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gun | open source cybersecurity protocol | Blockchain library

 by   amark JavaScript Version: 0.2019.413 License: Non-SPDX

 by   amark JavaScript Version: 0.2019.413 License: Non-SPDX

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kandi X-RAY | gun Summary

gun is a JavaScript library typically used in Institutions, Learning, Education, Blockchain, Ethereum applications. gun has no bugs, it has no vulnerabilities and it has medium support. However gun has a Non-SPDX License. You can install using 'npm i custom-gun' or download it from GitHub, npm.
First & foremost, GUN is a community of the nicest and most helpful people out there. So I want to invite you to come tell us about what you are working on & wanting to build (new or old school alike! Just be nice as well.) and ask us your questions directly. :).
Support
Support
Quality
Quality
Security
Security
License
License
Reuse
Reuse

kandi-support Support

  • gun has a medium active ecosystem.
  • It has 15597 star(s) with 1009 fork(s). There are 329 watchers for this library.
  • It had no major release in the last 12 months.
  • There are 222 open issues and 467 have been closed. On average issues are closed in 22 days. There are 32 open pull requests and 0 closed requests.
  • It has a neutral sentiment in the developer community.
  • The latest version of gun is 0.2019.413
gun Support
Best in #Blockchain
Average in #Blockchain
gun Support
Best in #Blockchain
Average in #Blockchain

quality kandi Quality

  • gun has 0 bugs and 0 code smells.
gun Quality
Best in #Blockchain
Average in #Blockchain
gun Quality
Best in #Blockchain
Average in #Blockchain

securitySecurity

  • gun has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
  • gun code analysis shows 0 unresolved vulnerabilities.
  • There are 0 security hotspots that need review.
gun Security
Best in #Blockchain
Average in #Blockchain
gun Security
Best in #Blockchain
Average in #Blockchain

license License

  • gun 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.
gun License
Best in #Blockchain
Average in #Blockchain
gun License
Best in #Blockchain
Average in #Blockchain

buildReuse

  • gun releases are available to install and integrate.
  • Deployable package is available in npm.
  • Installation instructions, examples and code snippets are available.
gun Reuse
Best in #Blockchain
Average in #Blockchain
gun Reuse
Best in #Blockchain
Average in #Blockchain
Top functions reviewed by kandi - BETA

kandi has reviewed gun and discovered the below as its top functions. This is intended to give you an instant insight into gun implemented functionality, and help decide if they suit your requirements.

  • Radisk disk
    • The Mesh object
      • 13 . 2 decoder
        • Provides a security check for a message .
          • start a root relay
            • 12 . 2 gb18030 decoder
              • wrap element
                • 8 . 1 utf - 8
                  • parse a text
                    • 12 . 1 iso - 12 encoder

                      Get all kandi verified functions for this library.

                      Get all kandi verified functions for this library.

                      gun Key Features

                      An open source cybersecurity protocol for syncing decentralized graph data.

                      gun Examples and Code Snippets

                      See all related Code Snippets

                      Quickstart

                      copy iconCopydownload iconDownload
                      <script src="https://cdn.jsdelivr.net/npm/gun/gun.js"></script>
                      <script>
                      // import GUN from 'gun'; // in ESM
                      // GUN = require('gun'); // in NodeJS
                      // GUN = require('gun/gun'); // in React
                      gun = GUN();
                      
                      gun.get('mark').put({
                        name: "Mark",
                        email: "mark@gun.eco",
                      });
                      
                      gun.get('mark').on((data, key) => {
                        console.log("realtime updates:", data);
                      });
                      
                      setInterval(() => { gun.get('mark').get('live').put(Math.random()) }, 9);
                      </script>
                      

                      Shims

                      copy iconCopydownload iconDownload
                      GUN = require('gun/gun');
                      SEA = require('gun/sea');
                      

                      Linux

                      copy iconCopydownload iconDownload
                      curl -o- https://raw.githubusercontent.com/amark/gun/master/examples/install.sh | bash
                      

                      How can I prevent duplicate of the output in python?

