utile | python package which eases your codeflow using decorators | Reactive Programming library
kandi X-RAY | utile Summary
kandi X-RAY | utile Summary
The python package which eases your using decorators :sparkle:.
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Top functions reviewed by kandi - BETA
- Wrapper for threads .
- Decorate a function with multiprocessing .
- Decorator to measure the execution time .
- Sort an array .
- returns a list of all links in fullstack
- Scrape a blog .
- Calculates the value of the knc model .
- Svc modeler function
- Calculate the value of the model .
- Runs the Gb model .
utile Key Features
utile Examples and Code Snippets
import requests
from utile.Threader import threader
def get_requester(endpoint):
return requests.get(f"https://localhost:5000/api/{endpoint}").text # sample GET request
@threader({get_requester: [["user/1"], ["user/1/followers"]]})
def foo():
from utile.Timer import timer
import time
@timer()
def foo():
time.sleep(1)
foo()
if categorie == "moderation" or "Moderation" or "mod":
if categorie in ("moderation", "Moderation", "mod"):
d= {"a": "pompier", "b": "policier", "c": "tracteur"}
d1 = {"a": "[gentil, fort]", "b": "[juste, amicale]", "c": "[fonctionnel, fort, utile]"}
d2 = dict()
for key, value in d.items():
if d1.get(key):
d2[key] = [value, d1.get(ke
from collections import Counter
with open('file.txt','r') as f:
lines = f.read().splitlines()
count = Counter([l.split()[-1] for l in lines])
print(count)
Counter({'positif': 8, 'neutre': 4, 'négatif': 1})
start_new_thread(brute_force,(testo_cifrato,5,))
start_new_thread(brute_force,(testo_cifrato,5,))
start_new_thread(brute_force,(testo_cifrato,5,))
label = e.xpath("./@fmc")[0]
label = None[0]
label = e.xpath("./@fmc")
if label:
label = label[0]
else:
label = "some default label"
import pdb; pdb.set_trace()
arandomfoldername/
config.py
requirements.txt
run.py
instance/
config.py
myappname/
__init__.py
wsgi.py
static/
templates/
home/
control/
views/
Community Discussions
Trending Discussions on utile
QUESTION
Hi I want to get the bot to send a direct/private message to new users that join the server. It is able to post a welcome message on a channel but it doesnt work when i does in in private messages.
...ANSWER
Answered 2021-May-23 at 17:16Make sure you have the SERVER MEMBERS INTENT enabled in the Discord Developer Portal
QUESTION
I have a view in a laravel project where I have to print the sum of some array columns.
I Have this kind of code to achieve the result:
...ANSWER
Answered 2021-May-23 at 13:46Ok, I'm trying to find the solution from yesterday. Now I found it on myself few minutes after I posted the question.
I modified the code to get the sum in this way:
QUESTION
Hello, I'm new to C.
I want to "export" and use a typedef struct in other files but it seems that it doesn't works a lot.
I have those kind of errors
...ANSWER
Answered 2021-Apr-29 at 08:09Here is it.
can.h
QUESTION
Since there is no Wix equivalent to Netfx.wixext for .NET Core (i.e. specifying built in Ids to detect and require runtimes), I can't seem to find a way to correctly install .NET Core and also account for various conditions such as a newer version existing in the same version family (i.e. 3.1).
I've tried to utilize the .NET Core installer executable directly in a burn project, but the problem arises that detection only seems to be able to be achieved with Directory or File searches. This results in failing to detect build version differences correctly since I can't detect "3.1.*".
I tried to build a custom action for the Wix Bundle to programmatically detect and set properties based upon installed .NET Core versions -- But of course I realized that Burn bundles cannot have custom actions.
What other options do I have to install runtimes and detect future version of the same .NET Core Family (Major.Minor)?
Here is the snippet of wix code which is relevant:
...ANSWER
Answered 2021-Apr-21 at 14:43We hope to get this functionality built in to v4 - https://github.com/wixtoolset/issues/issues/6257 and https://github.com/wixtoolset/issues/issues/6264.
For now, because the versioning for .NET Core is predictable and with predefined support windows and release cadence, you could brute force the search by searching for all 36-ish possible versions.
You can run code in a bundle by writing a custom BootstrapperApplication. If you're using the built-in BA
wixstdba
, it has an extensibility point called BAFunctions where you can write your own (native) .dll.
QUESTION
I am trying to set up a MongoDB Docker container to use as a local database for testing, but I am facing issues.
