I have a project using hololens 2, and it consists of detecting a real object and putting gameObjects on the real object previously detected, my problem is that there is no information on how to do it anywhere, one condition is the exclusive use of mrtk3 libraries, some aid?
I hope I can contact someone to help me, be it an AR developer or someone, just help me please
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I have a load of vecmath Point objects (Point3d FWIM) which I would like to “group” based on the distance between them. I can probably write the code for this from scratch (I’ve done similar tasks in excel), but I like the idea of using existing libraries where possible. The problem is I can’t find any libraries like this.
I haven’t thought through the exact algorithm fully, but I hope I’ve done enough for the question not to be deleted. Please bear with me, I'm still new here at the time of this post.
I imagine the grouping would work as follows:
decide the distanceLimit
loop 1: for each Point, calculate the distance to each other Point
Make a "Set"
loop 2: for each Point
if the next Point is within the distanceLimit of any previously considered Points up to i, add it to current "Set"
Else make a new "Set".
Edit: ah the power of verbalising one's ideas. The above doesn't the capture the situation where points 1 and 2 are between one and two distanceLimits apart and initiate separate "sets", and point 3 crops up halfway between them meaning that all three should be in one set really. Need to think about this some more!
I’m also not sure yet what data structures I should really use for the input and output (ArrayLists? Sets?).
Ideally I am looking for an existing library that does this or similar; if you’re confident there isn’t one, then any suggestions for the algorithm or the actual code would be more than welcome.
After lots more googling, I found that:
what I was trying to do is called clustering;
this did exactly what I was trying to do; I was impressed with how well it worked for me.
What is the best method to track/recognize an object using a Kinect and Java or C programming after having a constant track on the object in 3D space I wanted to have the coordinates.
I know the exact object I wanna tack and wanted to the most convenient way to track the object.
I've currently programming with processing using Java, I'm a newbie to this any help would be appreciated.
Stack Overflow isn't really designed for general "how do I do this" type questions. It's designed for more specific "I tried X, expected Y, but got Z instead" type questions. That being said, I'll try to help in a general sense:
Break your problem down into smaller pieces.
Step 1: Can you get Kinect data feeding into your code? Don't worry about doing anything with the data, just display it on the screen for now. Googling something like "Processing Kinect" returns a ton of results, or you could check out the Processing libraries page.
Step 2: After you get that working, then can you identify your target point? Then can you track that point? Again, google is your friend. You might also consider treating this as a separate problem and using something like OpenCV to do image processing on the Kinect feed.
Open Kinect by Daniel Shiffman is a pretty good starting point, and it contains a bunch of examples that get you closer to your goal.
That should be a reasonable starting point: break your problem down into smaller steps, then use google searches to approach those steps one at a time. If you get stuck on a specific step, come back and ask a specific question (don't forget the MCVE) and we'll go from there. Good luck.
This question already has answers here:
Understanding recursion [closed]
(20 answers)
Closed 7 years ago.
When you use recursion to solve a problem, why does the recursion method need to call itself to solve a smaller version of the original problem?
By definition, a recursive function calls itself.
If you are asking when or why you would use recursion, it is well suited for problems that resemble a fractal. IOW, when small parts of the problem look similar to larger versions of the problem.
The general idea behind solving a problem recursively is to find a way to break the problem down into smaller copies of itself, solve those smaller copies, then combine the results together to solve the overall problem.
So let's suppose that you're trying to write a function solveProblemX that solves a problem X recursively. You break the problem down into smaller copies of problem X, and now you need to solve each of them. How do you do that? Well, you're currently writing a method called solveProblemX that specifically is designed to solve problem X, so one option would be to recursively call solveProblemX on those smaller problem instances. After all - if solveProblemX really is supposed to solve problems of type X, there's nothing wrong with doing this!
What changes from problem to problem is how you break the problem down into smaller copies of itself and how you combine them back together. In each case, though, just keep in mind that the function you're writing is designed solve problems of one type, so there's nothing concerning about calling the method you're writing to solve smaller problems of that type.
I'll try to explain the way that I had it explained to me.
