trans | a small and fast translator living in macOS menu bar | Menu library
kandi X-RAY | trans Summary
kandi X-RAY | trans Summary
a small and fast translator living in macOS menu bar.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of trans
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trans Examples and Code Snippets
public static int minTransfers(int[][] trans) {
int[] amounts = new int[30];
for (int[] tran : trans) {
int from = tran[0], to = tran[1], amount = tran[2];
amounts[from] -= amount;
amounts[to] += am
Community Discussions
Trending Discussions on trans
QUESTION
I'm trying use JKS XML signature in Lucee, but when test my code ocurring the follow error
cannot load class through its string name, because no definition for the class with the specified name [java.security.KeyStore.PasswordProtection] could be found caused by (java.lang.ClassNotFoundException:java.security.KeyStore.PasswordProtection;java.lang.ClassNotFoundException:java.security.KeyStore.PasswordProtection;)
Lucee "createObject" function does not imports java.security.KeyStore.PasswordProtection
My code:
...ANSWER
Answered 2022-Mar-24 at 10:26PasswordProtection
is an inner class of java.security.KeyStore
. To instantiate it in Lucee you need to use a $
, so change
QUESTION
I learned that you can redefine ContT
from transformers such that the r
type parameter is made implicit (and may be specified explicitly using TypeApplications
), viz.:
ANSWER
Answered 2022-Feb-01 at 19:28Nobody uses this (invisible dependent quantification) for this purpose (where the dependency is not used) but it is the same as giving a Type -> ..
parameter, implicitly.
QUESTION
I'm trying to transform my XML so I can easily convert it to JSON in a sap integration process. I'm getting a stylesheet compilation error and I cant figure out why. Here is my XML:
...ANSWER
Answered 2022-Jan-26 at 22:04You need to declare the schema namespace for the xs
prefix that is used for the integer type declaration:
QUESTION
I'm trying to scale a QPolygonF that is on a QGraphicsScene's QGraphicsView on its origin.
However, even after translating the polygon (poly_2) to its origin (using QPolygon.translate() and the center coordinates of the polygon received via boundingRect (x+width)/2 and (y+height)/2), the new polygon is still placed on the wrong location.
The blue polygon should be scaled according to the origin of poly_2 (please see the image below, black is the original polygon, blue polygon is the result of the code below, and the orange polygon is representing the intended outcome)
I thought that the issue might be that coordinates are from global and should be local, yet this does solve the issue unfortunately.
Here's the code:
...ANSWER
Answered 2022-Jan-20 at 00:25Before considering the problem of the translation, there is a more important aspect that has to be considered: if you want to create a transformation based on the center of a polygon, you must find that center. That point is called centroid, the geometric center of any polygon.
While there are simple formulas for all basic geometric shapes, finding the centroid of a (possibly irregular) polygon with an arbitrary number of vertices is a bit more complex.
Using the arithmetic mean of vertices is not a viable option, as even in a simple square you might have multiple points on a single side, which would move the computed "center" towards those points.
The formula can be found in the Wikipedia article linked above, while a valid python implementation is available in this answer.
I modified the formula of that answer in order to accept a sequence of QPoints, while improving readability and performance, but the concept remains the same:
QUESTION
I've coded the "classical" bank account kata with F# MailboxProcessor
to be thread safe. But when I try to parallelize adding a transaction to an account, it's very slow very quick: 10 parallel calls are responsive (2ms), 20 not (9 seconds)! (See last test Account can be updated from multiple threads
beneath)
Since MailboxProcessor
supports 30 million messages per second (see theburningmonk's article), where the problem comes from?
ANSWER
Answered 2022-Jan-15 at 13:55Your problem is that your code don't uses Async all the way up.
Your Account class has the method Open
, Close
, Balance
and Transaction
and you use a AsyncReplyChannel
but
you use PostAndReply
to send the message. This means: You send a message to the MailboxProcessor with a channel to reply. But, at this point, the method waits Synchronously to finish.
Even with Async.Parallel
and multiple threads it can mean a lot of threads lock themsels. If you change
all your Methods to use PostAndAsyncReply
then your problem goes away.
There are two other performance optimization that can speed up performance, but are not critical in your example.
Calling the Length of a list is bad. To calculate the length of a list, you must go through the whole list. You only use this in Transaction to print the length, but consider if the transaction list becomes longer. You alway must go through the whole list, whenever you add a transaction. This will be O(N) of your transaction list.
The same goes for calling (List.sum). You have to calculate the current Balance whenever you call Balance. Also O(N).
As you have a MailboxProcessor, you also could calculate those two values instead of completly recalculating those values again and again.Thus, they become O(1) operations.
On top, i would change the Open
, Close
and Transaction
messages to return nothing, as in my Opinion, it doesn't make sense that they return anything. Your examples even makes me confused of what the bool
return
values even mean.
In the Close
message you return state.Opened
before you set it to false. Why?
In the Open
message you return the negated state.Opened
. How you use it later it just looks wrong.
If there is more meaning behind the bool
please make a distinct Discriminated Union out of it, that describes the purpose of what it returns.
You used an option
throughout your code, i removed it, as i don't see any purpose of it.
Anyway, here is a full example, of how i would write your code that don't have the speed problems.
