doublejump | A revamped Google 's jump consistent hash

 by   edwingeng Go Version: Current License: BSD-3-Clause

kandi X-RAY | doublejump Summary

kandi X-RAY | doublejump Summary

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

This is a revamped Google's jump consistent hash. It overcomes the shortcoming of the original implementation - not being able to remove nodes. Here is the main idea behind doublejump.
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            kandi-support Support

              doublejump has a low active ecosystem.
              It has 60 star(s) with 12 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 2 have been closed. On average issues are closed in 351 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of doublejump is current.

            kandi-Quality Quality

              doublejump has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              doublejump is licensed under the BSD-3-Clause License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              doublejump 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.

            Top functions reviewed by kandi - BETA

            kandi has reviewed doublejump and discovered the below as its top functions. This is intended to give you an instant insight into doublejump implemented functionality, and help decide if they suit your requirements.
            • NewHash returns a new Hash .
            • Returns the number of elements in the hash .
            Get all kandi verified functions for this library.

            doublejump Key Features

            No Key Features are available at this moment for doublejump.

            doublejump Examples and Code Snippets

            No Code Snippets are available at this moment for doublejump.

            Community Discussions

            QUESTION

            transform.position not working in Unity 3d
            Asked 2022-Mar-08 at 00:49

            I'm really new to Unity 3d and I'm trying to make a respawn with my character. It seems that the answer is really easy but I cannot see why my code is not working. If this is a duplicate, let me know.

            ...

            ANSWER

            Answered 2021-Sep-28 at 02:30

            Just so the answer to the question is not in the comments:

            The original problem is that the assignment gameObject.transform.position = PointSpawn appeared to do nothing. As the line is written properly, the position of this gameObject, must have been getting overwritten elsewhere.

            With the addition of OP's movement script, the position of the player was getting overwritten in the movement's Update function. As the other assignment was being done in Update, the call order was not guaranteed to work as intended. The fix is either to assure that the movement Update is run not the frame of the new position assignment or to move the conditional and the assignment to a function that always runs after Update regardless of script execution order, LateUpdate.

            Source https://stackoverflow.com/questions/69354206

            QUESTION

            UE4 error compiling due to unknown function EditAnywhere
            Asked 2021-Aug-22 at 21:03

            I've been working on an Unreal Engine 4 game using C++ and I've been working on a dash function, however I followed a YouTube tutorial and I noticed that in the video, they use the function "EditAnywhere" but when I tried to code that my self, my UE4 says that EditAnywhere is unknown function.

            Do I need to meet some special requirements to be able to use the "EditAnywhere" function?

            My Header file sample code:

            ...

            ANSWER

            Answered 2021-Aug-22 at 15:38

            You can't use EditAnywhere with a UFUNCTION, only with a UPROPERTY. What would it even mean to make a function editable by property windows?

            See Property Specifiers and Function Specifiers for the complete list of supported specifiers.

            Source https://stackoverflow.com/questions/68882767

            QUESTION

            CPython Memory Heap Corruption Issue
            Asked 2020-Nov-24 at 23:02

            I have a Windows fatal exception: code 0xc0000374 - yes there's multiprocessing (wait for the but...). Google says that the exception code 0xc0000374 indicates a heap corruption. Yes, multiprocessing is a must-have. It's apart of the framework I'm working in, as each bot has the potential to have its own core to run in. TL;DR I can't change the fact that there's multiprocessing. However, my bot only runs on one thread, so there shouldn't really be an issue, and in fact, this issue is relatively new.

            I think I've found the problem, but it doesn't really make much sense. I'm extending Python with C in order to improve run times, and I think this is where the error is. I've narrowed it down to a function called ground_shot_is_viable, as when I comment it out in Python the error never happens. However, when I try print spamming (in this case I actually wrote to a file as that's more suitable for hundreds of prints) I found that the function successfully completed. I think the error is that the function oversteps it's memory boundaries, which corrupts a portion of data, causing the crash traceback to point elsewhere. (In this case, it's an innocent line in the framework I'm working with - File "G:\RLBotGUIX\venv\lib\site-packages\rlbot\utils\rendering\rendering_manager.py", line 104 in end_rendering which sets a variable to False)

            I've also tested this for the other functions, and they don't cause this issue for some reason. There's a slight, small potential that it's because they don't get called as often as ground_shot_is_viable.

