spew | HTTP request spewer / load generator | HTTP library

 by   varnish C Version: Current License: GPL-2.0

kandi X-RAY | spew Summary

kandi X-RAY | spew Summary

spew is a C library typically used in Networking, HTTP applications. spew has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has low support. You can download it from GitHub.

HTTP request spewer / load generator
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              spew has a low active ecosystem.
              It has 57 star(s) with 5 fork(s). There are 5 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 2 open issues and 3 have been closed. On average issues are closed in 1678 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of spew is current.

            kandi-Quality Quality

              spew has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              spew 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

              spew releases are not available. You will need to build from source code and install.

            Top functions reviewed by kandi - BETA

            kandi's functional review helps you automatically verify the functionalities of the libraries and avoid rework.
            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of spew
            Get all kandi verified functions for this library.

            spew Key Features

            No Key Features are available at this moment for spew.

            spew Examples and Code Snippets

            No Code Snippets are available at this moment for spew.

            Community Discussions

            QUESTION

            How do I silence PyAudio's noisy output?
            Asked 2021-Jun-13 at 20:51

            I've installed PyAudio and it's working exactly as I want it to, both for playing and recording audio. However, every time I initialise a PyAudio object, it barfs a whole bunch of warnings and error into STDERR and it's making it difficult to sort through my own application's logs. Here's a sample out of an ipython session:

            ...

            ANSWER

            Answered 2021-Jun-13 at 20:51

            The problem was that PyAudio loads a bunch of non-Python stuff whenever it's envoked, and it's that's stuff that's printing to STDOUT so it has to be silenced directly. The cleanest way to do this is to wrap it in a context manager that silences STDOUT for the shortest amount of time possible:

            Source https://stackoverflow.com/questions/67765911

            QUESTION

            Get annotations from object in k8s event handler
            Asked 2021-May-27 at 18:51

            I'm building a little k8s controller based on the sample-controller.

            I'm listening for ServiceAccount events with the following event handler:

            ...

            ANSWER

            Answered 2021-May-27 at 17:35

            SampleController is not the most easy code to deal with. They have example on how they cast objects to a known resource type. And they also have example on how they lookup the resource from a lister.

            Unless you have specific needs, I would recommend to also consider using kubebuilder and follow the kubebuilder book that has intuitive explanations of making controllers.

            Source https://stackoverflow.com/questions/67726840

            QUESTION

            Golang io.copy not copying entire data
            Asked 2021-May-19 at 02:39

            I have small code which reads 100 MB file from Google cloud storage and then return output.

            Code works fine for 1MB file but fails for 100 mb file.

            Below is the code which is not working

            ...

            ANSWER

            Answered 2021-May-19 at 02:39

            io.copy was trying to copy the details but OS was not allowing it. it was throwing error as (*net.OpError)(0xc0003302d0)(write tcp [::1]:80->[::1]:63014: wsasend: An established connection was aborted by the software in your host machine

            Source https://stackoverflow.com/questions/67588555

            QUESTION

            SpringBoot Thymeleaf login redirect to index loads html but not css and js
            Asked 2021-May-13 at 16:35

            I have a springboot application where I authenticate a user and if he is logged in I redirect him to the index.html. However, this index page just loads the plain .html and no js or css at all. I don't see any error in the server error logs nor in the browser's console. I have tried disabling spring security on my css files to no effect.

            Here is my project structure:

            • resources
              • static
                • css_general
                • css_page_specific
                • login.html
                • index.html
                • commons.js

            Here is my application.properties config. I have pointed thymeleaf's default path to static folder so that I can at least get this running first.

            ...

            ANSWER

            Answered 2021-May-13 at 16:35

            The reason this happens is because you are storing your templates in /static (which lets you access those files without running them through the regular parsing and rendering processes of Thymeleaf). Accessing /index.html returns the file as static html. In order to fix this you need to:

            1. Create another controller (or add another method to your login controller) that serves index.html through the Thymeleaf renderer.

            Source https://stackoverflow.com/questions/67514327

            QUESTION

            Gunicorn not working in Synology task Scheduler
            Asked 2021-Apr-21 at 19:44

            I am trying to run a website using gunicorn on my synology ds214se nas. When i run gunicorn through ssh(Putty) it works flawlessly but when i try to run it with the Synology Task Scheduler it doens't seem to work no matter what I try. Errorlog found below:

            ...

            ANSWER

            Answered 2021-Apr-21 at 19:44

            I had a similar problem and went troubleshooting. I created a startfile with two lines:

            Source https://stackoverflow.com/questions/67168835

            QUESTION

            Move camera relative to view in javafx?
            Asked 2021-Apr-20 at 16:08

            I have a camera in my scene, which I am currently moving on the x y and z axis using WASD. However, I would want it to move according to the direction it is facing. For better illustration of what I mean, I am using snippets from the program blender to demonstrate the idea.

            Image 1

            In Image 1, it is quite easy. Moving forward will simply move on the x (red) axis, moving to the sides will be on the y (green) axis. The problems arise when the camera is rotated, thereby changing it's position relative to the axes, as Image 2 shows from the top view:

            Image 2

            If I now try to move forward (direction of the red arrow), I need the movement to accommodate for the rotation, and adjust the x and y coordinates so that the camera moves forward from it's perspective.

