MKS | sweet sound of a mechanical keyboard | Audio Utils library
kandi X-RAY | MKS Summary
kandi X-RAY | MKS Summary
Do you love the sweet sound of a mechanical keyboard with those Cherry MX Blue keys? Are your coworkers and family members sharpening their pitchforks and are getting ready to murder you just to stop the incessant clicking? Well, you are in luck! I have a program that will make them happy, keep you alive for a bit longer, AND will allow you to continue listening to that wonderful clicking sound you love so much. It’s called the Mechanical Keyboard Simulator, or MKS for short. I wrote this shortly after getting a mechanical keyboard. The process of keyboard acquisition was one of both joy and sorrow. The joy of gloriously typing on that beautiful mechanical marvel, and the sorrow of having to listen to my wife type on that beautiful mechanical marvel. Quickly I realized that the part that I like the best about the mechanical keyboard is actually the sound. There are some logical reasons behind it, it’s not just for the aesthetics. The sound is a form of feedback. On modern laptop keyboards there is so little feedback that every bit counts. The sound is like a reassurance. It’s your computer telling you, yes, you did indeed hit that key.
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QUESTION
Having an intent to study a sort algorithm (of my own), I decided to compare its performance with the classical quicksort
and to my great surprise I've discovered that the time taken by my implementation of quicksort
is far not proportional to N log(N)
. I thoroughly tried to find an error in my quicksort
but unsuccessfully. It is a simple version of the sort algorithm working with arrays of Integer
of different sizes, filled with random numbers, and I have no idea, where the error can sneak in. I have even counted all the comparisons and swaps executed by my code, and their number was rather fairly proportional to N log(N)
. I am completely confused and can't understand the reality I observe. Here are the benchkmark results for sorting arrays of 1,000, 2,000, 4,000, 8,000 and 16,000 random values (measured with JMH
):
ANSWER
Answered 2021-May-18 at 21:03Three points work together against your implementation:
- Quicksort has a worst case complexity of O(n^2)
- Picking the leftmost element as pivot gives worst case behavior on already sorted arrays (https://en.wikipedia.org/wiki/Quicksort#Choice_of_pivot):
In the very early versions of quicksort, the leftmost element of the partition would often be chosen as the pivot element. Unfortunately, this causes worst-case behavior on already sorted arrays
- Your algorithm sorts the arrays in place, meaning that after the first pass the "random" array is sorted. (To calculate average times JMH does several passes over the data).
To fix this, you could change your benchmark methods. For example, you could change sortArray01000()
to
QUESTION
I am doing calculations on data from several MySQL 5.7 tables with +200M rows in one of them (mks). The desired result is returned in 13s and should come down to the sub second range. Indexes are set properly as far as I can tell.
The problem seems to be the joing with the table m
which holds the merchant names (only 20 rows). If I leave this join away the query runs in about 1.5s.
Here is my simplified query:
...ANSWER
Answered 2021-Apr-20 at 15:15FIND_IN_SET
is not as efficient as the equivalent IN
.
You have half the answer -- Do the query without merchant
as a derived table, then JOIN
to merchant
to get name
.
Before I try to dig deeper, please check the EXPLAIN
and the query -- I see no "derived" table in the query, yet it is in the EXPLAIN
. I would expect to see FROM ( SELECT ... )
or JOIN ( SELECT ... )
. Are any VIEWs
involved?
Also, please provide table sizes (approx number of rows) and SHOW CREATE TABLE
.
QUESTION
I am using below manifest and while applying i am getting below error, is it a correct way to pass JAR arguments ?
...ANSWER
Answered 2021-Jan-29 at 21:08your format of yaml is wrong. try this one.
QUESTION
"Play Toy Story which was published last year"
...ANSWER
Answered 2020-Nov-22 at 11:50First of all, the structure you made isn't a relative clause, but this structure:
QUESTION
Testing and Mockito beginner here, so I hope it's just some simple error.
EDIT it's most likely due to the functions being suspend
functions
My test is crashing beacause Mockito
returns null
where it should return non-nullable Pair
. In live environment this code works fine (no NPE), but I cannot make the test pass with Mockito.
Troubling mock:
ANSWER
Answered 2020-Aug-20 at 12:56it's because the funtions are suspend
functions, specyfing dispatcher in runBlocking
fixed it for me
where I found an answer: testing coroutines in Android
QUESTION
Is it possible to change the size of the bed at run-time? To clarify, I want to change the bed dimensions to effectively modify the probing-grid-area of the automatic-bed-leveling routine (I'll accept any answer that accomplishes this that doesn't involve re-compiling Marlin firmware).
Details
Printer: Flsun Q5 Auto Leveling Kossel Delta 3D Printer, but I've removed the hot-end and replaced it with a spring-loaded drawing tip with the Z-probe switch triggering when the spring is compressed sufficiently.
