dsv | Go library for working with delimited separated value | CSV Processing library

 by   shuLhan Go Version: Current License: Non-SPDX

kandi X-RAY | dsv Summary

kandi X-RAY | dsv Summary

dsv is a Go library typically used in Utilities, CSV Processing applications. dsv has no bugs, it has no vulnerabilities and it has low support. However dsv has a Non-SPDX License. You can download it from GitHub.

Package dsv is a Go library for working with delimited separated value (DSV). NOTE: This package has been deprecated. See for latest implementation. DSV is a free-style form of CSV format of text data, where each record is separated by newline, and each column can be separated by any string, not just comma.
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            kandi-support Support

              dsv has a low active ecosystem.
              It has 29 star(s) with 2 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              dsv has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of dsv is current.

            kandi-Quality Quality

              dsv has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              dsv 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

              dsv releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed dsv and discovered the below as its top functions. This is intended to give you an instant insight into dsv implemented functionality, and help decide if they suit your requirements.
            • ParseLine parses a line from reader
            • Init initializes reader .
            • Read data from reader
            • ReadRow reads a row from reader
            • parseRightQuote parses the right - quote from rq .
            • parseLeftQuote scans a left quote token
            • NewReader returns a new Reader .
            • parse skip separator
            • parseSeparator parses a comma separated delimiter .
            • NewWriter creates a new Writer
            Get all kandi verified functions for this library.

            dsv Key Features

            No Key Features are available at this moment for dsv.

            dsv Examples and Code Snippets

            No Code Snippets are available at this moment for dsv.

            Community Discussions

            QUESTION

            How does the DownScale2x2 BasicPostProcess work in DirectX Tool Kit?
            Asked 2022-Apr-11 at 21:53

            I have a DirectX 12 desktop project on Windows 11 that implements post-processing using a combination of DXTK post-process effects.

            The aim of the post-proc sequence is to end up with individual bloom and blur textures (along with a depth texture rendered in a depth pass) which are sampled in a 'big triangle' pixel shader to achieve a depth of field effect for the final backbuffer screen image.

            The DXTK PostProcesses operate on the full-size (1920x1080) screen texture. Presently this isn't impacting performance (benchmarked at 60fps), but I imagine it could be an issue when I eventually want to support 4K resolutions in future, where full-size image post-processing could be expensive.

            Since the recommended best practice is to operate on a scaled down copy of the source image, I hoped to achieve this by using half-size (i.e. quarter resolution) working textures with the DownScale_2x2 BasicPostProcess option. But after several attempts experimenting with the effect, only the top-left quarter of the original source image is being rendered to the downsized texture... not the full image as expected per the documentation:

            DownScale_2x2: Downscales each 2x2 block of pixels to an average. This is intended to write to a render target that is half the size of the source texture in each dimension.

            Other points of note:

            • scene geometry is first rendered to a _R16G16B16A16_FLOAT MSAA render target and resolved to single-sample 16fp target
            • postprocessing operates on resolved single-sample 16fp target (where only the intermediate 'Pass1' & 'Pass2' working render targets are set to half the backbuffer length & width)
            • final processed image is tonemapped to the _R10G10B10A2_UNORM swapchain backbuffer for presentation.

            The following code snippets show how I'm implementing the DownScale_2x2 shader into my post-process. Hopefully it's enough to resolve the issue and I can update with more info if necessary.

            Resource initialization under CreateDeviceDependentResources():

            ...

            ANSWER

            Answered 2022-Apr-11 at 21:53

            The PostProcess class uses a 'full-screen quad' rendering model. Since we can rely on Direct3D 10.0 or later class hardware, it makes use of the 'self-generating quad' model to avoid the need for a VB.

            As such, the self-generating quad is going to be positioned wherever you have the viewport set. The scissors settings are also needed since it uses the "big-triangle" optimization to avoid having a diagonal seam across the image IF you have the viewport positioned anywhere except the full render target.

            I have this detail in the Writing custom shaders tutorial, but I forgot to replicate it in the PostProcess docs on the wiki.