QUESTION
I found that Reader
is implemented based on ReaderT
using Identity
. Why don't make Reader
first and then make ReaderT
? Is there specific reason to implement that way?
ANSWER
Answered 2022-Jan-11 at 17:11They are the same data type to share as much code as possible between Reader
and ReaderT
. As it stands, only runReader
, mapReader
, and withReader
have any special cases. And withReader
doesn't have any unique code, it's just a type specialization, so only two functions actually do anything special for Reader
as opposed to ReaderT
.
You might look at the module exports and think that isn't buying much, but it actually is. There are a lot of instances defined for ReaderT
that Reader
automatically has as well, because it's the same type. So it's actually a fair bit less code to have only one underlying type for the two.
Given that, your question boils down to asking why Reader
is implemented on top of ReaderT
, and not the other way around. And for that, well, it's just the only way that works.
Let's try to go the other direction and see what goes wrong.
QUESTION
Let's say I've got a dataframe with multiple columns, some of which I want to transform. The column names define what transformation needs to be used.
...ANSWER
Answered 2021-Dec-19 at 11:52One way can be to use lapply:
QUESTION
I'm using a shader (code below) which allows me to turn an image color into a grayscale (with transparency if needed).
Everything was perfect until I updated my device to iOS 15. Since that update, my shaders glitch as soon as the scene is rendered. After a lot of days searching for a solution, I noticed that this is related to the iPhone Dark Mode.
I provided here some "concept" example in order to show you what currently happens:
The Grayscale shader is applied onto a red cube.
- The cube A runs on an iPhone with Dark Mode activated (which is the result I get in Unity, the correct one).
- The cube B represents the same object with Dark Mode disabled.
The problem is that I've been using these shaders for a lot of items inside my application and this gives me an inconsistency and ugly UI according to the User's Dark Mode preferences.
Note: I don't think that the problem is the shader itself, because on the < iOS 15 version it works fine. I think is something about how iOS 15 handles shaders with transparency effects, but It's just a supposition 'cause I still don't know how to work with shaders (I'm a student).
This is the shader I'm using:
...ANSWER
Answered 2021-Dec-07 at 16:04"shader works < iOS 15" doesn't mean the shader itself is always correct.
Some simple shader variable types like float, half, and fixed can give you total different result in different devices and OS.
"half" and "fixed" variables for better performance, while "float" for less bug.
It happens mostly on mobile, due to different CPU/GPU specs and also your Graphic APIs option.
Another key word will be "Color Space", please check Linear & Gamma option in your Unity Build Player settings.
A broken shader will return pink color. If it's not pink, it must be some math issue in your shader for wrong result. The shader code works very straight forwarding. If the rendering result changes after a while, it seems likely some variables are changed in runtime too. And obviously the plugin which you are using, is also included lots of math calculation between C# and Shader.
You can imagine this: When the C# code is trying to get variable from Shader, but shader return a wrong variable for your calculation in C#. Then, C# assign the wrong calculation result again to the Shader. This will become infinite loop for wrong result.
Unity UI Effects(with shader) are not reliable: Sometimes, they are just not updated... You have to force them update via script. Below commands may help sometimes, but not always...
QUESTION
My two submissions for a programming problem differ in just one expression (where anchors
is a nonempty list and (getIntegrals n)
is a state monad):
Submission 1. replicateM (length anchors - 1) (getIntegrals n)
Submission 2. sequenceA $ const (getIntegrals n) <$> tail anchors
The two expressions' equivalence should be easy to see at compile time itself, I guess. And yet, comparatively the sequenceA
one is slower, and more importantly, takes up >10x memory:
(with "Memory limit exceeded on test 4" error for the second entry, so it might be even worse).
Why is it so?
It is becoming quite hard to predict which optimizations are automatic and which are not!
EDIT: As suggested, pasting Submission 1 code below. In this interactive problem, the 'server' has a hidden tree of size n
. Our code's job is to find out that tree, with minimal number of queries of the form ? k
. Loosely speaking, the server's response to ? k
is the row corresponding to node k
in the adjacency distance matrix of the tree. Our choices of k
are: initially 1
, and then a bunch of nodes obtained from getAnchors
.
ANSWER
Answered 2021-Nov-09 at 22:52The problem here is related to inlining. I do not understand it completly, but here is what I understand.
InliningFirst we find that copy&pasting the definition of replicateM
into the Submission 1 yields the same bad performance as Submission 2 (submission). However if we replace the INLINABLE
pragma of replicateM
with a NOINLINE
pragma things work again (submission).
The INLINABLE
pragma on replicateM
is different from an INLINE
pragma, the latter leading to more inlining than the former. Specifically here if we define replicateM
in the same file Haskells heuristic for inlining decides to inline, but with replicateM
from base it decides against inlining in this case even in the presence of the INLINABLE
pragma.
sequenceA
and traverse
on the other hand both have INLINE
pragmas leading to inlining. Taking a hint from the above experiment we can define a non-inlinable sequenceA
and indead this makes Solution 2 work (submission).
QUESTION
I have this record:
...ANSWER
Answered 2021-Nov-09 at 16:25A coercion Coercible A B
does not imply a coercion Coercion (h A) (h B)
for all h
.
Consider this GADT:
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