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algorithmic modeling for Rhino

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Search Results - 双色球红中6个多少钱-『9TBH·COM』18年4号双色球开奖结果--2023年4月2日12时24分34秒.H5c2a3.7rfxx3l55

Comment on: Video 'Traveling Salesman Problem'
est possible route that visits each city exactly once and returns to the origin city. It arises in logistics, planning, and circuit design, and is known to be NP-hard in general, which means finding an exact solution for large instances is computationally infeasible in practice. Researchers use heuristics, approximation algorithms, branch-and-bound, and metaheuristics like genetic algorithms or simulated annealing to get near-optimal solutions for real-world datasets. Meanwhile, real-world routing challenges extend beyond abstract models—imagine planning a sightseeing itinerary in Budapest, including a delightful dinner cruise along the Danube, as described here https://alle.travel/en/budapest/category/dinner-cruise you must balance shortest paths, timing constraints, and preferences to craft the best route. …
Added by Alice Billson at 2:08am on October 2, 2025
Comment on: Topic 'error in point load input: couldn't find the node'
jn er speciale bonussen, wat het meteen interessant maakte om te testen. Ik begon met een paar rondjes van de Mega Wheel-game en had eerst een paar kleine verliezen, maar daarna viel er ineens een flinke winst te pakken die echt voor een kick zorgde. Het was een fijne manier om even los te komen van al dat werk en het bracht wat spanning en plezier. Sindsdien speel ik er af en toe, vooral als ik behoefte heb aan een korte, spannende afleiding. …
Added by Michael Fluer to Karamba3D at 8:10am on November 9, 2025
Comment on: Topic 'Game'
g how narratives shape decisions. Platforms like https://controllerandcape.com/ highlight how competitive play and storytelling connect, helping gamers sharpen both performance and immersion. Strong gameplay comes from practice, while gear enhances control and precision. Meanwhile, engaging storylines keep motivation high and deepen the experience. Together, these elements create a complete gaming journey where players not only perform better but also connect more deeply with the worlds they explore. …
Added by Michael Dubby to Kangaroo at 1:57am on March 27, 2026
Comment on: Video 'Voronoi Mesh'
hich gives me flexibility when experimenting with different mesh outcomes. When I’m working through creative tutorials like this, I sometimes need a quick mental reset, and I’ll admit I occasionally switch over to something simple like smash karts unblocked before coming back with a fresh perspective. …
Added by nanalyly072 at 8:01pm on April 2, 2026
Comment on: Topic 'Shell Structure form finding(something wrong with the springs component for kan…'
Rubicon (ii.e. some programming language [I would strongly recommend C#] > the Dark Side > years of pain + tears > hell or heaven?). Back to that pile or worms of yours (I hate "simple" cases, he he). 0. if you want rounded lips ... Styrofoam is the only solution (+ sanding [buy a mask and some decent cigars ... path is long and hilly]). if not > goto 5/6. 1. by what means you think that you can shape Styrofoam? Do you have access to some CNC foam cutter? Or the only tools that you have are ... 2 hands and a knife?  (or a thermal cutter). Accuracy is a BIG issue here: chances are that panels won't "fit". Solution is available in the forthcoming V3. 2. male "protrusions" on Styrofoam is kinda 3rd marriage > AVOID at any cost > this would end up in tears. 3. female ones are safe ... thus we need a proper "insert stripe" that must be compatible with the Styrofoam adhesive and strong enough to hold the pieces until the glue cures (it takes time, there's no instant Styrofoam adhesives around). Maybe aluminum (hard to cut by hand) or balsa (very expensive) or plywood (best option). 4. Some CNC foam cutters they can't shape the female "crevices" > be prepared (a thermal tool may(?) cut the mustard). Note: panels made with Styrofoam look miserable because reality and theory differ. They also look miserable as well (and kitsch and miserable). 5. making the panels with (marine) plywood ... well this yields far superior accuracy and therefor aesthetics but (a) yields max panel thickness constrains, (b) introduces max panel dimensions constrains (c) yields packing issues [waste material] and (d) requires a totally different "connection" approach: it doesn't make sense to do some female crevice ... unless the plywood is very thick (expensive + heavy). Note: Designing (pro option) self supporting "rib" reinforced sandwich composite panels ... well this is a bit far and away from what you can handle at present time. So ... I've suspended the male/female thingy until you decide the final policy: it's the material/detailing that should dictate the method(s) AND the whole design and not the other way. This is what we call bottom-top design approach (dinosaur Architects follow the top-bottom: disastrous + naive + naive + naive + avoid). 6. Plan ZZTop: make a stand alone autonomous perimeter frame per panel (marine plywood: imagine "thickening" these abstract beams shown inwards per panel) then  join these frames by means of bolts (easy) and fill the "gaps" with Styrofoam (hmm). Note: you can reinforce the frames by a variety of means (say: a secondary "beam" sub-structure) achieving a rather elegant all overall solution. This is the best solution by roughly 666 miles.   …
