bloom | Bloom filters implemented in Go | Caching library
kandi X-RAY | bloom Summary
kandi X-RAY | bloom Summary
Additional information regarding benchmarks is [here] For examples, take a look at the *_test.go files in each of the directories.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of bloom
bloom Key Features
bloom Examples and Code Snippets
def put(key):
# depending on the hash function,
# and the bloom filter size, many
# keys might collide
slot = hash(key) % len(bloom)
bloom[slot] = 1
def seen(key):
slot = hash(key) % len(bloom)
return bloom[slot] == 1
Community Discussions
Trending Discussions on bloom
QUESTION
I am using CIImage to add a number of different filter types to an image. All filters are working fine with their default values, plus the CIPixellate and CICrystallize filters are working with kCIInputScaleKey and kCIInputRadiusKey values added respectfully. Howsever I am having trouble adding values for the CILineOverlay filter. I would like to feed it a specific value for inputEdgeIntensity. The Core Image Filter Reference docs state:
inputEdgeIntensity: An NSNumber object whose attribute type is CIAttributeTypeScalar and whose display name is Edge Intensity.
Default value: 1.00
But I can't find an example anywhere of how to add this value using swift. Using this code does not work:
...ANSWER
Answered 2021-May-25 at 14:34The constant kCIInputIntensityKey
maps to "inputIntensity"
, but you want to set "inputEdgeIntensity"
. You should be able to do this like that:
QUESTION
I'm new to JS (or coding in general) and I'm experimenting with a few things to learn. I'm playing around with class methods in a loop for no reason other than to screw around and hopefully learn a thing or two, but I'm unable to get the desired result.
Here is the code:
...ANSWER
Answered 2021-May-19 at 01:30class CD extends Media {
constructor(title, artist) {
super(title);
this._artist = artist;
this._songTitles = [];
}
get songTitles() {
return this._songTitles;
}
addSong(song) {
if (typeof song === 'string') {
this._songTitles.push(song)
} else {
console.log('You need to input the song title as a string.');
}
}
shuffle() {
const songList = this.songTitles;
const randomIndex = Math.floor(Math.random() * songList.length);
return songList[randomIndex];
}
};
const flowerBoy = new CD('Flower Boy', 'Tyler, The Creator');
flowerBoy.addSong('Foreword (feat. Rex Orange County)');
flowerBoy.addSong('Where This Flower Blooms (feat. Frank Ocean)');
flowerBoy.addSong('Sometimes...');
flowerBoy.addSong('See You Again (feat. Kali Uchis)');
const songs = flowerBoy.songTitles;
const shuffleFlowerBoy = () => {
const song = flowerBoy.shuffle();
console.log(song);
if (song !== 'Sometimes...') {
return shuffleFlowerBoy();
}
return song;
}
shuffleFlowerBoy();
QUESTION
There's a relatively new data structure (2020) called the XOR filter that's being used as a replacement for a Bloom filter.
What is an XOR filter? What advantages does it offer over the Bloom filter? And how does it work?
...ANSWER
Answered 2021-May-13 at 23:49An XOR filter is designed as a drop-in replacement for a Bloom filter in the case where all the items to store in the filter are known in advance. Like the Bloom filter, it represents an approximation of a set where false negatives are not allowed, but false positives are.
Like a Bloom filter, an XOR filter stores a large array of bits. Unlike a Bloom filter, though, where we think of each bit as being its own array slot, in an XOR filter the bits are grouped together into L-bit sequences, for some parameter L we'll pick later. For example, an XOR filter might look like this:
QUESTION
I'm trying to create a DT SearchPanes custom filter that treats a column that is a comma-separated string as separate entries. I know how to make this work in Datatables (see here), but I'm struggling with using the proper syntax to get it to work in DT (this post was helpful, but isn't quite getting me there).
When I run the app I get an empty SearchPane that says "no data available in table."
Here's my code. I'm pretty new to DT (and Javascript), so I'm wondering if I'm missing something obvious? Any help would be greatly appreciated!
...ANSWER
Answered 2021-May-08 at 07:45I have not tried, but here is the translation of the code given in the link.
