Warp | In-game warp menu for Rain World | Game Engine library

 by   LeeMoriya C# Version: v1.70 License: No License

kandi X-RAY | Warp Summary

kandi X-RAY | Warp Summary

Warp is a C# library typically used in Gaming, Game Engine, Minecraft applications. Warp has no bugs and it has low support. However Warp has 1 vulnerabilities. You can download it from GitHub.

Warp is a utility mod for Rain World that allows you to teleport the player to any room in the game, most common uses are to help with the creation of Custom Regions or testing in-development mods. The Warp menu is accessed via the Pause screen. Rooms in your current region are displayed on the right while a list of vanilla and modded regions are displayed on the left. Clicking on a room button will warp the player to that room. Clicking on a region button will change the list of room buttons to that of the selected region so that you can warp to rooms in different regions without the use of gates.
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              Warp has a low active ecosystem.
              It has 3 star(s) with 1 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              Warp has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Warp is v1.70

            kandi-Quality Quality

              Warp has 0 bugs and 0 code smells.

            kandi-Security Security

              Warp has 1 vulnerability issues reported (0 critical, 1 high, 0 medium, 0 low).
              Warp code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Warp does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              Warp releases are available to install and integrate.

            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 Warp
            Get all kandi verified functions for this library.

            Warp Key Features

            No Key Features are available at this moment for Warp.

            Warp Examples and Code Snippets

            No Code Snippets are available at this moment for Warp.

            Community Discussions

            QUESTION

            How to hide terminal shell on server application like Warp in Windows?
            Asked 2022-Mar-27 at 06:03

            I have a small warp server project on Windows that listen to a particular port and do something whenever I send a command to it by REST (for example: POST http://10.10.10.1:5000/print). It's a small client for printing PDF / receipt directly from another computer.

            It works. But my problem is when I had to package the whole project, the Rust compiler give me an executable file (.exe). The application displays a terminal window when I run it. I want this terminal to be hidden somehow.

            I try to run the program as a windows service (by using NSSM). It doesn't work for me since I had to access the printer. Windows doesn't allow my app to access any devices or any other executable as a windows service. (The reasons are explained here: How can I run an EXE program from a Windows Service using C#?)

            So I plan to run my app as a tray-icon application so user can control or close the app. (https://github.com/olback/tray-item-rs) Unfortunately, I still cannot hide the app's terminal window.

            Another solution that I found is hstart (https://www.ntwind.com/software/hstart.html). But I would like to use this as "the last resort" solution since many antivirus/windows defender mark it as a malware.

            Do anyone know how to hide or get rid of it ?

            ...

            ANSWER

            Answered 2022-Mar-25 at 00:46

            Start program in background.

            Source https://stackoverflow.com/questions/71610964

            QUESTION

            How to make useEffect() in AuthProvider runs first then call useContext()
            Asked 2022-Mar-20 at 21:07

            I was using React for my project, but I have a problem about getting user session. Every components that inside the provider can call from here. When the browser start loading up the page, the user state is always null until axios is getting user session done in useEffect(). How can I control the AuthProvider that useEffect() must be called first, then the user state can be usable in any children components.

            Here is my Auth Context implementation.

            ...

            ANSWER

            Answered 2022-Mar-20 at 21:07

            I'm guessing you have an issue with your initial user state and your PublicRoute component redirecting before the app has actually computed/resolved the user's auth status.

            The issue is that your resolved/unauthenticated state is masked by your initial state value. You probably want to use an indeterminant initial state and conditionally render null or some loading indicator until the authentication status has been resolved.

            Example:

            Source https://stackoverflow.com/questions/71550567

            QUESTION

            inactive invocation in subgroups in vulkan
            Asked 2022-Mar-11 at 02:27

            I am reading the vulkan subgroup tutorial and it mentions that if the local workgroup size is less than the subgroup size, then we will always have inactive invocations.

            This post clarifies that there is no direct relation between a SubgroupLocalInvocationId and LocalInvocationId. If there is no relation between the subgroup and local workgroup ids, how does the small size of local workgroup guarantee inactive invocations?

