xz | Pure golang package for reading and writing xz | Compression library

 by   ulikunitz Go Version: v0.6.0-alpha.1 License: Non-SPDX

kandi X-RAY | xz Summary

kandi X-RAY | xz Summary

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

This Go language package supports the reading and writing of xz compressed streams. It includes also a gxz command for compressing and decompressing data. The package is completely written in Go and doesn't have any dependency on any C code.
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            kandi-support Support

              xz has a low active ecosystem.
              It has 414 star(s) with 36 fork(s). There are 15 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 15 open issues and 24 have been closed. On average issues are closed in 8 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of xz is v0.6.0-alpha.1

            kandi-Quality Quality

              xz has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              xz 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

              xz 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

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            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of xz
            Get all kandi verified functions for this library.

            xz Key Features

            No Key Features are available at this moment for xz.

            xz Examples and Code Snippets

            Find substring in input_str .
            pythondot img1Lines of Code : 26dot img1License : Permissive (MIT License)
            copy iconCopy
            def find_pattern(pattern: str, input_str: str) -> int:
                """
                Example of using z-function for pattern occurrence
                Given function returns the number of times 'pattern'
                appears in 'input_str' as a substring
            
                >>> find_pattern  

            Community Discussions

            QUESTION

            Printing on two labels at the same time with ZPL
            Asked 2022-Mar-23 at 16:31

            I have a roll of labels that are 5,1cm x 1,6cm (two per row) and I need to print two different labels on each row (expected result), but the print command of the ZPL format only prints one label and feeds the next, leaving the adjacent label blank.

            This is the ZPL code that I have:

            ...

            ANSWER

            Answered 2021-Sep-10 at 14:01

            You have to print both labels as a single format, using ^LH to shift the second label to the right the appropriate number of dots. Basically, something like:

            Source https://stackoverflow.com/questions/69132939

            QUESTION

            oracle json_value vs. json_table explain query plan
            Asked 2022-Mar-09 at 16:14

            I have a query that it's been written a while ago. Basically a Materialized View that uses json_table function.

            Recently since we moved to Oracle 19c that MV sometimes works and other times doesn't. I rewrite that query by using oracle json_value function. Looking at the query plan, I see that the query that is using json_table is much slower but I don't understand all that data.

            Can someone explain what means the bytes, CPU, time etc.

            This is using json_value

            ...

            ANSWER

            Answered 2022-Mar-09 at 16:14

            First up: the two queries are not equivalent!

            The json_value query gets the first entries in the DataRecord and ErrorRecord arrays. With json_table the database generates a row for each element in the array.

            I see no join between jtrequest and jtresponse. So the query is generating the Cartesian product of these arrays. i.e. it's creating a row for every element from the first array combined with every element from the second for each document.

            The rows/bytes/time columns are all estimates. The optimizer thinks this is how many rows/size data/query duration based on the table stats.

            The top line in the plan is what's (estimated) the query will return. So for json_table, it's estimating:

            • 350G => 350 billion rows
            • 260T => 260 terabytes of data
            • 20:42:27 => 20+ hours of runtime

            These figures could be wrong for many reasons, but even if they're over by a factor of 1000x you're still looking at huge amounts of data.

            I think you need to figure out the purpose of the original query - in particular why it's generating the Cartesian product of the two arrays. This quickly increases the data volumes.

            Source https://stackoverflow.com/questions/71401063

            QUESTION

            Color a Pandas DataFrame column based on distinct values
            Asked 2022-Mar-04 at 06:41

            My DataFrame looks something like this

            ...

            ANSWER

            Answered 2022-Mar-04 at 06:41

            You can use a list of colors and make a mapping dictionary from the list of countries, then use style.applymap:

            Source https://stackoverflow.com/questions/71347182

            QUESTION

            GPU Heightmap sculpting in shader
            Asked 2022-Mar-03 at 08:57

            i have successfully done the sculpting implementation on CPU,

            throw some guide on how to do this on GPU kindly …

            i have moved the sculpting code to vertex shader but the sculpting is not accumulating in vertex shader and cant modify position in vertex shader… kindly tell me how …

            ...

