Stall | Stall is a command-line tool to manage Windows desktop apps | Dektop Application library

 by   jamesqo C# Version: 0.2.0 License: No License

kandi X-RAY | Stall Summary

kandi X-RAY | Stall Summary

Stall is a C# library typically used in Apps, Dektop Application, Electron, macOS applications. Stall has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Ever downloaded a program that didn't come with an installer? Stall is a command-line tool that can automagically install, or remove, your favorite Windows desktop apps.
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              Stall has a low active ecosystem.
              It has 30 star(s) with 1 fork(s). There are 5 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 1 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Stall is 0.2.0

            kandi-Quality Quality

              Stall has 0 bugs and 0 code smells.

            kandi-Security Security

              Stall has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Stall code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Stall 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

              Stall releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.

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            Stall Key Features

            No Key Features are available at this moment for Stall.

            Stall Examples and Code Snippets

            No Code Snippets are available at this moment for Stall.

            Community Discussions

            QUESTION

            AVPlayer AVPlayerWaitingWhileEvaluatingBufferingRateReason slow loading for larger videos
            Asked 2022-Feb-07 at 17:31

            I have an AVPlayer that is playing a moderately large video (~150mb). When loading the video initially, I find that the player remains idle for upwards of 10-15 seconds in the AVPlayerWaitingWhileEvaluatingBufferingRateReason state. My question is simple: how can I prevent AVPlayer from "evaluating the buffering rate reason" for this long and instead move to immediately playing the video?

            I am using a custom resource loader (although this same behaviour is exhibited without using a custom resource loader). Here is the relevant code for creating the AVPlayer (all standard boilerplate):

            ...

            ANSWER

            Answered 2022-Feb-07 at 17:31

            Apple has confirmed that the issue is not the size of the video, but instead a malformed MP4 with too many moof+mdat atoms.

            At this point in time, this has been determined to be working as intended. Although, I would like to see some way to avoid this initial buffering in the future, even if the MP4 is malformed.

            Source https://stackoverflow.com/questions/70616620

            QUESTION

            Monogame Content not building from VS
            Asked 2022-Jan-29 at 09:34

            I was working on a game on my laptop which I now copied to my desktop (on which I installed Monogame 3.7.1). I can run the build from my laptop on my desktop, but when building it on my desktop (from Visual Studio 2019) it gives the error underneath.

            I tried:

            • When I double click the Content file it opens up the MGCB tool and I can see the content tree fine and modify it. When I click Build it simply does absolutely nothing (output windows stays blank, like I didn't click, same for clean).

            • When I open the MGCB application and then open the Content file from within the application I can build it just fine (all successful, also when cleaning and rebuilding, everything works fine it seems).

            • When copied the command from the Visual Studio error in CMD I got a message that FreeType6.dll couldn't be loaded (a lot of people got this error). The DLL is in the same folder as MGCB (so it's there). I installed VC++ redis 2012, 2013 and 2015 (as people suggested and which worked sometimes), but that didn't help (I rebooted every time).

            • I installed all fonts I used for both the current (only) user on that pc and for all users, but that didn't help.

            A lot of people seem to get stuck with the content build. I don't know where to look anymore. Does anyone have an idea on how to (try to) fix this in a systematical way? It's annoying this error keeps popping up stalling projects.

            Thanks for borrowing you brain!

            ...

            ANSWER

            Answered 2022-Jan-29 at 09:34

            It's working! :)

            I followed the migration guide for MonoGame 3.7.1 to 3.8 and now it works again :). https://docs.monogame.net/articles/migrate_37.html

            Source https://stackoverflow.com/questions/70825340

            QUESTION

            Easy way of managing the recycling of C++ STL vectors of POD types
            Asked 2022-Jan-26 at 06:29

            My application consists of calling dozens of functions millions of times. In each of those functions, one or a few temporary std::vector containers of POD (plain old data) types are initialized, used, and then destructed. By profiling my code, I find the allocations and deallocations lead to a huge overhead.

            A lazy solution is to rewrite all the functions as functors containing those temporary buffer containers as class members. However this would blow up the memory consumption as the functions are many and the buffer sizes are not trivial.

            A better way is to analyze the code, gather all the buffers, premeditate how to maximally reuse them, and feed a minimal set of shared buffer containers to the functions as arguments. But this can be too much work.