            My guess is as follows

            I am thinking that the invocations (threads) in a workgroup are divided into subgroups before executing on the GPU. Each subgroup would be an exact match for the basic unit of execution on the GPU (warp for an NVIDIA GPU). This means that if the workgroup size is smaller than the subgroup size then the system somehow tries to construct a minimal subgroup which can be executed on the GPU. This would require using some "inactive/dead" invocations just to meet the minimum subgroup size criteria leading to the aforementioned guaranteed inactive invocations. Is this understanding correct? (I deliberately tried to use basic words for simplicity, please let me know if any of the terminology is incorrect)

            Thanks

            ...

            ANSWER

            Answered 2022-Mar-11 at 02:27

            A dispatch of compute defines with its parameters the global workgroup. The global workgroup has x×y×z invocations.

            Each of those invocations are divided into local groups (defined by the shader). A local workgroup also has another set of x×y×z invocations.

            A local workgroup is partitioned into subgroups. Its invocations are rearranged into subgroups. A subgroup has (1-dimensional) SubgroupSize amount of invocations, which all need not be assigned a local workgroup invocation. And a subgroup must not span over multiple local workgroups; it can use only invocations from a single local workgroup.

            Otherwise how this partitioning is done seems largely unspecified, except that under very specific conditions you are guaranteed full subgroups, which means none of the invocations in a subgroup of SubgroupSize will stay vacant. If those conditions are not fulfilled, then the driver may keep some invocations inactive in the subgroup as it sees fit.

            If the local workgroup has in total less invocations than SubgroupSize, then some of the invocations of the subgroup indeed need to stay inactive as there are not enough available local workgroup invocations to fill even one subgroup.

            Source https://stackoverflow.com/questions/71431148

            QUESTION

            Avoiding multithreading issues with the WebSocket library
            Asked 2022-Mar-02 at 19:25

            The WebSockets library contains an open issue about sending messages from multiple threads.
            As an example I took a look at websocket-shootout, and noticed a forked thread for receiveData.

            ...

            ANSWER

            Answered 2022-Mar-02 at 19:25

            Note that the reported issue is only a problem if compression is used. The websocket-shootout example uses Ws.defaultConnectionOptions which means compression is disabled. As long as you also leave compression disabled, you shouldn't run into any problems with this issue.

            Source https://stackoverflow.com/questions/71316959

            QUESTION

            CUDA independent thread scheduling
            Asked 2022-Feb-17 at 17:10

            Q1: The programming guide v11.6.0 states that the following code pattern is valid on Volta and later GPUs:

            ...

            ANSWER

            Answered 2022-Feb-17 at 17:10

            Q1:

            Why so?

            This is an exceptional case. The programming guide doesn't give a complete description of the detailed behavior of __shfl_sync() to understand this case (that I know of), although the statements given in the programming guide are correct. To get a detailed behavioral description of the instruction, I suggest looking at the PTX guide:

            shfl.sync will cause executing thread to wait until all non-exited threads corresponding to membermask have executed shfl.sync with the same qualifiers and same membermask value before resuming execution.

            Careful study of that statement may be sufficient for understanding. But we can unpack it a bit.

            • As already stated, this doesn't apply to compute capability less than 7.0. For those compute capabilities, all threads named in member mask must participate in the exact line of code/instruction, and for any warp lane's result to be valid, the source lane must be named in the member mask and must not be excluded from participation due to forced divergence at that line of code
            • I would describe __shfl_sync() as "exceptional" in the cc7.0+ case because it causes partial-warp execution to pause at that point of the instruction, and control/scheduling would then be given to other warp fragments. Those other warp fragments would be allowed to proceed (due to Volta ITS) until all threads named in the member mask have arrived at a __shfl_sync() statement that "matches", i.e. has the same member mask and qualifiers. Then the shuffle statement executes. Therefore, in spite of the enforced divergence at this point, the __shfl_sync() operation behaves as if the warp were sufficiently converged at that point to match the member mask.

            I would describe that as "unusual" or "exceptional" behavior.

