spawn | Openprovider RESTful sync service | Runtime Evironment library

 by   openprovider Go Version: 0.2.3 License: Non-SPDX

kandi X-RAY | spawn Summary

kandi X-RAY | spawn Summary

spawn is a Go library typically used in Server, Runtime Evironment, Nodejs applications. spawn has no bugs, it has no vulnerabilities and it has low support. However spawn has a Non-SPDX License. You can download it from GitHub.

the spawn service used as a http rest sync service, that makes clustering mode simpler and easier for most of applications. what’s the idea? there are several applications, which are developed to provide their service through http rest api. but you have no idea how to provide failover processing and clustering mode for these applications, because they are not compatible with, etc. and here we go. the spawn service will make this job instead of the whole bunch of services that must be configured and communicating with each other. how it works? let’s see the scheme:. all get requests from the client will reproduce with a selected node. a
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            kandi-support Support

              spawn has a low active ecosystem.
              It has 40 star(s) with 1 fork(s). There are 7 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              spawn has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of spawn is 0.2.3

            kandi-Quality Quality

              spawn has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              spawn has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              spawn releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed spawn and discovered the below as its top functions. This is intended to give you an instant insight into spawn implemented functionality, and help decide if they suit your requirements.
            • Run starts the server
            • NewServer creates a new Server instance
            • newConfig returns a new Config struct .
            • getResponse retrieves a response from the queue and sends it to the worker
            • Run the service
            • infoHandler responds with information about the running process .
            • preDecodeRecords pre - decodes records .
            • decodeRecord decodes a record
            • postDecodeRecords decodes JSON records into records
            • decodeString decodes a string value from the control header
            Get all kandi verified functions for this library.

            spawn Key Features

            No Key Features are available at this moment for spawn.

            spawn Examples and Code Snippets

            Usage
            Godot img1Lines of Code : 30dot img1License : Non-SPDX (NOASSERTION)
            copy iconCopy
            spawnctl - Spawn Sync Service Control
            
            Usage:
              spawnctl install | remove | start | stop | status
              spawnctl [ -t | --test ] [ --option | --option ... ]
              spawnctl -h | --help
              spawnctl -v | --version
            
            Commands:
              install           Install as servic  

            Community Discussions

            QUESTION

            What is simplest way to prevent frame drop in flutter application on heavy task?
            Asked 2021-Jun-16 at 00:29

            I've ran into problem getting UI lags when this line is running:

            ...

            ANSWER

            Answered 2021-Jun-16 at 00:29

            I don't believe you can use SharedPreferences within an Isolate without support for MethodChannel / accessing platform-specific underlying OS frameworks on iOS / Android.

            You would need to use FlutterIsolate or a similar package to provide that support.

            chunhunghan has a good answer detailing this.

            Alternatively, you could run the crypt.generateKeys() by itself in your Isolate.spawn() call and use the results after in a separate method accessing SharedPreferences. (Assuming that crypt package is also not relying on platform-specific code.)

            Source https://stackoverflow.com/questions/67993518

            QUESTION

            Rust futures / async - await strange behavior
            Asked 2021-Jun-15 at 20:06

            I am new to rust and I was reading up on using futures and async / await in rust, and built a simple tcp server using it. I then decided to write a quick benchmark, by sending requests to the server at a constant rate, but I am having some strange issues.

            The below code should send a request every 0.001 seconds, and it does, except the program reports strange run times. This is the output:

            ...

            ANSWER

            Answered 2021-Jun-15 at 20:06

            You are not measuring the elapsed time correctly:

            1. total_send_time measures the duration of the spawn() call, but as the actual task is executed asynchronously, start_in.elapsed() does not give you any information about how much time the task actually takes.

            2. The ran in time, as measured by start.elapsed() is also not useful at all. As you are using blocking sleep operation, you are just measuring how much time your app has spent in the std::thread::sleep()

            3. Last but not least, your time_to_sleep calculation is completely incorrect, because of the issue mentioned in point 1.

            Source https://stackoverflow.com/questions/67990757

            QUESTION

            Find total count of success and failed records
            Asked 2021-Jun-15 at 15:47

            I have to formulate SQL Query to display total success and failed device processing. Suppose User selects 2 devices and runs some process. Each Process which user triggers will spawn 4 jobs (1 devices has 2 jobs to run). Since here user select 2 devices so 4 records comes in db. Now based on ParentTaskId I need to display total successfull,failed jobs with total devices.

            We count a job on a device as success only when both jobs(Type 1,Type 2) are success.

            Note : If jobtype 1 fails , jobtype 2 will not trigger

            ...

            ANSWER

            Answered 2021-Jun-15 at 15:47

            You can use two levels of aggregation -- the inner one to get the status per parent and device. For this, you can actually use min(taskStatus) to get the status:

            Source https://stackoverflow.com/questions/67989415

            QUESTION

            SLURM and Python multiprocessing pool on a cluster
            Asked 2021-Jun-15 at 13:42

            I am trying to run a simple parallel program on a SLURM cluster (4x raspberry Pi 3) but I have no success. I have been reading about it, but I just cannot get it to work. The problem is as follows:

            I have a Python program named remove_duplicates_in_scraped_data.py. This program is executed on a single node (node=1xraspberry pi) and inside the program there is a multiprocessing loop section that looks something like:

            ...

            ANSWER

            Answered 2021-Jun-15 at 06:17

            Pythons multiprocessing package is limited to shared memory parallelization. It spawns new processes that all have access to the main memory of a single machine.

            You cannot simply scale out such a software onto multiple nodes. As the different machines do not have a shared memory that they can access.

            To run your program on multiple nodes at once, you should have a look into MPI (Message Passing Interface). There is also a python package for that.