            I want to solve this problem once for all my future development during which temporary POD buffers become necessary, without having to have much premeditation. My idea is to implement a container port, and take the reference to it as an argument for every function that may need temporary buffers. Inside those functions, one should be able to fetch containers of any POD type from the port, and the port should also auto-recall the containers before the functions return.

            ...

            ANSWER

            Answered 2022-Jan-20 at 17:21

            Let me frame this by saying I don't think there's an "authoritative" answer to this question. That said, you've provided enough constraints that a suggested path is at least worthwhile. Let's review the requirements:

            • Solution must use std::vector. This is in my opinion the most unfortunate requirement for reasons I won't get into here.
            • Solution must be standards compliant and not resort to rule violations, like the strict aliasing rule.
            • Solution must either reduce the number of allocations performed, or reduce the overhead of allocations to the point of being negligible.

            In my opinion this is definitely a job for a custom allocator. There are a couple of off-the-shelf options that come close to doing what you want, for example the Boost Pool Allocators. The one you're most interested in is boost::pool_allocator. This allocator will create a singleton "pool" for each distinct object size (note: not object type), which grows as needed, but never shrinks until you explicitly purge it.

            The main difference between this and your solution is that you'll have distinct pools of memory for objects of different sizes, which means it will use more memory than your posted solution, but in my opinion this is a reasonable trade-off. To be maximally efficient, you could simply start a batch of operations by creating vectors of each needed type with an appropriate size. All subsequent vector operations which use these allocators will do trivial O(1) allocations and deallocations. Roughly in pseudo-code:

            Source https://stackoverflow.com/questions/70765195

            QUESTION

            How to reduce number of expansions of second argument in 2-dimensional _Generic?
            Asked 2021-Nov-26 at 10:45

            I have the following code:

            ...

            ANSWER

            Answered 2021-Nov-24 at 13:16

            It is possible use _Generic with mapping a tuple to an integer. You need a type parameterized by an integer and C provides such a family ... arrays. However, arrays cannot be used as dispatched argument because an array decays to pointer. However, pointers to arrays do not decay.

            Just compute a size of array using typeidx-like macro and use is as a size of an new array type. Add 1 because C forbids zero-size arrays.

            Next form a pointer to it using compound literal. E.q. (int(*)[3]) { 0 }. Finally, use the type of this literal to dispatch a proper function pointer.

            Source https://stackoverflow.com/questions/70092482

            QUESTION

            Why does my Intel Skylake / Kaby Lake CPU incur a mysterious factor 3 slowdown in a simple hash table implementation?
            Asked 2021-Oct-26 at 09:13

            In short:

            I have implemented a simple (multi-key) hash table with buckets (containing several elements) that exactly fit a cacheline. Inserting into a cacheline bucket is very simple, and the critical part of the main loop.

            I have implemented three versions that produce the same outcome and should behave the same.

            The mystery

            However, I'm seeing wild performance differences by a surprisingly large factor 3, despite all versions having the exact same cacheline access pattern and resulting in identical hash table data.

            The best implementation insert_ok suffers around a factor 3 slow down compared to insert_bad & insert_alt on my CPU (i7-7700HQ). One variant insert_bad is a simple modification of insert_ok that adds an extra unnecessary linear search within the cacheline to find the position to write to (which it already knows) and does not suffer this x3 slow down.

            The exact same executable shows insert_ok a factor 1.6 faster compared to insert_bad & insert_alt on other CPUs (AMD 5950X (Zen 3), Intel i7-11800H (Tiger Lake)).

            ...

            ANSWER

            Answered 2021-Oct-25 at 22:53
            Summary

            The TLDR is that loads which miss all levels of the TLB (and so require a page walk) and which are separated by address unknown stores can't execute in parallel, i.e., the loads are serialized and the memory level parallelism (MLP) factor is capped at 1. Effectively, the stores fence the loads, much as lfence would.

            The slow version of your insert function results in this scenario, while the other two don't (the store address is known). For large region sizes the memory access pattern dominates, and the performance is almost directly related to the MLP: the fast versions can overlap load misses and get an MLP of about 3, resulting in a 3x speedup (and the narrower reproduction case we discuss below can show more than a 10x difference on Skylake).