            ANSWER

            Answered 2022-Mar-02 at 10:18

            While I can't say this for certain, it looks like your issue might be that you're just not reaching some pixels. If you show the whole shader and where you dispatch it I might be able to confirm. The way that you are indexing points in the texture could be the whole problem.

            The other issue I can see being possible is that you are reading and writing from the same data structure (input) - while you only read from x and z, and only write to y, this could still cause trouble as xyz are still part of a single element, which gets set all at once.

            Source https://stackoverflow.com/questions/71100549

            QUESTION

            Why this include order causes link error on unordered_map?
            Asked 2022-Feb-24 at 14:53

            I had a problem with include order that I cannot explain. I will show you a minimal example with four files:

            ...

            ANSWER

            Answered 2022-Feb-24 at 14:53

            I tested the same code in Visual Studio 2022 and got the same error. After my exploration, I found the problem.

            Firstly, I copied the contents of A.h and B.h into main.cpp and removed the #include directive. After compiling, I still got the same error.

            Then I tested and found that as soon as I moved namespace std {...} after the definition of class B, the error went away.

            I read the assembly code generated by the compiler and found that the names generated for GetMap in main.cpp and b.cpp are different:

            main.asm:

            GetMap@B@@QEBAAEBV?$unordered_map@UA@@HV?$hash@UA@@@std@@U?$equal_to@UA@@@3@V?$allocator@U?$pair@$$CBUA@@H@std@@@3@@std@@XZ

            b.asm:

            GetMap@B@@QEBAAEBV?$unordered_map@UA@@HU?$hash@UA@@@std@@U?$equal_to@UA@@@3@V?$allocator@U?$pair@$$CBUA@@H@std@@@3@@std@@XZ

            I looked up MSVC's name mangling rules and found U for struct and V for class. So I change the definition of template<> class hash to template<> struct hash. Then the error disappeared.

            I think it's legal to use class keyword instead in the specialization, but I can't find a description of this in the standard.

            However, I think the problem may not be that simple. A key issue here is that the specialization of std::hash in B.cpp appears after the definition of class B, while in main.cpp the order is completely reversed. I think this violates the ODR and should result in undefined behavior. This is also why the program is correct after swapping the order of the header files (making it consistent with the order in B.cpp).

            I looked up some sources and couldn't find a standard description of the problem: In B.cpp, the declaration of GetMap does not cause unordered_map to be instantiated, but it is instantiated in the function definition. A specialization of std::hash was inserted in the middle of declaration and definition, which could cause unordered_map to see a different definition of std::hash. Can the compiler see this specialization? Should the compiler choose this specialization? If the compiler can see the specialization, why is the primary template used in the generated assembly code? (The compiler-generated name in B.cpp uses "U", which is for struct)

            Source https://stackoverflow.com/questions/71234694

            QUESTION

            RenderTexture transparency working in editor becomes solid color in build
            Asked 2022-Feb-21 at 20:04

            I am currently trying to get my growth algorithm to work on a texture.

            When running in the editor everything works as expected, however once I build the project, the whole RenderTexture becomes a solid color (red, green or blue [R8G8B8A8_UNORM] depending on the color format) with the simulation on top.

            I have already tried to use an HDRP unlit texture shader instead of my custom transparency shader, which produced the same issue leading me to believe that my mistake lies somewhere within the compute shader drawing onto the texture. Also, I rebuilt the project using URP which unfortunately also produced the same result.

            One other thing, I recently noticed that minimizing and maximizing the game window on runtime in the editor more than once crashes unity although I can't image how this has anything to do with the issue at hand.

            EDIT: Just built the same project for windows (DX11) which works perfectly. This therefore seems to be an issue with the Metal API.

            Interestingly, the maximizing/minimizing problem appears only if vsync is enabled and the touchpad gesture is used.