                      copy iconCopydownload iconDownload
                      for i in range(number_of_words):
                          listwords.append(random.choice(word_list))
                      
                      word=random.choice(word_list)
                      while word in listwords:
                          word=random.choice(word_list)
                      listwords.append(word)
                      
                      global word_list
                      word_list=['bunny','blue','cub','there','is','are','breakfest','the','at','name','eat','end','of','fantastic','dinner','time','go','for','I','you']
                      def gen_list_of_words(number_of_words, word_list):
                          listwords=[]
                          for i in range(number_of_words):
                              word=random.choice(word_list)
                              while word in listwords:
                                  word=random.choice(word_list)
                              listwords.append(word)
                          return listwords
                      
                      def output_line(listwords,word_line):
                          line=""
                          for words in listwords:
                              if random.random()< 1/((75/100)*len(words)):
                                  line+=words.upper()+"  "
                              else:
                                  line+=words+"  "
                              line=line[:-1]
                          if word_line==0:
                              line+=','
                          elif word_line==1:
                              line+="!"
                          elif word_line==2:
                              line+="."
                      
                          return line
                      
                      def main():
                          number_of_words=[4,6,4]
                          listwords=[]
                          for i in range(3):
                              listwords.append(gen_list_of_words(number_of_words[i], word_list))
                              print(output_line(listwords[i],i))
                      
                      main()
                      
                      for i in range(number_of_words):
                          listwords.append(random.choice(word_list))
                      
                      word=random.choice(word_list)
                      while word in listwords:
                          word=random.choice(word_list)
                      listwords.append(word)
                      
                      global word_list
                      word_list=['bunny','blue','cub','there','is','are','breakfest','the','at','name','eat','end','of','fantastic','dinner','time','go','for','I','you']
                      def gen_list_of_words(number_of_words, word_list):
                          listwords=[]
                          for i in range(number_of_words):
                              word=random.choice(word_list)
                              while word in listwords:
                                  word=random.choice(word_list)
                              listwords.append(word)
                          return listwords
                      
                      def output_line(listwords,word_line):
                          line=""
                          for words in listwords:
                              if random.random()< 1/((75/100)*len(words)):
                                  line+=words.upper()+"  "
                              else:
                                  line+=words+"  "
                              line=line[:-1]
                          if word_line==0:
                              line+=','
                          elif word_line==1:
                              line+="!"
                          elif word_line==2:
                              line+="."
                      
                          return line
                      
                      def main():
                          number_of_words=[4,6,4]
                          listwords=[]
                          for i in range(3):
                              listwords.append(gen_list_of_words(number_of_words[i], word_list))
                              print(output_line(listwords[i],i))
                      
                      main()
                      
                      for i in range(number_of_words):
                          listwords.append(random.choice(word_list))
                      
                      word=random.choice(word_list)
                      while word in listwords:
                          word=random.choice(word_list)
                      listwords.append(word)
                      
                      global word_list
                      word_list=['bunny','blue','cub','there','is','are','breakfest','the','at','name','eat','end','of','fantastic','dinner','time','go','for','I','you']
                      def gen_list_of_words(number_of_words, word_list):
                          listwords=[]
                          for i in range(number_of_words):
                              word=random.choice(word_list)
                              while word in listwords:
                                  word=random.choice(word_list)
                              listwords.append(word)
                          return listwords
                      
                      def output_line(listwords,word_line):
                          line=""
                          for words in listwords:
                              if random.random()< 1/((75/100)*len(words)):
                                  line+=words.upper()+"  "
                              else:
                                  line+=words+"  "
                              line=line[:-1]
                          if word_line==0:
                              line+=','
                          elif word_line==1:
                              line+="!"
                          elif word_line==2:
                              line+="."
                      
