unorm | JavaScript Unicode 8.0 Normalization - NFC , NFD , NFKC , NFKD
kandi X-RAY | unorm Summary
kandi X-RAY | unorm Summary
This is Unicode Normalizer in a Common JS module. I'm not affiliated with Matsuza, the original author of Unicode Normalizer.
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QUESTION
I am trying to plot using plot() to show the actual vs predicted but I keep getting an Error of x and y lengths differing but I don't know how to fix this error. I am very new to R, I don't quite understand how to correct this. The length of models_predictions_unnorm is showing as 6 whereas currencyDelay_test[4] says length of 4. But printing currencyDelay_test[4], you see this is not the case.
...ANSWER
Answered 2021-Apr-19 at 12:55Your variable currencyDelay_test
is a matrix. With currencyDelay_test[4]
you only get a single element from that matrix (the foruth one of course) which corresponds to the first row and fourth column. If you want to select the fourth column or row wirte currencyDelay_test[, 4]
or currencyDelay_test[4,]
, respectively. Please note that also with a dataframe you would get an error eventhough you'd select indeed the fourth column with currencyDelay_test[4]
. However, with single brackets you do not drop the surrounding dataframe so you would try to plot a dataframe with one column against a vector which wouldn't make sense. For a data frame you also have to write currencyDelay_test[, 4]
or alternatively use double brackets to drop the surrounding structure currencyDelay_test[[4]]
.
QUESTION
In Vulkan a format such as VK_FORMAT_R8_UNORM
maps a single-precision float in the range [0.0f,1.0f]
to an 8-bit unsigned integer. Is the formula for the float->uint8_t direction exactly:
ANSWER
Answered 2021-Feb-11 at 18:17From 3.9.2. Conversion from Floating-Point to Normalized Fixed-Point
The conversion from a floating-point value f to the corresponding unsigned normalized fixed-point value c is defined by first clamping f to the range [0,1], then computing
c = convertFloatToUint(f × (2b - 1), b)
where convertFloatToUint(r,b) returns one of the two unsigned binary integer values with exactly b bits which are closest to the floating-point value r. Implementations should round to nearest. If r is equal to an integer, then that integer value must be returned. In particular, if f is equal to 0.0 or 1.0, then c must be assigned 0 or 2b - 1, respectively.
QUESTION
After update to angular 9 and universal 9, a got error when i run npm run build:ssr && npm run serve:ssr
ANSWER
Answered 2020-Apr-05 at 12:59After 2 days of fixing this I got an answer. Part of angular.json with pror architect must be next:
QUESTION
I'm rendering a geometry in WebGL and am getting different results on Chrome for Android (unwanted artifacts, left) and Chrome for Windows (right):
I've tried:
- using WebGL2 and WebGL contexts
- using
gl.UNSIGNED_INT
andgl.UNSIGNED_SHORT
when passing the index buffer - rounding all attribute values to 4 decimals after the comma
I've "dumbed down" my vertex shader to narrow down the issue:
...ANSWER
Answered 2019-Aug-26 at 07:01The artifacts are caused by the lack of precision in shaders on different devices. Using precision highp float;
fixes the issue.
lowp
, mediump
and highp
correspond to different values on different hardware and only have an effect on OpenGL ES platforms. Desktop platforms tap into a full implementation of OpenGL or Direct X (as opposed to OpenGL ES), hence, on desktop machines these qualifiers all correspond to the same values. Mobile WebGL typically taps into OpenGL ES, hence on mobile these qualifiers correspond to different values.
In this example lowp
and mediump
cause glitches on Android and need to replaced with highp
.
Generally, if performance is important, using the lowest possible precision is recommended to reduce shader execution time.
WebGLRenderingContext.getShaderPrecisionFormat()
returns the precision for the shader data types, for vertex and fragment shaders, respectively (MDN). To use the lowest possible precision, the shaders used can be prefixed with the required precision qualifier, based on WebGLRenderingContext.getShaderPrecisionFormat()
.
E.g.
