spread | Experiment : CSS3D plane/fold effect
kandi X-RAY | spread Summary
kandi X-RAY | spread Summary
Experiment: CSS3D plane/fold effect
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Top functions reviewed by kandi - BETA
- Initialize a new context .
- augments the controller
- Save the save menu .
- Tile a tile coord
- Normalizes a requireName so that it can be added to the base .
- check that all modules are loaded
- Remember the previous value of a controller
- Create a module map
- local require functions
- Add resize handle
spread Key Features
spread Examples and Code Snippets
def spread(arg):
ret = []
for i in arg:
ret.extend(i) if isinstance(i, list) else ret.append(i)
return ret
spread([1, 2, 3, [4, 5, 6], [7], 8, 9]) # [1, 2, 3, 4, 5, 6, 7, 8, 9]
Community Discussions
Trending Discussions on spread
QUESTION
For practice I've implemented the qoi specification in rust. In it there is a small hash function to store recently used pixels:
index_position = (r * 3 + g * 5 + b * 7 + a * 11) % 64
where r, g, b, and a are the red, green, blue and alpha channels respectively.
I assume this works as a hash because it creates a unique prime factorization for the numbers with the mod to limit the number of bytes. Anyways I implemented it naively in my code.
While looking at other implementations I came across this bit hack to optimize the hash calculation:
...ANSWER
Answered 2022-Apr-08 at 02:28If you think about the way the math works, you want this flipped order, because it means all the results from each of the "logical" multiplications cluster in the same byte. The highest byte in the first value multiplied by the lowest byte in the second produces a result in the highest byte. The lowest byte in the first value's product with the highest byte in the second value produces a result in the same highest byte, and the same goes for the intermediate bytes.
Yes, the 0x78...
and 0x03...
are also multiplied by each other, but they overflow way past the top of the value and are lost. Having the order "backwards" means the result of the multiplications we care about all ends up summed in the uppermost byte (the total shift of the results we want is always 56 bits, because the 56th bit offset value is multiplied by the 0th, the 40th by the 16th, the 16th by the 40th, and the 0th by the 56th), with the rest of the multiplications we don't want having their results either overflow (and being lost) or appearing in lower bytes (which we ignore). If you flipped the bytes in the second value, the 0x78 * 0x0B
(alpha value & multiplier) component would be lost to overflow, while the 0x12 * 0x03
(red value & multiplier) component wouldn't reach the target byte (every component we cared about would end up somewhat that wasn't the uppermost byte).
For a possibly more intuitive example, imagine doing the same work, but where all the bytes of one input except a single component are zero. If you multiply:
QUESTION
I am new to using Julia and the atom IDE, and I was wondering if it was possible to somehow just press enter and have the computer run 1 line of code spread over multiple lines, and still have it recognize that it is still the same 1 line of code, just like in Rstudio? (I want this for readability purposes only)
what I mean is something like:
...ANSWER
Answered 2022-Mar-09 at 04:15Yes. The method differs based on what the line of code contains, or specifically, where you want to break the line.
For a string like you've posted in the question, you have to precede the newline with a \
character, to inform Julia that you're using this newline only for readability, and don't want it to be included in the actual string. (Note: I'll be illustrating these with the command-line REPL that has the julia>
prompt, but the same principles apply in the Atom/VS Code based IDE setups too).
QUESTION
In Typescript, when spreading a variable of type number[] | string[] | boolean[]
, the resulting variable is of type (number | string | boolean)[]
:
ANSWER
Answered 2022-Feb-21 at 16:55Not an answer per se, but if anyone wants to know how to shallowly copy the array a
without a type assertion such that it retains its type, you can use slice()
without any parameters:
QUESTION
I need to reshape a long data set (df below) to wide, where multiple variables are the same across long entries for a given ID, and others change by row. The dummy data is as follows:
...ANSWER
Answered 2021-Dec-17 at 20:51It may be easier with names_glue
in pivot_wider
QUESTION
I got a data frame with a lot of columns and want to summarise them with multiple functions.
...ANSWER
Answered 2022-Feb-17 at 10:12There's lots of ways to go about it, but I would simplify it by pivoting to a longer data frame initially, and then grouping by var
and group
. Then you can just pivot wider to get the final result you want. Note that I used summarize(across())
which replaces the deprecated summarize_all()
, even though with a single column could've just manually specified Mean = ...
and Sum = ...
.
QUESTION
My .eslintrc.json
is:
ANSWER
Answered 2022-Jan-11 at 17:06It looks like you have defined custom paths in your TypeScript config (usually tsconfig.json
). The import
plugin doesn't know about the correct location of the TypeScript config and hence cannot resolve those paths. What you need to do, is to specify the correct path to your TypeScript config via the project
parameter in the resolver options:
QUESTION
I would like to be able to robustly stop a video when the video arrives on some specified frames in order to do oral presentations based on videos made with Blender, Manim...
I'm aware of this question, but the problem is that the video does not stops exactly at the good frame. Sometimes it continues forward for one frame and when I force it to come back to the initial frame we see the video going backward, which is weird. Even worse, if the next frame is completely different (different background...) this will be very visible.
To illustrate my issues, I created a demo project here (just click "next" and see that when the video stops, sometimes it goes backward). The full code is here.
The important part of the code I'm using is:
...ANSWER
Answered 2022-Jan-21 at 19:18The video has frame rate of 25fps, and not 24fps:
After putting the correct value it works ok: demo
The VideoFrame api heavily relies on FPS provided by you. You can find FPS of your videos offline and send as metadata along with stop frames from server.
The site videoplayer.handmadeproductions.de uses window.requestAnimationFrame() to get the callback.
There is a new better alternative to requestAnimationFrame. The requestVideoFrameCallback(), allows us to do per-video-frame operations on video.
