fs2 | Compositional , streaming I/O library for Scala | Functional Programming library
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kandi X-RAY | fs2 Summary
FS2: Functional Streams for Scala.
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QUESTION
I have a spark-streaming application where I want to do some data transformations before my main operation, but the transformation involves some data validation.
When the validation fails, I want to log the failure cases, and then proceed on with the rest.
Currently, I have code like this:
...ANSWER
Answered 2022-Mar-09 at 16:28I would say that the best way to tackle this is to take advantage that the stdlib flatMap
accepts Option
QUESTION
SQL statement:
...ANSWER
Answered 2022-Jan-31 at 13:56Probably you need this part:
QUESTION
I'm trying to build an example concerning using the Stream.concurrently
method in fs2. I'm developing the producer/consumer pattern, using a Queue
as the shared state:
ANSWER
Answered 2022-Jan-23 at 21:14What's wrong with the above code?
You are not using the same Queue
in the consumer and in the producer, rather each of them is creating its own new independent Queue
(the same happens with Random
BTW)
This is a common mistake made by newbies who don't grasp yet the main principles behind a data type like IO
When you do val queue: IO[Queue[IO, Int]] = Queue.bounded[IO, Int](10)
you are saying that queue
is a program that when evaluated will produce a value of type Queue[IO, Unit]
, that is the point of all this.
The program become a value, and as any value you can manipulate it in any ways to produce new values, for example using flatMap
so when both consumer
& producer
crate a new program by flatMapping
queue
they both create new independent programs / values.
You can fix that code like this:
QUESTION
I am using WebGL2. I have two programs. Program 1 renders my favorite triangle, in my favorite color, into a texture, for safe keeping.
Program 2 reads the output of program 1 (the first texture) and then renders the contents of that texture.
This works fine when program 2 renders to the canvas, but I would like program 2 to render to a second texture. So after the first program's draw call I unbind the first fbo, create another fbo backed by a second texture, and then draw.
...ANSWER
Answered 2022-Jan-20 at 22:42Your function createEmptyTexture
binds the texture it creates to the (implicitly) activated texture unit 0, and leaves it bound. So if you want to read from the texture of the first framebuffer you'll need to bind that before rendering with program 2. That being said, usually you'd setup all the vertex-, index- and framebuffers with their respective textures and programs upfront during initialization, your render loop then emits bind, draw and attribute pointer calls.
QUESTION
I have a table named SubcodeTable and I want to query in SubsidiaryCode where first 3characters is >= to 21Y
...ANSWER
Answered 2022-Jan-18 at 01:47I finally gotten a solution in SQL. by using LEN then get the length then using LEFT to get the first 2 char.
Then create a where clause for the condition: LEFT(Whh_SubsidiaryCode,2) >= '20'
QUESTION
I'm receiving an ajax POST request and need to process the body data as a ByteBuffer and respond with an Array[Byte] using Http4s (0.23.7). This is as far I have been able to put things together, although it's not working yet:
...ANSWER
Answered 2021-Dec-26 at 18:42The following code is written on top of my head and following the docs, since I can't test it right now.
(thus it may have some typos / errors; if you find one please feel free to edit the answer and thanks!)
QUESTION
Let's suppose we have 2 fs2 Streams:
...ANSWER
Answered 2021-Dec-25 at 17:18By checking the implementation of the zipAllWith function I found out that indeed uncons1 in such cases should be avoided. The final solution would be to use the stepLeg function instead of uncons1. So the function from the above should look like this:
QUESTION
I'm having trouble mocking the MVar2
method make
in my Unit test (using mockito).
I tried this:
...ANSWER
Answered 2021-Dec-13 at 16:12I see two issues.
The first thing, there is no reason to mock IO. You can pretty much do this:
QUESTION
I am designing my own RISC-V CPU and have been able to implement a few instruction codes.
I have installed the RV32I version of the GCC compiler and so I now have the assembler riscv32-unknown-elf-as
available.
I'm trying to assemble a program with just one instruction:
...ANSWER
Answered 2021-Nov-23 at 10:58how does the processor know which address to start fetching instructions from?
The actual CPU itself will have some hard-wired address that it fetches from on reset / power-on. Usually a system will be designed with ROM or flash at that phys address. (That ROM might have early-boot code for an ELF program loader which will respect the ELF entry-point metadata to set up an ELF kernel image from ROM, or you could just link a flat binary with the right code at the start of the binary.)
What is going on here? I thought I'd have a simple single line of hex, but there's a lot more going on.
Your objdump -D
disassembles all ELF sections, not just .text. As you can see, there is only one instruction in the .text section, and if you used objdump -d that's what you'd see. (I normally use objdump -drwC
, although -w
no line-wrapping is probably irrelevant for RISC-V, unlike x86 where a single insn can be long.)
Would it be possible to pass the file I compiled above as is to my processor?
Not in the way you're probably thinking. Also note that you chose the wrong file name for the output. as produces an object file (normally .o), not an executable. You could link with ld
into a flat binary, or link and objcopy
the .text
section out of it.
(You could in theory put a whole ELF executable or even object file into ROM such that the .text
section happens to start where the CPU will fetch from, but nothing will look at the metadata bytes. So the ELF entry-point address metadata in an ELF executable would be irrelevant.)
Difference between a .o
and an executable: a .o
just has relocation metadata for the linker to fill in actual addresses, absolute for la
pseudo-instructions, or relative for auipc
in cases like multiple .o
files where one references a symbol from the other. (Otherwise the relative displacement could be calculated at assemble time, not left for link time.)
So if you had code that used any labels for memory addresses, you'd need the linker to fill in those relocation entries in your code. Then you could objcopy
some sections out of a linked ELF executable. Or use a linker script to set the layout for your flat binary.
For your simple case with only an add
, no la
or anything, there are no relocation entries so the text section in the .o
is the same as in a linked executable.
Also tricky to get right with objcopy
is static data, e.g. .data
and .bss
sections. If you copy just the .text
section to a flat binary, you won't have data anywhere. (But in a ROM, you'd need a startup function that copies static initializers from ROM to RAM for .data
, and zeros the .bss
space. If you want to write the asm source to have a normal-looking .data
section with non-zero values, you'd want your build scripts to figure out the size to copy so your startup function can use it, instead of having to manually do all that.)
QUESTION
On website there is a drop-down menu "Best Time to Contact"
and I click on it but I can't choose from the d-d menu. Suggestions?
ANSWER
Answered 2021-Nov-21 at 14:41I ran the below code
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