            The error only happens after a few minutes which prob totals to at least a few hundred times, maybe a thousand. (The bot runs at upwards of 120tps, so the function has the potential to be called 120 times in a second.)

            I only managed to get the traceback by setting the environment variable PYTHONFAULTHANLDER to 1 - when I didn't, my program just silently crashed.

            I also didn't get a crash dump when I launched the program with python.exe, but with pythonw.exe I did get a crash dump.

            Traceback:

            ...

            ANSWER

            Answered 2020-Nov-24 at 23:02

            The bug is most likely in this line of method_ground_shot_is_viable:

            Source https://stackoverflow.com/questions/64957662

            QUESTION

            Jumping only once
            Asked 2020-Nov-20 at 08:55

            I'm having some issues with a coding on C# (Unity); I'm trying to make my character move and jump with space. But for some reason, the character jumps once, and when reaching the ground once again, it stops jumping! Could anyone help me? I tried to check and uncheck "Is jumping" and "Double Jump" on Unity, but nothing seems to work D:

            ...

            ANSWER

            Answered 2020-Nov-20 at 08:55

            Your logic in Jump() seems sound, so what i'm guessing is that isJumping is not being set correctly. It could be that you're on the ground, then jump onto a platform that is not on layer 8. In that case OnCollisionEnter2D will never get called to set your IsJumping value.

            Source https://stackoverflow.com/questions/64924108

            QUESTION

            Unity2D inconsistent AddForce
            Asked 2020-Jun-09 at 07:28

            I just recently asked another question and I got answered really quick so I hope its the same with this one. Anyway, I'm making this 2D platformer (super-meat-boy like) and I've added in this cool 'Dash' ability which is triggered when you press Shift. It would add an x-axis force and a little bit of some y-axis force to give it more of a jump-like feel. However, the AddForce function is so inconsistent in the game. Sometimes, the y-axis force is larger than the x-axis and sometimes the x-axis is increased by half(??). The only reason I can think of why this happens is because I have increased the gravity for proper unrealistic but good looking jumping and slightly more increased when the player dashes. Or could it be that when I dash at the peak of my jump, there's a stronger force as compared to in the beginning of the dash? I'm so confused.

            Here is everything that in the update() function.

            ...

            ANSWER

            Answered 2020-Jun-09 at 07:28

            The inconstancy of AddForce is because you are adding onto the player's existing force. Have you tried cancelling out existing forces before calling AddForce? Just add the following line

            Source https://stackoverflow.com/questions/62262209

            QUESTION

            JumpCount resets immediately after jumping 2D platformer
            Asked 2020-Apr-07 at 23:02

            I'm pretty new to all of this so sorry for rookie mistakes. I'm making a 2D platformer I am checking for ground via RayCast and right after the player jumps, the jumpCounter resets to 0, so I get a bonus jump. I tried adding a 0.2s timer before it can reset but that caused trouble when jumping multiple times in a row (bunny hopping). Any help?

            ...

            ANSWER

            Answered 2020-Apr-07 at 23:02

            Hey Have you made sure your player's layer isn't ground layer or set ground layermask properly or maybe the hitDistance for the raycast is too high it should be very low like 0.1 or less or does jumpCount start from 0 or 1 try and alternate that or maybe have it start from two to lose the extra bonus jump...These would be where I would look, Good luck!

            Source https://stackoverflow.com/questions/61087238

            QUESTION

            Falling animation when on slopes
            Asked 2020-Apr-06 at 12:51

            I'm pretty new to all of this so sorry for rookie mistakes. I've built a State Machine that I'm pretty happy with, with just one problem, whenever the player jumps on a slope and keeps running (either up or down) the animation won't switch to running and stays at falling.

            ...

            ANSWER

            Answered 2020-Apr-06 at 12:51

            It looks like you intend rb.velocity.y to be greater than 0 when on a slope. But in order to enter the running state you have a condition that rb.velocity.y == 0. If you want to run on a slope, then maybe you should change that condition like this.

            Source https://stackoverflow.com/questions/61056178

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

            Vulnerabilities

            No vulnerabilities reported

            Install doublejump

            You can download it from GitHub.

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            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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            https://github.com/edwingeng/doublejump.git

          • CLI

            gh repo clone edwingeng/doublejump

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            git@github.com:edwingeng/doublejump.git

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