grenade | Cause fires in production | Monitoring library

 by   jrhouston Go Version: Current License: No License

kandi X-RAY | grenade Summary

kandi X-RAY | grenade Summary

grenade is a Go library typically used in Performance Management, Monitoring applications. grenade has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

grenade is a tool for causing fires in production. I created this tool at Wattpad to answer questions like:.
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            kandi-support Support

              grenade has a low active ecosystem.
              It has 10 star(s) with 0 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 16 open issues and 3 have been closed. On average issues are closed in 216 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of grenade is current.

            kandi-Quality Quality

              grenade has no bugs reported.

            kandi-Security Security

              grenade has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              grenade does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              grenade releases are not available. You will need to build from source code and install.
              Installation instructions, examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed grenade and discovered the below as its top functions. This is intended to give you an instant insight into grenade implemented functionality, and help decide if they suit your requirements.
            • Run the kingpin command
            • Run starts the HTTP server
            • OpenFileLeak opens a random file .
            • DiskUsageLeak writes a leak file
            • CPUSpike spawns a goroutine to spin the system
            • ConnectLeak connects to the given address
            • GoroutineLeak
            • MemoryLeak sleeps forever
            • DNSLookupSpike waits for an IP address .
            • LogVolumeSpike logs the Sentence of Sentence
            Get all kandi verified functions for this library.

            grenade Key Features

            No Key Features are available at this moment for grenade.

            grenade Examples and Code Snippets

            No Code Snippets are available at this moment for grenade.

            Community Discussions

            QUESTION

            Grenade spawns in the wrong location
            Asked 2021-Jun-11 at 21:37

            In my game I want to have a floating monster that's attack throws a grenade at the player. My problem is that the grenade only spawns in 0, 0, 0. In my script I make it so that the zombies spawns in on its own location but for some reason that doesn't work. I tried making it spawn by having the spawn location equal new Vector3(100, 100, 100) but it still spawned at 0, 0, 0. I know that the co-routine runs because I put a Debug.Log. Thanks for the help!

            Edit #2: I can't have a rigidbody on the script. I have edited the movement script and I have found that no mater what if a rigidbody is added then it will go to 0, 0, 0.

            Edit #3: I updated the scripts

            Here is my script: (Sorry if the code is bad)

            ...

            ANSWER

            Answered 2021-Jun-11 at 20:12

            You could set its position in the Instantiate line. Instantiate has several arguments. You can set its position in Instantiate, as well as its rotation and parent.

            Set it to this:

            Source https://stackoverflow.com/questions/67942847

            QUESTION

            What is the best way to accept a 2nd user input from options defined by the 1st user input?
            Asked 2021-May-22 at 07:24

            My background is in SQL but I've been learning Bash to create tools to help non-Linux users find what they need from my Linux system - I am pretty green with Bash, I apologize if this looks a bit dumb.

            The goal of the script is to essentially display all directories within the current directory to the user, and allow them to input 1-9 to navigate to lower directories.

            My sticking point is that I'm trying to use arrays to define potential filepaths, since in practice new directories will be added over time and it is not practical to edit the script each time a filepath is added.

            Here's my prototype so far, currently it navigates into Test1, Test2, or Test3 then echos pwd to prove it is there.

            ...

            ANSWER

            Answered 2021-May-22 at 07:24

            This might do what you wanted.

            Source https://stackoverflow.com/questions/67641709

            QUESTION

            Object selected from list reads [object Object]
            Asked 2021-Apr-20 at 16:38

            I'm developing a web game in JavaScript and I have a few arrays of objects. For some reason, I'm experiencing this problem: When I randomly select an object from an array:

            ...

            ANSWER

            Answered 2021-Apr-20 at 16:30

            Your code is working fine and the variable itemToGive is the object you think it should be. [object object] is just some problem you're experiencing with string conversion. Run the snippet below

            Source https://stackoverflow.com/questions/67182714

            QUESTION

            Phaser 3 collider fires endless
            Asked 2021-Apr-02 at 04:26

            I try to make a bouncing bullet for a game that should disappear after bouncing 3 times. I thought it's simple, I gave my bullet a variable with the value of 3 and decreased it in my bullet-platform collider by one.

            After it didn't work and checked the variable with console.log(), I found out that the variable gets decreased continuously. I tested my other colliders and found out that only the bullet-platform collider do that, while the player-platform, enemy-platform, bullet-player and bullet-enemy collider don't. In addition my function for destroying bullets, when they hit a platform, oddly work fine. My bullets only get destroyed when hitting a platform.

            Does anyone have an Idea how to fix that?

            Edit: I made a Github repository of my game for better insight. (At least I hope I did, I haven't used Github before.) https://github.com/Kiroho/Game

            Edit2: After testing around, I found out that it must have something to do with how I use my ammoGroup class.