            If so, the programming guide also states that "if the target thread is inactive, the retrieved value is undefined" and that "threads can be inactive for a variety of reasons including ... having taken a different branch path than the branch path currently executed by the warp."

            In my view, the "if the target thread is inactive, the retrieved value is undefined" statement most directly applies to compute capability less than 7.0. It also applies to compute capability 7.0+ if there is no corresponding/matching shuffle statement elsewhere, that the thread scheduler can use to create an appropriate warp-wide shuffle op. The provided code example only gives sensible results because there is a matching op both in the if portion and the else portion. If we made the else portion an empty statement, the code would not give interesting results for any thread in the warp.

            Q2:

            On GPUs with current implementation of independent thread scheduling (Volta~Ampere), when the if branch is executed, are inactive threads still doing NOOP? That is, should I still think of warp execution as lockstep?

            If we consider the general case, I would suggest that the way to think about inactive threads is that they are inactive. You can call that a NOOP if you like. Warp execution at that point is not "lockstep" across the entire warp, because of the enforced divergence (in my view). I don't wish to argue the semantics here. If you feel an accurate description there is "lockstep execution given that some threads are executing the instruction and some aren't", that is ok. We have now seen, however, that for the specific case of the shuffle sync ops, the Volta+ thread scheduler works around the enforced divergence, combining ops from different execution paths, to satisfy the expectations for that particular instruction.

            Q3:

            Is synchronization (such as __shfl_sync, __ballot_sync) the only cause for statement interleaving (statements A and B from the if branch interleaved with X and Y from the else branch)?

            I don't believe so. Any time you have a conditional if-else construct that causes a division intra-warp, you have the possibility for interleaving. I define Volta+ interleaving (figure 12) as forward progress of one warp fragment, followed by forward progress of another warp fragment, perhaps with continued alternation, prior to reconvergence. This ability to alternate back and forth doesn't only apply to the sync ops. Atomics could be handled this way (that is a particular use-case for the Volta ITS model - e.g. use in a producer/consumer algorithm or for intra-warp negotiation of locks - referred to as "starvation free" in the previously linked article) and we could also imagine that a warp fragment could stall for any number of reasons (e.g. a data dependency, perhaps due to a load instruction) which prevents forward progress of that warp fragment "for a while". I believe the Volta ITS can handle a variety of possible latencies, by alternating forward progress scheduling from one warp fragment to another. This idea is covered in the paper in the introduction ("load-to-use"). Sorry, I won't be able to provide an extended discussion of the paper here.

            EDIT: Responding to a question in the comments, paraphrased "Under what circumstances can the scheduler use a subsequent shuffle op to satisfy the needs of a warp fragment that is waiting for shuffle op completion?"

            First, let's notice that the PTX description above implies some sort of synchronization. The scheduler has halted execution of the warp fragment that encounters the shuffle op, waiting for other warp fragments to participate (somehow). This is a description of synchronization.

            Second, the PTX description makes allowance for exited threads.

            What does all this mean? The simplest description is just that a subsequent "matching" shuffle op can/will be "found by the scheduler", if it is possible, to satisfy the shuffle op. let's consider some examples.

            Test case 1: As given in the programming guide, we see expected results:

            Source https://stackoverflow.com/questions/71152284

            QUESTION

            Compress output raster and parallelize gdalwarp from R
            Asked 2022-Feb-09 at 21:10

            I would like to include -co options to compress output raster using gdalwarp from gdalUtilities in R.

            I have tried some options (commented in the code), but I have not been successful in generating the compressed raster.

            ...

            ANSWER

            Answered 2022-Feb-09 at 21:10

            1 - COMPRESSION

            Please find the solution for the problem of file compression. To be honest, I have already been confronted with the same problem as you and, at the time, I was racking my brains... to finally find the solution which is quite simple (once we know it!): you must not put any spaces (i.e. "COMPRESS=DEFLATE" and not "COMPRESS = DEFLATE")

            So, please find below a small reprex.

