Charging NiMH batteries using a lab bench power supply

J

Jack Wilson

I have a project that requires some battery power and I have a 7.2V 3300mAh NiMh battery pack. I would like to charge it from my lab bench power supply which is current limiting.

Would this be recommended?

I would prefer not to purchase a charger though if it means the pack will explode then well... Also could I have a recommendation on a good charger around the $50 mark.

This how I have been charging to so far:
Voltage: 8.1V
Current Limit: 300 ma
I leave it to charge until the current is almost 0

Would this charging scheme be recommend or safe?

Thanks Jack

By the way this is the battery I am using: https://www.jaycar.com.au/7-2v-ni-mh-3300mah-r-c-battery/p/SB2314
 

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Is there a software implementing Mozarts dice game?

A [..] "musical dice game" was a system for using dice to randomly 'generate' music from precomposed options. These 'games' were quite popular throughout Western Europe in the 18th century. Several different games were devised, some that did not require dice, but merely 'choosing a random number.'

This web page demonstrates the concept. I'm looking for a software that implements that. Even more great would be an advanced version

  • with support for jazz voicings using common chord progression
  • the option to specify the basic song part structure
  • a feature for "re-dicing" sub-parts
  • playback / export to midi
  • export of chord progression to plain-text.

UnityでPUN2を使用したMetaQuest3のMRマルチプレイでHeadとHandの位置がずれる問題について

私は現在、Unityを使用してMeta Quest 3向けのローカル空間で動作するMRマルチプレイヤーアプリケーションを開発しています。このアプリケーションではPUN2を通信手段として使用しており、プレイヤーのHeadとLeft Hand、Right Handを同期させたいと考えています。

問題点 アプリケーション内で、2つのHMD(Meta Quest 3)を使用してプレイした際、HeadとHandの位置が実際のユーザーの体の位置と大きくずれてしまいます。具体的には、HeadとHandのオブジェクトが、相手プレイヤーの体の位置に適切に重ならず、誤った位置に表示されてしまいます。

実現したいこと HeadとHandが、相手ユーザーの体の実際の位置に正確に重なるようにしたいです。現状では、ずれて表示されてしまっているため、これを解決する方法をご提案いただきたいです。

現在の設定

  • OVRCameraRigを使用してカメラを配置しています。
  • OVRSceneManagerおよびPassthrough機能を使用しています。

現在使用しているスクリプト
NetworkManager.cs

Code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
using Photon.Realtime;

public class NetworkManager : MonoBehaviourPunCallbacks
{
    void Start()
    {
        ConnectToServer();
    }

    void ConnectToServer()
    {
        PhotonNetwork.ConnectUsingSettings();
        Debug.Log("Connecting to server...");
    }

    public override void OnConnectedToMaster()
    {
        Debug.Log("Connected to server.");
        base.OnConnectedToMaster();
        RoomOptions roomOptions = new RoomOptions();
        roomOptions.MaxPlayers = 4;
        roomOptions.IsVisible = true;
        roomOptions.IsOpen = true;

        PhotonNetwork.JoinOrCreateRoom("Room 1", roomOptions, TypedLobby.Default);
    }

    public override void OnJoinedRoom()
    {
        Debug.Log("Joined room.");
        base.OnJoinedRoom();
    }

    public override void OnPlayerEnteredRoom(Player newPlayer)
    {
        Debug.Log("New player joined.");
        base.OnPlayerEnteredRoom(newPlayer);
    }
}

NetworkPlayerSpawner.cs

Code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;

public class NetworkPlayerSpawner : MonoBehaviourPunCallbacks
{
    public GameObject spawnedPlayerPrefab;
    public override void OnJoinedRoom()
    {
        base.OnJoinedRoom();
        spawnedPlayerPrefab = PhotonNetwork.Instantiate("Network Player", transform.position, transform.rotation);
    }

    public override void OnLeftRoom()
    {
        base.OnLeftRoom();
        PhotonNetwork.Destroy(spawnedPlayerPrefab);
    }
}

NetworkPlayer.cs

Code:
using UnityEngine;
using Photon.Pun;

public class NetworkPlayer : MonoBehaviour
{
    public Transform head;
    public Transform leftHand;
    public Transform rightHand;
    private PhotonView photonView;

    public Animator leftHandAnimator;
    public Animator rightHandAnimator;

    private Transform headRig;
    private Transform leftHandRig;
    private Transform rightHandRig;

    void Start()
    {
        photonView = GetComponent<PhotonView>();
        OVRCameraRig rig = FindObjectOfType<OVRCameraRig>();
        headRig = rig.centerEyeAnchor;
        leftHandRig = rig.leftHandAnchor;
        rightHandRig = rig.rightHandAnchor;

        if (photonView.IsMine)
        {
            foreach (var item in GetComponentsInChildren<Renderer>())
            {
                item.enabled = false;
            }
        }
    }

    void Update()
    {
        if (photonView.IsMine)
        {
            MapPosition(head, headRig);
            MapPosition(leftHand, leftHandRig);
            MapPosition(rightHand, rightHandRig);

