Uniform | jQuery plugin to make your form controls | Plugin library
kandi X-RAY | Uniform Summary
kandi X-RAY | Uniform Summary
A jQuery plugin to make your form controls look how you want them to. Now with HTML-5 attributes!. Works well with jQuery 1.6+, but we've received patches and heard that this works with jQuery 1.3. Version 4.3.x uses jQuery 3.3.1+ and so far, things look promising.
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Top functions reviewed by kandi - BETA
- Shows the div of an element .
- Swap two CSS methods .
- Binds hover focus and blur events
- Update checked class
- highlight contrast mode
- Wrap an element inside of a container .
- Hide visible elements
- Sets the selection options .
- Sets the filename tag .
- A convenience method to get the attribute s value .
Uniform Key Features
Uniform Examples and Code Snippets
def stateless_random_uniform(shape,
seed,
minval=0,
maxval=None,
dtype=dtypes.float32,
name=None,
def random_uniform(shape,
minval=0,
maxval=None,
dtype=dtypes.float32,
seed=None,
name=None):
"""Outputs random values from a uniform distribution.
Th
def uniform_candidate_sampler(true_classes, num_true, num_sampled, unique,
range_max, seed=None, name=None):
"""Samples a set of classes using a uniform base distribution.
This operation randomly samples a tensor of
import math
import numpy.random as rd
import scipy.special as sp
# convert 3 uniform [0,1) variates into 3 unit Gaussian variates:
def boxMuller3d(u3):
u0,u1,u2 = u3 # 3 uniform random numbers in [0,1)
gamma = u0
n
function fixed_sum_sample(n, s)
s > 6*n || s < 0 && throw(ArgumentError("wrong arguments"))
x = zeros(Int, n)
options = Set(1:n)
for _ in 1:s
i = rand(options) # you might want something else than unif
uniform float uniScale;
uniform float uniAspectRatio;
attribute vec2 attPos;
attribute vec2 attUV;
varying vec2 varUV;
void main() {
varUV = attUV;
gl_Position = vec4(
attPos.x * uniScale,
attPos.y * uniAspectR
#version 400 core
in vec2 position;
out vec2 pos;
void main(void)
{
pos=position;
gl_Position = vec4(position.xy,0.0,1.0);
}
#version 400 core
in vec2 pos;
out vec3 out_Color;
// light
const flo
experiment result bias to uniform ratio yes no imbalance ratio
0. 0.0 174 1099 1:6.3
3. 0.25 289 983 1:3.4
1. 0.5
shader_type canvas_item;
uniform float size_x = 0.008;
uniform float size_y = 0.008;
void fragment() {
vec2 uv = SCREEN_UV;
uv -= mod(uv, vec2(size_x, size_y));
COLOR.rgb = textureLod(SCREEN_TEXTURE, uv, 0.0).rgb;
}
using Plots, Distributions
vᵤ = -0.1:0.005:4
f_s0 = pdf.(Uniform(0,1), vᵤ) # uniform distribution with area 1
plot(vᵤ, f_s0, label="f_s0", framestyle=:box)
vᵪ = 0:0.005:4
F_s = pdf.(Chi(3), vᵪ) # chi distribution with area 1
plot!(vᵪ,
Community Discussions
Trending Discussions on Uniform
QUESTION
I've got the following code:
...ANSWER
Answered 2022-Apr-01 at 19:28Apparently Derived
is an aggregate since C++17, so Derived{}
is an aggregate initialization. (Base classes weren't allowed in aggregates pre-C++17, now public non-virtual bases are allowed.)
Meaning Base::Base()
is invoked directly by the caller (main()
), rather than Derived
.
The solution is to add Derived() {}
to Derived
to stop it from being an aggregate.
QUESTION
edit: I changed the title from complement
to converse
after the discussion below.
In the operator
module, the binary functions comparing objects take two parameters. But the contains
function has them swapped.
I use a list of operators, e.g. operator.lt
, operator.ge
.
