R6 | Encapsulated object-oriented programming for R | Natural Language Processing library

 by   r-lib R Version: v2.5.0 License: Non-SPDX

kandi X-RAY | R6 Summary

kandi X-RAY | R6 Summary

R6 is a R library typically used in Artificial Intelligence, Natural Language Processing, Framework applications. R6 has no bugs, it has no vulnerabilities and it has low support. However R6 has a Non-SPDX License. You can download it from GitHub.

R6: Encapsulated object-oriented programming for R .
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              R6 has a low active ecosystem.
              It has 375 star(s) with 58 fork(s). There are 21 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 39 open issues and 167 have been closed. On average issues are closed in 148 days. There are 4 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of R6 is v2.5.0

            kandi-Quality Quality

              R6 has no bugs reported.

            kandi-Security Security

              R6 has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              R6 has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              R6 releases are available to install and integrate.
              Installation instructions are not available. Examples and code snippets are available.

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            R6 Key Features

            No Key Features are available at this moment for R6.

            R6 Examples and Code Snippets

            No Code Snippets are available at this moment for R6.

            Community Discussions

            QUESTION

            Problem with sending data from userspace to bpf program with maps
            Asked 2021-Jun-15 at 07:28

            I have problem with my bpf program. I getting error while loading this program. my bpf program is:

            ...

            ANSWER

            Answered 2021-Jun-15 at 07:28

            TL;DR. You should check that the pointer returned by bpf_map_lookup_elem is not NULL.

            With the following logs, the BPF verifier is telling you that, when it reaches the dereference of my_pid, the pointer may still have a NULL value. It thus contains a map value or a NULL value, i.e., map_value_or_null.

            Source https://stackoverflow.com/questions/67980932

            QUESTION

            Unable to scrape table in dynamic multitab website using rvest
            Asked 2021-Jun-11 at 15:38
            my objective

            The objective of my code is to scrape the information in the Characteristics tab of the following url, preferably as a data frame

            ...

            ANSWER

            Answered 2021-Jun-11 at 15:38

            The data is dynamically retrieved from an API call. You can retrieve direct from that url and simplify the json returned to get a dataframe:

            Source https://stackoverflow.com/questions/67938126

            QUESTION

            What does read_csv() use random numbers for?
            Asked 2021-Jun-10 at 19:21

            I just noticed that read_csv() somehow uses random numbers which is unexpected (at least to me). The corresponding base R function read.csv() does not do that. So, what does read_csv() use the random numbers for? I looked into the documentation but could not find a clear answer to that. Are the random numbers related to the guess_max argument?

            ...

            ANSWER

            Answered 2021-Jun-10 at 19:21

            tl;dr somewhere deep in the guts of the cli package (called to generate the pretty-printed output about column types), the code is generating a random string to use as a label.

            A major clue is that

            Source https://stackoverflow.com/questions/67909394

            QUESTION

            How to correctly document R6 self
            Asked 2021-Jun-08 at 18:12

            I have a function built with an R6class and was wondering the best way to pass devtools::check() is. Currently this repex gives the note

            ...

            ANSWER

            Answered 2021-Jun-08 at 18:12

            Solution with a dummy self <- NA definition.

            Source https://stackoverflow.com/questions/67584669

            QUESTION

            Pygame enemy not staying at the intended position on the map
            Asked 2021-Jun-01 at 16:39
            import pygame, sys
            
            clock = pygame.time.Clock()
            
            from pygame.locals import *
            pygame.mixer.pre_init(44100,-16,2,512)
            pygame.init()
            