Controller: MKS-robin-nano
I need to draw on a rectangular work-piece that will inevitably have some slight curvature to it. Drawing on this surface requires relatively constant pressure. My hope is that I can do an automatic-bed-leveling (G29) on just the work-piece area, and then allow the leveling to produce a relatively constant drawing pressure along the surface.
...ANSWER
Answered 2020-Apr-14 at 19:13There is one solution I found trying to do same thing as you. To clarify I am using marlin bugfix-2.0.x branch. If you choose AUTO_BED_LEVELING_BILINEAR
in Configuration.h mariln uses the older (not unified) mesh bed leveling system. The example procedure for your case would then be:
Make sure you have flashed marlin with
AUTO_BED_LEVELING_BILINEAR
.Move tool-head to the lower left corner (top view) of your rectangular work-piece just touching the surface either manually, using G-codes, repetier, pronterface, whatever.
G92 X0 Y0 Z0
to set the machine position to 0,0,0.G29 F0 L0 R40 B20
to probe a 40mm by 20mm rectangle. The Mnemonic are: Front, Left, Right, Back.M500
to save the probed grid.M420 S1
to enable leveling to affect your G1-moves in probed area.- Execute your drawing G-code.
Be careful with G29
command when using AUTO_BED_LEVELING_BILINEAR
though, as some of the options described at G29 marlin help page doesn't work e.g. I couldn't get the P
option to work so to change probing grid size (amount of probe points) you have to recompile.
Also to then draw on the surface you may be using negative Z values for G1 moves in your G-code, in that case don't forget to M211 S0
to be able to move below 0 (which would be your work-piece surface).
QUESTION
I have a simple standalone S3 sink connector. Here is the relevant part of worker configuration properties:
...ANSWER
Answered 2020-Jan-30 at 11:28I had a similar problem, which got solved after I have specified security protocol for consumer additionally (besides the global one): So just add
consumer.security.protocol = SSL
To the configuration properties
QUESTION
From Unity/Box2D I remember that it is crucial to respect the 1 unit = 1 meter rule and to setup the world within reasonable values for numerical stability. For instance, a quote from this question:
Box2D is a simulation framework which internally uses the MKS system of units. If you want a reliable and predictable simulation, you should express the simulation systems you create in reasonable values within this system of units. You want a box to behave like a box, a rock to behave like a rock and a ball to behave like a ball.
The physics documentation of Godot doesn't mention anything about the underlying unit of measurement. Judging from forum posts, people seem to use 1 unit = 1 pixel.
My questions are:
- Are Godot's 2D physics tuned for a certain value range?
In case they are tuned to use pixels, what does that actually mean?
For instance, should I avoid that I have any physical object that is less than 1 unit (because it is not relevant visually anyway). Or on the other hand if my world requires to simulate macroscopic physical effects (i.e. quite large when expressed in pixels), should I scale the world down internally for stability?
ANSWER
Answered 2019-Dec-30 at 16:34While there's no official statement that I can find, there's a bit of information we can scrape together. You found some forum posts, and there are a few hints in the docs we can scrape together.
The 3D intro mentions:
Godot uses the metric system for everything. 3D Physics and other areas are tuned for this, so attempting to use a different scale is usually a bad idea (unless you know what you are doing).
The ARVRServer docs mention:
Most AR/VR platforms assume a scale of 1 game world unit = 1 meter in the real world.
While most games might not be AR/VR, it seems like it would be a good idea to follow this scale given no other information.
So given the 1unit=1meter scale for 3D, what should we do for 2D? The default 3D gravity is set to 9.8
, and the default 2D gravity is set to 98
(you can find this under Project Settings > Physics > 2D
). Given that, I'd guess that 10px = 1 meter.
QUESTION
I want to save different revisions of a file from MKS Integrity using the Command Line Interface. The aim is to save these two files locally and use a script I wrote to compare them.
When I check the member history I can double click on the Revision Number and the file opens up in the chosen Editor. This file is saved in the TEMP Folder locally.
How can I do it using the command line arguments. Till now I have found the si edit command. This opens the file locally and creates a copy in the TEMP Folder but with a weird name.
If someone could help me with a better command that is available and I have overlooked in the documentation or if someone could tell me how the name is created?
...ANSWER
Answered 2018-Mar-20 at 17:34Try using the projectco
command.
QUESTION
I am working with selenium to scrape some data.
There is button on the page that I am clicking say "custom_cols". This button opens up a window for me where I can select my columns.
This new window sometimes takes some time to open (around 5 seconds). So to handle this I have used
...ANSWER
Answered 2018-Oct-02 at 11:32Once you wait for the element and moving forward as you are trying to invoke click()
method instead of using presence_of_element_located()
method you need to use element_to_be_clickable()
as follows :
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