diffus | two instances of any data structure

 by   distil Rust Version: Current License: Apache-2.0

kandi X-RAY | diffus Summary

kandi X-RAY | diffus Summary

diffus is a Rust library typically used in Utilities applications. diffus has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Finds the difference between two instances of any data structure.
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            kandi-support Support

              diffus has a low active ecosystem.
              It has 28 star(s) with 5 fork(s). There are 15 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 38 open issues and 15 have been closed. On average issues are closed in 42 days. There are 4 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of diffus is current.

            kandi-Quality Quality

              diffus has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              diffus is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              diffus releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            diffus Key Features

            No Key Features are available at this moment for diffus.

            diffus Examples and Code Snippets

            No Code Snippets are available at this moment for diffus.

            Community Discussions

            QUESTION

            swift SceneKit decline node move
            Asked 2021-Jun-10 at 14:05

            I create a sphere node, I need the user to be able only to rotate (left / right, up / down) and zoom in / out the node, but default he can move the node from the center (with two fingers) - is possible prohibit the user to move the node from the center? thanks for any help

            ...

            ANSWER

            Answered 2021-Jun-08 at 18:38

            Yes, all of that is doable. First, create your own camera class and turn off allowsCameraControl. Then you can implement zoom/strafe/whatever.

            Here are some examples that may help, just search for these numbers in the stack search bar and find my answers/examples.

            57018359 - this post one tells you how to touch a 2d screen (tap) and translate it to 3d coordinates with you deciding the depth (z), like if you wanted to tap the screen and place an object in 3d space.

            57003908 - this post tells you how to select an object with a hitTest (tap). For example, if you showed the front of a house with a door and tap it, then the function would return your door node provided you name the node "door" and took some kind of action when it's touched. Then you could reposition your camera based on that position. You'll want to go iterate through all results because there might be overlapping or plus Z nodes

            55129224 - this post gives you quick example of creating a camera class. You can use this to reposition your camera or move it forward and back, etc.

            Two finger drag:

            Source https://stackoverflow.com/questions/67888025

            QUESTION

            Optimize c++ Monte Carlo simulation with long dynamic arrays
            Asked 2021-Jun-10 at 13:17

            This is my first post here and I am not that experienced, so please excuse my ignorance.

            I am building a Monte Carlo simulation in C++ for my PhD and I need help in optimizing its computational time and performance. I have a 3d cube repeated in each coordinate as a simulation volume and inside every cube magnetic particles are generated in clusters. Then, in the central cube a loop of protons are created and move and at each step calculate the total magnetic field from all the particles (among other things) that they feel.

            At this moment I define everything inside the main function and because I need the position of the particles for my calculations (I calculate the distance between the particles during their placement and also during the proton movement), I store them in dynamic arrays. I haven't used any class or function,yet. This makes my simulations really slow because I have to use eventually millions of particles and thousands of protons. Even with hundreds it needs days. Also I use a lot of for and while loops and reading/writing to .dat files.

            I really need your help. I have spent weeks trying to optimize my code and my project is behind schedule. Do you have any suggestion? I need the arrays to store the position of the particles .Do you think classes or functions would be more efficient? Any advice in general is helpful. Sorry if that was too long but I am desperate...

            Ok, I edited my original post and I share my full script. I hope this will give you some insight regarding my simulation. Thank you.

            Additionally I add the two input files

            parametersDiffusion_spher_shel.txt

            parametersIONP_spher_shel.txt

            ...

            ANSWER

            Answered 2021-Jun-10 at 13:17

            I talked the problem in more steps, first thing I made the run reproducible:

            Source https://stackoverflow.com/questions/67905839

            QUESTION

            Swift SceneKit nor rounded sphere
            Asked 2021-Jun-10 at 09:29

            I add a sphere node, but when i rotate the node (from touching) the edges of the sphere are not smooth. Is there a way to fix this?

            When rotating on X all is good, but in Y sphere is not smooth :(

            ...

            ANSWER

            Answered 2021-Jun-10 at 09:29

            You can also subdivide your Geometry:

            Source https://stackoverflow.com/questions/67917213

            QUESTION

            Problem with diffuse lighting with OpenGL
            Asked 2021-Jun-03 at 18:10

            My diffuse lighting doesn't seem to be working properly.

