augmentations | Rails plugin that provides a simple API | Application Framework library
kandi X-RAY | augmentations Summary
kandi X-RAY | augmentations Summary
Augmentations is a tiny Rails plugin to easily extend a model (or other class) with instance methods and class methods, as well as running class methods like belongs_to at extend time. It's basically like includeing a module, but you can also define class methods and call class methods as you would in the class itself, without (ab)using the self.included hook and thus with less boilerplate. This particular module would be found in app/models/user/password_reset_extension.rb. (If you want to weird things up in the name of fewer lines of code, the Ruby parser will accept.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of augmentations
augmentations Key Features
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Community Discussions
Trending Discussions on augmentations
QUESTION
Disclaimer: I'm a bit of a newbie so this may very well be just a stupid oversight of mine (although, I suppose that would make this issue easier to solve)
When I run the following code:
...ANSWER
Answered 2021-May-23 at 01:43Sadly if statements don't work like that. You must compare it to both possibilities.
QUESTION
I am attempting to train Deeplab Resnet V3 to perform semantic segmentation on a custom dataset. I had been working on my local machine however my GPU is just a small Quadro T1000 so I decided to move my model onto Google Colab to take advantage of their GPU instances and get better results.
Whilst I get the speed increase I was hoping for, I am getting wildly different training losses on colab compared to my local machine. I have copied and pasted the exact same code so the only difference I can find would be in the dataset. I am using the exact same dataset except for the one on colab is a copy of the local dataset on Google Drive. I have noticed that Drive orders file differently on Windows but I can't see how this is a problem since I randomly shuffle the dataset. I understand that these random splitting can cause small differences in the outputs however a difference of about 10x in the training losses doesn't make sense.
I have also tried running the version on colab with different random seeds, different batch sizes, different train_test_split parameters, and changing the optimizer from SGD to Adam, however, this still causes the model to converge very early at a loss of around 0.5.
Here is my code:
...ANSWER
Answered 2021-Mar-09 at 09:24I fixed this problem by unzipping the training data to Google Drive and reading the files from there instead of using the Colab command to unzip the folder to my workspace directly. I have absolutely no idea why this was causing the problem; a quick visual inspection at the images and their corresponding tensors looks fine, but I can't go through each of the 6,000 or so images to check every one. If anyone knows why this was causing a problem, please let me know!
QUESTION
The answer on Confused about static dictionary in a type, in F# finished with one advice: and just in general: try to use fewer classes and more modules and functions; they're more idiomatic in F# and lead to fewer problems in general
Which is a great point, but my 30 years of OO just don't want to give up classes just yet (although I was fighting against C++ like crazy when we moved away from C...)
so let's take a practical real world object:
...ANSWER
Answered 2021-Apr-01 at 00:36Your intuition about turning LowAllowedPriceDeviation
to a module is correct: it could become a function with the this
parameter moved to the end. That is an accepted pattern.
Same goes for all other methods on the Instrument
type. And the two private static methods could be come private functions in the module. The exact same approach.
The question "how this could be re-structured to not be a class" confuses me a bit, because this is not actually a class. Instrument
is a record, not a class. The fact that you gave it some instance and static methods doesn't make it a class.
And finally (though, technically, this part is opinion-based), regarding "what are the practical benefits" - the answer is "composability". Functions can compose in the way that methods can't.
For example, say you wanted a way to print multiple instruments:
QUESTION
I am trying to patch the augmentor function from the clodsa package to read custom named .json files instead of adhering to their format, so instead of /annotations.json make new_name.json:
...ANSWER
Answered 2021-Mar-25 at 09:38I looked at the source code for the COCOLinearInstanceSegmentationAugmentor class (the repository for this project is a bit of a mess--they've committed the binary .pyc
files and other cruft, but that's an aside...)
It looks like you should be able to do it simply by subclassing:
QUESTION
I am new to typescript and this might be a noob question.
I want to extend global variable provided by nodejs.
As per this blog I wrote this code and it is working
...ANSWER
Answered 2021-Mar-19 at 15:42Which version of global declaration works always seems to depend on project setup. In your case, the following global.d.ts should work:
QUESTION
I am quite new to the field of semantic segmentation and have recently tried to run the code provided on this paper: Transfer Learning for Brain Tumor Segmentation that was made available on GitHub. It is a semantic segmentation task that uses the BraTS2020 dataset, comprising of 4 modalities, T1, T1ce, T2 and FLAIR. The author utilised a transfer learning approach using Resnet34 weights.
Due to hardware constraints, I had to half the batch size from 24 to 12. However, after training the model, I noticed a significant drop in performance, with the Dice Score (higher is better) of the 3 classes being only around 5-19-11 as opposed to the reported result of 78-87-82 in the paper. The training and validation accuracies however, seem to be performing normally, just that the model does not perform well on test data, I selected the model that was produced before overfitting (validation loss starts increasing but training loss still decreasing) but yielded equally bad results.
So far I have tried:
- Decreasing the learning rate from 1e-3 to 1e-4, yielded similar results
- Increased the number of batches fed to the model per training epoch to 200 batches per epoch, to match the number of iterations ran in the paper since I effectively halved the batch size - (100 batches per epoch, batch size of 24)
I noticed that image augmentations were applied to the training and validation dataset to increase the robustness of the model training. Do these augmentations need to be performed on the test set in order to make predictions? There are no resizing transforms, transforms that are present are Gaussian Blur and Noise, change in brightness intensity, rotations, elastic deformation, and mirroring, all implemented using the example here.
