Ruby, [9] R, [10] PHP ,[11] MATLAB [12]
Maybe it can find it's way into GH somehow..
when using the default GH random number generator i mostly use much higher seed values.…
Added by Robert Vier at 10:08am on December 27, 2012
an example, it is transcendental and there simply aren't enough particles in this universe to encode all the unique decimals that make up Pi.
Matters are of course much worse in your average computer on Earth, different types of digital numbers are allotted fixed amounts of memory space. Bytes (0 to 255) are allowed 8 bits. Standard integers are allowed 32 bits. Standard double-precision floating point numbers are allowed 64 bits. There's only so many unique numbers you can make if all you have to work with are 64 on-off switches (2 to the power 64 to be precise). It stands to reason that one of these possible numbers is the lowest one and another the highest one.
Double.MaxValue returns the highest of all possible double-precision floating point numbers. There is no number higher than Double.MaxValue (unless you count Double.PositiveInfinity which isn't so much an actual number as a convention).
The most common reason for using Double.MaxValue in code is when you are looking for the lowest number in a list. What you do is iterate over the all the numbers in that list and remember the lowest one you found so far. By starting out with Double.MaxValue as 'the best answer so far' you guarantee that every other number will be either equal to or smaller than your starting value.
Put another way, Double.MaxValue isn't about getting the highest number in some collection of numbers, it's about getting the highest ever possible number.
--
David Rutten
david@mcneel.com
Poprad, Slovakia…
Added by David Rutten at 9:47am on February 4, 2013
, 2013)
The most popular year was 2008 (5 responses)
Note: According to Wikipedia: "The first version of Grasshopper, called Explicit History at the time, was originally publicly released in September 2007." Interesting coincidence.
The response to question #2 by those that began before 2007 (How long did it take for you to feel comfortable with designing computationally?):
- Years
- Don't remember, but it felt like a natural way to relate to cad.
- After a few projects
- A month.
Compared to some of the responses of those that began since 2007:
- A month
- A few months
- After 6 weeks
- About 8 weeks
- Within my second design project with GH
- five to six months
- after 1 years of self learning + over 2 years of multiple projects and continuous self learning = Computation skill is comfortable but Computational Design can not be comfortable, Crazy learning curve.
There is much diversity, but some patterns begin to emerge.
Looking forward to more responses!…
ment is always at parameter 0 and last element at parameter 1, so if my parameters "t" are: (0, 0, 1, 1, 1)
my output list will be simply: (6, 6, 10, 10, 10)
but if I send a series of parameters like: (0, 0.25, 0.5, 0.75, 1)
the output will be: (6, 7, 8, 9, 10)
a linear interpolation between 6 and 10.
With more than 2 values in "D", the type of interpolation can change the output, see this:
and for block (blue) and cubic (magenta/pink) type the results would be like this:
Note that I just built points with a sequence of number in X and interpolated datas to Y (see again definition) to have a graphical support for this "explanation".
"Interp" component give as output the same type of objects as you give as input, number>number, integer>integer, even directly point>point (!) and so on...
(P.S. as can you see, I've prepass values to a "number" component before the "D" of "Interp" component; this because "Interp" component doesn't automatically convert text to number.)
Hope my english dont hurt you :P
bye
maje…
where all of the windows of the zone have the same transmissivity to see the effect of the building's overall window SHGC on comfort, then your current file looks like it should be correct. However, if you are trying to analyze a single simulation where each window has a different transmissivity, the Ladybug_Solar Adjusted MRT component is not going to be able to help you since its windowTransmissivity input is not built to understand the relative contribution from elements with different transparencies.
If you are interested in this latter case, you can model it using the microclimate map workflow that I developed for my thesis, which will look at the relative contribution of each surface and window element on local MRT. Here is an example of a simple test box that is using this micro-climate map:
http://hydrashare.github.io/hydra/viewer?owner=chriswmackey&fork=hydra_2&id=Microclimate_Map_-_Simple
If you are only interested in Radiant Temperature, you can use the radTempMtx output from the Microclimate Map component and, if you would like the operative temperature or adaptive comfort, you can replace the UTCI recipe in the example above with the "Honeybee_Adaptive Comfort Recipe".
