Is it possible to make a geometry in Comsol that combines a periodically repeating structure and one non-periodic element? Like in this figure:
The answer is NO. I just got it from a Comsol official.
Related
Does Graphite have a way to visualize correlation between two time series?
I would want somehting like this:
In this SlideShare presentation there's a mention of a correlate data transform function (slide 11) however I can't find documentation about it.
The trick to displaying events in Graphite is to apply the drawAsInfinite() function on the red metric. This displays events as a vertical line at the time of the event.
Update-
Perhaps you mean timeShift().
"..what if we want to directly correlate the activity between now and
the same time two weeks ago? This is where the timeShift() function
comes in. Let's take a look at the same 4-week period, but this time
we'll review two weeks of current data and overlay it with a
time-shifted span of the two weeks prior."
Source.
To answer my own question: it is not possible and would not fit Graphite's vision.
From their GitHub issue tracker:
If the X axis isn't time then it isn't a time series... Graphite is a graphing tool for time series data.
Divide one by the other. The straighter that line is, the more related they are. If that correlation is linear of course. Could be logarithmic or anything. But in these cases, your two axis example wouldn’t work either.
I am a beginner at ActionScript3, and for my learning purpose, I am trying to build a match3 kind of game. I am making is a clone of bejeweled kind of game. but instead of swapping, I have to delete those elements and shift the upper elements down and add new elements above those shifted elements.
I am able to delete matched elements and after matching I'm removing those elements but I am stuck with the shifting code. I am not able to shift those elements down.
I believe that you should take a look at Richard Lord's Tetris source code as your game may be somehow similar in mechanics to Tetris. Tetris shifts down rows when you get lucky.
Richard Lord is one of the Flash Gurus and his way of doing things may seem pretty advanced for a starter like you. Take a look over the source code and see if it fits you. What I can tell is that this is the proper way to make a game but maybe it's not the best point to start for a novice like you that is in urgent need.
http://www.richardlord.net/blog/actionscript-3-tetris-source-code
I would approach it like this in 2 parts.
Loop through your array of board positions starting from the bottom row and check for an empty unoccupied slot, if you find one do another loop through the row above till you find a piece on the same column. If you find a piece on the row above apply a tween to move it down to the empty slot and continue your loop.
Once you have looped through all rows, and animated all the tweens you need to loop through again to find all the gaps that need gems dropped into them. Create new elements at those positions and then move them up by (element height * row), apply another tween to animate them back to their starting position.
I have a series of paths, mostly straight lines, or almost straight lines.
I'd like to categorize them as horizontal, vertical, diagonal, and also the direction in which they are drawn (up->down, down->up, left->right, right->left etc). some of the lines are L shaped, and I'd like that info too.
this can probably be done if i knew the endpoints of the path, but i don't know how to extract that info. Also, I need more than that for L shaped lines since the endpoints would indicate a diagonal. I've looked on all the reference pages, and can't find that sort of info.
so, if you know that, or another way to get the information i'm looking for ... thanks
The only way you can access the underlying structure is using the CGPathApply method on it. You pass a C function that is passed each of the elements(CGPathElement) in the bezier path. You should be able to discern what type of line it is in that method.
There is a good example on using CGPathApply. It's not exactly what you need but looks like a good starting point.
Is there any possible way to create a slider that will create a range similar to what is done with one handle using min/max, only instead of min/max, starting the range from say 50 (on a scale from 1-100)? I realize this will most likely require modification of the slider or creating a plugin, just wondering if anyone has done this already or knows how to go about it.
I.e. something like this: http://jqueryui.com/demos/slider/rangemin.html
Only, instead of the range going from the min, going off of where the handle is, and allowing the user to slide either left or right of that fixed starting point to create the range. Any help is appreciated, and I'd be glad to clarify what I need if that doesn't make sense! :)
I'm not sure I understand the question. You want something (what?) to be based on the initial position of the slider "thumb"???
I am using LaTeX and the figure environment.
I am well familiar with the parameters to that environment: [htbp], and I am also generally familiar with the strategies that LaTeX takes, by default, to decide where to put each figure. For example, by placing figures at the top or bottom of the page.
What I am wondering is whether there is a package, macro, or some commands that I can give so that if I have a single-column document and I mostly have a single in-text reference to a figure, that the figure would be more likely to be placed in the same page of the reference?
For example, imagine that I have a long paragraph which in the middle has a \ref{FIG:X}. When rendered, some of the paragraph appears before the page break, and some appears after the page break. I can also place the figure command somewhere before and after the whole paragraph. Is there a way to get it to actually be placed in the same page as the actual reference?
I don't want to sound too negative, but there are occasions when what you want is almost impossible without a lot of "artificial" tuning of page breaks.
If the callout falls naturally near the bottom of a page, and the figure falls on the following page, moving the figure back one page will probably displace the callout forward.
I would recommend (as far as possible, and depending on the exact size of the figures):
Place the figures with [t] (or [h] if you must)
Place the figures as near as possible to the "right" place (differs for [t] and [h])
Include the figures from separate files with \input, which will make them much easier to move around when you're doing the final tuning
In my experience, this is a big eater-up of non-available time (:-)
In reply to Jon's comment, I think this is an inherently difficult problem, because the LaTeX guys are no slouches. You may like to read Frank Mittelbach's paper.
Yes, include float package into the top of your document and H (capital H) as a figure specifier:
\usepackage{float}
\begin{figure}[H]
.
.
.
\end{figure}
You can always add the "!" into your float-options. This way, latex tries really hard to place the figure where you want it (I mostly use [h!tb]), stretching the normal rules of type-setting.
I have found another solution:
Use the float-package. This way you can place the figures where you want them to be.
I solve this problem by always using the [h] option on floats (such as figures) so that they (mostly) go where I place them. Then when I look at the final draft, I adjust the location of the float by moving it in the LaTeX source. Usually that means moving it around the paragraph where it is referenced. Sometimes I need to add a page break at an appropriate spot.
I've found that the default placement of floats is reasonable in LaTeX, but manual adjustments are almost always needed to get things like this just right. (And sometimes it isn't possible for everything to be perfect when there are lots of floats and footnotes.)
The manual for the memoir class has some good information about how LaTeX places floats and some advice for manipulating the algorithm.
If you want force this behaviour on all of your figures try
...
\usepackage{float}
\floatplacement{figure}{H}
...
Maybe this will help you?
\begin{center}
\includegraphics[scale=0.5]{picture_name}
\end{center}
I think is better to use the graphics command when your figures run away.
I have some useful comments. Because I had similar problem with location of figures.
I used package "wrapfig" that allows to make figures wrapped by text.
Something like
...
\usepackage{wrapfig}
\usepackage{graphicx}
...
\begin{wrapfigure}{r}{53pt}
\includegraphics[width=53pt]{cone.pdf}
\end{wrapfigure}
In options {r} means to put figure from right side. {l} can be use for left side.
\setcounter{topnumber}{2}
\setcounter{bottomnumber}{2}
\setcounter{totalnumber}{4}
\renewcommand{\topfraction}{0.85}
\renewcommand{\bottomfraction}{0.85}
\renewcommand{\textfraction}{0.15}
\renewcommand{\floatpagefraction}{0.7}
http://robjhyndman.com/researchtips/latex-floats/
One way I found that helps with this is to use \include{file_with_tex_figure_commands}
(not input)