mproxy | c 语言实现的一个最小的http代理,支持翻墙 , forked from https
kandi X-RAY | mproxy Summary
kandi X-RAY | mproxy Summary
注:本代码实现简陋,完成仓促,目前还停留在一个原型的阶段,经测试访问facebook,twitter,youtube ,google是OK的,但不保证所有的网站兼容性的问题,希望能够起到一个抛砖引玉的作用。欢迎提交pull request 继续完善. :).
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QUESTION
I'm struggling to use the Micronaut HTTPClient for multiple calls to a third-party REST service without receiving a io.micronaut.http.client.exceptions.ReadTimeoutException
To remove the third-party dependency, the problem can be reproduced using a simple Micronaut app calling it's own service.
Example Controller:
...ANSWER
Answered 2021-Jun-15 at 09:51If this isn't going to throw an exception then I don't know what is going to.
This is caused by using blocking
code within Netty's event loop
.
The code over here is making a blocking request 20 times in a row which cause the machine to break. I don't know what data is coming from the client but I would never recommend to do it in this manner.
QUESTION
I am trying to write a very stripped down, simple collider similar to Box2D-- absent all physics, rotation, etc. I'm doing this both to keep the code footprint tiny and understandable, and also to simply learn the inner workings of these things personally.
All I'm trying to do is collide circles and lines, and keep them from getting embedded in eachother.
Box2D does this almost perfectly-- very tiny amounts of overlap! However, when I write my own simple simulator, I get a lot of overlap: .
When I run the same simulation using Box2D (this is just all circles chasing a point in the center of the screen), I get no visible overlap at ALL.
In pseudocode, this is what I do:
...ANSWER
Answered 2017-Jan-28 at 15:54Resolving collisions between many objects is quite a difficult problem because, in addition to the basic maths of collisions, you have to work much more diligently at fixing the accumulation of mathematical errors that come from approximative solvers (physics in the real world work based on integration which dictates infinitesimally small time-steps; while in our simulations, we usually only solve some 60 times a second).
Let's have a look at Box2D's constraint solver loop, located in b2island.cpp: In every world step, the collision resolver does not only run once. It will repeat velocityIterations
times, which in the official test cases is usually set to 6 or 8. And that is what you will have to do as well.
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