For running the container, I used following command:
docker run -d --name mongodb -p 27017:27017 -e MONGO_INITDB_ROOT_USERNAME="root" -e MONGO_INITDB_ROOT_PASSWORD="password" -v C:\projects\docker\volumes\mongotmp:/data/db mongo:4.4.4
I used -e
to pass the root username and password environment variables, but I am not able to connect to the database, I tried using this connection string:
mongodb://root:password@localhost:27017/?authSource=admin
When I execute a shell inside the container, and try to get the users with db.getUsers()
I get an authentication error.
ANSWER
Answered 2021-Apr-01 at 21:32In MongoDB, users are stored in databases but a database (or databases) that a user has access to doesn't need to be the same as the database in which that user is stored.
The database in which the user is stored is called the authentication database. This is configured via the authSource
URI option and various language-specific driver options, as well as the --authenticationDatabase
mongo shell option.
The error message says that you are authenticating against the test
database. Your earlier shell command shows an attempt to authenticate against the admin
database.
Review which database the user was created in and ensure that you use the same database during authentication.
QUESTION
Edit 2: Updated to take care of the problems from the dput output.
I don't know why the dput output is not working, so here is a roundabout way of sharing the data.
A simple zip file of the data can be downloaded from here: link to zip file
The following code should then represent the data I was trying to share. Note that you will need to replace the path name for the downloaded zip file, and that the parse_file function will create a temporary directory:
...ANSWER
Answered 2021-Mar-28 at 01:10Use map
in parse_text
function so that you get lists separately.
QUESTION
I made 3 different packages with classes in them. One package is for simple fractions and another is for arrays of fractions. The smaller one is for implementing math functions mcm and MCD. The arrays of fractions main(fractioncollectionmain) doesn't print anything on screen when I run it. I'll leave ALL the code below. I hope someone can help!
util PACKAGE
MyMath class
...ANSWER
Answered 2021-Mar-18 at 12:32You have an error in your FractionCollection.put
method. When you add a fraction to the innerContainer array you increment logicSize, but it's just a local variable. The actual this.size
remains unchanged. Instead of
QUESTION
I am trying to build a centos server with php on it I am using centos:7 image and in it install php dependencies. But that doesn't seem to work as every time, the build is successful but just after that the container shuts down.
Here is my docker-compose.yml
ANSWER
Answered 2021-Mar-18 at 06:25There are 2 problems here:
1. /var/run/php-fpm/
was missing, then you will encountered next error:
[18-Mar-2021 06:12:09] ERROR: Unable to create the PID file (/run/php-fpm/php-fpm.pid).: No such file or directory (2)
[18-Mar-2021 06:12:09] ERROR: FPM initialization failed
So, you need add next line before CMD ["php-fpm"]
:
QUESTION
I'm quite far into the development of a game using SDL, OpenGL and C++ and am looking for ways to optimize the way the game switches between GLSL shaders for lots of different objects of different types. This is much more of a C++ question than an OpenGL question. However, I still want to provide as much context as I can, as I feel some justification is needed as to why the proposed Shader class I need, needs to be created / deleted the way that it is.
The first four sections are my justifications, journey & attempts leading up to this point, however my question can likely be answered by just the final section alone and I've intentionally written it as a bit of a tldr.
The necessity for a Shader class:I've seen many implementations online of OpenGL shaders being created, compiled and deleted all in the same function when game objects are created during gameplay. This has proven to be inefficient and far too slow in particular sections of my game. Thus, I've required a system that creates and compiles shaders during a load-time and then intermittently uses/swaps between them during game-time before being deleted later.
This has lead to the creation of a class(Shader
) that manages OpenGL shaders. Each instance of the class should manage one unique OpenGL shader each and contains some complex behavior around the shader type, where it's loaded in from, where it's used, the uniform variables it takes, etc.
With this said, the most important role of this class is to store the GLuint
variable id
that is returned from glCreateShader()
, and manage all OpenGL calls that relate to the OpenGL shader with this id
. I understand that this is effectively futile given the global nature of OpenGL(as anywhere in the program could technically call glDeleteShader()
with the matching id
and break the class), however for the purposes of intentionally encapsulating all OpenGL calls to very specific areas throughout the entire codebase this system will drastically reduce code-complexity.
The most "automatic" way to manage this GLuint id
, would be to invoke glCreateShader()
on the object's construction and glDeleteShader()
on the object's destruction. This guarantees(within OpenGL limits) that the OpenGL shader will exist for the entire lifetime of the C++ Shader object and eliminates the need to call some void createShader()
and deleteShader()
functions.
This is all well and good, however problems soon arise when considering what happens if this object is copied. What if a copy of this object is destructed? That means that glDeleteShader()
will be called and effectively break all copies of the shader object.
