spawn | Openprovider RESTful sync service | Runtime Evironment library
kandi X-RAY | spawn Summary
kandi X-RAY | spawn Summary
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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Top functions reviewed by kandi - BETA
- 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
spawn Key Features
spawn Examples and Code Snippets
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
Trending Discussions on spawn
QUESTION
I've ran into problem getting UI lags when this line is running:
...ANSWER
Answered 2021-Jun-16 at 00:29I 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.)
QUESTION
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 20:06You are not measuring the elapsed time correctly:
total_send_time
measures the duration of thespawn()
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.The
ran in
time, as measured bystart.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 thestd::thread::sleep()
Last but not least, your
time_to_sleep
calculation is completely incorrect, because of the issue mentioned in point 1.
QUESTION
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 15:47You 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:
QUESTION
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 06:17Pythons 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.
QUESTION
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 02:48It is the
main
method, so there is no need to cleanup. Whenmain
returns, the program exits. If this wasn't themain
, then you would be correct.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.
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.
QUESTION
So here is the function:
...ANSWER
Answered 2021-Jun-15 at 05:26The 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
QUESTION
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 04:40You 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:
- Setting spawn Cooldown to be the current Time
- 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
QUESTION
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:
QUESTION
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 10:26The 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.
QUESTION
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 00:37private 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);
}
}
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