post-processing

How can I get the last match in regular extracor expression in jmeter?

扶醉桌前 提交于 2019-12-20 00:47:11
问题 I would like to extract the last occurence of regular expression in Jmeter. I used Regular Extractor expression to do this, but I can't got the last occurence. I tried this : Regular expression : "var1":([^"]+),"var2" Template : $1$ Match No : -1 Default value : expression_matchNr Then in my script I used ${expression} variable I've tested expression_matchNr but it give me the number of match. What should I put in " Match No: " ? Thanks in advance 回答1: If you have the following output:

How can I get the last match in regular extracor expression in jmeter?

匆匆过客 提交于 2019-12-20 00:46:33
问题 I would like to extract the last occurence of regular expression in Jmeter. I used Regular Extractor expression to do this, but I can't got the last occurence. I tried this : Regular expression : "var1":([^"]+),"var2" Template : $1$ Match No : -1 Default value : expression_matchNr Then in my script I used ${expression} variable I've tested expression_matchNr but it give me the number of match. What should I put in " Match No: " ? Thanks in advance 回答1: If you have the following output:

How can I get the last match in regular extracor expression in jmeter?

我怕爱的太早我们不能终老 提交于 2019-12-20 00:46:11
问题 I would like to extract the last occurence of regular expression in Jmeter. I used Regular Extractor expression to do this, but I can't got the last occurence. I tried this : Regular expression : "var1":([^"]+),"var2" Template : $1$ Match No : -1 Default value : expression_matchNr Then in my script I used ${expression} variable I've tested expression_matchNr but it give me the number of match. What should I put in " Match No: " ? Thanks in advance 回答1: If you have the following output:

How to read plist information (bundle id) from a shell script

爷,独闯天下 提交于 2019-12-17 22:45:38
问题 I'd like to write a script that can read info like Bundle Identifier or maybe version number from the Info.plist of the app. Xcode doesn't seem to give that information in it's environment variables. Is there any other way to get them in sh/bash? 回答1: The defaults command can read/write to any plist file, just give it a path minus the .plist extension: $ defaults read /Applications/Preview.app/Contents/Info CFBundleIdentifier com.apple.Preview This pulls the CFBundleIdentifier value directly

Post-processing results after multi-processing in Python

徘徊边缘 提交于 2019-12-11 11:01:16
问题 So I have a simple MP code and it works like a charm. However, when I do a very simple post processing on the data generated via MP, the code does not work anymore. It never stops and runs like forever! This is the code (and again it works perfectly): import numpy as np from multiprocessing import Pool n = 4 nMCS = 10**5 def my_function(j): result = [] for j in range(nMCS // n): a = np.random.rand(10,2) result.append(a) return result if __name__ == '__main__': __spec__ = "ModuleSpec(name=

Unity Post-processing PostProcessEffectRenderer shows in Editor but not in build

放肆的年华 提交于 2019-12-11 00:58:35
问题 After adding an implementation of a PostProcessEffectRenderer to the Unity post-processing stack the effect works perfectly in the Unity Editor, but does not show in the built game. Changes to build quality have no effect, effect does not show using maximum quality settings, building for Windows x86_64. Grayscale.cs using System; using UnityEngine; using UnityEngine.Rendering.PostProcessing; [Serializable] [PostProcess(typeof(GrayscaleRenderer), PostProcessEvent.AfterStack, "Custom/Grayscale"

Post-processing to selected meshes

大兔子大兔子 提交于 2019-12-10 12:58:52
问题 In three.js is it possible to apply postprocessing effects only to selected meshes? For example to have a cube with grain effect while the rest of the scene does not have it. Thank you! 回答1: Yes. There is a three.js example that shows how to apply postprocessing to selected meshes using masking. I think that example can be improved for clarity, but you can modify the example like so: composer4 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters )

iPhone post-processing with a single FBO with Opengl ES 2.0?

a 夏天 提交于 2019-12-06 15:35:57
问题 I am trying to implement post-processing (blur, bloom, etc.) on the iPhone using OpenGL ES 2.0. I am running into some issues. When rendering during my second rendering step, I end up drawing a completely black quad to the screen instead of the scene (it appears that the texture data is missing) so I am wondering if the cause is using a single FBO. Is it incorrect to use a single FBO in the following fashion? For the first pass (regular scene rendering), I attach a texture as COLOR_ATTACHMENT

Post processing and resulting texture

巧了我就是萌 提交于 2019-12-06 08:23:37
I'm trying to understand how post processing work. From what I understood, I need to to something like that: -> Bind render texture -> Draw my scene -> Unbind render texture -> Draw a quad full screen using the resulting texture using a shader to apply an effect (blur, …) The problem with that system is: How can I apply multiple effects on the resulting quad? In my mind, I think applying the "effects" (shaders) on the resulting texture then drawing the quad his probably the best solution, but I don't know if it is possible. Can I apply shaders on texture directly? PS: Here is what I've done

Spring setter dependency injection after all beans have been created

夙愿已清 提交于 2019-12-06 07:31:42
I have a set of Spring beans created using constructor injection. Since there are (by design) circular references to other beans, I'd like to post-process the beans once they are all created to inject the references to other beans. Initial attempts at using BeanPostProcessor show that the BeanPostProcessor is running after EACH bean is instantiated, not waiting until all have been instantiated. Does Spring provide a mechanism for post-processing as set of beans after all have been created? If you're creating the beans in an ApplicationContext, the ApplicationContext fires ApplicationEvents to