EATS | pytroch implementation of the EETS : End-to-End Adversarial | Machine Learning library
kandi X-RAY | EATS Summary
kandi X-RAY | EATS Summary
A pytorch implementation of the EATS: End-to-End Adversarial Text-to-Speech (
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Top functions reviewed by kandi - BETA
- Train the model
- Attempts to restore a checkpoint from a checkpoint
- Update learning rate
- Get the learning rate based on the current learning rate
- Preprocess training data
- Return a list of all files in the given directory
- Process audio files
- Write metadata to out_dir
- Prepare the audio data
- Compute the melspectrogram
- Convert audio file to melspectrogram
- Convert a linear system to mel spectrum
- Calculate the audio synthesis
- Decode the inverse mu - law of a signal
- Compute the mu - law of a signal
- Add audio to the log file
- Plot a waveform to a numpy array
- Save the figure to a numpy array
- Applies a moving average
- Update the shadow with the given value
- Compute the sc_loss between predictions and targets
- Compute the STFT
- Forward computation
- Perform preprocessing
- Compute the spectrogram
- Register model to ema
EATS Key Features
EATS Examples and Code Snippets
public void eat() {
System.out.println("Philosopher " + index + ": start eating");
if (pickUp()) {
chew();
putDown();
System.out.println("Philosopher " + index + ": done eating");
} else {
System.out.println("Philosopher " + index +
public void eat() {
System.out.println("Philosopher " + index + ": start eating");
pickUp();
chew();
putDown();
System.out.println("Philosopher " + index + ": done eating");
}
public void eat() throws InterruptedException {
requests.put(() -> {
logger.info("{} is eating!",name());
logger.info("{} has finished eating!",name());
});
}
Community Discussions
Trending Discussions on EATS
QUESTION
In this challenge, using javaScript you will create 3 classes
- Super class called
Animal
. Dog
andCat
class which both extendsAnimal
class (a dog is an animal and a cat is an animal)Dog
andCat
class should only have 1 function, which is their own implementation of thesound()
function. This is polymorphism- a
Home
class. But we’ll talk about that later
ANSWER
Answered 2021-Jun-05 at 13:48Since 2015 there should be no more need to go through the pain of assigning prototype
properties like that, and establish inheritance between two classes with such assignments.
I would suggest rewriting your code completely, and using the class
syntax, where you don't need to explicitly do this inheritance fiddling with the prototype
property:
QUESTION
class Animal{
void eat(Animal animal){
System.out.println("animal eats animal");
}
}
public class Dog extends Animal{
void eat(Dog dog){
System.out.println("dog eats dog");
}
public static void main(String[] args) {
Animal a = new Dog();
Dog b = new Dog();
a.eat(b);
b.eat(b);
}
}
...ANSWER
Answered 2021-Jun-06 at 16:13It's based on the concept of Inheritance and Polymorphism
Overriding happens when the sub-class has the same signature methods as that of the superclass. In your code, in the below subclass *method, the parameter being passed is a Dog
type object and in the superclass i.e Animal
, the parameter passed is an Animal
type object.
QUESTION
Trying to pass a long command string to Screen via the "stuff" option. Have done this successfully in many scripts when the string is short and it exists in the in bash, like so:
...ANSWER
Answered 2021-Jun-03 at 18:42As you already found out $(cmd)
removes trailing newlines from cmd
's output and there is no way to stop this behavior.
However, you can use append the trailing newline after the $()
.
QUESTION
My goal is make Text("Headline")
at the same level of Image top and Divider()
at same level of Image bottom without loosing space for content between them. I tried default alignment of VStack and HStack, .frame
and .alignmentGuide
but nothing didn't help me. I'm avoiding use Spacer()
in VStack because it eats space and content in Text("Add info")
is missing.
ANSWER
Answered 2021-May-28 at 11:15Tested. Works perfectly:
QUESTION
Good morning!
I have the following data model where actions follow a journey that can be uniquely identified by the connecting edges having a label that matches a Journey ID. See below for a sample.
What I'm trying to achieve is that I can group each unique journey together and give them a count. For example, in the data above, if Jeremy woke up in the morning and ate eggs, and then in the evening ate toast, I would want to see:
Jeremy/Morn->Eats->Eggs->JourneyEnd, count: 1
Jeremy/Eve->Eats->Toast->JourneyEnd, count: 1
Instead I (understandably) get:
Jeremy/Morn->Eats->Eggs->JourneyEnd
Jeremy/Eve->Eats->Toast->JourneyEnd
Jeremy/Morn->Eats->Toast->JourneyEnd
Jeremy/Eve->Eats->Eggs->JourneyEnd
I've tried filtering using repeat, and statements like:
...ANSWER
Answered 2021-May-25 at 18:35You can use the path
, from
and where...by
steps to achieve what you need.