            Is there a way of doing this? I have tried many calculations involving sine and cosine, and quite a few google searches, but it led to no result. Google mostly showed unsolved questions or solutions using OpenGL, and my math equations simply spewed out incorrect results.

            I hope I explained the problem clearly, if not I will be happy to provide additional information. Thank you for your time!

            ...

            ANSWER

            Answered 2021-Apr-20 at 16:08

            I know im like 3 months late but I think I know what you mean.

            In JavaFX you have a group called world (Everything 3d except the camera). If you want to rotate the camera to the left (example around the y axis) you don't touch the camera but the world and rotate that around the y axis.

            I'll be honest I don't 100% understand why it works but it does for me (I'm working on a game so I had to go through it).

            I hope this answers your question :D

            EDIT 1: Sample code

            Source https://stackoverflow.com/questions/65510979

            QUESTION

            Rust: invoking rustc using subprocess shell
            Asked 2021-Apr-16 at 11:43

            So here is the problem: I want to call a rust compiler on a piece of code. Instead of spewing warnings though stderr, it outputs a help page on stdout and exits. What is wrong with this?

            ...

            ANSWER

            Answered 2021-Apr-16 at 11:43

            You don't need a specific crate to launch a process, the standard process::Command contains what you need.

            You seem to want to launch rustc then inherit stdin and/or stdout.

            That would be this:

            Source https://stackoverflow.com/questions/67121163

            QUESTION

            Do console logs and errors get garbage collected in pm2?
            Asked 2021-Mar-22 at 16:51

            As I understand it, logs do not get garbage collected in node.js, so an app which is doing a lot of logging can potentially lead to memory exhaustion.

            Does the logging facility of pm2 however alter that? ie, If I'm running a node.js script under pm2 spewing out tons of console.log(messages), does pm2 'intercept' them, presumably freeing it from memory and writing it to a file, or does it simply observe stdout & stderr and copy new lines into their respective out/error .pm2/logs file?

            ...

            ANSWER

            Answered 2021-Mar-22 at 16:51

            Yes, you're right at the point pm2 just capture stdout and stderr to the logs files. But it also has some options to control the logs. You can disable writing common logs by the ecosystem.config.json like this:

            Source https://stackoverflow.com/questions/66746062

            QUESTION

            Broken project after updating Vuetify
            Asked 2021-Mar-14 at 16:32

            I've updated Vuetify from version 2.2.x to version 2.4.6 by running npm uninstall --save vuetify and then npm run install --save vuetify@latest. It's previously installed using vue add vuetify Now serving the project spews out these error messages

            ...

            ANSWER

            Answered 2021-Mar-14 at 16:32

            You should have a package.lock.json file. Delete that, and also delete the node_modules folder. Re-run npm install and try building again

            Source https://stackoverflow.com/questions/66625829

            QUESTION

            Unity's Particle System - shader glitch (mesh vertices reduction)
            Asked 2021-Feb-27 at 14:26

            I have a problem on some Android devices with the particle system's rendering (weirdly enough the problem seems occur on devices with higher capabilities). The problem occurs when mesh based particles (Renderer/Renderer Mode/Mesh) are being rendered. It seems like the meshes that are being spewed out and slowly shrunk with time are being reduced ("reverse-tessellated") which results in a nasty visual effect. Does anyone know what might be the cause of this?

            UPDATE: One thing that I've noticed is that with time - the longer the gameplay - this problem is getting worse.

            UPDATE: What I've tried is to make one particle system bigger (around x5 times) in order to check if it will have any effect on it's rasterization. Normally particles are sized down from 1 to 0 based on their life-time. What I've noticed, after sizing them up, is that the problem does not occur anymore.

            UPDATE: Visualisation of the problem:

            Properly rendered:

            Improperly rendered:

            ...

            ANSWER

            Answered 2021-Feb-16 at 07:57

            I was able to track the issue down. It turned out to be a problem within a toon shader I wrote while a go. All the things I've noticed are valid but unfortunately it took some time to put me on the right track.

            Taken from Unity's documentation

            The half and fixed types only become relevant when targeting mobile GPUs, where these types primarily exist for power (and sometimes performance) constraints. Keep in mind that you need to test your shaders on mobile to see whether or not you are running into precision/numerical issues.

            Unfortunately for me, as it cost me quite some time, I've used half3/4 values with POSITION semantics which caused some numerical precision issues on some Android devices (in this case the particles were getting smaller and smaller - size 0 to be exact). As a general rule, from what I've read in Unity's documentation, float3/4 should always be preferred in conjunction with POSITION semantics.

            Source https://stackoverflow.com/questions/66196007

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

            Vulnerabilities

            No vulnerabilities reported

            Install spew

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
            Find more information at:

            Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items

            Find more libraries
            CLONE
          • HTTPS

            https://github.com/varnish/spew.git

          • CLI

            gh repo clone varnish/spew

          • sshUrl

            git@github.com:varnish/spew.git

          • Stay Updated

            Subscribe to our newsletter for trending solutions and developer bootcamps

            Agree to Sign up and Terms & Conditions

            Share this Page

            share link