Added by peter fotiadis at 1:27am on October 27, 2015
Topic: Stresses magnitude at space frame nodes
.csv (or similar format) file? Similarly, is it possible to get all node displacements sorted out in such a file? 2.When it comes to gravity. does a vector (0,0,-1) represent g value of 9,81m/s^2 ? Is there a way to change the g magnitude as it fluctuates between 9,78 to 9,83? 3. Wind load case orientation, "Global"? 4.Snow load case orientation, "Global projection"? 5. Since I want to test an Ultimate Limit State load case (1,35*Gravity+1,5*Snow+1,5*Wind), how do I multiple the vectors with the safety factors? Thank you in advance, I would appreciate any kind of help, just to be sure that I dont get any garbage results Jm…
Added by jnm to Karamba3D at 7:22pm on February 15, 2015
Topic: How do I generate all 6 possible configuration orders of three different geometries?
orders from bottom to top. There are three pre-set heights: 20,000 / 50,000 / 80,000 (or 20, 50, 80 meters, I'm working in mm). So if the three cantilevering volumes would be numbered 0,1 and 2, then I'm looking for a way to let Grasshopper generate the following: A = 20m-position B = 50m-position C = 80m-position (A,B,C): 0,1,2 0,2,1 1,0,2 1,2,0 2,0,1 2,1,0 Attached is wat I have so far, I have only managed to make simple translations per geometry. …
Added by Onchi at 8:12am on July 16, 2016
Topic: The Why and How of Data Trees
ng is deciding how and where to store your data. If you're writing textual code using any one of a huge number of programming languages there are a lot of different options, each with its own benefits and drawbacks. Sometimes you just need to store a single data point. At other times you may need a list of exactly one hundred data points. At other times still circumstances may demand a list of a variable number of data points. In programming jargon, lists and arrays are typically used to store an ordered collection of data points, where each item is directly accessible. Bags and hash sets are examples of unordered data storage. These storage mechanisms do not have a concept of which data comes first and which next, but they are much better at searching the data set for specific values. Stacks and queues are ordered data structures where only the youngest or oldest data points are accessible respectively. These are popular structures for code designed to create and execute schedules. Linked lists are chains of consecutive data points, where each point knows only about its direct neighbours. As a result, it's a lot of work to find the one-millionth point in a linked list, but it's incredibly efficient to insert or remove points from the middle of the chain. Dictionaries store data in the form of key-value pairs, allowing one to index complicated data points using simple lookup codes. The above is a just a small sampling of popular data storage mechanisms, there are many, many others. From multidimensional arrays to SQL databases. From readonly collections to concurrent k-dTrees. It takes a fair amount of knowledge and practice to be able to navigate this bewildering sea of options and pick the best suited storage mechanism for any particular problem. We did not wish to confront our users with this plethora of programmatic principles, and instead decided to offer only a single data storage mechanism.* Data storage in Grasshopper In order to see what mechanism would be optimal for Grasshopper, it is necessary to first list the different possible ways in which components may wish to access and store data, and also how families of data points flow through a Grasshopper network, often acquiring more complexity over time. A lot of components operate on individual values and also output individual values as results. This is the simplest category, let's call it 1:1 (pronounced as "one to one", indicating a mapping from single inputs to single outputs). Two examples of 1:1 components are Subtraction and Construct Point. Subtraction takes two arguments on the left (A and B), and outputs the difference (A-B) to the right. Even when the component is called upon to calculate the difference between two collections of 12 million values each, at any one time it only cares about three values; A, B and the difference between the two. Similarly, Construct Point takes three separate numbers as input arguments and combines them to form a single xyz point. Another common category of components create lists of data from single input values. We'll refer to these components as 1:N. Range and Divide Curve are oft used examples in this category. Range takes a single numeric domain and a single integer, but it outputs a list of numbers that divide the domain into the specified number of steps. Similarly, Divide Curve requires a single curve and a division count, but it outputs several lists of data, where the length of each list is a function of the division count. The opposite behaviour also occurs. Common N:1 components are Polyline and Loft, both of which consume a list of points and curves respectively, yet output only a single curve or surface. Lastly (in the list category), N:N components are also available. A fair number of components operate on lists of data and also output lists of data. Sort and Reverse List are examples of N:N components you will almost certainly encounter when