            I found out that, if I create bullets via ammoGroup (via createMultiple), the collider starts firing for each bullet until I shot them at least once. After all existing bullets are fired once, everything works normally and the collider fires as intended -> only on collision.

            My bullet-platform collider

            ...

            ANSWER

            Answered 2021-Apr-02 at 04:26

            I found out that I have to disable the body of the bullet objects when creating, otherwise the collider fires. I can't find out why, but it seems to be a (more or less) known thing. While body.checkCollision.none=true worked, disabling the body's physic with body.enable = false is probably the better solution, since it disables all physic and not only the collision.

            Source https://stackoverflow.com/questions/66865029

            QUESTION

            Command raised an exception: TypeError: unhashable type: 'list' when updating my database
            Asked 2021-Mar-12 at 00:13

            My entire code:

            ...

            ANSWER

            Answered 2021-Mar-10 at 21:19

            Untested but try the following

            Source https://stackoverflow.com/questions/66572792

            QUESTION

            I keep getting "undefined" although it is defined
            Asked 2021-Jan-13 at 23:26

            I keep getting 'spell' is not defined.

            Please keep in mind I am very new at this. I've mostly been following a tutorial class in Udemy.

            ...

            ANSWER

            Answered 2021-Jan-13 at 23:07

            Looks like "spell" is defined in the branch where index == 1. But the error is coming from the branch where index == 2. If that branch is taken first, spell will still be undefined at that point.

            I suspect the problem line is mislocated and you shouldn't be charging a spell cost when you've used an item instead.

            Source https://stackoverflow.com/questions/65710360

            QUESTION

            My Buttons are not working after using fetch api along with express.js
            Asked 2020-Nov-27 at 10:56

            I have strange problem with buttons that are requesting for displaying templates on client page.

            This is client side code. The main task of entire class is to just enable user to click button, send request and get response with HTML that has been rendered from handlebars template and just paste it in partiuclar place on client side. It works, but only once. After first click and displaying elements, I totally lose any interaction with those buttons. There is no request, and there is no even EventListener for clicking. I get no error. Completely there is no single reaction after clicking.

            ...

            ANSWER

            Answered 2020-Nov-27 at 10:56

            Ok. The answer is actually simple. In fetch function container.innerHTML += data. This line deletes my html with buttons, and the same time it deletes eventListeners. So I need just to modify my html.

            Source https://stackoverflow.com/questions/65034537

            QUESTION

            JSON won't validate
            Asked 2020-Oct-25 at 15:04

            I'm trying to get this to validate, it's probably a comma or formatting but I can't work it out and it's driving me insane - It doesn't seem to fail initially not sure why it does later on.

            For reference: https://umod.org/plugins/server-rewards#adding-an-item

            Any help would be appreciated - Thanks in advance.

            ...

            ANSWER

            Answered 2020-Oct-25 at 15:04

            The error was the extra } above "kits".

            Source https://stackoverflow.com/questions/64509255

            QUESTION

            How to reposition the third string of each line to start at the nth character on the same line
            Asked 2020-Sep-20 at 15:54

            Ubuntu 16.04
            Bash 4.4.20

            I'd like to clean up a few of my game configs so the information is neatly stored in columns. Each line has something like:

            ...

            ANSWER

            Answered 2020-Sep-19 at 08:29

            Could you please try following, written and tested with shown samples.

            Source https://stackoverflow.com/questions/63964915

            QUESTION

            Parent rotation for specific child position and rotation
            Asked 2020-Sep-17 at 18:20

            I have a character that can only turn on the Y-axis, so left and right basically, if up is Vector3.up. The character has a child which is the position where grenades spawn (his right hand), and now I'm trying to figure out how I can calculate the correct rotation for the parent so the child looks exactly at a target, but only "horizontally". The x and z rotation of the parent must be 0. Is there a way to do that? It's fine if the child only looks into the correct direction on the "horizontal plane", but doesn't look up or down to face the target perfectly.

            This answer almost does what I want: http://answers.unity.com/comments/1339850/view.html

            The only problem is that the resulting rotation is a mix of all three axes, instead of it being just a y-rotation.

            ...

            ANSWER

            Answered 2020-Sep-17 at 13:39

            Afaik you would just have to invert the child's localEulerAngles.y

            The localEulerAngles are the child's offset rotation in euler angles relative to its parent. So taking only the y component already tells you the child's offset against its parent.

            So I guess in order to rotate the parent back accordingly you would do e.g.

            Source https://stackoverflow.com/questions/63938999

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

            Vulnerabilities

            No vulnerabilities reported

            Install grenade

            make build will produce a binary called grenade at the top level.

            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 jrhouston/grenade

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