mesh | A tool for building distributed applications | Service Mesh library

 by   weaveworks Go Version: v0.4 License: Apache-2.0

kandi X-RAY | mesh Summary

kandi X-RAY | mesh Summary

mesh is a Go library typically used in Architecture, Service Mesh applications. mesh has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. You can download it from GitHub.

Mesh is a tool for building distributed applications. Mesh implements a gossip protocol that provide membership, unicast, and broadcast functionality with eventually-consistent semantics. In CAP terms, it is AP: highly-available and partition-tolerant. Mesh works in a wide variety of network setups, including thru NAT and firewalls, and across clouds and datacenters. It works in situations where there is only partial connectivity, i.e. data is transparently routed across multiple hops when there is no direct connection between peers. It copes with partitions and partial network failure. It can be easily bootstrapped, typically only requiring knowledge of a single existing peer in the mesh to join. It has built-in shared-secret authentication and encryption. It scales to on the order of 100 peers, and has no dependencies.
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            kandi-support Support

              mesh has a medium active ecosystem.
              It has 838 star(s) with 105 fork(s). There are 87 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 24 open issues and 23 have been closed. On average issues are closed in 163 days. There are 5 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of mesh is v0.4

            kandi-Quality Quality

              mesh has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              mesh 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

              mesh releases are available to install and integrate.

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            mesh Key Features

            No Key Features are available at this moment for mesh.

            mesh Examples and Code Snippets

            Create a TPU mesh .
            pythondot img1Lines of Code : 137dot img1License : Non-SPDX (Apache License 2.0)
            copy iconCopy
            def create_tpu_mesh(mesh_dim_names: List[str],
                                mesh_shape: List[int],
                                mesh_name: str,
                                ring_dims: Optional[int] = None,
                                ring_axes: Optional[List[str]] = None,
                          
            Create a mesh .
            pythondot img2Lines of Code : 116dot img2License : Non-SPDX (Apache License 2.0)
            copy iconCopy
            def create_distributed_mesh(mesh_dims: List[Tuple[str, int]],
                                        mesh_name: str = '',
                                        num_global_devices: Optional[int] = None,
                                        num_clients: Optional[int] = None,
                    
            Return a list of coordinates for a 3D mesh .
            pythondot img3Lines of Code : 100dot img3License : Non-SPDX (Apache License 2.0)
            copy iconCopy
            def _ring_3d(x_size: int, y_size: int,
                         z_size: int) -> List[Tuple[int, int, int]]:
              """Ring-order of a X by Y by Z mesh.
            
              Constructs the 3d ring from 2d rings that are stacked in the Z dimension and
              joined in one corner.
            
              z ==   

            Community Discussions

            QUESTION

            How to reduce the lines of code with multi variable equations?
            Asked 2021-Jun-15 at 19:41

            I am trying to reduce lines of code because I realized that I am repeating the same equations every time. I am programming a contour map and putting several sources of intensity into it. Until now I put 3 sources, but in the future I want to put more, and that will increase the lines a lot. So I want to see if it is possible to reduce the lines of "source positions" and "Intensity equations". As you can see the last equation is a logaritmic summation of z1, z2 and z3, is it possible to reduce that, any idea?

            ...

            ANSWER

            Answered 2021-Jun-15 at 15:45

            You could iterate over certain parts in a loop.

            I tried to keep the same format overall and just rearranged the code to show how you might do it.

            Source https://stackoverflow.com/questions/67989343

            QUESTION

            Three.js faces/vertices cut off but Bounding Box correct
            Asked 2021-Jun-15 at 12:48

            I'm using BufferGeometry to handle meshes with lots of vertices, faces and normals, which I supply via TypedArrays. During rendering, the Scene and its Mesh is constructed without any warnings or errors in the console. With BoxHelper I've constructed a Bounding Box around the mesh.

            Now the strangest thing happens: Although the Bounding Box is perfectly correct, the faces/vertices are cut off somewhere in the middle.

            To see what I mean, here is the comparison of two models rendered with a python script (left) and rendered with Three.js (right):

            The code I've used for this task can be found here in this pastebin. Any help is highly appreciated.

            ...