            pygame.display.set_caption('THE GAME')#Window name
            
            walkRight = [pygame.image.load('player_animations/R1.png'), pygame.image.load('player_animations/R2.png'), pygame.image.load('player_animations/R3.png'), pygame.image.load('player_animations/R4.png'), pygame.image.load('player_animations/R5.png'), pygame.image.load('player_animations/R6.png'), pygame.image.load('player_animations/R7.png'), pygame.image.load('player_animations/R8.png'), pygame.image.load('player_animations/R9.png')]
            walkLeft = [pygame.image.load('player_animations/L1.png'), pygame.image.load('player_animations/L2.png'), pygame.image.load('player_animations/L3.png'), pygame.image.load('player_animations/L4.png'), pygame.image.load('player_animations/L5.png'), pygame.image.load('player_animations/L6.png'), pygame.image.load('player_animations/L7.png'), pygame.image.load('player_animations/L8.png'), pygame.image.load('player_animations/L9.png')]
            
            Window_SIZE = (900,600)
            
            screen = pygame.display.set_mode(Window_SIZE,0,32)
            
            display = pygame.Surface((900,600))
            
            player_image = pygame.image.load('player_animations/player_image.png')
            player_image.set_colorkey((255,255,255))
            
            grass_image = pygame.image.load('Map/Grassblock.png')
            grass_image.set_colorkey((255,255,255))
            
            dirt_image = pygame.image.load('Map/Dirtblock.png')
            
            cobble_image = pygame.image.load('Map/Stoneblock.png')
            
            TILE_SIZE = grass_image.get_width()
            
            true_scroll = [0,0]
            
            #ENEMIES
            class Enemy(pygame.sprite.Sprite):
                def __init__(self,x,y):
                    pygame.sprite.Sprite.__init__(self)
                    self.image = pygame.image.load('Map/blob.png')
                    self.rect = self.image.get_rect()
                    self.rect.x = x
                    self.rect.y = y
                    self.move_direction = 1
                    self.move_counter = 0
            
                def update(self):
                    self.rect.x += self.move_direction
                    self.move_counter += 1
                    if self.move_counter > 50:
                        self.move_direction *= -1
                        self.move_counter = 0
            
            
            def redrawGameWindow():
                global walkCount
                screen.blit(display,(0,0))
                blob_group.draw(screen)
                blob_group.update()
                
            
                if walkCount + 1 >=  27:
                    walkCount = 0
            
                if moving_left:
                    screen.blit(walkLeft[walkCount // 3],(player_rect.x-scroll[0],player_rect.y-scroll[1] ))
                    walkCount += 1
                        
                elif moving_right:
                    screen.blit(walkRight[walkCount // 3],(player_rect.x-scroll[0],player_rect.y-scroll[1] ))
                    walkCount += 1  
            
            
                else:
                    screen.blit(player_image,(player_rect.x-scroll[0],player_rect.y-scroll[1]))     
                
            
            
                pygame.display.update() 
                
            
            
            def load_map(path):
                f = open(path + '.txt','r')
                data = f.read()
                f.close()
                data = data.split('\n')
                game_map = []
                for row in data:
                    game_map.append(list(row))
                return game_map         
            
            game_map = load_map('Map/map')
            
            background_objects = [[0.2,[500,200,250,3000]],[0.5,[750,30,200,4000]],[0.3,[1000,100,235,2000]],[0.5,[130,90,100,4000]],[0.6,[300,100,220,5000]]]
            
            def collision_test(rect,tiles):
                hit_list = []
                for tile in tiles:
                    if rect.colliderect(tile):
                        hit_list.append(tile)
                return hit_list
                
            def move(rect,movement,tiles):
                collision_types = {'top':False,'bottom':False,'right':False,'left':False}
                rect.x += movement[0]
                hit_list = collision_test(rect,tiles)
                for tile in hit_list:
                    if movement[0] > 0:
                        rect.right = tile.left
                        collision_types['right'] = True
                    elif movement[0] < 0:
                        rect.left = tile.right
                        collision_types['left'] = True
                rect.y += movement[1]           
                hit_list = collision_test(rect,tiles)
                for tile in hit_list:
                    if movement[1] > 0:
                        rect.bottom = tile.top
                        collision_types['bottom'] = True
                    elif movement[1] < 0:
                        rect.top = tile.bottom
                        collision_types['top'] = True   
            
