from-scratch | C standard library features , from scratch

 by   Quuxplusone C++ Version: Current License: MIT

kandi X-RAY | from-scratch Summary

kandi X-RAY | from-scratch Summary

from-scratch is a C++ library typically used in Embedded System, Spring Boot applications. from-scratch has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

This repository contains "from scratch" implementations of many C++17 standard library features. It's intended for use with my upcoming workshop on "The Standard Library From Scratch".
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              from-scratch has a low active ecosystem.
              It has 121 star(s) with 13 fork(s). There are 16 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              from-scratch has no issues reported. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of from-scratch is current.

            kandi-Quality Quality

              from-scratch has no bugs reported.

            kandi-Security Security

              from-scratch has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              from-scratch is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

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              from-scratch releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            from-scratch Key Features

            No Key Features are available at this moment for from-scratch.

            from-scratch Examples and Code Snippets

            Builds a scratch example from scratch .
            javadot img1Lines of Code : 25dot img1License : Permissive (MIT License)
            copy iconCopy
            public String fromScratchContractExample() {
            
                    String contractAddress = "";
            
                    try {
                        //Create a wallet
                        WalletUtils.generateNewWalletFile("PASSWORD", new File("/path/to/destination"), true);
                        //Load the   

            Community Discussions

            QUESTION

            Implementation of Principal Component Analysis from Scratch Orients the Data Differently than scikit-learn
            Asked 2021-Jun-11 at 14:09

            Based on the guide Implementing PCA in Python, by Sebastian Raschka I am building the PCA algorithm from scratch for my research purpose. The class definition is:

            ...

            ANSWER

            Answered 2021-Jun-11 at 12:52

            When calculating an eigenvector you may change its sign and the solution will also be a valid one.

            So any PCA axis can be reversed and the solution will be valid.

            Nevertheless, you may wish to impose a positive correlation of a PCA axis with one of the original variables in the dataset, inverting the axis if needed.

            Source https://stackoverflow.com/questions/67932137

            QUESTION

            How to create MIDI file using hexadecimal information in C++
            Asked 2021-May-20 at 01:35

            I'm trying to create a MIDI file from scratch in C++. I'm using this website as a resource: https://intuitive-theory.com/midi-from-scratch/ .

            Since MIDI requires it to be encoded in Hex, i've written a program that creates a MIDI file and pastes HEX code in it like this:

            ...

            ANSWER

            Answered 2021-May-20 at 01:35
            char buffer[] = {static_cast(0x4D,0x54,0x68,0x64,0x00,0x00,0x00,0x06,0x00,0x01,0x00,0x01,0x00,0x80,0x4D,0x54,0x72,0x6B,0x00,0x00,0x00,0x16,0x80,0x00,0x90,0x3C,0x60,0x81,0x00,0x3E,0x60,0x81,0x00,0x40,0x60,0x81,0x00,0xB0,0x7B,0x00,0x00,0xFF,0x2F,0x00)};
            

            Source https://stackoverflow.com/questions/67612673

            QUESTION

            Why is this tensorflow training taking so long?
            Asked 2021-May-13 at 12:42

            I'm learning DRL with the book Deep Reinforcement Learning in Action. In chapter 3, they present the simple game Gridworld (instructions here, in the rules section) with the corresponding code in PyTorch.

            I've experimented with the code and it takes less than 3 minutes to train the network with 89% of wins (won 89 of 100 games after training).

            As an exercise, I have migrated the code to tensorflow. All the code is here.

            The problem is that with my tensorflow port it takes near 2 hours to train the network with a win rate of 84%. Both versions are using the only CPU to train (I don't have GPU)

            Training loss figures seem correct and also the rate of a win (we have to take into consideration that the game is random and can have impossible states). The problem is the performance of the overall process.

            I'm doing something terribly wrong, but what?

            The main differences are in the training loop, in torch is this:

            ...

