- Download WSL2 Kernel
- run
wsl --set-default-version 2
in windows command line, so that all future WSL machine will use WSL2.
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because d
def log_run(gridsearch: sklearn.GridSearchCV, experiment_name: str, model_name: str, run_index: int, conda_env, tags={}): | |
"""Logging of cross validation results to mlflow tracking server | |
Args: | |
experiment_name (str): experiment name | |
model_name (str): Name of the model | |
run_index (int): Index of the run (in Gridsearch) | |
conda_env (str): A dictionary that describes the conda environment (MLFlow Format) | |
tags (dict): Dictionary of extra data and tags (usually features) |
# This Crystal source file is a multiple threaded implementation to perform an | |
# extremely fast Segmented Sieve of Zakiya (SSoZ) to find Twin Primes <= N. | |
# Inputs are single values N, or ranges N1 and N2, of 64-bits, 0 -- 2^64 - 1. | |
# Output is the number of twin primes <= N, or in range N1 to N2; the last | |
# twin prime value for the range; and the total time of execution. | |
# Code originally developed on a System76 laptop with an Intel I7 6700HQ cpu, | |
# 2.6-3.5 GHz clock, with 8 threads, and 16GB of memory. Parameter tuning | |
# probably needed to optimize for other hardware systems (ARM, PowerPC, etc). |
#include <opencv2/opencv.hpp> | |
#include <pcl/common/common_headers.h> | |
#include <pcl/io/pcd_io.h> | |
#include <pcl/point_types.h> | |
#include <pcl/point_cloud.h> | |
#include <pcl/visualization/pcl_visualizer.h> | |
#include <Eigen/Core> | |
#include <Eigen/LU> |
#! /usr/bin/env python | |
# -*- coding: utf-8 -*- | |
"""This module's docstring summary line. | |
This is a multi-line docstring. Paragraphs are separated with blank lines. | |
Lines conform to 79-column limit. | |
Module and packages names should be short, lower_case_with_underscores. | |
Notice that this in not PEP8-cheatsheet.py |
Gil Levi and Tal Hassner, Emotion Recognition in the Wild via Convolutional Neural Networks and Mapped Binary Patterns
Convolutional neural networks for emotion classification from facial images as described in the following work:
Gil Levi and Tal Hassner, Emotion Recognition in the Wild via Convolutional Neural Networks and Mapped Binary Patterns, Proc. ACM International Conference on Multimodal Interaction (ICMI), Seattle, Nov. 2015
Project page: http://www.openu.ac.il/home/hassner/projects/cnn_emotions/
If you find our models useful, please add suitable reference to our paper in your work.
NOTE: This guide has moved to https://github.com/bpierre/switch-to-vim-for-good
This guide is coming from an email I used to send to newcomers to Vim. It is not intended to be a complete guide, it is about how I switched myself.
My decision to switch to Vim has been made a long time ago. Coming from TextMate 1, I wanted to learn an editor that is Open Source (so I don’t lose my time learning a tool that can be killed), cross platform (so I can use it everywhere), and powerful enough (so I won’t regret TextMate). For these reasons, Vim has always been the editor I wanted to learn, but it took me several years before I did it in a way that works for me. I tried to switch progressively, using the Janus Vim distribution for a few months, then got back to using TextMate 2 for a time, waiting for the next attempt… here is what finally worked for me.
Original gist with comments: https://gist.github.com/bpierre/0a0025d348b6001394e0