depth

Hitting Maximum Recursion Depth Using Pickle / cPickle

只愿长相守 提交于 2019-11-26 06:38:51
问题 The background: I\'m building a trie to represent a dictionary, using a minimal construction algorithm. The input list is 4.3M utf-8 strings, sorted lexicographically. The resulting graph is acyclic and has a maximum depth of 638 nodes. The first line of my script sets the recursion limit to 1100 via sys.setrecursionlimit() . The problem: I\'d like to be able to serialize my trie to disk, so I can load it into memory without having to rebuild from scratch (roughly 22 minutes). I have tried

Unexpected ConvertTo-Json results? Answer: it has a default -Depth of 2

﹥>﹥吖頭↗ 提交于 2019-11-26 03:59:55
问题 Why do I get unexpected ConvertTo-Json results? And why does a round-trip ( $Json | ConvertFrom-Json | ConvertTo-Json ) fail? Meta issue Stackoverflow has a good mechanism to prevent duplicate questions but as far as I can see there is no mechanism to prevent questions that have a duplicate cause . Take this question as a an example: almost every week a new question comes in with the same cause, yet it is often difficult to define it as a duplicate because the question itself is just a

Python: Maximum recursion depth exceeded

可紊 提交于 2019-11-26 02:09:06
问题 I have the following recursion code, at each node I call sql query to get the nodes belong to the parent node. here is the error: Exception RuntimeError: \'maximum recursion depth exceeded\' in <bound method DictCursor.__del__ of <MySQLdb.cursors.DictCursor object at 0x879768c>> ignored RuntimeError: maximum recursion depth exceeded while calling a Python object Exception AttributeError: \"\'DictCursor\' object has no attribute \'connection\'\" in <bound method DictCursor.__del__ of <MySQLdb

How to render depth linearly in modern OpenGL with gl_FragCoord.z in fragment shader?

和自甴很熟 提交于 2019-11-26 01:02:01
问题 I read lots of information about getting depth with fragment shader. such as http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=234519 but I still don\'t know whether or not the gl_FragCoord.z is linear. GLSL specification said its range is [0,1] in screen sapce without mentioning it\'s linear or not. I think linearity it is vital since I will use the rendered model to match depth map from Kinect. Then if it is not linear, how to linearlize it in the world space? 回答1: