patrol | Process and Service Management

 by   sabey Go Version: Current License: Non-SPDX

kandi X-RAY | patrol Summary

kandi X-RAY | patrol Summary

patrol is a Go library. patrol has no bugs, it has no vulnerabilities and it has low support. However patrol has a Non-SPDX License. You can download it from GitHub.

Process and Service Management
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    Quality
      Security
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            kandi-support Support

              patrol has a low active ecosystem.
              It has 21 star(s) with 4 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              patrol has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of patrol is current.

            kandi-Quality Quality

              patrol has 0 bugs and 0 code smells.

            kandi-Security Security

              patrol has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              patrol code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              patrol 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

              patrol releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.
              It has 8508 lines of code, 251 functions and 51 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed patrol and discovered the below as its top functions. This is intended to give you an instant insight into patrol implemented functionality, and help decide if they suit your requirements.
            • Main entry point
            • Index sends a post to the router
            • Logs returns the logs for the application
            • std response
            • CreatePatrol creates a new patrol
            • OpenFile opens a CSV file
            • LoadConfig loads configuration from path .
            • IsAppServiceID returns true if the key is an AppServiceID .
            • HTTP starts the HTTP server
            • IsPathClean returns true if the given path is cleaned
            Get all kandi verified functions for this library.

            patrol Key Features

            No Key Features are available at this moment for patrol.

            patrol Examples and Code Snippets

            No Code Snippets are available at this moment for patrol.

            Community Discussions

            QUESTION

            Is there a way to optimise this method for an Enemy AI Controller in unity?
            Asked 2022-Apr-16 at 18:31
            private void Update()
            {
                //Check for sight and attack range
                playerInSightRange = Physics.CheckSphere(transform.position, sightRange, whatIsPlayer);
            
            
                if (!playerInSightRange)
                {
                    Patroling();
                    Debug.Log("Patroling");
                }
                if (playerInSightRange)
                {
                    ChasePlayer();
                    Debug.Log("Chasing");
                }
            }
                
            private void Patroling()
            {
                if (!walkPointSet)
                {
                    SearchWalkPoint();
                }
            
                if (walkPointSet)
                {
                    agent.SetDestination(walkPoint);
                }
            
                Vector3 distanceToWalkPoint = transform.position - walkPoint;
            
                //Walkpoint reached
                if (distanceToWalkPoint.magnitude < 1f)
                    walkPointSet = false;
            }
            
            private void SearchWalkPoint()
            {
                //Calculate random point in range
                float randomZ = Random.Range(-walkPointRange, walkPointRange);
                float randomX = Random.Range(-walkPointRange, walkPointRange);
            
                walkPoint = new Vector3(transform.position.x + randomX, transform.position.y, transform.position.z + randomZ);
            
                if (Physics.Raycast(walkPoint, -transform.up, 2f, whatIsGround))
                    walkPointSet = true;
            }
            
            private void ChasePlayer()
            {
                agent.SetDestination(player.position);
            }
            
            ...

            ANSWER

            Answered 2022-Apr-16 at 18:31

            Currently while patrolling this line will be executed every frame:

            Source https://stackoverflow.com/questions/71891305

            QUESTION

            Why the ping pong is not working on the waypoints?
            Asked 2022-Jan-16 at 02:24

            The goal is when pressing the P key make a ping pong nonstop between the next waypoint and the last waypoint. including if the P key pressed when the transform start moving from his original position so make a ping pong between the first waypoint and the transform original position.

            The way it is now when I press the P key the whole game is freezing the editor is freezing and I need to shut it down.

            ...

            ANSWER

            Answered 2022-Jan-16 at 02:24

            Your editor freezes because in the case that pingPongEnabled is set to true you do

            Source https://stackoverflow.com/questions/70724422

            QUESTION

            Create new array with new keys and nested object from single array
            Asked 2021-Dec-28 at 17:15

            I'm trying to organise data from an api that returns the following json:

            ...

            ANSWER

            Answered 2021-Dec-28 at 17:15

            You could create an array of each object and check if all vlaues are empty strings or the last two ones.

            The continue or build a new date object and add later all events to the last object.

            Source https://stackoverflow.com/questions/70510218

            QUESTION

            I get map object null on onStart() method
            Asked 2021-Dec-20 at 19:40

            I'm trying to addMarker when I open my fragment so in onMap Ready function I assigned my map and I'm calling map onStart() method but I get null

            ...

            ANSWER

            Answered 2021-Dec-16 at 07:49

            you simply can't be shure that onMapReady will be called before Activitys lifecycle callback will be called (like onStart or onResume). Map initialization is async operation, thus you have to pass callback for getting information when it is ready (just like method says). you should init your markers in onMapReady

            Source https://stackoverflow.com/questions/70375313

            QUESTION

            Include a JS file directly in another?
            Asked 2021-Dec-09 at 01:33

            Let's say I have two JS files, which are both obviously representative of larger files. The first is root/foo.js:

            ...

            ANSWER

            Answered 2021-Dec-09 at 01:33

            Typically, a build process is used to create a JS bundle that would extract and combine all of the required code from multiple files (see Parcel or ESBuild).

            Without a build process, modern JS modules (also known as "ES modules") could be imported using Say Hello

            Source https://stackoverflow.com/questions/70283259

            QUESTION

            Find nearest waypoint to target in unity 3d
            Asked 2021-Oct-10 at 21:50

            I'm developing game like Hitman Go , and I need to find which waypoints are closest to my target(specific waypoint ) when enemy has alerted by rock or sound and etc.

            I set some point for enemy and My enemy patrolling between waypoints ( 8 -> 6 -> 1-> 2-> 3-> 4-> 5 ) then reveres his path. so, when I throw rock in waypoint number 18, I need to move enemy to this waypoint, but with closest way. imaging enemy can be any this waypoint when he get aleret ( 8,6,1,2,3,4,5 points).

            Note 1: The distance between two points is same.

            Note2: My game is in 3d not 2d.

            I use this code to move my enemy step by step ( turn base ).

            ...

            ANSWER

            Answered 2021-Oct-10 at 21:50

            Since you asked in the comments for a non-A* solution & I was bored :)

            Naive DFS pathfinder with very simple pruning. Brute force and very wasteful both memory & CPU wise.

            For a game similar to Hitman Go / Lara Croft Go - I would use this code and not a navmesh / A*.

            For a RTS / FPS or any AI intensive games, I would definitely not use this solution.

            Source https://stackoverflow.com/questions/69513977

            QUESTION

            Collision Layer Matrix and Parent/Child object relationships
            Asked 2021-Sep-23 at 17:39

            I come here after some testing, and because after some googling, I was incapable of finding a straight answer.

            Suppose I have a player character with a tag set to Player and a layer set to Humanoid. I also have a bunch of NPC performing patrol, wander, and other movement behaviors. Their tags are set to NPC and their layers to Humanoid. Since this is a 2D game using 2D physics, I used the Project Settings collision matrix to make it so that Humanoids do not collide with each other.

            In other words, the NPCs and the player characters can pass through each other, while respecting gravity, force, impulse, etc... This is working fine. My problem arises when: I want some child GameObject of NPC which is in layer Default and has a CircleCollider2D of type Trigger and I want to detect that collision in order to perform some actions (e.g.: show dialogue, stop or switch AI Behaviour of the parent object, or others).

            From my testing, this seems not to be working, but I might be doing something wrong. So my question is:

            • If a GameObject A ignores collisions against layer X, will collisions against a GameObject C in layer Y be ignored if C is a child of a GameObject P in layer X?
            ...

            ANSWER

            Answered 2021-Sep-23 at 17:39

            In order to detect whether or not a physics collider that is set as a trigger has collided. You would need to use the OnTriggerEnter2D function instead of the OnCollisionEnter2D function.

            Source https://stackoverflow.com/questions/69280629

            QUESTION

            Script AppendRow at the top
            Asked 2021-Sep-20 at 02:22

            I have this little code to insert data from a form to a specific sheet.

            ...

            ANSWER

            Answered 2021-Sep-20 at 02:22

            From your following replying in the comment,

            I don't know how to make appendRow to start adding the data at the third file, and not at the bottom.

            I thought that you might have wanted to append a data row to the 3rd tab on the Google Spreadsheet. If my understanding is correct, how about the following modification?

            From:

            Source https://stackoverflow.com/questions/69247835

            QUESTION

            How to process 100 Million + text lines at once
            Asked 2021-Aug-25 at 11:08

            I have this code that reads and processes text file line by line, problem is my text file has between 1,5-2 billion lines and it is taking forever. Is there away to process over 100 Million lines at the same time?

            ...

            ANSWER

            Answered 2021-Aug-25 at 11:08

            To process 100 million lines at once you would have to have 100 million threads. Another approach to improve the speed of your code is to split the work among different threads (lower than 100 million).
            Because write and read operations from file are not asynchronous, you would be better off with reading all the file at the beginning of your program and write out thr processed data at the end. In the code below i will assume you do not care about the order at which wou write the file out. But if order is important you could set a dictionary that has as key the positional value of the current line being elaborated by a specific thread and at the end sort accordingly.

            Source https://stackoverflow.com/questions/68864449

            QUESTION

            How to make an object go to specific spots in order Unity C#
            Asked 2021-Aug-03 at 23:49

            So I have it set so that the boomerang goes to a random point. Here is my code:

            ...

            ANSWER

            Answered 2021-Aug-03 at 23:49

            Assuming that your moveSpots are in order you just need to get rid of your Random operations, and get the next item in the array

            Source https://stackoverflow.com/questions/68640354

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

            Vulnerabilities

            No vulnerabilities reported

            Install patrol

            You can download it from GitHub.

            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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            https://github.com/sabey/patrol.git

          • CLI

            gh repo clone sabey/patrol

          • sshUrl

            git@github.com:sabey/patrol.git

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