each molecular species and intermediate ions in each node and each connecting edge represents a reaction pathway. The issue is, in this system most reactions are reversible and thus two edges are generated between two nodes and there is no reasonable way to edit my network simulation outputs to remove the reverse reactions. Is there a way I can delete the double edges between two nodes without having to do it manually? An example image of a small section of my network showing the issue
Is this for the Cytoscape desktop or cytoscape.js? For Cytoscape desktop, you can collapse multiple edges using the Edit->Remove duplicate edges...
-- scooter
I'm currently creating a system of spheres which can actuate to push each other away. There are center bodies (teal) at each corner which are connected to connecting bodies (yellow) via PrismaticJoint which are connected in the same way to the next corner.
When creating a one dimensional system of spheres, for example, a 1x1x4 system, I run into no errors and the system behaves as expected.
In trying to create a system of eight spheres in a 2x2x2 orientation, I'm running into mobilization errors.
Here is what the system looks like:
And the error:
terminate called after throwing an instance of 'std::runtime_error'
what(): This mobilizer is creating a closed loop since the outboard body already has an inboard mobilizer connected to it. If a physical loop is really needed, consider using a constraint instead.
Aborted (core dumped)
I understand that the error comes for joints sharing child or outward bodies, like in the case for two sides of the cube actuating one corner. Unfortunately, I haven't found a way to pivot using constraints successfully. How can I better define this system?
One way to address this is to use a Drake bushing element (essentially a stiff spring and damper) to emulate a "weld" constraint. There is a nice example of this approach in Drake -- see examples/multibody/four_bar.
The general idea is to break topological loops by sawing through one or more bodies, then welding them back together with a bushing (which does not count as a topological loop).
I'm rebuilding my house later this year. I plan to do all the lighting using KNX controls, so every light will be an actuator.
For wall switches, I'm looking to find something much simpler and more familiar than touchscreens or capacitive switches. I'm looking for a Decora-style rocker switch that will send KNX signals over twisted pair wiring. Properties I'm looking for:
Decora style look
Momentary action "on" and "off" buttons (depress the top or bottom of the paddle momentarily)
Signals via KNX over twisted pair wiring
Powered via twisted pair wiring (I don't care if it's the same wires as the signaling)
Has anyone ever seen such a product?
I'm working on a project but i want to try if i can locate my position using 1 wifi access point because i only have 1 at home, or would i need to go somewhere where there are atleast 3?
It depends on how accurate you need the reading to be. A typical wi-fi point will have a range of something like 30m indoors or 90m outdoors.
So, if you can actually locate the wi-fi point perfectly and you don't need better than 90m resolution (although, technically, that's probably an up-to-180m error), one should be fine.
If you need more resolution, the more points you can get (assuming of course the points aren't sitting on top of one another in a rack or something) should allow you to refine your position.
It is like xyz coordinate system. With one Wifi AP you will know the distance from the AP but not the direction. With two wifi APs you will know the location within a 2d plane (only the positive plane). You will need a third wifi AP for the 3rd dimension.