QUESTION
My app uses some short sounds for user feedback. I use the following code:
...ANSWER
Answered 2021-May-23 at 01:40We generally recommend keeping the Media instance for this sort of use case. But if you can't just make sure to call cleanup when you're done:
QUESTION
Suppose, I have a pandas dataframe consisting many rows for product name and columns describing their respective features. And they add some numbering system like 1., 2.,3.,... or a),b),c)....or (i),(ii),(iii),... etc. Now I want to remove them in data frame.
...ANSWER
Answered 2021-May-22 at 11:26Would you please try:
QUESTION
I've a dictionary that I'm gathering through an API that looks like below,
...ANSWER
Answered 2021-May-05 at 06:53Create a dictionary of the hostnames, e.g.
QUESTION
var playerX;
var playerY;
var playerSize = 15;
var playerSpeed = (playerSize / Math.pow(playerSize, 1.44)) * 10;
var Newcelltimer = 0;
var cell = []
var cellEaten = 0;
var celliseaten = false;
var eaten = false;
var zoom = 1;
var n = 0;
var Xgrid = 600;
var Ygrid = 600;
var cpu = [];
var x = 0;
var y = 10;
var z = 100;
var OffSetX = [];
var OffSetY = [];
var lost = false;
var CPUteam = 2;
function setup() {
smooth();
frameRate(999)
createCanvas(600, 450);
playerX = 500;
playerY = 100;
}
function draw() {
var TotalBlue = 0;
var TotalRed = 0;
var Total = 0;
var cellDist = [];
if (lost) {
noLoop()
fill(255)
textSize(40)
background(0)
text("You lost", width / 2.5, height / 2)
textSize(20)
text("Final Board: ", 350, 60)
} else {
background(220);
push();
var Newzoom = 10 / playerSize
let newnewZoom = 1.3 * lerp(0.9, 10 / playerSize, 0.5)
Newzoom = lerp(zoom, Newzoom, 0.3)
translate(Xgrid / 2, Ygrid / 2 - 50);
scale(newnewZoom)
translate(-playerX, -playerY);
playerSpeed = round((playerSize / Math.pow(playerSize, 1.44)) * 10000) / 1000
Newcelltimer++;
if (Newcelltimer % 40 == 0) {
cell.push(ceil(random(0 - Xgrid, 2 * Xgrid)),
ceil(random(0 - Ygrid, 2 * Ygrid)))
}
if (Newcelltimer % 200 == 0) {
cpu.push(ceil(random(-Xgrid, 2 * Xgrid)), ceil(random(-Ygrid, 2 * Ygrid)), 20, CPUteam)
OffSetX.push(ceil(random(0, 1000000)))
OffSetY.push(ceil(random(1000000, 2000000)))
CPUteam++;
}
if (Newcelltimer == 1 || Newcelltimer == 2) {
cpu.push(ceil(random(-Xgrid, 2 * Xgrid)), ceil(random(-Ygrid, 2 * Ygrid)), 20, CPUteam)
OffSetX.push(ceil(random(0, 1000000)))
OffSetY.push(ceil(random(1000000, 2000000)))
CPUteam++;
}
//Checks if player Ate cell
for (var i = 0; i < cell.length / 2; i++) {
let d = int(dist(cell[i * 2], cell[i * 2 + 1], playerX, playerY))
if (d <= playerSize / 2) {
playerSize += 5;
cell.splice(i * 2, 2)
celliseaten = true;
}
}
if (keyIsDown(UP_ARROW) && playerY > 0 - Ygrid) {
playerY -= playerSpeed;
}
if (keyIsDown(RIGHT_ARROW) && playerX < 2 * Xgrid) {
playerX += playerSpeed;
}
if (keyIsDown(DOWN_ARROW) && playerY < 2 * Ygrid) {
playerY += playerSpeed;
}
if (keyIsDown(LEFT_ARROW) && playerX > 0 - Xgrid) {
playerX -= playerSpeed;
}
if (Newcelltimer % 200 == 0) {
cell.splice(0, 2)
}
for (var j = 0; j < (cpu.length / 4); j++) {
var cpuDist = [];
//Checks if AI ate cell
for (var n = 0; n < cell.length / 2; n++) {
let dis = int(dist(cell[n * 2], cell[n * 2 + 1], cpu[j * 4], cpu[j * 4 + 1]))
if (dis <= cpu[j * 4 + 2] / 2) {
cpu[j * 4 + 2] += 5;
cell.splice(n * 2, 2)
} else {
cellDist.push(dis)
