unorm | JavaScript Unicode 8.0 Normalization - NFC , NFD , NFKC , NFKD

 by   walling JavaScript Version: v1.6.0 License: Non-SPDX

kandi X-RAY | unorm Summary

kandi X-RAY | unorm Summary

unorm is a JavaScript library typically used in Utilities applications. unorm has no bugs, it has no vulnerabilities and it has low support. However unorm has a Non-SPDX License. You can install using 'npm i unorm' or download it from GitHub, npm.

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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              unorm has a low active ecosystem.
              It has 374 star(s) with 44 fork(s). There are 9 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 11 open issues and 12 have been closed. On average issues are closed in 32 days. There are 3 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of unorm is v1.6.0

            kandi-Quality Quality

              unorm has 0 bugs and 0 code smells.

            kandi-Security Security

              unorm has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              unorm code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              unorm has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              unorm releases are not available. You will need to build from source code and install.
              Deployable package is available in npm.
              Installation instructions are not available. Examples and code snippets are available.
              unorm saves you 164 person hours of effort in developing the same functionality from scratch.
              It has 407 lines of code, 14 functions and 11 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

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            unorm Key Features

            No Key Features are available at this moment for unorm.

            unorm Examples and Code Snippets

            No Code Snippets are available at this moment for unorm.

            Community Discussions

            QUESTION

            Plot function, differing lengths
            Asked 2021-Apr-19 at 12:55

            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 12:55

            Your 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]].

            Source https://stackoverflow.com/questions/67161557

            QUESTION

            Vulkan normalized value formula (eg VK_FORMAT_R8_UNORM)?
            Asked 2021-Feb-11 at 18:17

            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 18:17

            From 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.

            Source https://stackoverflow.com/questions/66159860

            QUESTION

            Angular 9 universal Error: Component 'HeaderComponent' is not resolved:
            Asked 2020-Apr-05 at 12:59

            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 12:59

            After 2 days of fixing this I got an answer. Part of angular.json with pror architect must be next:

            Source https://stackoverflow.com/questions/61026178

            QUESTION

            Vertex shader artifacts with WebGL on Android
            Asked 2019-Aug-26 at 07:01

            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 and gl.UNSIGNED_SHORT when passing the index buffer
            • rounding all attribute values to 4 decimals after the comma
            Here's some of the code:

            I've "dumbed down" my vertex shader to narrow down the issue:

            ...

            ANSWER

            Answered 2019-Aug-26 at 07:01

            The 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.

            Source https://stackoverflow.com/questions/57619576

            QUESTION

            "ionic cordova prepare android" keeps on trying to install iOS plugins causing the build to fail on Ubuntu 16.04
            Asked 2018-Sep-22 at 20:18

            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 20:18

            Since 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:

            Source https://stackoverflow.com/questions/52372105

            QUESTION

            Error building ios vwith cordova toolset
            Asked 2017-Nov-15 at 09:25

            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 14:34

            If 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.

            Source https://stackoverflow.com/questions/44775385

            QUESTION

            How can textures with transparent spots be correctly applied to multiple stacked plane instances in threejs?
            Asked 2017-Nov-09 at 14:23

            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 13:28

            You can solve your problem with alpha testing. Use a pattern like the following in your fragment shader:

            Source https://stackoverflow.com/questions/47198811

            QUESTION

            Vulkan Texture Mapping inaccuracies in GPU driver?
            Asked 2017-Nov-03 at 03:57

            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 03:57

            Ok, 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:

            Source https://stackoverflow.com/questions/46923396

            QUESTION

            inline matplotlib pyplot saturated while scipy.misc toimage is not
            Asked 2017-Oct-20 at 20:18

            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 20:18

            Usually 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.

            Source https://stackoverflow.com/questions/46855422

            QUESTION

            Unable to load texture in WebGl
            Asked 2017-Sep-14 at 09:09

            I am able to load RGB colours but not textures. If it could be some settings problem please prompt me. This is the screenshot of chrome://flags

            The HTML code is given :

            ...

            ANSWER

            Answered 2017-Mar-02 at 08:27

            Try 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.

            Source https://stackoverflow.com/questions/42530681

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

            Vulnerabilities

            No vulnerabilities reported

            Install unorm

            You can install using 'npm i unorm' or download it from GitHub, npm.

            Support

            Oleg Grenrus is helping to maintain this library. He cleaned up the code base, fixed JSHint errors, created a test suite and updated the normalization data to Unicode 6.3.
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