SQLAlchemy
bevy
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SQLAlchemy | bevy | |
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123 | 573 | |
8,750 | 32,210 | |
3.3% | 3.8% | |
9.7 | 9.9 | |
5 days ago | 4 days ago | |
Python | Rust | |
MIT License | MIT OR Apache-2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
SQLAlchemy
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Xz/liblzma: Bash-stage Obfuscation Explained
OK -
can we start considering binary files committed to a repo, even as data for tests, to be a huge red flag, and that the binary files themselves should instead be generated at testing time by source code that's stated as reviewable cleartext. This would make it much harder (though of course we can never really say "impossible") to embed a substantial payload in this way.
when binary files are part of a test suite, they are typically trying to illustrate some element of the program being tested, in this case a file that was incorrectly xz-encoded. Binary files like these weren't typed by hand, they will always ultimately come from something plaintext source.
Here's an example! My own SQLAlchemy repository has a few binary files in it! https://github.com/sqlalchemy/sqlalchemy/blob/main/test/bina... oh noes. Why are those files there? well in this case I just wanted to test that I can send large binary BLOBs into the database driver and I was lazy. This is actually pretty dumb, the two binary files here add 35K of useless crap to the source, and I could just as easily generate this binary data on the fly using a two liner that spits out random bytes. Anyone could see that two liner and know that it isn't embedding a malicious payload.
If I wanted to generate a poorly formed .xz file, I'd illustrate source code that generates random data, runs it through .xz, then applies "corruption" to it, like zeroing out the high bit of every byte. The process by which this occurs would be all reviewable in source code.
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Introducing Flama for Robust Machine Learning APIs
Besides, flama also provides support for SQL databases via SQLAlchemy, an SQL toolkit and Object Relational Mapper that gives application developers the full power and flexibility of SQL. Finally, flama also provides support for HTTP clients to perform requests via httpx, a next generation HTTP client for Python.
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Alembic with Async SQLAlchemy
Alembic is a lightweight database migration tool for usage with SQLAlchemy. The term migration can be a little misleading, because in this context it doesn't mean to migrate to a different database in the sense of using a different version or a different type of database. In this context, migration refers to changes to the database schema: add a new column to a table, modify the type of an existing column, create a new index, etc..
- Imperative vs. Declarative mapping style in Domain Driven Design project
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Unlocking efficient authZ with Cerbos’ Query Plan
To simplify this process, Cerbos developers have come up with adapters for popular Object-Relational Mapping (ORM) frameworks. You can check out for more details on the query plan repo - which also contains adapters for Prisma and SQLAlchemy - as well as a fully functioning application using Mongoose as its ORM.
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Python: Just Write SQL
That above pattern is one I've seen people do even recently, using the "select().c" attribute which from very early versions of SQLAlchemy is defined as "the columns from a subquery of the SELECT" ; this usage began raising deprecation warnings in 1.4 and is fully removed in 2.0 as it was a remnant of a much earlier version of SQLAlchemy. it will do exactly as you say, "make a subquery for each filter condition".
the moment you see SQLAlchemy doing something you see that seems "asinine", send an example to https://github.com/sqlalchemy/sqlalchemy/discussions and I will clarify what's going on, correct the usage so that the query you have is what you expect, and quite often we will add new warnings or documentation when we see people doing things we didn't anticipate.
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A steering council note about making the global
The creator and lead maintainer of SQLAlchemy, one of the most popular and most used Python library for accessing databases (who doesn't?) gave a rather interesting response to PEP703.
If this doesn't ring any alarm bells I don't know what will.
> Basically for the moment the GIL-less idea would likely be burdensome for us and the fact that it's only an "option" seems to strongly imply major compatibility issues that we would not prefer.
https://github.com/sqlalchemy/sqlalchemy/discussions/10002#d...
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More public SQL-queryable databases?
Recently I discovered BigQuery public datasets - just over 200 datasets available for directly querying via SQL. I think this is a great thing! I can connect these direct to an analytics platform (we use Apache Superset which uses Python SQLAlchemy under the hood) for example and just start dashboarding.
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How useful is Python in accounting and auditing?
When using python with sql databases like postgres or mariadb or SQLite you would use SQLAlchemy or another ORM of if you're feeling brave, you code it by hand. With ORMs you provide the address of your database and it connects for you, letting you use abstractions instead of writing all the SQL yourself (kind of analogous to using vlookups or index match instead of manually entering data).
