ProGraML | based Program Representation for Data Flow Analysis | Machine Learning library
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- Create a ProgramGraph from srcs
- Return a list of the system includes
- Communicate a process
- Returns the system include paths
- Convert graphs to DGL
- Run graph transformation on binary
- Convert graphs into a networkx graph
- Convert graphs to JSON
- Handle the given file
- Start the progress bar
- Assert that a field has a given constraint
- Runs a command in place
- Parse stdin from stdin
- Returns a list of all the names in the list
- Return a binary prefix
- Write to stdout
- Returns the path to the runfiles directory
- Execute clang
- Build a ProgramGraph from a given IRVM IR
- Create a ProgramGraph from an HLO protos
- Return a decimal prefix
- Runs the compilation
- Convert graphs to dot format
- Convert a duration into a string
- Runs a command to a protocol
- Create the dev map dataset
ProGraML Key Features
ProGraML Examples and Code Snippets
def input_():
label["text"] = inputword.get() #dont know what this is cuz label is undefined
listbox.insert(END, inputword.get()) #argument -> (index,string)
Trending Discussions on ProGraML
Trending Discussions on ProGraML
QUESTION
I'm trying to make a to do list program on Python 3.8. It will take the inputs from the user by the help of
def input_():
label["text"] = inputword.get()
inputword=Entry()
inputword.pack(anchor = "nw", padx = 10, pady = 10)
and a button:
add_input= Button(text ="Add to List",
command = input_,
bg = "#ae0000",
fg= "white",
font=("Calibri", "15", "bold")
)
add_input.pack(anchor="nw", padx=10)
This works but i couldn't add my inputs to list.
listbox=Listbox()
listbox.place(x=250,y=250)
listbox.insert(0, add_input or maybe input_)
How should i rearrange my code?
Sample picture from my programL sample picture
ANSWER
Answered 2020-Sep-19 at 18:47I think it should be like:
def input_():
label["text"] = inputword.get() #dont know what this is cuz label is undefined
listbox.insert(END, inputword.get()) #argument -> (index,string)
You can use the insert()
method of the Listbox
to insert into the Listbox
. This will insert each items to the end of the Listbox
, when you press the button. If you want each item to be on top rather than bottom of the list, then say 0 instead of END
.
Hope you understood whats going on, do let me know if any errors or doubts.
Cheers
QUESTION
I'm a Java developer and I recently switched to C++. I've been trying to make a little OpenGL program and I ran into a problem. Whenever I try compiling my shader program it gives a linking error. Here it is:
ERROR::SHADER::PROGRAML::LINKING_ERROR
Link info
---------
error: "TexCoord" not declared as an output from the previous stage
Here are the shader files:
Vertex:
#version 440 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec3 ourColor;
out vec2 TexCoord;
void main()
{
gl_Position = vec4(aPos, 1.0);
ourColor = aColor;
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}
Fragment
#version 440 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
// texture sampler
uniform sampler2D texture1;
void main()
{
FragColor = texture(texture1, TexCoord);
}
And here is the shader creation:
int success;
char infoLog[512];
const char* vertexSource;
const char* fragmentSource;
// Load in shader source
std::ifstream inFile;
inFile.open(vertexPath);
std::string temp = "";
std::string source = "";
if (inFile.is_open())
{
while (std::getline(inFile, temp))
source += temp + "\n";
}
else
{
std::cout << "ERROR::SHADER::VERTEX::COULD_NOT_OPEN_SOURCE_FILE" << std::endl;
}
inFile.close();
vertexSource = source.c_str();
temp = "";
source = "";
inFile.open(fragmentPath);
if (inFile.is_open())
{
while (std::getline(inFile, temp))
source += temp + "\n";
}
else
{
std::cout << "ERROR::SHADER::FRAGMENT::COULD_NOT_OPEN_SOURCE_FILE" << std::endl;
}
inFile.close();
fragmentSource = source.c_str();
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, nullptr);
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COULD_NOT_COMPILE\n" << infoLog << std::endl;
}
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, nullptr);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COULD_NOT_COMPILE\n" << infoLog << std::endl;
}
// Program
ID = glCreateProgram();
glAttachShader(ID, vertexShader);
glAttachShader(ID, fragmentShader);
glLinkProgram(ID);
glGetProgramiv(ID, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(ID, 512, nullptr, infoLog);
std::cout << "ERROR::SHADER::PROGRAML::LINKING_ERROR\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glUseProgram(0);
To my understanding, I should only be getting this error if the two variables that I'm trying to link aren't the same name or type, but they are. I just don't understand.
Thanks.
ANSWER
Answered 2020-Apr-19 at 11:18You essentially have...
std::string source;
const char *vertexSource;
const char *fragmentSource;
...read into source...
vertexSource = source.c_str();
...read into source...
fragmentSource = source.c_str();
The pointer stored in vertexSource
will be invalidated by the second read into source
. From the documentation
The pointer obtained from c_str() may be invalidated by:
- Passing a non-const reference to the string to any standard library function, or
- Calling non-const member functions on the string, excluding operator[], at(), front(), back(), begin(), rbegin(), end() and rend().
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