The same functionality, you domed in OP, can be achieved like this:
QUESTION
After starting Xcode 13.0, I get plenty of Position and size are ambiguous for ...
and Width and horizontal position are ambiguous ...
layout warnings on an app, which didn't show up on previous Xcode version some days ago (I didn't change anything after Xcode upgrade). Mentioned objects show properly on device and simulator. Checking in detail, it reveals that all constraints seem to be correctly set.
Above example is pretty straight forward. I don't really see what the reason for the warning could possibly be.
Even more weird ... when I change the name of a label somewhere at the top of the tableview, most of the warnings (not all) just disappear. This label is in a cell which is totally unrelated to the objects generating the warnings. After restarting Xcode, the warnings are back again.
Also Update Frames
doesn't solve the issue.
Is this an Xcode bug or do I miss something?
--- UPDATE 1 (20.10.2021) ---
I noticed that the
Main.storyboard
showsambiguous="YES"
for concerned objects. Manual delete (while Xcode 13.0 is closed) doesn't help.ambiguous="YES"
is back upon next Xcode start.I noticed that all warnings refer to constraints of objects, located after tableview cell 16 downwards (spread across 4 sections). This can't be a coincidence.
Are there any limits in the number of allowed cells inside a tableview and/or section?
--- UPDATE 2 (21.10.2021) ---
Some more details. After lots of testing and reading still no solution.
The entire issue is about a tableview controller, having 7 sections with a variable number of cells (2, 2, 1, 12, 1, 3, 2). The warnings show only after cell #11 in section #4, hence cell #16 counted from the top (disregarding section boundaries).
Xcode shows many incoherences in terms of change/impact relationship as shown below.
There is a setting to disable warnings (TARGETS > Build Settings > IBSC_WARNINGS), but this doesn't change anything to the number of warnings shown. Manually (depreciated) delete of
ambiguous="YES"
inMain.storyboard
file doesn't help. I don't see anything bad in giving that a try (after a backup ofMain.storyboard
). The question probably boils down to why Xcode adds the ambiguous tag toMain.storyboard
at a first place.The project shows a yellow warning symbol top right corner of tab bar, as well as 10 warnings right of the target/device bar (very top of Xcode window). Clicking on that one opens the Issue navigator showing the 10 warnings. The storyboard shows however a red error symbol right of concerned tableview controller. Inside this list, only errors and no warnings (so now, errors or warnings?). The number is 16 errors, while the number of warnings in the top bar of Xcode shows 10 warnings. Trying to
Add missing constraints
doesn't do anything. My manually added constraints are apparently correct. See trivial example of OP (Reset settings). Lots of contradictory information across Xcode window.Changing the Document label (Identity inspector) of a switch belonging to a cell issuing a warning (e.g. cell #16), the total number of warnings goes down to 0! This label is only used by Xcode storyboard interface and doesn't show up on app UI. So why does it have an impact to constraint warnings? Non-related change solves a problem?
If the warning count is 0 due (3.) above, restarting Xcode brings all back to previous state = 10 warnings. Why 0 warnings after a settting change, then again 10 warnings after restart?
As said before, the mess starts in cell #16. However this one is a copy/paste from cell #15, which doesn't generate any warnings.
View Debugging (Frames, Alignment rectangles) shows the interface correctly - on device and simulator.
When the app runs, the layout is actually displayed exactly as designed. These warnings don't seem to have any impact on actual operation. Also they didn't show prior Xcode 13.0.
There are quite some issues regarding layout ambiguities online, but rarely any solution. Most of the time, the author resigns by just accepting the nuisance. My intention is understand why these occur and to to fix potential hidden issues (if any).
...ANSWER
Answered 2021-Dec-30 at 23:13I noticed the same bug on my app. It's happening in Static cells in TableView Controller, and ambiguous layout warning appears only for those cells that can be reached after scrolling down.
Steps I took to remove layout warnings:
- Select the view controller that shows autolayout warnings
- Inspectors > Size > Simulated Size > Freeform (see image below)
- Change height so that all cells are displayed
Now all those warnings are gone!
Xcode version: 13.2 (13C90)
QUESTION
I previously used the code below to scrape the search result for a word search, for example book, on https://www.walmart.com/. They have currently changed their request and response parameters and this code does not get any response again.
...ANSWER
Answered 2021-Dec-05 at 20:03According to your question, to get the json response, You can follow my working solution as an example. Actually, the hidden api calls json response is here. The interesing matter is that the request method is post but it sends query string parameters & request payload/formdata and the next pages at the same time which type of response I face first time ever and I have to make both types of parameters to get desired json response. I've also made the pagination following json response and you can increase or decrease it according to json response maxpage.
QUESTION
I use this reverse-bit method of iteration for rendering tasks in one dimension, the goal being to iterate through an array with the bits of the iterator reversed so that instead of computing an array slowly from left to right the order is spread out. I use this for instance when rendering the graph of a 1D function, because this reversed bit iteration first computes values at well-spaced intervals a representative image appears only after a very small fraction of all the values are computed.
So after only a partial rendering we already have a good idea of how the final graph will look. Now I want to apply the same principle to 2D rendering, think raytracing and such, the idea is having a good overall view of the image being rendered even from an early stage. The problem is that making the same idea work as a 2D iteration isn't trivial.
Here's how I do it in 1D:
...ANSWER
Answered 2021-Nov-07 at 14:17Reversing the bits achieves the expected effect in 1D, you could combine this shuffling technique with another one where you get the x and y coordinates be selecting the even, resp. odd, bits of the resulting number. Combining both methods in a single shuffle is highly desirable to avoid costly bit twiddling operations.
You could also use Gray Codes to shuffle values with n significant bits into a pseudo random order. Here is a trivial function to produce gray codes:
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