I need to plot the cube root of x in mathematica, but the plot shows me only the real part. I want it to look like wolframalpha plot with both real and imaginary parts of the function. Is it possible to do it?

Unfortunately, there are problems with the rendering of the second case: the apparent depth order of the data is messed up in the latter case: cones in the background are rendered in front of the front ones (this is much clearer in an interactive plot). The problem is that there are more holes than actual data, and the data is not connected, which confuses the renderer of plot_surface. Matplotlib has a 2d renderer, so 3d visualization is a bit of a hack. This means that for complex overlapping surfaces you'll more often than not get rendering artifacts (in particular, two simply connected surfaces are either fully behind or fully in front of one another).


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We can get around the rendering bug by doing a bit more work: keeping the data in a single surface by not using nans, but instead colouring the the surface to be invisible where it doesn't interest us. Since the surface we're plotting now includes the entire original surface, we have to set the zlim manually in order to focus on our region of interest. For the above example:

Note that it looks a bit different from the earlier figures because 3 years have passed in between and the current version of matplotlib (3.0.2) has very different (and much prettier) default styles. In particular, edges are now transparent in surface plots. But the main point is that the rendering bug is gone, which is evident if you start rotating the surface around in an interactive plot.

I'm new in LabView and i'm currently aqcuiring data from a accelerometer(dynamic data) during several minutes, and plotting in a chart. I need to select only a part of the chart and plot in another one.

But i need to see the entire data (from t=0 until t=5min) when the VI stops, and sometimes zoom some parts to select which part is valid or not, and then plot the valid part in another graph. It's possible?

What i mean by the entire data is that i can see using the zoom palette all the data of the scope chart. What i need is to plot another graph with only a valid interval using the zoom in or some other tool.

You could use the zoom tools to zoom the chart to a specific range and then have a button to plot the current zoomed range on a graph elsewhere. This would be a simple event trigger by a "Capture" button that pulls the scale Min/Max and grabs that section of the data from the chart and plots it on a chart.

Following some delays, partly due to the COVID-19 pandemic, The Last of Us Part II was released for the PlayStation 4 on June 19, 2020; a remastered version is scheduled to release for the PlayStation 5 on January 19, 2024. It received critical acclaim for its gameplay, audio design, score, performances, characters, and visual fidelity, though its narrative and themes divided critics. It was the subject of review bombing on Metacritic, with some players criticizing the story and characters; discourse surrounding the game became adversarial. Part II is one of the best-selling PlayStation 4 games and the fastest-selling PlayStation 4 exclusive, with over four million units sold in its release weekend, and over ten million by 2022. It won more than 320 Game of the Year awards and received multiple other accolades from awards shows and gaming publications.

Joel (Troy Baker) confesses to his brother, Tommy (Jeffrey Pierce), his responsibility in preventing the Fireflies attempting to develop a cure for the Cordyceps fungus pandemic by saving Ellie (Ashley Johnson) from an operation that would have killed her. Four years later, Joel and Ellie have built a life in Jackson, Wyoming, though their relationship has become strained. While on patrol, Joel and Tommy rescue a stranger, Abby (Laura Bailey), from an Infected horde. They return to an outpost used as a temporary hideout by Abby's group, former Fireflies now part of the Washington Liberation Front (WLF), a militia group based in Seattle, Washington. The group attack Joel and Tommy; Abby seeks revenge against Joel for murdering her father, the Firefly surgeon (Derek Phillips) who was to perform the operation on Ellie. Meanwhile, Ellie and her girlfriend, Dina (Shannon Woodward), search for the brothers. Ellie enters the WLF outpost and witnesses Abby beat Joel to death. Abby spares Ellie and Tommy, who swear revenge.

Druckmann wrote the story with Halley Gross.[23] The team experimented with different plot structures and considered scrapping the project until they settled on an idea that mirrored the first game;[30] Druckmann said that whereas The Last of Us is about the extreme measures one would take for love, Part II is more about how far one would go to bring justice for those they love.[31] The themes of revenge and retribution were inspired by Druckmann's experiences growing up in Israel, where violence was a frequent topic.[23] He recalled watching footage of the 2000 Ramallah lynching, and how, after hearing the cheering crowds, his mind turned to violent thoughts about bringing the perpetrators to justice.[32][33] He wanted the player to feel a "thirst for revenge" before making them realize the reality of their actions.[23] Druckmann said other themes include tribalism, trauma, and the pursuit of justice.[31] Artists at Naughty Dog traveled to Seattle to analyze the architecture, vegetation, materials, topography, lighting, and capture photorealistic textures.[30][34]

