fract | Automated Forex Trader | Cryptocurrency library
kandi X-RAY | fract Summary
kandi X-RAY | fract Summary
Automated Forex Trader based on [oanda-cli] using Oanda V20 REST API.
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Top functions reviewed by kandi - BETA
- Detect the signal using the Kalman filter
- Fit the model
- Optimise the loss function
- Extract the best feature from the history
- Make a decision for a given instrument
- Determine the state of the instrument
- Return the history for the given instrument
- Return True if instrument falls on margin
- Instantiate a Trader
- Calculate the volatility states for each portfolio
- Fetch all candles for a given instrument
- Invoke the service
- Calculate the decision for a given instrument
- Fetch latest pricing for instrument
- Detects the signal of the exposure
- Calculate EWM statistics
- Calculate the Kalman filter
fract Key Features
fract Examples and Code Snippets
Community Discussions
Trending Discussions on fract
QUESTION
I'm trying to integrate a WebGL animation on list items: images who give place to a video on mouseover.
The transitions are same as http://taotajima.jp/ and I'm inspired of the frag and vertex from https://github.com/watab0shi/taotajimajp-transition
For this, I work with Angular and CurtainsJS with GSAP.
My problem is the first textures hides the video at the end of animation (more details at end of this post)
I created a TS class after my component (home.page.ts):
...ANSWER
Answered 2021-Feb-01 at 09:28There are a couple errors in your fragment shader.
- You're using the fractional value of your uProgress uniform, but when uProgress equals to 1, its fractional value equals to 0 and your mix operation then falls back to color0 again.
- Your
translate1
value needs to be multiplied byprogress1
so whenuProgress
equals1
, the second texture is not translated anymore.
This fragment shader should fix your issue:
QUESTION
ANSWER
Answered 2021-Jan-18 at 20:15What you see is aliasing caused by gridlines
- thinner than the pixels themselves, and
- spaced at non-integer pixel intervals.
To fix that you need to band-limit your function. One way of doing this is as follows:
QUESTION
ANSWER
Answered 2020-Dec-05 at 15:28You need to shift the texture coordinates by an offset < 1.0:
vec3 translate = vec3(5,2, 0.0);
QUESTION
I'm trying to work with this shader, but I need a transparent background and it renders a black background. I realized that this is done within the fragmentShader, but I haven't figured out how to change it, and I don't even know if it's possible. Would anyone with experience in shaders know how to tell me?
...ANSWER
Answered 2020-Dec-03 at 09:54Well, assuming you set up three.js for transparency then my guess is
the last part
QUESTION
I'm trying to import many transitions from GL Transitions into my video sequencer by converting GLSL to HLSL.
For example, this simple cross fade:
...ANSWER
Answered 2020-Nov-15 at 07:41I found it.
It would need in main entry the usage of D2DGetInputCoordinate
instead of D2DGetScenePosition
After doing that, the transitions run fine.
QUESTION
I am trying to visualize some particles and modify their appearance using shaders. Really primitive task to be honest, but I seem to be in a pickle right here... The error contains some code, but I don't understand how is it relevant to me. Is it trying to show me some low-level APIs of some sort? I have the following file:
...ANSWER
Answered 2020-Nov-07 at 19:33Better not to use texture
as a name of a uniform, as three.js
internally substitutes it and uses as a function.
See this: https://github.com/mrdoob/three.js/blob/dev/src/renderers/webgl/WebGLProgram.js#L670L698
QUESTION
I made my module whish looks like this
...ANSWER
Answered 2020-Nov-05 at 15:41Yes, there is a way.
Use parameter toplang for hdlgen function and set it to 'v' for Verilog. Something like this
QUESTION
I have a problem while working on simple module in PyGears. I would like to make simple add operation and after that to do rounding and saturation. Error I'm getting is:
File "/home/stefan/Test/test.py", line 15, in drv(t=Tuple[Fixp[32], Fixp[32]], seq=[Tuple[3,2]]) \ TypeMatchError: [0], Incomplete type: Tuple[Fixp[32], Fixp[32]]
- when resolving return type "t"
- when instantiating "drv"
My code is below:
...ANSWER
Answered 2020-Nov-04 at 12:17I see three problems here:
- First problem is that you defined Fixp incorrectly. You should also mention how many bits you want for integer part. Therefore you should define it as Fixp[10,32]
- Output after add operation is in Q11.33 format, thus removing 22 bits by round operation doesn't make sense. If you would like to keep all 22 fractional bits then remove qround and leave saturate as it is. But I would suggest to do rounding to 21 bit and do saturate to saturate(11,32)
- You don't need cosim
Having all this in mind working code should looks something like this
QUESTION
I am trying to write a noise pattern that resembles wood in GLSL. Here is my current code:
...ANSWER
Answered 2020-Oct-08 at 20:12The color channels are red, green, blue. Hence, red is the first component:
QUESTION
I am learning how to create shapes in GLSL code and I recently made a star-like shape in the center of a square using the following code:
...ANSWER
Answered 2020-Sep-27 at 08:08Just scale st
by the number of tiles and get the fractional part of the result by fract()
. For instance:
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
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Install fract
You can use fract 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.
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