rook | Storage Orchestration for Kubernetes | Continuous Deployment library
kandi X-RAY | rook Summary
kandi X-RAY | rook Summary
Rook is an open source cloud-native storage orchestrator for Kubernetes, providing the platform, framework, and support for a diverse set of storage solutions to natively integrate with cloud-native environments. Rook turns storage software into self-managing, self-scaling, and self-healing storage services. It does this by automating deployment, bootstrapping, configuration, provisioning, scaling, upgrading, migration, disaster recovery, monitoring, and resource management. Rook uses the facilities provided by the underlying cloud-native container management, scheduling and orchestration platform to perform its duties. Rook integrates deeply into cloud native environments leveraging extension points and providing a seamless experience for scheduling, lifecycle management, resource management, security, monitoring, and user experience. For more details about the storage solutions currently supported by Rook, please refer to the project status section below. We plan to continue adding support for other storage systems and environments based on community demand and engagement in future releases. See our roadmap for more details. Rook is hosted by the Cloud Native Computing Foundation (CNCF) as a graduated level project. If you are a company that wants to help shape the evolution of technologies that are container-packaged, dynamically-scheduled and microservices-oriented, consider joining the CNCF. For details about who's involved and how Rook plays a role, read the CNCF announcement.
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QUESTION
I am looking for an efficient way to initiate objects of different class with one method. The object that the method initiate is not the same each time. All the object that the method initializes inherits from the same abstract class.
For exemple, we have a chess game. We have an abstract class ( for this exemple, we will name it AbstractPiece )for the overall functioning of the pieces and each piece in the game (king, queen, rook, etc.) has a class which inherits from the abstract class. We also have a class that manages the game. This class has a method that initiates the pieces of the game, which receives as parameters the color, position and type of piece that it must initialize. Since each part has a diferent class, the method must therefore initialize the object using the constructor of the part we want to initialize. The method should look something like that.
...ANSWER
Answered 2021-May-26 at 02:36I am assuming that you don't care for the sub-classes to have methods that the abstract class doesn't (i'e just overriding the abstract classes methods).
believe the solution you are looking for may be something as simple as:
QUESTION
I have set up 3 node kubernetes using 3 VPS and installed rook/ceph.
when I run
...ANSWER
Answered 2021-May-11 at 11:13I guess for roof ceph to work I should attach an additional raw volume to my nodes, since it does not allow directories mounted on the main disk.
It looks like this now
QUESTION
I have a picture of a chess piece. I want to put this picture on some background representing chessboard. Now when I put this picture I have this white background. Is there any way (using HTML, CSS or JavaScript) to remove white background from the picture and leave only the piece? Now it looks like that: picture.
CSS file:
...ANSWER
Answered 2021-May-05 at 21:53You need to use a PNG with a transparent background. otherwise you'll have a white background if you use a JPG.
QUESTION
Firstly I must apologise for the length of the code in this question. It is based on Django and javascript and I have stripped out as much as I can to give a working example
The challenge is to create a composite image using a random number of rooks - all black rooks on the top row and all red rooks on the bottom row
This works perfectly when the page is first loaded, but if I click on the New Board button, then randomly red rooks might appear in the top row, or black in the bottom
(The image was downloaded from here)
[Edit] If I add a trace in the javascript function displayPieceImage it reports the correct number of images being drawn[/Edit}
html
...ANSWER
Answered 2021-Apr-29 at 14:54The problem is quite simple. In the function createModelImage
you add images to the div with the id pieceImages
. You never remove these images from the div when creating a new board. So there are old images with the ids which get used instead of the image tag that should be used. Instead you should remove these old image tags when making a new board:
QUESTION
I've finished my chess game, but now I'm implementing a numpy array as the board so the chess AI I'm working on calculates faster. I know what a KeyError is, but I don't understand why its happening here. Error:
...ANSWER
Answered 2021-Apr-25 at 13:58board
contains the numbers from 0 to 12, but the IMAGES
dictionary uses the string keys "--", "bR", "bN". Hence, you cannot address the images in the IMAGES
dictionary directly with the numbers stored in board
:
Use the lookup
table to create the IAMGES
dictionary:
IMAGES[piece] = p.transform.scale(p.image.load("images/" + piece + ".png"), (SQ_SIZE, SQ_SIZE))
QUESTION
I was wondering how I can convert an image in pygame into a number. I'm making a chess game in python. I have everything made. I first made the chessboard out of string:
...ANSWER
Answered 2021-Apr-24 at 06:58An easy way is to use numpy.unique
with the return_inverse
option:
Find the unique elements of an array.
return_inverse
bool, optional: If True, also return the indices of the unique array
Example:
QUESTION
I am trying to program a chess computer. I am having a weird problem with a dictionary here. As you can see in the code below, I am only editing the pieces attribute of the Player object saved at 'w' in my dictionary self.players
. However, when I run the code, for both Player objects created (Player('w')
and Player('b')
), the d[(1,1)].piece
object appears in their respective Player.pieces['R']
. How can this be?
