drem

joined 1 year ago
[–] drem@lemmy.world 1 points 6 days ago

I found a solution, thank you for helping!

[–] drem@lemmy.world 1 points 6 days ago* (last edited 6 days ago)

Your solution sets the closest index for all vertices. The ideal solution would be to only change the named attribute for the nearest vertices.

[–] drem@lemmy.world 1 points 6 days ago* (last edited 6 days ago)

I have an other named attribute and I would like to assign "1" to it for the vertices that are closest to the points.

Your solution is close to what I want

 

I have an object and points (point cloud). I would like to modify the named attribute of the nearest vertex to each point. How to do this?

I tried using the "sample nearest" node, but I couldn't make a selection out of the output. Then I tried it with the "sample index" node, and it seemed like it was modifying the named attribute for all vertices for each point, or the "sample nearest" node used the source object's location instead of the point cloud.

I would appreciate some help

[–] drem@lemmy.world 1 points 3 weeks ago

How would you improve the interface?

[–] drem@lemmy.world 4 points 4 weeks ago

I do not have the time to post / comment usually.

[–] drem@lemmy.world 6 points 3 months ago* (last edited 3 months ago)
 

What is a rule btw? I'm not sure what it means at this point

[–] drem@lemmy.world 1 points 3 months ago

Thank you for this useful advice, I will make sure my project follows your suggestions!

[–] drem@lemmy.world 1 points 3 months ago (2 children)

Thank you for your advice, I've experimented with python, but I couldn' really read and understand how more complex examples work. I tried to implement backpropagation shown in a python example and couldn't, because it wasn't clear what type each variable was. I like C++ mutch more and I think I'm not a beginner at this point. Would you mind answering how important do you think are these coding projects for getting a job?

[–] drem@lemmy.world 2 points 3 months ago (4 children)

I would like to make a http server to see how the web works. I would like to get a job too.

[–] drem@lemmy.world 1 points 3 months ago* (last edited 3 months ago) (1 children)

to access “friendly” parsed versions of commonly used data

What do you mean by this? And where is the header processing done? And btw thanks for your answer, I knew I was doing something wrong.

Edit: Are the possible options for headers stored in for example a header class, or are they just checked when clients are processed?

 

Hello, I would like to store these http headers in classes:

Host: developer.mozilla.org
User-Agent: Mozilla/5.0 (Macintosh; Intel Mac OS X 10.9; rv:50.0) Gecko/20100101 Firefox/50.0
Accept: text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8
Accept-Language: en-US,en;q=0.5
Accept-Encoding: gzip, deflate, br
Referer: https://developer.mozilla.org/testpage.html
Connection: keep-alive
Upgrade-Insecure-Requests: 1
If-Modified-Since: Mon, 18 Jul 2016 02:36:04 GMT
If-None-Match: "c561c68d0ba92bbeb8b0fff2a9199f722e3a621a"
Cache-Control: max-age=0

As you can see, many have unique data (numbers, strings, list of strings). I would like to:

  • store a header name
  • store list of possible options for that header (or store if it's a number)
  • read an input header and store and return the found option / list of options / number
  • make adding new types of headers as easy as possible

Is making hard coded classes for every type of header viable? How would this be done in the cleanest way possible?

[–] drem@lemmy.world 5 points 3 months ago

Thanks for sharing, I'm always interested in these topics

[–] drem@lemmy.world 8 points 3 months ago* (last edited 3 months ago) (1 children)

I do not think so. Your directional hearing depends on the shape of your face too. This means that everybody hears directions differently, because their face is different. I think people should be able to adapt to these smaller changes over time.

But I'm not sure what I'm saying is true. Games usually have binaural sound, but it may not be effective for some people, because the head-related transfer function (HRTF) that the game uses sounds different compared to what somebody would hear irl.

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