Vertex | ultimately consistent , event traceable cross platform | Microservice library
kandi X-RAY | Vertex Summary
kandi X-RAY | Vertex Summary
Vertex is a distributed, ultimately consistent, event traceable cross platform framework based on Orleans, which is used to build high-performance, high throughput, low latency, scalable distributed applications
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of Vertex
Vertex Key Features
Vertex Examples and Code Snippets
public List breadthFirstOrder(int startVertex) {
// If the specified startVertex is invalid, return an empty list
if (startVertex >= _numberOfVertices || startVertex < 0) {
return new ArrayList();
}
def greedy_min_vertex_cover(graph: dict) -> set[int]:
"""
Greedy APX Algorithm for min Vertex Cover
@input: graph (graph stored in an adjacency list where each vertex
is represented with an integer)
@example:
>&g
public boolean isPathFound(int vertex) {
if (this.graph[vertex][0] == 1 && this.pathCount == this.V) {
return true;
}
/** all vertices selected but last vertex not linked to 0 **/
if (this.pathCoun
Community Discussions
Trending Discussions on Vertex
QUESTION
What specific syntax or configuration changes must be made in order to resolve the error below in which terraform is failing to create an instance of azuread_application
?
THE CODE:
The terraform code that is triggering the error when terraform apply
is run is as follows:
ANSWER
Answered 2021-Oct-07 at 18:35This was a bug, reported as GitHub issue:
The resolution to the problem in the OP is to upgrade the version from 2.5.0
to 2.6.0
in the required_providers
block from the code in the OP above as follows:
QUESTION
Goal: I have a ball in a triangle. The ball has an initial position and velocity. I'm trying to figure out which side of the triangle the ball will hit.
What I've Tried: I derived a formula that outputs which side the ball will hit, by parametrizing the ball's path and the triangle's sides, and finding the minimum time that satisfies the parametric equations. But when I implement this formula into my program, it produces the wrong results! I've tried many things, to no avail. Any help is greatly appreciated. The MWE is here: CodePen
...ANSWER
Answered 2022-Feb-20 at 08:05I couldn't figure out your math. I think you should try annotating this kind of code with explanatory comments. Often that will help you spot your own mistake:
QUESTION
I'm trying to use Matter.Query.region
to see if the character in my game is grounded. But, when I try to run region
with a bounds object that I created (displayed with the dots shown in the game), it doesn't come up with any collisions even though it is clearly intersecting other bodies.
Code:
...ANSWER
Answered 2022-Mar-24 at 00:20The bounds object doesn't appear to be properly created. The purple p5 vertices you're rendering may be giving you a false sense of confidence, since those aren't necessarily related to what MJS sees.
It's actually a pretty simple fix, passing an array of vertices instead of individual arguments:
QUESTION
I am trying to create a python utility that will take dataset from vertex ai datasets and will generate statistics for that dataset. But I am unable to check the dataset using jupyter notebook. Is there any way out for this?
...ANSWER
Answered 2021-Sep-14 at 15:54If I understand correctly, you want to use Vertex AI dataset inside Jupyter Notebook
. I don't think that this is currently possible. You are able to export Vertex AI
datasets to Google Cloud Storage
in JSONL format:
Your dataset will be exported as a list of text items in JSONL format. Each row contains a Cloud Storage path, any label(s) assigned to that item, and a flag that indicates whether that item is in the training, validation, or test set.
At this moment, you can use BigQuery
data inside Notebook
using %%bigquery
like it's mentioned in Visualizing BigQuery data in a Jupyter notebook. or use csv_read()
from machine directory or GCS
like it's showed in the How to read csv file in Google Cloud Platform jupyter notebook thread.
However, you can fill a Feature Request
in Google Issue Tracker to add the possibility to use VertexAI
dataset directly in the Jupyter Notebook
which will be considered by the Google Vertex AI Team
.
QUESTION
I'm trying to write a recursive function (printPath
) inside another function (dijkstraSSSP
), but it gives me a compiler error.
