multicast | multicast channel library for Go with a simple API
kandi X-RAY | multicast Summary
kandi X-RAY | multicast Summary
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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Top functions reviewed by kandi - BETA
- NewListener creates a new Listener
- From creates a new Channel from a channel
- Chain creates a new listener
- New returns a new channel
multicast Key Features
multicast Examples and Code Snippets
Community Discussions
Trending Discussions on multicast
QUESTION
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 18:34perl'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
QUESTION
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 03:13You'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.
QUESTION
I'm runnning a cluster in Kubernetes with minikube and VirtualBox.
This is my headless service
...ANSWER
Answered 2022-Mar-21 at 16:36Your Service selector service: test
does not match with the Pod label app: test
.
QUESTION
I'm a newbie in C# and exercising multicast delegation, I wrote this code:
...ANSWER
Answered 2022-Mar-19 at 18:48According 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()
:
QUESTION
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 14:07244.244.244.1 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.
QUESTION
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.
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 22:53As 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.
QUESTION
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 16:00Add
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:
QUESTION
While checking a port range on my nodes with following playbook extract,
...ANSWER
Answered 2022-Jan-24 at 14:50To 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.
QUESTION
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 00:31The answer really is that you need a WiFi radio that actually correclty implements Ad-Hoc/IBSS networking in the driver stack.
QUESTION
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_CONNECTEDWhe I run jupyter notebook it seems everything is working right in the terminal:
...ANSWER
Answered 2021-Dec-15 at 15:03You 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 :
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