## How to make an object out of another object

Simply create a new object and pass the required arguments in the constructor. Point position= new Point((int) (Math.random()*(max – min)),(int) (Math.random() *(max – min))); Point endPosition = new Point(position.x+2, position.y+3);

## Quadratic Bézier Curve: Calculate Points

Use the quadratic Bézier formula, found, for instance, on the Wikipedia page for Bézier Curves: In pseudo-code, that’s t = 0.5; // given example value x = (1 – t) * (1 – t) * p.x + 2 * (1 – t) * t * p.x + t * t * p.x; y = (1 … Read more

## Distance between point and a line (from two points)

Try using the norm function from numpy.linalg d = norm(np.cross(p2-p1, p1-p3))/norm(p2-p1)

## Why is the ELF execution entry point virtual address of the form 0x80xxxxx and not zero 0x0?

As Mads pointed out, in order to catch most accesses through null pointers, Unix-like systems tend to make the page at address zero “unmapped”. Thus, accesses immediately trigger a CPU exception, in other words a segfault. This is quite better than letting the application go rogue. The exception vector table, however, can be at any … Read more

## What is the fastest way to find the “visual” center of an irregularly shaped polygon?

I have found a very good solution to this from MapBox called Polylabel. The full source is available on their Github too. Essentially it tries to find the visual centre of the polygon as T Austin said. Certain details suggest this may be a practical solution: Unfortunately, calculating [the ideal solution ] is both complex … Read more

## Convert Pixels to Points

There are 72 points per inch; if it is sufficient to assume 96 pixels per inch, the formula is rather simple: points = pixels * 72 / 96 There is a way to get the configured pixels per inch of your display in Windows using GetDeviceCaps. Microsoft has a guide called “Developing DPI-Aware Applications”, look … Read more

## Mouse / Canvas X, Y to Three.js World X, Y, Z

You do not need to have any objects in your scene to do this. You already know the camera position. Using vector.unproject( camera ) you can get a ray pointing in the direction you want. You just need to extend that ray, from the camera position, until the z-coordinate of the tip of the ray … Read more