When I run gcc dijkstra.c WGraph.c PQueue.c
, it compiles just fine. However, when I run dcc -Wall -Werror -std=c11 -o dijkstra dijkstra.c WGraph.c PQueue.c
. I got this error:
ANSWER
Answered 2022-Mar-18 at 17:10Move the definition of printPath
outside of the body of dijkstraSSSP
and, to give it access to pred
, change it to accept two parameters instead of one. The additional parameter should have type int *
and should point to the first element of pred
.
In the call, pass pred
for that new parameter. The array pred
will be automatically converted to a pointer to its first element.
QUESTION
The simplest boost::adjacency_list
uses std::size_t
as the underlying vertex_descriptor (index).
ANSWER
Answered 2022-Mar-15 at 23:32Can this be achieved using boost::graph?
The answer is nearly always "yes" with BGL. It's one of the most profoundly generic library designs in existence.
To my surprise, something new appeared in the type-hierarchy for adjacency_list
. Apparently these days there's a named_graph
mixin (actually maybe_name_graph
) which uses traits on the vertex bundle to detect an "internal name".
This means you can get close. Though the vertex descriptor will not become your id, you can have O(1) lookup. And the interface has some conveniences, so you can write:
QUESTION
i have successfully done the sculpting implementation on CPU,
throw some guide on how to do this on GPU kindly …
i have moved the sculpting code to vertex shader but the sculpting is not accumulating in vertex shader and cant modify position in vertex shader… kindly tell me how …
...ANSWER
Answered 2022-Mar-02 at 10:18While I can't say this for certain, it looks like your issue might be that you're just not reaching some pixels. If you show the whole shader and where you dispatch it I might be able to confirm. The way that you are indexing points in the texture could be the whole problem.
The other issue I can see being possible is that you are reading and writing from the same data structure (input) - while you only read from x and z, and only write to y, this could still cause trouble as xyz are still part of a single element, which gets set all at once.
QUESTION
I am trying to display a texture, but for some reason it's not shown correctly it's distorted.
This is my source code:
...ANSWER
Answered 2022-Feb-27 at 11:14By default OpenGL assumes that the start of each row of an image is aligned to 4 bytes. This is because the GL_UNPACK_ALIGNMENT
parameter by default is 4. Since the image has 3 color channels (GL_RGB
), and is tightly packed the size of a row of the image may not be aligned to 4 bytes.
When a RGB image with 3 color channels is loaded to a texture object and 3*width is not divisible by 4, GL_UNPACK_ALIGNMENT
has to be set to 1, before specifying the texture image with glTexImage2D
:
QUESTION
I have a class named triangulo, and a class named coord. So, in a way to create a new instance of triangle, I pass three vertex like
t= triangle( V1, V2, V3)
So, for documentation, I want to write the class triangle in this way
...ANSWER
Answered 2022-Feb-23 at 04:47You can either wrap the name of the class in quotes
QUESTION
I am trying to find an intuitive explanation as to why we can generalize Dijkstra's Algorithm to find the K shortest (simple) paths from a single source in a directed, weighted graph with no negative edges. According to Wikipedia, the pseudocode for the modified Dijkstra is as follows:
...ANSWER
Answered 2022-Feb-17 at 19:54The Wiki article doesn't specify, but that code will only solve the 'loopy' version of k-shortest-paths, where paths are not required to be simple.
The simple path version of the problem is harder: you'll want to look at something like Yen's algorithm, which does clever filtering to avoid repeated points when generating paths. Yen's algorithm can use Dijkstra's algorithm as a subroutine, but any other shortest-path algorithm can also be used instead.
There is no obvious way to modify Dijkstra's algorithm to solve the k-shortest-simple-paths problem. You'd need to track the paths in the priority queue (which is already done in your posted code), but there's an exponential upper bound on the number of times each vertex can be explored.
Here, if count[u] <= K
puts an upper bound of K+1
on the number of times a vertex can be explored, which works for the non-simple path case. On the other hand, a direct modification of Dijkstra's algorithm for simple paths would, in the worst case, require you to explore a node once for each of the 2^(V-1)
possibilities of which nodes had been previously visited (or possibly a slightly smaller exponential).
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