Recyclerview inside ScrollView not scrolling smoothly


Try doing:


RecyclerView v = (RecyclerView) findViewById(...);
v.setNestedScrollingEnabled(false);

As an alternative, you can modify your layout using the support design library. I guess your current layout is something like:


<ScrollView >
   <LinearLayout >

       <View > <!-- upper content -->
       <RecyclerView > <!-- with custom layoutmanager -->

   </LinearLayout >
</ScrollView >

You can modify that to:


<CoordinatorLayout >

    <AppBarLayout >
        <CollapsingToolbarLayout >
             <!-- with your content, and layout_scrollFlags="scroll" -->
        </CollapsingToolbarLayout >
    </AppBarLayout >

    <RecyclerView > <!-- with standard layoutManager -->

</CoordinatorLayout >

However this is a longer road to take, and if you are OK with the custom linear layout manager, then just disable nested scrolling on the recycler view.


Edit (4/3/2016)


The v 23.2 release of the support libraries now includes a factory “wrap content” feature in all default LayoutManagers. I didn’t test it, but you should probably prefer it to that library you were using.


<ScrollView >
   <LinearLayout >

       <View > <!-- upper content -->
       <RecyclerView > <!-- with wrap_content -->

   </LinearLayout >
</ScrollView >

How to efficiently calculate triad census in undirected graph in python


The idea is simple: Instead of working on the graph directly I use the adjacency matrix. I thought this would be more efficient, and it seems I was right.


Adjacency matrix for example


In an adjacency matrix a 1 indicates there is an edge between the two nodes, for example the first row can be read as "There is a link between A and B as well as C"


From there I looked at your four types and found the following:


  • for type 3 there must be an edge between a N1 and N2, N1 and N3 and between N2 and N3. In the adjacency matrix we can find this by going over each row (where each row represents a node and its connections, this is N1) and find nodes it is connected to (that would be N2). Then, in the row of N2 we check all connected nodes (this is N3) and keep those where there is a positive entry in the row of N1. An example of this is "A, B, C", A has a connection to B. B has a connection to C, and A also has a connection to C

  • for type 2 it works almost identical to type 3. Except now we want to find a 0 for the N3 column in the row of N1. An example of this is "A, B, D". A has a connection to B, B has a 1 in the D column, but A does not.

  • for type 1 we just look at the row of N2 and find all columns for which both the N1 row and N2 row have a 0.

  • lastly, for type 0 look at all columns in the N1 row for which the entry is 0, and then check the rows for those, and find all the columns that have a 0 as well.


This code should work for you. For 1000 nodes it took me about 7 minutes (on a machine with a i7-8565U CPU) which is still relatively slow, but a far cry from the multiple days it currently takes you to run your solution. I have included the example from your pictures so you can verify the results. Your code produces a graph that is different from the example you show below by the way. The example graph in the code and the adjacency matrix both refer to the picture you have included.


The example with 1000 nodes uses networkx.generators.random_graphs.fast_gnp_random_graph. 1000 is the number of nodes, 0.1 is the probability for edge creation, and the seed is just for consistency. I have set the probability for edge creation because you mentioned your graph is sparse.


networkx.linalg.graphmatrix.adjacency_matrix: "If you want a pure Python adjacency matrix representation try networkx.convert.to_dict_of_dicts which will return a dictionary-of-dictionaries format that can be addressed as a sparse matrix."


