damper | Linux userspace traffic shaper | Analytics library
kandi X-RAY | damper Summary
kandi X-RAY | damper Summary
Linux userspace traffic shaper. Utility for shaping network traffic. damper uses NFQUEUE mechanism for traffic shaping. All processing occurs in user space as opposed to traditional kernel space Linux traffic shaping.
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QUESTION
ANSWER
Answered 2021-Oct-04 at 23:09arr = np.array([
y[1],
(1/m1)*(f1*np.cos(3*t) - ((c1 + c1)*y[1] + (k1 + k2)*y[0]) + c2*y[3] + k2*y[2]),
y[3],
(1/m2)*(f2*np.sin(t**2) - c2*y[3] - k2*y[2] + c2*y[1] + k2*y[0])
])
QUESTION
I am trying to scrape a BACnet device where I noticed not all of the points are being captured on scripts/bacnet/grab_bacnet_config.py
In the screenshot below of the BACnet scanner tool these are the BO's that dont come through:
Any ideas to try?
If I do a vctl config edit platform.driver registry_configs/1100.csv
everything seems to be captured but BACnet Binary Outputs (BO's):
ANSWER
Answered 2021-Aug-18 at 15:28I wouldn't be able to say from this, but could it be the case that you are retrieving/enumerating the objects from the structured-object-list rather than the object-list?
(It's a possibility that the structured-object-list has less objects than the object-list - therefore possibly excluding your Binary-Output objects?)
QUESTION
When I shoot my grappling gun at a surface it works how it is supposed to but when I go to switch weapons I am still attached to the surface and I have to swap back to the grappling gun to detach myself from the surface. Does anyone know how I could make it so that I get detached when I swap weapons?
Here is the weapon switching code:
...ANSWER
Answered 2021-Aug-09 at 19:41Could you share a screenshot of your object hierarchy?
It looks like your SelectWeapon method iterates through child 'weapon' Transforms, so I'm guessing your weapon objects are children of the object with the WeaponSwitching script attached... is the Grappling Gun script attached to one of these child weapon gameobjects, or is it attached to the parent? If it's attached to the parent then the weapon switching isn't turning it off.
In either case, you could have your WeaponSwitching script(s) run the StopGrapple method in your GrapplingGun script when switching weapons, which I think should do the trick? Something like this:
QUESTION
I'm trying to import data into Snowflake using the copy command. I have a file format defined as follows:
...ANSWER
Answered 2021-May-27 at 10:52Short Answer Looks like Snowflake only allows single-byte characters to be used as an escape character for a file format. The character you're using as the escape character uses two bytes and therefore isn't allowed as an escape character by the file format.
You can however use multi-byte characters for field and row delimiters so not sure why Snowflake hasn't allowed it as the escape character as well.
Longer Answer
The character you're trying to use as the escape character (¡) is two bytes long with a hex value of \xC2\xA1
. This isn't allowed as you can see by the following error:
QUESTION
Hopefully there is an easy answer for this but I can't pinpoint why my code is not plotting. I copied and pasted the plot statement directly from an example code provided to me for solving IVP's such as mine then changed the variables to match what I have in my code. The example code plots without hesitation. Mine will not plot at all. I don't know what else to do. I am new to stackoverflow so I hope I add my code in a readable format.
...ANSWER
Answered 2021-Apr-25 at 03:30I think you forgot to call the function.
Everything inside the function will be executed when called, so just simply add one more line at the end:
QUESTION
ANSWER
Answered 2021-Apr-08 at 13:47It could be the solution:
QUESTION
I have a nested dictionary and I am trying to figure out a way to loop through keys to obtain key values only.
...ANSWER
Answered 2021-Mar-30 at 15:23you can get the values of the inner dict by selecting the dict by key then calling the values method on it.
QUESTION
When I am running a pyopengl program, I get an error. I searhed the web but all it says is that it is a pyopengl version problem, but I am using the latest update.
