Dirk Eddelbuettel: RcppAnnoy 0.0.9
An new version 0.0.9 of RcppAnnoy, our Rcpp-based R integration of the nifty Annoy library by Erik, is now on CRAN. Annoy is a small and lightweight C++ template header library for very fast approximate nearest neighbours.
This release corrects an issue for Windows users discovered by GitHub user 'khoran' who later also suggested the fix of binary mode. It upgrades to Annoy release 1.9.1 and brings its new Manhattan distance to RcppAnnoy. A number of unit tests were added as well, and we updated some packaging internals such as symbol registration.
And I presume I had a good streak emailing with Uwe's robots as the package made it onto CRAN rather smoothly within ten minutes of submission:
Changes in this version are summarized here:![]()
Courtesy of CRANberries, there is also a diffstat report for this release.Changes in version 0.0.9 (2017-08-31)
- Synchronized with Annoy upstream version 1.9.1
- Minor updates in calls and tests as required by annoy 1.9.1
- New Manhattan distance modules along with unit test code
- Additional unit tests from upstream test code carried over
- Binary mode is used for
save(as suggested by @khoran in #21)- A new file
init.cwas added with calls toR_registerRoutines()andR_useDynamicSymbols()- Symbol registration is enabled in
useDynLib
This post by Dirk Eddelbuettel originated on his Thinking inside the box blog. Please report excessive re-aggregation in third-party for-profit settings.
In this, our next exciting installment of STM32 and Rust for USB device
drivers, we're going to look at what the STM32 calls the 'packet memory area'.
If you've been reading along with the course, including reading up on the
Hopefully, by next time, we'll have layered some more pleasant routines on our
PMA code, and begun a foray into the setup necessary before we can begin
handling interrupts and start turning up on a USB port.
Feedback we received after DebConf17 was that the quality of the
released videos was rather low. Since I'd been responsible for encoding
the videos, I investigated that, and found that I had used the video
bitrate defaults of ffmpeg, which are rather low. So, I read some more
documentation, and came up with better settings for the encoding to be
done properly.
While at it, I found that the reason that VP9 encoding takes forever, as
I'd found before, has everything to do with the same low-bitrate
defaults, and is not an inherent problem to VP9 encoding. In light of
that, I ran a test encode of a video with VP8 as well as VP9 encoding,
and found that it shaves off some of the file size for about the same
quality, with little to no increase in encoder time.
Unfortunately, the initial VP9 encoder settings that I used produced
files that would play in some media players and in some browsers, but
not in all of them. A quick
A second fix-up release is needed following on the recent 




Over the last few days, 
Post-Solskogen, there hasn't been all that many commits in the main Nageru
repository, but that doesn't mean the project is standing still. In
particular, I've been working with NVIDIA to shake out a crash bug in their
drivers (which in itself uncovered some interesting debugging techniques,
although in the end, the bug turned out just to be uncovered by the boring
standard technique of analyzing crash dumps and writing a minimal program
to reproduce). But I've also been looking at intraframe codecs; my sort-of
plan was to go to
In addition to my