            UpdateHandAnimation(OVRInput.Controller.LTouch, leftHandAnimator);
            UpdateHandAnimation(OVRInput.Controller.RTouch, rightHandAnimator);
        }
    }

    void UpdateHandAnimation(OVRInput.Controller controller, Animator handAnimator)
    {
        float triggerValue = OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTrigger, controller);
        handAnimator.SetFloat("Trigger", triggerValue);

        float gripValue = OVRInput.Get(OVRInput.Axis1D.PrimaryHandTrigger, controller);
        handAnimator.SetFloat("Grip", gripValue);
    }

    void MapPosition(Transform target, Transform rigTransform)
    {
        target.position = rigTransform.position;
        target.rotation = rigTransform.rotation;
    }
}

試したこと 現在のところ、PUN2によるオブジェクトの同期は問題なく行われているようですが、HeadやHandの位置が適切にプレイヤーの体に重ならず、大きくずれてしまう状況です。具体的な原因や解決策がわからないため、アドバイスをいただけると助かります。

何か、HeadとHandの位置を正確にプレイヤーに重ねるためのアプローチがあれば、ぜひご教示ください。

よろしくお願いいたします。

sorted() возвращает TypeError:'<' not supported between instances of 'NoneType' and 'float'

Есть словарь

array = {'string1':12.3, 'string2':0.4,......}

Требуется отсортировать по значениям. Значения float. Что я делаю:

Code:
sorted_array = sorted(array.items(), key = lambda x:float(x[1]))

Ловлю ошибку:

TypeError: float() argument must be a string or a real number, not 'NoneType'

Гугление пока что не помогло..

Как вызвать конвейерную функцию? ORA-06553: PLS-306: ошибочно число или типы аргументов при обращении к 'GET_ZP' [дубликат]

Code:
is
type kol_dep is record (sum_sal          number,
                        min_sal          number,
                        max_sal          number,
                        names varchar2(1000),
                        dep_id          number);
    type kol_dep_tb is table of kol_dep;
    
    v_kol_dep_tb kol_dep_tb;
    function get_zp (proc_tbl kol_dep_tb) return kol_dep_tb pipelined;
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    ---------TELO PAKETA-------
    
    create or replace package body pkg_agg_employees
    is

function get_zp (proc_tbl kol_dep_tb) return kol_dep_tb pipelined
     is
     v_report_row kol_dep;
     
     cursor c_dep
     is
     select e.department_id as dep,
    sum(e.salary)sum_sal,
    min(e.salary)min_sal,
    max(e.salary)max_sal,
    listagg(e.first_name||' '||e.last_name|| ', '||chr(10))within group (order by e.last_name) as names
    from employees e
    inner join departments dep
    on e.department_id=dep.department_id
    inner join jobs j
    on e.job_id=j.job_id
    group by e.department_id
    order by e.department_id;
         begin
         for r in c_dep loop
        v_report_row:=null;
v_report_row.dep_id:=r.dep;
v_report_row.sum_sal:=r.sum_sal;
v_report_row.min_sal:=r.min_sal;
v_report_row.max_sal:=r.max_sal;
v_report_row.names:=r.names;
         pipe row (v_report_row);
         end loop;
         return;
         close c_dep;
end get_zp;
end pkg_agg_employees;```






не понимаю куда вставить 




 ```DECLARE
v_table pkg_agg_employees.kol_dep_tb;

BEGIN
  v_table := pkg_agg_employees.kol_dep_tb();
  SELECT *
  FROM TABLE(pkg_agg_employees.get_zp(v_table));
END; ```
или как по-другому исправить эту ошибку?

Помогите сделать такую таблицу html

[!
HTML:
[1]][1]

[1]: [URL]https://i.sstatic.net/82Xar8QT.jpg[/URL] помогите сделать такую таблицу html

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I can turn all of the equations into images without turning the whole document to an image in Latex mode.

What is the best way to protect from polymorphic viruses?

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Due to malware infections becoming more and more common, antivirus are a growing industry.

But it is common knowledge that polymorphic viruses (that rewrite their own code) are much harder to detect and remove with AVs.

This source, as well as numerous other ones, explains that:

A polymorphic Virus can continue to alter the signature and attack undetected even after a fresh signature is found and added to the antivirus solution's signature database.

So what is the best way to protect against polymorphic virus infections, in general?

Are there specific protocols/ methodsor is it just the same as other viruses?

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