Category Archives: Uncategorized

Determining Photogate Timing Uncertainty

Determining Photogate Timing Uncertainty In order to do an uncertainty analysis of Front Range’s conservation of momentum experiments, we need to determine the uncertainty of the times reported by the photogates. The key to experiments of this sort is to … Continue reading

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Video!

I’ve figured out how to make movies from my OpenGL animation, and I’ve posted a video on YouTube, here. I’ll be giving a talk on the work on Monday, January 24th at CU Boulder, at the Astrodynamics and Satellite Navigation … Continue reading

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Experimenting with Materials

I’ve been having trouble getting the specular highlights to show up on translucent ellipsoids, so I decided to create a program to let me vary the material colors and light strengths with sliders. I partly based it on Spot, but … Continue reading

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Chapter 16: Hierarchies

Cocoa uses hierarchies of views in its windows, with each window having a content window, containing controls that are themselves views. It’s basically the Composite Pattern as covered in Chapter 9 of Head First Design Patterns. So views have views … Continue reading

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Chapter 15: Delegates

A Delegate is an object that takes care of some set of tasks for another object. Typically, the object with the delegate is a general object, with the delegate being providing application- or task-specific behavior or data. Cocoa uses this … Continue reading

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Chapter 13: Singleton

The Singleton Pattern seeks to control access to a unique resource by leaving it under the control of a class that by design can have only one instance. Typically, the class stores a pointer to the unique instance as a … Continue reading

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Chapter 12: Copying

Properly copying an object poses some questions, the most important of which is whether to make a shallow or deep copy. If an object has pointers to other objects, a shallow copy of the object contains pointers to the same … Continue reading

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