            The underlying reason seems to be that the Skylake processor tries to maintain page-table coherence, which is not required by the specification but can work around bugs in software.

            The Details

            For those who are interested, we'll dig into the details of what's going on.

            I could reproduce the problem immediately on my Skylake i7-6700HQ machine, and by stripping out extraneous parts we can reduce the original hash insert benchmark to this simple loop, which exhibits the same issue:

            Source https://stackoverflow.com/questions/69664733

            QUESTION

            How to seek to a video position before playing with JavaFx
            Asked 2021-Oct-13 at 16:46

            I would need to be able to seek to a position before playback of a video is started with JavaFx 16

            When MediaPlayers seek() or setStartTime() is called before play() it is breaking video output and no frames are updated anymore (sound is still playing).

            The duration of the video is known and not indefinite. No errors are printed by the listener nor any meaningful stalling (only sometimes in the beginning when video is loaded via https), but the same issue appears for local files as well. So I think this can be ruled out. I am building and running the app with Maven, mvn clean javafx:run.

            I tried to call those methods separately and also one after each other inside the ready listener and outside in the start method.

            I am using JDK 11 (11.0.11+9-Ubuntu-0ubuntu2), maven 3.6.3 and openjfx 16 at GNU/Linux (Ubuntu 21.04)).

            I assembled a minimal example and do I do anything wrong in the following code? Do you know how this could be handled or worked around? Thanks in advance.

            App.java

            ...

            ANSWER

            Answered 2021-Oct-13 at 16:46

            This is a known bug, which is a regression bug introduced in JavaFX 14. It was resolved in JavaFX 17. The best fix is to change your JavaFX version to 17 (or later; 17 is the current version at the time of writing). If that is not possible for some reason, reverting to version 13 or earlier will work, though you will see longer wait times before the video is ready.

            In the pom, change to

            Source https://stackoverflow.com/questions/69558917

            QUESTION

            Linux Evdev Poll Lag
            Asked 2021-Oct-11 at 00:37

            I'm on a laptop with 2 connected keyboards (built-in and USB). I'm obtaining these connected keyboards with libudev and using epoll to poll them for input via the evdev interface:

            ...

            ANSWER

            Answered 2021-Oct-10 at 14:58

            I have tested your program in my ubuntu desktop (20.04), same isusse happend. But when i enter CLI mode (CTRL + ALT + F3), run the program again, there's no problem.

            then I go back to GUI mode, append current timestamp to printf("ns per frame...), rebuild and run, simultaneously enter keys on two keyboards, the program stop output, but if i stop typing, after a short time of lag, logs with timestamp during the lag time will gushing out. So it seems that there's no problem with the program, maybe a BUG of Xorg affected all desktop softwares.

            I found this post: https://askubuntu.com/questions/1044985/using-2-keyboards-at-the-same-time-create-annoying-input-lag

            Source https://stackoverflow.com/questions/69421367

            QUESTION

            M1 App Build iOS Failed Flutter - AMSupportURLConnectionDelegate Location & Geolocator Packages
            Asked 2021-Sep-20 at 09:47

            Please help, I have just paid for some development work and gotten the app back. The Developer claims they have no problem running the app. I can not get it to run on my machine. The app was running before the developer added state management via block.

            It looks like package/cocoapods/Xcode error which should be resolvable using latest versions, but nothing I can do clears these errors. Every time I get close I run again and all the errors come right back. I am in an endless troubleshooting loop without resolution. I am a beginner and can not afford to pay the developer $50hr to troubleshoot why an app won't run on my computer so I am tools down and stalled until I get this issue resolved.

            I have reinstalled Cocoapods. I have tried deleting PODS file. I have tried using an old PODS file. I have ensured it is the right version for M1 with the ffi arch install. I have updated my developer certificate. Pasted Arch 86 into Xcode settings. Set versions to the latest for deployment. I have even wiped my Mac out completely and reinstalled ALL environments from scratch but the errors persist. I have done flutter clean and Flutter pub get and flutter build iOS and flutter run 1000 times in the last week. I can not get this app to build for iOS and I am losing my mind. I have been trying to get it to run for almost 2 weeks! Developer spent an hour with me and all they asked me to do was all the stuff I have already done by searching online for known issues. I am out of ideas. I need help to solve this. PLEASE HELP

            ...

