goldberg | Goldberg is a lightweight CI server written in Ruby | Continous Integration library
kandi X-RAY | goldberg Summary
kandi X-RAY | goldberg Summary
Goldberg is a lightweight Continuous Integration Server that works for any language. It also supports RVM and Bundler for Ruby Projects. Check out [Goldberg on Goldberg][] to see a live Goldberg server.
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- Expect expect to expect to be sent as expected
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Trending Discussions on goldberg
QUESTION
Is it allowed to delete a lambda object while executing the associated lambda function, as long as precautions are taken not to access any of the captured state after the deletion?
Consider the following example:
...ANSWER
Answered 2022-Feb-10 at 06:03There might not be an explicit specification for this in the standard.
Although not specified to be so, lambda types are "essentially" like special classes. Staying with this analogy, the question would be same as "Is it well defined to delete this;
". The typical answer to that question is:
As long as you’re careful, it’s okay (not evil) for an object to commit suicide (delete this).
Here’s how I define “careful”:
- You must be absolutely 100% positively sure that this object was allocated via new (not by new[], nor by placement new, nor a local object on the stack, nor a namespace-scope / global, nor a member of another object; but by plain ordinary new).
- You must be absolutely 100% positively sure that your member function will be the last member function invoked on this object.
- You must be absolutely 100% positively sure that the rest of your member function (after the delete this line) doesn’t touch any piece of this object (including calling any other member functions or touching any data members). This includes code that will run in destructors for any objects allocated on the stack that are still alive.
- You must be absolutely 100% positively sure that no one even touches the this pointer itself after the delete this line. In other words, you must not examine it, compare it with another pointer, compare it with nullptr, print it, cast it, do anything with it.
To translate these points to lambdas, "call a member function" becomes "call the lambda", "any data members" becomes "any capture". Your example satisfies all of the points.
QUESTION
I have a Goldberg polyhedron that I have procedurally generated. I would like to draw an outline effect around a group of “faces” (let's call them tiles) similar to the image below, preferably without generating two meshes, doing the scaling in the vertex shader. Can anyone help?
My assumption is to use a scaled version of the tiles to write into a stencil buffer, then redraw those tiles comparing the stencil to draw the outline (as usual for this kind of effect), but I can't come up with an elegant solution to scale the tiles.
My best idea so far is to get the center point of the neighbouring tiles (green below) for each edge vertex (blue) and move the vertex towards them weighted by how many there are, which would leave the interior ones unmodified and the exterior ones moved inward. I think this works in principle, but I would need to generate two meshes as I couldn't do scaling this way in the vertex shader (as far as I know).
If it’s relevant this is how the polyhedron is constructed. Each tile is a separate object, the surface is triangulated with a central point and there is another point at the polyhedron’s origin (also the tile object’s origin). This is just so the tiles can be scaled uniformly and protrude from the polyhedron without creating gaps or overlaps.
Thanks in advance for any help!
EDIT:
jsb's answer was a simple and elegant solution to this problem. I just wanted to add some extra information in case someone else has the same problem.
First, here is the C# code I used to calculate these UVs:
...ANSWER
Answered 2022-Jan-23 at 14:24One option that avoids a second mesh would be texturing: Let's say you define 1D texture coordinates on the triangle vertices like this:
When rendering the mesh, use these coordinates to look up in a 1D texture which defines the interior and border color:
Of course, instead of using a texture, you can just as well implement this behavior in a fragment shader by thresholding the texture coordinate, conceptually:
QUESTION
Here is a piece of code taken from the seminal "A Pedagogical Implementation of the GSM A5/1 and A5/2 "Voice Privacy" Encryption Algorithms" by Marc Briceno, Ian Goldberg, and David Wagner:
...ANSWER
Answered 2021-Dec-04 at 13:33The "trick" is here:
QUESTION
I have a function which binds a passed function to a HTMLElement:
...ANSWER
Answered 2021-Nov-21 at 17:45That's what you tell the compiler:
QUESTION
I am using react framework for designing a website. The website is well designed and complete . Now I see that my website is scrolling through y axis . I have seen work around like overflow:hidden but the screen design will be impacted because it has margin on top and bottom. Can anyone look into it and tell me answer?
