dwarfs | A fast high compression read-only file system | Compression library
kandi X-RAY | dwarfs Summary
kandi X-RAY | dwarfs Summary
DwarFS is a read-only file system with a focus on achieving very high compression ratios in particular for very redundant data. This probably doesn't sound very exciting, because if it's redundant, it should compress well. However, I found that other read-only, compressed file systems don't do a very good job at making use of this redundancy. See here for a comparison with other compressed file systems. DwarFS also doesn't compromise on speed and for my use cases I've found it to be on par with or perform better than SquashFS. For my primary use case, DwarFS compression is an order of magnitude better than SquashFS compression, it's 6 times faster to build the file system, it's typically faster to access files on DwarFS and it uses less CPU resources.
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QUESTION
So, right now, what I'm trying to do is that I'm trying to scrape a table from rottentomatoes.com and but every time I run the code, I'm facing an issue that it just prints
...ANSWER
Answered 2022-Mar-10 at 21:12Reading tables via pandas.read_html()
as provided by @F.Hoque would probably the leaner approache but you can also get your results with BeautifulSoup
only.
Iterate over all of the
tags
.text
.get_text()
QUESTION
I have this code below which is suppose to generate the output of 11 dwarfs for input of 10 for dwarf height and values of 101, 102, 103, 104,105, 106, 107, 108, 109 as well as 110 for giant height then change to output of 12 dwarfs for values of giant height of 111-120 and so forth when the height of dwarf again is 10. Both 'n' and 's' have essentially the same solution: proper output of dwarfs for values of 101 - 109 but not correct output (should be 11, but gives 10) for the value of 110. What operators can be used to help with this. I am working on my operator usage and would strongly prefer not to use any conditional statements or if-then.
...ANSWER
Answered 2021-Mar-19 at 18:42Ceiling of integer division:
QUESTION
I'm working on a little game with libGDX, that uses Box2D for collision detection. This was working fine, till I added an arrow to the game, so the player can shoot. Since I added this feature I'm facing the problem that the game gets stuck from time to time, and doesn't react anymore.
I think the reason for this behaviour is an endless loop somewhere in the Box2D world step. When I stop the execution using the debugger the stopping point is always in the World.step(float, int, int)
method. Unfortunately this is a native method so I can't find where the problem is exactly:
ANSWER
Answered 2020-Sep-12 at 18:41Okay, I bite for it. In my experience box2d crashes or hangs most of the time when bodies or fixtures are not correctly destroyed, or when there are some dangling references to destroyed bodies. So I just tried to remove this statement form your code PhysicsWorld.getInstance().removeBodiesAndFixtures();
right after the step function, and voila, it works. Nice game btw. This is of course not the solution, but it might give you a hint where to search for the root cause.
QUESTION
I have 2 dicts and I'm comparing if values in them not the same then I add it to another dict. But how can I make it more elegant? less code?
...ANSWER
Answered 2020-Aug-12 at 06:12Maybe this would look a bit more readable, or at least a bit less code
QUESTION
I know there are quite some questions (and answers) on this topic, but they all have different solutions, and none of them seems to be working in my case.
I'm developing a small test project with libGDX, in which I tried to add a simple tilemap. I created the tilemap using Tiled, which seems to be working quite good, except for the texture bleeding, that causes black lines (the background color) to appear between the tiles sometimes.
What I've tried so far:
I read several SO-questions, tutorials and forum posts, and tried almost all of the solutions, but I just don't seem to get this working. Most of the answers said that I would need a padding between the tiles, but this doesn't seem to fix it. I also tried loading the tilemap with different parameters (e.g. to use the Nearest filter when loading them) or rounding the camera's position to prevent rounding problems, but this did even make it worse.
My current setup:
You can find the whole project on GitHub. The branch is called 'tile_map_scaling'
At the moment I'm using a tileset that is made of this tile-picture:
It has two pixels of space between every tile, to use as padding and margin.
My Tiled tileset settings look like this:
I use two pixels of margin and spacing, to (try to) prevent the bleeding here.
Most of the time it is rendered just fine, but still sometimes there are these lines between the tiles like in this picture (sometimes they seem to appear only on a part of the map):
I'm currently loading the tile map into the asset manager without any parameters:
...ANSWER
Answered 2020-Aug-08 at 14:04You need to pad the edges of your tiles in you tilesheet. It looks like you've tried to do this but the padding is transparent, it needs to be of the color of the pixel it is padding.
So if you have an image like this (where each letter is a pixel and the tile size is one):
QUESTION
Objective: I am looking to add an additional column in my pandas data frame called "description" and I am interested to find only the items in "some_dictionary". Many of the values in my dictionary are also in my Pandas data frame, however, I am only interested in finding the one that is in the last position and then adding the value in the dictionary as the description to the data frame.
Description: For example, if I had a value of AA, BB, CC then I am interested in learning that CC is in the last position and then adding the value from the dictionary for the key CC. In this case that would be "Countable Cats".
My expected output would be a data frame with category, owner, description.
...ANSWER
Answered 2020-Jul-15 at 13:50You can use extractall
to extract all the keys in the dictionary, and groupby().last()
to get the last keys:
QUESTION
Here I have an if statement
that should cosole.log e.target
if I click a seat, but here in my code, it doesn't do that, and VS code did't give me any errors. Why is that?
And the actual code here:
...ANSWER
Answered 2020-May-26 at 18:37Try adding the eventlistener to the seat's instead of the container:
QUESTION
In the following Vue Component I want to loop through dwarfs
array. And as long as I am in the current component, everything is fine (TEST
) and also all the following properties are correct.
ANSWER
Answered 2020-Apr-03 at 19:48It looks like you have the component inside of the
v-for="dwarf in dwarfs"
loop, but then the control for showing all of the modal components created by that loop is just in one variable: showModal
. So when showModal
is true
, the modal will show each of the dwarfs, and I'm guessing the second dwarf's modal is just covering up the first one's.
To fix this, you could move the outside of that
v-for
loop, so there's only one instance on the page, then as part of the logic that shows the modal, populate the props of the modal with the correct dwarf's info.
Something like this:
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