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QUESTION
I've started to create UI tests for my PyQt5 widgets using QtTest but have run into the following difficulties:
In order to speed up things, some of my widgets only perform operations when visible. As it seems that QtTest runs with invisible widgets, the corresponding tests fail.
For the same reason, I cannot test program logic that makes a subwidget visible under certain conditions.
Is there a way to make widgets visible during test? Is this good practice (e.g. w.r.t. CI test on GitHub) and is QtTest the way to go?
I have tried to use pytest with pytest-qt without success as I couldn't find a proper introduction or tutorial and I do know "Test PyQt GUIs with QTest and unittest".
Below you find a MWE consisting of a widget mwe_qt_widget.MyWidget
with a combobox, a pushbutton and a label that gets updated by the other two subwidgets:
ANSWER
Answered 2021-Jun-15 at 17:01The problem is simple: QWidgets are hidden by default so isVisible() will return false, the solution is to invoke the show() method in init() to make it visible:
QUESTION
So I have this object which has other objects and array nested inside it. I want to create a function that lists all the elements in this object and its nested objects. I did create a function but when it lists the items in the objects, it shows [object object] on the section where there is a nested object or array
This is the object that I have :
...ANSWER
Answered 2021-Jun-15 at 16:34let weather = {
base: "stations",
clouds: {
all: 1
},
coord: {
lat: 43.65,
lon: -79.38
},
dt: 1507510380,
id: 6167863,
main: {
humidity: 77,
pressure: 1014,
temp: 17.99,
temp_max: 20,
temp_min: 16
},
name: 'Downtown Toronto',
sys: {
type: 1,
id: 2117,
message: 0.0041,
country: 'CA',
sunrise: 1507548290,
sunset: 1507589027,
type: 1
},
visibility: 16093,
weather: [
{
description: 'clear sky',
icon: '01n',
id: 800,
main: "Clear"
}
],
wind: {
deg: 170,
speed: 1.5
}
}
function listWeather(object) {
let itemsList = ''
let itemsSubList = ''
for (let key in object) {
var item = object[key]
if( isObject(item) ){
for (let k in item) {
document.write('---' + k + ' : ' + item[k] + ' ');
}
}else{
if( Array.isArray(item) ){
document.write('----'+ key +': ');
for (let l in item[0]) {
document.write('------' + l + ' : ' + item[0][l] + ' ');
}
}else{
document.write('' + key + ' : ' + object[key] + ' ');
}
}
}
// return itemsList
}
function isObject(objValue) {
return objValue && typeof objValue === 'object' && objValue.constructor === Object;
}
listWeather(weather)
QUESTION
I have a generator object, that loads quite big amount of data and hogs the I/O of the system. The data is too big to fit into memory all at once, hence the use of generator. And I have a consumer that all of the CPU to process the data yielded by generator. It does not consume much of other resources. Is it possible to interleave these tasks using threads?
For example I'd guess it is possible to run the simplified code below in 11 seconds.
...ANSWER
Answered 2021-Jun-15 at 16:02Send your data to separate processes. I used concurrent.futures because I like the simple interface.
This runs in about 11 seconds on my computer.
QUESTION
I am looking for a way to download the data behind core web vital reports in google search console. is there any api for this? so far the only thing I find is the page speed api which is providing the current analysis for given url. What I need is the counts and distribution per day which is exactly what is shown in this report:
There is a link to download when I navigate into the report, but I am looking for a python api kind of thing to programmatically download this data.
...ANSWER
Answered 2021-May-12 at 23:20The GSC API currently does not support these new reports.
The Core Web Vitals data comes from the CrUX report data which does have an API. So you can get similar data via that. I think the PSI API also includes data from CrUX if available. It would probably take some work to get the data in the structure you want it.
QUESTION
I'm very new in MATLAB (this is my first script). I wonder how may I speed up this loop, I don't know any toolbox or 'tricks' as I'm a newbie on it. I tried to code it with instinct, it works, but it is really long.
All are variables get with fread
or integer
manually entered, so this is basically simple math, but I have no clue on why is it so long (maybe nested loops ?) and how to improve, as I am more familiar with Python and for example multiprocess
.