The micro-climate map workflow will compute a starting MRT from the view factor and temperatures of your zone's surfaces and will pull the SHGCs of your windows from the EP constructions of your HBZones when it computes solar-adjusted MRT. So all that you have to do is assign the SHGCs correctly to your HBZones and the component will take care of the rest.
Let me know if you have any questions and more information on the comfort maps can be found in my thesis document:
https://www.dropbox.com/s/k4r4rd279y4td9n/Mackey_Thesis.pdf?dl=0
-Chris…
decided to also port some of the example files.
The GH definitions work very similar to Kangaroo. The boolean toggle must be set to false and the timer component must be enabled to run the animation. To reset the animation disable the timer and switch the boolean toggle to true.
Most of the code is ported as it is, but in some cases I added more functionality, like making the algorithm work in 3D.
EDIT: By request I also added the definition for this video:
http://www.grasshopper3d.com/video/testing-exploding-words
Files
Bounce.gh
Conway.gh
Flocks.gh
Reach.gh
Softbody.gh
Springs.gh
Exploding text.gh
…
Added by Vicente Soler at 12:08pm on August 15, 2011
ten, Graft, Simplify and Flip Matrix. There is also an additional example showing Integer Divide to which there is no existing component.
For those uninitiated in the dark arts of pathmapper the component can be found on the Sets Tab> Tree Section with the icon of a red cube. Section 8: The Garden of the Forking Path of the Grasshopper Primer 2nd Edition is dedicated to the Tree Structure implemented in GH v0.6. There is an extensive Help file accessed from the 'right click' Context Menu.
UPDATED to correct an error in the Flip Matrix demonstration path_count should be item_count. Plus reflecting the change of the Simplify Component and Additional demonstration of grouping without the Path Mapper
Updated: 2011-04-20
Replace Branches
Not sure if it's right to include this here as its actually encouraging you not to use the Path Mapper, but sometimes there are benefits to being able to keep the definition free from restrictions like the Path Mapper. When a data structure changes the Path Mapper is unable to adapt without user intervention. This is demonstrated in the two Grouping examples above. The Path Mapper method would need the user to manually change the Integer 6 if they ever increased the V Divide, where as the Replace Branches Component will simply update based on its inputs.
I hope to follow this up with some more..... …
o: http://github.com/HeinzBenjamin/FlexCLI/issues
Download
You can find FlexHopper here:
http://www.food4rhino.com/app/flexhopper
and here:
https://github.com/HeinzBenjamin/FlexCLI
Info
FlexHopper offers physics computation in Grasshopper. It is GPU-based and therefor very fast. Currently supported modes of simulation are: free particles, fluids, rigid bodies, soft bodies, tensile structures and cloth, custom constraints.
FlexHopper is a Grasshopper plugin built on top of FlexCLI - Flex Common Language Interface. FlexCLI is built against NVidia Flex release 1.1.0. NVidia Flex is patented property of NVidia. FlexCLI and FlexHopper are openly accessible under the GNU License through my Github account. (Link above)
For more information on NVidia Flex go here: https://developer.nvidia.com/flex and https://developer.nvidia.com/nvidia-flex-110-released
FlexCLI runs on x64 architectures only. It was built against .Net 4.5.2
FlexHopper was tested with Rhino5 64bit and Grasshopper 0.9.0076 WIP
Requirements
Windows 7, 8, 8.1 or 10 64bit
NVidia or AMD Graphics Card
NVIDIA: GeForce Game Ready Driver 372.90 or above
AMD: Radeon Software Version 16.9.1 or above…
ow the steps of the successful run when step 1.2 is bypassed (note that the and OpenFOAM session is open in the background while running the Butterfly demo file):
1. create wind tunnel, and use different parameters of (4,4) for _globalRefLevel_ as suggested by Theodoro in this post
2. run blockMesh:
3. run snappyHexMesh:
4. run checkMesh:
5. connect the case from checkMesh to simpleFOAM and run the simulation:
6. the simulation converged at 1865 iteration, but the results visualization part has some problem:
7. so I revised this part according to suggestions from Hagit:
8. and the results can be visualized for P and U values:
The GH file used for the successful run shown above is attached here.