QUESTION
I am currently contributing to an existing iOS/Android app using ionic cordova. Upon cloning the repo, i tried running
...ANSWER
Answered 2018-Sep-22 at 20:18Since my issue revolved only on not being able to install properly because of some iOS dependencies, I was able to work my way around it by temporarily removing the platform by running this:
QUESTION
I'm using Visual Studio 2017 community edition, and simply using steps in vs documentation to build remotely using macincloud service.
I basically get stuck with the following explicit error:
Remote build error from the build server https://xxxx.macincloud.com:3000/cordova - Build failed with error Remotebuild requires your projects to use cordova-ios 4.3.0 or greater with XCode 8.3. Please update your cordova-ios version.
So it's clearly telling me to update cordova-ios as it's using below 4.3.0. However, I can't seem to figure out a way to update it. Almost all documentation to upgrade cordova using npm command line after installing node. The command is:
...ANSWER
Answered 2017-Jun-28 at 14:34If you double-click on your config.xml file, it should open as a tabbed form page in Visual Studio 2017. Under the "Toolset" tab, you have a choice between Cordova 6.3.1 and your global cordova version. Try again to install Cordova 7.0.1 globally. Use Windows Powershell running as Administrator.
QUESTION
I'm creating 512 instances of the same 1x1 plane with a texture that has transparent areas. The planes are randomly spread around the origin like the image below.
How can the planes in front be drawn after the planes behind so that the transparency of the planes in front take into account the output of the planes from behind?
(with depthTest disabled) (with depthTest normal)
For reference, the transparency disabled version of the instanced geometry. This proves that the planes are correctly positioned.
Update:
Adding code as asked:
...ANSWER
Answered 2017-Nov-09 at 13:28You can solve your problem with alpha testing. Use a pattern like the following in your fragment shader:
QUESTION
I've been having issues for the past week about this, as I can't get my head around what on earth this is. I'm creating a game using Vulkan, however upon setting up the renderer for it caused some awkward inaccuracies with the texture mapping of the rendertexture, causing it to scale down to a quarter of the screen, which doesn't make sense to me. Not only this, but when I updated my Nvidia driver to 388.0, not only did the issue not go away, but the textures were doing the same thing as well: This is the result of the final image display on an Nvidia GTX 870M with driver v388.0
Also note that the screen texture you see before you has been "scaled" to the bottom right quarter of the screen (as if it had been resized to width/2 x height/2), which is not correct...
The implementation of the renderer follows along one forward rendering pass, an hdr pass, and then a final output to swapchain image pass. The Forward pass and the HDR pass use their own command buffers to submit to the graphics queue, and they are signaled by semaphores.
...ANSWER
Answered 2017-Nov-03 at 03:57Ok, I'm a moron. The problem wasn't in the implementation of the renderer, but in the shader. Looking inside the HDRGamma.frag shader ( the shader that the HDR Pass uses), in Shader/Source directory:
QUESTION
I am reading a ddsm mammogram image. And after normalizing plotting it. THis is Grayscale image but I am treating it as RGB, by copying the same channel 3 times. The problem is when I use pyplot
from matplotlib
the normalized image gets saturated whereas when I plot using scipy.misc
toimage
, it doesn't
Here is my code:
...ANSWER
Answered 2017-Oct-20 at 20:18Usually it helps to read the documentation.
matplotlib.pyplot.imshow(X, .... )
X
: array_like, shape (n, m) or (n, m, 3) or (n, m, 4)Display the image in X to current axes. X may be an array or a PIL image. If X is an array, it can have the following shapes and types:
MxN – values to be mapped (float or int)
MxNx3 – RGB (float or uint8)
MxNx4 – RGBA (float or uint8)
The value for each component of MxNx3 and MxNx4 float arrays should be in the range 0.0 to 1.0. MxN arrays are mapped to colors based on the norm (mapping scalar to scalar) and the cmap (mapping the normed scalar to a color).
Your array is a float array, but not in the range between 0 and 1. Hence the behaviour of imshow
is undefined.
You may normalize to the range between 0 and 1 using normal math operations or, potentially more easily using plt.Normalize
, in case you want a linear mapping.
QUESTION
ANSWER
Answered 2017-Mar-02 at 08:27Try defining the minification and magnification parameters for the texture object. eg: gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
Use the appropriate value for min and mag filter, based on your project requirement.
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