                          return line
                      
                      def main():
                          number_of_words=[4,6,4]
                          listwords=[]
                          for i in range(3):
                              listwords.append(gen_list_of_words(number_of_words[i], word_list))
                              print(output_line(listwords[i],i))
                      
                      main()
                      
                      def gen_list_of_words(number_of_words, word_list):
                          listwords=[]
                          word_list_t = word_list.copy()
                          for i in range(number_of_words):
                              word = random.choice(word_list_t)
                              word_list_t.remove(word)
                              listwords.append(word)
                          return listwords
                      

                      Webscraping Data : Which Pokemon Can Learn Which Attacks?

                      copy iconCopydownload iconDownload
                      library(rvest)
                      library(dplyr)
                      
                      urls <- c("https://pokemondb.net/pokedex/Bulbasaur/moves/1", "https://pokemondb.net/pokedex/Ivysaur/moves/1")
                      
                      movedfs <- lapply(urls, function(url){
                         
                         #read page
                         page <- read_html(url)
                      
                         #get the tables
                         tables <- page %>% html_elements("table") %>% html_table()
                      
                         #process the 3 tables 
                         moves<-lapply(tables[1:3], function(table){
                            table$Move
                         })
                      
                         foundmoves <- unique(trimws(unlist(moves)))
                         #make dataframe with the list of moves
                         tempdf <- data.frame(moves=t(foundmoves))
                         #make column names and value row
                         names(tempdf)<-foundmoves
                         tempdf[1,] <- 1
                         tempdf #return valye
                      })
                      
                      #make final table
                      finaltable <- bind_rows(movedfs)
                      
                      #replace the NA with 0
                      finaltable <- apply(finaltable, 2, function(x){
                         ifelse(is.na(x), 0, 1)
                      })
                      

                      How can I rename my creature's model's hierarchy without breaking animations?

                      copy iconCopydownload iconDownload
                      private static void RenameObject(GameObject gameObject, Animator animator, string newName)
                      {
                          if (!gameObject)
                          {
                              throw new ArgumentException("No object provided", nameof(gameObject));
                          }
                      
                          if (string.IsNullOrWhiteSpace(newName))
                          {
                              throw new ArgumentException("Object name may not be empty!", nameof(newName));
                          }
                      
                          if (!animator)
                          {
                              throw new ArgumentException($"Selected object {gameObject} is not a child of an {nameof(Animator)}!", nameof(gameObject));
                          }
                      
                          if (gameObject.transform == animator.transform)
                          {
                              return;
                          }
                      
                          // get the relative path from the animator root to this object's parent
                          var path = AnimationUtility.CalculateTransformPath(gameObject.transform.parent, animator.transform);
                      
                          if (gameObject.transform.parent != animator.transform)
                          {
                              path += "/";
                          }
                      
                          // then append the old and new names
                          var oldPath = path + gameObject.name;
                          var newPath = path + newName;
                      
                          // get the runtime Animation controller
                          var controller = animator.runtimeAnimatorController;
                      
                          // get all clips used by this controller
                          var clips = controller.animationClips;
                      
                          var changeableObjects = new List<Object>(clips.Length + 1) { gameObject };
                          changeableObjects.AddRange(clips);
                      
                          Undo.RecordObjects(changeableObjects.ToArray(), "Change animated object name");
                      
                          // Go through all clips
                          foreach (var clip in clips)
                          {
                              var floatBindingInfo = new List<AnimationFloatBindingInfo>();
                      
                              // Get and store all FLOAT keyframe bindings
                              foreach (var binding in AnimationUtility.GetCurveBindings(clip))
                              {
                                  var curve = AnimationUtility.GetEditorCurve(clip, binding);
                                  var curveInfo = new AnimationFloatBindingInfo(binding, curve);
                      
                                  ReplaceBindingPath(curveInfo, oldPath, newPath);
                      
                                  floatBindingInfo.Add(curveInfo);
                              }
                      
                              var objectBindingInfos = new List<AnimationObjectBindingInfo>();
                      
                              // also do the same for all reference keyframe bindings 
                              foreach (var binding in AnimationUtility.GetObjectReferenceCurveBindings(clip))
                              {
                                  var curve = AnimationUtility.GetObjectReferenceCurve(clip, binding);
                                  var curveInfo = new AnimationObjectBindingInfo(binding, curve);
                      
                                  ReplaceBindingPath(curveInfo, oldPath, newPath);
                      
                                  objectBindingInfos.Add(curveInfo);
                              }
                      
                              // a little check to avoid unnecessary work -> are there any affected property curves at all?
                              if (floatBindingInfo.Count + objectBindingInfos.Count > 0)
                              {
                                  // Now erase all curves 
                                  clip.ClearCurves();
                      