}
}
var ClosestCell = min(cellDist);
var ClosestCellpos;
for (var r = 0; r < cell.length / 2; r++) {
if (ClosestCell == dist(cpu[j * 4], cpu[j * 4 + 1], cell[r * 2], cell[r * 2 + 1])) {
ClosestCellpos = r;
break;
}
}
let amp = round((cpu[j * 4 + 2] / Math.pow(cpu[j * 4 + 2], 1.44)) * 10000) / 1000;
if (r < 100 && dist(playerX, playerY, cpu[j * 4], cpu[j * 4 + 1]) > 100 || cpu[j * 4 + 2] > playerSize) {
var disXpos = cell[r * 2] - cpu[j * 4];
var disYpos = cell[r * 2 + 1] - cpu[j * 4 + 1];
disXpos = map(disXpos, -100, 100, -1, 1);
disYpos = map(disYpos, -100, 100, -1, 1);
cpu[j * 4] += disXpos * amp;
cpu[j * 4 + 1] += disYpos * amp;
} else {
x += 0.003;
y += 0.003;
let offsetX = map(noise(x + OffSetX[j]), 0, 1, -1, 1) * amp;
let offsetY = map(noise(y + OffSetY[j]), 0, 1, -1, 1) * amp;
cpu[j * 4] += offsetX;
cpu[j * 4 + 1] += offsetY;
}
//Draws the AI's
if (cpu[j * 4 + 3] % 2 == 0) {
fill(0, 0, 255)
circle(cpu[j * 4], cpu[j * 4 + 1], cpu[j * 4 + 2]);
} else {
fill(255, 0, 0)
circle(cpu[j * 4], cpu[j * 4 + 1], cpu[j * 4 + 2])
}
//Checks if player ate AI or vice versa
let distance = int(dist(cpu[j * 4], cpu[j * 4 + 1], playerX, playerY))
if (distance <= playerSize / 2 && cpu[j * 4 + 2] < playerSize) {
playerSize += floor(cpu[j * 4 + 2]);
cpu.splice(j * 4, 4)
}
if (distance <= cpu[j * 4 + 2] && cpu[j * 4 + 2] > playerSize) {
lost = true;
}
//Checks if one AI eats another
for (var m = 0; m < cpu.length / 4; m++) {
if (m != j) {
if (cpu[j * 4 + 3] % 2 != cpu[m * 4 + 3] % 2) {
distant = dist(cpu[m * 4], cpu[m * 4 + 1], cpu[j * 4], cpu[j * 4 + 1])
let higher = (cpu[m * 4 + 2] > cpu[j * 4 + 2]) ? cpu[m * 4 + 2] : cpu[j * 4 + 2]
if (higher > distant) {
if (cpu[m * 4 + 2] > cpu[j * 4 + 2]) {
cpu[m * 4 + 2] += cpu[j * 4 + 2]
cpu.splice(j * 4, 4)
} else {
cpu[j * 4 + 2] += cpu[m * 4 + 2]
cpu.splice(m * 4, 4)
} //Else
} // If
} //If
} //If
} //If
} //Nested For
} // For
//Draws all the "cells"
for (var k = 0; k < cell.length / 2; k++) {
fill(0, 255, 255, 100)
circle(cell[k * 2], cell[k * 2 + 1], 7)
}
//Nothing important, drawing the smiley face character
fill(255, 255, 0)
circle(playerX, playerY, playerSize)
fill(0)
ellipse(playerX - playerSize / 5, playerY - playerSize / 10, playerSize / 5, playerSize / 3)
ellipse(playerX + playerSize / 5, playerY - playerSize / 10, playerSize / 5, playerSize / 3)
arc(playerX, playerY + playerSize / 5, playerSize / 2, playerSize / 5, 0, 3.2, PIE)
fill(255, 255, 0)
noStroke()
arc(playerX, (playerY + playerSize / 5) - 1, playerSize / 2, playerSize / 5, 0, 3.2, PIE)
stroke(0)
//Limits the max player size
if (playerSize >= 3 * Xgrid | playerSize >= 3 * Ygrid) {
if (Xgrid > Ygrid) {
playerSize = 3 * Ygrid;
} else {
playerSize = 3 * Xgrid;
}
}
}
VS
var playerX;
var playerY;
var playerSize = 15;
var playerSpeed = (playerSize / Math.pow(playerSize, 1.44)) * 10;
var Newcelltimer = 0;
var cell = []
var cellEaten = 0;
var celliseaten = false;
var eaten = false;
var zoom = 1;
var n = 0;
var Xgrid = 600;
var Ygrid = 600;
var cpu = [];
var x = 0;
var y = 10;
var z = 100;
var OffSetX = [];
var OffSetY = [];
var lost = false;
var CPUteam = 2;
function setup() {
smooth();
frameRate(999)
createCanvas(600, 450);
playerX = 500;
playerY = 100;
}
function draw() {
var TotalBlue = 0;
var TotalRed = 0;
var Total = 0;
var cellDist = [];
