bubbles | Bubbles – Python ETL framework | Data Visualization library
kandi X-RAY | bubbles Summary
kandi X-RAY | bubbles Summary
Bubbles is a Python framework for:.
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Top functions reviewed by kandi - BETA
- Perform aggregation aggregation
- Guess the type of a string
- Return a dict representation of the Record
- Calculates the total number of records
- Run the pipeline
- Return an engine instance
- Run the given graph
- Returns a sorted list of nodes in the graph
- Computes the execution plan for the given graph
- Append rows to the table
- Decorator to define an operation
- Convert a schema to a list of Metadata objects
- Returns a new sequence that is retained
- Probes the given value
- Insert into the pipeline
- Set the source object source
- Return True if obj is compatible with obj
- Return a data_object given the name
- Renames a node
- Returns an iterator that returns a new DataSourceDataSource
- Print the catalogue
- Set the pipeline source
- Create a MongoDB collection
- Insert an object into the pipeline
- Create a RowListData object
- Append an object to the collection
bubbles Key Features
bubbles Examples and Code Snippets
function heapifyUp(array, compare) {
/*
* `currentIndex` is used to traverse the array. It starts at the last item
* in the array and moves to the first item (the heap root).
*/
let currentIndex = array.length - 1;
/*
static void withSpatialPartition(
int height, int width, int numOfMovements, HashMap bubbles) {
//creating quadtree
var rect = new Rect(width / 2D, height / 2D, width, height);
var quadTree = new QuadTree(rect, 4);
//will run n
function bubbleSort(collection) {
const array = Array.from(collection); // <1>
for (let i = 1; i < array.length; i++) { // <6>
let swapped = false;
for (let current = 0; current < array.length - i; current++) { // <
Community Discussions
Trending Discussions on bubbles
QUESTION
i am currently a bit stuck in programming a PROCESSING Sketch. Lets say I have a bunch of rectangles that move up the sketch window like bubbles… They have different sizing and color… And I want to let them rotate around its own axis while they move up. I tried using pushMatrix(); and popMatrix(); – and even translate(); but I guess its a bit more complicated because i use OoP and variables in the constructor for X and Y Position of each rectangle…
This is the code to my sketch:
...ANSWER
Answered 2021-Jun-14 at 18:01When rotating something in place, what usually works best is using translate
in such a way that you're drawing it "at the origin". In your case, that means that you want to translate such that the first two parameters of rect()
are both zero. So you translate, then rotate, then draw the rectangle "at the origin".
Solution:
QUESTION
i have an error that i just dont find a solution for. I created a little messenger thingy in flutter and have a problem when using a NetworkImage inside one of my chat bubbles.
When i send the image as message, it is displayed without problem in the bubble. Also when i send multiple images, it is no problem and they extend beyond the screen and i can just scroll up and down without any problems.
Though when i reopen the room screen and there are multiple images and they extend over the visible screen i get _CastError (type 'Null' is not a subtype of type 'List' in type cast) from network_image dart file. BUT this only happens after a hot restart. If i just navigate back and then reopen the room screen its also all fine, but as soon as i hot restarted once i always get the error when trying to open a room, which has images extending the visible space.
Iam still kinda new to flutter, so i know my code sucks mostly but this time i just dont even find a "dirty" way to solve it.
Flutter 2.2.0 (beta channel)
Dart 2.13.0
On Android Emulator Pixel 4a API 30
Edit 1: i removed a lot to make it easier to read.
Edit 2: i found it to be somehow connected to using the downloadURL from Firebase Storage. When i replace the url with just some test png url it doesnt seem to be a problem.
...ANSWER
Answered 2021-Jun-14 at 11:07Ok, i kind of found the problem. I took the Firebase servertimestamp as variable for the filename in the Firebase Storage. That of course only resulted in the filename being
FieldValue(Instance of 'MethodChannelFieldValue')
Though i dont really understand why that was a problem, but now with a normal Datetime toString timestamp it all works perfectly fine. Maybe its some special character escaping in the generated downloadURL from Firebase Storage with this kind of filename.
QUESTION
have the following code to compare the time of bubblesort and quicksort:
...ANSWER
Answered 2021-Jun-09 at 08:09Change your timer function to
QUESTION
Consider This:
...ANSWER
Answered 2021-Jun-08 at 19:17Pressing Enter in a single text box in a form triggers form submission by way of simulating a click on the default submit button.
I think the historical motivation is so that when people add a click event to the submit event without considering that people might expect Enter to submit a form it still works.
QUESTION
I'm making a bubble map similar to this one: https://observablehq.com/@d3/bubble-map
Everything is working except that my smaller bubbles are not always showing on top of the larger ones. I can't see why, as I've sorted the data before drawing the circles. Can anyone see what I'm doing wrong?
Here is a plunker: https://plnkr.co/edit/JKWeQKkhN2TQwvNZ?open=lib%2Fscript.js
Code is below. The other files are too large for stack overflow but can be accessed via the Plunker.
...ANSWER
Answered 2021-Jun-08 at 00:26I would suggest you to split your data to a couple separate datasets grouped by size and create distinct group (g
element) for each one. This will also fix issues with circles highlighting.
I slightly updated your plunker to make it work as described (check the lines 91-167) https://plnkr.co/edit/rayo5IZQrBqfqBWR?open=lib%2Fscript.js&preview
Also check the raise and lower methods. They might be a good replacement for your moveToFront
and moveToBack
methods.
https://riptutorial.com/d3-js/example/18029/svg--the-drawing-order
QUESTION
ANSWER
Answered 2021-Jun-06 at 05:04I managed to get the tests working by putting each event in separate act()
blocks.
