glint | Glint : High performance scala parameter server

 by   rjagerman Scala Version: Current License: MIT

kandi X-RAY | glint Summary

kandi X-RAY | glint Summary

glint is a Scala library typically used in Big Data, Spark applications. glint has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Glint is a high performance Scala parameter server built using Akka. The aim is to make it easy to develop performant distributed machine learning algorithms using the parameter server architecture. One of the major goals is compatibility with Spark.
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            kandi-support Support

              glint has a low active ecosystem.
              It has 167 star(s) with 63 fork(s). There are 21 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 21 open issues and 22 have been closed. On average issues are closed in 14 days. There are 3 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of glint is current.

            kandi-Quality Quality

              glint has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              glint 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

              glint 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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            glint Key Features

            No Key Features are available at this moment for glint.

            glint Examples and Code Snippets

            No Code Snippets are available at this moment for glint.

            Community Discussions

            QUESTION

            Qt program with OpenGL + GLSL integration crashes immediately in run-time
            Asked 2021-Jun-03 at 12:21

            I'm new at OpenGL and GLSL. I'm trying to write a first program with using those libraries in Qt Creator that would draw in the QOpenGLWindow window an ordinary rectangle. The compilation was implemented successfully, however the program crashes immediately on trying to run this with the following error output:

            ...

            ANSWER

            Answered 2021-Jun-03 at 12:21

            Following on from the comments...

            The basic fix is to move all initialization code into initializeGL and let the Qt OpenGL framework make the necessary calls to initializeGL, paintGL etc.

            Your constructor and initializeGL members should look something like...

            Source https://stackoverflow.com/questions/67819887

            QUESTION

            How to use QOpenGLBuffer:: PixelUnpackBuffer
            Asked 2021-May-31 at 16:46

            I can't figure it out how to properly write and read from a QOpenGLBuffer:: PixelUnpackBuffer.

            1. What is the proper setup before writing into a PBO?
            2. QOpenGLBuffer::write will not work using with a simple QImage.bits(), or glReadPixels() to pass the FBO render into the PBO. It has to be a specific type of data?
            3. How do you use a written PBO with Texture::setData()? A simple Texture.setData(*format*, *pixel_type*, pubo, nullptr) will suffice?

            Here some code to exemplify what I'm doing:

            ...

            ANSWER

            Answered 2021-May-31 at 16:46

            You have some misunderstandings, and most of these are not related to Qt's abstraction classes, but to how these objects work in the GL itself:

            Source https://stackoverflow.com/questions/67757687

            QUESTION

            How To Draw a line with variables
            Asked 2021-May-25 at 21:01

            for example,In the following code, in the function “glVertex3f”, a constant between 1 and-1 is used to represent a point

            ...

            ANSWER

            Answered 2021-May-25 at 14:20

            ix / width is an integral division You have to cast ix to a float, to do a floation point division:

            Source https://stackoverflow.com/questions/67681190

            QUESTION

            Why doesn't the compute shader do the calculation?
            Asked 2021-May-25 at 15:03

            I'm experimenting with compute shaders. What I want to do is sending the data of arr1 to compute shader variable shader_arr1[], make all of its elements 1 and read that result back to the CPU side in arr2[] variable. However, running the following program I get the same initial value of arr1[]{1,2,3,4,5,6,7} in arr2[], nothing was changed. Could you tell me what part I'm doing wrong?

            ...

            ANSWER

            Answered 2021-May-25 at 15:03

            I fixed the code. This is the working version of the program

            Source https://stackoverflow.com/questions/67686263

            QUESTION

            C++, OpengGL animation how to change the color of the cubes when the line is moving?
            Asked 2021-Mar-30 at 18:42

            I have this OpenGL program in C++ which is a moving circle, vubes in the background and a line which can move up or down is you press the W or the S button. When the line is in the middle of the screen the cubes which are below the line should have green color, and for the cubes above the line the color should be red.

            When the line is moved up the color of the cubes should change, so when the line is in the top of the scrren every cube needs to be red.