            Fragment Shader:

            ...

            ANSWER

            Answered 2021-Jun-03 at 06:53

            QUESTION

            Identifying similar items in Python to reduce / clarify number of CV results
            Asked 2021-May-30 at 07:42

            After running two different CV-algorithms over an image (to find multiple occurences of a detail) they both deliver a list of results like the list below.

            First algorithm delivers (tuples with left, top, width height):

            ...

            ANSWER

            Answered 2021-May-28 at 14:44

            You can have a list of every tuples with a euclidean_distance greater than 1 (or what else) from the previous one with a simple list comprehension. However you will need to insert a zero-values tuple at the beginning. If s is your input list then

            Source https://stackoverflow.com/questions/67740342

            QUESTION

            How to copy the RTV output to the side of a cubemap?
            Asked 2021-May-26 at 12:46

            I am currently implementing diffuse irridiance(A part of Image based lightning of PBR) in my game engine. I got to the point where I have to take an HDR Image and turn it into a cubemap. I am currently using a EquirectangularToCubemap shader and its working fine. I was able to project the HDR image to a (unit)cube. Now comes the part where I am stuck, I can't turn this cube to a cubemap. I tried using 1 TextureCube, 6 RenderTargetView's and a ShaderResourceView. My plan was to render the (unit)cube 6 times from different view projection with a FOV of 90 to capture the whole side in each of the render target, and lastly copy each of the output of the render target to the corresponding side of the Texture cube. I don't know how to do this ^.
            NOTE: I am using DirextX11 as the rendering backend. Here is the pseudo code about my problem(which is not working)

            ...

            ANSWER

            Answered 2021-May-26 at 12:46

            You are not specifying which slices you want to write to when creating render views. The correct description for slices is:

            Source https://stackoverflow.com/questions/67145557

            QUESTION

            Adding multiple SCNNode(s) at the same time
            Asked 2021-May-21 at 04:36

            I have this function named addShapes. I want it to create 3 shapes

            ...

            ANSWER

            Answered 2021-May-21 at 04:36

            Your code works fine (a position was a problem):

            Source https://stackoverflow.com/questions/67629296

            QUESTION

            Apply MACRO only in selected components (swModel.GetComponents)
            Asked 2021-May-20 at 06:00

            I have this code that automatically colors all assembly components with random color. I asked a different question with this code before but this time, I want to ask if anyone could help To make this code colors only the selected assembly component? I hope someone can help me with this, I am still learning in API. Please see code below.

            ...

            ANSWER

            Answered 2021-May-16 at 09:28

            Where you set the object, try this:

            Source https://stackoverflow.com/questions/67552915

            QUESTION

            SCNNode is not showing up
            Asked 2021-May-18 at 21:05

            I'm new in Swift and ARKit. For some reason the SCNNode node I'm trying to display is not showing up. I'm working with SwiftUI. I defined in the next code block the function addNode that should render the node.

            ...

            ANSWER

            Answered 2021-May-18 at 21:05

            Use this approach for SceneKitView:

            Source https://stackoverflow.com/questions/67578800

            QUESTION

            3D object turning black on loading the mtl file
            Asked 2021-May-17 at 13:12

            On loading the MTL file, the entire model is turning black. I have referred to this link and set the rbg parameters to 1 but that hasnt solved my issue.

            three.js mtl loader renders black

            Here is the code associated with it:

            ...

            ANSWER

            Answered 2021-May-17 at 13:12

            The MTL loads the texture as a TIFF image which can't be used as an image data source. Use JPG or PNG instead.

            Sidenote: You will notice that the object's material has a texture assigned to the map property but with an undefined image value. In such a case, the texture appears black.

            Source https://stackoverflow.com/questions/67569731

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install diffus

            You can download it from GitHub.
            Rust is installed and managed by the rustup tool. Rust has a 6-week rapid release process and supports a great number of platforms, so there are many builds of Rust available at any time. Please refer rust-lang.org for more information.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            https://github.com/distil/diffus.git

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            gh repo clone distil/diffus

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            git@github.com:distil/diffus.git

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