llr | Lisp-like-R : A clojure inspired lisp that compiles to R in R | Interpreter library
kandi X-RAY | llr Summary
kandi X-RAY | llr Summary
llr is a small, work in progress and just for fun clojure-like lisp on top of R’s abstract syntax trees. Expressions are not interpreted, but are translated to R’s AST and then interpreted by the R interpreter.
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QUESTION
ANSWER
Answered 2021-Apr-03 at 08:23The model adds an intercept so you need to include that, using an example data:
QUESTION
I am attempting to setup LLR on MonetDB. Starting the master (named monet-db-0-tenant) works fine, but when I attempt to clone a replica (named monet-db-1-tenant) using wlr.replicate, I receive the error: "Timestamp (monet-db-0-tenant) has incorrect format"
Example:
...ANSWER
Answered 2021-Feb-23 at 15:10Reviewing the source code, I did find where the wlr.master can be designated instead of providing it in the call to wlr.replicate. So, it appears the documentation should be updated to reflect a call to wlr.master.
QUESTION
In the following script:
...ANSWER
Answered 2021-Jan-09 at 22:03global varname
is only needed when you are assigning to the global variable, because otherwise it is assumed to be a new local that is created. For all other cases, Python already knows that its supposed to be the global being used and there is no ambiguity.
In your sample code, you are setting a key/value pair on a global dict, not assigning to a global variable:
QUESTION
I have a problem with the college that I can't figure out. I have a file with instructions to build a binary tree
...ANSWER
Answered 2020-Dec-19 at 21:35A Binary Tree, as mentioned, consists of a set of nodes. Each node has two children, left and right, which are also nodes. A simple node implementation might look like this:
QUESTION
at the bottom is the full code.
Basically, I'm trying to make a function where the css selector is defined in the function paramater. (This is //Defining Scrape Candidate Function). When using the code at the bottom, i get
"UnhandledPromiseRejectionWarning: Error: Evaluation failed: ReferenceError: css is not defined"
Everything else works fine.
It also works if i regularly insert the css selector, so if i use the below code it works.
...ANSWER
Answered 2020-Nov-28 at 23:53Code inside of evaluate is executed in your DOM and this means css is not defined because css is currently only inside of your Node.js APP. To include variables to the DOM you must import them.
QUESTION
I want to create all possible variations to traverse a data structure. When I traverse i can either go left (L) or right (R). So my plan for this is to genereate all possible paths, before I traverse the data structure. Each character should serve as an instruction for traversing.
I need a method to generate the following:
...ANSWER
Answered 2020-Sep-04 at 09:49"binary numbers" are a very good approach.
So first think of your paths as binary numbers.
So for len=3
you get all binary numbers of length 3.
These are the numbers 0 to 7 (in decimal). (= 2^3 = 8 numbers)
So write a loop to count from 0 to (2^len -1)
Than simply take the number translate it to binary representation and replace 0 by R and 1 by L (all leading 0s to get always a binary representation of length len
)
QUESTION
I've been trying to realistically reflect a 3d sphere on the walls of a box for a while now in Unity. For some reason, the reflection is generally correct, but when the ball hits a wall in certain directions, the reflection is incorrect. To illustrate what happens to the ball upon hitting a wall: T = top wall, R = right wall, L = left wall, and B = bottom wall. Let r = the ball comes/goes to the right, l = for the left, and s = the ball stops/slows down significantly. The instructions below take this format: Xyz, where X = the wall the ball is about to hit, y = the ball's initial direction, z = the reflection. The game has a top-down perspective, and the instructions are based on the wall's perspective. I'm also new to C#, so the code is potentially eye burning.
Instructions: Tll, Trl; Bll, Brl; Rls or after hitting another wall Rlr, Rrl; Lls or after hitting another wall Llr, Lrl
Generally, when the ball stops, it jumps in the air. I wonder if this is because the angle reflects along the wrong axis, but why would this only sometimes happen? Also, when only one key is held, the ball bounces back and forth until it leaves the arena. I know about discrete and continuous hit detection, and the setting is on discrete, but the walls generally contain the ball well enough, with this case being the exception.