                                  // and assign back the stored ones
                                  AnimationUtility.SetEditorCurves(clip, floatBindingInfo.Select(info => info.Binding).ToArray(), floatBindingInfo.Select(info => info.Curve).ToArray());
                                  AnimationUtility.SetObjectReferenceCurves(clip, objectBindingInfos.Select(info => info.Binding).ToArray(), objectBindingInfos.Select(info => info.Curve).ToArray());
                      
                                  EditorUtility.SetDirty(clip);
                              }
                          }
                      
                          // finally rename the object
                          gameObject.name = newName;
                      
                          EditorUtility.SetDirty(gameObject);
                      }
                      
                      CATRigHub001Bone004
                       └ CATRigHub001Bone004Bone001
                          └ Rig  <-------- Collider
                      
                      public class Rename : MonoBehaviour
                      {
                          public string boneName;
                          [NonSerialized] public string partName;
                      
                          void Awake()
                          {
                              partName = name;
                              name = boneName;
                          }
                      }
                      
                      CATRigHub001Bone004
                       └ CATRigHub001Bone004Bone001
                          └ Rig  <-------- Collider
                      
                      public class Rename : MonoBehaviour
                      {
                          public string boneName;
                          [NonSerialized] public string partName;
                      
                          void Awake()
                          {
                              partName = name;
                              name = boneName;
                          }
                      }
                      

                      Why i am not able to make a projectile weapon using GDScript in Godot

                      copy iconCopydownload iconDownload
                      func _physics_process(delta):
                         
                         direction = Vector3()
                         
                         if Input.is_action_just_pressed("fire"):
                             if aimcast.is_colliding():
                                 var b = bullet.instance()
                                 muzzle.add_child(b)
                                 b.look_at(aimcast.get_collision_point(), Vector3.UP)
                                 b.shoot = true
                      
                      func _physics_process(delta):
                         #get keyboard input
                         direction = Vector3.ZERO
                         var h_rot = global_transform.basis.get_euler().y
                         var f_input = Input.get_action_strength("move_backwards") - Input.get_action_strength("move_forward")
                         var h_input = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
                         direction = Vector3(h_input, 0, f_input).rotated(Vector3.UP, h_rot).normalized()
                         
                         #jumping and gravity
                         if is_on_floor():
                             snap = -get_floor_normal()
                             accel = ACCEL_DEFAULT
                             gravity_vec = Vector3.ZERO
                         else:
                             snap = Vector3.DOWN
                             accel = ACCEL_AIR
                             gravity_vec += Vector3.DOWN * gravity * delta
                             
                         if Input.is_action_just_pressed("jump") and is_on_floor():
                             snap = Vector3.ZERO
                             gravity_vec = Vector3.UP * jump
                         
                         #make it move
                         velocity = velocity.linear_interpolate(direction * speed, accel * delta)
                         movement = velocity + gravity_vec
                         
                         move_and_slide_with_snap(movement, snap, Vector3.UP)
                      
                      func _physics_process(delta):
                         
                         direction = Vector3()
                         
                         if Input.is_action_just_pressed("fire"):
                             if aimcast.is_colliding():
                                 var b = bullet.instance()
                                 muzzle.add_child(b)
                                 b.look_at(aimcast.get_collision_point(), Vector3.UP)
                                 b.shoot = true
                      
                         #get keyboard input
                         direction = Vector3.ZERO
                         var h_rot = global_transform.basis.get_euler().y
                         var f_input = Input.get_action_strength("move_backwards") - Input.get_action_strength("move_forward")
                         var h_input = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
                         direction = Vector3(h_input, 0, f_input).rotated(Vector3.UP, h_rot).normalized()
                         
                         #jumping and gravity
                         if is_on_floor():
                             snap = -get_floor_normal()
                             accel = ACCEL_DEFAULT
                             gravity_vec = Vector3.ZERO
                         else:
                             snap = Vector3.DOWN
                             accel = ACCEL_AIR
                             gravity_vec += Vector3.DOWN * gravity * delta
                             
                         if Input.is_action_just_pressed("jump") and is_on_floor():
                             snap = Vector3.ZERO
                             gravity_vec = Vector3.UP * jump
                         
