20 packages tagged with “Bloom”
A library containing useful data structures like Trees, Tries, Sparse Arrays, Bloom Filters and indexing tailored dictionaries.
A bloom filter implementation
Maybe.NET is a library of probabilistic data structures. Instantly start using bloom filters, skip lists, count min sketch, and more!
A Bloom Filter is a probabalistic data structure that Implements the Add() and Contains() methods in a memory efficient manner when compared to the more traditional Hash Set. However, the Bloom Filter has some draw backs: * It will sometimes indicate that an element is in the set when it isn't. The False Positive rate can be decreased by using more memory. *The capacity of the Bloom Filter is fixed at creation time. (You can add more elements than the target capacity, but the False Positive rate continues to increase thereafter).
An implementation of a Bloom Filter.
A Bloom Filter is a probabalistic data structure that Implements the Add() and Contains() methods in a memory efficient manner when compared to the more traditional Hash Set. However, the Bloom Filter has some draw backs: It will sometimes indicate that an element is in the set when it isn't. The False Positive rate can be decreased by using more memory. The capacity of the Bloom Filter is fixed at creation time. (You can add more elements than the target capacity, but the False Positive rate continues to increase thereafter).
Help serialize bloom filters using JSON
Core functionality for Web API
If you want to add a nice bloom-effect to your game, this library will help you. It's a portable library, so it will work with all MG flavors and it is pretty simple to use. Just create a BloomEffectRenderer in your game, hook it up (Initialize and UnloadContent) and tell it to render the effect at the appropriate point in your draw-method. Pass it a RenderTarget (source) where you've drawn all your stuff in, and a second one (target) where the output will be rendered to. If you pass 'null' as the target RenderTarget then it will draw directly to the backbuffer.
Fast C# implementation of bloom filters packed in a .NET Standard library.
A Bloom Filter is a space efficient, probabilistic data structure. Storing a value as only several bits - after running it though several hashing algorithms. Once created the filter cannot be resized, once an item is added it cannot be removed. The filter very memory efficient, it only uses a few bytes to store an object; and those bytes are shared. The filter can tell you with 99% accuracy if an item was previously added (i.e. it has a 1% false positive rate). A Bloom Filter can tell you if an item is definitely not in the filter, and with 99% certainty, tell you if it has seen the item before. It can't be 100% certain - as hash functions have collisions (i.e. two different values with the same hash). Use a filter over an expensive resource to check if it's likey there or not. For example as a blacklist, on a match you go to a database to make sure the item is actually blacklisted.
Help serialize bloom filters using Google Protocol Buffers
MonoGame.GlowEffect is a library to generate glow for Texture2D in MonoGame. We also support Sprite Font. We use a shader effect to process the glow effect.
Advanced data structures for .NET
Library for encryption & hashing and other cryptographic operations.
A library for all the data structures in C#. Every class is generic and reusable.