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kandi X-RAY | gtc Summary
kandi X-RAY | gtc Summary
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Top functions reviewed by kandi - BETA
- uninstall is the plugin uninstall function
- install is the main entry point for testing .
- list filters the list of catalogs from the given flagset .
- updateOne will update the program with the given prog .
- defaultEnv returns a default Env .
- SetupDefaultCatalog configures the catalog with default tools .
- updateTools updates the provided tools with the provided tools .
- updateAll updates all tools with a given duration .
- update updates the tools in the given flagset .
- installOne installs a program with the given prog .
gtc Key Features
gtc Examples and Code Snippets
Community Discussions
Trending Discussions on gtc
QUESTION
When i let my bot place an order, it gives me something like the following output:
...ANSWER
Answered 2021-May-31 at 14:42I suggest looking at some basic tutorials on dictionaries
. Getting values of keys is and should be the first thing you learn.
In your case with a dictionary as provided, the structure is very plain. So to get the value of orderId
you can just use your_dictionary.get("orderId")
.
Note I use .get
instead of dict[key]
, this way if there is no orderId
in your dictionary the console will only output None
. Whereas if I use dict[key]
and there is no such key, we will get a KeyError
.
QUESTION
The IBKR TWS (Trader Workstation) is a tool for managing stock orders in the stock market, by Interactive Brokers. They provide an API to automate orders, like placing orders, cancelling orders, and more.
I'm creating a program to handle executed orders in my Trader Workstation using the Interactive Brokers Java API.
I'm having trouble detecting when an order fills.
The documentation describes that the execDetails callback (which is an EWrapper method, see code below) is invoked when an order is filled, but I tried using that and the execDetails callback was never invoked (I tested this by logging the reqid int in that callback, and I never got any log).
I have also researched about the completedOrder callback, which I'm not sure if that's the callback that will be invoked when an order is filled, because I tested both callbacks with a simple log, and nothing was outputting in the console.
I don't understand the reqExecutions function and whether I need that. I have already read the documentation on this callback, and I don't understand what I'm doing wrong. I want to know I how can detect when an order fills, or executes in the TWS using their API.
CodeHere is my current code:
...ANSWER
Answered 2021-Jun-04 at 15:45Here is code that works, I tested with api 9.81.
Note that if you're using clientID 0 then you should also get callbacks from trades place in TWS. I've never tried, but the docs are clear.
QUESTION
I am following an OpenGL tutorial from https://learnopengl.com/ (specifically https://learnopengl.com/Advanced-OpenGL/Depth-testing) and I have many errors to do with stbi. Error Log image here (Below I have also attached the complete Output tab). I have added the "#define STB_IMAGE_IMPLEMENTATION" at the top of the main.cpp file (and not in a header). If I don't use any stb_image functionalities, the project compiles and runs. I have had projects where stb_image worked fine, but all those projects that worked were x86 (or 32-bit). It seems that I can not get stb_image with x64 (or 64-bit). I know that x64 itself works since other projects without stb_image that were x64 have compiled. I have also looked back to where I downloaded the header file for stb_image and there was no option for x64 vs x86 as there was only one universal option. Here is an image of how the files are organized: File hierarchy. I will also include my main.cpp file but if you want to see a specific file let me know. I am very new to c++ since I come from java and python so any help is appreciated.
...ANSWER
Answered 2021-May-31 at 19:12As mentioned by Retired Ninja in the comments, all you do to fix it is to put the #define STB_IMAGE_IMPLEMENTATION and #include stb_image.h after all the headers that also include the stb_image.h file. Once this was fixed, the program runs but I am getting a frame not found error but I think that is a separate issue from this.
QUESTION
Hello I am beginner in Android NDK programming and I need some help getting freetype library to work with my project. I've been trying for 3 hours straight to somehow import freetype to my Android Studio project. I searched on the internet and could not find any solution that was working. I downloaded the library and put it in my cpp folder of the project.But I don't know how to include freetype. Any help would be appreaciated!
This is how my CMakeLists.txt look and for the files that I have added it works for them:
...ANSWER
Answered 2021-May-21 at 19:31Ok the solution was very simple. All I did actually was I created directory in cpp folder named freetype and in that dir I've put every freetype file and just added that folder as sub directory in CMake and linked at the end and now eveyrthing works. Here is my CMake:
QUESTION
I´m working on a Vulkan application and want to implement a "flying camera" which can move around anywhere freely.
I placed a cube in the middle of the scene that I can fly around. The camera position works perfectly but the rotation acts weirdly as soon as I move around the cube. When I´m on the opposite side of the cube the UP and DOWN directions that I give via my mouse are inverted and when I´m on either side of the cube they just don´t work at all. Anywhere between that it just does weird circles. Note that this only affects up and down movements not left or right.
