shade | Memcached client for Scala
kandi X-RAY | shade Summary
kandi X-RAY | shade Summary
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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QUESTION
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 13:33I'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.
QUESTION
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 08:06A 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+):
QUESTION
The axis and variables are the same, but the original data frame is different
...ANSWER
Answered 2022-Feb-10 at 17:24One option is my {gratia} package:
QUESTION
I have 4 corners of a rectangle (like this).
...ANSWER
Answered 2022-Jan-27 at 13:59You code is almost good. You only have two small mistakes:
- The vertices are connected in the order provided. You should pass them in the desired order. Otherwise, you will get a self-intersecting polygon.
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 passall_corners[0]
butall_corners
as the first parameter
QUESTION
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 14:42The 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:
QUESTION
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 01:05It'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:
QUESTION
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 14:11The surface normal can be computed with the Cross product of 2 vectors on the surface. The following code is for counter-clockwise triangles:
QUESTION
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- using your sample data for points
- these points are in Saudi Arabia, so assumed that polygons are regional boundaries in Saudi Arabia. Downloaded this from http://www.naturalearthdata.com/downloads/10m-cultural-vectors/
- polygon data is a shape file
- loaded into geopandas to allow interface to GEOJSON
__geo__interface
- dynamically filtered this to Saudi using pandas
.loc
- loaded into geopandas to allow interface to GEOJSON
- confidence data is just a straight https://plotly.com/python/mapbox-density-heatmaps/
- boundaries are https://plotly.com/python/mapbox-layers/
QUESTION
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 14:43It 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.
QUESTION
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 14:51It 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.
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