if (lost) {
noLoop()
fill(255)
textSize(40)
background(0)
text("You lost", width / 2.5, height / 2)
textSize(20)
text("Final Board: ", 350, 60)
} else {
background(220);
push();
var Newzoom = 10 / playerSize
let newnewZoom = 1.3 * lerp(0.9, 10 / playerSize, 0.5)
Newzoom = lerp(zoom, Newzoom, 0.3)
translate(Xgrid / 2, Ygrid / 2 - 50);
scale(newnewZoom)
translate(-playerX, -playerY);
playerSpeed = round((playerSize / Math.pow(playerSize, 1.44)) * 10000) / 1000
Newcelltimer++;
if (Newcelltimer % 40 == 0) {
cell.push(ceil(random(0 - Xgrid, 2 * Xgrid)),
ceil(random(0 - Ygrid, 2 * Ygrid)))
}
if (Newcelltimer % 200 == 0) {
cpu.push(ceil(random(-Xgrid, 2 * Xgrid)), ceil(random(-Ygrid, 2 * Ygrid)), 20, CPUteam)
OffSetX.push(ceil(random(0, 1000000)))
OffSetY.push(ceil(random(1000000, 2000000)))
CPUteam++;
}
if (Newcelltimer == 1 || Newcelltimer == 2) {
cpu.push(ceil(random(-Xgrid, 2 * Xgrid)), ceil(random(-Ygrid, 2 * Ygrid)), 20, CPUteam)
OffSetX.push(ceil(random(0, 1000000)))
OffSetY.push(ceil(random(1000000, 2000000)))
CPUteam++;
}
//Checks if player Ate cell
for (var i = 0; i < cell.length / 2; i++) {
let d = int(dist(cell[i * 2], cell[i * 2 + 1], playerX, playerY))
if (d <= playerSize / 2) {
playerSize += 5;
cell.splice(i * 2, 2)
celliseaten = true;
}
}
if (keyIsDown(UP_ARROW) && playerY > 0 - Ygrid) {
playerY -= playerSpeed;
}
if (keyIsDown(RIGHT_ARROW) && playerX < 2 * Xgrid) {
playerX += playerSpeed;
}
if (keyIsDown(DOWN_ARROW) && playerY < 2 * Ygrid) {
playerY += playerSpeed;
}
if (keyIsDown(LEFT_ARROW) && playerX > 0 - Xgrid) {
playerX -= playerSpeed;
}
if (Newcelltimer % 200 == 0) {
cell.splice(0, 2)
}
for (var j = 0; j < (cpu.length / 4); j++) {
var cpuDist = [];
//Checks if AI ate cell
for (var n = 0; n < cell.length / 2; n++) {
let dis = int(dist(cell[n * 2], cell[n * 2 + 1], cpu[j * 4], cpu[j * 4 + 1]))
if (dis <= cpu[j * 4 + 2] / 2) {
cpu[j * 4 + 2] += 5;
cell.splice(n * 2, 2)
}
}
let amp = round((cpu[j * 4 + 2] / Math.pow(cpu[j * 4 + 2], 1.44)) * 10000) / 1000;
x += 0.003;
y += 0.003;
let offsetX = map(noise(x + OffSetX[j]), 0, 1, -1, 1) * amp;
let offsetY = map(noise(y + OffSetY[j]), 0, 1, -1, 1) * amp;
cpu[j * 4] += offsetX;
cpu[j * 4 + 1] += offsetY;
//Draws the AI's
if (cpu[j * 4 + 3] % 2 == 0) {
fill(0, 0, 255)
circle(cpu[j * 4], cpu[j * 4 + 1], cpu[j * 4 + 2]);
} else {
fill(255, 0, 0)
circle(cpu[j * 4], cpu[j * 4 + 1], cpu[j * 4 + 2])
}
//Checks if player ate AI or vice versa
let distance = int(dist(cpu[j * 4], cpu[j * 4 + 1], playerX, playerY))
if (distance <= playerSize / 2 && cpu[j * 4 + 2] < playerSize) {
playerSize += floor(cpu[j * 4 + 2]);
cpu.splice(j * 4, 4)
}
if (distance <= cpu[j * 4 + 2] && cpu[j * 4 + 2] > playerSize) {
lost = true;
}
//Checks if one AI eats another
for (var m = 0; m < cpu.length / 4; m++) {
if (m != j) {
if (cpu[j * 4 + 3] % 2 != cpu[m * 4 + 3] % 2) {
distant = dist(cpu[m * 4], cpu[m * 4 + 1], cpu[j * 4], cpu[j * 4 + 1])
let higher = (cpu[m * 4 + 2] > cpu[j * 4 + 2]) ? cpu[m * 4 + 2] : cpu[j * 4 + 2]
if (higher > distant) {
if (cpu[m * 4 + 2] > cpu[j * 4 + 2]) {
cpu[m * 4 + 2] += cpu[j * 4 + 2]
cpu.splice(j * 4, 4)
} else {
cpu[j * 4 + 2] += cpu[m * 4 + 2]
cpu.splice(m * 4, 4)
} //Else
} // If
} //If
} //If
} //If
} //Nested For
} // For
//Draws all the "cells"
for (var k = 0; k < cell.length / 2; k++) {