(In the code, only the class Board
should be really important however I included the other classes so the code works).
ANSWER
Answered 2021-Apr-23 at 21:03Your problem is on this line:
QUESTION
I'm training the following model:
...ANSWER
Answered 2021-Apr-21 at 18:22This line indicates it's training on one batch, not one sample:
QUESTION
I'm currently working on creating a chess engine using chess.js, chessboard.js, and the minimax algorithm. I eventually want to implement alpha-beta, but for right now, I just want to get minimax to work. It seems like the computer is thinking, but it usually just does Nc6. If I move the pawn to d4, it usually takes with the knight, but sometimes it just moves the rook back and forth in the spot that was opened up by the knight. If there is nothing for the knight to take, the computer moves the Rook or some other pointless move. My best guess is that all of the moves are returning the same valuation, and so it just makes the first move in the array of possible moves, hence the top left rook being a prime target. I should note that part of my confusion is around the way a recursive function works, and most of the stuff I've found online about recursive functions leaves me more confused than when I started.
I'm using Express.js with the chessboard.js config in public/javascripts as a boardInit.js that's included in the index.ejs folder, and when the user makes a move, a Post request is sent to /moveVsComp. It sends it to the server, where the app.post function for /moveVsComp tells chess.js to make the move that the player made.
After the player move is recorded, the computer calls the computerMoveBlack function.
Function call in the post request:
...ANSWER
Answered 2021-Apr-15 at 04:32I will point out a few suggestions below to help you on the way if you are just getting started. First I just want to say that you are probably right that all moves get the same score and therefore it picks the first possible move. Try to add some Piece Square Tables (PST) to your Evaluation function and see if it puts pieces on appropriate squares.
- I would implement a Negamax function instead of Minimax. It is way easier to debug and you won't have to duplicate a lot of code when you later make more optimizations. Negamax is one of the standard chess algorithms.
- It seems like you don't do the legal move generation yourself, do you know how the board is represented in the library that you use? Instead of using the FEN for evaluation you want to use the board (or bitboards) to be able to do more advanced evaluation (more on it further down).
- The min/max value of -105/105 is not a good way to go. Use -inf and inf instead to not get into troubles later on.
Regarding the evaluation you normally use the board representation to figure out how pieces are placed and how they are working together. Chessprogramming.org is a great resource to read up on different evaluation concepts.
For your simple starting evaluation you could just start with counting up all the material score at the beginning of the game. Then you subtract corresponding piece value when a piece is captured since that is the only case where the score is changing. Now you are recalculating lots of things over and over which will be very slow.
If you want to add PST to the evaluation then you also want to add the piece value change for the moving piece depending on the old and new square. To try and sum up the evaluation:
- Sum up all piece values at start-up of a game (with PST scores if you use them) and save it as e.g. whiteScore and blackScore
- In your evaluation you subtract the piece value from the opponent if you capture a piece. Otherwise you keep score as is and return it as usual.
- If using PST you change the own score based on the new location for the moved piece.
I hope it makes sense, let me know if you need any further help.
QUESTION
I'm currently just starting off coding in c++, the current project I'm working on is making an in-console chess engine type thing. The function below is supposed to check if a particular square has a piece on it, and if so, if the piece is white. Board.grid
is a 2D array of strings where " "
would be an empty square, "wR1"
one of the white rooks, "bQ1"
the black queen, etcetera. I got the error expected primary-expression before '.' token
on both if statements inside the functions and think it's got to do with the .at()
function called on the 'square string', but have no clue why this would give an error or what could be done to resolve it.
I would appreciate it greatly if anyone could help me with this. Thanks in advance!
...ANSWER
Answered 2021-Apr-03 at 21:00The symbol Board
is a type not an instance. In C++ you can't use the .
operator to access type members, only members of objects.
The simple solution is to create a Board
objects:
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