rook | Storage Orchestration for Kubernetes | Continuous Deployment library

 by   rook Go Version: v1.11.7 License: Apache-2.0

kandi X-RAY | rook Summary

kandi X-RAY | rook Summary

rook is a Go library typically used in Devops, Continuous Deployment, Docker applications. rook has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. You can download it from GitHub.

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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            kandi-support Support

              rook has a medium active ecosystem.
              It has 11062 star(s) with 2534 fork(s). There are 266 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 120 open issues and 4558 have been closed. On average issues are closed in 119 days. There are 35 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of rook is v1.11.7

            kandi-Quality Quality

              rook has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              rook is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              rook releases are available to install and integrate.
              Installation instructions are available. Examples and code snippets are not available.

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            rook Key Features

            No Key Features are available at this moment for rook.

            rook Examples and Code Snippets

            No Code Snippets are available at this moment for rook.

            Community Discussions

            QUESTION

            How to use subclasses of an abstract class as a parameter of a method?
            Asked 2021-May-26 at 03:04

            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 02:36

            I 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:

            Source https://stackoverflow.com/questions/67697393

            QUESTION

            Showing OSD 0 after installing rook-ceph in kubernetes cluster
            Asked 2021-May-11 at 11:13

            I have set up 3 node kubernetes using 3 VPS and installed rook/ceph.

            when I run

            ...

            ANSWER

            Answered 2021-May-11 at 11:13

            I 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

            Source https://stackoverflow.com/questions/67465958

            QUESTION

            Is there any way to remove background of the picture on the website?
            Asked 2021-May-06 at 07:07

            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 21:53

            You need to use a PNG with a transparent background. otherwise you'll have a white background if you use a JPG.

            Source https://stackoverflow.com/questions/67409172

            QUESTION

            Why does javascript create spurious images using ajax?
            Asked 2021-Apr-29 at 14:54

            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 14:54

            The 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:

            Source https://stackoverflow.com/questions/67318920

            QUESTION

            KeyError when trying to blit image on to screen from Numpy array in Pygame
            Asked 2021-Apr-25 at 13:58

            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 13:58

            board 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))

            Source https://stackoverflow.com/questions/67249974

            QUESTION

            How to convert an image in pygame to a numpy array or to a number?
            Asked 2021-Apr-24 at 06:58

            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 06:58

            An 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:

            Source https://stackoverflow.com/questions/67238820

            QUESTION

            Python: dictionary not working as supposed
            Asked 2021-Apr-23 at 21:03

            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 21:03

            Your problem is on this line:

            Source https://stackoverflow.com/questions/67236720

            QUESTION

            model using only the first sample of the dataset to train
            Asked 2021-Apr-22 at 00:45

            I'm training the following model:

            ...

            ANSWER

            Answered 2021-Apr-21 at 18:22

            This line indicates it's training on one batch, not one sample:

            Source https://stackoverflow.com/questions/67200433

            QUESTION

            How do I implement minimax with the chess.js node module
            Asked 2021-Apr-15 at 04:32

            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 04:32

            I 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.

            1. 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.
            2. 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).
            3. 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:

            1. 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
            2. 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.
            3. 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.

            Source https://stackoverflow.com/questions/67090608

            QUESTION

            Dont know how to fix: expected primary-expression before '.' token
            Asked 2021-Apr-03 at 21:21

            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 21:00

            The 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:

            Source https://stackoverflow.com/questions/66935515

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

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