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bangonkali/electronics 6

My personal Electronics projects versioning repo.

bangonkali/-autoitv3-atom 1

Atom syntax highlighting for AutoIt V3.

bangonkali/Android-nRF-Mesh-Library 0

Preview version of the Bluetooth Mesh Provisioner and Configurator library https://www.nordicsemi.com/

bangonkali/angular-too-many-elements-observables 0

Created with StackBlitz ⚡️

bangonkali/angularfire2 0

The official Angular library for Firebase.

bangonkali/Blacky 0

A semi autonomous mobile rover developed with MikroC for PIC using the PIC18F4550 PIC Microcontroller. It has 3 Ultrasonic Distance Sensors, 1 Digital Compass, 2 DC Motor Drivers and

bangonkali/Chron 0

Hardware automation in a CRON like implementation.

bangonkali/chupul 0

Anti chupul tool.

bangonkali/cobra 0

Windows version of Linux Desktop Testing Project

startedLiquidPlayer/caraml-console

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PR opened antoniosap/docker-python3-opencv4-gui

added nproc to make so that this builds faster.
  • see https://youtu.be/WAnR8GsQTDg running in realtime in a local machine.
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netzon-gil

commit sha daf9b5639fe97a22134449ed4734a834ae2aa62b

added nproc to make so that this builds faster. - see https://youtu.be/WAnR8GsQTDg running in realtime in a local machine.

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created repositorybangonkali/hb

Shared repo for notes/discussions at Hackbang PH.

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startedopendatacam/opendatacam

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gilmichael

commit sha 99c82934a89d1732c7b3c76f7b0d1dd5677c268b

docs(app): add attribution for the ships. 👍 - Added a simple banner - Also a link to the [Vlog](https://www.youtube.com/playlist?list=PL6qNlq3smRV9qgHdKCYN-G0oKQSTr9ZGm) for this project.

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gilmichael

commit sha 144adf990cf5bedf47a761ae54d2f17206d5dc25

docs(banner): some simple banner for the proj. 🖼

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gilmichael

commit sha ab80513dfecaf9ae2ed07d8e19070d6c7c2d8b43

feat(app): asteroid https://bit.ly/2BX558R 🔧 - Vlog entry here https://youtu.be/vLpyQBmDetM - Created some random utils for content generation for now, maybe soon they will be calculated server side. - TODO: seems like there is an issue with Random distribution. But these will be moved to server side in the future. - Fixes #11

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issue openedbangonkali/waning

Try to use a nicer asteroid model

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gilmichael

commit sha 6b692124583f08673513a64797d72038b780afd7

fix(static): apply initial-scale=1.0. 🔧 - This is so that this app will look good on mobile. 🤣

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gilmichael

commit sha b04036028cb1028c27eaf869ac81087601e46cca

chore(dev): ensure vscode uses workspace version of ts. 🔧

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gilmichael

commit sha fdeca9b89bcc3dc9a1b00e9dc63cda1e8a19adec

feat(ui): adding some ui controls. 🔧 - fixes #8 - fixes #7 - fixes #10

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issue openedbangonkali/waning

Support css imports on react tsx files

Importing css directly on the tsx files is being a pita at the moment at least for me personally, so we're still using a global styles.css file. I think this is temporary as soon as I can figure this out.

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issue closedbangonkali/waning

Demonstrate overlaying text on top of canvas without using document/window.

This is so this entire project can work in a Web Worker.

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bangonkali

issue closedbangonkali/waning

Add mobile controls overlay for mobile.

Currently all the controls are on Keyboard and Mouse. Add mobile controls overlay for mobile.

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gilmichael

commit sha 040eb45f8afb06252052d6423a84770bbf39de02

docs(refs): some more notes one what we're actually trying to do here. ✌

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gilmichael

commit sha c0c9bd2947e2eb1369e60fa08a3c47e92c97fba7

chore(ci): create the dev environment as well. 🔧

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gilmichael

commit sha 965298e8b3a51e8a97a02f734ae2ba2267fa4fcd

feat(overlay): study overlay for #4. - It seems like we can overlay mainthread html elements on top of the `renderCanvas`. - Also, we can receive clicks from these buttons #3. - Overlay on top of main thread renderCanvas https://youtu.be/UGIV3WOMj6s - Overlay on top of worker thread renderCanvas https://youtu.be/SbOd8uLGKis

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gilmichael

commit sha b814d21de8228f38dd6dbad314590767084b81b5

hotfix(dev): bug in the dev environment. 🔧

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gilmichael

commit sha 2aa0a6fc031ccc0eedb9865a31d5c2d58d2f8ef9

chore(ci): ensure that ci loads lfs too. 🔧

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gilmichael

commit sha 855f9351ca5b738a8506d8202e20aa390d965e1f

chore(ci): use gitlfs for binaries. 🔧

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gilmichael

commit sha 9b16bd8e7debcda05af8ff605d778ba5e46dfadd

chore(ci): try to sync master:prod to s3.

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gilmichael

commit sha 7cc0363809bc639d5a77b53ca86cb2b5466da8fe

chore(ci): minor changes to prepare for a deployment pattern. 🔧

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gilmichael

commit sha 9a1c77f9bd87b7e92c29801d27ddecab7c9f080e

chore(ci): minor clean up. 🧹

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dependabot[bot]

commit sha 5f857c7c25b8514cb7887d07e17d59ba25b7e63c

chore(deps): bump websocket-extensions from 0.1.3 to 0.1.4 in /src/web Bumps [websocket-extensions](https://github.com/faye/websocket-extensions-node) from 0.1.3 to 0.1.4. - [Release notes](https://github.com/faye/websocket-extensions-node/releases) - [Changelog](https://github.com/faye/websocket-extensions-node/blob/master/CHANGELOG.md) - [Commits](https://github.com/faye/websocket-extensions-node/compare/0.1.3...0.1.4) Signed-off-by: dependabot[bot] <support@github.com>

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commit sha 376a842ce5b811d4e16f369af23aadaf58f4a33e

Merge pull request #2 from bangonkali/dependabot/npm_and_yarn/src/web/websocket-extensions-0.1.4 chore(deps): bump websocket-extensions from 0.1.3 to 0.1.4 in /src/web

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PR merged bangonkali/vig

chore(deps): bump websocket-extensions from 0.1.3 to 0.1.4 in /src/web dependencies

Bumps websocket-extensions from 0.1.3 to 0.1.4. <details> <summary>Changelog</summary> <p><em>Sourced from <a href="https://github.com/faye/websocket-extensions-node/blob/master/CHANGELOG.md">websocket-extensions's changelog</a>.</em></p> <blockquote> <h3>0.1.4 / 2020-06-02</h3> <ul> <li>Remove a ReDoS vulnerability in the header parser (CVE-2020-7662, reported by Robert McLaughlin)</li> <li>Change license from MIT to Apache 2.0</li> </ul> </blockquote> </details> <details> <summary>Commits</summary> <ul> <li><a href="https://github.com/faye/websocket-extensions-node/commit/8efd0cd6e35faf9bb9cb08759be1e27082177d43"><code>8efd0cd</code></a> Bump version to 0.1.4</li> <li><a href="https://github.com/faye/websocket-extensions-node/commit/3dad4ad44a8c5f74d4f8f4efd3f9d6e0b5df3051"><code>3dad4ad</code></a> Remove ReDoS vulnerability in the Sec-WebSocket-Extensions header parser</li> <li><a href="https://github.com/faye/websocket-extensions-node/commit/4a76c75efb1c5d6a2f60550e9501757458d19533"><code>4a76c75</code></a> Add Node versions 13 and 14 on Travis</li> <li><a href="https://github.com/faye/websocket-extensions-node/commit/44a677a9c0631daed0b0f4a4b68c095b624183b8"><code>44a677a</code></a> Formatting change: {...} should have spaces inside the braces</li> <li><a href="https://github.com/faye/websocket-extensions-node/commit/f6c50aba0c20ff45b0f87cea33babec1217ec3f5"><code>f6c50ab</code></a> Let npm reformat package.json</li> <li><a href="https://github.com/faye/websocket-extensions-node/commit/2d211f3705d52d9efb4f01daf5a253adf828592e"><code>2d211f3</code></a> Change markdown formatting of docs.</li> <li><a href="https://github.com/faye/websocket-extensions-node/commit/0b620834cc1e1f2eace1d55ab17f71d90d88271d"><code>0b62083</code></a> Update Travis target versions.</li> <li><a href="https://github.com/faye/websocket-extensions-node/commit/729a4653073fa8dd020561113513bfa2e2119415"><code>729a465</code></a> Switch license to Apache 2.0.</li> <li>See full diff in <a href="https://github.com/faye/websocket-extensions-node/compare/0.1.3...0.1.4">compare view</a></li> </ul> </details> <br />

