PaddleX | PaddlePaddle End-to-End Development Toolkit(『飞桨』深度学习全流程开发工具) | Machine Learning library

 by   PaddlePaddle Python Version: 2.1.0 License: Apache-2.0

kandi X-RAY | PaddleX Summary

kandi X-RAY | PaddleX Summary

PaddleX is a Python library typically used in Artificial Intelligence, Machine Learning, Deep Learning, Pytorch, Tensorflow, Keras applications. PaddleX has no bugs, it has no vulnerabilities, it has build file available, it has a Permissive License and it has medium support. You can install using 'pip install PaddleX' or download it from GitHub, PyPI.

PaddlePaddle End-to-End Development Toolkit(『飞桨』深度学习全流程开发工具)
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            kandi-support Support

              PaddleX has a medium active ecosystem.
              It has 4359 star(s) with 871 fork(s). There are 84 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 494 open issues and 462 have been closed. On average issues are closed in 89 days. There are 10 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of PaddleX is 2.1.0

            kandi-Quality Quality

              PaddleX has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              PaddleX is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              PaddleX releases are available to install and integrate.
              Deployable package is available in PyPI.
              Build file is available. You can build the component from source.
              It has 30361 lines of code, 1528 functions and 226 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed PaddleX and discovered the below as its top functions. This is intended to give you an instant insight into PaddleX implemented functionality, and help decide if they suit your requirements.
            • Return a dict mapping ID - > ID19 ID to ID19 .
            • Compute metrics for Hungarian Method .
            • Generate proposal label .
            • Creates a constant tensor .
            • Save a mask inference model .
            • Call paddlex predictor .
            • Get prune parameters .
            • Return the coco17 category for the coco 17 - 1 category .
            • Train the train loop .
            • DAL loader .
            Get all kandi verified functions for this library.

            PaddleX Key Features

            No Key Features are available at this moment for PaddleX.

            PaddleX Examples and Code Snippets

            项目实现,代码过程,模型训练
            Pythondot img1Lines of Code : 192dot img1License : Strong Copyleft (GPL-3.0)
            copy iconCopy
            pip install paddlex -i https://mirror.baidu.com/pypi/simple
            
            garbage/ # 垃圾分类数据集根目录
            |--0/ # 当前文件夹所有图片属于1类别
            |  |--img_1.jpg
            |  |--img_2.jpg
            |  |--...
            |  |--...
            |
            |--...
            |
            |--39/ # 当前文件夹所有图片属于39类别
            |  |--img_19151.jpg
            |  |--img_19152.jpg
            |  |--...
            |  |--  
            简介,代码简介
            Pythondot img2Lines of Code : 100dot img2no licencesLicense : No License
            copy iconCopy
            def open_camera(self):
                self.thread_camera = threading.Thread(target=self.showImgThread)
                self.thread_camera.start()
            
            def loadmodel1(self):
                with open("./data/gigetype1.json",'r',encoding='utf8') as fp:
                    modelconfigs = json.load(fp)
               
            copy iconCopy
            # 这里修改.xml文件中的元素
            !mkdir dataset/Annotations1
            import xml.dom.minidom
            import os
            
            path = r'dataset/Annotations'  # xml文件存放路径
            sv_path = r'dataset/Annotations1'  # 修改后的xml文件存放路径
            files = os.listdir(path)
            cnt = 1
            
            for xmlFile in files:
                dom = xml.dom.min  

            Community Discussions

            QUESTION

            Removing lag on rendering thousands of entities in JS canvas
            Asked 2021-Aug-16 at 13:24

            I am a beginner in JS canvas. I wanna make a game but when rendering too many (Bricks) the game becomes unplayable. Most of the lag comes from draw function the part where bricks are drawn, From ctx.fill() and ctx.rect() function. I observed it with the chrome's performance devtool.

            ...

            ANSWER

            Answered 2021-Aug-16 at 13:11

            One idea to speed up the drawing is to prepare the next frame to be shown on an invisible canvas. Then blip the invisible canvas to the canvas shown to the player in one go.

            Source https://stackoverflow.com/questions/68802808

            QUESTION

            How to create a game over screen for a basic HTML/JS game?
            Asked 2021-Jun-04 at 21:19

            I have been making an Atari Breakout inspired game based off of a tutorial. I was wondering how to make a "GAME OVER" screen that will show up once the player dies. The code that I have has a variable that I created called "DrawDeath()". I have it coded so that text appears when you die but for some reason it never shows up.

            ...

            ANSWER

            Answered 2021-Jun-04 at 21:19

            You have some errors in your code so I correct what the console showed. I have also changed the code to use requestAnimationFrame. Once a gameOver status has been triggered the requestAnimationFrame will stop running and setInterval will run the drawDeath function. You also have an error in your game over text as you were missing the x and y coordinates.

            Additionally I added the downPressed variable that was missing so you could restart the game.

            Source https://stackoverflow.com/questions/67837036

            QUESTION

            Add extra ball object every tiume i hit paddle Canvas
            Asked 2021-Apr-26 at 10:20

            I am checking Canvas. Right now i have small code where i have paddle and ball, like in brick game . I want to add extra ball every time i hit my paddle or even better i want to add x5 balls. I was just wondering how to get this done. Maybe some sort of ball counter that i can multiply or just call my draw ball function every time i hit paddle. Any suggestion how to approach this?

            My ball code

            ...

            ANSWER

            Answered 2021-Apr-26 at 10:20

            QUESTION

            How to use Key Bindings instead of Key Listener?
            Asked 2020-Dec-14 at 18:17

            So I am creating a brick breaker game. I got the paddle moving using key listeners, however I got some advice to use key bindings instead. I've been reading and looking everywhere on this and I think I've kinda got the idea but the implementation is confusing me a bit.