            Reprex

            Source https://stackoverflow.com/questions/71052310

            QUESTION

            C++ Copy Constructors: must I spell out all member variables in the initializer list?
            Asked 2022-Jan-30 at 04:18

            I have some pretty complicated objects. They contain member variables of other objects. I understand the beauty of copy constructors cascading such that the default copy constructor can often work. But, the situation that may most often break the default copy constructor (the object contains some member variables which are pointers to its other member variables) still applies to a lot of what I've built. Here's an example of one of my objects, its constructor, and the copy constructor I've written:

            ...

            ANSWER

            Answered 2022-Jan-30 at 02:54

            C++ Copy Constructors: must I spell out all member variables in the initializer list?

            Yes, if you write a user defined copy constructor, then you must write an initialiser for every sub object - unless you wish to default initialise them, in which case you don't need any initialiser - or if you can use a default member initialiser.

            the object contains some member variables which are pointers to its other member variables)

            This is a design that should be avoided when possible. Not only does this force you to define custom copy and move assignment operators and constructors, but it is often unnecessarily inefficient.

            But, in case that is necessary for some reason - or custom special member functions are needed for any other reason - you can achieve clean code by combining the normally copying parts into a separate dummy class. That way the the user defined constructor has only one sub object to initialise.

            Like this:

            Source https://stackoverflow.com/questions/70911220

            QUESTION

            Loop through arc and pop values in different thread
            Asked 2022-Jan-25 at 00:06

            I'm trying to implement a shared state (arc) for a Warp route. Given this main function:

            ...

            ANSWER

            Answered 2022-Jan-24 at 22:48

            Thanks to @Stargateur's comment I realised what I was doing wrong. Here's a working prototype should anyone else get stuck at a similar place.

            Source https://stackoverflow.com/questions/70839917

            QUESTION

            Tokio channel sends, but doesn't receive
            Asked 2022-Jan-19 at 12:24

            TL;DR I'm trying to have a background thread that's ID'd that is controlled via that ID and web calls, and the background threads doesn't seem to be getting the message via all the types of channels I've tried.

            I've tried both the std channels as well as tokio's, and of those I've tried all but the watcher type from tokio. All have the same result which probably means that I've messed something up somewhere without realizing it, but I can't find the issue:

            ...

            ANSWER

            Answered 2022-Jan-19 at 12:24

            I think that the issue here is that you are sending the message and then immediately aborting the background task:

            Source https://stackoverflow.com/questions/70703770

            QUESTION

            Clip Raster with Polygon with GDAL C++
            Asked 2022-Jan-12 at 10:20

            I am trying to clip a raster using a polygon an GDAL. At the moment i get an error that there is a read access violation when initializing the WarpOperation. I can access my Shapefile and check the num of features so the access is fine i think. Also i can access my Raster Data (GetProjectionRef).. All files are in the same CRS. Is there a way to use GdalWarp with Cutline?

            ...

            ANSWER

            Answered 2022-Jan-12 at 10:20

            Your psWarpOptions->hCutline should be a polygon, not a layer.

            Also the cutline should be in source pixel/line coordinates.

            Check TransformCutlineToSource from gdalwarp_lib.cpp, you can probably simply get the code from there.

            This particular GDAL operation, when called from C++, is so full of pitfalls - and there are so many open questions about it here - that I am reproducing a full working example:

            Warping (reprojecting) a raster image with a polygon mask (cutline):

            Source https://stackoverflow.com/questions/70664043

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

            Vulnerabilities

            No vulnerabilities reported

            Install Warp

            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/LeeMoriya/Warp.git

          • CLI

            gh repo clone LeeMoriya/Warp

          • sshUrl

            git@github.com:LeeMoriya/Warp.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

            Explore Related Topics

            Consider Popular Game Engine Libraries

            godot

            by godotengine

            phaser

            by photonstorm

            libgdx

            by libgdx

            aseprite

            by aseprite

            Babylon.js

            by BabylonJS

            Try Top Libraries by LeeMoriya

            Forecast

            by LeeMoriyaC#

            Downpour

            by LeeMoriyaC#

            Blood

            by LeeMoriyaC#

            ScavsOut

            by LeeMoriyaC#

            PauseSettings

            by LeeMoriyaC#