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gilmichael

commit sha a92af480faecf877a27897fff2bb2355173f4c26

chore(dev): separate dev and prod workflows. - The `dev` workflow does not take a minute to build. - fixes #5 - use `npm run build` or `npm run start`

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issue openedbangonkali/waning

Demonstrate overlaying text on top of canvas without using document/window.

This is so this entire project can work in a Web Worker.

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issue openedbangonkali/waning

Add mobile controls overlay for mobile.

Currently all the controls are on Keyboard and Mouse. Add mobile controls overlay for mobile.

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gilmichael

commit sha cf5eb98e94bfca1a934a1b5b27fa960fd6eaf3f7

feat(event): Ensure that the mouse is depressed if the mouse position goes outside of canvas. 🔧 - Fixes #2

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gilmichael

commit sha 1df74983758d950644eef49496b18d78ba105cef

hotfix(#1): Use the relative initial mouseclick position to rotate the arcrotate camera.

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gilmichael

commit sha e3bff2656519bb8651d4b101b54cd2f73a9f05ec

feat(skybox): use Spacescape to generate skybox patterns. 🔧 - Thanks to software by Alex Peterson, Spaceescape for the sample space skybox.

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gilmichael

commit sha 2bef5d45a0c89e929422b050317515d6cb49f5b4

hotfix(camera): issue with beta being at 0 or pi. 🔧 - There is problem with arc rotate camera at certain angles. - This solves it by clamping the range of the alpha and beta to valid regions.

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gilmichael

commit sha ceec5b1acdc635c446b138065e8a3bef76479761

feat(pretty): minor formatting by linter. 🔧

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gilmichael

commit sha 5479d426c00c7ec944ff7b95ba4d07420ad33dc2

feat(ui): added arcrotate camera. 🔧 - Press `y` to change between modes. 2 Modes implemented in this release. The legacy mode which is fixed view to parent, and the arcrotate camera mode, which is currently not very good. - Press `o` to show debug on console.log. Old HUD can't be used because of worker. It references `window`/`document`, somehow. - It feels cluncky. may need a replacement. - TODO: investigate how to use universal camera for this purpose instead. - TODO: find another way to paint text on canvas without relying on DOM. if there exists a pattern.

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gilmichael

commit sha 36307c3983c95eb054875629e1c170d60d7f1c00

fix(nakama): remove nakama for now. we're not ready for this. ❌ - fix the camera first.

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gilmichael

commit sha d7ceab35c4ac8dfca055f75a829e23f1887054f3

chore(ci): use only node 12 for now. 🔧

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Bangon Kali

commit sha af6baf31cba32aba5e3a888839830534fad8e3cc

chore(ci): intial workflow. 🔧 - may not actually run.

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create barnchbangonkali/waning

branch : develop

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issue commentmarykdb/rocksdb-multiplatform

Android Support

Maybe a guide on how to get started with Android?

bangonkali

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issue openedmarykdb/rocksdb-multiplatform

Android Support

Hi! This is an awesome project. I've been looking for a database implementation I can share with Desktop/Server and Android. Will this work with Android?

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created repositorybangonkali/waning

A simple space based 3d game using Babylon JS. But seriously this is just for study purposes. 😂

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gil.regalado@netzon.com.se

commit sha 228304aab26409b70fde5f9c27b8baef9ea1c195

feat(regex): some regex example.

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create barnchbangonkali/rust-training-log

branch : master

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created repositorybangonkali/rust-training-log

This is my personal rust training log.