                         #make it move
                         velocity = velocity.linear_interpolate(direction * speed, accel * delta)
                         movement = velocity + gravity_vec
                         
                         move_and_slide_with_snap(movement, snap, Vector3.UP)
                      
                      func _physics_process(delta):
                         
                         direction = Vector3()
                         
                         if Input.is_action_just_pressed("fire"):
                             if aimcast.is_colliding():
                                 var b = bullet.instance()
                                 muzzle.add_child(b)
                                 b.look_at(aimcast.get_collision_point(), Vector3.UP)
                                 b.shoot = true
                      
                      func _physics_process(delta):
                         #get keyboard input
                         direction = Vector3.ZERO
                         var h_rot = global_transform.basis.get_euler().y
                         var f_input = Input.get_action_strength("move_backwards") - Input.get_action_strength("move_forward")
                         var h_input = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
                         direction = Vector3(h_input, 0, f_input).rotated(Vector3.UP, h_rot).normalized()
                         
                         #jumping and gravity
                         if is_on_floor():
                             snap = -get_floor_normal()
                             accel = ACCEL_DEFAULT
                             gravity_vec = Vector3.ZERO
                         else:
                             snap = Vector3.DOWN
                             accel = ACCEL_AIR
                             gravity_vec += Vector3.DOWN * gravity * delta
                             
                         if Input.is_action_just_pressed("jump") and is_on_floor():
                             snap = Vector3.ZERO
                             gravity_vec = Vector3.UP * jump
                         
                         #make it move
                         velocity = velocity.linear_interpolate(direction * speed, accel * delta)
                         movement = velocity + gravity_vec
                         
                         move_and_slide_with_snap(movement, snap, Vector3.UP)
                      
                      func _physics_process(delta):
                         
                         direction = Vector3()
                         
                         if Input.is_action_just_pressed("fire"):
                             if aimcast.is_colliding():
                                 var b = bullet.instance()
                                 muzzle.add_child(b)
                                 b.look_at(aimcast.get_collision_point(), Vector3.UP)
                                 b.shoot = true
                      
                         #get keyboard input
                         direction = Vector3.ZERO
                         var h_rot = global_transform.basis.get_euler().y
                         var f_input = Input.get_action_strength("move_backwards") - Input.get_action_strength("move_forward")
                         var h_input = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
                         direction = Vector3(h_input, 0, f_input).rotated(Vector3.UP, h_rot).normalized()
                         
                         #jumping and gravity
                         if is_on_floor():
                             snap = -get_floor_normal()
                             accel = ACCEL_DEFAULT
                             gravity_vec = Vector3.ZERO
                         else:
                             snap = Vector3.DOWN
                             accel = ACCEL_AIR
                             gravity_vec += Vector3.DOWN * gravity * delta
                             
                         if Input.is_action_just_pressed("jump") and is_on_floor():
                             snap = Vector3.ZERO
                             gravity_vec = Vector3.UP * jump
                         
                         #make it move
                         velocity = velocity.linear_interpolate(direction * speed, accel * delta)
                         movement = velocity + gravity_vec
                         
                         move_and_slide_with_snap(movement, snap, Vector3.UP)
                      
                      func _physics_process(delta):
                         
                         direction = Vector3()
                         
                         if Input.is_action_just_pressed("fire"):
                             if aimcast.is_colliding():
                                 var b = bullet.instance()
                                 muzzle.add_child(b)
                                 b.look_at(aimcast.get_collision_point(), Vector3.UP)
                                 b.shoot = true
                      
                      func _physics_process(delta):
                         #get keyboard input
                         direction = Vector3.ZERO
                         var h_rot = global_transform.basis.get_euler().y
                         var f_input = Input.get_action_strength("move_backwards") - Input.get_action_strength("move_forward")
                         var h_input = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
                         direction = Vector3(h_input, 0, f_input).rotated(Vector3.UP, h_rot).normalized()
                         
                         #jumping and gravity
                         if is_on_floor():
                             snap = -get_floor_normal()
                             accel = ACCEL_DEFAULT
                             gravity_vec = Vector3.ZERO
                         else:
                             snap = Vector3.DOWN
                             accel = ACCEL_AIR
                             gravity_vec += Vector3.DOWN * gravity * delta
                             
