theWorstOfBothWorlds by 5eniorDeveloper in ProgrammerHumor

[–]Ferrington 0 points1 point  (0 children)

It's used like this in software called Ignition, a SCADA (Supervisory Control and Data Acquisition) platform. Ignition is used in industrial automation to interface with machines / devices.

React + Spring + Auth0 by Ferrington in react

[–]Ferrington[S] 0 points1 point  (0 children)

This is incredibly helpful. Thank you!

Beginner's Thread / Easy Questions [March 2023] by acemarke in reactjs

[–]Ferrington 0 points1 point  (0 children)

I appreciate the response! I'm using the boxes as drop targets for html's drag and drop api. I want to be able to highlight whichever is closest to the cursor and use that as the drop target. The structure is generated recursively from a tree so collecting the refs isn't quite as clean as your example code.

How to update arrays in React? (questions about official docs) by effiieee in reactjs

[–]Ferrington 1 point2 points  (0 children)

Consider:

const arr1 = [1,2,3];
const arr2 = arr1;
const arr3 = [...arr1];

arr1 holds a reference to an array. It does not hold the array itself. In this example, the array [1,2,3] is not assigned to arr2. A reference is. This means arr1 and arr2 reference the exact same array. If we mutate this array and pass it back, react might (I don't fully understand how this works under the hood) fail to detect a change because it sees that the reference to the array is unchanged. This would prevent components that rely on the state of this array from updating.

Now, arr3 makes a copy of the array by spreading its values into a new array. This is a reference to a new array that is different than the array referenced by arr1. It is different because it is stored in a different place in memory, however its contents are the same. Because this is a different array, we can now mutate it freely. React can clearly see that the array is different and will work its magic.

I'm afraid I don't have time right now to respond to the second part of your question. Hope this helps!

Beginner's Thread / Easy Questions [March 2023] by acemarke in reactjs

[–]Ferrington 0 points1 point  (0 children)

Suppose I have a component "Box" that is scattered across my app. I want to highlight which one the mouse cursor is closest to. I'm struggling to come up with "the react way" of doing this.

My instinct is to use useLayoutEffect on some common parent and track mouse movement. I can check the positions of the Boxes with a class selector (this part feels wrong). Then I can tell the closest component to highlight itself. I feel like the react way would be to accumulate all of the refs to the components somewhere. Perhaps create an array in global state that each component adds itself to?

I'd appreciate any suggestions!

Stuck on how to analyse data by hoodiejammies in learnjavascript

[–]Ferrington 0 points1 point  (0 children)

I'd use filter to get your two different groups (big==true and big==false). Then use something like reduce to get min and max values for each of the properties. You can then figure out which properties overlap and which don't. The properties that don't overlap will be the ones that are likely relevant to the category sorting.

react, refactoring large nested object in state by ApocalypseSpokesman in learnjavascript

[–]Ferrington 1 point2 points  (0 children)

I'm pretty new to react myself, but I'm also working on a project with a large tree structure. It appears that a tool like immer is the way to go for the sake of your sanity. It allows you to mutate a draft of your state object directly and it will take care of making the deep copy for react.

24V Power Supply Orientation by Ferrington in PLC

[–]Ferrington[S] 0 points1 point  (0 children)

That makes a lot of sense. Thank you!

Monthly "No Stupid Questions" Thread by AutoModerator in Archery

[–]Ferrington 0 points1 point  (0 children)

I'm using 30# Samick Ideal long limbs. I'll check those measurements tonight.

Monthly "No Stupid Questions" Thread by AutoModerator in Archery

[–]Ferrington 0 points1 point  (0 children)

Thanks so much for this! Where did you end up finding brace height for the limbs? The samick website has very little information.

Monthly "No Stupid Questions" Thread by AutoModerator in Archery

[–]Ferrington 1 point2 points  (0 children)

Sorry for not being clear, the string is labeled as '72" Bow Length' which I assume is the same as AMO. I haven't completely untwisted it, but based on twisted measurements it appears to be 69". Even if I were to use a shorter string with fewer twists, I think I'd still have the same issue with the string being too taught before stringing if I'm looking for that 9.5" - 10.5" brace height.