            ANSWER

            Answered 2021-May-13 at 12:42
            Why is TensorFlow slow

            TensorFlow has 2 execution modes: eager execution, and graph mode. TensorFlow default behavior, since version 2, is to default to eager execution. Eager execution is great as it enables you to write code close to how you would write standard python. It's easier to write, and it's easier to debug. Unfortunately, it's really not as fast as graph mode.

            So the idea is, once the function is prototyped in eager mode, to make TensorFlow execute it in graph mode. For that you can use tf.function. tf.function compiles a callable into a TensorFlow graph. Once the function is compiled into a graph, the performance gain is usually quite important. The recommended approach when developing in TensorFlow is the following:

            • Debug in eager mode, then decorate with @tf.function.
            • Don't rely on Python side effects like object mutation or list appends.
            • tf.function works best with TensorFlow ops; NumPy and Python calls are converted to constants.

            I would add: think about the critical parts of your program, and which ones should be converted first into graph mode. It's usually the parts where you call a model to get a result. It's where you will see the best improvements.

            You can find more information in the following guides:

            Applying tf.function to your code

            So, there are at least two things you can change in your code to make it run quite faster:

            1. The first one is to not use model.predict on a small amount of data. The function is made to work on a huge dataset or on a generator. (See this comment on Github). Instead, you should call the model directly, and for performance enhancement, you can wrap the call to the model in a tf.function.

            Model.predict is a top-level API designed for batch-predicting outside of any loops, with the fully-features of the Keras APIs.

            1. The second one is to make your training step a separate function, and to decorate that function with @tf.function.

            So, I would declare the following things before your training loop:

            Source https://stackoverflow.com/questions/67383458

            QUESTION

            Unable to host flask in firebase using cloud run
            Asked 2021-May-10 at 09:08

            ANSWER

            Answered 2021-May-10 at 09:08

            The assumption of @JohnHanley was correct, you use a old version of gcloud. The gcloud CLI is may be up to date, but not the beta one.

            Your GCLOUD cli tries to access to the v1alpha1 API of Cloud Run which no longer exists.

            Remove the beta key word in your command or update the beta GCLOUD component.

            Source https://stackoverflow.com/questions/67412589

            QUESTION

            How should Exponential Moving Average be used in custom TF2.4 training loop
            Asked 2021-Apr-28 at 00:16

            I have a custom training loop that can be simplified as follow

            ...

            ANSWER

            Answered 2021-Apr-27 at 08:48

            Create the EMA object before the training loop:

            Source https://stackoverflow.com/questions/67267305

            QUESTION

            React with Svg vertical stacked barchart (no third party library)
            Asked 2021-Apr-27 at 14:45

            I have below piece of code. I am using React and svg for bar charts. I am not using any third party library for charts. With this below piece of code, i am able to get the bar charts. But the issue is that my bar charts show horizontally, I want to show it vertically. I am not able to figure out how to get this same piece of code working for a vertical bar chart.

            I saw one video online https://egghead.io/lessons/javascript-build-a-bar-chart-with-svg-from-scratch-with-react This guy is able to achieve the bar chart vertically. I am not sure where i am going wrong in displaying it. Any changes i do or try, it always show horizontal bar chart.

            ...

            ANSWER

            Answered 2021-Apr-27 at 06:11

            I just figured this out for you. You can do the rest calculation.

            Source https://stackoverflow.com/questions/67276733

            QUESTION

            Git hook: "fatal: not a git repository:"
            Asked 2021-Apr-22 at 11:31

            I have a similar setup to the one I'm creating on a new server, so I know the 'principle works'. I have a Git post-receive which looks likes this:

            ...

            ANSWER

            Answered 2021-Apr-22 at 11:31

            The shell expands ~/ only when it is at the beginning of a word. You have it in the middle of a word.