                         if Input.is_action_just_pressed("jump") and is_on_floor():
                             snap = Vector3.ZERO
                             gravity_vec = Vector3.UP * jump
                         
                         #make it move
                         velocity = velocity.linear_interpolate(direction * speed, accel * delta)
                         movement = velocity + gravity_vec
                         
                         move_and_slide_with_snap(movement, snap, Vector3.UP)
                      
                      func _physics_process(delta):
                         
                         direction = Vector3()
                         
                         if Input.is_action_just_pressed("fire"):
                             if aimcast.is_colliding():
                                 var b = bullet.instance()
                                 muzzle.add_child(b)
                                 b.look_at(aimcast.get_collision_point(), Vector3.UP)
                                 b.shoot = true
                      
                         #get keyboard input
                         direction = Vector3.ZERO
                         var h_rot = global_transform.basis.get_euler().y
                         var f_input = Input.get_action_strength("move_backwards") - Input.get_action_strength("move_forward")
                         var h_input = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
                         direction = Vector3(h_input, 0, f_input).rotated(Vector3.UP, h_rot).normalized()
                         
                         #jumping and gravity
                         if is_on_floor():
                             snap = -get_floor_normal()
                             accel = ACCEL_DEFAULT
                             gravity_vec = Vector3.ZERO
                         else:
                             snap = Vector3.DOWN
                             accel = ACCEL_AIR
                             gravity_vec += Vector3.DOWN * gravity * delta
                             
                         if Input.is_action_just_pressed("jump") and is_on_floor():
                             snap = Vector3.ZERO
                             gravity_vec = Vector3.UP * jump
                         
                         #make it move
                         velocity = velocity.linear_interpolate(direction * speed, accel * delta)
                         movement = velocity + gravity_vec
                         
                         move_and_slide_with_snap(movement, snap, Vector3.UP)
                      

                      Download values of list from json file with 2 objects

                      copy iconCopydownload iconDownload
                      public string Speciality { get; set; }
                      
                      public class Root
                      {
                          public List<Person> Person { get; set; }
                          public List<Monster> Monster { get; set; }
                      }
                      
                      var result = JsonSerializer.Deserialize<Root>(json);
                      
                      var options = new JsonSerializerOptions { AllowTrailingCommas = true };
                      var result = JsonSerializer.Deserialize<Root>(json, options);
                      
                      // iterate over Person/Monster collection
                      foreach (var person in result.Person)
                          Console.WriteLine($"Name: {person.Name}, Items: {string.Join(", ", person.Items)}");
                      
                      foreach (var monster in result.Monster)
                          Console.WriteLine($"Name: {monster.Name}, Skills: {string.Join(", ", monster.Skills)}");
                      
                      // update name:
                      result.Person[0].Name = "Alan";
                      // serialize if you need to:
                      string json = JsonSerializer.Serialize(result);
                      
                      public string Speciality { get; set; }
                      
                      public class Root
                      {
                          public List<Person> Person { get; set; }
                          public List<Monster> Monster { get; set; }
                      }
                      
                      var result = JsonSerializer.Deserialize<Root>(json);
                      
                      var options = new JsonSerializerOptions { AllowTrailingCommas = true };
                      var result = JsonSerializer.Deserialize<Root>(json, options);
                      
                      // iterate over Person/Monster collection
                      foreach (var person in result.Person)
                          Console.WriteLine($"Name: {person.Name}, Items: {string.Join(", ", person.Items)}");
                      
                      foreach (var monster in result.Monster)
                          Console.WriteLine($"Name: {monster.Name}, Skills: {string.Join(", ", monster.Skills)}");
                      
                      // update name:
                      result.Person[0].Name = "Alan";
                      // serialize if you need to:
                      string json = JsonSerializer.Serialize(result);
                      
                      public string Speciality { get; set; }
                      
                      public class Root
                      {
                          public List<Person> Person { get; set; }
                          public List<Monster> Monster { get; set; }
                      }
                      
                      var result = JsonSerializer.Deserialize<Root>(json);
                      
                      var options = new JsonSerializerOptions { AllowTrailingCommas = true };
                      var result = JsonSerializer.Deserialize<Root>(json, options);
                      
