from-scratch | C standard library features , from scratch
kandi X-RAY | from-scratch Summary
kandi X-RAY | from-scratch Summary
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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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of from-scratch
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from-scratch Examples and Code Snippets
public String fromScratchContractExample() {
String contractAddress = "";
try {
//Create a wallet
WalletUtils.generateNewWalletFile("PASSWORD", new File("/path/to/destination"), true);
//Load the
Community Discussions
Trending Discussions on from-scratch
QUESTION
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 12:52When 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.
QUESTION
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 01:35char 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)};
QUESTION
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 12:42TensorFlow
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:
Applyingtf.function
to your code
So, there are at least two things you can change in your code to make it run quite faster:
- 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 atf.function
.
Model.predict is a top-level API designed for batch-predicting outside of any loops, with the fully-features of the Keras APIs.
- 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:
QUESTION
ANSWER
Answered 2021-May-10 at 09:08The 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.
QUESTION
I have a custom training loop that can be simplified as follow
...ANSWER
Answered 2021-Apr-27 at 08:48Create the EMA object before the training loop:
QUESTION
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 06:11I just figured this out for you. You can do the rest calculation.
QUESTION
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 11:31The shell expands ~/
only when it is at the beginning of a word. You have it in the middle of a word.
You should write
QUESTION
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 16:14I 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.
QUESTION
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 12:56I 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
QUESTION
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 19:33First 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.
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