Thanks a lot
...ANSWER
Answered 2021-Jun-15 at 07:30You have one issue with the given code. The blow line:
QUESTION
ANSWER
Answered 2021-Jun-15 at 09:50You can get the phone number even without clicking on that button.
QUESTION
I have been learning Unity for the last few weeks in order to create a simple ant simulation. The way I was rendering everything was writing to a texture the size of the camera in the Update
function. It works, but problem is that it is extremely slow, getting only around 3-4 FPS doing so. What could be done to speed it up? Maybe a completely different way of rendering?
Here is the code of a simple test where some Ants just move around in random directions. I have the AntScript.cs
attached to the camera with a texture under a Canvas
where everything is being written to.
AntScript.cs
ANSWER
Answered 2021-Jun-15 at 08:58In general instead of using Texture2D.SetPixel
on individual pixels rather use Texture2D.GetPixels
and Texture2D.SetPixels
on the entire image (or the section you changed).
This is already way more efficient!
Then using Texture2D.GetPixels32
and Texture2D.SetPixels32
which do use raw byte color format (0 to 255 instead of 0f to 1f) is even faster!
QUESTION
if(CanUp){
if(Input.GetKey(KeyCode.W)){
rb.MovePosition(rb.position + Vector2.up * speed * Time.fixedDeltaTime);
if(Input.GetKeyDown(KeyCode.D)){
CanUp = false;
CanRight = true;
}
}else{
CanRight = true;
}
}
if(CanRight){
if(Input.GetKey(KeyCode.D)){
rb.MovePosition(rb.position + Vector2.right * speed * Time.fixedDeltaTime);
if(Input.GetKeyDown(KeyCode.W)){
CanUp = true;
CanRight = false;
}
}else{
CanUp = true;
}
}
...ANSWER
Answered 2021-Jun-10 at 10:41Generally, you want to reduce cyclomatic complexity to make debugging and figuring out logic easier. Cyclomatic complexity can usually be identified by having a number of if
statements nested inside each other. Try:
QUESTION
I'm getting some very weird behavior from mixing tidyverse
and data.table
syntax.
For context, I often find myself using tidyverse
syntax, and then adding a pipe back to data.table
when I need speed vs. when I need code readability. I know Hadley's working on a new package that uses tidyverse
syntax with data.table
speed, but from what I see, it's still in it's nascent phases, so I haven't been using it.
Anyone care to explain what's going on here? This is very scary for me, as I've probably done these thousands of times without thinking.
...ANSWER
Answered 2021-Jun-15 at 06:35I came across the same problem on a few occasions, which led me to avoid mixing dplyr
with data.table
syntax, as I didn't take the time to find out the reason. So thanks for providing a MRE.
Looks like dplyr::arrange
is interfering with data.table
auto-indexing :
- index will be used when subsetting dataset with
==
or%in%
on a single variable- by default if index for a variable is not present on filtering, it is automatically created and used
- indexes are lost if you change the order of data
- you can check if you are using index with
options(datatable.verbose=TRUE)
If we explicitely set auto-indexing :
QUESTION
i found this unfinished file in my files and now i need to finish it, only problem is idk really how do i detect collision with the bullet and the player thing and/or the bullet and the enemy thing, when the bullets collide with the enemy it still dies, i just don't remember how.
here's the code ig help thanks
...ANSWER
Answered 2021-Jun-15 at 02:18Collision detection depends on your needs.
- Bounding boxes are simple and can detect if the x, y edges of each object are not within one another. This is fine for fast moving games and things where you don't necessarily require point precision.
- Distance vectors are also simple and perfect solution for circle collisions. They calculate the difference in distance between two objects according to a radius prescribed with the hypotenuse of distX^2 + distY^2.
- Compound bounding objects are harder to calculate, especially for concave areas on objects of arbitrary shape. There are too many notable and novel approaches to collision detection beyond these to remark on here.
They're also increasingly complex depending on things like variability (if they're deformable objects, if they have particle seams, etc and 2d vs 3d object collision can be vastly different worlds as well. There are tons of articles, but I'll post one with implementation here
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