            For my paddle, I created it with the paint component. Hence this is what I want to be able to move left and right with the arrow keys. However, all the key bindings explanations I find seem to use JComponent which the paddle is not. Is there a way around it or will I have to make my paddle a JComponent image icon instead? If so would I just load the image into my Paddle class?

            Also what's the best way of structuring my code to contain the key bindings? For instance am I better off creating a whole new class for it, or putting it in e.g. my GamePanel class

            Any tips?

            Here is some of my code so you can get an idea:

            Main Class:

            ...

            ANSWER

            Answered 2020-Dec-14 at 18:17

            You could register the key bindings with the GamePanel, or the frame content pane (both extend from JComponent). E.g.:

            Source https://stackoverflow.com/questions/65293757

            QUESTION

            Java: Repaint() method not calling paintComponent
            Asked 2020-Dec-10 at 18:12

            I'm making a brick breaker game and I'm stuck on getting the repaint() method working. I've used the debugger and it's not calling the paintComponent method. I am trying to get the paddle to move left or right when the left/right arrow keys are pressed. Hence I am trying to repaint the graphics, but have no luck in it working and can't figure out what I'm doing wrong.

            My main class:

            ...

            ANSWER

            Answered 2020-Dec-10 at 18:12

            After a little bite of debugging/testing I found out that in your main method:

            Source https://stackoverflow.com/questions/65237182

            QUESTION

            WPF MVVM Key Binding
            Asked 2020-Nov-18 at 15:35

            I'm new to WPF, and the code I've written doesn't seem to be working. I'm trying to move a rectangular paddle to the left when the left arrow key is pressed, but I get no response when I press the Left arrow key. What am I doing wrong here?

            Here is the View:

            ...

            ANSWER

            Answered 2020-Nov-18 at 15:35

            The UserControl must be focusable and focused for the command to be executed:

            Source https://stackoverflow.com/questions/64890860

            QUESTION

            onmousedown and onmouseup not working when activated by touchscreen
            Asked 2020-Nov-12 at 19:33

            I have two buttons that are supposed to act as touchscreen controls for a game on my webpage, each button moves the paddle in one direction while it is being held down, and they both do exactly as they are supposed to, but only when they are being clicked by a mouse on a computer. All of the other buttons work when they are clicked on touchscreen, but none of those use onmousedown and onmouseup. Anybody have any idea what's going on and how to fix it?

            ...

            ANSWER

            Answered 2020-Nov-12 at 19:33

            You need to use ontouchstart and ontouchend in the place of onmousedown and onmouseup.

            Source https://stackoverflow.com/questions/64809640

            QUESTION

            Make an HTML page hide all content after 5 minutes and only show again after 30 minutes have passed
            Asked 2020-Nov-07 at 23:38

            I'm making a page that will when it's done let people just take a little break for 5 minutes, then after their 5 minutes are up, all HTML elements will hide and not be accessible for another 30 minutes. I've tried using the onload event and the short interval I have keyed in is just for testing, but I was wondering if anyone could point me in the right direction.

            PS: this is coded in a google apps script project. All my code.gs file has is the code to get the html service.

            ...

            ANSWER

            Answered 2020-Nov-07 at 23:04

            I'm not familiar with Google Apps Script, but it looks like you could make everything disappear if you made elements be the body tag, as it encompasses all the elements on the page, and therefore making its display none would make everything in it invisible. Aside from that, your code looks good.

            Source https://stackoverflow.com/questions/64732932

            QUESTION

            How to replay(return TRUE) a game(In Pygame) after pressing a key, once GAME OVER or YOU WIN! displays?
            Asked 2020-Oct-31 at 00:34

            So i am making a game in Pygame, which is called The Brick-out Game. So the game is running pretty good, but once i lose the game(or when GAME OVER is displayed) or i win the game. The screen shows up, but if i want to replay the game, i need to close the program and debug my code again to play it. So i thought about typing a message at the bottom-right of my program, which says "Press a key to play.", once GAME OVER or YOU WIN! is displayed but despite of adding a function for returning the value to True once a key is pressed; nothing happens. This is the function i've added to check key press:

            ...

            ANSWER

            Answered 2020-Oct-31 at 00:34

            Two changes will get the results you want.

            • Update the checkForKeyPress function to return True or False:

            Source https://stackoverflow.com/questions/64612374

            QUESTION

            Running a separate canvas animation to the game loop animation
            Asked 2020-Oct-25 at 10:44

            I'm caught in a logic knot with this game :(. I simply want to remove the explosions from the screen after say 1 second of each doing its loop. As you can see below they run at the frame rate of the game loop. This is the only way I could animate the explosion - by setting a sprite to move at the speed of the game loop (frame rate).

            I don't understand how to connect a separate animation going at a different speed to this same canvas context that is being essentially cleared every frame.. I can't even figure out how to stop the explosion sprite loop.

            I've tried creating a separate method drawExplosion() in the Explosion class and using setInterval in the Explosion constructor but it never likes the context I connect it to and throws this error:

            ...

            ANSWER

            Answered 2020-Oct-25 at 10:44

            What you might want to do is to use a boolean that stays true as long as your animation should be running, it will call the function that draws your explosion.

            Source https://stackoverflow.com/questions/64504703

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

            Vulnerabilities

            No vulnerabilities reported

            Install PaddleX

            You can install using 'pip install PaddleX' or download it from GitHub, PyPI.
            You can use PaddleX like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
            Find more information at:

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            Install
          • PyPI

            pip install paddlex

          • CLONE
          • HTTPS

            https://github.com/PaddlePaddle/PaddleX.git

          • CLI

            gh repo clone PaddlePaddle/PaddleX

          • sshUrl

            git@github.com:PaddlePaddle/PaddleX.git

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