            ANSWER

            Answered 2021-Jul-27 at 03:55

            Got it resolved. I went back to my last working version before I hired the Developers and it runs just fine. So I pasted their lib in.... and that errored. They looked at error and it was because I needed to paste in the intl file and then fix a couple settings in Xcode. None of us knows why it was erroring on my computer only or why pasting their lib into my last working copy worked, but it is resolved. I suspect it was a Git conflict, because of the latest update to Xcode but we really don't know why. But it is resolved.

            Thank-you to those who tried to help.

            Source https://stackoverflow.com/questions/68494630

            QUESTION

            Confusion regarding the Blocking of "peer threads" when a user-level thread blocks
            Asked 2021-Sep-07 at 10:40

            I was reading about differences between threads and processes, and literally everywhere online, one difference is commonly written without much explanation:

            If a process gets blocked, remaining processes can continue execution. If a user level thread gets blocked, all of its peer threads also get blocked.

            It doesn't make any sense to me. What would be the sense of concurrency if a scheduler cannot switch between a blocked thread and a ready/runnable thread. The reason given is that since the OS doesn't differentiate between the various threads of a given parent process, it blocks all of them at once.

            I find it very unconvincing, since all modern OS have thread control blocks with a thread ID, even if it is valid only within the memory space of the parent process. Like the example given in Galvin's Operating Systems book, I wouldn't want the thread which is handling my typing to be blocked if the spell checking thread cannot connect to some online dictionary, perhaps.

            Either I am understanding this concept wrong, or all these websites have just copied some old thread differences over the years. Moreover, I cannot find this statement in books, like Galvin's or maybe in William Stalling's COA book where threads have been discussed.

            These are resouces where I found the statements:

            ...

            ANSWER

            Answered 2021-Aug-30 at 11:12

            There is a difference between kernel-level and user-level threads. In simple words:

            • Kernel-level threads: Threads that are managed by the operating system, including scheduling. They are what is executed on the processor. That's what probably most of us think of threads.
            • User-level threads: Threads that are managed by the program itself. They are also called fibers or coroutines in some contexts. In contrast to kernel-level threads, they need to "yield the execution", i.e. switching from one user-level to another user-level thread is done explicitly by the program. User-level threads are mapped to kernel-level threads.

            As user-level threads need to be mapped to kernel-level threads, you need to choose a suiteable mapping. You could map each user-level to a separate kernel-level thread. You could also map many user-level to one kernel-level thread. In the latter mapping, you let multiple concurrent execution paths be executed by a single thread "as we know it". If one of those paths blocks, recall that user-level threads need to yield the execution, then the executing (kernel-level) thread blocks, which causes all other assigned paths to also be effectively blocked. I think, this is what the statement refers to. FYI: In Java, user-level threads – the multithreading you do in your programs – are mapped to kernel-level threads by the JVM, i.e. the runtime system.

            Related stuff:

            Source https://stackoverflow.com/questions/68981493

            QUESTION

            Reading from a StdoutPipe() in Go freezes
            Asked 2021-Jul-06 at 14:41

            I am trying to read from the Stdout of a command, but once every (approx.) 50 times it freezes.

            ...

            ANSWER

            Answered 2021-Jul-06 at 14:41

            There are many race conditions in this code. In general, if you create a goroutine, there should be some kind of synchronization--like a chan, sync.Mutex, sync.WaitGroup, or atomic.

            Fix the race conditions.

            1. Call StderrPipe() before calling Start(). The code does not do this.

            2. Wait for the goroutine to finish before returning.

            The race condition could corrupt the exec.Cmd structure... which could mean that it leaks a pipe, which would explain why Read() hangs (because a write end of the pipe wasn't closed).

            As a rule of thumb, always fix race conditions. Consider them to be high-priority bugs.

            Here is a sketch of how you could write it without race conditions:

            Source https://stackoverflow.com/questions/68272112

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

            Vulnerabilities

            No vulnerabilities reported

            Install Stall

            First, grab the latest release at https://github.com/jamesqo/Stall/releases. After you've downloaded the binaries, open up CMD and run. Congratulations! You've just installed Stall using itself.

            Support

            You can reach me on Twitter at @jameskodev, or /u/Subtle__ on Reddit.
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