shade | Memcached client for Scala

 by   monix Scala Version: Current License: MIT

kandi X-RAY | shade Summary

kandi X-RAY | shade Summary

shade is a Scala library. shade has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Shade is a Memcached client based on the de-facto Java library SpyMemcached. The interface exposed is very Scala-ish, as you have a choice between making asynchronous calls, with results wrapped as Scala Futures, or blocking calls. The performance is stellar as it benefits from the optimizations that went into SpyMemcached over the years. Shade also fixes some problems with SpyMemcached's architecture, choices that made sense in the context of Java, but don't make so much sense in the context of Scala (TODO: add details). The client is production quality. Supported for Scala versions: 2.10, 2.11 and 2.12.
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            kandi-support Support

              shade has a low active ecosystem.
              It has 107 star(s) with 18 fork(s). There are 8 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 9 open issues and 15 have been closed. On average issues are closed in 168 days. There are 5 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of shade is current.

            kandi-Quality Quality

              shade has 0 bugs and 0 code smells.

            kandi-Security Security

              shade has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              shade code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              shade 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

              shade 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.
              It has 2420 lines of code, 168 functions and 33 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

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            shade Key Features

            No Key Features are available at this moment for shade.

            shade Examples and Code Snippets

            No Code Snippets are available at this moment for shade.

            Community Discussions

            QUESTION

            Ruby on Rails ajax DELETE request is not reaching backend
            Asked 2022-Apr-03 at 13:12

            I have an ajax request that isnt reaching my backend function. The request gives a status of 200 and steps into the success but it never hits my backend controller method. In my response I get this:

            Turbolinks.clearCache() Turbolinks.visit("http://localhost:3000/session/new", {"action":"replace"})

            I dont get any errors in my Dev console. Any thoughts on how to solve this?

            Rails version is 6, Turbolinks version is 5.0.1

            This is my route in my routes.rb file

            ...

            ANSWER

            Answered 2022-Mar-31 at 13:33

            I've found this kind of ajax to be a major pain to get right due to Rail's auth token and several other messy to resolve issues that need to be handled just right to make it work.

            I usually find it's faster/easier to just add a hidden form with a hidden submit button. Slightly more messy, but far less things that you need to get right to have it work, so I typically use this during prototyping and when I need it to work right the first time.

            Basically just add a display:none form with hidden fields for mitigation_matrix_id, mapping_type and mapping_index. Set them via JS, then use JS to click the hidden submit button. For the JS response, you can just use setup a action.js.erb file to handle it. The form should be an ajax form so use remote: true, local: false (this works on a wide variety of rails apps, though strictly speaking you only need one of the two for a given version of rails).

            Note: There is also a specialized Rails.ajax method that can be used too, but that also has a few things that you need to handle right for it to work right.

            Source https://stackoverflow.com/questions/71593950

            QUESTION

            Aligning Natural Earth Geojson and Raster to render in D3
            Asked 2022-Mar-20 at 08:06

            I am trying to render the world map with elevation data using D3.

            For this I use Natural Earth 50m land geojson : https://github.com/martynafford/natural-earth-geojson/tree/master/50m/physical

            And Natural Earth elevation raster data : https://www.naturalearthdata.com/downloads/50m-raster-data/50m-shaded-relief/

            I am using this tutorial : https://datawanderings.com/2020/08/08/raster-backgrounds/

            So I first found the bounds of the geojson :

            ...

            ANSWER

            Answered 2022-Mar-20 at 08:06

            A Mercator is usually clipped at roughly 85 degrees North/South (~85.05113 N/S) - as further than this you get a map that is taller than it is wide, and one that gets much much taller for every extra degree north/south included in the extent..

            D3 clips features using this limit:

            The spherical Mercator projection. Defines a default projection.clipExtent such that the world is projected to a square, clipped to approximately ±85° latitude.