GitHub link: https://github.com/sandeyshc/ACME-frontend
Website link: https://6127a673da25ff00079834e6--pedantic-goldberg-0f0184.netlify.app/
App.js
...ANSWER
Answered 2021-Aug-29 at 08:12use webkit-scrollbar
QUESTION
I have a sample tbl_df
that I am trying to find a solution to. I am trying to do the following at a high level. Compare the max score for a student in 2021 (based on which type count they have the most of) to their most recent result in that type
in the most recent year before 2021. I'd like to use dplyr::filter
but can't figure out how to filter
properly to retain the tbl_df
to get to my output.
In brief:
- Group by
full_name
and choose thetype
row that has themax
value in thecount
column for 2021 - Choose the next most recent year for that same
type
As you can see, since Eric Collins doesn't have a row in 2020, his most recent year is 2019, while the others have values in 2020.
Sample:
...ANSWER
Answered 2021-Apr-08 at 19:09Grouped by 'full_name', filter
the 'type' based on the 'type' that corresponds to the max
count
value where 'year' is 2021 and then slice
the max 2 rows ordered by 'year'
QUESTION
Hey guys I am try to create click bottom that user can click it and animation restart as I understand it not possible and we need to destroy animation and readd it again. So I try this way at first
HTML
...ANSWER
Answered 2021-Mar-22 at 15:01You can use toggle
to toggle the class in JavaScript.
QUESTION
so I am trying to test a form which is implemented in react. When I submit a form through jest, I get a different event as when I submit the event through the browser.
The test I am using is this one:
...ANSWER
Answered 2021-Feb-24 at 17:10It's a duplicate of this one: https://stackoverflow.com/a/61537739/1980235
The problem you have it with trying to access the input directly from event.target. You should access it from event.target.elements instead: https://developer.mozilla.org/en-US/docs/Web/API/HTMLFormElement/elements.
Based on the given sandbox, I was able to get the tests passing by updating the following code:
QUESTION
So I'm currently doing Brad Traversys 50 projects in 50 days, but I wanted to do it built in Next.js with React for practice, as that's what I use at my job.
As you can see from me posting here, it's not going so well! I'm already running into road blocks.
I'm trying to create a set of cards, that when one is clicked, it expands out. Outside this, if there is a card already expanded, and another card is clicked, I need the previously expanded card to collapse, whilst the card currently clicked expands.
I'm currently trying to work off an active state, and passing that down to the Panel props, but obviously that just sets all the flex's to be the same and nothing happens. But when I try to define the active useState inside the Panel component, it works, but I can't then target the other active states in the other Panels, to set them to false.
You can see my code on this CodeSandbox https://codesandbox.io/s/nifty-goldberg-5noi4?file=/pages/expanding-cards.jsx
You can see the correct functionality here https://50projects50days.com/projects/expanding-cards/
What's the best way to go about this?
...ANSWER
Answered 2021-Jan-28 at 05:17You need a logic like Accordion control in Material UI. As in my comment, here is the example.
https://material-ui.com/components/accordion/#controlled-accordion
QUESTION
This question is based on the paper What Every Computer Scientist Should Know About Floating-Point Arithmetic by David Goldberg. In the section 1.2 Relative Error and Ulps (page number 8), the paper gives an equation to calculate error in, ULP (units in the last place):
...ANSWER
Answered 2020-Dec-18 at 22:00The infinite precision difference of 10.1 - 9.93 is 0.17 .
The machine with β = 10 and p = 3 returned a difference of 0.200.
Notice 3 significant base 10 digits as p = 3 .
The value of the error is |0.17 - 0.2| or 0.03 .
The ULP of 0.200 on this machine is 0.001 .
The correct answer is 0.03/0.001 or 30 ULPs from 0.2 .
the value that I get while calculating the error using above equation is 0.3 ULPs.
Likely as the error is 0.3 ULPs of 10.1 away. ULP is not a constant for a given machine but a function ULP(x)
per value.
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