capsule | Multi-tenancy and policy-based framework for Kubernetes | Authorization library
kandi X-RAY | capsule Summary
kandi X-RAY | capsule Summary
Capsule takes a different approach. In a single cluster, the Capsule Controller aggregates multiple namespaces in a lightweight abstraction called Tenant, basically a grouping of Kubernetes Namespaces. Within each tenant, users are free to create their namespaces and share all the assigned resources. On the other side, the Capsule Policy Engine keeps the different tenants isolated from each other. Network and Security Policies, Resource Quota, Limit Ranges, RBAC, and other policies defined at the tenant level are automatically inherited by all the namespaces in the tenant. Then users are free to operate their tenants in autonomy, without the intervention of the cluster administrator.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of capsule
capsule Key Features
capsule Examples and Code Snippets
def register_custom_device(device_capsule, device_name, device_info_capsule):
"""Calls TFE_RegisterCustomDevice to register a custom device with Python.
Enables using C extensions specifying a custom device from Python. See the
experimental ea
def to_dlpack(tf_tensor):
"""Returns the dlpack capsule representing the tensor.
This operation ensures the underlying data memory is ready when returns.
```python
a = tf.tensor([1, 10])
dlcapsule = tf.experimental.dlpack.to_dlpack(
function d(a){"number"==typeof arguments[0]&&"number"==typeof arguments[1]&&(a={length:arguments[0],radius:arguments[1]},console.warn("The Capsule constructor signature has changed. Please use the following format: new Capsule({ radiu
Community Discussions
Trending Discussions on capsule
QUESTION
I'm very new in Unity and Stackowerflow. If i did something wrong, please don't judge me ^^ I used Unity's TPS Controller asset for my game. In first, it worked very well. But then It broke. But i didn't do anything :( (i don't even touch scripts or prefabs). After that, i deleted asset and re-download it but it didnt work again. Here is one example from my broken scene and these are the codes from my controller. Thanks For Any Kind of Help.
Starter Assets Input ...ANSWER
Answered 2022-Apr-08 at 23:22I had the same problem too. I researched a lot of documents about that and finally, I solved this problem. The problem is not about your codes or events or smth else. The problem is related to Unity. I don't know the exact reason for the problem but you can solve it this way: First, go Edit > Project Settings and select Input System Package from the Left tab. And then, change the Update Method with Process Events In Dynamic Update. And that's all! Dynamic update means the usual Update method that you see in the scripts void Update().
ImagesQUESTION
On button click i want my MapScreen to "slide" in from the bottom. So i used .annimation(spring()). This used to work, now i get the animation deprecation (needs an value). How can i solve this on the spring() animation.
Is it possible to set a WithAnimation on the if showMapScreen toggle ?
...ANSWER
Answered 2022-Mar-19 at 18:43Move it into container and put animation to container allowing to animate its content, like
QUESTION
I'd like to implement a custom slider SwiftUI component and put it on the toolbar area of a SwiftUI Mac app. However the gesture of the control gets ignored as the system's window moving gesture takes priority. This problem does not occur for the system UI controls, like Slider
or Button
.
How to fix the code below so the slider works in the toolbar area as well, not just inside the window similar to the default SwiftUI components?
...ANSWER
Answered 2022-Mar-17 at 11:55Looks like design limitation (or not implemented yet feature - Apple does not see such view as user interaction capable item).
A possible workaround is to wrap you active element into button style. The button as a container interpreted as user-interaction-able area but all drawing and handling is in your code.
Tested with Xcode 13.2 / macOS 12.2
Note: no changes in your slider logic
QUESTION
iam trying to make an small Social Media App with SwiftUI. I creat a ObservableObject class called user and an Sign up view where the var get there value. When iam tying to show the Data in my ProfilView a Error happens.
Thread 1: Fatal error: No ObservableObject of type User found. A View.environmentObject(_:) for User may be missing as an ancestor of this view.