            TL;DR: When you go to render to the smaller render target, use:

            Source https://stackoverflow.com/questions/71828083

            QUESTION

            Can we create Materialized view from view with force and editionable options in oracle?
            Asked 2022-Apr-11 at 10:07

            I am new to oracle. I am using oracle database 19c. I try to create a materialized view from a view. But i get "ORA-00942" error. Does this mean a mview cannot be created from a force editionable view or it is possible to create with any additional privileges? Thanks in advance.

            ...

            ANSWER

            Answered 2022-Apr-11 at 10:07

            "dsv" is different from dsv. In Oracle, never use double quotes (unless you have a really, really good reason - and this isn't one).

            Remove double quotes, entirely.

            Source https://stackoverflow.com/questions/71825932

            QUESTION

            Unable to read accents of "latin1" encoded file with d3.dsv
            Asked 2022-Mar-29 at 23:51

            I have a csv file (separated by semicolons so i use d3.dsv to read it)

            ...

            ANSWER

            Answered 2022-Mar-29 at 23:51

            Your first snippet: The d3-fetch function d3.dsv uses response.text() on the result of fetch, which only handles UTF-8.

            Your second snippet: You try to fetch the file named iso-8859-1, which presumably does not exist. There is no argument in d3.dsv which accepts encoding.

            One solution is to make sure the server has a UTF-8 file, and not a Latin-1 file. This is the simplest solution: in 2022, there are very few legitimate reasons to not use Unicode.

            Another is to use fetch yourself, or use d3.buffer or d3.blob, then convert the response to UTF-8 yourself, as described in Fetching non-utf8 data with XMLHttpRequest using TextDecoder (on buffer) or .readAsText (on blob), and finally use d3.dsvFormat(";").parse on the now correct data.

            Source https://stackoverflow.com/questions/71660193

            QUESTION

            Do Views need to be deallocated in D3D12? (Will they cause a leak if you don't?)
            Asked 2022-Mar-28 at 07:12

            I am learning DirectX12 from this guide here and one thing that has me confused is when they are resizing the depth buffer. This is how they do it below:

            ...

            ANSWER

            Answered 2022-Mar-28 at 07:12

            The SRV, CBV, UAV, RTV, and DSV "Views" in DirectX 12 are in memory 'owned' by the heaps they are allocated into. You can just reuse those slots if you want. The Create*View methods just fill out data into that memory. The memory itself is freed when the associated heap is freed.

            Vertex Buffer and Index Buffer Views are just simple structures as well.

            The ref-counted part you need to make sure you release are the ID3D12Resource and ID3D12Heap objects.

            In addition to that tutorial, you may want to take a look at DirectX Tool Kit for DX12.

            Source https://stackoverflow.com/questions/71631605

            QUESTION

            D3 Trouble Altering Date
            Asked 2022-Feb-25 at 22:52

            I'm importing a csv file and d3 treats every column as a string. The dates are currently stored like so: 2016-11-01. I'm trying to alter this column so that it will appear as Nov 16 (abbreviated month, abbreviated year).

            Here is the code I have so far:

            ...

            ANSWER

            Answered 2022-Feb-25 at 22:52

            d3.timeParse converts a string to a Date object. d3.timeFormat converts a Date object to a string.

            You might be looking for something like this:

            Source https://stackoverflow.com/questions/71272187

            QUESTION

            Measure still returning negative in sum even with bigint
            Asked 2022-Jan-14 at 16:48

            I was browsing the cube and noticed that we have a measure Period that was returning negative values on a sum. In SSMS, I changed the column to bigint, refreshed the SSDT DSV and it recognized the change.

            I processed the cube and noticed that I was still getting the negative value for one group. I checked the column in the DSV and it says System.Int64 (not bigint):

            .

            On the other hand, if I check the DSV XML, the datatype is set to xs:long (not bigint or System.Int64):

            .

            The odd thing is that this happens with just one measure that is particularly high. Two of the measures are 10 digits (Florida and California) with 1001769300 and 3296682000 respectively, but California is being converted to negative in the cube.

            Two questions:

            1. If I set FactTable.Period to bigint in the database, why is SSDT setting it to System.Int64 in the DSV GUI and xs:long in the XML DSV?
            2. How can I fix the issue?

