Gremlin: How do you find vertices without a particular edge?

你。 提交于 2021-02-07 13:31:48
问题 I've been looking at the Gremlin graph language, and it appears very powerful. However, whilst running through what it can do to evaluate it against requirements, I came across a case that I can't seem to complete. Assuming Gremlin is started, and using its example database: gremlin> g = TinkerGraphFactory.createTinkerGraph() ... gremlin> g.V.out('knows') ==>v[2] ==>v[4] So this shows vertices that have an edge of 'knows'. However, I want to find vertices that do not have edges of 'knows'.

Find common neighbors of selected vertices

回眸只為那壹抹淺笑 提交于 2020-05-15 09:27:06
问题 I wrote a function that gets a list of vertices and an igraph weighted and directed graph. I want to find the common neighbors of input vertices. here is my function: commonNeighbors <- function(v,g) { library(igraph) library(dplyr) allNeigh <- list() for (i in v) { allNeigh <- append(allNeigh,c(neighbors(as.undirected(g),paste(i,sep=""))$name)) } allNeigh <- cbind(allNeigh) allNeigh <- table(as.numeric(allNeigh)) allNeigh <- colnames(allNeigh) <- c('vertexID','freq')

Can I delete a float array when I have used glBufferData?

∥☆過路亽.° 提交于 2020-02-13 22:55:24
问题 I'm studying OpenGL API and I would like to ask you if I can delete a float array of vertices after passing it to OpenGL. Example code: GLuint VBO; float *vertices = new float[2]; vertices[0] = 0.0f; vertices[1] = 1.0f; glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); delete[] vertices; Could you tell me consequences about doing it? 回答1: Yes, absolutely. After the glBufferData() call returns, you can do

How to draw or plot a mesh using the mouse in JavaFX which can then be textured and deformed?

China☆狼群 提交于 2020-01-11 06:16:08
问题 I am trying to implement a tool into my application. the tool would allow the user to plot a triangle meshes using the mouse. I have looked everywhere for a way to do this, tutorials, examples, etc and have not been successful. I have seen the FXyz library but that does not really simulate What I am trying to accomplish. The goal of the program looks as follows: Use Case Sequence: The user adds a png image to the 3D scene or drags it into the 3D scene using the mouse. Once the image is being

How to append points to LINESTRING SQL

五迷三道 提交于 2019-12-25 13:06:16
问题 I have a table with points which is a LINESTRING. I have a row in there which has some points in said column. I have a second set of points in the form a of a string, I would like to append these points to the existing row. Is there any way to do this in MySQL without selecting the points as text, manually merging the strings then updating points in the row? 回答1: MYSQL Spatial function does not include any solution for appending a LINESTRING but there is a workaround which i have tried for

Connecting Sphere Vertices OpenGL

丶灬走出姿态 提交于 2019-12-24 15:59:58
问题 I am trying to render a sphere in OpenGL using GL_TRIANGLES. Here is an image of what I am getting with the code below.. Bad Sphere This is supposed to be a unit sphere. I have derived the vertices from the basic sphere approximations from wikipedia. Here is the code that I created to render the unit sphere.. Please let me know where I am going wrong void createGreenSphere(mat4 modelView){ std::vector< Vertex > v; int numSphereSlices = 12; int numSphereSegments = 12; float theta = 0; float

How to update the Geometry vertex position Objloader

社会主义新天地 提交于 2019-12-24 14:22:47
问题 I am using objloader to load multiple objects. I am trying to move one of the objects and need to have the updated vertex positions. while loading the objects I converted the buffergeometry to geometry and run some functions. I checked some samples all updating the vertices of the buffergeometry. Do I need to convert it back to buffergeometry or not ? I need to have the real time positions while moving to calculate some other functions, so I prefer not to keep on converting from buffer to

Vertex Winding Order in DX11

断了今生、忘了曾经 提交于 2019-12-24 05:49:10
问题 I'm trying to draw a simple square with dx11, but the order of the indices of each triangle determines whether or not it shows up. I set the cull mode to none in the rasterizer state, but it doesn't seem to change anything. If I specify the vertices of the first triangle to be 0, 1, 2 instead of 2, 1, 0 then the triangle doesn't show up. So my question is, do I need to order the vertices of a triangle in a specific way regardless of the cull mode? P.S. I'm drawing a triangle list and not a

How can I suppress the prompt to “Unify Duplicated Vertices” when opening several meshes from regular GUI

狂风中的少年 提交于 2019-12-23 16:24:06
问题 I have a folder with hundreds of STL meshes and I want to merge them in meshlab using the flatten command. I´m using the regular GUI and when I go to file open and pick all these STL files, I´m prompted for each and every file if I want to "Unify Duplicated Vertices". As I have hundreds of them, this is unacceptable. Is there any way to configure the software to apply my "yes" to all models it opens? Tks! 回答1: I got an answer to my question which duplicates yours: user suprjami said You can't

Three.js shape from random points

社会主义新天地 提交于 2019-12-22 01:18:04
问题 I have a N number of random points (in this case 20), with a X,Y and Z constrains. How can I create ANY (preferably closed) shape (using Three.js library) , given and starting only from N random points. There are probably many variants, please share yours. var program = new Program(reset,step) program.add('g',false) function reset() { scene.clear() scene.add(new THREE.GridHelper(100,1)) } function step() { } program.startup() var numpoints = 20; var dots = []; //If you want to use for other