Now, the following is the error I got when the case from the update fvScheme component is used for simpleFOAM simulation:
the warning message on the simpleFOAM component is:
1. Solution exception: --> OpenFOAM command Failed!#0 Foam::error::printStack(Foam::Ostream&) in "/opt/OpenFOAM/OpenFOAM-v1606+/platforms/linux64GccDPInt32Opt/lib/libOpenFOAM.so" #1 Foam::sigFpe::sigHandler(int) in "/opt/OpenFOAM/OpenFOAM-v1606+/platforms/linux64GccDPInt32Opt/lib/libOpenFOAM.so" #2 ? in "/lib64/libc.so.6" #3 double Foam::sumProd<double>(Foam::UList<double> const&, Foam::UList<double> const&) in "/opt/OpenFOAM/OpenFOAM-v1606+/platforms/linux64GccDPInt32Opt/lib/libOpenFOAM.so" #4 Foam::PCG::solve(Foam::Field<double>&, Foam::Field<double> const&, unsigned char) const in "/opt/OpenFOAM/OpenFOAM-v1606+/platforms/linux64GccDPInt32Opt/lib/libOpenFOAM.so" #5 Foam::GAMGSolver::solveCoarsestLevel(Foam::Field<double>&, Foam::Field<double> const&) const in "/opt/OpenFOAM/OpenFOAM-v1606+/platforms/linux64GccDPInt32Opt/lib/libOpenFOAM.so" #6 Foam::GAMGSolver::Vcycle(Foam::PtrList<Foam::lduMatrix::smoother> const&, Foam::Field<double>&, Foam::Field<double> const&, Foam::Field<double>&, Foam::Field<double>&, Foam::Field<double>&, Foam::Field<double>&, Foam::Field<double>&, Foam::PtrList<Foam::Field<double> >&, Foam::PtrList<Foam::Field<double> >&, unsigned char) const in "/opt/OpenFOAM/OpenFOAM-v1606+/platforms/linux64GccDPInt32Opt/lib/libOpenFOAM.so" #7 Foam::GAMGSolver::solve(Foam::Field<double>&, Foam::Field<double> const&, unsigned char) const in "/opt/OpenFOAM/OpenFOAM-v1606+/platforms/linux64GccDPInt32Opt/lib/libOpenFOAM.so" #8 Foam::fvMatrix<double>::solveSegregated(Foam::dictionary const&) in "/opt/OpenFOAM/OpenFOAM-v1606+/platforms/linux64GccDPInt32Opt/lib/libfiniteVolume.so" #9 Foam::fvMatrix<double>::solve(Foam::dictionary const&) in "/opt/OpenFOAM/OpenFOAM-v1606+/platforms/linux64GccDPInt32Opt/bin/simpleFoam" #10 Foam::fvMatrix<double>::solve() in "/opt/OpenFOAM/OpenFOAM-v1606+/platforms/linux64GccDPInt32Opt/bin/simpleFoam" #11 ? in "/opt/OpenFOAM/OpenFOAM-v1606+/platforms/linux64GccDPInt32Opt/bin/simpleFoam" #12 __libc_start_main in "/lib64/libc.so.6" #13 ? in "/opt/OpenFOAM/OpenFOAM-v1606+/platforms/linux64GccDPInt32Opt/bin/simpleFoam"
The error message from the readMe! output node is attached below as a text file.
Hope you can kindly advise what the important steps or parameters I might have missed here. I assume it might be related to OpenFOAM rather than with the Butterfly workflow...
Thank you very much!
- Ji
…