seed1 | Seed Framework is a multiplatform C 2D game development | Application Framework library
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kandi X-RAY | seed1 Summary
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QUESTION
I want to bold cells with minimum values for one of my data frames
which I combined to be one. I want the minimum value in each column to be bolded.
The below R code shows my Minimum Working Example (MWE). The table consists of columns of five (5) randomly generated values from the normal distribution. The first three (3) show when std dev =1
while the last three (3) show when std dev =2
. Each column is different based on its seed of generation and its std dev
.
ANSWER
Answered 2021-Aug-19 at 14:16You may add library(formattable)
and then
QUESTION
For some reason, seed=0 and seed=1 give the same result, while I expect it to be different.
For different results everything works as expected, the problem arises only with 0 and 1 seeds.
Is it a bug or I don't understand something?
Code for reproduce. I tried it on gcc and g++ compilers.
...ANSWER
Answered 2021-Aug-16 at 13:38Why do i get same data with diffirent seed
All seed values don't necessarily produce unique sequences.
In the standard library implementation that you use, the seeds that you chose happen to produce the same sequence with the given random engine. This is likely because 0 happens to be special for that particular engine.
In case you're using libstdc++, the behaviour that you observe is explained by this implementation:
QUESTION
I have a beautiful mlr3
ensemble model (combined glmnet
and glm
) for binary prediction, see details here
ANSWER
Answered 2021-Mar-21 at 22:14Thanks to missuse's comment, his marvellous tutorial (Tuning a stacked learner) and mb706's comments I think I could solve my question.
Replace "classif.cv_glmnet"
with "classif.glmnet"
QUESTION
To describe what I mean, consider the following dummy example:
...ANSWER
Answered 2020-Dec-16 at 00:13With recent versions, you can make multiple random generators. See the docs.
To illustrate, make 2 with the same seed:
QUESTION
I have a unique problem . Let us consider we have a list of elements [1,2,3,4,5,6] . I need to select certain set of elements to form pools based on the pool size. i.e. if pool size is 3 and my list size is 6 then there are total 6C3 possible combinations possible. This can be done by random sample
But here is the catch lets say I have a bigger list and I have to group all the members in the list such that all of them are present in a group for one iteration(lets call this seed). Now for the next seed I will again group the elements in a different combinations but the combinations I get must be unique from the combinations I got in the previous seed.
Example: elements are [1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18] Now my pool size is 3 my seeds 3
...ANSWER
Answered 2020-Dec-11 at 14:36Provided that the number of seeds you generate does not come close to exhausting the possible combinations, what you can do is a shuffle of the whole list of numbers that you then break down in chunks of the pool size. Then keep track of the pools used so far and generate another shuffle when you have a conflict.
This can be done in a generator function so that you don't need to predetermine the number of seeds you're going to generate:
QUESTION
I have a code (not programmed by me) in which I have some parts where I have something like that:
...ANSWER
Answered 2020-Dec-04 at 08:56It's a compilation flag, like -DCORE_DEBUG
.
In some build environments you can enable/disable these as part of your build profile.
QUESTION
I want to make sure players can't put letters or symbols in the value, how do I check if it is a number only?
...ANSWER
Answered 2020-Nov-25 at 13:16Since you only care about the number, there is no need to convert the value to string:
QUESTION
[Please look at the edit below, the solution to the question could simply be there]
I'm trying to learn OpenCL through the study of a small ray tracer (see the code below, from this link).
I don't have a "real" GPU, I'm currently on a macosx laptop with Intel(R) Iris(TM) Graphics 6100 graphic cards.
The code works well on the CPU but its behavior is strange on the GPU. It works (or not) depending on the number of samples per pixel (the number of rays that are shot through the pixel to get its color after propagating the rays in the scene). If I take a small number of sample (64) I can have a 1280x720 picture but if I take 128 samples I'm only able to get a smaller picture. As I understand things, the number of samples should not change anything (except for the quality of the picture of course). Is there something purely related to OpenCL/GPU that I miss ?
Moreover, it seems to be the extraction of the results from the memory of the GPU that crashes :
...ANSWER
Answered 2020-Oct-15 at 15:29Since your program is working correctly on CPU but not on the GPU it could mean that you are exceeding the GPU TDR (Timeout Detection and Recovery) timer.
A cause for the Abort trap:6
error when doing computations on the GPU is locking the GPU into computation mode for too much time (a common value seems to be 5 seconds but I found contradicting resources on this number). When this occurs the watchdog will forcefully stop and restart the graphic driver to prevent the screen being stuck.
There are a couple possible solutions to this problem:
- Work on a headless machine
Most (if not all) OS won't enforce the TDR if no screen is attached to them
- Switch GPU mode
If you are working on an Nvidia Tesla GPU you can check if it's possible to switch it to Tesla Compute Cluster mode. In this mode the TDR limit is not enforced. There may be a similar mode for AMD GPUs but I'm not sure.
- Change the TDR value
This can be done under Windows by editing the TdrDelay
and TdrDdiDelay
registry keys under HKEY_LOCAL_MACHINE -> SYSTEM -> CurrentControlSet -> Control -> GraphicsDrivers
with a higher value. Beware to not put a number too high or you won't be able to know if the driver has really crashed.
Also take note that graphic drivers or Windows updates may reset these values to default.
Under Linux the TDR should already be disable by default (I know it is under Ubuntu 18 and Centos 8 but I haven't tested on other versions/distros), if you have problems anyway you can add Option Interactive "0"
in your Xorg
config like stated in this SO question
Unfortunately I don't know (and couldn't find) a way to do this on MacOS, however I do know that this limit is not enforced on a secondary GPU if you have it installed in your MacOS system.
- Split your work in smaller chunks
If you can manage to split your computation into smaller chunks you may be able to not surpass the TDR timer (E.G. 2 computations that take 4s each instead of a single 8s one), the feasibility of this depends on what your problem is and may or may not be an easy task though.
QUESTION
I am trying to build the following stacked hour glass model in keras
...ANSWER
Answered 2020-Aug-27 at 21:55I ran your code in colab, but I didn't face any problem like you. You can check my notebook here. It may be your python environmental error due to version. You can check the colab version of packages with yours. In colab tensorflow and keras version is given,
Also, I implemented it in your tf & keras version and solve your issue. You can check it here. Hope, your problem is solved. Your problem was you was using num_out_channels / 2 , you should use num_out_channels // 2 (integer not float).
QUESTION
Here, I am implementing a VGG-19 variant code, that is providing an error as OOM, how do I fix it?
The code environment has been created in Google Collab, please instruct how may I use GPU resource? the GPU resource already connected in the created environment, just inform me how to write the code to access it?
The Python Code:
...ANSWER
Answered 2020-May-24 at 13:50The problem is not using the GPU, it is that the GPU ran out of memory. It is probably because the network size it too big to handle.
please note that your input is of size 48x48x1
, which means that the output of the last Conv layer(after 4 Pooling steps) is of size 3x3x512
. This layer is connected to a Dense layer with 4096, which means it has 3x3x512x4096
parameters. Then the last layer is additional 4096 neurions, which means additional 4096x4096
parameters. In total you have more than 36M parameters only in the last 2 layers. Then you connect it to the final layer in the size of number of classes, which is additional 4096xnum_classes
parameters (which may be a lot, that depends on the number of classes you have).
So first try to reduce the number of neurons in the Dense layers, and in addition you maybe use to mach filters in your last convolution layers. A typical size of an "embedding" vector which uses for the final linear classification is 128-512, depends on the problem and the given data.
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