multicast | multicast channel library for Go with a simple API

 by   SierraSoftworks Go Version: Current License: MIT

kandi X-RAY | multicast Summary

kandi X-RAY | multicast Summary

multicast is a Go library. multicast has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

The multicast module provides single-writer, multiple-reader semantics around Go channels. It attempts to maintain semantics similar to those offered by standard Go channels while guaranteeing parallel delivery (slow consumers won't hold up delivery to other listeners) and guaranteeing delivery to all registered listeners when a message is published.
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            kandi-support Support

              multicast has a low active ecosystem.
              It has 22 star(s) with 4 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 3 have been closed. On average issues are closed in 211 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of multicast is current.

            kandi-Quality Quality

              multicast has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              multicast 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

              multicast 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.
              It has 324 lines of code, 15 functions and 5 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed multicast and discovered the below as its top functions. This is intended to give you an instant insight into multicast implemented functionality, and help decide if they suit your requirements.
            • NewListener creates a new Listener
            • From creates a new Channel from a channel
            • Chain creates a new listener
            • New returns a new channel
            Get all kandi verified functions for this library.

            multicast Key Features

            No Key Features are available at this moment for multicast.

            multicast Examples and Code Snippets

            No Code Snippets are available at this moment for multicast.

            Community Discussions

            QUESTION

            translate pcregrep into Perl one-liner
            Asked 2022-Mar-30 at 17:08

            I need to find all active network interfaces on new macOS. That means the following one-liner with pcregrep will not work:

            ...

            ANSWER

            Answered 2022-Mar-27 at 18:34

            perl's -n and -p command-line switches add an implicit while (<>) {...} block around the -e code, and in addition -p prints the line at the end of each iteration. So you need to change the -p to -n and only print out the lines which match; and remove the extra and unneeded while loop. So something like

            Source https://stackoverflow.com/questions/71638153

            QUESTION

            UDP broadcast and multicast messages arrive but recvfrom does not receive anything
            Asked 2022-Mar-25 at 11:47

            I am new to stackoverflow and also pretty much a beginner at programming and hope to find a solution here.

            My code is written in C++ and should run on a computer on module with linux operating system. The program should receive messages from other linux or windows systems and then depending on the content of the messages execute further subroutines and send back a response. The windows program is also written in C++. The linux system and the windows system are connected via a switch and the switch is connected to the home network via a powerline adapter. The multicast function is enabled and supported in the switch settings, as well as in the linux system.

            The linux code to test the functionality looks like this:

            ...

            ANSWER

            Answered 2022-Mar-25 at 03:13

            You're not correctly setting the incoming interface for multicast traffic, and you're not setting the outgoing interface at all.

            When you call joinMulticastGroup, you pass an empty string for the second argument which is supposed to contain the IP address of the incoming multicast interface as a string. So if for example the machine's IP is 192.168.178.34, then you pass "192.168.178.34" for that argument.

            If you don't set the outgoing multicast interface explicitly, the OS will choose whichever interface is the "default". You should use the IP_MULTICAST_IF socket option, passing the address of a struct in_addr specifying the IP address.

            Source https://stackoverflow.com/questions/71605868

            QUESTION

            DNS lookup on Headless service doesn't return any IP addresses
            Asked 2022-Mar-21 at 16:36

            I'm runnning a cluster in Kubernetes with minikube and VirtualBox.

            This is my headless service

            ...

            ANSWER

            Answered 2022-Mar-21 at 16:36

            Your Service selector service: test does not match with the Pod label app: test.

            Source https://stackoverflow.com/questions/71560239

            QUESTION

            Why this multicast delegation isn’t working with functions in C#?
            Asked 2022-Mar-19 at 19:27

            I'm a newbie in C# and exercising multicast delegation, I wrote this code:

            ...

            ANSWER

            Answered 2022-Mar-19 at 18:48

            According to the spec:

            If the delegate invocation includes output parameters or a return value, their final value will come from the invocation of the last delegate in the list.

            If you need more control over individual results, then use GetInvocationList():

            Source https://stackoverflow.com/questions/71540938

            QUESTION

            Multicast being sent over hardware address of default gateway address instead of ethernet multicast address
            Asked 2022-Mar-10 at 14:07

            I have this code to send multicast messages to a group. There are no errors while running the program but when I monitor packets in Wireshark the ethernet destination of my packets are of my default gateway instead of something like 01-00-5e-xx-xx-xx

            The code:

            ...

            ANSWER

            Answered 2022-Mar-10 at 14:07

            244.244.244.1 is not a valid multicast address.

            Multicast address are in the range of 224.0.0.1 - 239.255.255.255. The address you're sending to is not in that range. So the outgoing MAC address is not a multicast MAC.

            Change the destination IP to be in the range of multicast IP addresses and you'll see a proper multicast MAC address.