The dictionary structure has M dictionaries (= rows) with up to M dictionaries nested in them. Note that the nested dictionaries are empty so checking for the existence of the key in them is equivalent to checking for a 1 or 0 as described above.


import time

import networkx as nx


def triads(m):
    out = {0: set(), 1: set(), 2: set(), 3: set()}
    nodes = list(m.keys())
    for i, (n1, row) in enumerate(m.items()):
        print(f"--> Row {i + 1} of {len(m.items())} <--")
        # get all the connected nodes = existing keys
        for n2 in row.keys():
            # iterate over row of connected node
            for n3 in m[n2]:
                # n1 exists in this row, all 3 nodes are connected to each other = type 3
                if n3 in row:
                    if len({n1, n2, n3}) == 3:
                        t = tuple(sorted((n1, n2, n3)))
                        out[3].add(t)
                # n2 is connected to n1 and n3 but not n1 to n3 = type 2
                else:
                    if len({n1, n2, n3}) == 3:
                        t = tuple(sorted((n1, n2, n3)))
                        out[2].add(t)
            # n1 and n2 are connected, get all nodes not connected to either = type 1
            for n3 in nodes:
                if n3 not in row and n3 not in m[n2]:
                    if len({n1, n2, n3}) == 3:
                        t = tuple(sorted((n1, n2, n3)))
                        out[1].add(t)
        for j, n2 in enumerate(nodes):
            if n2 not in row:
                # n2 not connected to n1
                for n3 in nodes[j+1:]:
                    if n3 not in row and n3 not in m[n2]:
                        # n3 is not connected to n1 or n2 = type 0
                        if len({n1, n2, n3}) == 3:
                            t = tuple(sorted((n1, n2, n3)))
                            out[0].add(t)
    return out


if __name__ == "__main__":
    g = nx.Graph()
    g.add_edges_from(
        [("E", "D"), ("G", "F"), ("D", "B"), ("B", "A"), ("B", "C"), ("A", "C")]
    )
    _m = nx.convert.to_dict_of_dicts(g)
    _out = triads(_m)
    print(_out)

    start = time.time()
    g = nx.generators.fast_gnp_random_graph(1000, 0.1, seed=42)
    _m = nx.convert.to_dict_of_dicts(g)
    _out = triads(_m)
    end = time.time() - start
    print(end)

How do I remove this inheritance-related code smell?


You don't need any virtuals or templates here. Just add a SomeInfo* pointer and its length to Base, and provide a protected constructor to initialize them (and since there's no default constructor, it won't be possible to forget to initialize them).


The constructor being protected is not a hard requirement, but since Base is not an abstract base class anymore, making the constructor protected prevents Base from being instantiated.


class Base
{
public:
    struct SomeInfo
    {
        const char *name;
        const f32_t value;
    };

    void iterateInfo()
    {
        for (int i = 0; i < c_info_len; ++i) {
            DPRINTF("Name: %s - Value: %f \n", c_info[i].name,
                     c_info[i].value);
        }
    }

protected:
    explicit Base(const SomeInfo* info, int len) noexcept
        : c_info(info)
        , c_info_len(len)
    { }

private:
    const SomeInfo* c_info;
    int c_info_len;
};

class DerivedA : public Base
{
public:
    DerivedA() noexcept
        : Base(c_myInfo, sizeof(c_myInfo) / sizeof(c_myInfo[0]))
    { }

private:
    const SomeInfo c_myInfo[2] { {"NameA1", 1.1f}, {"NameA2", 1.2f} };
};

class DerivedB : public Base
{
public:
    DerivedB() noexcept
        : Base(c_myInfo, sizeof(c_myInfo) / sizeof(c_myInfo[0]))
    { }

private:
    const SomeInfo c_myInfo[3] {
        {"NameB1", 2.1f},
        {"NameB2", 2.2f},
        {"NameB2", 2.3f}
    };
};

You can of course use a small, zero-overhead wrapper/adapter class instead of the c_info and c_info_len members in order to provide nicer and safer access (like begin() and end() support), but that's outside the scope of this answer.


As Peter Cordes pointed out, one issue with this approach is that the derived objects are now larger by the size of a pointer plus the size of an int if your final code still uses virtuals (virtual functions you haven't showed in your post.) If there's no virtuals anymore, then object size is only going to increase by an int. You did say that you're on a small embedded environment, so if a lot of these objects are going to be alive at the same time, then this might be something to worry about.