                      // iterate over Person/Monster collection
                      foreach (var person in result.Person)
                          Console.WriteLine($"Name: {person.Name}, Items: {string.Join(", ", person.Items)}");
                      
                      foreach (var monster in result.Monster)
                          Console.WriteLine($"Name: {monster.Name}, Skills: {string.Join(", ", monster.Skills)}");
                      
                      // update name:
                      result.Person[0].Name = "Alan";
                      // serialize if you need to:
                      string json = JsonSerializer.Serialize(result);
                      
                      public string Speciality { get; set; }
                      
                      public class Root
                      {
                          public List<Person> Person { get; set; }
                          public List<Monster> Monster { get; set; }
                      }
                      
                      var result = JsonSerializer.Deserialize<Root>(json);
                      
                      var options = new JsonSerializerOptions { AllowTrailingCommas = true };
                      var result = JsonSerializer.Deserialize<Root>(json, options);
                      
                      // iterate over Person/Monster collection
                      foreach (var person in result.Person)
                          Console.WriteLine($"Name: {person.Name}, Items: {string.Join(", ", person.Items)}");
                      
                      foreach (var monster in result.Monster)
                          Console.WriteLine($"Name: {monster.Name}, Skills: {string.Join(", ", monster.Skills)}");
                      
                      // update name:
                      result.Person[0].Name = "Alan";
                      // serialize if you need to:
                      string json = JsonSerializer.Serialize(result);
                      
                      public string Speciality { get; set; }
                      
                      public class Root
                      {
                          public List<Person> Person { get; set; }
                          public List<Monster> Monster { get; set; }
                      }
                      
                      var result = JsonSerializer.Deserialize<Root>(json);
                      
                      var options = new JsonSerializerOptions { AllowTrailingCommas = true };
                      var result = JsonSerializer.Deserialize<Root>(json, options);
                      
                      // iterate over Person/Monster collection
                      foreach (var person in result.Person)
                          Console.WriteLine($"Name: {person.Name}, Items: {string.Join(", ", person.Items)}");
                      
                      foreach (var monster in result.Monster)
                          Console.WriteLine($"Name: {monster.Name}, Skills: {string.Join(", ", monster.Skills)}");
                      
                      // update name:
                      result.Person[0].Name = "Alan";
                      // serialize if you need to:
                      string json = JsonSerializer.Serialize(result);
                      
                      public string Speciality { get; set; }
                      
                      public class Root
                      {
                          public List<Person> Person { get; set; }
                          public List<Monster> Monster { get; set; }
                      }
                      
                      var result = JsonSerializer.Deserialize<Root>(json);
                      
                      var options = new JsonSerializerOptions { AllowTrailingCommas = true };
                      var result = JsonSerializer.Deserialize<Root>(json, options);
                      
                      // iterate over Person/Monster collection
                      foreach (var person in result.Person)
                          Console.WriteLine($"Name: {person.Name}, Items: {string.Join(", ", person.Items)}");
                      
                      foreach (var monster in result.Monster)
                          Console.WriteLine($"Name: {monster.Name}, Skills: {string.Join(", ", monster.Skills)}");
                      
                      // update name:
                      result.Person[0].Name = "Alan";
                      // serialize if you need to:
                      string json = JsonSerializer.Serialize(result);
                      

                      trying to understand async / await / sync in node

                      copy iconCopydownload iconDownload
                      const delay = (ms) => new Promise(resolve => setTimeout(resolve, ms));
                      
                      async function sleepA() {
                          await delay(3000);
                          console.log("sleep A");
                      }
                      
                      async function sleepB() {
                          await delay(2000);
                          console.log("sleep B");
                      }
                      
                      async function sleepC() {
                          await delay(1000);
                          console.log("sleep C");
                      }
                      
                      await sleepA();
                      await sleepB();
                      await sleepC();
                      
                      const delay = (ms) => new Promise(resolve => setTimeout(resolve, ms));
                      
                      async function sleepA() {
                          await delay(3000);
                          console.log("sleep A");
                      }
                      