            You should write

            Source https://stackoverflow.com/questions/67212201

            QUESTION

            How can I download a pre-trained model from Tensorflow's Object Detection Model Zoo?
            Asked 2021-Apr-13 at 16:14

            I am attempting to train an object detection model using Tensorflow's Object Detection API 2 and Tensorflow 2.3.0. I have largely been using this article as a resource in preparing the data and training the model.

            Most articles which use the Object Detection API download a pre-trained model from the Tensorflow model zoo prior to fine-tuning.

            The Tensorflow Model Zoo is a set of links on a Github page set up by the Object Detection team. When I click one such link (using Google Chrome), a new tab opens briefly as if a download is starting, then immediately closes and a download does not occur. Hyperlinks to other models I have found in articles also have not worked.

            To anyone who has worked with fine-tuning using the Object Detection API: What method did you use to download a pre-trained model? Did the model zoo links work? If not, what resource did you use instead?

            Any help is much appreciated.

            ...

            ANSWER

            Answered 2021-Apr-13 at 16:14

            I solved this problem on my own, so if anyone else is having a similar issue: try a different browser. The model zoo downloads were not working for me in Google Chrome. However, when I tried the download on Microsoft Edge, it worked immediately and I was able to proceed.

            Source https://stackoverflow.com/questions/66980312

            QUESTION

            Blazor Webassembly (.NET 5) customized component with files: validation does not work
            Asked 2021-Mar-26 at 12:56

            I found this great post by Chris Sainty: Creating Bespoke Input Components for Blazor from Scratch. It is exactly what I need, but not with string, but with uploaded files IBrowserFile. So I have adapted and extended the example for me. The customized component displays the new files and saves it in my model, but in the CSS the status unfortunately stays on class="modified invalid". I must be missing a small detail here. What is it? Thanks in advance for any hints.

            Here is my code reduced to the essentials.

            Selection.razor

            ...

            ANSWER

            Answered 2021-Mar-26 at 12:56

            I dug too deep in the wrong direction and didn't see the obvious.

            The problem is that there is an attribute set in the model that does not throw an error, but also cannot validate. The Range attribute is not for lists and therefore the model could never validate. With an own attribute I could work around this.

            SelectionTestModel.cs

            Source https://stackoverflow.com/questions/66759760

            QUESTION

            UE4 capture frame using ID3D11Texture2D and convert to R8G8B8 bitmap
            Asked 2021-Mar-25 at 19:33

            I'm working on a streaming prototype using UE4. My goal here (in this post) is solely about capturing frames and saving one as a bitmap, just to visually ensure frames are correctly captured.

            I'm currently capturing frames converting the backbuffer to a ID3D11Texture2D then mapping it.

            Note : I tried the ReadSurfaceData approach in the render thread, but it didn't perform well at all regarding performances (FPS went down to 15 and I'd like to capture at 60 FPS), whereas the DirectX texture mapping from the backbuffer currently takes 1 to 3 milliseconds.

            When debugging, I can see the D3D11_TEXTURE2D_DESC's format is DXGI_FORMAT_R10G10B10A2_UNORM, so red/green/blues are stored on 10 bits each, and alpha on 2 bits.

            My questions :

            • How to convert the texture's data (using the D3D11_MAPPED_SUBRESOURCE pData pointer) to a R8G8B8(A8), that is, 8 bit per color (a R8G8B8 without the alpha would also be fine for me there) ?
            • Also, am I doing anything wrong about capturing the frame ?

            What I've tried :

            All the following code is executed in a callback function registered to OnBackBufferReadyToPresent (code below).

            ...

            ANSWER

            Answered 2021-Mar-25 at 19:33

            First of all, you are assuming that the mapInfo.RowPitch is exactly StagicngTextureDesc.Width * 4. This is often not true. When copying to/from Direct3D resources, you need to do 'row-by-row' copies. Also, allocating 2 MBytes on the stack is not good practice.

            Source https://stackoverflow.com/questions/66769652

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            Install from-scratch

            You can download it from GitHub.

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