bitpacking | SIMD algorithms for integer compression via bitpacking | Compression library

 by   tantivy-search Rust Version: 0.8.0 License: MIT

kandi X-RAY | bitpacking Summary

kandi X-RAY | bitpacking Summary

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

Traditional compression schemes like LZ4 are not really suited to address this problem efficiently. Instead, there are different families of solutions to this problem.
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              bitpacking has a low active ecosystem.
              It has 127 star(s) with 15 fork(s). There are 7 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 3 open issues and 9 have been closed. On average issues are closed in 2 days. There are 3 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of bitpacking is 0.8.0

            kandi-Quality Quality

              bitpacking has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              bitpacking is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

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

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            bitpacking Key Features

            No Key Features are available at this moment for bitpacking.

            bitpacking Examples and Code Snippets

            No Code Snippets are available at this moment for bitpacking.

            Community Discussions

            QUESTION

            Serialization of objects to files - is dumping char* back-and-forth safe?
            Asked 2020-Jun-14 at 08:41

            I would like to write an object to a file, and later be able to read it from the file. It should work on different machines.

            One simple option is the following:

            ...

            ANSWER

            Answered 2020-Jun-14 at 08:41

            This approach is generally safe only if all of the following are true:

            • The type contains only "inline" data. This means only fundamental types (no pointers or references) and arrays thereof.
              • Nested objects that also meet these criteria are also OK.
            • All of the types have the same representation on all systems/compilers where the program will run.
              • The endian-ness of the system must match.
              • The size of each type must match.
              • Any padding is in the same location and of the same size.

            However, there are still some drawbacks. One of the most severe is that you are locking yourself in to exactly this structure, without some kind of version mechanism. Other data interchange formats (XML, JSON, etc.), while more verbose, self-document their structure and are significantly more future-proof.

            Source https://stackoverflow.com/questions/62370172

            QUESTION

            Unity3D- BlendOp LogicalOr
            Asked 2019-Jan-16 at 12:57

            Long story short, I have a shader which absolutely has to work with logical OR blending. I am bitpacking data in one shader, where pixels overlap, combining this data into an output RenderTexture, and then unpacking it in another shader.

            This needs to be crossplatform. I want to support DX11/12 (where it works fine), OpenGL (standard, core, and ES), and ideally Vulkan and Metal.

            Here's the thing.

            Unity claims that it can only use logical OR blending in a specific subset of DX11. It actually seems to work fine on all versions of DX11.1+ and DX12. It does not, however, work on any other platform.

            OpenGL lists support for logical OR blending in their spec. It seems that this should work with all versions of OpenGL above 2 (including ES, unless I missed something).

            How, in Unity, can I have this shader crosscompile to GLSL, and enable this blend op? I assume it might be possible by P/Invoking the library for glEnable and related functions, but I'd like to know if there is a way to write on Cg shader and have this crosscompile properly. Metal/Vulkan isn't a dealbreaker, it would be nice to extend support, but I'm more than happy to settle for only supporting DX11+ and OpenGL 2+.

            ...

            ANSWER

            Answered 2019-Jan-16 at 12:57

            So, ultimately what I wanted to do is impossible on most mobile systems. It was mostly a hope to expand my potential customer base, but I've decided that the extra complication isn't worth it, and I've dropped mobile support for now.

            However, it is possible to get this setup working across DX11.1+, DX12, OpenGL 3.0+, OpenGL Core, and Vulkan. You need to create a native plugin for Unity, and bind all of your rendering resources manually. I couldn't get the P/Invoke approach working,because there's no exposed way to synchronise them with the rendering context. I did want to do this to remove Unity's mesh interop cost anyhow, so it's probably a good thing to be forced into. Anyhow, I wanted to post back here for anyone trying something similar in future and say that it seems the only way to do this is with a native plugin.

            Source https://stackoverflow.com/questions/54169261

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

            Vulnerabilities

            No vulnerabilities reported

            Install bitpacking

            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/tantivy-search/bitpacking.git

          • CLI

            gh repo clone tantivy-search/bitpacking

          • sshUrl

            git@github.com:tantivy-search/bitpacking.git

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