uniform | Uniform distribution
kandi X-RAY | uniform Summary
kandi X-RAY | uniform Summary
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of uniform
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
Community Discussions
Trending Discussions on uniform
QUESTION
I have an attendance record with a date column (weekly) and an attendance column for that week.
I just want a bar chart or line graph to show the change over time.
...ANSWER
Answered 2021-Jun-15 at 15:59I think you want a column chart, like this
QUESTION
Here is my question, i will list them to make it clear:
- I am writing a program drawing squares in 2D using instancing.
- My camera direction is (0,0,-1), camera up is (0,1,0), camera position is (0,0,3), and the camera position changes when i press some keys.
- What I want is that, when I zoom in (the camera moves closer to the square), the square's size(in the screen) won't change. So in my shader:
ANSWER
Answered 2021-Jun-14 at 21:58Sounds like you use a perspective projection, and the formula you use in steps 1 and 2 won't work because VP * vec4 will in the general case result in a vec4(x,y,z,w)
with the w
value != 1
, and adding a vec4(a,b,0,0)
to that will just get you vec3( (x+a)/w, (y+b)/w, z)
after the perspective divide, while you seem to want vec3(x/w + a, y/w +b, z)
. So the correct approach is to scale a
and b
by w
and add that before the divde: vec4(x+a*w, y+b*w, z, w)
.
Note that when you move your camera closer to the geometry, the effective w
value will approach towards zero, so (x+a)/w
will be a greater than x/w + a
, resulting in your geometry getting bigger.
QUESTION
I have a dataset with several variables like the one below:
...ANSWER
Answered 2021-Jun-14 at 12:46You requested SAS to name the count n
, the sum sum
and the mean mean
.
It can only do that for one variable.
This is the syntax to ask SAS to use different names for the statistics of each variable:
QUESTION
I have a uniform in my fragment shader and when I try to get the value of the location of the uniform, it returns null.
I checked the spelling and I don't find any spelling error and this uniform is also used in the shader code.
My error is:
error in getUniformLocation([object WebGLProgram], materialAmbient): uniform 'materialAmbient' does not exist in WebGLProgram("unnamed")
This is my code in WebGL to get a uniform location.
...ANSWER
Answered 2021-Jun-13 at 06:22The uniforms materialAmbient
, ambientLight
and specularLight
are not "used" in the shader program. They are not required to calculate the output outColor
(Actually materialAmbient
are ambientLight
use to calculate effectiveAmbient
. effectiveAmbient
, however is not used).
The compiler and linker optimize the program and removes unnecessary calculations and unnecessary variables. Therefore this variables become no active program resource and you cannot get the resource index (uniform location) for this variables.
QUESTION
I have done this code for model updating, something that's related to civil engineering. In the very last line of the code provided I am getting this error (TyperError: only integer scalar .....), could you please tell me what is the problem? I've tried a lot, but not working. I've tried to convert it to an array with integer, float, and also convert it to list, but nothing is wokring Thank you in advance
...ANSWER
Answered 2021-Jun-13 at 14:17you start your loop by defining a running variable 'i'. But all over the loop, you redefine it to be other integers and unrelated objects. Such as in line 83, line 155, and others. It's difficult to understand your intentions from the question. but if I understand correctly, the problem can be solved by changing every 'i' in the loop to a differently named temporary variable. A simpler solution would be to change the 'i' variable at the beginning of the for loop to smth else. I suggest you adopt a habit of using variable names that have meaning and not just single or double letters.
QUESTION
I've run into a weird issue regarding geom_histogram
and it can easily be seen by plotting the uniform distribution.
ANSWER
Answered 2021-Jun-13 at 01:21As far as I can tell, boundary
specifies a spot to be a split between two bins. The rest of bins are set according to the number of bins or supplied break points. If the supplied boundary
is outside the range of the data, some clever shifting is done according to the documentation. Maybe with the following examples it becomes clear what boundary
does.
if you set limits for the x axis, you can circumvent the issue, although not a very elegant solution.
QUESTION
I would need to create a WPF component that accepts a row and column layout as input (2 rows and 2 columns, 3 rows and 3 columns, etc.).
So I took a listview and as itempaneltemplate I use a uniformgrid.
When I add an element to the listview (which is a usercontrol, added via a datatemplate) it is set according to the uniform grid layout.
What I can't implement is that when I set up a layout, I would like the boxes that will then be filled by my user control at runtime to be visible even when the listview is empty.
...ANSWER
Answered 2021-Jun-12 at 22:19The Uniformgrid is just a panel. She has no means of marking boundaries. In each cell, you need to place a Border with its own borders. And in the Content Border (where necessary) place the output of the required element.
One example: Draw samurai sudoku grid on WPF
QUESTION
I want to compute the Hessian matrix of a keras model w.r.t. its input in graph mode using tf.hessians
.
Here is a minimal example
ANSWER
Answered 2021-Jun-12 at 08:14In your code example,
you are trying to get hessian of f(x)
(model outputs) w.r.t. x
(inputs) and f
is linear (the model is linear).
Hessian of f(x)
w.r.t. x
should actually be a zero tensor, but tf.hessians
can't handle that properly, resulting the error. Adding an additional layer with non-linear activation will eliminate the error.
Codes examples:
Using tf.hessians
to get hessian:
QUESTION
Is there a way to combine two structs struct A
and struct B
into a third struct C
in a way that changes to either struct A
or struct B
, like adding a new field, are automagically reflected in struct C
?
The motivation is that e.g. struct A
comes from some library and struct B
and is under my control and contains additional data not found in struct A
; the purpose of struct C
is to access the members of struct A
and struct B
via a uniform interface represented by struct C
.
pseudocode:
...ANSWER
Answered 2021-Jun-11 at 19:26In short - base C does not have support for this without macro trickery or libraries
If you are open to the two - you could use something homegrown like this:
QUESTION
I have been trying to pass a mat4 into VS. I am activating the shader program before passing the data:
...ANSWER
Answered 2021-Jun-07 at 06:49The interface variabel Position
is not used in the fragment shader. So the uniform variable u_ModelViewMatrix
is not required. This uniform is "optimized out" by the linker and does not become an active program resource. Therefor you'll not get a uniform location for "u_ModelViewMatrix"
.
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