LookingGlass | extremely low latency KVMFR ( KVM FrameRelay | Infrastructure Automation library

 by   gnif C Version: B6 License: GPL-2.0

kandi X-RAY | LookingGlass Summary

kandi X-RAY | LookingGlass Summary

LookingGlass is a C library typically used in Devops, Infrastructure Automation applications. LookingGlass has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has medium support. You can download it from GitHub.

An extremely low latency KVMFR (KVM FrameRelay) implementation for guests with VGA PCI Passthrough.
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              LookingGlass has a medium active ecosystem.
              It has 4057 star(s) with 247 fork(s). There are 121 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 8 open issues and 355 have been closed. On average issues are closed in 0 days. There are 5 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of LookingGlass is B6

            kandi-Quality Quality

              LookingGlass has no bugs reported.

            kandi-Security Security

              LookingGlass has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              LookingGlass is licensed under the GPL-2.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              LookingGlass releases are available to install and integrate.

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            LookingGlass Key Features

            No Key Features are available at this moment for LookingGlass.

            LookingGlass Examples and Code Snippets

            No Code Snippets are available at this moment for LookingGlass.

            Community Discussions

            QUESTION

            GJS gnome-shell exception error, how to overcome this error
            Asked 2021-Jun-02 at 05:25

            I would like to learn what this error message is.

            ...

            ANSWER

            Answered 2021-Jun-02 at 05:25

            JavaScript has prototypal inheritance — meaning that DateMenuButton.prototype is an object that contains DateMenuButton's methods, but it is not a DateMenuButton itself. So when you call DateMenuButton.prototype.hide(), you are calling DateMenuButton's hide() method on an object that is not a DateMenuButton. This will give you an error. The error message is not particularly clear but "can't ___ on prototype, only on instances" is a hint about what's going on.

            To call this method, you will need an actual DateMenuButton object.

            Here is some further reading material on prototypal inheritance: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Inheritance_and_the_prototype_chain

            Source https://stackoverflow.com/questions/67784073

            QUESTION

            how to test radio button in react testing library(User can select other radio button)
            Asked 2021-Apr-04 at 10:58

            I am new to react and writing test case in react. I have two radio buttons (IPV4 and IPV6). I want to test that a user can select another radio button or not. I don't know which event listener to apply on radio button, is it change event or click event?

            I broke down my problem into two parts: 1) I am checking whether I can select or deselect one radio button or not 2) I can select another radio button or not. I failed in my 1 part only so please help me. Here is my code and test case.

            ...

            ANSWER

            Answered 2021-Apr-04 at 10:51

            Radio buttons are meant to be used in groups, so that when clicking on one of them deselects the currently selected one. To test that a radio button is deselected simply select the other one.

            Source https://stackoverflow.com/questions/66633103

            QUESTION

            Unit test for component in react
            Asked 2021-Mar-23 at 13:31

            hi i am new to react testing and i am using react testing library and jest.please help me in writing test case for below code.

            ...

            ANSWER

            Answered 2021-Mar-23 at 13:31

            here first we need to get ErrorLabel by test-id and then check expectations

            Source https://stackoverflow.com/questions/66762099

            QUESTION

            org.json.JSONException) org.json.JSONException: JSONObject["routes"] not found
            Asked 2019-Aug-30 at 16:22

            I have 7 protocols, and I want to be shown on the site. But the site shows only 4 protocols, although there are 7 protocols in the JSON file. I decided to check with a debugger, it passes 4 protocols without errors. But starting with the fifth protocol, such an error comes out.

            I have error

            ...

            ANSWER

            Answered 2019-Aug-28 at 05:00

            Ok, this issue is because it is not found routes field in JSON object then you need to check if the JSON object has this field, I created a method called getRoutesAsJSONObject(JSONObject jsonObject) this method check if a JSON object has routes then return the routes as JSON object else creates a JSON Object and adds routes as JSONObject with imported, exported and preferred values to 0.

