albedo | Albedo 是一个Java企业应用开源框架,使用经典技术组合(SpringBoot2x、MyBatis、Vue),包括核心模块如:组织机构、角色用户、权限授权、数据权限、代码生成、定时任务等。 | Object-Relational Mapping library

 by   somowhere Java Version: Current License: LGPL-3.0

kandi X-RAY | albedo Summary

kandi X-RAY | albedo Summary

albedo is a Java library typically used in Utilities, Object-Relational Mapping, Vue, Spring Boot applications. albedo has build file available, it has a Weak Copyleft License and it has low support. However albedo has 54 bugs and it has 10 vulnerabilities. You can download it from GitHub.

Albedo 是一个Java企业应用开源框架,使用经典技术组合(SpringBoot2.x、MyBatis、Vue),包括核心模块如:组织机构、角色用户、权限授权、数据权限、代码生成、定时任务等。
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            kandi-support Support

              albedo has a low active ecosystem.
              It has 386 star(s) with 187 fork(s). There are 44 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 30 have been closed. On average issues are closed in 119 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of albedo is current.

            kandi-Quality Quality

              OutlinedDot
              albedo has 54 bugs (1 blocker, 0 critical, 30 major, 23 minor) and 819 code smells.

            kandi-Security Security

              albedo has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              OutlinedDot
              albedo code analysis shows 10 unresolved vulnerabilities (8 blocker, 1 critical, 0 major, 1 minor).
              There are 22 security hotspots that need review.

            kandi-License License

              albedo is licensed under the LGPL-3.0 License. This license is Weak Copyleft.
              Weak Copyleft licenses have some restrictions, but you can use them in commercial projects.

            kandi-Reuse Reuse

              albedo releases are not available. You will need to build from source code and install.
              Build file is available. You can build the component from source.
              Installation instructions are not available. Examples and code snippets are available.
              albedo saves you 11085 person hours of effort in developing the same functionality from scratch.
              It has 22462 lines of code, 1305 functions and 587 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed albedo and discovered the below as its top functions. This is intended to give you an instant insight into albedo implemented functionality, and help decide if they suit your requirements.
            • Copy a file cover .
            • Init column field .
            • Method to validate user
            • Save menu by permission
            • Copy properties from source object to target object .
            • Gets table form .
            • Process entity .
            • Parse parameters .
            • Parse entity wrapper .
            • Generate code for one view
            Get all kandi verified functions for this library.

            albedo Key Features

            No Key Features are available at this moment for albedo.

            albedo Examples and Code Snippets

            No Code Snippets are available at this moment for albedo.

            Community Discussions

            QUESTION

            Are std::optional members stored contiguously?
            Asked 2021-Jun-10 at 14:23

            I suppose I'm a bit confused as to how exactly optional values are stored. When constructing a class or struct that contains std::optional members, will these members be stored contiguously in memory or does optional allocate dynamically? For example, would the below struct be one contiguous block of memory?

            ...

            ANSWER

            Answered 2021-Jun-10 at 14:22

            According to the standard std::optional is prohibited to use dynamic memory for their direct members.

            One possible layout could for example be:

            Source https://stackoverflow.com/questions/67923011

            QUESTION

            C++ template,typename and operator<< : error: explicit instantiation of undefined function template 'operator<<'
            Asked 2021-May-30 at 15:16

            error is in the title, here is the code :

            Universe.hpp:

            ...

            ANSWER

            Answered 2021-May-30 at 15:16

            This is a function template you declared:

            Source https://stackoverflow.com/questions/67762630

            QUESTION

            Path string from std::vector`
            Asked 2021-May-22 at 07:30

            I have a vector of char which looks something like

            ...

            ANSWER

            Answered 2021-May-22 at 07:30

            For example a straightforward approach provided that each path in the vector has the extension .png can look for example the following way as it is shown in the demonstrative program below.

            Source https://stackoverflow.com/questions/67646730

            QUESTION

            how to pass shader COLOR on ALBEDO
            Asked 2021-Apr-23 at 16:30

            ALBEDO is vec3 and COLOR is vec4.. I need make pass COLOR to ALBEDO on Godot.. This shader work on shadertype itemscanvas but not working on spatial material..

            ...

            ANSWER

            Answered 2021-Apr-23 at 06:55

            For ALPHA and ALBEDO: ALBEDO = a.xyz; is correct. For a.w, usually you would do this: ALPHA = a.w;. However, in this case, it appears that a.w is always 1. So there is no point.

