deepcopy | deepcopy library supports deep copying between dst and src | Map library
kandi X-RAY | deepcopy Summary
kandi X-RAY | deepcopy Summary
The deepcopy library supports deep copying between dst and src. The types are basically supported from struct, map, and slice, and filter conditions are supported [implemented from zero]
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Top functions reviewed by kandi - BETA
- cpyStruct recursively copies a struct into dst .
- Copy returns a deep copy of src and dst .
- isArraySlice returns true if v is a slice .
- haveTagName returns true if the current tab is a tag name .
deepcopy Key Features
deepcopy Examples and Code Snippets
package main
import (
"fmt"
"github.com/antlabs/deepcopy"
)
type dst struct {
ID int `copy:"ID"`
Result string
}
type src struct {
ID int `copy:"ID"`
Result string
}
func main() {
d
package main
import (
"fmt"
"github.com/antlabs/deepcopy"
)
type dst struct {
ID int
Result string
}
type src struct{
ID int
Text string
}
func main() {
d, s := dst{}, src{ID:3}
deepcopy.Copy(&d, &s).Do()
f
package main
import (
"fmt"
"github.com/antlabs/deepcopy"
)
func main() {
i := map[string]int{
"cat": 100,
"head": 10,
"tr": 3,
"tail": 44,
}
Community Discussions
Trending Discussions on deepcopy
QUESTION
I have a pyTorch-code to train a model that should be able to detect placeholder-images among product-images. I didn't write the code by myself as I am very unexperienced with CNNs and Machine Learning.
My boss told me to calculate the f1-score for that model and i found out that the formula for that is ((precision * recall)/(precision + recall))
but I don't know how I get precision and recall. Is someone able to tell me how I can get those two parameters from that following code?
(Sorry for the long piece of code, but I didn't really know what is necessary and what isn't)
ANSWER
Answered 2021-Jun-13 at 15:17You can use sklearn to calculate f1_score
QUESTION
I am trying to aggregate a bunch of dictionaries, with string keys and lists of binary numbers as values, stored in a pandas dataframe. Like this:
Example dataframe that this problem occurs with:
...ANSWER
Answered 2021-Jun-09 at 09:46The issue is that merge_probe_trial_dicts
mutates the original list that is in df4
instead of creating a new one.
Just add .copy()
as below and you should be good.
QUESTION
Suppose I have an original lxml tree as following:
my_data.xml
ANSWER
Answered 2021-Jun-02 at 07:03You are using the *
operator:
QUESTION
I have a dataframe that contains a large number of reviews, a large list with noun words (1000) and another large list with verbs/adjectives (1000).
Example dataframe and lists:
...ANSWER
Answered 2021-May-28 at 16:09I think you may need to use a couple of libraries to make your life easier. In this example I'm using nltk and collections, apart from pandas of course:
QUESTION
I do need to store User input in a Pandas Dataframe. While launching the Programm the df should be empty. on every screen there will be a new df generated and should be added ( concat for example ) to the main df. So i need to make the df and all changes availabe as a local variable in any screen.
...ANSWER
Answered 2021-May-25 at 17:02I found a nice approach using global as a workaround. I just had to add some extra code i did change on the first screen:
QUESTION
I try to create classes with quite extensive methods defined in multiple modules. I need some wrappers to ensure compatibility with other classes and cannot change my modules greatly. Here is an attempt of a minimal example:
Let my (many) modules be something like:
...ANSWER
Answered 2021-May-24 at 20:28Nothing to do with Cython. In these kind of cases it's worth testing with plain Python as well (i.e. "minimizing" your minimum reproducible example).
QUESTION
I need help with making tree from possible moves in game Othello, on which I will later use MiniMax algorithm. Game is played in Player vs AI mode and I am always "1" on board and AI is always "2" on board. This is how my current function for getting best move for AI looks like:
...ANSWER
Answered 2021-May-23 at 09:44You would need your recursive function to return a TreeNode
instance, not a Tree
instance. The top level call will then return the root node, which should then be assigned to the root
attribute of a single Tree
instance.
I would also suggest creating an Edge
class, so you can store the information about the move that was played in the parent board in order to get to the child board.
If I understand correctly you want to separate the minimax/alphabeta algorithm from the actual game rules, and first create the tree of states (specific to the game), and then feed that to a generic minimax/alphabeta algorithm which can then be ignorant about the game rules, and just focus on the information in the tree.
Here is an idea for an implementation:
QUESTION
So I've been trying to make this turn-based battle and I ran into a slight issue. I can't seem to use the variables that are defined within the if statement. I tried declaring them global but that didn't work. Is there any way to solve this problem while still using if statements?
Here the code that I'm having issues with:
...ANSWER
Answered 2021-May-22 at 10:29You're trying to access a variable before it's been declared.
You've got if spawn == "mandrake":
before you declare spawn, move spawn = "mandrake"
above the if statement.
QUESTION
I'm playing around with Python Dask. I followed their dataframe example jupyter notebook but failed at the step when converting a dask dataframe to pandas data frame by calling the compute()
function. Would anyone please advise what I did wrong?
Code:
...ANSWER
Answered 2021-May-22 at 05:17Interesting, I can reproduce this bug with:
QUESTION
I am currently doing this problem in cs50 AI where we need to make a minimax algorithm for playing tictactoe. My algorithm doesn't work at all (it is really easy to beat the computer) and I was wondering what I was doing wrong. I am also pretty sure that all my other functions are correct and that only the minimax function is incorrect. Would really appreciate any help, thank you all!
...ANSWER
Answered 2021-May-21 at 04:29You seem to have lots of unnecessary functions and your minimax code looks way too complicated than it needs to be. Basically you need 4 main functions for your game:
- Minimax itself
- Get all possible moves from a position (unless you want to do the loop inside minimax)
- Determine if a player has won
- Determine if board is full
Also, have you looked at the pseudo code for minimax from e.g. Wikipedia? :
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