            ANSWER

            Answered 2021-Jun-15 at 12:48

            After some digging, I found my mistake. itemSize of BufferAttribute for the faces has to be 1.

            So I've changed this line

            Source https://stackoverflow.com/questions/67902627

            QUESTION

            Cannot dispose of unwanted geometry in three.js application
            Asked 2021-Jun-15 at 10:37

            In this minimal example, I'm adding a THREE.SphereGeometry to a THREE.Group and then adding the group to the scene. Once I've rendered the scene, I want to remove the group from the scene & dispose of the geometry.

            ...

            ANSWER

            Answered 2021-Jun-15 at 10:37

            Ideally, your cleanup should look like this:

            Source https://stackoverflow.com/questions/67976490

            QUESTION

            What are the values after recentering?
            Asked 2021-Jun-15 at 07:34

            When I load a mesh and double click on a point, the text box in the lower left displays:

            ...

            ANSWER

            Answered 2021-Jun-15 at 07:34

            They are the 2D coordinates of the point where you clicked in the drawing area of MeshLab! Origin is in the bottom-left corner.

            Source https://stackoverflow.com/questions/67977597

            QUESTION

            how to filter json file with specific tag values and get output into csv
            Asked 2021-Jun-15 at 01:54

            I have created a json file with the output having key values pair. But i would like to filter more and get only specific tags and get new output in table using excel (csv) format

            ...

            ANSWER

            Answered 2021-Jun-15 at 01:54

            To achieve the "expected" output given the "actual" output, you could use the following filter:

            Source https://stackoverflow.com/questions/67978941

            QUESTION

            OpenGL (LWJGL 3) culling terrain vertices/triangles that are not in the view frustum
            Asked 2021-Jun-13 at 19:55

            I am trying to implement frustum culling in my 3D Game currently and it has worked efficiently with the entities because they have a bounding box (AABB) and its easier to check a box against the frustum. On saying that, how would I cull the terrain? (it physically cannot have a AABB or sphere)

            The frustum class (I use the inbuilt JOML one):

            ...

            ANSWER

            Answered 2021-Jun-13 at 19:55

            One way to determine what section of your terrain should be culled is to use a quadtree (for a heightmap) or an octree (for a voxel map). Basically, you divide your terrain into little chunks that then get divided further accordingly. You can then test if these chunks are in your viewing frustum and cull them if necessary. This technique was already discussed in great detail:

            I saw some websites saying to use GL_DYNAMIC_DRAW instead of GL_STATIC_DRAW, but I did not understand it.

            These are usage hints to OpenGL on how the data will be accessed so the implementation has the ability to apply certain optimizations on how to store/use it.

            usage is a hint to the GL implementation as to how a buffer object's data store will be accessed. This enables the GL implementation to make more intelligent decisions that may significantly impact buffer object performance. (https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glBufferData.xhtml)

            Please note that these are only indications, no restrictions:

            It does not, however, constrain the actual usage of the data store.

            Because you will likely update your VBO's and IBO's constantly (see culling) and only want to draw them GL_DYNAMIC_DRAW would be a good choice:

            The data store contents will be modified repeatedly (because of culling) and used many times. The data store contents are modified by the application and used as the source for GL drawing and image specification commands.

            as I have googled that it can affect the performance of the game

            Well, it will cost some performance to cull your terrain but in the end, it will likely gain performance because many vertices (triangles) can be discarded. This performance gain may grow with larger terrains.

            Source https://stackoverflow.com/questions/67958723

            QUESTION

            threebox "projectToWorld" returns values exceeding canvas, how do I fix this? (with sample code)
            Asked 2021-Jun-12 at 22:39

            I recently found out there is a very handy method in three-box for placing three.js objects on the map which is "projectToworld".

            While trying to place my three.js objects using the method, I realized that the Vector3 the method returns are really huge and not on the map.

            According to the documentation of threebox, it says

            projectToWorld

            tb.projectToWorld(lnglat) : THREE.Vector3

            Calculate the corresponding THREE.Vector3 for a given lnglat. It's inverse method is tb.unprojectFromWorld.

            So I decided to use this method to locate my animated object in three js canvas. But what the methods returns are really huge.