What I tried:
- Figuring out how to use Vector3.Reflect. I do not understand what variables this function should contain and how to apply this to my code. I did look at the Unity Documentation page for help, but it did not answer my question.
- Changing the negative signs, as the angle has to be a reflection on the y-axis, and this does change how the reflections work, but does not solve the problem. The current way the negatives are ordered are the most ideal I found.
- Giving the ball a physics material for bounciness.
- Adding a small number to the denominator in the arctan equation to help prevent a division by zero. This did not help at all.
- Creating different equations (basically changing the negatives) for varying combinations of positive and negative accelerations. Since there is a certain positive or negative acceleration associated with each button press (see Movement script), and there seems to be an issue with said signs, I wondered if associating each acceleration with its own set of equations could solve the problem. It did not work.
- Checked if the walls were at different angles.
- Deleting the variables xA and yA, or placing them in different spots.
- Experimented with finding the speed of the object, but had no idea how to implement it.
The code for the Movement script for the player named Controller:
...ANSWER
Answered 2020-Aug-15 at 12:08One very important note here: As soon as there is any Rigidbody
involved you do not want to set any values through the .transform
- This breaks the physics and collision detection!
Your Movement should rather alter the behavior of the Rigidbody
e.g. by simply changing its Rigibody.velocity
I would then also place the collision check directly into the balls's component and check whether you hit a wall ("Boundary")
Then another note: Your code is currently frame-rate dependent. It means that if your target device runs with only 30 frames per second you will add 0.3
per second to the acceleration. If you run however on a more powerful device that manages to run with 200 frames per second then you add 2
per second.
You should rather define the de/increase per second and multiply it by Time.deltaTime
All together maybe something like this
QUESTION
I want to calculate (weighted) logistic regression in Python. The weights were calculated to adjust the distribution of the sample regarding the population. However, the results don´t change if I use weights.
...ANSWER
Answered 2020-Jul-08 at 16:05I think one way is to use smf.glm()
where you can provide the weights as freq_weights
, you should check this section on weighted glm and see whether it is what you want to achieve. Below I provide an example where it is used in the same way as weights=
in R :
QUESTION
whenever add routes to my react component the page becomes blank with no error messages. The only time it occurs is when I add routes to my Nav.js file within the Switch. Here is the code I have:
Nav.js:
...ANSWER
Answered 2020-Jul-16 at 19:20It's a bit difficult to say without working code, but you can try to change NavLink and Route:
QUESTION
In our experiment, we use many ZUP power supplies to power up the electronics. The exact models are TDK-Lambda ZUP80-2.5 and ZUP6-33. They are remotely controlled and monitored by a server running Linux.
The problem is that the serial communication is very slow. By slow I mean that the ZUP baud rate can be set between 300 and 9600. To communicate (almost) reliably with the PSU I have to set the baud rate to the minimum 300 bps.
At first, I was suspecting a hardware or wiring issue but nothing seemed to improve the situation. Then I tested the PSU with the official proprietary Windows application (using the very same hardware setup) and I could communicate at 9600 baud rate without problems. So the problem lies undoubtedly in the Linux driver or in my code.
The ZUP can communicate with the PC using RS232 or RS485. I tried them both with the same results. I tried to use a cheap RS485-USB adapter, the RS232 serial port of a desktop PC and a professional-grade PCIe RS485 card, all without success.
As a programming language, I am using Python. I tried to use pyvisapy and a scientific software called Pyrame that essentially provides a wrapper around the serial
Python module. Should I try with a different language?
Here is a minimal example to show how I am accessing the unit in pyvisapy:
...ANSWER
Answered 2020-Mar-24 at 06:18It turned out to be an issue with Python itself, as pointed out by the user Marcos G.. As I have written in the comments I have tried to write a driver using both pyserial
and arduino-serial
. Despite some initial partial success, both of them turned out to have more or less the same issues.
So I have re-written completely the driver in C++ using the libserialport C library. Now I can communicate with the ZUP at almost full speed.
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