            The northern bounds are fine, but the southern bounds of the geojson is -89.998926 degrees which you use to cut the image. But as D3 clips the geojson, your stretching the image by a different amount as compared with the geojson, hence the issue you see.

            The solution should be to clip the image to a bounds that is representative of the limits of what D3 will render for a Mercator (85.05113 degrees south) not the limits of the data itself.

            I haven't looked up how faithfully gdal implements EPSG:3395 as the definition provides for a projected bounds of 80 degrees south and 84 degrees north - though looking at the image, this doesn't appear to be an issue.

            You can also use the cleaner fitSize methods for D3 projections (d3v4+):

            Source https://stackoverflow.com/questions/71510235

            QUESTION

            Combine two gamm outputs in same graph?
            Asked 2022-Feb-10 at 17:24

            The axis and variables are the same, but the original data frame is different

            ...

            ANSWER

            Answered 2022-Feb-10 at 17:24

            One option is my {gratia} package:

            Source https://stackoverflow.com/questions/71057975

            QUESTION

            Given corners of a quadrilateral, Plot shaded quadrilateral in 3d using matplotlib
            Asked 2022-Jan-27 at 13:59

            I have 4 corners of a rectangle (like this).

            ...

            ANSWER

            Answered 2022-Jan-27 at 13:59

            You code is almost good. You only have two small mistakes:

            1. The vertices are connected in the order provided. You should pass them in the desired order. Otherwise, you will get a self-intersecting polygon.
            2. Poly3DCollection expects a list of array like objects where each item describes a polygon. This is useful if you want to add many polygons at once. Thus, you should not pass all_corners[0] but all_corners as the first parameter

            Source https://stackoverflow.com/questions/70864778

            QUESTION

            LinearGradientBrush results in non-smooth gradient bitmap
            Asked 2022-Jan-13 at 14:42

            I'm using this function to generate a simple gradient bitmap using LinearGradientBrush which I save as a file in the end to use as a wallpaper. But the the problem is the result doesn't look "smooth", it looks rather "choppy" as you can see the colors' lines.

            I use the bounds of the screen as the dimensions of the bitmap and increasing the size doesn't improve the quality (I tried 2x and even 4x).

            I tried setting the InterpolationMode and SmoothingMode but neither seemed to have an effect on the end result.

            Is there a way to fix this issue?

            ...

            ANSWER

            Answered 2022-Jan-13 at 14:42

            The issue is with the RandomShade() method. By generating a shade using the alpha channel, the gradient is also interpolating this channel.

            I think an approach that would yield better results is darkening or lightening the color randomly using the other three (color) channels instead, and keep the alpha constant. In other words, vary the brightness of the colors only.

            For example:

            Source https://stackoverflow.com/questions/70676758

            QUESTION

            Ionic Capacitor iOS doesn't respect dark mode
            Asked 2021-Dec-04 at 13:07

            I have an Ionic app using @media (prefers-color-scheme: dark), when I build the ios version using capacitor, it does not respect dark mode. I have tried this node module, looked here, and here, but nothing seems to work. Why does Capacitor not respect dark mode on iOS?

            What is should look like.

            Variables.css

            ...

            ANSWER

            Answered 2021-Dec-01 at 01:05

            It's a bit of a tricky one because the framework docs for Dark Mode aren't very clear and actually incorrect in some places. There is also a known bug with the dark mode logic they have in place too.

            Basically, you need to add the CSS yourself to your variables.scss file at a class level.

            If you add directly below your @media settings:

            Source https://stackoverflow.com/questions/70104060

            QUESTION

            GLSL - Calculate the surface normal given its vertex normal
            Asked 2021-Nov-05 at 14:11

            I want to implement flat shading on OpenGL. I googled it and found this question: How to achieve flat shading with light calculated at centroids?.

            I understood the top answer idea and I'm trying to implement it. However, I couldn't figure out how to find the surface normal given the normals of each vertex of the triangle.

            Relevant code in vertex shader:

            ...