Home is the Main View where i switch between the views with a bar when an Button is pressed a bool change in AppInformation.
...ANSWER
Answered 2022-Feb-26 at 19:48User should be a struct and make it a published property on the appInfo object. We usually only have one environment object holding the model structs and we usually call it model rather than appInfo.
Most of your existing bools in appInfo should be in an @State var bool in the View struct and related ones could be together in an @State var struct and you can use mutating funcs to manipulate the data.
QUESTION
I know what 1D (1 - Dimensional) and 2D (2 - Dimensional) arrays are, but I don't know how to describe them.
e.g. A 2D array is data in a table - Needs more detail
This link can help you if you do not know what 1D and 2D arrays are. I am not allowed to use the wording of these definitions, however. ...ANSWER
Answered 2022-Feb-08 at 16:27It would be better to say that a one dimension array is an array which holds a single set of data such as strings, numbers or objects.
A multi dimensional or a 2d array, an array contains another level of arrays inside.
QUESTION
I need to run numpy in an embedded system that has an ARM SoC, so I cross-compiled Python 3.8.10 and Numpy using arm-linux-gnueabihf-gcc. Then I copied both executables and libraries to the embedded system. But when I try to import numpy I get the following error:
...ANSWER
Answered 2022-Jan-30 at 13:03I found the problem, it was a Python compilation issue. I used the following commands to compile Python and the problem was solved.
QUESTION
In SwiftUI you can set font tracking (spacing between letters) on a Text
View
using the tracking
View modifier:
ANSWER
Answered 2022-Jan-14 at 22:10Yes, ButtonStyleConfiguration.Label
is not matched to Text
, but it is your style you can ignore standard label, and request own by interface contract, exactly which you need (Text
in this case), like in below demo
QUESTION
I wanted to grab all the name
keys at one time but all the first dict key aren't the same meaning, e.g., '50','70' etc:
ANSWER
Answered 2021-Dec-31 at 08:29It sounds like you're looking for a list comprehension over the dictionary's values:
QUESTION
Hi!
After the discussion with Ruzihm in the comments. I've now created a simple version of my game to better ask the question I'm having.
The question now is, since I'm not able to manually create a connection to the testObject
field in the inspector. How do I now tell Unity to use my instantiated objects while the game is running?
And is this a good solution for a RTS game that may have 100s of Units active at a time? The end goal here is to apply this force to a radius around the cursor. Which I was thinking of using Physics.OverlapSphere
Here's the minimal scenario of what I have:
- New Unity scene
- Attached the InputManager to the main camera.
- Created a capsule and a plane.
- Added ApplyForce to the Capsule
- Created a prefab from the capsule and deleted it from the scene.
- In the InputManager I added the ability to press space to Instantiate a capsule with the ApplyForce script attached..
- Drag the capsule prefab to the InputManager "objectToGenerate"
ANSWER
Answered 2021-Dec-20 at 08:53Well, you are creating your new instances of your object, but your input manager immediately forgets about them (note that you do nothing with the return value). The InputManager
only knows about the ApplyForce
that was created in its Start
(and then interacts with it depending on mouse input) and your ApplyForce
script knows nothing about any InputManager
. So, it should come as no surprise that only the first instance reacts to the mouse input.
So, something has to be done to your InputManager
and/or your ApplyForce
. Your InputManager
could remember the instances it creates (which isn't enough, because what if for example, a map trigger creates new player controllable units) or it could go looking for units each time.
Your ApplyForce
could register with the InputManager
when they are created, but then you would need to loop through the units and find out which ones are under the mouse, anyway.
Since you only want to select ones based on what is near or under your cursor and only when input occurs and not like every frame, I would go with the simplest approach, just letting your InputManager
find the units when it needs them. Something like below, explanation in comments:
QUESTION
ANSWER
Answered 2021-Dec-06 at 03:09I think this is what you are after.
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