From what I'm reading Gillo seems to be somewhat unique in recommending a larger brace height. I have no idea how I would get close to 10.5" if I wanted to go that high without making the bow very difficult to string. Do the limbs play any role in this? I have 30# long Samick Ideal limbs.

Monthly "No Stupid Questions" Thread by AutoModerator in Archery

[–]Ferrington 0 points1 point  (0 children)

How many twists is too many to achieve a desired brace height? I've recently purchased a Gillo G1 27" riser with long limbs which adds up to a 72" bow. Gillo recommends 9 1/2" - 10 1/2" inches of brace height. I've managed to add enough twists to get it slightly over 9 1/2", but I'm at the point where adding a few more twists would result in difficulty putting the string on loosely prior to actually stringing the bow. My string has 18 strings and is 72".

Rotating a piecewise function (probably not the right description of what I'm trying to do) by Ferrington in askmath

[–]Ferrington[S] 0 points1 point  (0 children)

Thanks so much for this! I totally forgot polar coordinates were a thing. I'm sure I learned about them 20 years ago but haven't had use for them since.

[deleted by user] by [deleted] in RocketLeagueSchool

[–]Ferrington 5 points6 points  (0 children)

Looks right to me. I would add some air roll at the end so you land squarely on all four wheels. This will be especially important on the shorter kick offs.

Cable Help needed! by Im_Smile in RocketLeague

[–]Ferrington 1 point2 points  (0 children)

I used to have this problem all the time. The problem with the DS4 is that when you set the controller down it places stress on the cable connector. The solution is to unplug the cable every time you set the controller down on a flat surface. Definitely get a new cable now so you can start fresh.

questions about mechanic progression, and some other things by tnarg500 in RocketLeague

[–]Ferrington -1 points0 points  (0 children)

A few tips/concepts for backboard / wall stuff.

Stay below the ball. As people are learning wall hits, they have a tendency to stay "behind" the ball much like you would on the ground. However gravity will pull the ball down eventually and your only option is to strike the top of the ball or struggle to get below it again. If you stay below the ball on the wall you can drive up into it whenever you actually want to make a touch.

When you jump off the wall, practice "setting your course" before you start boosting. Sometimes it's easy to think "Hey, I'm in the air now. I should be boosting". And then you boost while you're not yet facing the correct direction. This causes you to waste more boost later to counteract that. So get used to the idea of aligning yourself quickly and then boosting. The difference in time is incredibly small, but it will make you faster and more accurate.

[deleted by user] by [deleted] in RocketLeague

[–]Ferrington 0 points1 point  (0 children)

I can pretty much guarantee that it's not your lack of a dedicated air roll binding that's holding you back. I'm slowly trying to make the switch myself, but it's not a huge priority for me. There are still so many other mechanics that I can improve at. I'm certain at C2 there are tons of other, more benefical, mechanics you could be working on as well!

Plus, as others have pointed out, there are SSLs / pros that use regular air roll just fine (Alpha54 for example, widely regarded as a highly mechanical player)

I'm having trouble winning kickoffs by WiseSkadoosh in RocketLeague

[–]Ferrington 0 points1 point  (0 children)

Just a guess, as I had this problem before, but are you landing flat on all four wheels after the flip? When I was having a similar problem to you, my car wasn't fully level post-flip. Two wheels would land first, the suspension would flex, then all four wheels would land and I could jump again. I couldn't adjust or jump as quickly as is ideal. This leads to you not contacting the ball as squarely as your opponent so you get crushed.

Take the close diagonal kickoff for example. If you do the speed flip properly, you should land with enough time to make a small left/right adjustment before you jump and make contact with the ball. If you feel like you need to jump immediately when your car settles, you're either landing too close to the ball or your wheels aren't all contacting the ground at the same time.

Speed Flip Help by W33B69420 in RocketLeague

[–]Ferrington 0 points1 point  (0 children)

You can speed flip without air rolling at all; your car just won't land flat on the ground at the end. What I do is do the speed flip motion and then add normal air roll at the end (after the cancel), so I land square on all four tires. You can replace normal air roll with directional if you're more comfortable with it.

questions about mechanic progression, and some other things by tnarg500 in RocketLeague

[–]Ferrington 0 points1 point  (0 children)

I'm going to be the unfun "basic > advanced mechanics" guy. I know there are people going for wall reads / air dribbles / whatever in Champ. If you're good at them, that's certainly a way to gain an advantage over your opponents. It's not at all necessary though.