They take 2 arguments, a
and b
.
I can say operator.lt(a, b)
and it will tell me whether a
is less than b
.
But with operator.contains
, I want to know whether b
contains a
so I have to swap the arguments.
This is a pain because I want a uniform interface, so I can have a user defined list of operations to use (I'm implementing something like Django QL).
I know I could create a helper function which swaps the arguments:
...ANSWER
Answered 2022-Mar-30 at 00:02If either of them posts an answer, you should accept that, but between users @chepner and @khelwood, they gave you most of the answer.
The complement of operator.contains
would be something like operator.does_not_contain
, so that's not what you're looking for exactly. Although I think a 'reflection' isn't quite what you're after either, since that would essentially be its inverse, if it were defined.
At any rate, as @chepner points out, contains
is not backwards. It just not the same as in
, in
would be is_contained_by
as you defined it.
Consider that a in b
would not be a contains b
, but rather b contains a
, so the signature of operator.contains
makes sense. It follows the convention of the function's stated infix operation being its name. I.e. (a < b) == operator.lt(a, b)
and b contains a == operator.contains(b, a) == (a in b)
. (in a world where contains
would be an existing infix operator)
Although I wouldn't recommend it, because it may cause confusion with others reading your code and making the wrong assumptions, you could do something like:
QUESTION
I am working on a spatial search case for spheres in which I want to find connected spheres. For this aim, I searched around each sphere for spheres that centers are in a (maximum sphere diameter) distance from the searching sphere’s center. At first, I tried to use scipy related methods to do so, but scipy method takes longer times comparing to equivalent numpy method. For scipy, I have determined the number of K-nearest spheres firstly and then find them by cKDTree.query
, which lead to more time consumption. However, it is slower than numpy method even by omitting the first step with a constant value (it is not good to omit the first step in this case). It is contrary to my expectations about scipy spatial searching speed. So, I tried to use some list-loops instead some numpy lines for speeding up using numba prange
. Numba run the code a little faster, but I believe that this code can be optimized for better performances, perhaps by vectorization, using other alternative numpy modules or using numba in another way. I have used iteration on all spheres due to prevent probable memory leaks and …, where number of spheres are high.
ANSWER
Answered 2022-Feb-14 at 10:23Have you tried FLANN?
This code doesn't solve your problem completely. It simply finds the nearest 50 neighbors to each point in your 500000 point dataset:
QUESTION
When you are working with secret keys, if your code branches unequally it could reveal bits of the secret keys via side channels. So for some algorithms it should branch uniformly independently of the secret key.
On C/C++/Rust, you can use assembly to be sure that no compiler optimizations will mess with the branching. However, on Java, the situation is difficult. First of all, it does JIT for desktop, and AOT on Android, so there are 2 possibilities for the code to be optimized in an unpredictable way, as JIT and AOT are always changing and can be different for each device. So, how are side channel attacks that take advantage of branching prevented on Java?
...ANSWER
Answered 2022-Mar-10 at 18:18When performing side-channel attacks, one of the main ways of doing these are to read the power-consumption of the chip using differential power analysis (DPA). When you have a branch in a code, such as an if statement, this can adversely affect the power draw in such a way that correlations can be made as to which choices are being made. To thwart this analysis, it would be in your interest to have a "linear" power consumption. This can do some degree be mitigated by code, but would ultimately depend upon the device itself. According Brennan et.al [1], some chose to tackle the java JIT issue by caching instructions. In code, the "best" you could do would be to program using canaries, in order to confuse an attacker, as proposed by Brennan et.al [2], and demonstrated in the following (very simplified) example code:
QUESTION
I have a string like
...ANSWER
Answered 2022-Mar-04 at 10:32You can achieve what you need without a regex here:
QUESTION
I've written and optimized a Shiny app, and now I'm struggling with the IT section of the organization where I work to have it published on their servers. Currently, they are claiming that the app is not W3C compliant, which is true, according to the W3C validator.