I'd greatly appreciate help on these questions:
By doubling the number of batches per epoch, it effectively matches the number of iterations performed as in the original paper since the batch size is halved. Is this the correct approach?
Does the test set data need to be augmented similarly to the training data in order to perform predictions? (Note: no resizing transformations were performed)
ANSWER
Answered 2021-Mar-18 at 21:48- Technically, for a smaller batch the number of iterations should be higher for convergence. So, your approach is going to help, but it probably won't give the same performance boost as doubling the batch size.
- Usually, we don't use augmentation on test data. But if the transformation applied on training and validation is not applied to the test data, the test performance will be poor, no doubt. You can try test time augmentation though, even though it's not very common for segmentation tasks https://github.com/qubvel/ttach
QUESTION
For object detection, I'm using detectron2. I want to fix the input image size so I made my customized dataloader:
...ANSWER
Answered 2021-Feb-16 at 20:51You have to preprocess the images yourself or to write your own predictor that will apply the resize before calling the model.
The DefaultPredictor applies a ResizeShortestEdge transform (that can be configured in the config file), but this is not exactly what you want.
QUESTION
I was reading the Deep Learning in Python book and wanted to understand more on the what happens when you define the steps_per_epoch
and batch size
. The example they use consists of 4000 images of dogs and cats, with 2000 for training, 1000 for validation, and 1000 for testing. They provide two examples of their model. One with image augmentation one without. I am confused on why they changed the batch size between the two cases.
I have understood the process is that 1 epoch is 1 pass over the entire training dataset. The batch size determines how many of the images are shown per one step. When we change the batch size, we change the number of images to be learned from. For their first example with 2000 images in training, a batch size of 20, 100 steps per epoch is logical and what they use. It will take 100 steps to see 2000 images, completing an epoch. On their next example, they implement more augmentations than re-scaling the image (6 total of rotation changes, zooms, shears, etc), the batch size increases to 32, but they left steps per epoch at 100. I assumed with the increase in batch size, steps_per_epoch declines and in this case to be 63 (round up from 62.5). Why do they leave steps_per_epoch
the same in this case? In the end, does the model not see some training data or see too much data given the rounding issue?
ANSWER
Answered 2021-Feb-10 at 19:47With 2000 images and a batch_size = 32
, it would have 62.5 steps as you stated, so you can not have 100 steps with 32 batch size. Here's what happens if you specify steps to 100:
QUESTION
A bit about my specific use case: I have a plugin that's designed to be integrated with Unreal Engine projects, and in order to demonstrate how to do this to users of the plugin, I've integrated it with one of Unreal's freely available sample games as an example. The integration is very specific to the game, as it does things like modifying the menu to allow the user to interact with my plugin easily.
However, in an ideal world I'd like to be able to:
- Provide integrations with the sample game across multiple different Unreal Engine versions. At a minimum this would include 3 currently existing versions of Unreal (4.24, 4.25 and 4.26), but would extend to potentially N different future versions. This essentially makes the integration code "boilerplate", as it's required for functionality in each sample game version, but doesn't vary at all across versions.
- Be able to maintain the bulk of this integration code from one place. I don't want to have to make identical modifications in each of the sample game integrations every time I change something, as juggling multiple parallel codebases like this is a lot of work and increases the probability of bugs.
This is almost a problem that could be solved with code patches: the integration code fits into the same functions/classes in the same files regardless of which version of the sample game I'm using. However, the contents of the sample game files themselves aren't exactly the same across engine versions, so a patch that says "insert this hunk into this file at this line" won't always get it right. There is also the theoretical possibility that a more substantial change is introduced into the sample game in future which could require me to change my integration in that case (though this hasn't happened yet - changes appear to be minimal across minor engine versions).
What is the best way to attack this problem? One particularly horrible way I can think of (but one which demonstrates the concept) would be to separate each chunk of the integration into a separate file, and then #include "Chunk1.inc"
, #include "Chunk2.inc"
, ...
directly into the relevant classes and functions in each version of the sample game.
ANSWER
Answered 2021-Jan-19 at 12:27juggling multiple parallel codebases like this is a lot of work and increases the probability of bugs. .. What is the best way to attack this problem?
There is no best way. General-purpose patching requires manual work and in some companies there are full-time employees dedicated to this. That is why having several supported releases of any product (software or anything else, really) takes a lot of money.
The best approach is to write your software in a way that minimizes the cost of supporting old releases. Frequently, that means minimizing the cost of testing and validating old releases, rather than having automated patching which is in many instances not possible at all. Sometimes one may have better luck if one can modify the base code to make it as easy as possible to patch, but that doesn't seem to be your case.
Even if some subset of cases could be automated, sometimes it doesn't even make sense to do it for many reasons. Some of them you already stated: it may not work on future releases, it may not be guaranteed to be reliable, users are not expecting such code, etc.
TL;DR: backporting and maintaining several branches of software isn't cheap.
QUESTION
I'm new to machine learning and program. Now I'm trying to develop YOLACT AI using my own data. However, when I run train.py, I get the following error and cannot learn. What can I do to overcome this error?`
...ANSWER
Answered 2020-Oct-19 at 09:47Your class id in annotations.json should start from 1 not 0. If they are starting from 0, try this in config.py in your "my_custom_dataset" in label map add this
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Install augmentations
On a UNIX-like operating system, using your system’s package manager is easiest. However, the packaged Ruby version may not be the newest one. There is also an installer for Windows. Managers help you to switch between multiple Ruby versions on your system. Installers can be used to install a specific or multiple Ruby versions. Please refer ruby-lang.org for more information.
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