            Unity Version 2021.2.12f1 using the HDRP on MacOS Monterey 12.2.1.

            GitHub if you would like to reproduce the error: https://github.com/whatphilipcodes/seed

            Compute Shader Code below.

            ...

            ANSWER

            Answered 2022-Feb-21 at 20:04

            The way I ended up solving my issue was to add a kernel that sets all pixels to black, dispatched from the start() method.

            Source https://stackoverflow.com/questions/71200062

            QUESTION

            How to use the `env` parameter in data.table version 1.14.3
            Asked 2022-Feb-12 at 19:02

            I'm trying to understand the new env parameter in data.table.

            This works (data.table version 1.14.3)

            ...

            ANSWER

            Answered 2022-Feb-12 at 19:02

            According to the documentation for ?data.table (1.14.3)

            env - List or an environment, passed to substitute2 for substitution of parameters in i, j and by (or keyby). Use verbose to preview constructed expressions.

            The usage of env with on is not specified. An option without the eval/substitute would be to pass a named vector in on

            Source https://stackoverflow.com/questions/71086758

            QUESTION

            How to install local package with conda
            Asked 2022-Feb-05 at 04:16

            I have a local python project called jive that I would like to use in an another project. My current method of using jive in other projects is to activate the conda env for the project, then move to my jive directory and use python setup.py install. This works fine, and when I use conda list, I see everything installed in the env including jive, with a note that jive was installed using pip.

            But what I really want is to do this with full conda. When I want to use jive in another project, I want to just put jive in that projects environment.yml.

            So I did the following:

            1. write a simple meta.yaml so I could use conda-build to build jive locally
            2. build jive with conda build .
            3. I looked at the tarball that was produced and it does indeed contain the jive source as expected
            4. In my other project, add jive to the dependencies in environment.yml, and add 'local' to the list of channels.
            5. create a conda env using that environment.yml.

            When I activate the environment and use conda list, it lists all the dependencies including jive, as desired. But when I open python interpreter, I cannot import jive, it says there is no such package. (If use python setup.py install, I can import it.) How can I fix the build/install so that this works?

            Here is the meta.yaml, which lives in the jive project top level directory:

            ...

            ANSWER

            Answered 2022-Feb-05 at 04:16

            The immediate error is that the build is generating a Python 3.10 version, but when testing Conda doesn't recognize any constraint on the Python version, and creates a Python 3.9 environment.

            I think the main issue is that python >=3.5 is only a valid constraint when doing noarch builds, which this is not. That is, once a package builds with a given Python version, the version must be constrained to exactly that version (up through minor). So, in this case, the package is built with Python 3.10, but it reports in its metadata that it is compatible with all versions of Python 3.5+, which simply isn't true because Conda Python packages install the modules into Python-version-specific site-packages (e.g., lib/python-3.10/site-packages/jive).

            Typically, Python versions are controlled by either the --python argument given to conda-build or a matrix supplied by the conda_build_config.yaml file (see documentation on "Build variants").

            Try adjusting the meta.yaml to something like

            Source https://stackoverflow.com/questions/70705250

            QUESTION

            Creating a waving surface in a shader
            Asked 2022-Jan-24 at 05:57

            I created a waving surface in the vertex shader.

            Vertex shader:

            ...

            ANSWER

            Answered 2022-Jan-21 at 21:19

            In most examples it is multiple single directional waves. I like your circular waves idea though. I would just offset and duplicate.

            Source https://stackoverflow.com/questions/70781422

            QUESTION

            Do I need to downgrade my conda version in order to install a module?
            Asked 2022-Jan-18 at 22:43

            I install new modules via the following command in my miniconda

            ...

            ANSWER

            Answered 2022-Jan-06 at 20:11

            Consider creating a separate environment, e.g.,

            Source https://stackoverflow.com/questions/70610324

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

            Vulnerabilities

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            You can download it from GitHub.

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