            ...

            ANSWER

            Answered 2022-Jan-14 at 16:48

            The issue was that the actual Measure handn't been updated, even though it was updated in the DSV:

            I changed it to bigint and the issue was fixed.

            I'm still not sure why the DSV, the XML DSV, the cube measure, and the actual SQL table all display different datatypes.

            Source https://stackoverflow.com/questions/70713084

            QUESTION

            How to return intersecting linestrings in boost::geometry::intersection(ring1, ring2, vector_of_linestring)?
            Asked 2021-Nov-24 at 20:34

            I have 2 rings A and B, and I want to use boost::geometry::intersection() to return linestrings (the orange arrow ones):

            But my code only returns the intersecting points P1 and P2. Which part should I modify?

            ...

            ANSWER

            Answered 2021-Nov-24 at 20:34

            I've tried to get a handle on this problem using just the DE-9IM that Boost Geometry implements: https://godbolt.org/z/KWzvzExr7 which outputs https://pastebin.ubuntu.com/p/9ck6gcPK5P/

            Source https://stackoverflow.com/questions/70091096

            QUESTION

            Not able to get all the columns using json normalise
            Asked 2021-Oct-16 at 09:13

            I have been trying to get all the records from the below-nested dictionary but not being able to fetch fields like pkey, code.

            ...

            ANSWER

            Answered 2021-Oct-16 at 09:13

            Here the solution for the entire data:

            Source https://stackoverflow.com/questions/69592515

            QUESTION

            Normalize json column and concatenate with rest of dataframe
            Asked 2021-Oct-15 at 13:24

            i am a rookie with writing python scripts, somehow I managed to normalize a single column named 'events' but I wanted to concatenate with other columns (id, symbol, name, calType) as well which are there in the original data frame.

            ...

            ANSWER

            Answered 2021-Oct-15 at 13:24

            Try this:

            import pandas as pd

            Source https://stackoverflow.com/questions/69583604

            QUESTION

            Why GBuffers need to be created for each frame in D3D12?
            Asked 2021-Jun-19 at 00:10

            I have experience with D3D11 and want to learn D3D12. I am reading the official D3D12 multithread example and don't understand why the shadow map (generated in the first pass as a DSV, consumed in the second pass as SRV) is created for each frame (actually only 2 copies, as the FrameResource is reused every 2 frames).

            The code that creates the shadow map resource is here, in the FrameResource class, instances of which is created here.

            There is actually another resource that is created for each frame, the constant buffer. I kind of understand the constant buffer. Because it is written by CPU (D3D11 dynamic usage) and need to remain unchanged until the GPU finish using it, so there need to be 2 copies. However, I don't understand why the shadow map needs to do the same, because it is only modified by GPU (D3D11 default usage), and there are fence commands to separate reading and writing to that texture anyway. As long as the GPU follows the fence, a single texture should be enough for the GPU to work correctly. Where am I wrong?

            Thanks in advance.

            EDIT

            According to the comment below, the "fence" I mentioned above should more accurately be called "resource barrier".

            ...

            ANSWER

            Answered 2021-Jun-19 at 00:10

            The key issue is that you don't want to stall the GPU for best performance. Double-buffering is a minimal requirement, but typically triple-buffering is better for smoothing out frame-to-frame rendering spikes, etc.

            FWIW, the default behavior of DXGI Present is to stall only after you have submitted THREE frames of work, not two.

            Of course, there's a trade-off between triple-buffering and input responsiveness, but if you are maintaining 60 Hz or better than it's likely not noticeable.

            With all that said, typically you don't need to double-buffered depth/stencil buffers for rendering, although if you wanted to make the initial write of the depth-buffer overlap with the read of the previous depth-buffer passes then you would want distinct buffers per frame for performance and correctness.

            The 'writes' are all complete before the 'reads' in DX12 because of the injection of the 'Resource Barrier' into the command-list:

            Source https://stackoverflow.com/questions/68040979

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

            Vulnerabilities

            No vulnerabilities reported

            Install dsv

            You can download it from GitHub.

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