            So as I expected, these values don't place the three objects on the map and all the objects disappeared because they presumably are placed at very distant locations.

            How do I fix this issue?

            I made a minimal code to demonstrate this issue as below.

            1. instantiating map
            ...

            ANSWER

            Answered 2021-Jun-12 at 22:39

            It's strange that no one could answer this question. So I finally figured out how to make it by myself.

            The solution is in the following link.

            The primary reason was that mapbox plots things not based on its vector configuration. It renders things through its matrix as follows.

            var m = new THREE.Matrix4().fromArray(matrix); var l = new THREE.Matrix4().makeTranslation(modelTransform.translateX, modelTransform.translateY, modelTransform.translateZ) .scale(new THREE.Vector3(modelTransform.scale, -modelTransform.scale, modelTransform.scale))

            Source https://stackoverflow.com/questions/67864751

            QUESTION

            Unity C# capsule collider and rigid body don't trigger using transform.position to move
            Asked 2021-Jun-12 at 22:18

            I have 2 simple capsules. 1 is stationary and the other is moving to the same tile on the tilemap using transform.position.

            Both capsules have capsule colliders and rigid bodies. I've attempted to remove the rigid body but from what I can tell, the OnCollisionEnter function requires a rigid body to work.

            My script, attached to both of these, is a simple:

            ...

            ANSWER

            Answered 2021-Jun-12 at 19:36

            Here is an infographic to show when a collision message will be detected by OnCollisionEnter between two objects. Both objects will need some sort of collider, and will most likely need a Rigidbody.

            You will not want to set isTrigger as that will not make it physically react to a collision, but will just detect when a collision occurs. It will also not call OnCollisionEnter but will call OnTriggerEnter. Setting both not as triggers, adding a collider, and giving them Rigidbodies should allow the collision to be detected. You will also need to attach this script to one of the objects that have the collider. Are there other components on the objects you are using?

            Source https://stackoverflow.com/questions/67952230

            QUESTION

            Volume redering using Texture3D requires geometry.translate
            Asked 2021-Jun-11 at 18:25

            I have a question regarding texture3D. I am new to the 3D world. I was looking at volume rendering and came across this example https://github.com/mrdoob/three.js/blob/master/examples/webgl2_materials_texture3d.html

            My question is about these three lines.

            ...

            ANSWER

            Answered 2021-Jun-11 at 18:25

            When you create a box of width 1, the left is at -0.5, and the right is at +0.5. This translation was necessary to change its range from [-0.5, 0.5] => [0.0, 1.0]. This way it's easier to sample the 3D texture with the position coordinates, since texture-sampling always requires coordinates between 0 - 1.

            Source https://stackoverflow.com/questions/67932877

            QUESTION

            OnTriggerEnter() and OnCollisionEnter() not working with character controller
            Asked 2021-Jun-10 at 15:47

            I have a capsule object with Camera on it. Capsule has capsule collider with mesh, character controller. cylinder object (coin) is box collider with is trigger option being on. OnTriggerObject method doesn't help to destoy the coin object. Even used OnCollisionEnter, eventually have the same result. Also tried with rigidbody added to the player object and removed from coin object. Even don't remember what I tried on. Here is script attached to capsule object:

            ...

            ANSWER

            Answered 2021-Jun-08 at 17:48

            Collision to work needs at least one rigidbody component, so attach rigidbody, check layers (Project Settings -> Physics)

            Also read this: collisions unity

            With normal, non-trigger collisions, there is an additional detail that at least one of the objects involved must have a non-kinematic Rigidbody (ie, Is Kinematic must be switched off). If both objects are kinematic Rigidbodies then OnCollisionEnter, etc, will not be called. With trigger collisions, this restriction doesn’t apply and so both kinematic and non-kinematic Rigidbodies will prompt a call to OnTriggerEnter when they enter a trigger collider.

            Source https://stackoverflow.com/questions/67891351

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

            Vulnerabilities

            No vulnerabilities reported

            Install mesh

            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/weaveworks/mesh.git

          • CLI

            gh repo clone weaveworks/mesh

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            git@github.com:weaveworks/mesh.git

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