Ashley Johnson and Troy Baker reprise their roles as Ellie and Joel, respectively, while Laura Bailey was cast as Abby.[35][36] The actors' performances were recorded at a studio in Playa Vista, Los Angeles using performance capture, recording motion and voice simultaneously.[37] Gross noted that a goal of the writers was to "create the most multifaceted characters you've seen in games".[34] She particularly wanted to explore the multifaceted behavior of Ellie, showing her power as well as her insecurities.[38] The change of player character from Ellie to Abby was inspired by the change from Joel to Ellie in the first game, though emphasized in Part II due to its focus on empathy.[39] Druckmann wanted the player to hate Abby early in the game, but later empathize with her.[40]

The Last of Us Part II was announced at the PlayStation Experience event on December 3, 2016.[35] At E3 2018, Druckmann said that Naughty Dog was refusing to announce a release date until the game was "very close to release", to avoid disappointing fans.[49] During Sony's State of Play presentation on September 24, 2019, Naughty Dog announced a release date of February 21, 2020.[50] On October 25, Druckmann announced a delay to May 29, 2020, to "bring the entire game up to a level of polish we would call Naughty Dog quality".[51] On April 2, 2020, Sony announced that the game was almost complete but had been indefinitely delayed to due to logistical problems caused by the COVID-19 pandemic.[52] In late April, several videos leaked online, showing cutscenes, gameplay, and significant plot details. Druckmann tweeted that he was "heartbroken" for fans and for the team, who had devoted years to development.[53] On April 27, Sony announced a release date of June 19, 2020.[54]

McKeand of VG247 described every character as "complex and human".[7] Destructoid's Carter felt empathetic to the main characters,[78] a sentiment echoed by IGN's Dornbush, who found Ellie's development particularly "riveting".[5] Andrew Webster of The Verge praised the relationship between Ellie and Dina, though noted some dissonance in Ellie's behavior between gameplay and cutscenes.[88] GameSpot's Plagge wrote that Abby's characterization led to a deeper connection to her than to Ellie, but found her character development incongruous with her "onslaught of combat against human enemies".[1] Kotaku's MacLeod and VentureBeat's Dean Takahashi appreciated the diversity of characters;[13][89] Oli Welsh of Eurogamer praised the representation of female and LGBT characters, calling it "a game about women".[85] NPR's Kline lauded the game's ability to "connect with every character, not just the main characters".[86] Push Square's Barker wrote that the supporting characters "establish themselves extremely swiftly",[81] and Game Informer's McNamara found their occasional absence alarming, having grown close to them.[79] Conversely, some critics felt that the new supporting characters lacked the higher quality of the main characters and of Naughty Dog's previous work;[8][80] Yannick Le Fur of Jeuxvideo.com wrote that characters such as Jesse and Manny were simply used to advance the narrative.[90] Polygon's Myers and Vice's Zacny criticized the characters' inability to learn from their mistakes.[3][83]

Critics praised the cast's performances, particularly that of Ashley Johnson, Troy Baker, and Laura Bailey.[7][78][81][82] Welsh of Eurogamer found Johnson's performance as Ellie to be "standout" due to her depiction of "rawness, vulnerability, and rage".[85] GamesRadar+'s Avard considered Johnson's portrayal of suffering "nothing short of awards worthy", and found that Baker "steals some of Part 2's best scenes as Joel" by adding complexities that enrich the character and relationships.[2] Dornbush of IGN wrote that Johnson added nuance to every element of Ellie, and commended Woodward's performance as Dina, especially during quieter moments.[5] VG247's McKeand found that the performances made the narrative more powerful.[7]

Many critics felt the graphics were among the best of any PlayStation 4 game.[2][5][79][80] Kotaku's MacLeod wrote that the nature in Seattle is "gorgeous and awe-inspiring",[13] and Push Square's Barker declared the art department "among the best in the industry".[81] The Guardian's MacDonald described the graphics as "meticulous and astounding".[82] Dornbush of IGN appreciated the world's ability to tell additional stories.[5] GameRevolution's Leri considered the environments more realistic than the first game's, and praised the technical elements, such as frame rate, lack of load times, and realistic lighting.[80] Carter of Destructoid felt that the seamless animation of minor facial expressions humanized the characters to a new level.[78] McNamara of Game Informer similarly lauded the realistic-looking characters.[79] VentureBeat's Takahashi commended the improvements to Naughty Dog's already impressive engine.[14] Zacny of Vice found Seattle too similar to Boston and Pittsburgh from the first game,[83] and Christopher Byrd of The Washington Post wondered if the detail was worth the "human cost" of Naughty Dog's crunch culture.[91] be457b7860

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