            ANSWER

            Answered 2021-Nov-05 at 14:11

            The surface normal can be computed with the Cross product of 2 vectors on the surface. The following code is for counter-clockwise triangles:

            Source https://stackoverflow.com/questions/69854268

            QUESTION

            How to display a heatmap on a specific parameter with geopandas?
            Asked 2021-Nov-01 at 09:44

            In my very simple case I would like to display the heatmap of the points in the points GeoJSON file but not on the geographic density (lat, long). In the points file each point has a confidence property (a value from 0 to 1), how to display the heatmap on this parameter? weight=points.confidence don't seem to work.

            for exemple:

            ...

            ANSWER

            Answered 2021-Nov-01 at 09:44

            Source https://stackoverflow.com/questions/69735307

            QUESTION

            Is there a way to implement something like marching squares on a grid drawn with triangle strips?
            Asked 2021-Oct-18 at 14:43

            I am currently drawing a grid using a series of triangle strips. I am using this to render a height field, and generating the vertex data completely in the vertex shader without any input buffers just using the vertex and instance indexes. This is all working fine and is very efficient.

            However, I now find myself also needing to implement border lines on this grid. The obvious solution here would be something like marching squares. Basically, what I want to achieve is something like this:

            The black dots represent the vertices in the grid that are part of some set, and I want to shade the area inside the red line differently than that outside it.

            Naïvely, this seems like it would be easy: Add a value to the vertices that is 1 for vertices in the set and 0 for those outside it, and render differently depending on if the interpolated value is above or below 0.5, for instance.

            However, because this is rendered as a triangle strip, this does not quite work. In pracitce, since this is rendered as a triangle strip, this ends up looking like this:

            So, half the edges work and half end up with ugly square staircases.

            I've now been trying to wrack my brain for days whether there is some trick that could be used to generate the vertex values differently or making a more complicated test than >0.5 to get closer to the intended shape without giving up on the nice and simple triangle strips and having to actually generate geometry ahead of time, but I can not think of one.

            Has anyone ever dealt with a similar problem? Is there some clever solution I am missing?

            I am doing this in Metal, but I don't expect this to depend much on the specific API used.

            ...

            ANSWER

            Answered 2021-Oct-18 at 14:43

            It sounds like you're trying to calculate the colors in the fragment shader independently of the mesh underneath. If so, you should decouple the color calculation from the mesh.

            Assuming your occupancy is stored in a texture, use textureGather to get the four nearby occupancy values; determine the equation of the boundary; then use the fractional part of the texture coordinates to determine its position relative to the boundary. (The devil here is in the details -- in particularly the ambiguous checker-board pattern case.)

            Once you implement the above approach, it's very likely you won't even need the triangle strip mesh anymore -- simply fill your entire drawing area with a single large quad and let the fragment shader to do the rest.

            Source https://stackoverflow.com/questions/69609478

            QUESTION

            Is it possible to use a bicubic sampler in metal?
            Asked 2021-Oct-09 at 20:06

            In the compute shader, I can see that bicubic is an option but only if __HAVE_BICUBIC_FILTERING__ is defined. When I set bicubic as the filtering option, I get a syntax error. Linear or Nearest compile fine. I'm building for metal 2 on MacOS.

            Another method would be to define the sampler on the CPU with a sampler descriptor but there is no option for bicubic there either.

            The comments in this thread discuss their inability to set bicubic.

            I've searched the metal shading language specification, and bicubic is not mentioned there at all. Any help would be appreciated.

            ...

            ANSWER

            Answered 2021-Oct-09 at 14:51

            It depends on the type of device, operating system (version and type), and processor architecture. The code below can be easy compiled on the following configurations: iOS 15, iPhone 12 / 13, Xcode 13.

            Source https://stackoverflow.com/questions/69505204

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

            Vulnerabilities

            No vulnerabilities reported

            Install shade

            You can download it from GitHub.

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