                return rect, collision_types
            
            
            moving_right = False
            moving_left = False
            
            moving_down = False
            
            player_y_momentum = 0
            air_timer = 0
            
            player_rect = pygame.Rect(50,50,player_image.get_width(),player_image.get_height())
            
            player_left = False
            player_right = False
            player_down = False 
            
            jump_sound = pygame.mixer.Sound('jump.wav')
            grass_sound = [pygame.mixer.Sound('grass_0.wav'),pygame.mixer.Sound('grass_1.wav')]
            
            pygame.mixer.music.load('music.wav')
            pygame.mixer.music.play(-1)
            
            
            
            walkCount = 0
            
            vel = 5
            
            true_scroll[0] += (player_rect.x - true_scroll[0]-450)/20
            true_scroll[1] += (player_rect.y - true_scroll[1]-364)/20
             
            scroll = true_scroll.copy()
            scroll[0] = int(scroll[0])
            scroll[1] = int(scroll[1])
            
            blob_group = pygame.sprite.Group()
            tile_rects = []
            for y, row in enumerate(game_map):
                for x, tile in enumerate(row):
                    if tile != '0': 
                       tile_rects.append(pygame.Rect(x * TILE_SIZE, y * TILE_SIZE,TILE_SIZE,TILE_SIZE))
                    if tile == '4':
                        blob = Enemy(x*TILE_SIZE,y*TILE_SIZE+2)
                        blob_group.add(blob)
            
            #Game loop
            while True:
                display.fill((146,244,255))
            
                true_scroll[0] += (player_rect.x - true_scroll[0]-450)/20
                true_scroll[1] += (player_rect.y - true_scroll[1]-364)/20
             
                scroll = true_scroll.copy()
                scroll[0] = int(scroll[0])
                scroll[1] = int(scroll[1])
            
                pygame.draw.rect(display,(7,80,75),pygame.Rect(0,400,900,600))
                for background_object in background_objects:
                    obj_rect = pygame.Rect(background_object[1][0]-scroll[0]*background_object[0],background_object[1][1]-scroll[1]*background_object[0],background_object[1][2],background_object[1][3])
                    if background_objects[0] == 0.5:
                        pygame.draw.rect(display,(255,0,0),obj_rect)
                    else:
                        pygame.draw.rect(display,(9,91,85),obj_rect)    
            
                for y, row in enumerate(game_map):
                    for x, tile in enumerate(row):
                        if tile == '1':
                            display.blit(dirt_image,(x*TILE_SIZE-scroll[0],y*TILE_SIZE-scroll[1]))
                        if tile == '2':
                            display.blit(grass_image,(x*TILE_SIZE-scroll[0],y*TILE_SIZE-scroll[1]))
                        if tile == '3':
                            display.blit(cobble_image,(x*TILE_SIZE-scroll[0],y*TILE_SIZE-scroll[1]))            
                   
                player_movement = [0,0]
                if moving_right:
                    player_movement[0] += vel
                if moving_left:
                    player_movement[0] -= vel
                #________________________________________
                if moving_down:
                    player_movement[1] += 7
            
                #________________________________________       
                player_movement[1] += player_y_momentum 
                player_y_momentum += 0.2
                if player_y_momentum > 3:   
                    player_y_momentum = 3
                  
            
                player_rect,collisions = move(player_rect,player_movement,tile_rects)           
            
                if collisions['bottom']:
                    player_y_momentum = 0
                    air_timer = 0
                else:
                    air_timer += 1
            
            
                if collisions['top']:
                    player_y_momentum = 0
                    air_timer = 0
                else:
                    air_timer += 0.1
            
            
                for event in pygame.event.get():
                    if event.type == QUIT:
                        pygame.quit()
                        sys.exit()
            
                    if event.type == KEYDOWN:
                        if event.key == K_RIGHT:
                            moving_right = True
                            player_right = True
                            player_left = False
                            player_down = False
            