Traceback (most recent call last): File "C:/Users/TheUser/Desktop/MyPytonDen/ThinMatrixOpenGl/engineTester/MainGameLoop.py", line 10, in from ThinMatrixOpenGl.renderEngine.MasterRenderer import MasterRendererClass File "C:\Users\TheUser\Desktop\MyPytonDen\ThinMatrixOpenGl\renderEngine\MasterRenderer.py", line 10, in class MasterRendererClass: File "C:\Users\TheUser\Desktop\MyPytonDen\ThinMatrixOpenGl\renderEngine\MasterRenderer.py", line 11, in MasterRendererClass shader = StaticShaderClass() File "C:\Users\TheUser\Desktop\MyPytonDen\ThinMatrixOpenGl\shaders\staticShader.py", line 22, in init super().init(self.VERTEX_FILE, self.FRAGMENT_FILE) File "C:\Users\TheUser\Desktop\MyPytonDen\ThinMatrixOpenGl\shaders\shaderProgram.py", line 13, in init self.Vertex_Shader_Id = Load_Shader(vertex_file, GL_VERTEX_SHADER) File "C:\Users\TheUser\Desktop\MyPytonDen\ThinMatrixOpenGl\shaders\shaderProgram.py", line 84, in Load_Shader Shader_Id = glCreateShader(type_of_shader) File "C:\Users\TheUser\AppData\Local\Programs\Python\Python38-32\lib\site-packages\OpenGL\platform\baseplatform.py", line 423, in call raise error.NullFunctionError( OpenGL.error.NullFunctionError: Attempt to call an undefined function glCreateShader, check for bool(glCreateShader) before calling Process finished with exit code 1
I checked the OpenGL source code. Not that I meddle with it in the first place but its fine.
For some reason, StaticShader
refuses to initialize now.
In my program, before doing some change, it was working just fine and it is still working in some other project.
Despite I didn't even get close to shader codes it gave me this.
What exactly is this and how can I handle it.
Btw while this poped up I was trying to update the render algorithm although it did not change much.
...ANSWER
Answered 2021-Jan-23 at 15:28Let me quote Python class attributes are evaluated on declaration:
In Python, class attributes are evaluated and put into memory when the class is defined (or imported).
A valid and current OpenGL context is required for each OpenGL instruction, such as for creating the shader program. Therefore, if the shader program is stored in a class attribute and the class is defined or imported before the OpenGL window and context are created, the shader program cannot be generated.
QUESTION
Following a tutorial, I'm trying to use a grappling gun mechanic that utilizes a spring joint and Line Renderer.
I've got the line drawing upon mouseclick, but the end of the line is not drawing where the user clicks.
It looks like this:
Can anyone kind of help me out as to why it's not working? Here's the (wonky) project in action- https://i.imgur.com/IuMsEsQ.mp4
Grappling gun code:
...ANSWER
Answered 2020-May-16 at 09:14The underlying issue is your raycast. the second parameter is the direction of the ray, which you have as the camera direction. Currently your ray is pointing forward from the camera at all times as a result.
What you can do is use Camera.ScreenPointToRay to give a ray to cast along to give you a 3d mouse position to cast to, then use your current raycast but replace the second parameter with the direction from the player to the point hit by the raycast from the function mentioned before
QUESTION
I am very new to C (had one semester class like 5 years ago). To summarize my problem, I have code written in C that compiles on Raspbian Jessie, but not Buster Lite.
I'm using a Raspberry Pi Zero W + ADCs to input an analog signal, digitize it, and transmit it wirelessly and the code I'm having issues with takes the data from the GPIOs and stores it in a buffer that I can read from. I previously was running Raspbian Jessie on my pi and I had NO issues compiling the code (no warnings, no errors). It was correctly reading data from the ADCs and storing it in the buffer. When I installed Raspbian Buster Lite on my Pi, and have been getting multiple errors/warnings when compiling. (I'm not concerned about the warnings/notes, know how to fix them, just the errors. partly included because I don't understand why they appeared on Buster but not on Jessie)
...ANSWER
Answered 2020-May-11 at 16:05So I think I have an answer. I realized I need to compile the linux kernel module on Buster before I can compile my adc code. On the Jessie disk image version I was using, I realized the linux kernel module had already been compiled, I think that's why on Jessie it's able to enter the linux source directory to compile while on Buster it enters the linux headers directory. Thank you
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