            In my code when I move the Line up it changes his color when it needs to be but the cubes has the color from the beginning of the run to the end, no matter where I move the line.

            Attaching the code:

            ...

            ANSWER

            Answered 2021-Mar-30 at 18:42

            Pass the vertex coordinate from the vertex shader to the fragment shader and set the color per fragment instead of per vertex.

            Vertex shader:

            Source https://stackoverflow.com/questions/66875458

            QUESTION

            OpenGL with GLFW and GLEW not rendering cube? C++, GLM
            Asked 2021-Mar-16 at 13:22

            I don't have very much experience with OpenGL, GLFW, or GLEW so my troubleshooting ability with these libraries is slim to none. I have managed to render a triangle ([-1, -1, 0], [1, -1, 0], [0, 1, 0]) but when using the vertex attribute coordinates for a cube, along with color attributes it seems to not render. There could be a lot wrong with my code, the shaders, and my matrix operations. I wish I had a clearer understanding of what I'm doing so I could give a more descriptive account of my error. Currently the above code only renders the window. I followed https://learnopengl.com/ initially and got the first tutorials working, the following code is my "testing" file where I've attempted to reimplement some of the elements myself. There are lots of copy pasted portions that may be shared with that tutorial if it helps at all.

            Any insight or suggestions would be appreciated very much.

            Main Source

            ...

            ANSWER

            Answered 2021-Mar-16 at 13:10

            The problem is that you call linkShader separately for each shader. It is possible to link a program multiple times. The function linkShader, however, attaches the shader to the program, linkes the program and detaches the shader from the program. Hence, the vertex and the fragment shader are never attached at the same time.

            Attach the vertex and fragment shader and call linkShader once:

            Source https://stackoverflow.com/questions/66655238

            QUESTION

            GLEW & SFML on MacOS with #version 150 core
            Asked 2021-Mar-10 at 17:26

            I need to create some project with OpenGL on my MacOS Big Sur 11.2.2.

            My versions:

            ...

            ANSWER

            Answered 2021-Mar-10 at 16:32

            You are currently trying to execute a OpenGL 3.3 core profile shader (version 150 core) in a OpenGL 2.1 context, which is not possible. If your hardware supports it, you can specifically request a 3.3 core profile context:

            Source https://stackoverflow.com/questions/66568294

            QUESTION

            Why is my triangle white in OpenGL ES 3 on Raspberry Pi
            Asked 2021-Mar-01 at 14:17

            I have a very simple example of a OpenGL ES program that I'm trying to get to run on RaspiOS Desktop (a.k.a. Raspbian) on Raspberry Pi 4.

            My goal is very simple - to draw a red triangle in the center of the screen. However, the triangle comes out as white instead of red.

            I've searched and tried everything and wasn't able to find any help. I'm very frustrated at this point because this was just supposed to be the first tutorial to introduce the world of OpenGL ES and I'm already stuck and can't continue with more complicated examples.

            Anyway, here's the full example

            ...

            ANSWER

            Answered 2021-Mar-01 at 14:17

            Nvm, turns out I'm an idiot.

            This entire time it was a simple typo in buildShader() function. Here's the fixed version of that function:

            Source https://stackoverflow.com/questions/66422048

            QUESTION

            How does one declare and use vertex attributes that are an array of primitive elements in OpenGL
            Asked 2021-Feb-22 at 23:25

            In a shader I want to pass an array of primitives into it as a vertex attribute.

            In the shader I declare

            ...

            ANSWER

            Answered 2021-Feb-22 at 23:25

            QUESTION

            Can't Get Spinning Cube To Render In OpenGL
            Asked 2021-Feb-18 at 06:34

            I'm trying to get a spinning 3D cube but I can't get it to render. There's no error, but it's just a black screen. Also, there's no checking whether the Fragment shader is working but I can assure you it is I just don't have it included here.

            Here's what my code looks like:

            ...

            ANSWER

            Answered 2021-Feb-18 at 06:34

            You have to initialize the matrices with the Identity matrix:

            Source https://stackoverflow.com/questions/66251886

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

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