wbec | Control Heidelberg Wallbox Energy Control over WiFi

 by   steff393 C++ Version: v0.4.9 License: MIT

kandi X-RAY | wbec Summary

kandi X-RAY | wbec Summary

wbec is a C++ library typically used in Internet of Things (IoT) applications. wbec has no vulnerabilities, it has a Permissive License and it has low support. However wbec has 1 bugs. You can download it from GitHub.

Wifi interface to Heidelberg WallBox Energy Control using ESP8266. The Heidelberg Wallbox Energy Control is a high quality wallbox, but it offers only a Modbus RTU interface. Goal of this project is to establish an Wifi interface, which also acts as Modbus master (for local external load management).
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              wbec has a low active ecosystem.
              It has 132 star(s) with 27 fork(s). There are 21 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 7 open issues and 59 have been closed. On average issues are closed in 49 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of wbec is v0.4.9

            kandi-Quality Quality

              wbec has 1 bugs (0 blocker, 0 critical, 1 major, 0 minor) and 0 code smells.

            kandi-Security Security

              wbec has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              wbec code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              wbec is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              wbec releases are available to install and integrate.
              Installation instructions are not available. Examples and code snippets are available.
              It has 111 lines of code, 0 functions and 2 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            wbec Key Features

            No Key Features are available at this moment for wbec.

            wbec Examples and Code Snippets

            No Code Snippets are available at this moment for wbec.

            Community Discussions

            QUESTION

            Loop doesn't reach end of stream
            Asked 2020-Apr-19 at 08:49

            I am developing a program for analyzing chess problems - especially endgame problems - using the .exe version of the open-source chess-engine Stockfish 9.

            Here is the (very simplified) EndgameAnalyzer class:

            ...

            ANSWER

            Answered 2018-Jul-04 at 19:26

            It appears that stockfish returns "uciok" in the end of his job. You can try the following code to determine when it is finished (see if (line == "uciok")):

            Source https://stackoverflow.com/questions/51178170

            QUESTION

            How to share a pointer to a mutable variable to a thread?
            Asked 2019-Apr-19 at 15:10

            I have to implement the UCI protocol for my chess engine.

            It requires to read commands from command line. When the go command is sent, a search has to be started. However, during this search, other commands such as stop still have to be received. In the case of stop, the search has to quit altogether.

            This is how the code looks (with leaving out non-important details).

            ...

            ANSWER

            Answered 2019-Apr-19 at 15:08

            You'll need to use a special reference, an Arc to share the boolean value between threads:

            Source https://stackoverflow.com/questions/55758835

            QUESTION

            What is the correct approach to integrate an external ChessEngine with my Unity project?
            Asked 2018-May-14 at 12:32

            I am developing a Chess Game in Unity. I am not writing the AI by myself but using the chess engine named MadChess.

            I downloaded the source code of the engine(which is written in C#) as well as the executable file named "MadChess.exe"(which is basically a command prompt through which we can talk with the engine following UCI protocols)

            I haven't actually integrated a chess engine with a unity project before and also not able to find many resources online on how to do it.

            Approach 1: Initially, I wrote a C# script in Unity which creates a separate process to communicate with "MadChess.exe" but I later realized that the approach is buggy. This is because when I build my Unity Project as a standalone application for Windows, it is dependent on the physical "MadChess.exe" file located on my PC i.e. it doesn't build everything(My Unity Project code along with the Chess Engine Code) together into a single executable application. This according to me is faulty and can only be rectified by creating an installer of the game which injects the "MadChess.exe" file along with my main Unity code.

            Approach 2: Now, I am trying to go through the source code of MadChess chess engine project and basically creating .dll files of the chess engine project which I plan to use as plugins in my Unity project. I would interface with them through my C# code in Unity eventually. Is it the correct way or not?

            I am stuck at this for around a week or so and still not able to find a clear way. I don't want to spend another week just to realize that I am doing it wrong. Even if I am wrong from the start please let me know. I simply want to integrate a Chess Engine with my Unity Project. If someone has any suggestions or ideas or if someone has done this before please guide me. I would be grateful. Thanks for bearing with me till here.

            ...

            ANSWER

            Answered 2018-May-13 at 17:02

            I recommend using Approach 1

            Both approaches sound valid, but I recommend using Approach 1 to communicate with MadChess.exe as a process, because this is much less work than Approach 2, especially if you already have the first approach working (aside from the build issue).

            Also, aside from the source code, if the MadChess project is only providing the exe and not the dll files, then I think it's safer to stick with the approach that is implicitly "recommended" by the project. You don't know what kinds of issues you'll run into when you try to make the dll files yourself (and it sounds like you have been running into issues already).

            Even though it should be possible to use dll files, I think it's preferable to pick the approach that will let you progress on your project faster. You can always switch to Approach 2 later if you run into other issues.

            (Just make sure to show appropriate errors in case MadChess.exe is not found, so that you can troubleshoot issues quickly.)

            How to include MadChess.exe as part of your build

            You don't necessarily need an installer to include the MadChess.exe file with your game. You can also copy MadChess.exe as part of the Build Player Pipeline. Using either BuildPipeline.BuildPlayer or the PostProcessBuildAttribute, you can get the path of the built project, and then use FileUtil.CopyFileOrDirectory to copy MadChess.exe during the build step.

            Also, as @AdrianSgro mentioned in a comment, StreamingAssets works as well. (But note that the documentation explicitly mentions that .dll files in this folder are not included if you need to include any dll dependencies.)

            Source https://stackoverflow.com/questions/50309449

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install wbec

            You can download it from GitHub.

            Support

            In case of any questions, feel free to send a mail (wbec393@gmail.com) or open an issue ;-) When you're interested in a ready-to-use black-box, then please send a mail. Please also take a look to the Wiki.
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