                        elif event.key == K_LEFT:
                            moving_left = True
                            player_left = True
                            player_right = False
                            player_down = False
            
                        #_________________________
                        elif event.key == K_DOWN:
                            moving_down = True
                            player_down = True
                            player_left = False
                            player_right = False
            
            
                        
                        else:
                            player_right = False
                            player_left = False
                            player_down = False
                            walkCount = 0   
            
                        if event.key == K_UP:
                            if air_timer < 6:
                                player_y_momentum = -7.5
                                player_right = False
                                player_left = False
                                player_down = False
                                walkCount = 0
                                jump_sound.play()
                                jump_sound.set_volume(0.1)
            
            
            
                    if event.type == KEYUP:
                        if event.key == K_RIGHT:
                            moving_right = False
                            
                        if event.key == K_LEFT:
                            moving_left = False 
            
                        if event.key == K_DOWN:
                            moving_down = False
                        
                    
                
                            
                
                redrawGameWindow()  
                
            
                surf = pygame.transform.scale(display,Window_SIZE)
                clock.tick(54)
            
            ...

            ANSWER

            Answered 2021-Jun-01 at 16:39

            The position of the player is corrected by scroll. You also need to correct the position of the enemies. Remove blob_group.draw(screen) from the redrawGameWindow function, but draw the enemies in a loop:

            Source https://stackoverflow.com/questions/67783217

            QUESTION

            ARM assembly - Fibonacci Implementation: PUSH and POP not working as expected
            Asked 2021-May-31 at 11:13

            I have written this ARM assembly code. It is supposed to put the Fibonacci sequence numbers in R4 register. I'm trying to implement this C code in a:

            ...

            ANSWER

            Answered 2021-May-31 at 11:05

            All instructions operating on register lists always push, pop, load, store, ... the registers in ascending order of their numbers. So even if you write {R4, R2, LR}, what is actually pushed is {R2, R4, LR}. If you want a different order, you need separate PUSH instructions.

            Source https://stackoverflow.com/questions/67772367

            QUESTION

            Pygame Enemy not showing on screen
            Asked 2021-May-29 at 17:49
            import pygame, sys
            
            clock = pygame.time.Clock()
            
            from pygame.locals import *
            pygame.mixer.pre_init(44100,-16,2,512)
            pygame.init()
            
            pygame.display.set_caption('THE GAME')#Window name
            
            walkRight = [pygame.image.load('player_animations/R1.png'), pygame.image.load('player_animations/R2.png'), pygame.image.load('player_animations/R3.png'), pygame.image.load('player_animations/R4.png'), pygame.image.load('player_animations/R5.png'), pygame.image.load('player_animations/R6.png'), pygame.image.load('player_animations/R7.png'), pygame.image.load('player_animations/R8.png'), pygame.image.load('player_animations/R9.png')]
            walkLeft = [pygame.image.load('player_animations/L1.png'), pygame.image.load('player_animations/L2.png'), pygame.image.load('player_animations/L3.png'), pygame.image.load('player_animations/L4.png'), pygame.image.load('player_animations/L5.png'), pygame.image.load('player_animations/L6.png'), pygame.image.load('player_animations/L7.png'), pygame.image.load('player_animations/L8.png'), pygame.image.load('player_animations/L9.png')]
            
            Window_SIZE = (900,600)
            
            screen = pygame.display.set_mode(Window_SIZE,0,32)
            
            display = pygame.Surface((900,600))
            
            player_image = pygame.image.load('player_animations/player_image.png')
            player_image.set_colorkey((255,255,255))
            
            grass_image = pygame.image.load('Map/Grassblock.png')
            grass_image.set_colorkey((255,255,255))
            
            dirt_image = pygame.image.load('Map/Dirtblock.png')
            
            cobble_image = pygame.image.load('Map/Stoneblock.png')
            