            Source https://stackoverflow.com/questions/57684598

            QUESTION

            How can I test my GNOME Shell extension without risk of crashing the shell?
            Asked 2018-Feb-08 at 06:26

            During development, I introduced an error to my extension that causes gnome-shell to crash upon trying to load the extension with the following rather broadly phrased error message:

            ...

            ANSWER

            Answered 2018-Feb-08 at 06:26

            The JS_EvaluateScript in that error message is outdated, and not particularly helpful. It will be improved in the upcoming GNOME 3.28.

            The code you are looking for (with the improved error message) is here and you can see there is a call to gjs_log_exception() right after setting the error that is returned to GNOME Shell. You should be able to find that exception in the system journal (sudo journalctl -xb), even on your current version of GNOME.

            There's always a risk of crashing the shell, since native code may crash if you give it wrong input. We aim to prevent crashes in GJS itself assuming native code is well-behaved. Once you isolate the problem, if it seems like something GJS could prevent, please make a bug report at https://gitlab.gnome.org/GNOME/gjs.

            This question and answer might help to test your extension in a separate process, if you put the following code at the top of your file before you import St:

            Source https://stackoverflow.com/questions/48644467

            QUESTION

            HLSL (Unity-specific ok, not necessary) combining Stencil and worldspace "reverse" clipping
            Asked 2017-Feb-23 at 02:38

            I've built a working surface shader (call it "wonderland") that renders as invisible unless a companion "lookingGlass" shader intersects with it from the viewpoint of the camera. Simple stencil shader arrangement.

            Easy peasy.

            I can add shader settings to specify a plane, or even just a minimum worldspace Z value, and use clip() to only render pixels on one side of that plane... (in other words, I could use that to trim the content that's allowed by the Stencil.)

            What I want to do is use the stencil on surfaces "through the looking glass", (to reveal geometry that's inside the looking glass) and to always render those surfaces when they're on "our" side of the looking glass (to always show them if they're on this side of the looking glass portal). eg., if z<0, render if the Stencil Ref value is satisfied. if z>=0, render regardless.

            Now, in Unity I can attach two materials to the MeshRenderer component (one with a stencil shader, one with a "plane cutoff" shader) - that works fine. It's pretty awesome, actually, at least visually. But while I haven't benchmarked it yet, I instinctively believe it's going to massively impact framerate if there are a number of objects, fairly complicated geometry, etc., set up with this arrangement.

            (I can also manage shader attachment in code, and only do this when I expect something to transition, but I'm really hoping to get a unified shader out of this to avoid unnecessary draw calls.)

            ...

            ANSWER

            Answered 2017-Feb-23 at 02:38

            As it turns out, what I was looking to do is impossible.

            The two shaders I wish to combine are both surface shaders. While you can combine multiple surface shaders into a multipass shader, you cannot combine multiple surface shaders, with a Stencil, and with a clip() where the clip is applied to passes that the Stencil is not and vice-versa.

            There are combinations that can achieve parts of this, or can achieve the entire goal with surface and vert (or other non-surf) shaders, but the combination of requirements stipulated by this question isn't supported as desired.

            While this does not answer the question, the workaround in Unity is to create two materials that provide each piece of functionality. They can both exist on the item that needs both pieces, and code can otherwise manage whether one or the other or both is actively in use.

            Similar solutions would be available in other packages.

            Source https://stackoverflow.com/questions/42294662

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

            Vulnerabilities

            No vulnerabilities reported

            Install LookingGlass

            You can download it from GitHub.

            Support

            This project contains submodules that must be checked out if building from the git repository! If you are not a developer and just want to compile Looking Glass, please download the source archive from the website instead:. Source code for the documentation can be found in the /doc directory. You may view this locally as HTML by running make html with python3-sphinx and python3-sphinx-rtd-theme installed.
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            CLONE
          • HTTPS

            https://github.com/gnif/LookingGlass.git

          • CLI

            gh repo clone gnif/LookingGlass

          • sshUrl

            git@github.com:gnif/LookingGlass.git

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