Peter also pointed out that since your c_myInfo arrays are const and use constant initializers, you might as well make them static. This will reduce the size of each derived object by the size of the array.

How do I undo the most recent local commits in Git?



Undo a commit and redo


$ git commit -m "Something terribly misguided"             # (1)
$ git reset HEAD~                                          # (2)
<< edit files as necessary >>                              # (3)
$ git add ...                                              # (4)
$ git commit -c ORIG_HEAD                                  # (5)

  1. This is what you want to undo.
  2. This leaves your working tree (the state of your files on disk) unchanged but undoes the commit and leaves the changes you committed unstaged (so they'll appear as "Changes not staged for commit" in git status, so you'll need to add them again before committing). If you only want to add more changes to the previous commit, or change the commit message1, you could use git reset --soft HEAD~ instead, which is like git reset HEAD~ (where HEAD~ is the same as HEAD~1) but leaves your existing changes staged.
  3. Make corrections to working tree files.
  4. git add anything that you want to include in your new commit.
  5. Commit the changes, reusing the old commit message. reset copied the old head to .git/ORIG_HEAD; commit with -c ORIG_HEAD will open an editor, which initially contains the log message from the old commit and allows you to edit it. If you do not need to edit the message, you could use the -C option.

Beware however that if you have added any new changes to the index, using commit --amend will add them to your previous commit.


If the code is already pushed to your server and you have permissions to overwrite history (rebase) then:


git push origin master --force

You can also look at this answer:


How to move HEAD back to a previous location? (Detached head) & Undo commits


The above answer will show you git reflog which is used to find out what is the SHA-1 which you wish to revert to. Once you found the point to which you wish to undo to use the sequence of commands as explained above.




1 Note, however, that you don't need to reset to an earlier commit if you just made a mistake in your commit message. The easier option is to git reset (to unstage any changes you've made since) and then git commit --amend, which will open your default commit message editor pre-populated with the last commit message.


Why is processing a sorted array faster than processing an unsorted array? Ask

You are a victim of branch prediction fail. What is Branch Prediction?
Consider a railroad junction:
Now for the sake of argument, suppose this is back in the 1800s - before long distance or radio communication.
You are the operator of a junction and you hear a train coming. You have no idea which way it is supposed to go. You stop the train to ask the driver which direction they want. And then you set the switch appropriately.
Trains are heavy and have a lot of inertia. So they take forever to start up and slow down.
Is there a better way? You guess which direction the train will go!
If you guessed right, it continues on.
If you guessed wrong, the captain will stop, back up, and yell at you to flip the switch. Then it can restart down the other path.
If you guess right every time, the train will never have to stop.
If you guess wrong too often, the train will spend a lot of time stopping, backing up, and restarting.
You are a processor and you see a branch. You have no idea which way it will go. What do you do? You halt execution and wait until the previous instructions are complete. Then you continue down the correct path.
Modern processors are complicated and have long pipelines. So they take forever to "warm up" and "slow down".
Is there a better way? You guess which direction the branch will go!
If you guessed right, you continue executing.
If you guessed wrong, you need to flush the pipeline and roll back to the branch. Then you can restart down the other path.
If you guess right every time, the execution will never have to stop.
If you guess wrong too often, you spend a lot of time stalling, rolling back, and restarting.
This is branch prediction. I admit it's not the best analogy since the train could just signal the direction with a flag. But in computers, the processor doesn't know which direction a branch will go until the last moment.
So how would you strategically guess to minimize the number of times that the train must back up and go down the other path? You look at the past history! If the train goes left 99% of the time, then you guess left. If it alternates, then you alternate your guesses. If it goes one way every three times, you guess the same...
In other words, you try to identify a pattern and follow it. This is more or less how branch predictors work.
Most applications have well-behaved branches. So modern branch predictors will typically achieve >90% hit rates. But when faced with unpredictable branches with no recognizable patterns, branch predictors are virtually useless.
Further reading: "Branch predictor" article on Wikipedia.