Here is a demonstration of how it looks for me where I only move my mouse up and down in this order on every side of the cube (except when moving around it) I apologize for the bad frame rate, i had to convert it to gif and lower the quality: https://imgur.com/HxknkQV
Quick explanation of the video: Firstly, while it might have looked like I moved my mouse left and right while not moving looking at the sides, I didn´t. I only went up and down every time except for when I moved into the positions. The other thing is that while for the opposite site of the cube it might have looked like the rotation worked, it was actually inverted.
This is the code for my Camera:
...ANSWER
Answered 2021-Apr-26 at 13:27It looks to me as if you were rotating the camera in world space (but I can't tell for sure because the code that invokes Camera::rotate
is not included in your question).
If my assumption is correct, rotating in camera space should solve the problem. I.e. assuming that Camera::rotate
performs a rotation relative to the axes of the current camera's space, you'll have to transform that back into world space, which can be done with the inverse of _view
:
QUESTION
I'm trying to use a compute shader to do three-dimensional physical simulations but having trouble storing anything into my 3D texture. My shaders compile successfully but when reading back any value from the 3D texture I get a zero vector. I haven't used compute shaders before either so I'm not sure if I'm even distributing the work load properly in order to achieve what I want.
I've isolated the problem in a small example here. Basically the compute.glsl shader has a uniform image3D and uses imageStore to write a vec4(1,1,0,1) into gl_WorkGroupID. In C++ I create a 100x100x100 3D texture and bind it to the shader's uniform, then I call glDispatchCompute(100,100,100) - to my knowledge, this will create 1,000,000 jobs/shader invocations, one for each coordinate in the texture. In my view.glsl fragment shader I read the value of a random coordinate (in this case (3,5,7)) and output that. I use this shade a cube object.
Everything I've tried results in a black cube being output:
Here's my code (I've been following along with learnopengl.com so it's mostly the same boiler plate stuff except I extended the shader class to handle compute shaders):
...ANSWER
Answered 2021-Apr-23 at 19:15It turned out that I was missing a call to glBindImageTexture - I thought that in order to bind my texture to the shader's image variable I needed to set the uniform and call glActiveTexture+glBindTexture but it seems only glBindImageTexture is needed.
I replaced:
QUESTION
I had no error. Always refresh cache and local memory.
Resources for Verifying Translations:
[NCBI Protein Translation Tool][1] (Validation)
[Text Compare][2] (Verification)
[Solution Inspiration][3]
300 DNA chars -> 100 protein chars.
...ANSWER
Answered 2021-Mar-31 at 09:38I think the issue is with you mixing up variable names - your translation code appends to protein
but you print output_protein
which I assume is actually created somewhere else in your code(?). Also, you first edit the variable dna_sequence
but iterate over dna
which I assume is also defined elsewhere and maybe doesn't match dna_sequence
.
After editing the variable names I can use your code to get the same translation as the NCBI tool.
QUESTION
I have a list of pandas data frames that I got applying the groupby function and I want to add to them a new column with the frequency of each kmer. I did that with a loop but I got a message warning that I need to use df.loc[index, col_names]. Here it is a link to one example of the csv file: https://drive.google.com/file/d/17vYbIEza7l-1mFnavGGO1QjCjPdhxG7C/view?usp=sharing
...ANSWER
Answered 2021-Apr-05 at 12:28It's an error related SettingWithCopyWarning. It's important — read up on it here. Usually you can avoid it with .loc
and by avoiding repeat-slicing, but in some cases where you have to slice repeatedly you can get around it by ending .copy()
to the end of the expression. You can learn when and why this is important via the link. For a more precise answer for how this is emerging from you'll code, you'll need to show us an MRCE of your code.
QUESTION
Here is my code snippet -
...ANSWER
Answered 2021-Mar-18 at 10:58It seems the issue is about the space character in "GTC Name". If you use GTC_Name (on both your DataFrame and table), it will work.
QUESTION
I don't have very much experience with OpenGL, GLFW, or GLEW so my troubleshooting ability with these libraries is slim to none. I have managed to render a triangle ([-1, -1, 0], [1, -1, 0], [0, 1, 0]) but when using the vertex attribute coordinates for a cube, along with color attributes it seems to not render. There could be a lot wrong with my code, the shaders, and my matrix operations. I wish I had a clearer understanding of what I'm doing so I could give a more descriptive account of my error. Currently the above code only renders the window. I followed https://learnopengl.com/ initially and got the first tutorials working, the following code is my "testing" file where I've attempted to reimplement some of the elements myself. There are lots of copy pasted portions that may be shared with that tutorial if it helps at all.
Any insight or suggestions would be appreciated very much.
...Main Source
ANSWER
Answered 2021-Mar-16 at 13:10The problem is that you call linkShader
separately for each shader. It is possible to link a program multiple times. The function linkShader
, however, attaches the shader to the program, linkes the program and detaches the shader from the program. Hence, the vertex and the fragment shader are never attached at the same time.
Attach the vertex and fragment shader and call linkShader
once:
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