illumination | mardown renderer | Code Editor library

 by   oknozor Rust Version: 0.1.0 License: GPL-3.0

kandi X-RAY | illumination Summary

kandi X-RAY | illumination Summary

illumination is a Rust library typically used in Editor, Code Editor applications. illumination has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has low support. You can download it from GitHub.

An illuminated manuscript is a manuscript in which the text is supplemented with such decoration as initials, borders (marginalia) and miniature illustrations. In the strictest definition, the term refers only to manuscripts decorated with either gold or silver; but in both common usage and modern scholarship, the term refers to any decorated or illustrated manuscript from Western traditions. From Wikipedia, the free encyclopedia. Nvim Illumination is a simple Neovim plugin to render buffers in a WebKit2Gtk window. Since it uses the Neovim rpc-api to send buffer updates, ️ it will not work with vim ️.
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              illumination has a low active ecosystem.
              It has 72 star(s) with 3 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 8 open issues and 6 have been closed. On average issues are closed in 75 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of illumination is 0.1.0

            kandi-Quality Quality

              illumination has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              illumination is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              illumination 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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            illumination Key Features

            No Key Features are available at this moment for illumination.

            illumination Examples and Code Snippets

            No Code Snippets are available at this moment for illumination.

            Community Discussions

            QUESTION

            Can the Phong shading model be implemented in fixed function pipeline OpenGL?
            Asked 2021-May-26 at 20:53

            The Phong shading technique interpolates normals at vertices to achieve a smooth shading effect. It is usually combined with the Phong illumination model, and it can be implemented in modern OpenGL. However, does fixed-function pipeline OpenGL (legacy OpenGL) include support for it?

            ...

            ANSWER

            Answered 2021-May-26 at 16:14

            No, it can't. Modern OpenGL enables programmers to customise the rendering pipeline in many ways, which enables them to implement this technique. However, legacy OpenGL has no support for interpolation of vertex normals. The closest effect you can get is Gouraud shading, which interpolates colors at vertices.

            As stated in the OpenGL wiki:

            Hardware support for lighting only extended as far as the Blinn-Phong lighting model, computed per vertex and interpolated as a final light intensity.

            Source https://stackoverflow.com/questions/67708855

            QUESTION

            Centering a table within a table
            Asked 2021-May-07 at 14:13

            I have been struggling all week with this emailer I need to send out very soon. I need to center these product images alongside their descriptions and I cannot seem to navigate my way through this template an agency handed over.

            I have tried changing display properties and adding numerous other properties and methods such as adding top padding (this works visually in the builder but upon a test it still sits stuck to the top of the table). This emailer is made entirely in HTML with inline CSS elements and there is a class denotated for these tables however I cannot find the 'global' CSS attribute for them within this HTML.

            I am fairly new to all of this so sorry if the question seems vague. I have attached a screenshot of the problem.

            As you can see, the product images are aligned to the top of the table and they can't move to the centre of the description no matter what I try:

            .

            ...

            ANSWER

            Answered 2021-May-07 at 13:53

            Use style="vertical-align: middle;" instead of valign="top" on the th that contains the sub-table with the image:

            Source https://stackoverflow.com/questions/67436055

            QUESTION

            Limit user access on IoT project while interacting with Google Cloud IoT Core
            Asked 2021-Apr-29 at 07:21

            So, I'm developing an automated illumination system for commercial purposes, and I intend to use Google Cloud IoT Core for managing device communications.

            Users will use an app on their smartphones to manage their lights at their homes. On the app they'll create an account and register those lights. Then they'll be able to control their brightness, etc.

            My question is: How do I structure my project on Google Cloud IoT to limit user access to their own devices, in case someone maliciously modifies my smartphone application (worst case example)?

            On Google Cloud IoT we have following structure:

            Project > registry > device

            Since the registry amount is limited to 100, it's not a viable solution to create 1 registry per user.