I guess this way it ensures that everything within the first act()
block will finish rendering before executing the second act()
block.
QUESTION
I've found a really cool tag input code with alpine js and tailwind css. It works just fine, but when I try to send it with my form, I always get the last tag only. I'd like to push them into an array and send along with the other elements in the form, but I don't know how to do that. Here's the working example of the tag input I use: https://codepen.io/atomgiant/pen/QWjWgKz
This is the html part:
...ANSWER
Answered 2021-Jun-05 at 17:22There is a built in event listener on the container div that gets fired when you add or remove a tag. You can either put a function in there, or just have it set a variable.
In your script somewhere, instantiate the array
QUESTION
We are required to make two functions, 1] Bubble Sort and 2] Binary Search. If an element doesn't belong to the array, the 2]nd function should return -1. In the main function we get the input and if the element does not lie in the array, we should print "Element not found". I have written the program according to the specifics that were asked in the question.
The 1]st function, Bubble Sort is working fine but 2]nd function is only giving "Element not found" as the output, no matter what the value. Please suggest a solution.
...ANSWER
Answered 2021-Jun-02 at 21:09Your bubble sort sorts the array in decreasing order. That is not a problem of course, you can still use in that way but you need to change your binary search. The problem is here.
Let's assume you have an array that is sorted in decreasing order and let's say you are searching for 17.
QUESTION
this code is a bubble sort, which sorts from one listbox to the next listbox. Listbox1 is unsorted and listbox2 is sorted.
...ANSWER
Answered 2021-Jun-01 at 03:09What you think is happening is not happening. It's not that multiple items are being added in a single row. Look at your code. Read it! How many times do you call ListBox2.Items.Add
? Once. So how many items are you adding? One! Think about what you are actually doing. outpt1
is a String
and you are concatenating values to that String
. Once you've concatenated all the values you then add that one String
to the ListBox
.
If that's not what you want then don't do it. Get rid of that String
variable and just add each value directly to the ListBox
. That's what you actually want - to add the items to the ListBox
- so do that.
QUESTION
I want to have a set triangles bleed through, or rather ignore the depth buffer, for another set triangles, but only if they have the same number.
Problem (optional reading)I do not know how to do this without introducing a ton of bubbles into the pipeline. Right now I have very high throughput because I can throw my geometry onto the GPU, tell it to render, and forget about it. However, if I have to keep toggling the state when drawing, I'm worried I'm going to tank my performance. Other people who have done what I've just said (doing a ton of draw calls and state changes) have much worse performance than me. This performance hit is also significantly worse on older hardware, where we are talking on order of 50 - 100+ times performance loss by doing it the state-change way.
Unfortunately this triangle bleeding scenario happens many thousands of times, so the state machine will be getting flooded with "draw triangles, depth off, draw triangles that bleed through, depth on, ...", except N times, where N can get large (N >= 1000).
A good way of imagining this is having a set of triangles T_i
, and a set of triangles that bleed through B_i
where B_i
only bleeds through T_i
, and i
ranges from 0...1000+
. Note that if we are drawing B_100
, then it should only bleed through T_100
, not T_99
or T_101
.
My next thought is to draw all the triangles with their integer into one framebuffer (along with the integer), then draw the bleed through triangles into another framebuffer (also with the integer), and then merge these framebuffers together. I figure they will have the color, depth, and the integer, so I can hopefully merge them in the fragment shader.
Problem is, I have no idea how to write an integer alongside the out vec4 fragColor
in the fragment shader.
This leaves me with two questions:
- How do I write an integer into a framebuffer? Do I need to write to 4 separate texture framebuffers? (like one color/depth framebuffer texture, another integer framebuffer texture, and then double this so I can merge the pairs of framebuffers together at some point?)
To make this more clear, the algorithm would look like
Render all the 'could be bled from triangles', described above as set T_i, write colors and depth info into FB1, and write integers into FB2
Render all the 'bleeding' triangles, described above as set B_i, write colors and depth into FB3, and write integers to FB4
Bind the textures for FB1, FB2, FB3, FB4
Render each pixel by sampling the RGBA, depth, and integers from the appropriate texture and write those out into the final framebuffer
I would need to access the color and depth from the textures in the shader. I would also need to access the integer from the other texture. Then I can do the comparison and choose which pixel to write to the default framebuffer.
- Is this idea possible? I assume if (1) is, then the answer is yes. Maybe another question could be whether there's a better way. I tried thinking of doing this with the stencil buffer but had no luck
ANSWER
Answered 2021-May-30 at 00:05What you want is theoretically possible, but I can't speak as to its performance. You'll be reading and writing a whole lot of texels in a lot of textures for every program iteration.
Anyway to answer your questions:
A framebuffer can have multiple color attachments by using
glFramebufferTexture2D
withGL_COLOR_ATTACHMENT0
,GL_COLOR_ATTACHMENT1
, etc. Each texture can then have its own internal format, in your example you probably want a regular RGB texture for your color output, and a second 1-integer only texture.Your depth buffer is complicated, because you don't want to let OpenGL handle it as normal. If you want to take over the depth buffer, you probably want to attach it as yet another, float texture that you can check against or not your screen-space fragments.
If you have doubts about your shader, remember that you can bind the any number of textures as input samplers you program in code, and each color bind gets its own output value (your shader runs per-texel, so you output one value at a time). Make sure the format of your output is correct, ie
vec3
/vec4
for the color buffer,int
for your integer buffer andfloat
for the float buffer.
And stencil buffers won't help you turn depth checking on or off in a single (possibly indirect) draw call. I can't visualize what your bleeding thing means, but it can probably help with that? Maybe? But definitely not conditional depth checking.
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