Thierry's fix
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@@ -118,7 +118,7 @@ The borrow checker may seem like an enemy to newcomers because it often rejects
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Even better, Rust comes with great tooling.
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\begin{itemize}
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\item \href{https://github.com/rust-lang/rust}{\textbf{\texttt{rustc}}} is the Rust compiler. It is very confortable due to the nice error messages it displays.
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\item \href{https://github.com/rust-lang/cargo}{\textbf{\texttt{cargo}}} is the official Rust's project and package manager. It manages compilation, dependencies, documentation, tests, etc\ldots
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\item \href{https://github.com/rust-lang/cargo}{\textbf{\texttt{cargo}}} is the official Rust's project and package manager. It manages compilation, dependencies, documentation, tests, etc.
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\item \href{https://github.com/racer-rust/racer}{\textbf{\texttt{racer}}}, \href{https://github.com/rust-lang/rls}{\textbf{\texttt{rls}} (Rust Language Server)} and \href{https://github.com/rust-analyzer/rust-analyzer}{\textbf{\texttt{rust-analyzer}}} are software that manage automatic compilation to display errors in code editors as well as providing semantic code completion.
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\item \href{https://github.com/rust-lang/rustfmt}{\textbf{\texttt{rustfmt}}} auto formats code.
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\item \href{https://github.com/rust-lang/rust-clippy}{\textbf{\texttt{clippy}}} is a linter that detects unidiomatic code and suggests modifications.
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@@ -28,7 +28,7 @@ In 3D streaming, each chunk is part of a scene, and already a few problems appea
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All major video streaming platforms support multi-resolution streaming.
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This means that a client can choose the resolution at which it requests the content.
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It can be chosen directly by the user or automatically determined by analysing the available resources (size of the screen, downloading bandwidth, device performances, etc\ldots)
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It can be chosen directly by the user or automatically determined by analysing the available resources (size of the screen, downloading bandwidth, device performances, etc.)
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\begin{figure}[th]
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\centering
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@@ -280,7 +280,7 @@ Some interfaces mimic the video scenario, where the only variable is the time an
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These interfaces are not interactive, and can be frustrating to the user who might feel constrained.
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Some other interfaces add 2 degrees of freedom to the previous one: the user does not control the position of the camera but they can control the angle. This mimics the scenario of the 360 video.
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This is typically the case of the video game \emph{nolimits 2: roller coaster simulator} which works with VR devices (oculus rift, HTC vive, etc\ldots) where the only interaction the user has is turning the head.
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This is typically the case of the video game \emph{nolimits 2: roller coaster simulator} which works with VR devices (oculus rift, HTC vive, etc.) where the only interaction the user has is turning the head.
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Finally, most of the other interfaces give at least 5 degrees of freedom to the user: 3 being the coordinates of the position of the camera, and 2 being the angle (assuming the up vector is unchangeable, some interfaces might allow that, giving a sixth degree of freedom).
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The most common controls are the trackball controls where the user rotate the object like a ball \href{https://threejs.org/examples/?q=controls\#misc_controls_trackball}{(live example here)} and the orbit controls, which behave like the trackball controls but preserving the up vector \href{https://threejs.org/examples/?q=controls\#misc_controls_orbit}{(live example here)}.
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