LightNode | Micro RPC/REST Framework built on OWIN | REST library

 by   neuecc C# Version: Current License: MIT

kandi X-RAY | LightNode Summary

kandi X-RAY | LightNode Summary

LightNode is a C# library typically used in Web Services, REST applications. LightNode has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

update(2016-07-28), for asp.net core --- lightnode 2 has been started. you can install from -pre packages. simple asp.net core startup. lightnode 2 includes swagger package. you can map for swagger. installation --- binary from nuget, [lightnode.server] implement server --- server implementation is very easy, built up owin and implements lightnodecontract. compile, run, very quick! lightnode calls class as contract, method as operation. filter --- lightnode supports filter. the implementation is like middleware pipeline. filter can be attached contract(class), operation(method) and global. execution pipeline is formed is sorted by order all specified. range is -int.maxvalue to int.maxvalue. default order of all filters is int.maxvalue. difference between middleware and filter is who knows operation context. filter is located after the parameter binding. therefore, it is possible check attributes(operationcontext.isattributedefined, operationcontext.getattributes). control statuscode --- the default status code, can’t find operation returns 404, failed operation returns 500, success and has value returns 200, success and no value returns 204. if returns arbitrary status code, throw returnstatuscodeexception. glimpse plugin --- lightnode fully supports [glimpse] currently glimpse does not support owin but if you host on microsoft.owin.host.systemweb glimpse works. you can download glimpse plugin from nuget. there are configuration sample. access glimpse.axd and click standalone glimpse launch now! click history window and
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            kandi-support Support

              LightNode has a low active ecosystem.
              It has 165 star(s) with 33 fork(s). There are 19 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 7 open issues and 44 have been closed. On average issues are closed in 160 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of LightNode is current.

            kandi-Quality Quality

              LightNode has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              LightNode is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              LightNode releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.
              LightNode saves you 3016 person hours of effort in developing the same functionality from scratch.
              It has 6503 lines of code, 0 functions and 242 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

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            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of LightNode
            Get all kandi verified functions for this library.

            LightNode Key Features

            No Key Features are available at this moment for LightNode.

            LightNode Examples and Code Snippets

            No Code Snippets are available at this moment for LightNode.

            Community Discussions

            QUESTION

            swift SceneKit decline node move
            Asked 2021-Jun-10 at 14:05

            I create a sphere node, I need the user to be able only to rotate (left / right, up / down) and zoom in / out the node, but default he can move the node from the center (with two fingers) - is possible prohibit the user to move the node from the center? thanks for any help

            ...

            ANSWER

            Answered 2021-Jun-08 at 18:38

            Yes, all of that is doable. First, create your own camera class and turn off allowsCameraControl. Then you can implement zoom/strafe/whatever.

            Here are some examples that may help, just search for these numbers in the stack search bar and find my answers/examples.

            57018359 - this post one tells you how to touch a 2d screen (tap) and translate it to 3d coordinates with you deciding the depth (z), like if you wanted to tap the screen and place an object in 3d space.

            57003908 - this post tells you how to select an object with a hitTest (tap). For example, if you showed the front of a house with a door and tap it, then the function would return your door node provided you name the node "door" and took some kind of action when it's touched. Then you could reposition your camera based on that position. You'll want to go iterate through all results because there might be overlapping or plus Z nodes

            55129224 - this post gives you quick example of creating a camera class. You can use this to reposition your camera or move it forward and back, etc.

            Two finger drag:

            Source https://stackoverflow.com/questions/67888025

            QUESTION

            Swift SceneKit nor rounded sphere
            Asked 2021-Jun-10 at 09:29

            I add a sphere node, but when i rotate the node (from touching) the edges of the sphere are not smooth. Is there a way to fix this?

            When rotating on X all is good, but in Y sphere is not smooth :(

            ...

            ANSWER

            Answered 2021-Jun-10 at 09:29

            You can also subdivide your Geometry:

            Source https://stackoverflow.com/questions/67917213

            QUESTION

            iOS - Swift 5 - Label Text Not Updating within Loop
            Asked 2020-Jun-30 at 16:35

            I am using Scenekit and I am trying to update a label text property on the UI from within a loop when I tap on the screen. I have verified the label is connected in the StoryBoard and I can update the label from ViewDidLoad. I have also verified the text value within the loop exists as I can see it printing in the console. The full code of the gesture recogniser is below and you can see at the bottom I have already tried GCD with no luck. Any help appreciated.

            ...

            ANSWER

            Answered 2020-Jun-30 at 16:35

            You didn't explain what the problem is, but I'm going to guess that nothing happens and then the label gets update (finally) to the last value.

            That's because sceneTapped is a gesture recognizer, which mean it's running on the main thread. (All UI code and event handling runs on the main thread.)

            So sceneTapped is spinning in a loop, on the main thread, queuing up blocks to run on the main thread. But the main thread is busy running sceneTapped so none of those blocks execute.

            Finally, sceneTapped returns, and all of those queued blocks suddenly execute, one after the other.

            If this for loop is a long running loop, it needs to be running in its own thread. As a rule, you never want to have any code that takes a significant amount to time to execute to be running on the main thread. Any code that blocks the main thread freezes your UI and all user interaction.