            I thought about using the backend of the application as a middleware between the Google Cloud and the app, but using that would kinda double the data traffic, essentially doubling the costs of maintaining the project, and the backend would have to be much more robust to handle the traffic:

            This would be the backend acting as a middleware:

            User > App > Backend > Google Cloud IoT > Backend > App

            This would be the structure I would like, but I don't know if it's possible:

            User > App > Google Cloud IoT > App

            Is there any way to do this?

            ...

            ANSWER

            Answered 2021-Apr-29 at 07:21

            It's simply an account management. Your users log in, you retrieve the account and the list of devices linked to it and then, the users can interact with them. Like that, you can have several users that can interact with the devices of the same account.

            You can store the authorized data list (the users' devices) in database, on Firestore for example. And use Cloud Identity Platform to authenticate the users (it's very similar to Firebase Auth, if you use a mobile App it will be easier for you)

            Source https://stackoverflow.com/questions/67305121

            QUESTION

            Transform list into a tree (tree node) - JavaScript
            Asked 2021-Apr-09 at 16:37

            I have a list (an array of objects), in which they can have parents or not.

            ...

            ANSWER

            Answered 2021-Apr-08 at 19:05

            You could take an object for collecting and return all nodes from the parent node.

            Source https://stackoverflow.com/questions/67010243

            QUESTION

            What are the fastest ways to do object detection (context in the question)?
            Asked 2021-Apr-03 at 08:42

            So recently I tried to make a bot to fish in Minecraft as a challenge. (not that I use it in any community, or modify the game`s code so I guess its ok with TOS) My approach was and stays so far to track the movements of the bob.

            My first bot relied on color space segmentation and finetuning the image with morphological transformations from OpenCV-python (as part of my learning experience I aimed to make the bot purely computer vision based). That bot only worked in specific location where I set illumination and environment color with in-game methods. Also it worked at expense of turning games graphics to lowest settings to disable particles.

            My second bot used HAAR-like classifiers, since I already made few models for real life objects which were fairly good. Sadly this time (I assume due to the game`s unique graphic style where essentially everything is a cube with textures mapped on it) it was fairly inconsistent and caused a lot of false positives.

            My third bot used HOG-features based svm but it was fairly slow for all models ranging from more then 4000 original samples with really fit bounding boxes to about 200, due to that lack of speed fish was of the hook when detection occurred.

            My last attempt used tensor flow lite and failed miserably due to even worse detection speed.

            I also looked into possibility of doing motion detection by comparing the consequent frames, and speed benefits of java vs python, as well as different preprocessing options like increasing contrast, reducing color pallet and etc.

            AT this point I don't know if wondering 'blind' will give me any clues on what would be the 'to go' approach, and hence I decided to ask here.

            Thanks in advance.

            P.S. For exact specifics - I think the time to reel is approximately 0.7 seconds but I can be slightly off.

            ...

            ANSWER

            Answered 2021-Apr-03 at 08:42

            For a fast and straight forward object detection technique, I would suggest you to use a pretrained retinanet. You can find all the explanation that you would need to know, from these links: https://github.com/fizyr/keras-retinanet

            And follow this Collab, for fast training and straight forward implementation: https://colab.research.google.com/drive/1v3nzYh32q2rm7aqOaUDvqZVUmShicAsT

            I would suggest that you resnet50 as backbone, and use the pretrained weights to start your training.

            Source https://stackoverflow.com/questions/66884772

            QUESTION

            Laravel strategy-like design pattern -> polymorphic relationships
            Asked 2021-Mar-25 at 18:34

            What would be the best way to achieve this in Laravel? I'm mentioning Laravel specifically because I'm still rather new to Laravel. I'm trying to implement it therein, and I'm sure there's an aspect of Laravel that I'm not familiar with yet that will solve this elegantly.

            Let me clarify with a simple example:

            The original design

            Suppose you have a car model:

            ...

