seesaw | Seesaw v2 is a Linux Virtual Server | HTTP library
kandi X-RAY | seesaw Summary
kandi X-RAY | seesaw Summary
Seesaw v2 is a Linux Virtual Server (LVS) based load balancing platform. It is capable of providing basic load balancing for servers that are on the same network, through to advanced load balancing functionality such as anycast, Direct Server Return (DSR), support for multiple VLANs and centralised configuration. Above all, it is designed to be reliable and easy to maintain.
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QUESTION
I'd like to do calculations on the 3D positions on both end's of a rigid object (see spot where the children are usually sitting in image below). The geometrical situation of the rigid object corresponds to a seesaw. Rotation has to be possible on three axes and can be represented by a ball bearing, which initially is located at the middle of the rod.
The input to the desired function should consist of three rotations performed at the position of the ball bearing, three translations along the bearing and the initial 3D positions of both ends of the object.
The output needs to be the calculated new 3D positions of both ends.
Does anyone know a python library that does provide functionalities regarding this issue?
...ANSWER
Answered 2021-Mar-27 at 05:43I've just found out that Open3D has implemented exactly what I was looking for. As it is working with point clouds, all that needs to be done is to create two points in 3D space, define a rotation matrix and the center (= ball bearing in this case). The function "rotate" then calculates the altered positions of the rotated points. This also works for translation.
QUESTION
I am using the strategy described here to run the standalone karate.jar along with a custom jar (implementing a LogModifier):
...ANSWER
Answered 2021-Mar-10 at 03:56Okay, can you re-try with the 1.0 RC series because this is near final and we are focusing dev efforts on this: https://github.com/intuit/karate/wiki/1.0-upgrade-guide
Because I guess this is a JDK compatibility issue and we hope the new one fixes it. It also is important you start testing with the new version so that we have a chance to fix any other gaps that you may find.
QUESTION
I'm making a 2d shooter in Ue4. I'm trying to rotate a sprite to face the mouse. The sprite will later be a hidden arrow that determines the directions the bullets go when they spawn. The sprite was added to help me visually debug. Since the game is 2d, the sprite should only need to rotate around the Y axis.
The sprite is not rotating correctly. As I move the mouse pointer around the edge of the game's window: rather than spin 360 in a circle, it seesaws back and forth (see second image).
I figured this was a radians or worldspace issue, but I've done the basic troubleshooting I know how. The first image is the cleanest version of the blueprint that produces the error. I've tried ATAN, ATAN2, and GetMousePosition solutions, all of which look a bit different than this.
In the sprite images, the red circle shows where my cursor is. The red arrow is just to help determine the angle the sprite is tilted at (they're all wrong). The top of the round bit (90 degrees CCW of the red arrow) is what should be facing the mouse. The sprite's default, unrotated position, has the round bit pointing up towards the top of the screen. Of note, the actual rotation and the desired rotation all seem to be off by a multiple of 90 degrees, but this might be a coincidence.
Any ideas on what I'm doing wrong?
...ANSWER
Answered 2020-Dec-21 at 15:28I figured it out.
I had (incorrectly) assumed that the mouse's location on the screen was strictly XY (with a Z of 0). After popping open the location from the hit event, the mouse is calculated in XZ (with an almost unmoving Y).
I switched back to an ATAN2 solution (seen in the BP), but found that my sprite was facing away from the mouse instead of towards it. Adding a -1 multiplier fixed it, and it's now working as intended.
See BP for full solution. Cheers, all.
QUESTION
How to parse 3 character alpha with multiple or
conditions? All text is uppercase [A-Z].
ANSWER
Answered 2020-Sep-28 at 22:36A literal interpretation of your conditions would be something like:
QUESTION
This is, I guess, a pretty common scenario for anyone doing performance studies.
Suppose one has a few data structures, and would like to evaluate their space performance --
without counting using e.g. sizeof
but rather in an empirical way.
I model this situation in an MWE as follows:
- there is an STL
stack
and there is aset
- first I create the stack and push some (random) numbers into it
- I delete the stack, and push some numbers into the set
- I run
valgrind --tool-massif --max-steps=1000 --time-unit=ms main
- finally, I visualize using the eponymous `massif-visualizer'
The code:
...ANSWER
Answered 2019-Dec-04 at 15:18There is a seesaw in that graph.
The green dwindles to nothing and gives way to the blue.
It's just hard to spot because the bulk of heap usage (in orange) is taken up by overheads (standard library etc.) and this is dwarfing the memory taken by your containers.
QUESTION
Subscriptions with Nexus are undocumented but I searched Github and tried every example in the book. It's just not working for me.
I have cloned Prisma2 GraphQL boilerplate project & my files are as follows:
prisma/schema.prisma ...ANSWER
Answered 2019-Aug-21 at 03:58Subscriptions aren't implemented yet.
I've opened up an issue to track it.
I'll edit this answer as soon as it's implemented in Prisma 2.
QUESTION
in kivy-language, I would like to change the angle value of the canvas every time when a slider changes its value by on_touch_move
.
I have tried to give the "Rotation Operation" in the PushMatrix an ID by using "group"
...ANSWER
Answered 2019-Jun-15 at 18:30- Add a new attribute,
angle
to instantiated object,Widget:
- Assign new attribute to angle,
angle: self.angle
- Replace
canvas_widget.a.angle = 45
withcanvas_widget.angle = 45
QUESTION
I have a list like the following:
...ANSWER
Answered 2019-Feb-07 at 15:48You can use sorted
with key
parameter:
QUESTION
Hi I'm just new to unity2d, so I have a gameObject that has an hinge joint attached to another gameObject with rigidbody, Im trying to make a Wooden board that will behave like a "seesaw" and return back to its current position when the character is not set foot on it. How can I make it behave like a seesaw thanks!
This is the Original position of the gameObject where the other end of the wood is inclined down.
This should what must happen when my character puts weigh on the opposite end help please.
...ANSWER
Answered 2018-Nov-19 at 16:06I recommend in this case to use the "Motor" behaviour of joints: https://docs.unity3d.com/ScriptReference/HingeJoint-motor.html
So if you set to the "motor" of the joint a little bit of force, it will come back to the start position.
One more recomendation, depending of the force, the joint can "bounce" so I suggest to make some script that sets the motor force only when has interacted with the player, or stop doing the force if it's already on the start position, it's up to you! :D
QUESTION
This is something I found difficult to research as it requires some explanation.
I basically want to understand the best way of moving objects around other objects and keep track of where everything is. Allow me to explain..
Let's pretend we are making a Person class and a Park class. The park class has a bunch of toys and rides for the person to play on.. These could be a Slide class, SeeSaw class, ect.. But lets say our program needs to keep track of where the Person object is at all times. If they are on the slide, we will want to ask the person class their location. For example...
...ANSWER
Answered 2018-Jul-18 at 14:20One possible solution is to, instead of constructing a whole new move method which creates the feeling of excessive code, allow the setLocation method for the person to essentially use the same code as the move method you constructed (remove the person from the current park toy and move them to another) . This will allow for cleaner code, and should keep all functionality the same.
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