spinx | A golang fastcgi proxy server | Proxy library
kandi X-RAY | spinx Summary
kandi X-RAY | spinx Summary
A golang fastcgi proxy client. Contributors: * LI WEN LONG * Emre.
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Top functions reviewed by kandi - BETA
- buildEnv returns a map of environment variables .
- GetVhosts returns a map of vhosts
- Handler is a wrapper around http . Handler
- read response
- Helper function to send a message
- Read reads from reader
- listen listens on the given port
- New client
- parseHeader returns an http . Header
- Do executes the context
spinx Key Features
spinx Examples and Code Snippets
Community Discussions
Trending Discussions on spinx
QUESTION
I am making personal notes using markdown and LaTeX within a Jupyter notebook. Ideally I would like to handle recurring Latex expressions in the editor using a shorthand alias or token. These tokens would then be substituted with the associated LaTeX expression on rendering the document.
For example, the following markdown ...
...ANSWER
Answered 2021-Mar-27 at 19:51New LaTeX macros may be defined using standard methods, such as
\newcommand
, by placing them anywhere between math delimiters in a Markdown cell. These definitions are then available throughout the rest of the IPython session.— https://jupyter-notebook.readthedocs.io/en/stable/notebook.html
At the beginning of the document, put
QUESTION
EDIT: As Rekovni pointed out, using a GitLab runner with Docker on a Windows machine is a problem. Installing the runner in a Linux-based virtual machine solved the problem.
I am developing a Python program using a conda environment. It is hosted on GitLab.com and I am using GitLab-CI to generate the documentation.
I configured the following .gitlab-ci.yml
file for it:
ANSWER
Answered 2019-Apr-26 at 15:10GitLab CI doesn't currently offer a solution for using its runner with Docker on a Windows environment, however there is an epic at the moment which is tracking progress for this.
In one of the issues of the epic, a contributer has managed to get a working version of a gitlab-runner which uses Docker for Windows, with which more details can be found here.
A more common (and potentially easier) way of using Docker in a Windows environment, would be to install the gitlab-runner as a Shell runner, and call the Docker commands manually to run your tests.
Conversely, if you just want to keep using the same CI script, you could install a Linux VM on your Windows 10 machine, and have that host the docker runner!
QUESTION
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RotateCamera : MonoBehaviour
{
public GameObject objectToSpin;
public float spinX;
public float spinY;
public float spinZ;
public bool randomSpin = false;
private void Start()
{
var rb = GetComponent();
rb.angularVelocity = Random.insideUnitSphere;
}
private void Update()
{
if (randomSpin == true)
{
objectToSpin.transform.Rotate(Random.Range(spinX, 360), Random.Range(spinY, 360), Random.Range(spinZ, 360));
}
else
{
objectToSpin.transform.Rotate(spinX, spinY, spinZ);
}
}
}
...ANSWER
Answered 2019-May-28 at 20:54For example have a simple timer using Time.deltaTime
like e.g.
QUESTION
I have two main problems in this case :
NAVI is child of the player (FPSController) and therefore the NAVI is moving along with the player. But NAVI is also position a bit in front of the player and the result is that the raycast is hitting first time all the time the NAVI instead hitting the Interactable object.
If there is a door between the player and some Interactable object it will detect the object. But if there is a door and other objects between the player and the interactable object/s it should not detect them. The player not see them but yet it's detecting.
This script is attached to the plaher (FPSController) :
...ANSWER
Answered 2019-May-27 at 11:17You can use the additional optional parameter layerMask
of Physics.Raycast
A Layer mask that is used to selectively ignore Colliders when casting a ray.
I would recommned to use a LayerMask
QUESTION
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class DetectInteractable : UnityEngine.MonoBehaviour
{
public Camera cam;
public float distanceToSee;
public string objectHit;
public bool interactableObject = false;
public Transform parentToSearch;
public Scaling scaling;
public LayerMask layermask;
public int spinX = 0;
public int spinY = 0;
public int spinZ = 0;
public GameObject navi;
private RaycastHit whatObjectHit;
private bool clickForDescription = false;
private void Update()
{
if (Input.GetMouseButtonDown(0) && !scaling.scaleUp)
{
clickForDescription = true;
if (whatObjectHit.collider != null)
ExecuteActions(whatObjectHit.collider.gameObject);
}
Debug.DrawRay(cam.transform.position, cam.transform.forward * distanceToSee, Color.magenta);
if (Physics.Raycast(cam.transform.position, cam.transform.forward, out whatObjectHit, distanceToSee, layermask.value)) //layerMask))
{
objectHit = whatObjectHit.collider.gameObject.name;
interactableObject = true;
print("Hit ! " + whatObjectHit.collider.gameObject.name);
if (scaling.objectToScale.transform.localScale == scaling.minSize)
{
scaling.objectToScale.transform.Rotate(spinX, spinY, spinZ);
}
clickForDescription = true;
}
else
{
if (scaling.objectToScale.transform.localScale == scaling.minSize)
{
navi.transform.rotation = new Quaternion(0, 0, 0, 0);
}
clickForDescription = false;
print("Not Hit !");
}
}
private void ExecuteActions(GameObject go)
{
var ia = go.GetComponent();
if (ia != null)
{
ia.ItemMove();
}
}
private void OnGUI()
{
if (clickForDescription == true)
{
ProcessOnGUI(parentToSearch);
clickForDescription = false;
}
}
void ProcessOnGUI(Transform parent, int level = 0)
{
foreach (Transform child in parent)
{
if (child.GetComponent() != null)
{
ItemInformation iteminformation = child.GetComponent();
if (child.name == objectHit)
{
var centeredStyle = GUI.skin.GetStyle("Label");
centeredStyle.alignment = TextAnchor.UpperCenter;
GUI.Box(new Rect(
Screen.width / 2 /*- 50 + 20 * level*/, // <== INDENTATION
Screen.height / 2 ,100,50),/*- 25, 100, 50),*/
iteminformation.description, centeredStyle);
}
}
// Process next deeper level
ProcessOnGUI(child, level + 1);
}
}
public class ViewableObject : UnityEngine.MonoBehaviour
{
public string displayText;
public bool isInteractable;
}
}
...ANSWER
Answered 2019-May-26 at 06:17I would say because you set
QUESTION
I cannot get this animation to work in Safari 12 no matter what I try. I've tried vendor prefixes and all, but nothing works.
It works fine in Chrome. Anyone have any ideas?
...ANSWER
Answered 2018-Sep-29 at 19:46Seems like both Safari and Firefox don't recognise the change between the two key frames. To solve this you can use an intermediate keyframe:
QUESTION
I use PHP XMLWriter:
...ANSWER
Answered 2018-Jun-11 at 14:43Looks like a typo...
QUESTION
I need to add additional filtering in Spinx query by post_category_name(String value) column, my current index:
...ANSWER
Answered 2018-Apr-03 at 10:46As you've got (potentially) multiple categories per post, have to choose how to index. 1) Could keep it like now, and have sphinx document per post, and then post_category_name would actully contain multiple values, if post in multiuple categories.
... or 2) could instead have one document per post&category. So there could be multiple results if a document is in multiple categories.
Option 1 is simpler, but 2 would ultimately be more flexible (as can search combined or not, but your sphinx query might need an GROUP BY to, to get one result per post)
But for now option 1...
QUESTION
I'm trying to use the NPM package normalize-wheel in a Fable project.
I've confirmed that the package has been downloaded to the node-modules
folder.
In line with the documentation and this article I'm using the following F# code:
...ANSWER
Answered 2018-Feb-06 at 19:55Let's take a look at normalize-wheel/index.js
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