            ANSWER

            Answered 2021-Mar-23 at 10:13

            In my opinion, the option 2nd is better, it's clearer and scalable, but we can improve a bit, we can remove Engine class

            In php style

            Source https://stackoverflow.com/questions/66675590

            QUESTION

            Azure Stream Analytics JSON Parsing
            Asked 2021-Feb-22 at 06:04

            Trying to stand up a relatively simple ASA query to pull data being ingested as an Array. The piece I cant seem to figure out is how to have the returned table auto populate columns for each Key. Meaning we need each row to have a column for Temperature Value, Humidity Value, Illumination Value, and Contact Value if it exists. Some other arrays will only have Key: Temperature and Key: Humidity.

            Thanks!

            ...

            ANSWER

            Answered 2021-Feb-22 at 06:04

            You could use UDF in ASA.

            UDF function code:

            Source https://stackoverflow.com/questions/66287158

            QUESTION

            Issue converting a world space light position to model space in fragment shader
            Asked 2021-Feb-14 at 07:47

            I am attempting to address the age old issue of model vs world space coordinates when adding light to a scene with transformed models.

            I have a house model with two instances. a skull, a single point light in my scene as well as some terrain and a skybox. I noticed that when applying some rotations to my models, the illumination provided by the point light was rotating with it. After some reading it became obvious that I am doing all of my computations in my shaders in model space but my light position/directions are in world space.

            So, I realized I needed to uniform my space for my calculations and I think it makes sense to keep the shaders in model space and convert the light components from world to model.

            When I don't do the transformation it looks almost right (though not perfect which I'm betting is b/c of the different spaces). I render a small lightbulb model at the location of the light and the tops of the houses and the terrain all illuminate as I expect relatively well.

            When I do the conversion of the light position back to model space I'm expecting the light to still be illuminating from the lightbulb model. However it gets wonky.

            I have no rotations on the models but some minor translations so I'm confused as to why it seems like the light source gets rotated 90 degrees around the x axis...

            ...

            ANSWER

            Answered 2021-Feb-14 at 07:47

            The model matrix transforms form model space to world space. Therefore you do the calculation of the light model in world space.

            Source https://stackoverflow.com/questions/66191832

            QUESTION

            Should shader programs be shared in OpenGL
            Asked 2021-Feb-02 at 02:36

            Scenario: let's say I have a shader program implementing basic illumination and coloring (phong + multiple texture maps) in OpenGL. Since all my objects in the scene should look the same (except textures), I thought to just bind the same shader program for each object and just update the uniforms (MVP matrix, normal matrix and about 20 object specific properties).

            My question: since glUniform calls are not exactly free, should I clone my program in order drastically cut down on glUniform calls? Sharing it, I would only need to update the MVP and normal matrix.

            ...

            ANSWER

            Answered 2021-Feb-02 at 00:50

            Changing uniform values is much cheaper than changing programs. The AZDO presentation made it clear that changing programs is something that, if you care about performance in large-scale rendering operations, should be done relatively sparingly.

            Source https://stackoverflow.com/questions/66001948

            QUESTION

            Unity VM crash (looks like acceleration issue)
            Asked 2021-Jan-20 at 11:17

            There is a problem with run Unity project on Hyper-V virtual machine. To make a long story short, my Unity project is working on my PC, but doesn't work on a VM. I described this in detail here:

            https://stackoverflow.com/q/65550732/5709159.

            I found a crash log where Unity wrote everything. Because there is a restriction on number of chars that I can post on stack overflow I uploaded the full file here: https://drive.google.com/file/d/1xAtTUytNGH7WFSSIr8WGotCDrvQKW9f-/view, and here I just posted the last part of this file:

            ...

            ANSWER

            Answered 2021-Jan-13 at 06:17

            The execution fails when it tries to enable or access a dedicated graphics card/driver:

            Source https://stackoverflow.com/questions/65560295

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

            Vulnerabilities

            No vulnerabilities reported

            Install illumination

            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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            gh repo clone oknozor/illumination

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            git@github.com:oknozor/illumination.git

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