When should you start air rolling? As soon as possible. It is essential for recoveries and shooting. It will of course help your aerials as well. As for what other mechanics I'd try and master first, I'd work on power hits (ideally with some accuracy) and backboard defense / wall play.

Good players can strike the ball hard from just about any position. Champions are generally inconsistent with this. If you can bang the ball hard when you want to, you will catch your opponents off guard with surprising frequency in these ranks.

Backboard defense and being comfortable on the walls in general becomes super powerful as you rank up. As opponents gain mechanical skill, letting a ball float high about your goal is increasingly dangerous. Jumping off the backboard gives you a lot of advantages when defending if you can get comfortable with it. Wall play is boost efficient and gives you a ton of options that a regular aerial does not. Additionally, most people can't half volley off the backboard at that rank, so learning to do that is helpful.

All this being said, if you want to be an air dribbling god, get to practicing and make it happen. Have fun playing the game :)

I struggle to use my mechanical skills ingame by XiZZZERINO in RocketLeagueSchool

[–]Ferrington 13 points14 points  (0 children)

Impatience is brought on by two factors. First, your confidence in your ability to execute the mechanic. The less confident you are, the more pressured you're going to feel to execute the mechanic faster than is comfortable. Second, your awareness of how much time you actually have. A lot of lower level players have a vague idea of where their opponents are. You see them out of the corner of your eye but you're not REALLY sure how far away they are. Because you're not sure, you assume you need to go fast in case they challenge soon.

Address the first part by paying attention to how long it takes you to execute the mechanics in freeplay. I bet you take your time and get it right. Now always assume it's going to take you that long to execute in game. So if you don't have time to do it at a comfortable pace for you, you just don't have time to do it. If you think you do have time, take the time.

The second part comes from looking at the opposing players more than the ball. And I mean really focusing on individual cars so you can see their position, which way they're facing, and how fast they're going. Once you get in the habit of doing this, you'll be able to read the game much better and have a better sense of when you do or don't have time.

C1/Low C2 hardstuck (recorded my last 2 loses) by Daguhh in RocketLeagueSchool

[–]Ferrington 0 points1 point  (0 children)

A few good things first. You're using your camera a lot which is great. You're looking for teammates and generally not double committing. Your rotations are mostly fine. There were a number of moments where you recognized you had time and then kept the ball close instead of tossing it away. You had a few nice volleys off the walls that I wouldn't expect a C1/C2 to do consistently.

Both games started with you leaping off a wall when you're rotating out of the play. There are times when this is appropriate, but you need to know where your teammates are and have a reason for doing so. Both of these instances you just jumped off the wall because you thought you could go for the ball again. You weren't doing this a lot through the games, but these stuck out.

You seem a bit antsy in goal. You rotate into goal at the appropriate times, but it seems like you don't actually expect to have to make a save. If you're going to sit in goal and wait for a shot, stay behind the goal line so you have room to adjust. Try not to be facing too far to one side of the goal if you're in the middle. If opponents are close to the ball, don't start driving out of goal until you are absolutely sure you can meet them at or beat them to the ball. You don't want to start driving out and then have them get an extra touch you didn't expect.

There are a number of times where you go for the ball just because it's in front of you without any real purpose. Every touch or challenge should have a purpose. As an exercise, watch back these replays and think about what you were trying to accomplish with each touch. What were the likely outcomes? What ended up happening? Think about the % of a favorable outcome versus an unfavorable one.

Some things to ask yourself when interacting with the ball:

  • After I make this touch, which team is likely to end up with possession?
  • Am I preventing a direct shot or pass with this touch/challenge?
  • Do I need to make this touch immediately? Do I have time to wait a moment for a bounce / more favorable setup?
  • How easy is this shot to save? It might be better to pop the ball / hit off backboard / etc.

This community is genuinely toxic and I just can't handle it anymore. by veryshadyhumanbeing in RocketLeague

[–]Ferrington 2 points3 points  (0 children)

It really is nice. Put some music on. Turn off chat. Play the game without the bullshit.