            TILE_SIZE = grass_image.get_width()
            
            true_scroll = [0,0]
            
            #ENEMIES
            class Enemy(pygame.sprite.Sprite):
                enemy_sprite = [pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png')]
                def __init__(self,x,y,width,height,end):
                    self.x = x 
                    self.y = y
                    self.width = width
                    self.height = height
                    self.end = end
                    self.path = [self.x,self.end]
                    self.walkCount = 0
                    self.vel = 3
                
                def draw(self,display):
                    self.move()
                    if self.walkCount + 1 <= 33:
                        self.walkCount = 0
            
                    if self.vel > 0:
                        display.blit(self.enemy_sprite[self.walkCount//3],(self.x,self.y))
                        self.walkCount += 1
                    else:
                        display.blit(self.enemy_sprite[self.walkCount//3],(self.x,self.y))
                        self.walkCount += 1     
            
                def move(self):
                    if self.vel > 0:
                        if self.x + self.vel < self.path[1]:
                            self.x += self.vel  
                        else:
                            self.vel = self.vel *-1
                            self.move_counter = 0
                    else:
                        if self.x - self.vel > self.path[0]:
                            self.x += self.vel  
                        else:
                            self.vel = self.vel *-1
                            self.move_counter = 0           
                    
            
            def redrawGameWindow():
                global walkCount
                screen.blit(display,(0,0))
                blob.draw(display)
            
                if walkCount + 1 >=  27:
                    walkCount = 0
            
                if moving_left:
                    screen.blit(walkLeft[walkCount // 3],(player_rect.x-scroll[0],player_rect.y-scroll[1] ))
                    walkCount += 1
                        
                elif moving_right:
                    screen.blit(walkRight[walkCount // 3],(player_rect.x-scroll[0],player_rect.y-scroll[1] ))
                    walkCount += 1  
            
            
                else:
                    screen.blit(player_image,(player_rect.x-scroll[0],player_rect.y-scroll[1]))     
                
            
            
                pygame.display.update() 
                
            
            
            def load_map(path):
                f = open(path + '.txt','r')
                data = f.read()
                f.close()
                data = data.split('\n')
                game_map = []
                for row in data:
                    game_map.append(list(row))
                return game_map         
            
            game_map = load_map('Map/map')
            
            background_objects = [[0.2,[500,200,250,3000]],[0.5,[750,30,200,4000]],[0.3,[1000,100,235,2000]],[0.5,[130,90,100,4000]],[0.6,[300,100,220,5000]]]
            
            def collision_test(rect,tiles):
                hit_list = []
                for tile in tiles:
                    if rect.colliderect(tile):
                        hit_list.append(tile)
                return hit_list
                
            def move(rect,movement,tiles):
                collision_types = {'top':False,'bottom':False,'right':False,'left':False}
                rect.x += movement[0]
                hit_list = collision_test(rect,tiles)
                for tile in hit_list:
                    if movement[0] > 0:
                        rect.right = tile.left
                        collision_types['right'] = True
                    elif movement[0] < 0:
                        rect.left = tile.right
                        collision_types['left'] = True
                rect.y += movement[1]           
                hit_list = collision_test(rect,tiles)
                for tile in hit_list:
                    if movement[1] > 0:
                        rect.bottom = tile.top
                        collision_types['bottom'] = True
                    elif movement[1] < 0:
                        rect.top = tile.bottom
                        collision_types['top'] = True   
            
                return rect, collision_types
            
            
            moving_right = False
            moving_left = False
            
            moving_down = False
            
            player_y_momentum = 0
            air_timer = 0
            
            player_rect = pygame.Rect(50,50,player_image.get_width(),player_image.get_height())
            
            player_left = False
            player_right = False
            player_down = False 
            
            jump_sound = pygame.mixer.Sound('jump.wav')
            grass_sound = [pygame.mixer.Sound('grass_0.wav'),pygame.mixer.Sound('grass_1.wav')]
            
