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working v_2
Browse files- Data/12_Each_Page/right_Nav.qmd +5 -0
- README.md +0 -23
- Web_Code/Js/lotti_Sidebar_Anim.js +108 -93
Data/12_Each_Page/right_Nav.qmd
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@@ -51,6 +51,11 @@ const aElement = document.createElement('a');
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// Set the href attribute of the <a> element
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aElement.href = 'https://discord.gg/EEsXp39DaA';
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aElement.id = 'feedback_A';
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button_Elem.id = 'feedback_Button';
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// button_Elem.setAttribute("aria-describedby","popper_Tooltip_Gen");
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// Set the href attribute of the <a> element
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aElement.href = 'https://discord.gg/EEsXp39DaA';
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aElement.id = 'feedback_A';
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// open link in a new tab
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aElement.setAttribute("target","_blank");
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aElement.setAttribute("rel", "noopener noreferrer");
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button_Elem.id = 'feedback_Button';
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// button_Elem.setAttribute("aria-describedby","popper_Tooltip_Gen");
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README.md
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# Overview
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This is the web verison of my master thesis - the title of the master thesis is: Flow predictions using control-oriented cluster-based network modeling.
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The used license is: [![Hippocratic License HL3-BDS-CL-ECO-EXTR-MEDIA-MIL-SV-XUAR](https://img.shields.io/static/v1?label=Hippocratic%20License&message=HL3-BDS-CL-ECO-EXTR-MEDIA-MIL-SV-XUAR&labelColor=5e2751&color=bc8c3d)](https://firstdonoharm.dev/version/3/0/bds-cl-eco-extr-media-mil-sv-xuar.html)
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# Abstract
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In this master thesis, a data-driven modeling technique is proposed.
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It enables making predictions for general dynamic systems for unknown model parameter values or operating conditions.
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The tool is denoted as \gls{cnmc}.
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The most recent developed version delivered promising results for the chaotic Lorenz system [@lorenz1963deterministic].
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Since, the earlier work was restricted to the application of only one dynamical system, with this contribution the first major improvement was to allow \gls{cnmc} to be utilized for any general dynamical system.
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For this, \gls{cnmc} was written from scratch in a modular manner.
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The limitation of the number of the dimension and the shape of the trajectory of the dynamical systems are removed.
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Adding a new dynamic system was designed such that it should be as straightforward as possible.
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To affirm this point, 10 dynamic systems, most of which are chaotic systems, are included by default.
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To be able to run \gls{cnmc} on arbitrary dynamic systems in an automated way, a parameter study for the modal decomposition method \gls{nmf} was implemented.
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However, since a single \gls{nmf} solution took up to hours, a second option was added, i.e., \gls{svd}.
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With \gls{svd} the most time-consuming task could be brought to a level of seconds.
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The improvements introduced, allow \gls{cnmc} to be executed on a general dynamic system on a normal computer in a reasonable time.
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Furthermore, \gls{cnmc} comes with its integrated post-processor in form of HTML files to inspect the generated plots in detail.
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All the parameters used in \gls{cnmc} some additional beneficial features can be controlled via one settings file.
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Web_Code/Js/lotti_Sidebar_Anim.js
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/* ========================================================================== */
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function complete_Check(second_Anim){
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}
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/* ========================== loadFileWithFallback ========================== */
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/* ========================================================================== */
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function loadFileWithFallback( primaryPath,
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// If both primary and fallback files not found, try path_2
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return fetch(
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if (
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console.log("returning: ",
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player.load(
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}
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else
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throw new Error('Primary, fallback, and
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}
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});
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});
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}
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})
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}
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/* ========================================================================== */
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function complete_Check(second_Anim){
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console.log("I was found complete_Check ")
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var rocket_Name = "rocket_Orange.lottie";
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var aircraft_Name = "airplane.lottie";
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player.addEventListener('complete',()=> {
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// first animation has completed
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if(!second_Anim){
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console.log("first animation has completed");
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// the animation must be stopped, such that it can be played again
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//player.currentState = playing --> stop it, to rerun it
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player.stop();
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// load the second animation -> can be played when eventListender('ready') is called
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var path_0 = `../../../7_Animation/${rocket_Name}`;
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var path_1 = `../../7_Animation/${rocket_Name}`;
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var path_2 = `../7_Animation/${rocket_Name}`;
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var path_3 = `Data/7_Animation/${rocket_Name}`;
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// check which file path is valid, use the valid one and load the player
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loadFileWithFallback(path_0, path_1, path_2, path_3, player);
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// let the system know second anim is loaded
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second_Anim = true;
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// playing the second animation directy does not make sense, since it takes some time to fetch the data from the net, then it must be loaded (postprocessed) --> it takes some time till the animation ready to be played --> use ready ewventListener
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// play the second anim
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// player.play();
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// console.log(`the current state is: ${player.currentState}`)
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}
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// second animation has completed
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else {
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console.log("second animation completed");
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// load back the first animation
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var path_0 = `../../../7_Animation/${aircraft_Name}`;
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var path_1 = `../../7_Animation/${aircraft_Name}`;
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var path_2 = `../7_Animation/${aircraft_Name}`;
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var path_3 = `Data/7_Animation/${aircraft_Name}`;
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// check which file path is valid, use the valid one and load the player
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loadFileWithFallback(path_0, path_1, path_2, path_3, player);
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// let the system know first anim is loaded
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second_Anim = false;
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// stop the animation, such that the first animation can be played again if anim is clicked on
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player.stop();
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}
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});
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// Add an event listener for the 'ready' event --> is executed when player.load(.lotti or .json-file) compledted and ready for beeing played
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player.addEventListener('ready', () => {
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// play the second animation when it's loaded and ready for it
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if (second_Anim){
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player.play();
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}
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});
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}
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/* ========================== loadFileWithFallback ========================== */
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/* ========================================================================== */
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function loadFileWithFallback( primaryPath,
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fallbackPath,
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path_2,
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path_3,
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player) {
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// gets two paths --> check which one is valid. Use the valid one to load the player
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fetch(primaryPath)
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.then((response) => {
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// no reading here, only checking metadta
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if (response.ok) {
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// If the primary file is found, use it
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console.log("returning: ", primaryPath);
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player.load(primaryPath);
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// also possible to read the content directy
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// return response.text();
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}
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else {
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// If the primary file is not found, try the fallback path
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return fetch(fallbackPath).then((fallbackResponse) => {
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if (fallbackResponse.ok) {
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console.log("returning: ", fallbackPath);
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player.load(fallbackPath);
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}
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else {
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// If both primary and fallback files not found, try path_2
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return fetch(path_2).then((path2Response) => {
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if (path2Response.ok) {
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console.log("returning: ", path_2);
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player.load(path_2);
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}
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else {
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// If both primary and fallback files not found, try path_2
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return fetch(path_3).then((path3Response) => {
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if (path3Response.ok) {
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console.log("returning: ", path_3);
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player.load(path_3);
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}
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else{
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throw new Error('Primary, fallback, path_2 and path_3 files not found');
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}
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});
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}
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});
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}
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});
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}
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});
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}
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