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little depth of session in php


little depth of session in php

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little depth of session in php
Tag : php , By : user109127
Date : November 24 2020, 05:44 AM


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Max depth of Session-array


Tag : php , By : Antony Briggs
Date : March 29 2020, 07:55 AM
With these it helps If I may understand you correctly, what you're trying to do is to have some sort of per-session error log, which can be read later on.
My suggestion is to create separate log file per session, you can identify the log file by using the session id, which is unique per session.
<?php
define('PER_SESSION_LOG_PATH', '/tmp/logs/'); //or whatever path
/* return log handle */

class SessionLogger {

    static $fh;

    static function log_path() {
        return PER_SESSION_LOG_PATH . session_id() . '.log';
    }

    static function log_open() {
        if (!self::$fh) {
            self::$fh = fopen(self::log_path(), 'a+');
        }
        return self::$fh;
    }

    static function add_log($errors) {
        if (self::log_open()) {
            fwrite(self::$fh, serialize($errors) . PHP_EOL);
        }
    }

    static function log_close() {
        if (self::$fh) {
            fclose(self::$fh);
        }
    }

    //note that if the size of the log file is larger than memory_limit, you
    //may run into problems.
    //returns all the logs
    static function get_logs($truncate = TRUE) {
        $logs = array();
        if (self::log_open()) {
            while (!feof(self::$fh)) {
                $logs[] = unserialize(fgets(self::$fh));
            }
            //if the logs should be clear, then...
            if ($truncate) {
                fclose(self::$fh); //close and nullify handle 
                self::$fh = null;
                unlink(self::log_path()); //then delete log file.
            }
        }
        return $logs;
    }

}
SessionLogger::add_log($error);
SessionLogger::get_logs(true); //or false if you don't want to delete file.

OpenGL: Render into FBO with depth attachment, while reading from same depth texture, with glDepthMask being false


Tag : opengl , By : 3NZ0
Date : March 29 2020, 07:55 AM
To fix this issue Feedback loops are not errors; they're undefined behavior. If they were errors, you could just try it and see if it fails.
If you are not on GL 4.5 or ARB_texture_barrier (or NV_texture_barrier) is not available, then doing as you suggest will yield undefined behavior.

OpenCV Error: Assertion failed ((scn == 3 || scn == 4) && (depth == CV_8U || depth == CV_32F)) in cvtColor


Tag : python , By : Tink
Date : March 29 2020, 07:55 AM
Hope this helps The culprit here is the statement frame = frame[1], because (emphasis mine)
>>> import numpy as np
>>> a = np.arange(4*4*3, dtype=np.uint8).reshape(4,4,3)
>>> a
array([[[ 0,  1,  2],
        [ 3,  4,  5],
        [ 6,  7,  8],
        [ 9, 10, 11]],

       [[12, 13, 14],
        [15, 16, 17],
        [18, 19, 20],
        [21, 22, 23]],

       [[24, 25, 26],
        [27, 28, 29],
        [30, 31, 32],
        [33, 34, 35]],

       [[36, 37, 38],
        [39, 40, 41],
        [42, 43, 44],
        [45, 46, 47]]], dtype=uint8)
>>> a.shape
(4, 4, 3)
>>> a[1]
array([[12, 13, 14],
       [15, 16, 17],
       [18, 19, 20],
       [21, 22, 23]], dtype=uint8)
>>> a[1].shape
(4, 3)
>>> a[1:2]
array([[[12, 13, 14],
        [15, 16, 17],
        [18, 19, 20],
        [21, 22, 23]]], dtype=uint8)
>>> a[1:2].shape
(1, 4, 3)
frame = frame[[1]]

(-215:Assertion failed) npoints >= 0 && (depth == CV_32F || depth == CV_32S) in function 'contourArea'


Tag : python , By : Ryan Adriano
Date : March 29 2020, 07:55 AM
fixed the issue. Will look into that further The repo is clearly written for OpenCV 3.x. But, you are running on OpenCV 4.1. Repo code takes find_contour's second return value for contours( find_contours(...)[1] ). You should change 1 to 0.

Force depth test against a specific depth value, instead of fragment's actual depth


Tag : opengl , By : DarrenBeck
Date : March 29 2020, 07:55 AM
will help you If you want that all fragments have a depth of 1.0, the you've to ensure, that the z component of the normalized device coordinate is 1.0.
The normalized device coordinate is calculated by a perspective divide form the clip coordinate (think about that as gl_Position.xyz / gl_Position.w).
gl_Position.z = gl_Position.w; 
gl_FragDepth = 1.0;
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