            I'll pick on the rest of the code. Keep in mind that I do not know how it should look like, nor have any idea of the texture for the sampler2D (I'm guessing noise texture, seamless).

            Check your render mode. Being from ShaderToy, there is a chance you want render_mode unshaded;, which will make lights not affect the material. see Render Modes.

            For ease of use, You can use hints. In particular, Write the tint color like this:

            Source https://stackoverflow.com/questions/67223897

            QUESTION

            "Linking" Nest Dicts
            Asked 2021-Apr-09 at 23:01

            I'm fairly new to programming, so please bear with me. I've been working on a project and am learning a huge about amount dicts and lists. I'm near the end, but have been stuck on a particular portion for a week now and could use some help.

            I have a dict and a list, both with nested dicts of a large amount of data. I will provide samples:

            neo_dict (these are only the first three nested dicts of about 40,000):

            ...

            ANSWER

            Answered 2021-Apr-09 at 18:42

            What you could do is go through the values of of your cad_list

            Source https://stackoverflow.com/questions/67026573

            QUESTION

            Vulkan - Loading depth attachment in the second renderpass not working
            Asked 2021-Mar-21 at 09:11

            I'm trying to reuse the depth attachment from the first renderpass into the second renderpass. but, it's not loading the depth values in the second renderpass.

            //code that creates attachments

            ...

            ANSWER

            Answered 2021-Mar-21 at 09:11

            In second pass, depth attachment description, it "loads" image in undefined state:

            Source https://stackoverflow.com/questions/66695769

            QUESTION

            How to convert uint64_t to sampler2D?
            Asked 2020-Dec-10 at 00:06

            I want to use bindless textures, but spirv does not support it. I found here: https://www.khronos.org/opengl/wiki/Bindless_Texture that uint64_t can be converted to a sampler2D.

            uint64_t values can be converted to any sampler or image type using constructors: sampler2DArray(some_uint64). They can also be converted back to 64-bit integers.

            and I thought that I could upload a bindless handle as the uint64_t and then convert it to the sampler2D.

            spir-v compiler gives me them errors:

            ...

            ANSWER

            Answered 2020-Dec-10 at 00:06

            As with all GLSL extensions, you must explicitly enable them. However, you have a more interesting problem: bindless texturing cannot be used with SPIR-V. What you want to do is only possible if you feed the GLSL directly to OpenGL, without the SPIR-V intermediary.

            Vulkan does not support bindless textures; you need to use arrays of samplers to get an equivalent effect. And OpenGL doesn't support GL_EXT_scalar_block_layout. So the code you're writing cannot be used by any graphics system.

            Source https://stackoverflow.com/questions/65226326

            QUESTION

            Use total irradiance to calculate UV index
            Asked 2020-Dec-02 at 21:38

            I am using pvlib to calculate diffuse and direct incoming solar radiation at the surface and this works well. I account for clouds, albedo, sea-ice etc. when calculating the total incoming shortwave radiation at the surface.

            ...

            ANSWER

            Answered 2020-Dec-02 at 16:26

            I don't recognize a conceptual error. What do you get when you integrate the spectral direct irradiance? I'd expect to recover the sw_dr broadband value. Something to check. The line of code that calculates uvi looks odd. sw_dr from total_irrad is a Series, sw_dr(λ[280:400]) indicates that sw_dr is a function.

            Source https://stackoverflow.com/questions/65111670

            QUESTION

            Json nested List not deserializing correctly
            Asked 2020-Oct-30 at 21:50

            I have the following JSON scene description:

            ...

            ANSWER

            Answered 2020-Oct-30 at 21:50

            Properties of your Sphere class are readonly, you should do them like below ({get;set;}):

            Source https://stackoverflow.com/questions/64615567

            QUESTION

            Rendering Only point cloud data inside a box
            Asked 2020-Oct-29 at 10:04

            I am trying to render only point cloud data inside a 3d box with a shader. However, a point cloud data shader uses geometry and a clip box shader uses surface, so I do not know how to combine these two together.

            Point Cloud Data Shader

            https://answers.unity.com/questions/1437520/implementing-a-geometry-shader-for-a-pointcloud.html

            ...

            ANSWER

            Answered 2020-Oct-27 at 15:09

            To get the world position of your pixel in the fragment shader you have to pass it through your vertex and geometry shader:

            vertex => geometry

            Source https://stackoverflow.com/questions/64549754

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

            Vulnerabilities

            No vulnerabilities reported

            Install albedo

            You can download it from GitHub.
            You can use albedo 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 albedo 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 .

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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