fract | Automated Forex Trader | Cryptocurrency library

 by   dceoy Python Version: Current License: GPL-3.0

kandi X-RAY | fract Summary

kandi X-RAY | fract Summary

fract is a Python library typically used in Blockchain, Cryptocurrency, Bitcoin applications. fract has no bugs, it has no vulnerabilities, it has build file available, it has a Strong Copyleft License and it has low support. You can download it from GitHub.

Automated Forex Trader based on [oanda-cli] using Oanda V20 REST API.
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            kandi-support Support

              fract has a low active ecosystem.
              It has 7 star(s) with 4 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              fract has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of fract is current.

            kandi-Quality Quality

              fract has no bugs reported.

            kandi-Security Security

              fract has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              fract is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              fract releases are not available. You will need to build from source code and install.
              Build file is available. You can build the component from source.
              Installation instructions are not available. Examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed fract and discovered the below as its top functions. This is intended to give you an instant insight into fract implemented functionality, and help decide if they suit your requirements.
            • 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
            Get all kandi verified functions for this library.

            fract Key Features

            No Key Features are available at this moment for fract.

            fract Examples and Code Snippets

            No Code Snippets are available at this moment for fract.

            Community Discussions

            QUESTION

            CurtainsJS GSAP WebGL list items mouseover issue
            Asked 2021-Feb-01 at 09:28

            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 09:28

            There 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 by progress1 so when uProgress equals 1, the second texture is not translated anymore.

            This fragment shader should fix your issue:

            Source https://stackoverflow.com/questions/65851718

            QUESTION

            Glsl artifacts after fract uv coords
            Asked 2021-Jan-18 at 20:15

            I am trying to make a grid with fragment shader and i get problems with uv coords.

            On this screenshot you can see first result:

            ...

            ANSWER

            Answered 2021-Jan-18 at 20:15

            What 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:

            Source https://stackoverflow.com/questions/65775883

            QUESTION

            GLSL translation in fragment shader not working as expected
            Asked 2020-Dec-05 at 15:28

            I wrote a simple GLSL shader that creates a pattern similar to the colored squares pattern shown on this page. Then I added code to move the pattern across the screen by following this example. This is my code:

            ...

            ANSWER

            Answered 2020-Dec-05 at 15:28

            You need to shift the texture coordinates by an offset < 1.0:

            vec3 translate = vec3(5,2, 0.0);

            Source https://stackoverflow.com/questions/65157114

            QUESTION

            Three.js ShaderMaterial Post Processing and Transparent Background
            Asked 2020-Dec-03 at 19:56

            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 09:54

            Well, assuming you set up three.js for transparency then my guess is

            the last part

            Source https://stackoverflow.com/questions/65116259

            QUESTION

            GLSL to HLSL issues
            Asked 2020-Nov-15 at 07:41

            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 07:41

            I found it.

            It would need in main entry the usage of D2DGetInputCoordinate instead of D2DGetScenePosition

            After doing that, the transitions run fine.

            Source https://stackoverflow.com/questions/64832839

            QUESTION

            THREE.WebGLProgram: shader error: gl.getProgramInfoLog Must have an compiled fragment shader attached
            Asked 2020-Nov-07 at 19:33

            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 19:33

            Better 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

            Source https://stackoverflow.com/questions/64730820

            QUESTION

            PyGears hdlgen generates top level module with DTI interfaces, Vivado is expecting Verilog which does not support this feature
            Asked 2020-Nov-05 at 15:41

            I made my module whish looks like this

            ...

            ANSWER

            Answered 2020-Nov-05 at 15:41

            Yes, there is a way.

            Use parameter toplang for hdlgen function and set it to 'v' for Verilog. Something like this

            Source https://stackoverflow.com/questions/64700393

            QUESTION

            PyGears TypeMatchError: [0], Incomplete type: Tuple[Fixp[32], Fixp[32]]
            Asked 2020-Nov-04 at 12:17

            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 12:17

            I see three problems here:

            1. 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]
            2. 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)
            3. You don't need cosim

            Having all this in mind working code should looks something like this

            Source https://stackoverflow.com/questions/64678618

            QUESTION

            How to adjust Color Properly in a Noise Pattern?
            Asked 2020-Oct-20 at 18:52

            I am trying to write a noise pattern that resembles wood in GLSL. Here is my current code:

            ...

            ANSWER

            Answered 2020-Oct-08 at 20:12

            The color channels are red, green, blue. Hence, red is the first component:

            Source https://stackoverflow.com/questions/64269426

            QUESTION

            How do I replicate a square in GLSL to make a pattern?
            Asked 2020-Oct-08 at 20:17

            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 08:08

            Just scale st by the number of tiles and get the fractional part of the result by fract(). For instance:

            Source https://stackoverflow.com/questions/64086091

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

            Vulnerabilities

            No vulnerabilities reported

            Install fract

            You can download it from GitHub.
            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.

            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 .
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          • HTTPS

            https://github.com/dceoy/fract.git

          • CLI

            gh repo clone dceoy/fract

          • sshUrl

            git@github.com:dceoy/fract.git

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