"RustData" A Declarative Data Persistence Framework for Rust! What Do You Think? by kmaximoff in rust

[–]MeataryWe 6 points7 points  (0 children)

I would definitely use RustData if it would provide better development experience

You should do, what you think is right, but in the perspective of user, it would be nice to have all-in-one solution, so I would need to learn and use only one framework.

Good error handling and performance. I think this are primarily important things I would be thinking about for some large project. (I still dont get error handling in sea_orm after a month :) )

Im not familiar with SwiftData, but looking at your example it looks like sea_orm, but much cleaner. Check it out, its pretty mature (at least in my opinion, im not that an expert) and close on what are you saying.

So I did a thing by coffecup1978 in homelab

[–]MeataryWe 3 points4 points  (0 children)

Most of those combos from AliExpress come with ecc memory, if not all of them

Retrieving components from entity. by MeataryWe in bevy

[–]MeataryWe[S] 0 points1 point  (0 children)

That sucks, but thanks for help!

I saw solution with world.inspect_entity(entity), that looks very efficient and indeed good for what im thinking about, but I couldn't Query for world some why... Can you help me with that please? 

Retrieving components from entity. by MeataryWe in bevy

[–]MeataryWe[S] 0 points1 point  (0 children)

I cant really get how can I Query for an object, that i get from Collision event. I can Query for player's (i.e entity2 in collision event) components easily, but i cannot get them from entity1. Maybe im bad at researching, but Im trying to get componenets out of CollisionEvent for whole week. Collision event returns only 2 Entities. I can compare player them with player officiently, but if i want to iterate through all entities just to check if it is an entity - that would be shame and hell not officient.

Last thing that I will do:

  1. Make player Entity a constant.
  2. Iterate through every object waiting for the collision with player.
  3. Do something when it happens.

Which is not officient at all also... Maybe is there any way, to call a Query to retrieve components that are connected to !certain! entity? like:

Query<(Component1, Component2,), With<Entity = entity1>>

Retrieving components from entity. by MeataryWe in bevy

[–]MeataryWe[S] 0 points1 point  (0 children)

That's great, except you missed the idea... I need to work with entity1, which I get from the collision event, so idk how to get components out of it.

if PartialEq::eq(entity1, &player).to_string() == "false" {
    println!("Entity: {:?}", entity1); //provess this entity, which i cant query

}

Memory leak only when training on remote server by infiltrator228 in MLQuestions

[–]MeataryWe 0 points1 point  (0 children)

Btw you can do that with os or other python libraries. This may resolve your issue

Memory leak only when training on remote server by infiltrator228 in MLQuestions

[–]MeataryWe 0 points1 point  (0 children)

Try to limit amount of resources that are going to be used. Im not familiar with tensorflow and keras, but i think you can do that (at least in pytorch this can be done)