            Source https://stackoverflow.com/questions/71419150

            QUESTION

            Trying to understand Unreal Engine 4 replication
            Asked 2022-Feb-13 at 05:03

            I'm trying to understand how to call events between client and server. My goal for now is simple. I want to create anything that is interactable for 2 players.

            Easiest thing I could think of was cube that is switching color when clicked. So I did create actor based blueprint, checked "Replicates" and AlwaysRelevant to be sure. PlayerController is also replicated and there is no pawn needed.

            Color change blueprint:

            SM is just static mesh if that is important. As far as I know client have no authority to call multicast events so I wanted to push it through server but it stops there. Called from server works as expected and color itself IS replicated to client, however client cannot change color himself.

            What am I missing in this concept? I've watched like 5 videos about replication and I started to think there is something missing which is either obvious for everyone but me or their examples do not need things I do here.

            ...

            ANSWER

            Answered 2021-Aug-05 at 22:53

            As you've found out, a player's client can not directly call server RPCs on actors which the player does not own. Calls must be routed through that player's PlayerController. The server copy of the player's PlayerController can then call server methods on server-owned actors.

            Another issue is that you seem to be using both RPCs and replicated properties for the same purpose. Unclear to me why changed is replicated since you're modifying it in a multicast event which normally runs on all the machines. This is a recipe for hard to find race condition bugs.

            Replication in Unreal is definitely one of the harder concepts to get the hang of. The resource that helped me the most is this guide which while quite dated, is both comprehensive and to the point.

            Source https://stackoverflow.com/questions/68656875

            QUESTION

            Delegates - What's the difference between Add() and AddUObject()?
            Asked 2022-Jan-27 at 16:00

            When binding a Multi Cast Delegate, what is the use differences between Add() and AddUObject()?

            I've been using AddUObject() on all of my bindings and they seems to work fine which has me wondering what the base Add() version is used for.

            Ive read the information on this page :

            Unreal Documentation - Multicast Delegates

            But I'm not quite sure the appropriate place to use each one. In what scenario would I use Add() or AddUObject()?

            Thanks!

            ...

            ANSWER

            Answered 2022-Jan-27 at 16:00

            Add takes in an FDelegate.

            AddUObject is syntactic sugar for creating a templated delegate and binding it to the provided UObject, then calling Add with the created delegate.

            It is just this:

            Source https://stackoverflow.com/questions/70858735

            QUESTION

            Ansible Builtin Shell: how can I get a table output instead of "\t" delimiters?
            Asked 2022-Jan-24 at 14:50

            While checking a port range on my nodes with following playbook extract,

            ...

            ANSWER

            Answered 2022-Jan-24 at 14:50

            To allow Ansible to display values like new lines (\n) and tabs (\t), you can use the debug callback.

            This can be done, either modifying the ansible.cfg, if you want to apply it on your whole Ansible installation, e.g.

            Source https://stackoverflow.com/questions/70832878

            QUESTION

            B.A.T.M.A.N ad-hoc WiFi nodes cannot ping each other
            Asked 2022-Jan-24 at 00:31

            I am working to connect 2 linux machines, each with this USB Dongle: https://www.tp-link.com/us/home-networking/usb-adapter/archer-t2u-nano/, to an ad-hoc WiFi network managed by B.A.T.M.A.N ( batman-adv ).

            When run, this scripts show that both devices are joined to the same ad-hoc/IBSS network.

            I statically assigned ip addresses and routes to both 'bat0' devices. However, I cannot ping or otherwise use the connection between the two devices.

            What am I doing wrong and how can I use the mesh network in Linux between the connected client and server? Thanks.

            My 'server' node is configured with this script:

            ...

            ANSWER

            Answered 2022-Jan-24 at 00:31

            The answer really is that you need a WiFi radio that actually correclty implements Ad-Hoc/IBSS networking in the driver stack.

            Source https://stackoverflow.com/questions/70311287

            QUESTION

            Can't reach localhost urls provided when running docker images
            Asked 2021-Dec-16 at 11:09

            When I try to run a docker container that starts jupyter with os command inside a script or a neo4J docker image I have a network issue. I either have ERR_SOCKET_NOT_CONNECTED or ERR_CONNECTION_REFUSED

            ERR_SOCKET_NOT_CONNECTED

            Whe I run jupyter notebook it seems everything is working right in the terminal:

            ...

            ANSWER

            Answered 2021-Dec-15 at 15:03

            You need to add --ip 0.0.0.0 to the jupyter notebook command, or it will serve on the container's localhost, which is not reachable from your host.

            Also my 2 cents: I would strongly advise to create a docker-compose file to tidy things up, build/run container easily, with something like :

            Source https://stackoverflow.com/questions/70332886

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

            Vulnerabilities

            No vulnerabilities reported

            Install multicast

            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 .
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            gh repo clone SierraSoftworks/multicast

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