            So basically you should have something like this:

            Source https://stackoverflow.com/questions/62655049

            QUESTION

            SCENE KIT: Load material error
            Asked 2020-Apr-26 at 06:44

            Could you explain me - why my textures is not showing in 3D view of Scene Kit ?

            I'm trying to add diffuse color and ambient - but it's doesn't works.

            So here is my question - why ?

            Showing only gray-material colour: Here is example of my GameViewController code in swift :

            ...

            ANSWER

            Answered 2017-Mar-24 at 16:43

            That is probably because it is not finding the texture images. Are the images in your bundle?

            Or did you forget to include the images in your target?

            Source https://stackoverflow.com/questions/42977381

            QUESTION

            iOS ARKit: Large size object always appears to move with the change in the position of the device camera
            Asked 2020-Apr-23 at 12:24

            I am creating an iOS ARKit app where I wanted to place a large object in Augmented Reality.

            When I am trying to place the object at a particular position it always appears to be moving with the change in camera position and I am not able to view the object from all angles by changing the camera position.

            But if I reduce it's scale value to 0.001 (Reducing the size of the object), I am able to view the object from all angles and the position of the placed object also does not change to that extent.

            Bounding Box of the Object:-

            Width = 3.66

            Height = 1.83

            Depth = 2.438

            Model/Object Url:-

            https://drive.google.com/open?id=1uDDlrTIu5iSRJ0cgp70WFo7Dz0hCUz9D

            Source Code:-

            ...

            ANSWER

            Answered 2020-Apr-23 at 12:24

            I found out the root cause of the issue. The issue was related to the Model which I was using for AR. When, I replaced the model with the one provided in this link:- https://developer.apple.com/augmented-reality/quick-look/. I was not facing any issues. So, if anyone face such type of issues in future I would recommend to use any of the model provided by Apple to check if the issue persists with it or not.

            Source https://stackoverflow.com/questions/60999044

            QUESTION

            SwiftUI – Passing data from SwiftUIView to SceneKit
            Asked 2020-Apr-04 at 07:44

            Goal: SwiftUI toggle button that controls a SwiftUI View with Scenekit (UIViewRepresentable)

            // show statistics such as fps and timing information

            What I did: This is the UIViewRepresentable ScenekitView

            ...

            ANSWER

            Answered 2020-Mar-11 at 13:06

            Updated: March 11, 2020.

            To pass data to updateNSView(_:context:) or updateUIView(_:context:) instance method you need to create @State and @Binding properties.

            Use the following code to find out how to do it:

            I've written this code for macOS but you can easily change it for iOS:

            Source https://stackoverflow.com/questions/60582392

            QUESTION

            Adding SCNLight inside SK3DNode
            Asked 2020-Mar-15 at 23:25

            I am creating an SK3DNode inside an SKScene:

            ...

            ANSWER

            Answered 2020-Mar-15 at 23:25

            The sphere is manually placed at (0, 0, 0) and so is the light (default value). This means that the light is placed inside the sphere. This means that the surface of the sphere is facing away from the light source and thus isn't lit.

            Source https://stackoverflow.com/questions/60684652

            QUESTION

            SwiftUI - Add SceneKit Scene to MacOS project
            Asked 2020-Mar-03 at 18:44

            Goal: Add SceneKit Scene to SwiftUI MacOS project (not Catalyst) using UIViewRepresentable

            What I did: Following code works fine when target is SwiftUI iOS. But when target is MacOS, I get error bellow:

            ...

            ANSWER

            Answered 2020-Mar-03 at 18:44

            Not much to change - just instead of UIViewRepresentable conform to NSViewRepresentable, and similar replacements from AppKit instead of UIKit

            Here it is (tested with Xcode 11.2):

            Source https://stackoverflow.com/questions/60512391

            QUESTION

            How to increase lighting in scene?
            Asked 2020-Feb-25 at 10:12

            I'm trying to light up a basic model I downloaded from Mixamo.

            ...

            ANSWER

            Answered 2020-Feb-25 at 10:12

            SCNCamera has a zFar property, the default value is 100, any surface further away from the camera than this is clipped to improve performance. In your screenshot the leg is the furthest part of the model from the camera so gets clipped first, and as you move further away the whole model is clipped. You can just increase the zFar to a number suitable for your scene.

            Source https://stackoverflow.com/questions/60370853

            QUESTION

            Scene Kit View with moving Object
            Asked 2019-Oct-19 at 16:30

            How can I show a moving 3D object in my Simple view Application using scene kit view with swift 4.

            For example bee.glb file in windows, I am using these four files:

            1. body.bmp
            2. body.jpg
            3. volkeswagon-vw-beetle.mtl
            4. volkeswagon-vw-beetle.obj

              ...

            ANSWER

            Answered 2019-Oct-19 at 16:30

            i resolve this issue by Just change my file extension from .obj to .dae.Because obj file has no any animation

            Source https://stackoverflow.com/questions/57755758

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

            Vulnerabilities

            No vulnerabilities reported

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            You can download it from GitHub.

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