using Grasshopper. It is true that N:N components mostly fall into the data management category, in the sense that they are mostly employed to change the way data is stored, rather than to create entirely new data, but they are common and important nonetheless. A rare few components are even more complex than 1:N, N:1, or N:N, in that they are not content to operate on or output single lists of data points. The Divide Surface and Square Grid components want to output not just lists of points, but several lists of points, each of which represents a single row or column in a grid. We can refer to these components as 1:N' or N':1 or N:N' or ... depending on how the inputs and outputs are defined. The above listing of data mapping categories encapsulate all components that ship with Grasshopper, though they do not necessarily minister to all imaginable mappings. However in the spirit of getting on with the software it was decided that a data structure that could handle individual values, lists of values, and lists of lists of values would solve at least 99% of the then existing problems and was thus considered to be a 'good thing'. Data storage as the outcome of a process If the problems of 1:N' mappings only occurred in those few components to do with grids, it would probably not warrant support for lists-of-lists in the core data structure. However, 1:N' or N:N' mappings can be the result of the concatenation of two or more 1:N components. Consider the following case: A collection of three polysurfaces (a box, a capped cylinder, and a triangular prism) is imported from Rhino into Grasshopper. The shapes are all exploded into their separate faces, resulting in 6 faces for the box, 3 for the cylinder, and 5 for the prism. Across each face, a collection of isocurves is drawn, resembling a hatching. Ultimately, each isocurve is divided into equally spaced points. This is not an unreasonably elaborate case, but it already shows how shockingly quickly layers of complexity are introduced into the data as it flows from the left to the right side of the network. It's no good ending up with a single huge list containing all the points. The data structure we use must be detailed enough to allow us to select from it any logical subset. This means that the ultimate data structure must contain a record of all the mappings that were applied from start to finish. It must be possible to select all the points that are associated with the second polysurface, but not the first or third. It must also be possible to select all points that are associated with the first face of each polysurface, but not any subsequent faces. Or a selection which includes only the fourth point of each division and no others. The only way such selection sets can be defined, is if the data structure contains a record of the "history" of each data point. I.e. for every point we must be able to figure out which original shape it came from (the cube, the cylinder or the prism), which of the exploded faces it is associated with, which isocurve on that face was involved and the index of the point within the curve division family. A flexible mechanism for variable history records. The storage constraints mentioned so far (to wit, the requirement of storing individual values, lists of values, and lists of lists of values), combined with the relational constraints (to wit, the ability to measure the relatedness of various lists within the entire collection) lead us to Data Trees. The data structure we chose is certainly not the only imaginable solution to this problem, and due to its terse notation can appear fairly obtuse to the untrained eye. However since data trees only employ non-negative integers to identify both lists and items within lists, the structure is very amenable to simple arithmetic operations, which makes the structure very pliable from an algorithmic point of view. A data tree is an ordered collection of lists. Each list is associated with a path, which serves as the identifier of that list. This means that two lists in the same tree cannot have the same path. A path is a collection of one or more non-negative integers. Path notation employs curly brackets and semi-colons as separators. The simplest path contains only the number zero and is written as: {0}. More complicated paths containing more elements are written as: {2;4;6}. Just as a path identifies a list within the tree, an index identifies a data point within a list. An index is always a single, non-negative integer. Indices are written inside square brackets and appended to path notation, in order to fully identify a single piece of data within an entire data tree: {2,4,6}[10]. Since both path elements and indices are zero-based (we start counting at zero, not one), there is a slight disconnect between the ordinality and the cardinality of numbers within data trees. The first element equals index 0, the second element can be found at index 1, the third element maps to index 2, and so on and so forth. This means that the "Eleventh point of the seventh isocurve of the fifth face of the third polysurface" will be written as {2;4;6}[10]. The first path element corresponds with the oldest mapping that occurred within the file, and each subsequent element represents a more recent operation. In this sense the path elements can be likened to taxonomic identifiers. The species {Animalia;Mammalia;Hominidea;Homo} and {Animalia;Mammalia;Hominidea;Pan} are more closely related to each other than to {Animalia;Mammalia; Cervidea;Rangifer}** because they share more codes at the start of their classification. Similarly, the paths {2;4;4} and {2;4;6} are more closely related to each other than they are to {2;3;5}. The messy reality of data trees. Although you may agree with me that in theory the data tree approach is solid, you may still get frustrated at the rate at which data trees grow more complex. Often Grasshopper will choose to add additional elements to the paths in a tree where none in fact is needed, resulting in paths that all share a lot of zeroes in certain places. For example a data tree might contain the paths: {0;0;0;0;0} {0;0;0;0;1} {0;0;0;0;2} {0;0;0;0;3} {0;0;1;0;0} {0;0;1;0;1} {0;0;1;0;2} {0;0;1;0;3} instead of the far more economical:  {0;0} {0;1} {0;2} {0;3} {1;0} {1;1} {1;2} {1;3} The reason all these zeroes are added is because we value consistency over economics. It doesn't matter whether a component actually outputs more than one list, if the component belongs to the 1:N, 1:N', or N:N' groups, it will always add an extra integer to all the paths, because some day in the future, when the inputs change, it may need that extra integer to keep its lists untangled. We feel it's bad behaviour for the topology of a data tree to be subject to the topical values in that tree. Any component which relies on a specific topology will no longer work when that topology changes, and that should happen as seldom as possible. Conclusion Although data trees can be difficult to work with and probably cause more confusion than any other part of Grasshopper, they seem to work well in the majority of cases and we haven't been able to come up with a better solution. That's not to say we never will, but data trees are here to stay for the foreseeable future. * This is not something we hit on immediately. The very first versions of Grasshopper only allowed for the storage of a single data point per parameter, making operations like [Loft] or [Divide Curve] impossible. Later versions allowed for a single list per parameter, which was still insufficient for all but the most simple algorithms. ** I'm skipping a lot of taxonometric classifications here to keep it simple.…
Added by David Rutten at 2:22pm on January 20, 2015
Comment on: Topic 'blend surface / curve network / fillet'
lacking in the Rhino 5 Grasshopper 0.9.X Python component editor: The best screen font I've found is called Volter (Goldfish). It shows up after I type the first (. I also found BlendContinuity values here: http://developer.rhino3d.com/api/RhinoCommon/html/T_Rhino_Geometry_... Position 0 Tangency 1 Curvature 2 However, the command fails with this error unless I use zero, but position is not a blend at all, just a straight loft, though the command with zero gives no output, just an empty brep list. Runtime error (TypeErrorException): Cannot convert numeric value 1 to BlendContinuity. The value must be zero. Why do you guys not provide simple examples in the reference? Rhino.Geometry.BlendContinuity has no example of how to use it. If I set b = Rhino.Geometry.BlendContinuity() and print b it says "position." How do I set it to tangency? I have no idea. You can't put a number in the parentheses. A related command has the same structure: http://developer.rhino3d.com/api/RhinoCommon/html/M_Rhino_Geometry_Curve_CreateBlendCurve_2.htm…
Added by Nik Willmore at 8:07pm on March 27, 2016
Comment on: Topic 'Memory exception in a custom plugin, manipulating Rhino layers'
ashes... but it made the event.OldState even more volatile (with a great number of fields throwing exceptions in the debugger, and crashing Rhino if accessed). 2) The problem was largely solved in the components that Modify the Rhino document, not the layer events listener itself.  The trick that prevented crashes (so far, fingers crossed) was moving "layer.CommitChanges()" out of SolveInstance and into the AfterSolveInstance override.  After verifying the changes with testing, Andrew also updated his Human components to use this pattern. 3) After updating the layer modification components, I moved the ExpireSolution back into SolveInstance, and event data is much more reliable again.  That said, there are a great number of instances where some event.OldState properties throw exceptions (particularly the IsValid property, ironically) -- but my code uses a hack to determine if a state is corrupted without access an invalid property... namely, corrupted OldStates generally have a layerindex property that is outside the bounds of the document layertable (e.g., '1562342' or '-12546'). My components check for an invalid layerindex before accessing any OldState properties. As a side note, I am a bit concerned about this code in Rhino 6, as I just ran across this forum topic, where Steve Baer notes that in Rhino 6 WIP he has changed the paradigm to execute CommitChanges immediately when any modification is made to a layer.  I am concerned that this will cause problems to resurface if I don't refactor my entire components to execute their business logic outside of SolveInstance.  I will try to log some data regarding the corrupted events but I'm not sure if it is a GH issue or a Rhino issue, so I'll post both here and in the Rhino Forum.…
Added by Marc Syp at 9:10am on July 14, 2017
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