What about simple mistakes like accidentally invoking std::vector::push_back()
in a vector of Shaders? Various std::vector
methods can invoke the constructor / copy constructor / destructor of their type, which can result in the same problem as above.
Okay then... how about we do create some void createShader()
and deleteShader()
methods even if it's messy? Unfortunately this just defers the above problem, as once again any calls that modify the OpenGL shader will desynchronize / outright break all copies of a shader class with the same id
. I've limited the OpenGL calls to glCreateShader()
and glDeleteShader()
in this example to keep things simple, however I should note that there are many other OpenGL calls in the class that would make creating various instance/static variables that keep track of instance copies far too complicated to justify doing it this way.
The last point I want to make before jumping into the class design below is that for a project as large as a raw C++, OpenGL and SDL Game, I'd prefer if any potential OpenGL mistakes I make generate compiler errors versus graphical issues that are harder to track down. This can be reflected in the class design below.
The first version of theShader
class:
It is for the above reasons that I have elected to:
- Make the constructor
private
. - Provide a public
static create
function that returns a pointer to a new Shader object in place of a constructor. - Make the copy constructor
private
. - Make the
operator=
private
(Although this might not be necessary). - Make the destructor private.
- Put calls to
glCreateShader()
in the constructor andglDeleteShader()
in the destructor, to have OpenGL shaders exist for the lifetime of this object. - As the
create
function invokes thenew
keyword(and returns the pointer to it), the place with the outside call toShader::create()
must then invokedelete
manually (more on this in a second).
To my understanding, the first two bullet points utilize a factory pattern and will generate a compiler error should a non-pointer type of the class be attempted to be created. The third, fourth and fifth bullet points then prevent the object from being copied. The seventh bullet point then ensures that the OpenGL Shader will exist for the same lifetime of the C++ Shader object.
Smart Pointers and the main problem:The only thing I'm not a huge fan of in the above, is the new
/delete
calls. They also make the glDeleteShader()
calls in the destructor of the object feel inappropriate given the encapsulation that the class is trying to achieve. Given this, I opted to:
- change the
create
function to return astd::unique_ptr
of theShader
type instead of aShader
pointer.
The create
function then looked like this:
ANSWER
Answered 2021-Mar-04 at 08:29Implement a deleter yourself, and let the deleter be a friend of your class. Then edit your declaration like this:
QUESTION
Consider the following code where the Writer_I
acts as an interface. Other classes which fulfil the contract of writing element types in correct form can derive from it. Here, printf and streams are chosen as policies, and Calculator
as user.
That interface is somehow stored in Calculator
and write_i
hides all the ugly details of templates so that class member functions remain clean. Most things remain known at compile time, and inline-able.
I know this is a classic case of virtual + derivation based polymorphism where a non-templated interface can be stored inside Calculator
and write
member function is called. But having known the type at compile time, and still deferring resolution to run time seems bad. It hints that some run time value will affect the chosen method of writing while that is not the case.
One way could be to make Calculator
a template and keep its implementation in a cpp file and include the cpp file in tests. That's just nasty. Every method of Calculator
will have a useless template <>
on the top. And it's getting instantiated only once. (Twice if you could tests, but then if the only reason to make Calculator
a template was tests, I'd say that tests are being too intrusive.)
I saw the talk https://www.youtube.com/watch?v=mU_n_ohIHQk (Meta Polymorphism - Jonathan Boccara - Meeting C++ 2020 Opening Keynote) https://meetingcpp.com/mcpp/slides/2020/meta_polymorphism_pdf3243.pdf
which showed a technique with std::any
(which will store the Writer_I instance reference) + lambda (which contains the actual Impl type) + function pointer (which can be called later). Slides 79-83. I tried but got stuck real quick: How to have a function pointer to a generic lambda?
My solution, after all these futile attempts out of curiosity, would be to use iterator pattern and free the Calculator
from the responsibility of "writing". Calculator
should just be calculating data, not writing it. That solves the problem! Caller gets the data by running iterator++
and writes it any way it likes. Or may not even write it, but just test the numbers directly. Calculator
remains a non template, thus in cpp files.
But if there's any way to achieve what I intend with the current design, I'd be happy to see it. I know there are some contradictory constraints, like using type erasure which may internally use virtual but curiosity is allowed on Stack Overflow, right (; ?
EDIT: to clarify, here the user class is Calculator
which should not be a template. All writers can remain in headers and need not be hidden. For CRTP, it is actually needed in main
to know what each writer implementation does.
ANSWER
Answered 2021-Jan-08 at 12:42Templates can have non-template base , so you may actually follow this scheme if its beneficial (can also save compile time by reducing need in declarations and complete types):
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