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issue commenttensorflow/tfjs

Unknown padding parameter: explicit

Additional note: By manually editing the padding from base64 encoded EXPLICIT to SAME, the predict() does work. But I'm not sure about the values it outputs anymore. 😂

image

bangonkali

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issue openedtensorflow/tfjs

Unknown padding parameter: explicit

TensorFlow.js version

Tested with both: 1.7.4 & 2.0.0-rc.4

Browser version

Any.

Describe the problem or feature request

The model.json converted using tensorflowjs_converter 1.7.4r1 contained explicit_paddings in the following lines:

...
      {
        "name": "StatefulPartitionedCall/sequential/conv2d/Relu",
        "op": "_FusedConv2D",
        "input": [
          "conv2d_input",
          "Func/StatefulPartitionedCall/input/_2",
          "Func/StatefulPartitionedCall/input/_3"
        ],
        "device": "/device:CPU:0",
        "attr": {
          "dilations": { "list": { "i": ["1", "1", "1", "1"] } },
          "T": { "type": "DT_FLOAT" },
          "strides": { "list": { "i": ["1", "1", "1", "1"] } },
          "data_format": { "s": "TkhXQw==" },
          "use_cudnn_on_gpu": { "b": true },
          "explicit_paddings": {
            "list": { "i": ["0", "0", "0", "0", "0", "0", "0", "0"] }
          },
          "num_args": { "i": "1" },
          "epsilon": { "f": 0.0 },
          "padding": { "s": "RVhQTElDSVQ=" },
          "fused_ops": { "list": { "s": ["Qmlhc0FkZA==", "UmVsdQ=="] } }
        }
      },
...

I get this when trying to use the model. (2.0.0-rc.4)

    Unknown padding parameter: explicit

      at getPadAndOutInfo (node_modules/@tensorflow/tfjs-core/src/ops/conv_util.ts:434:11)
      at conv_util.computeConv2DInfo (node_modules/@tensorflow/tfjs-core/src/ops/conv_util.ts:149:9)
      at fusedConv2d_ (node_modules/@tensorflow/tfjs-core/src/ops/fused_ops.ts:387:20)
      at fusedConv2d (node_modules/@tensorflow/tfjs-core/src/ops/operation.ts:45:24)
      at convolution.executeOp (node_modules/@tensorflow/tfjs-converter/src/operations/executors/convolution_executor.ts:102:15)
      at node_modules/@tensorflow/tfjs-converter/src/operations/operation_executor.ts:64:23
      at node_modules/@tensorflow/tfjs/node_modules/@tensorflow/tfjs-core/src/engine.ts:425:20
      at Engine.scopedRun (node_modules/@tensorflow/tfjs/node_modules/@tensorflow/tfjs-core/src/engine.ts:436:19)
      at Engine.tidy (node_modules/@tensorflow/tfjs/node_modules/@tensorflow/tfjs-core/src/engine.ts:423:17)
      at Object.tidy (node_modules/@tensorflow/tfjs-core/src/globals.ts:182:17)

Pseudo-code of what I did. The other models without explicit_paddings on the converted json did work without issues.

  const model = await loadGraphModel(
    'http://localhost:5000/model2a/model.json'
  );
  const dTensor = tensor([...d, ...d]);
  const reshape = dTensor.reshape([2, 18, 4, 1]);
  console.log(reshape.shape);
  const prediction = model.predict(reshape);

Code to reproduce the bug / link to feature request

Unfortunately, I can't share the code at the moment. But Also I have other models that work without problems using the same pattern of approach. What common for those that worked is that they do not have explicit_paddings in their generated model.json.

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create barnchnetzon-oss/netzon-docker-ml-workspace

branch : master

created branch time in 2 months

created repositorynetzon-oss/netzon-docker-ml-workspace

Docker workspace for ML tasks.

created time in 2 months

issue openedamerkoleci/alimer

Are there any plans to support WebGl2 or WebGPU in the future?

Hi, this is more of a question on long term roadmap really. I saw your post re:filament and it seems you're also interested in using it as renderer for game engine. Any plans on WebGl2 or WebGPU outputs?

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