            pygame.mixer.music.load('music.wav')
            pygame.mixer.music.play(-1)
            
            blob = Enemy(0,20,50,50,7000)
            
            walkCount = 0
            
            vel = 5
            
            
            #Game loop
            while True:
                display.fill((146,244,255))
            
                true_scroll[0] += (player_rect.x - true_scroll[0]-450)/20
                true_scroll[1] += (player_rect.y - true_scroll[1]-364)/20
             
                scroll = true_scroll.copy()
                scroll[0] = int(scroll[0])
                scroll[1] = int(scroll[1])
            
                pygame.draw.rect(display,(7,80,75),pygame.Rect(0,400,900,600))
                for background_object in background_objects:
                    obj_rect = pygame.Rect(background_object[1][0]-scroll[0]*background_object[0],background_object[1][1]-scroll[1]*background_object[0],background_object[1][2],background_object[1][3])
                    if background_objects[0] == 0.5:
                        pygame.draw.rect(display,(255,0,0),obj_rect)
                    else:
                        pygame.draw.rect(display,(9,91,85),obj_rect)    
            
            
                
                tile_rects = []
                y=0
                for row in game_map:
                    x=0
                    for tile in row:
                        if tile != '0': 
                            tile_rects.append(pygame.Rect(x * TILE_SIZE, y * TILE_SIZE,TILE_SIZE,TILE_SIZE))
                        if tile == '1':
                            display.blit(dirt_image,(x*TILE_SIZE-scroll[0],y*TILE_SIZE-scroll[1]))
                        if tile == '2':
                            display.blit(grass_image,(x*TILE_SIZE-scroll[0],y*TILE_SIZE-scroll[1]))
                        if tile == '3':
                            display.blit(cobble_image,(x*TILE_SIZE-scroll[0],y*TILE_SIZE-scroll[1]))            
                        
            
            
                        x += 1
                    y += 1
                
                
                
                
                player_movement = [0,0]
                if moving_right:
                    player_movement[0] += vel
                if moving_left:
                    player_movement[0] -= vel
                #________________________________________
                if moving_down:
                    player_movement[1] += 7
            
                #________________________________________       
                player_movement[1] += player_y_momentum 
                player_y_momentum += 0.2
                if player_y_momentum > 3:   
                    player_y_momentum = 3
                  
            
                player_rect,collisions = move(player_rect,player_movement,tile_rects)           
            
                if collisions['bottom']:
                    player_y_momentum = 0
                    air_timer = 0
                else:
                    air_timer += 1
            
            
                if collisions['top']:
                    player_y_momentum = 0
                    air_timer = 0
                else:
                    air_timer += 0.1
            
            
                for event in pygame.event.get():
                    if event.type == QUIT:
                        pygame.quit()
                        sys.exit()
            
                    if event.type == KEYDOWN:
                        if event.key == K_RIGHT:
                            moving_right = True
                            player_right = True
                            player_left = False
                            player_down = False
            
                        elif event.key == K_LEFT:
                            moving_left = True
                            player_left = True
                            player_right = False
                            player_down = False
            
                        #_________________________
                        elif event.key == K_DOWN:
                            moving_down = True
                            player_down = True
                            player_left = False
                            player_right = False
            
            
                        
                        else:
                            player_right = False
                            player_left = False
                            player_down = False
                            walkCount = 0   
            
                        if event.key == K_UP:
                            if air_timer < 6:
                                player_y_momentum = -7.5
                                player_right = False
                                player_left = False
                                player_down = False
                                walkCount = 0
                                jump_sound.play()
                                jump_sound.set_volume(0.1)
            
            
            
                    if event.type == KEYUP:
                        if event.key == K_RIGHT:
                            moving_right = False
                            
                        if event.key == K_LEFT:
                            moving_left = False 
            
                        if event.key == K_DOWN:
                            moving_down = False
                        
                    
                
                            
                
                redrawGameWindow()  
            
                surf = pygame.transform.scale(display,Window_SIZE)
                clock.tick(54)
            
            
            
            ...