QUESTION
I build Gource
project. Compile error comes when doing make
.
g++ -std=gnu++0x -Wall -Wno-sign-compare -Wno-reorder -Wno-unused-but-set-variable -Wno-unused-variable -g -O2 -pthread -pthread -o gource src/gource-action.o src/gource-bloom.o src/gource-caption.o src/core/gource-conffile.o src/core/gource-display.o src/core/gource-frustum.o src/core/gource-fxfont.o src/core/gource-logger.o src/core/gource-mousecursor.o src/core/gource-plane.o src/core/gource-ppm.o src/core/gource-quadtree.o src/core/gource-regex.o src/core/gource-resource.o src/core/gource-sdlapp.o src/core/gource-seeklog.o src/core/gource-settings.o src/core/gource-shader.o src/core/gource-shader_common.o src/core/gource-stringhash.o src/core/gource-texture.o src/core/gource-png_writer.o src/core/gource-timezone.o src/core/gource-vbo.o src/core/gource-vectors.o src/gource-dirnode.o src/gource-file.o src/formats/gource-apache.o src/formats/gource-bzr.o src/formats/gource-commitlog.o src/formats/gource-custom.o src/formats/gource-cvs-exp.o src/formats/gource-cvs2cl.o src/formats/gource-git.o src/formats/gource-gitraw.o src/formats/gource-hg.o src/formats/gource-svn.o src/gource-gource.o src/gource-gource_shell.o src/gource-gource_settings.o src/gource-key.o src/gource-logmill.o src/gource-main.o src/gource-pawn.o src/gource-slider.o src/gource-spline.o src/gource-textbox.o src/gource-user.o src/gource-zoomcamera.o src/tinyxml/gource-tinyxmlerror.o src/tinyxml/gource-tinystr.o src/tinyxml/gource-tinyxml.o src/tinyxml/gource-tinyxmlparser.o -lGL -lGLU -lfreetype -lpcre -lGLEW -lGLU -lGL -lSDL2_image -lSDL2 -lpng15 -lboost_system -lboost_filesystem src/gource-gource_settings.o: In function
boost::filesystem::path::path(boost::filesystem::directory_entry const&, boost::enable_if::type>, void>::type*)': /usr/include/boost/filesystem/path.hpp:139: undefined reference to
boost::filesystem::path_traits::dispatch(boost::filesystem::directory_entry const&, std::__cxx11::basic_string&, std::codecvt const&)' collect2: error: ld returned 1 exit status
Build enviroment use libboost_filesystem.so.1.53.0.
...ANSWER
Answered 2021-May-05 at 11:50Your library has this symbol:
QUESTION
I am implementing Bloom Filter in a maven project using
...ANSWER
Answered 2021-Apr-22 at 07:37I stored them as BLOB objects.
QUESTION
I can't tell if this is a bug or not.
...ANSWER
Answered 2021-Apr-19 at 19:52$(".mon").attr("style", "border")
sets the border to nothing - you are not testing if it is set.
Explanation:
You click and
QUESTION
I have a recursive call as defined below:
...ANSWER
Answered 2021-Apr-02 at 10:08I got this to work by attaching the current depth to each element.
QUESTION
I am working with Parse Server and am trying to speed up queries that use a bloom filter.
Each document has a field bf
with number value in range 0...bloomSize, for example document Id "xyz" is hashed as bf = 6462
The query then loads binary bloom filter values that are encoded and saved in base64 string. To make use of indexed query in Parse Server / MongoDB I need to generate an array of integers that I can compare then with the above mentioned field. So the base64 string needs to be decoded and for each 0 in binary data I have to append an integer of that 0 value position. Currently I am using following snippet:
...ANSWER
Answered 2021-Apr-17 at 06:53It should improve a bit when you avoid the conversion to string with .toString(2)
. Also the repeated i*8+l
can be avoided by using a separate counter variable:
QUESTION
I want to implement selective bloom for an imported GLTF model in ThreeJS using an Emission map.
To achieve this I am supposed to first make the objects that should not have bloom completely black and using the UnrealBloomPass and the ShaderPass I'm going to mix the bloomed and non-bloomed effect passes together somehow.
I need to use GLSL code, which I'm only barely familiar with. Here is my basic setup:
...ANSWER
Answered 2021-Apr-15 at 17:32The order for selective bloom is still the same:
- Make all non-bloomed objects totally black
- Render the scene with bloomComposer
- Restore materials/colors to previous
- Render the scene with finalComposer
Patch model's material, having a common uniform, that indicates which render will be used:
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