The errors I'm trying to solve, with no success, are:
Bad value “complementary” for attribute “role” on element “form”.The value of the “for” attribute of the “label” element must be the ID of a non-hidden form control.
Such errors can be seen also in very minimal shiny apps, like:
...ANSWER
Answered 2022-Mar-04 at 08:05The following only deals with the first of the errors you mention (as this one is pretty clear thanks to @BenBolkers comment), but hopefully it points you to the right tools to use.
I'd use htmltools::tagQuery to make the needed modifications - please check the following:
QUESTION
I want to generate a rank 5 100x600 matrix in numpy with all the entries sampled from np.random.uniform(0, 20), so that all the entries will be uniformly distributed between [0, 20). What will be the best way to do so in python?
I see there is an SVD-inspired way to do so here (https://math.stackexchange.com/questions/3567510/how-to-generate-a-rank-r-matrix-with-entries-uniform), but I am not sure how to code it up. I am looking for a working example of this SVD-inspired way to get uniformly distributed entries.
I have actually managed to code up a rank 5 100x100 matrix by vertically stacking five 20x100 rank 1 matrices, then shuffling the vertical indices. However, the resulting 100x100 matrix does not have uniformly distributed entries [0, 20).
Here is my code (my best attempt):
...ANSWER
Answered 2022-Jan-24 at 15:05Not a perfect solution, I must admit. But it's simple and comes pretty close.
I create 5 vectors that are gonna span the space of the matrix and create random linear combinations to fill the rest of the matrix.
My initial thought was that a trivial solution will be to copy those vectors 20 times.
To improve that, I created linear combinations of them with weights drawn from a uniform distribution, but then the distribution of the entries in the matrix becomes normal because the weighted mean basically causes the central limit theorm to take effect.
A middle point between the trivial approach and the second approach that doesn't work is to use sets of weights that favor one of the vectors over the others. And you can generate these sorts of weight vectors by passing any vector through the softmax function with an appropriately high temperature parameter.
The distribution is almost uniform, but the vectors are still very close to the base vectors. You can play with the temperature parameter to find a sweet spot that suits your purpose.
QUESTION
Recently, I became interested in tracking memory allocation and deallocation. When overloading the new and delete operators, I found that the C++ standard library sometimes calls the overloaded operators and sometimes allocates memory using other methods. (Probably std::allocator
.) For instance, std::string
seems not to use new
. Although, std::vector
seems to call new
when push_back
is called. This is surprising since I would think the standard library would have a uniform policy to manage memory allocation.
When does the standard library choose to new
vs std::allocator
? Why?
ANSWER
Answered 2022-Jan-12 at 10:28The standard containers will use the allocator provided to them to allocate dynamic memory. By default, that is std::allocator
.
For most other dynamic memory uses in the standard library, the standard doesn't specify how the implementation should acquire memory, and the implementation has the freedom to do what they want.
As for tracking memory allocations, I recommend wrapping malloc
.
QUESTION
Say I have a Numpy array of N = 10
random float numbers:
ANSWER
Answered 2021-Nov-28 at 16:44The problem is that your code has O(n*n) (quadratic) complexity. To lower complexity, you can try to sort items first:
QUESTION
I have been trying to draw border of an Image with transparent background using OpenGL in Android. I am using Fragment Shader & Vertex Shader. (From the GPUImage Library)
Below I have added Fig. A & Fig B.
Fig A.
Fig B.
I have achieved Fig A. With the customised Fragment Shader. But Unable to make the border smoother as in Fig B. I am attaching the Shader code that I have used (to achieve rough border). Can someone here help me on how to make the border smoother?
Here is my Vertex Shader :
...ANSWER
Answered 2021-Nov-28 at 16:45In my filters, the smoothness is achieved by a simple boxblur on the border.. You have decided that alpha > 0.4 is a border. The value of alpha between 0-0.4 in surrounding pixels gives an edge. Just blur this edge with a 3x3 window to get the smooth edge.
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