Mash | Fast genome and metagenome distance estimation using MinHash
kandi X-RAY | Mash Summary
kandi X-RAY | Mash Summary
Mash is normally distributed as a dependency-free binary for Linux or OSX (see This source distribution is intended for other operating systems or for development. Mash requires c++14 to build, which is available in and GCC >= 5 and XCode >= 6. See for more information.
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QUESTION
I have an API that gives me results in this format:
...ANSWER
Answered 2022-Apr-04 at 14:18when you pass true in json_decode()
function it will be array so you need to access as array.
QUESTION
I have input data (df) for making 2*2 contingency table for each row.
...ANSWER
Answered 2022-Mar-21 at 15:17We could wrap the code into a function and then use rowwise
and apply the function
QUESTION
I have this table dump from a MySQL system, and although it follows RFC standards, it appears to have added unwanted space in columns where HTML text are stored. For example:
...ANSWER
Answered 2022-Feb-16 at 12:46You can do this with perl
:
QUESTION
First of all I want to apologise for my English cause I come from Poland and I'm still learning. I'm a beginner C#/Unity programmer and I have a pretty stupid/noob question/issue where player jumps twice when mashing the space. When the framerate is low for ex. 30, the problem occurs almost everytime and when framerate is for ex. 144 - hardly ever. I did some research and tried different methods. Firstly I checked whether I have all my inputs in Update and not FixedUpdate. That wasn't the problem at all. Then I tried replacing Input.GetKey to Input.GetKeyDown and GetKeyUp in Update as to ensure I have my boolean _spacePressed checked or not. That wasn't the solution too. The third thing I tried was to use Raycasting to check whether the player is grounded. With that I also checked whether when I jump, ray doesn't get checked twice. To make things clear I'm currently trying to make a 2.5D platformer. So to sum up I'm asking what could be the main issue (with input probably) where player jumps twice or even three times in a single frame when mashing space. Here's also my prototype code. I used enums to make a simple state "machine". If you have also any advice for me and my code to make things better apart from my question I would love to hear them. Thank you in advance!
...ANSWER
Answered 2022-Feb-15 at 23:28Keep in mind that FixedUpdate()
can happen a few times within a single frame. Check if _spacePressed == true
in the beginning of your Process_Jumping()
.
QUESTION
With following code I am trying to import excel file to indesign. I can get data but if in table is more then 3 rows it just continue in line and doesn't create new line.
...ANSWER
Answered 2022-Feb-07 at 11:33For this case the simplest straightforward implementation could be like this:
QUESTION
I'm having a bit of trouble getting they type assertions I'd like to have.
I have a function
...ANSWER
Answered 2022-Jan-11 at 01:35When you say, AppSettings[keyof AppSettings]
you are allowing any key to be selected from AppSettings
. You need to tell TypeScript that you mean the specific key that is the first parameter to be used to ascertain the value type. Something like this:
QUESTION
I have the following code (CodeSandbox):
...ANSWER
Answered 2021-Nov-16 at 22:16From my comment - Since you've already set the default of blah to true -
QUESTION
Before you mash the duplicate button, I know there are more posts on the same issue and I've tried the solutions to no avail (Please see the last part of my post).
I'm using React 17.0.2, ESLint 8.5.0 and Prettier 2.5.1 and I'm getting the following error in almost every js file.
...ANSWER
Answered 2021-Dec-24 at 16:45Many editors let you change between CRLF and LF line-ending modes. On VSCode this is a toggle on the bottom menu bar which switches when clicked.
The change the default for all files, edit settings.json
and add the following at the top:
For default LF:
QUESTION
I've got a txt file with the following content:
#test.txt
...ANSWER
Answered 2021-Nov-25 at 20:55Your variables are somewhat confusingly named; the following streamlined solution uses fewer variables and perhaps produces the desired result:
QUESTION
The Derecho system (open-source C++ library for data replication, distributed coordination, Paxos -- ultra-fast) is built around asynchronous RDMA networking primitives. Senders can write to receivers without pausing, using RDMA transfers into receiver memory. Typically this is done in two steps: we transfer the data bytes in one operation, then notify the receiver by incrementing a counter or setting a flag: "message 67 is ready for you, now". Soon the receiver will notice that message 67 is ready, at which point it will access the bytes of that message.
Intended semantic: "seeing the counter updated should imply that the receiver's C++ code will see the bytes of the message." In PL terms, we need a memory fence between the update of the guard and the bytes of the message. The individual cache-lines must also be sequentially consistent: my guard will go through values like 67, 68, .... and I don't want any form of mashed up value or non-monotonic sequencing, such as could arise if C++ reads a stale cache line, or mistakenly holds a stale value in memory. Same for the message buffer itself: these bytes might overwrite old bytes and I don't want to see some kind of mashup.
This is the crux of my question: I need a weak atomic that will impose [exactly] the needed barrier, without introducing unwanted overheads. Which annotation would be appropriate? Would the weak atomic annotation be the same for the "message" as for the counter (the "guard")?
Secondary question: If I declare my buffer with the proper weak atomic, do I also need to say that it is "volatile", or will C++ realize this because the memory was declared weakly atomic?
...ANSWER
Answered 2021-Sep-11 at 15:51An atomic counter, whatever its type, will not guarantee anything about memory not controlled by the CPU. Before the RDMA transfer starts, you need to ensure the CPU's caches for the RDMA region are flushed and invalidated, and then of course not read from or write to that region while the RDMA transfer is ongoing. When the RDMA device signals the transfer is done, then you can update the counter.
The thread that is waiting for the counter to be incremented should not reorder any loads or stores done after reading the counter, so the correct memory order is std::memory_order_acquire
. So basically, you want Release-Acquire ordering, although there is nothing to "release" in the thread that updates the counter.
You don't need to make the buffers volatile
; in general you should not rely on volatile
for atomicity.
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