As hinted from above, the culprit is this if-statement:


if (data[c] >= 128)
    sum += data[c];

Notice that the data is evenly distributed between 0 and 255. When the data is sorted, roughly the first half of the iterations will not enter the if-statement. After that, they will all enter the if-statement.
This is very friendly to the branch predictor since the branch consecutively goes the same direction many times. Even a simple saturating counter will correctly predict the branch except for the few iterations after it switches direction.

Quick visualization:


T = branch taken
N = branch not taken

data[] = 0, 1, 2, 3, 4, ... 126, 127, 128, 129, 130, ... 250, 251, 252, ...
branch = N  N  N  N  N  ...   N    N    T    T    T  ...   T    T    T  ...

       = NNNNNNNNNNNN ... NNNNNNNTTTTTTTTT ... TTTTTTTTTT  (easy to predict)

However, when the data is completely random, the branch predictor is rendered useless, because it can't predict random data. Thus there will probably be around 50% misprediction (no better than random guessing).

So what can be done?


If the compiler isn't able to optimize the branch into a conditional move, you can try some hacks if you are willing to sacrifice readability for performance.
Replace:
if (data[c] >= 128)
    sum += data[c];
with:
int t = (data[c] - 128) >> 31;
sum += ~t & data[c];

This eliminates the branch and replaces it with some bitwise operations.
(Note that this hack is not strictly equivalent to the original if-statement. But in this case, it's valid for all the input values of data[].)

Benchmarks: Core i7 920 @ 3.5 GHz


C++ - Visual Studio 2010 - x64 Release
//  Branch - Random
seconds = 11.777

//  Branch - Sorted
seconds = 2.352

//  Branchless - Random
seconds = 2.564

//  Branchless - Sorted
seconds = 2.587
Java - NetBeans 7.1.1 JDK 7 - x64
//  Branch - Random
seconds = 10.93293813

//  Branch - Sorted
seconds = 5.643797077

//  Branchless - Random
seconds = 3.113581453

//  Branchless - Sorted
seconds = 3.186068823
Observations:
With the Branch: There is a huge difference between the sorted and unsorted data.
With the Hack: ? There is no difference between sorted and unsorted data.
In the C++ case, the hack is actually a tad slower than with the branch when the data is sorted.
A general rule of thumb is to avoid data-dependent branching in critical loops (such as in this example).

Update:


GCC 4.6.1 with -O3 or -ftree-vectorize on x64 is able to generate a conditional move. So there is no difference between the sorted and unsorted data - both are fast.
VC++ 2010 is unable to generate conditional moves for this branch even under /Ox.
Intel C++ Compiler (ICC) 11 does something miraculous. It interchanges the two loops, thereby hoisting the unpredictable branch to the outer loop. So not only is it immune the mispredictions, it is also twice as fast as whatever VC++ and GCC can generate! In other words, ICC took advantage of the test-loop to defeat the benchmark...
If you give the Intel compiler the branchless code, it just out-right vectorizes it... and is just as fast as with the branch (with the loop interchange).
This goes to show that even mature modern compilers can vary wildly in their ability to optimize

How do I avoid typing “git” at the begining of every Git command?

You might want to try gitsh. From their readme:
The gitsh program is an interactive shell for git. From within gitsh you can issue any git command, even using your local aliases and configuration.
Git commands tend to come in groups. Avoid typing git over and over and over by running them in a dedicated git shell:
sh$ gitsh
gitsh% status
gitsh% add .
gitsh% commit -m "Ship it!"
gitsh% push
gitsh% ctrl-d
sh$
Or have a look at the other projects linked there:
git-sh - A customised bash shell with a Git prompt, aliases, and completion.
gitsh - A simple Git shell written in Perl.
repl - Wraps any program with subcommands in a REPL.
Note: Haven't used this myself.

CPU vs GPU Architecture

  CPU vs GPU Architecture CPU (Central Processing Unit) and GPU (Graphics Processing Unit) have distinct architectural differences, optimize...

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