Say you're in a line at a coffee shop. The line is really long, and you're all the way at the back. You want to know how many people are in front of you, but you can't see the front, so you can't count everyone yourself. You instead ask the person in front of you "How many people are in front of you?". He then follows your same logic, and asks the person in front of him. Everyone asks the person in front of them until they get to the person at the register. Once the person in front is asked, they answer with 0. That would be the base case. After the person in front responds, the second person in line responds with 0+1, so 1. That continues all the way back to you until you know how many people are in line.
I'm paraphrasing something from somewhere, but I don't remember where I originally saw it.
I develop a little addon for the Minecraft game, and it includes quite a few models that I import from blender-created .obj (wavefront) model files. One of the features I add is a set of "transmitters" that can transport items and fluids throughout the world. Well anyway, a new version of the game came out and it really screwed up the way my models render. The link below is an album of the before and after shots of these "transmitters":
http://imgur.com/DtmUYFU,Y2PxNYh#1
I'm not the smartest when it comes to this kind of rendering (I depend upon quite a few high level libraries that help me out), but I was curious if someone could explain what happened/what is going on render-wise in the second picture. If you can't tell, the textures are basically "inside-out" - the front texture is rendering on the back of the model, and as you walk around the object this remains consistent. I'm hoping there's a single fix that could completely fix this - I don't expect anyone to actually learn the libraries and give me the fix in code, but just a detailed explanation of what is going wrong would really help me fix it myself!
Here are the wavefront model resources (transmitter_small is pictured).
Let me know if anything else is necessary, and thanks a bunch for helping!
to start with I've gone through the entire notepad tutorial, I'm a professional game programmer who has some extra time. (though most of my time has been in C++, I did take a year or two of Java classes in college, and remember some of it).
I'm not sure the site is a good site to ask questions like this.. If someone has a Forum that might be a good place to ask these newbie questions, please feel free to point me in the direction.
I've examined a few of the samples, and think I've a grasp of what I want to do. I've a three to four project plan for some Android releases to sharpen my skills, but since this is my first project and I have never really developed for a mobile phone or the android before, I'd like to make sure I have a solid plan.
The first project is an example of the license plate game, however I want to do a few things to change it. Heck maybe when I'm done it'll become a bingo style game, with bluetooth connectivity, you never know.
The base idea is I want to offer a list of states, with checkboxes next to them. so to do this, I'll be starting with a Linear List layout similar to the note pad example, and then have a row that is only a Checkbox. I can use text and call strike through if it's been checked off. Perhaps offer an option to not show them if they are checked.
But I want the list to be generated from a set of lists. Maybe all of America's states, maybe reasonable American states (no Hawaii, no Alaska) maybe a North American list, (add in Mexico and some Canadian provinces), a European list, who knows.
I'd probably have to have a pop up window that lists all of the lists I suppose using a radiogroup of some sort.
So then as far as the data, after weighing options I think best solution is to make a database with two fields, "checked" and "name".
I figure I can use the menu for most of the user interaction (aside from clicking on stuff we want to check off) with maybe a few context menu items, I understand how to make all of those already so I should be good.
The question I have is what is the best way to populate the lists? Should I create raw data, and have different files for all the lists? Or is there some other way to do this? I've seen this done on the searchable dictionary, but I'd like to hear what people who have actually generated the data like this before.
In addition is there an easy way to look at the sql database these applications create, or do you have to run searches on them and output the data?
Finally any other suggestion or advice? I definitely want to try to get something like this on the market so I can see the full life cycle and see if anyone actually likes it. (luckily there's not a plethora of them already) but I also want a few people to look over my code if they're willing when I'm done to make sure I've done this right or at least not missing any basic mistakes.
Thank you for your time,
Frank
As far as check boxes, you can design your list item layout to have a checkbox in it. You should make some sort of object that will hold all of the data for each list item, including the status of their checkbox (something like isChecked). Instead of storing a list of String objects containing the names of states, you should have a list of State objects. then, say you wanted to take some action on every checked item, you can easily iterate through the list you gave to the ListAdapter and see which ones are selected.
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You can stick to C++ if thats your thing (there are some limitations, there are some benefits) , please read this primer for details.
For data folks are going to steer you towards SQLite since is available OOTB with Android.