            ANSWER

            Answered 2021-May-29 at 17:49

            You need to draw the enemy (blob) on the screen instead of the map (display) Surface

            blob.draw(display)

            Source https://stackoverflow.com/questions/67754133

            QUESTION

            How to change Radiobutton state in python?
            Asked 2021-May-20 at 18:54

            How can I change radiobutton state in python? I refer some examples.

            I have dependency of radio buttons:

            1. Option A Option B
            2. Option 1 Option 2
            3. Option i Option ii

            By default I want only option A to be selected, and other disabled. When user selects Option B that time Option A should go disable and then Option 1, Option 2, Option i, and Option ii activates, that means user can select these now.

            How can I change the state of options and create dependency?

            ...

            ANSWER

            Answered 2021-May-20 at 09:05

            Based on what I understood from your question, I have this:

            Source https://stackoverflow.com/questions/67616750

            QUESTION

            What is offset in ARM Assembly? How does it work?
            Asked 2021-May-11 at 16:36

            I am learning ARM Assembly Language. I do is write a program in c and compile it to look at the Assembly file. Below is such a compiled snippet from a program and it has this ldr r0, [pc, #28]. Here I need help in understanding this PC thing. I know it means the program counter but I can not understand the actual purpose of the instruction.

            ...

            ANSWER

            Answered 2021-May-11 at 16:36

            What you're looking at is a pre-indexed load instruction, using the value of the pc register as the base address.

            Any time your code needs to load a "large" immediate value into a register, you're likely to see something like this in tandem with a data declaration somewhere below it. You haven't shown it in your snippet, but scroll down a little bit in the assembly and you'll probably see something like:

            Source https://stackoverflow.com/questions/67490306

            QUESTION

            ebpf: verify LD_ABS and LD_IND instructions
            Asked 2021-May-11 at 10:22

            I was reading the verifier code, in particular the part verifying safety of LD_ABS and LD_IND instructions (check_ld_abs()). As the comment says, these instructions implicitly expect input in r6 register, i.e. this is where we have to load pointer to __sk_buff. So I verified that the following program of type BPF_PROG_TYPE_SOCKET_FILTER will be rejected by the verifier:

            ...

            ANSWER

            Answered 2021-May-11 at 10:22

            This is no implicit or explicit mode. Those instructions simply take several arguments, some of which are implicit, some of which are explicit.

            • The context is implicit because, as you explain, it must be referenced in r6, which means that it is not passed explicitly to the instruction by the user: You don't see r6 in BPF_LD_ABS(BPF_B, offsetof(struct iphdr, protocol)). It is an implicit convention that the instruction will expect the context from that register.

            • By contrast, the source register and immediate value, also used by the instruction, are part of the instruction itself in the bytecode, making them explicit arguments.

            The kernel documentation confirms it somewhat:

            eBPF has two non-generic instructions: (BPF_ABS | | BPF_LD) and (BPF_IND | | BPF_LD) which are used to access packet data.

            They had to be carried over from classic to have strong performance of socket filters running in eBPF interpreter. These instructions can only be used when interpreter context is a pointer to struct sk_buff and have seven implicit operands. Register R6 is an implicit input that must contain pointer to sk_buff. Register R0 is an implicit output which contains the data fetched from the packet. Registers R1-R5 are scratch registers and must not be used to store the data across BPF_ABS | BPF_LD or BPF_IND | BPF_LD instructions.

            As a reminder:

            • LD_ABS loads data from an absolute address, starting from the beginning of the context (stored in r6) and adding the offset contained in the imm field. The data is stored into r0 (implicit output). It does not use the src register.

            • LD_IND performs an indirect load, it first offsets the context with the (variable) value from the src register, and then adds the (fixed) imm value as a second offset to reach the bytes to load into r0.

            Source https://stackoverflow.com/questions/67441023

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