            Depending on your task, it may also be suitable to run the program 4 times (so one job per node) and have it work on a subset of the data. It is often the simpler approach, but not always possible.

            Source https://stackoverflow.com/questions/67975328

            QUESTION

            Golang Concurrency Code Review of Codewalk
            Asked 2021-Jun-15 at 06:03

            I'm trying to understand best practices for Golang concurrency. I read O'Reilly's book on Go's concurrency and then came back to the Golang Codewalks, specifically this example:

            https://golang.org/doc/codewalk/sharemem/

            This is the code I was hoping to review with you in order to learn a little bit more about Go. My first impression is that this code is breaking some best practices. This is of course my (very) unexperienced opinion and I wanted to discuss and gain some insight on the process. This isn't about who's right or wrong, please be nice, I just want to share my views and get some feedback on them. Maybe this discussion will help other people see why I'm wrong and teach them something.

            I'm fully aware that the purpose of this code is to teach beginners, not to be perfect code.

            Issue 1 - No Goroutine cleanup logic

            ...

            ANSWER

            Answered 2021-Jun-15 at 02:48
            1. It is the main method, so there is no need to cleanup. When main returns, the program exits. If this wasn't the main, then you would be correct.

            2. There is no best practice that fits all use cases. The code you show here is a very common pattern. The function creates a goroutine, and returns a channel so that others can communicate with that goroutine. There is no rule that governs how channels must be created. There is no way to terminate that goroutine though. One use case this pattern fits well is reading a large resultset from a database. The channel allows streaming data as it is read from the database. In that case usually there are other means of terminating the goroutine though, like passing a context.

            3. Again, there are no hard rules on how channels should be created/closed. A channel can be left open, and it will be garbage collected when it is no longer used. If the use case demands so, the channel can be left open indefinitely, and the scenario you worry about will never happen.

            Source https://stackoverflow.com/questions/67979304

            QUESTION

            Unable to initialize const unordered_map> using initializer list
            Asked 2021-Jun-15 at 05:33

            So here is the function:

            ...

            ANSWER

            Answered 2021-Jun-15 at 05:26

            The value type of your unordered_map is std::variant, but in your brace init list, you're passing float instead of a double. This conversion from float to a variant is not allowed.

            Either change your value type to std::variant, or pass literals of float type, e.g. 1.5f instead of 1.5.

            The minimized issue in code is

            Source https://stackoverflow.com/questions/67980273

            QUESTION

            Unity3D is giving me unexpected output: Instantiating objects at too high of a rate
            Asked 2021-Jun-15 at 04:36

            Alright, so I'm making a game in Unity, and I tried to spawn in enemies randomly around a player. To control the rate of the spawning, I created a private bool spawnCooldown variable. Then, there was an if {} statement which controlled the rate of spawning. The original code is below:

            ...

            ANSWER

            Answered 2021-Jun-14 at 04:40

            You need to add the seconds of cooldown you want on the spawner when you declare it too, E.G spawnCooldown = Time.time + coolDownPeriodInSeconds;

            You also need to set spawnCooldown to be a float, which stores numbers. Currently you have stored it as a bool, which only stores true or false values, and therefore cannot be compared to Time.time further in the code.

            Lastly you are missing the closing } character in the if block

            What is happening currently is you are doing the following:

            1. Setting spawn Cooldown to be the current Time
            2. For every frame after that, checking if the new current time is greater than the old time you set as spawnCooldown. Since it always is, the code will then run through the spawn script.

            If you change it to

            Source https://stackoverflow.com/questions/67964519

            QUESTION

            Async loop on a new thread in rust: the trait `std::future::Future` is not implemented for `()`
            Asked 2021-Jun-14 at 17:28

            I know this question has been asked many times, but I still can't figure out what to do (more below).

            I'm trying to spawn a new thread using std::thread::spawn and then run an async loop inside of it.

            The async function I want to run:

            ...

            ANSWER

            Answered 2021-Jun-14 at 17:28

            #[tokio::main] converts your function into the following:

            Source https://stackoverflow.com/questions/67966950

            QUESTION

            How to identify an event and pass it as a parameter to the callback function in JS?
            Asked 2021-Jun-14 at 10:26

            I made several tests and searched online but couldn't find a solution to this.

            I have the following code below which spawns 4 timeout events.

            ...

            ANSWER

            Answered 2021-Jun-14 at 10:26

            The third and all subsequent parameters in the setInterval function can be used to pass parameters with.

            So in your case, pass the eventname reference to setTimeout after the delay argument, and only reference the DoStuff function without calling it.

            Source https://stackoverflow.com/questions/67958865

            QUESTION

            Instantiating a prefab and then adding a force to it (Projectile) - Unity
            Asked 2021-Jun-14 at 05:42

            I'm trying to add a force to the Rigidbody component of an instantiated projectile in Unity. I want to use this method as it is a simple throw mechanic and I just want the projectile to move in a small parabolic trajectory. The projectile prefab has already been attached to this script in the Unity editor and it does have a Rigidbody component.

            Here's my code so far:

            ...

            ANSWER

            Answered 2021-Jun-14 at 00:37
            private void ProjectileShoot()
            {
                if (Input.GetKeyDown(KeyCode.LeftShift) && !gameOver)
                {
                    GameObject projectileGO = (GameObject) Instantiate(projectilePrefab, transform.position, 
                        projectilePrefab.transform.rotation);
            
                    Rigidbody projectileRb = projectileGO.GetComponent();
                    projectileRb.AddForce(throwForce * Vector3.forward, ForceMode.Impulse);
                }
            }
            

            Source https://stackoverflow.com/questions/67963486

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

            Vulnerabilities

            No vulnerabilities reported

            Install spawn

            You need have installed golang 1.4.2 (not 1.4.2+).

            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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