bitmapindex | Simple in-memory bitmap index written in Java | Editor library
kandi X-RAY | bitmapindex Summary
kandi X-RAY | bitmapindex Summary
This is a bitmap indexing library based on the amazing EWAH bitmap compression library available at There is also a C# version: ###Creating the index The index is a simple key-value pair where each key is an instance of BIKey and each value is a bitmap (compressed through the EWAH Bitmap lib).
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Top functions reviewed by kandi - BETA
- Return a new instance of the ORCriteria with the given group
- Creates an OR criteria instance
- Returns a new BICCriteria based on the criterion passed in
- Creates an OR criteria instance
- Set a bit
- Get the group value
- Static factory method to return a new AND criteria instance
- Creates an AND criteria instance
- Creates a new AND criteria which is not equals or empty
- Static factory method to create a Criteria instance from the given key
- Returns a new instance of the criteria that is equal to the given key
- Returns a new instance of the specified key
- Creates a AND operator based on the given key
- Creates a new ANDEqual instance using the specified key
- Creates an AND equals criteria instance
- Creates an array from a Collection
- Returns a unique hash code
- Converts value to string
- Compares this key with another key
- Create a criterion which is not equals to or empty
bitmapindex Key Features
bitmapindex Examples and Code Snippets
Community Discussions
Trending Discussions on bitmapindex
QUESTION
We had some problems with SQL performance with our article-tags relationships, so we have decided to keep our article/tags in-memory, which gave us significant boost, but it's now causing us headaches with garbage collection when entire lists are removed and replaced with new one (3m + records).
Here is a piece of code:
...ANSWER
Answered 2021-Feb-11 at 10:54I would guess the list would take about 44 bytes per object, or ~130Mb for 3m objects. This is a bit on the large side, but not incredibly so.
Some suggestions:
The list is well over the 87k limit for the small object heap (SOH), so it will be allocated on the large object heap (LOH). This is only collected in gen 2 and gen 2 collections can be expensive. To avoid this it is recommended to avoid de-allocation of gen2 objects as much as possible, i.e. allocate them once and then reuse them as much as possible.
You could fetch the list from the database in smaller chunks and update the list in place. Make sure each chunk is within the limit of the SOH. You might consider either locking the list to ensure it is not accessed while updating, or keep two alternating lists where you update one and then switch the 'active' list.
You are using a class for the TagEngineCacheResponse
, this will cause a great deal of objects to be allocated. While these are small enough to fit on the SOH, they may, if you are unlucky, survive long enough to be put on gen 2 heap. While GC time is not greatly affected by un-referenced objects, it might still be better to use a value type and avoid the problem. Profile to make sure it actually helps.
QUESTION
I have written a function that creates an image from a font using Freetype2. My goal is to create an OpenGL-texture with all characters from the font. But first, I want to make sure the texture gets created properly, thus I store it as an image with stb_image_write for now. This is my progress so far:
As you can see, the glyphs are not aligned along the baseline, but along the top of the image. So I decided to introduce a variable called "yOffset", which describes the amount of pixels that each glyph has to be moved down to align them properly.
According to an answer in Render FreeType text with flipped ortho, difference between top and baseline of glyph, this offset can be calculated with
...ANSWER
Answered 2020-Jun-14 at 16:26I solved this issue with a simple fix, after I noticed that the actual height of the image was not calculated correctly. This is because the height of the "tallest" glyph does not represent the actual height of the image. For example, a character might be smaller than the tallest glyph, but placed higher above the baseline, and thus being out of bounds.
I introduced another variable called "maxDescent", which stores the maximum amount of pixels below the baseline. It is calculated as following in the first loop:
QUESTION
I've been trying to ensure the strictness of an in-memory model of a Haskell program using ghc-heap-view package and the utils it provides when I noticed that my HashMap
s don't seem to be in NF upon a series on inserts. I tried printing Heap tree and indeed it shows some thunks. I then tried another way of inserting elements (using union
and singleton
) and this time it comes out strict.
Could somebody please explain why is this so and advise if there's anything I can do to make insert
behave the same way as the other method?
Here's my test code:
...ANSWER
Answered 2019-May-06 at 20:49When inserting a new, non-colliding key into a Leaf
node, insert
uses a helper function called two
to generate a two-element map. The two
function is lazy in the values of the keys, which leads to GHC creating thunks to create the two new Leaf
nodes. This whole thing is pretty silly, because the keys are actually certain to be in WHNF by then. But (presumably because of a recursive go
function) GHC doesn't realize that. The problem should be fixed in the next version of unordered-containers
.
QUESTION
The game I made in android is based on a canvas, and for performance reason I am to lift this game to OpenGL ES instead.
The problem is still performance - I have a background and a sprite bouncing around the screen - this works very well but it seem to be the same performance issue as with using a Canvas. Now and then the sprite animation are not perfectly smooth. I guess my design is bad or really bad.
Is it wrong to call texImage2D for every frame? What are the alternatives to this?
Thanks!!!
...ANSWER
Answered 2017-Apr-23 at 07:20Actually, GLUtils.texImage2D()
calls glTexImage2D()
.
glTexImage2D()
, on the other hand is used for loading the bitmap. You only need to call it once to load the texture. It loads the bitmap into the currently bound texture.
In the draw call you should bind to the needed texture by calling GLES20.glBindTexture( target, texture )
. target
is either GL_TEXTURE_2D
or GL_TEXTURE_CUBE_MAP
. texture
is a texture name that was bound before calling GLUtils.texImage2D()
.
Also, don't forget to unbind the current texture using GLES20.glBindTexture( target, 0 )
after each draw call and after initialization.
QUESTION
I have two activity Main Activity.java and VideoViewActivity.java I am Recording video and then creating bitmap and storing it in arraylist in Main Activity.java then i am passing the videofile path(i.e recorded video) to VideoViewActivity and there i am trying to play the video in videoview. when i click on the thumbnail it should play video in VideoViewActivity but the app is crashing when i click on thumbnail.Where and what i am doing wrong??Help me plsss..
MainActivity
...ANSWER
Answered 2017-Jan-19 at 07:42You can play video by simply use of below code in your another activity.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
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No vulnerabilities reported
Install bitmapindex
You can use bitmapindex like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the bitmapindex component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .
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