diffuse | music player that connects to your cloud/distributed storage | Storage library

 by   icidasset Elm Version: 3.3.0 License: Non-SPDX

kandi X-RAY | diffuse Summary

kandi X-RAY | diffuse Summary

diffuse is a Elm library typically used in Storage applications. diffuse has no bugs, it has no vulnerabilities and it has low support. However diffuse has a Non-SPDX License. You can download it from GitHub.

Available at diffuse.sh and for download.
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          Reuse

            kandi-support Support

              diffuse has a low active ecosystem.
              It has 707 star(s) with 65 fork(s). There are 23 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 41 open issues and 293 have been closed. On average issues are closed in 108 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of diffuse is 3.3.0

            kandi-Quality Quality

              diffuse has 0 bugs and 0 code smells.

            kandi-Security Security

              diffuse has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              diffuse code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              diffuse has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              diffuse releases are available to install and integrate.
              Installation instructions are not available. Examples and code snippets are available.
              It has 534 lines of code, 0 functions and 27 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            diffuse Key Features

            No Key Features are available at this moment for diffuse.

            diffuse Examples and Code Snippets

            No Code Snippets are available at this moment for diffuse.

            Community Discussions

            QUESTION

            SceneKit - Replace material to an array of nodes
            Asked 2022-Apr-01 at 08:48

            Goal: add default material to all child node on a Scenekit scene.

            What I did:

            ...

            ANSWER

            Answered 2022-Apr-01 at 08:48

            QUESTION

            SCNSceneRenderer stop after 12 frame
            Asked 2022-Mar-18 at 11:40

            i create a simple scene with a cube and a floor for study propose.

            i set the delegate to self, but I can't understand why my render stop print out my message after 12 frame.. my I know why it stop? should not running forever since my scene is in view?

            here my custom scene:

            ...

            ANSWER

            Answered 2022-Mar-18 at 11:40

            This is for performance and energy efficiency reasons. If nothing changes in the scene then rendering the same content again is wasteful.

            You can have a look at the rendersContinuously property.

            Source https://stackoverflow.com/questions/71526245

            QUESTION

            R+RGL: plot of spheres and segments, segments do not zoom properly
            Asked 2022-Mar-08 at 22:57

            Please consider the snippet below. It plots a set of spheres connected by some segments. The function to draw the smooth spheres comes from the discussion at

            How to increase smoothness of spheres3d in rgl

            What puzzles me is the following: when I zoom in/out the RGL plot, the spheres and the segments behave differently. In particular, if I zoom in, the segments look rather thin with respect to the spheres, whereas they look really wide when I zoom out.

            Is there a way to correct this behavior, so that the proportion between the spheres and the segments is always respected regardless of the zoom level? Thanks a lot

            ...

            ANSWER

            Answered 2022-Mar-07 at 09:44

            Thanks for the valuable suggestions. Resorting to cylinders got the job done. For the setting up the cylinders, I really made a copy and paste of part of the discussion here

            https://r-help.stat.math.ethz.narkive.com/9X5yGnh0/r-joining-two-points-in-rgl

            Source https://stackoverflow.com/questions/71374358

            QUESTION

            How to get the color of the texture of the current fragment in glsl?
            Asked 2022-Jan-20 at 10:11
            The problem

            I'm trying to make shaders for my game. In the fragment shaders, I don't want to set the color of the fragment but add to it. How do I do so? I'm new to this, so sorry for any mistakes.

            The code ...

            ANSWER

            Answered 2022-Jan-20 at 10:11

            You can not get the color of the fragment you're writing to. In simple scenarios (like yours) what you can do is to enable blending and set the blending functions to achieve additive blending.

            For more complex logic you'd create a framebuffer object, attach a texture to it, render your input(e.g. scene) to that texture, then switch to and render with another framebuffer(or the default "screen" one), this way you can sample your scene from the texture and add the lighting on top. Read how to do this in detail on WebGLFundamentals.com

            Source https://stackoverflow.com/questions/70771426

            QUESTION

            Edit Unity shader that takes 2 vector3
            Asked 2022-Jan-05 at 20:24

            This a jelly shader from unity asset store yet I cant figure out how to make it always active as it requires 2 vector3 (_ModelOrigin and a __ImpactOrigin). Any ideas on how to edit it is always active?

            Thats how I use it right now :

            ...

            ANSWER

            Answered 2021-Oct-14 at 19:34

            Simplest solution is to just remove them as properties and calculate the model pos based on the object to world transform and then use your offset to set the impact origin.

            That way you don't need to set those parameters in c#, it should "just work".

            Source https://stackoverflow.com/questions/69531869

            QUESTION

            Forecasting out-of-sample with exogenous variables using Time-varying regression example code in Statsmodels -python
            Asked 2021-Dec-30 at 03:33

            My question is: How to forecast out of sample values with exogenous predictors using the Statsmodels state-space class TVRegression and the custom data provided in the example (see link below). I have spent several hours searching for examples of how to forecasts out-of-sample values when the regression model contains exogenous variables. I want to build a simple Dynamic Linear Model class. I found a class in Statsmodels, TVRegression (see here), [https://www.statsmodels.org/dev/examples/notebooks/generated/statespace_custom_models.html][1] that should solve my problem. The TVRegression class takes two exogenous predictors and a response variable as arguments. I copy and pasted the code and ran the example in the link above without a problem. However, I am unable to produce a simple out-of-sample forecast, even using the example data given. The TVRegression class is a child class of sm.tsa.statespace.MLEModel and thus should inherit all of the associated methods. One of the methods of sm.tsa.statespace.MLEModel is forecast() and according to the UserGuide I should be able to provide a simple step argument and get out of sample forecast: MLEResults.forecast(steps=1, **kwargs). The code used to generate the dependent :y and the independents(exogs) x_t;w_t

            ...

            ANSWER

            Answered 2021-Dec-30 at 03:33

            Solution: The easiest way to do this is:

            First redefine your constructer as:

            Source https://stackoverflow.com/questions/70513651

            QUESTION

            How to properly transform normals for diffuse lighting in OpenGL?
            Asked 2021-Dec-24 at 16:15

            In the attempt to get diffuse lighting correct, I read several articles and tried to apply them as close as possible.

            However, even if the transform of normal vectors seems close to be right, the lighting still slides slightly over the object (which should not be the case for a fixed light).


            Note 1: I added bands based on the dot product to make the problem more apparent.
            Note 2: This is not Sauron eye.

            In the image two problems are apparent:

            1. The normal is affected by the projection matrix: when the viewport is horizontal, the normals display an elliptic shading (as in the image). When the viewport is vertical (height>width), the ellipse is vertical.
            2. The shading move over the surface when the camera is rotated around the object.This is not much visible with normal lighting, but get apparent when projecting patterns from the light source.

            Code and attempts:

            Unfortunately, a minimal working example get soon very large, so I will only post relevant code. If this is not enough, as me and I will try to publish somewhere the code.

            In the drawing function, I have the following matrix creation:

            ...

            ANSWER

            Answered 2021-Dec-24 at 14:40

            Lighting calculations should not be performed in clip space (including the projection matrix). Leave the projection away from all variables, including light positions etc., and you should be good.

            Why is that? Well, lighting is a physical phenomenon that essentially depends on angles and distances. Therefore, to calculate it, you should choose a space that preserves these things. World space or camera space are two examples of angle and distance-preserving spaces (compared to the physical space). You may of course define them differently, but in most cases they are. Clip space preserves neither of the two, hence the angles and distances you calculate in this space are not the physical ones you need to determine physical lighting.

            Source https://stackoverflow.com/questions/70473144

            QUESTION

            How to load a cube from gltf 2.0 and draw it in pure WebGL
            Asked 2021-Dec-15 at 12:44

            I exported a default cube from Blender 3.0 to gltf+bin. I try to draw it in pure WebGL.

            It is just a very simple example. You will see magic numbers in this example like:

            ...

            ANSWER

            Answered 2021-Dec-14 at 09:38

            The indices appear to be 16-bit integers instead of 8-bit integers:

            Source https://stackoverflow.com/questions/70346520

            QUESTION

            How do I apply a normalmap to only one side while using Triplanar?
            Asked 2021-Dec-09 at 23:54

            I am using unity.

            I used Triplanar to make the top of the cube as snow terrain and the rest of the sides as cliff terrain.

            Here I have to insert a normal map.

            However, if the normal map is applied, the image of the cliff face is covered with the image of the snow terrain.

            The phenomenon is shown in the following image.

            ...

            ANSWER

            Answered 2021-Dec-09 at 23:54

            According to the documentation, you need to use WorldNormalVector(IN, o.Normal) instead of IN.worldNormal if you modify o.Normal;

            And, to apply the normal to only one side, you can simply use a neutral normal (.5,.5,1) for the other sides and use the same lerp trick you do with the albedo:

            Source https://stackoverflow.com/questions/70297361

            QUESTION

            Adding two images togheter using "addition" blending mode: recreating GIMP "addition" mode in python gives different results
            Asked 2021-Dec-06 at 06:16

            I am trying to add two images together.

            When I do so in GIMP, using the 'Addition' layer-mode I get the following desired output.

            Now, I am trying to execute this in Python, however I can not manage to get it working properly. According to the gimp documentation, as far as I understand the formula for addition is simply the addition of each pixel, set to a max of 255.

            Equation for Addition mode: E = min((M+I), 255)

            I try to apply this in Python but the output looks different. How can I get the same output in Python as the gimp addition layer blending mode?

            My attempt:

            ...

            ANSWER

            Answered 2021-Dec-06 at 06:16

            With help from user Quang Hoang, I learned that GIMP by default has an implicit conversion (sRGB to linear sRGB) of the two layers before applying the addition.

            As such, to recreate this behavior in python we need the following functions to convert back and forth from sRGB to linear sRGB. Functions inspired by this question and this answer.

            Source https://stackoverflow.com/questions/70240622

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install diffuse

            You can download it from GitHub.
            Elm packages are available at elm-lang.org. If you are going to make HTTP requests, you may need elm/http and elm/json. You can get them set up in your project with the following commands: elm install elm/http and elm install elm/json. It adds these dependencies into your elm.json file, making these packages available in your project. Please refer guide.elm-lang.org for more information.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            https://github.com/icidasset/diffuse.git

          • CLI

            gh repo clone icidasset/diffuse

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            git@github.com:icidasset/diffuse.git

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