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Day 46-47: Beginner FastAPI Series - Part 3
Our tool we're going to be using for interfacing with the SQLite database is SQLAlchemy, a SQL toolkit that provides a unified API for various relational databases. If you installed FastAPI with pip install "fastapi[all]", SQLAlchemy is already part of your setup. but if you opted for FastAPI alone, you would need to install SQLAlchemy separately with pip install sqlalchemy.
bevy
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Web Game Engines and Libraries
Missing one of the best choices as long as "maturity" isn't on the top of your list: Bevy - https://bevyengine.org/
Game engine written in Rust, leveraging ECS in almost every place and way, with a really capable WASM export option. Wrestling ECS for the first time might take you some time, but in my experience helps you keep game code as clean and decoupled as game code could be.
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3D and 2D: Testing out my cross-platform graphics engine
I don't see WASM/WebGPU changing anything when it comes to gaming, as an industry, personally. 3d visualizations and interactive websites? Yeah definitely a nice improvement over WebGL 2, if years late.
WebGPU is pretty far behind what AAA games are using even as of 6 years ago. There's extra overhead and security in the WebGPU spec that AAA games do not want. Browsers do not lend themselves to downloading 300gb of assets.
Additionally, indie devs aren't using Steam for the technical capabilities. It's purely about marketshare. Video games are a highly saturated market. The users are all on Steam, getting their recommendations from Steam, and buying games in Steam sales. Hence all the indie developers publish to Steam. I don't see a web browser being appealing as a platform, because there's no way for developers to advertise to users.
That's also only indie games. AAA games use their own launchers, because they don't _need_ the discoverability from being on Steam. So they don't, and avoid the fees. If anything users _want_ the Steam monopoly, because they like the platform, and hate the walled garden launchers from AAA companies.
(I work on high end rendering features for the Bevy game engine https://bevyengine.org, and have extensive experience with WebGPU)
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What Are Const Generics and How Are They Used in Rust?
I was working through an example in the repo for the Bevy game engine recently and came across this code
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WebAssembly Playground
That's possible. I did spend quite a bit of time tinkering with compiler flags, and followed the recommendations.
Some notes I found just now seems to agree with my results, though: https://github.com/bevyengine/bevy/issues/3978#issuecomment-...
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Immediate Mode GUI Programming
I cannot recommend immediate mode GUI programming based on the limitations I've experienced working with egui.
egui does not support putting two widgets in the center of the screen: https://github.com/emilk/egui/issues/3211
It's really easy to get started with immediate mode, it's really easy to bust out some UI, but the second you start trying to involve dynamically resized context and responsive layouts -- abandon all hope. The fact it has to calculate everything in a single pass makes these things hard/impossible.
... that said, I'm still using it for https://ant.care/ (https://github.com/MeoMix/symbiants) because it's the best thing I've found. I'm crossing my fingers that Bevy's UI story (or Kayak https://github.com/StarArawn/kayak_ui) become significantly more fleshed out sooner rather than later. Bevy 0.13 should have lots more in this area though (https://github.com/bevyengine/bevy/discussions/9538)
- A minimal working Rust / SDL2 / WASM browser game
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ECS, Finally
I've also been enjoying building My First Game™ in Bevy using ECS. The community around Bevy really shines, but Flecs (https://github.com/SanderMertens/flecs) is arguably a more mature, open-source ECS implementation. You don't get to write in Rust, though, which makes it less cool in my book :)
I'm not very proud of the code I've written because I've found writing a game to be much more confusing than building websites + backends, but, as the author notes, it certainly feels more elegant than OOP or globals given the context.
I'm building for WASM and Bevy's parallelism isn't supported in that context (yet? https://github.com/bevyengine/bevy/issues/4078), so the performance wins are just so-so. Sharing a thread with UI rendering suuucks.
If anyone wants to browse some code or ask questions, feel free! https://github.com/MeoMix/symbiants
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Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'
These days, some game engines have done pretty well at making compute shaders easy to use (such as Bevy [1] -- disclaimer, I contribute to that engine). But telling the scientific/financial/etc. community that they need to run their code inside a game engine to get a decent experience is a hard sell. It's not a great situation compared to how easy it is on NVIDIA's stack.
[1]: https://github.com/bevyengine/bevy/blob/main/examples/shader...
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Trying to write a game with mods loaded at runtime
This is the API you need: https://github.com/bevyengine/bevy/pull/9774
- Not only Unity...
What are some alternatives?
tortoise-orm - Familiar asyncio ORM for python, built with relations in mind
Amethyst - Data-oriented and data-driven game engine written in Rust
PonyORM - Pony Object Relational Mapper
Godot - Godot Engine – Multi-platform 2D and 3D game engine
Peewee - a small, expressive orm -- supports postgresql, mysql, sqlite and cockroachdb
Fyrox - 3D and 2D game engine written in Rust
Orator - The Orator ORM provides a simple yet beautiful ActiveRecord implementation.
piston - A modular game engine written in Rust
prisma-client-py - Prisma Client Python is an auto-generated and fully type-safe database client designed for ease of use
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
pyDAL - A pure Python Database Abstraction Layer
specs - Specs - Parallel ECS