fill(0, 255, 255, 100)
circle(cell[k * 2], cell[k * 2 + 1], 7)
}
//Nothing important, drawing the smiley face character
fill(255, 255, 0)
circle(playerX, playerY, playerSize)
fill(0)
ellipse(playerX - playerSize / 5, playerY - playerSize / 10, playerSize / 5, playerSize / 3)
ellipse(playerX + playerSize / 5, playerY - playerSize / 10, playerSize / 5, playerSize / 3)
arc(playerX, playerY + playerSize / 5, playerSize / 2, playerSize / 5, 0, 3.2, PIE)
fill(255, 255, 0)
noStroke()
arc(playerX, (playerY + playerSize / 5) - 1, playerSize / 2, playerSize / 5, 0, 3.2, PIE)
stroke(0)
//Limits the max player size
if (playerSize >= 3 * Xgrid | playerSize >= 3 * Ygrid) {
if (Xgrid > Ygrid) {
playerSize = 3 * Ygrid;
} else {
playerSize = 3 * Xgrid;
}
}
}
...ANSWER
Answered 2021-May-04 at 01:49The reason the player instantly loses is because the code that the code that checks AI "cpu" distance to player doesn't work correctly.
QUESTION
We chose to deploy the mongos router in the same VM as our applications, but we're running into some issues where the application gets OOM Killed because the mongos eats up a lot more RAM than we'd expect / want to.
After a reboot, the mongos footprint is a bit under 2GB, but from here it constantly requires more memory. About 500MB per week. It went up to 4.5+GB
This is the stats for one of our mongos for the past 2 weeks and it clearly looks like it's leaking memory...
So my question is: how to investigate such behavior? We've not really been able to find explanations as of why the router might require more RAM, or how to diagnosis the behavior much. Or even how to set a memory usage limit to the mongos.
With a db.serverStatus
on the mongos we can see the allocations:
ANSWER
Answered 2021-May-03 at 04:04Why the router would require more memory?
If there is any query in the sharded cluster where the system needs to do a scatter gather then merging activity is taken care of by the mongos itself.
For example I am running a query db.collectionanme.find({something : 1})
If this something field here is not the shard key itself then by default it will do a scatter gather, use explainPlan to check the query. It does a scatter gather because mongos interacts with config server and realises that it doesn't have information for this respective field. {This is applicable for a collection which is sharded}
To make things worse, if you have sorting operations where the index cannot be used then even that now has to be done on the mongos itself. Sorting operations have to block the memory segment to get the pages together based on volume of data then sort works, imagine the best possible Big O for a sorting operation here. Till that is done the memory is blocked for that operation.
What you should do?
Based on settings (your slowms setting, default should be 100ms), check the logs, take a look at your slow queries in the system. If you see a lot of SHARD_MERGE & in memory sorts taking place then you have your culprit right there.
And for quick fix increase the Swap memory availability and make sure settings are apt.
All the best.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install EATS
You can use EATS 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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