                      async function sleepB() {
                          await delay(2000);
                          console.log("sleep B");
                      }
                      
                      async function sleepC() {
                          await delay(1000);
                          console.log("sleep C");
                      }
                      
                      await sleepA();
                      await sleepB();
                      await sleepC();
                      
                      const delay = (ms) => new Promise(resolve => setTimeout(resolve, ms));
                      
                      async function sleepA() {
                          await delay(3000);
                          console.log("sleep A");
                      }
                      
                      async function sleepB() {
                          await delay(2000);
                          console.log("sleep B");
                      }
                      
                      async function sleepC() {
                          await delay(1000);
                          console.log("sleep C");
                      }
                      
                      await sleepA();
                      await sleepB();
                      await sleepC();
                      

                      Distinguish between NULL and not present using JSON Merge Patch with NetCore WebApi and System.Text.Json

                      copy iconCopydownload iconDownload
                      services.AddControllers()
                        .AddJsonOptions(o => o.JsonSerializerOptions.DefaultIgnoreCondition = JsonIgnoreCondition.WhenWritingDefault)
                        .AddJsonOptions(o => o.JsonSerializerOptions.Converters.Add(new OptionalConverter()));
                      
                      public readonly struct Optional<T>
                          {
                              public Optional(T? value)
                              {
                                  this.HasValue = true;
                                  this.Value = value;
                              }
                      
                              public bool HasValue { get; }
                              public T? Value { get; }
                              public static implicit operator Optional<T>(T value) => new Optional<T>(value);
                              public override string ToString() => this.HasValue ? (this.Value?.ToString() ?? "null") : "unspecified";
                          }
                      
                      public class OptionalConverter : JsonConverterFactory
                          {
                              public override bool CanConvert(Type typeToConvert)
                              {
                                  if (!typeToConvert.IsGenericType) { return false; }
                                  if (typeToConvert.GetGenericTypeDefinition() != typeof(Optional<>)) { return false; }
                                  return true;
                              }
                      
                              public override JsonConverter CreateConverter(Type typeToConvert, JsonSerializerOptions options)
                              {
                                  Type valueType = typeToConvert.GetGenericArguments()[0];
                      
                                  return (JsonConverter)Activator.CreateInstance(
                                      type: typeof(OptionalConverterInner<>).MakeGenericType(new Type[] { valueType }),
                                      bindingAttr: BindingFlags.Instance | BindingFlags.Public,
                                      binder: null,
                                      args: null,
                                      culture: null
                                  )!;
                              }
                      
                              private class OptionalConverterInner<T> : JsonConverter<Optional<T>>
                              {
                                  public override Optional<T> Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options)
                                  {
                                      T? value = JsonSerializer.Deserialize<T>(ref reader, options);
                                      return new Optional<T>(value);
                                  }
                      
                                  public override void Write(Utf8JsonWriter writer, Optional<T> value, JsonSerializerOptions options) =>
                                      JsonSerializer.Serialize(writer, value.Value, options);
                              }
                          }
                      
                      public class PatchGroupDTO
                          {
                              public Optional<Guid?> SalesGroupId { get; init; }
                      
                              public Optional<Guid?> AccountId { get; init; }
                      
                              public Optional<string?> Name { get; init; }
                      
                              public Optional<DateTime?> Start { get; init; }
                      
                              public Optional<DateTime?> End { get; init; }
                          }
                      
                      services.AddControllers()
                        .AddJsonOptions(o => o.JsonSerializerOptions.DefaultIgnoreCondition = JsonIgnoreCondition.WhenWritingDefault)
                        .AddJsonOptions(o => o.JsonSerializerOptions.Converters.Add(new OptionalConverter()));
                      
                      public readonly struct Optional<T>
                          {
                              public Optional(T? value)
                              {
                                  this.HasValue = true;
                                  this.Value = value;
                              }
                      
                              public bool HasValue { get; }
                              public T? Value { get; }
                              public static implicit operator Optional<T>(T value) => new Optional<T>(value);
                              public override string ToString() => this.HasValue ? (this.Value?.ToString() ?? "null") : "unspecified";
                          }
                      
                      public class OptionalConverter : JsonConverterFactory
                          {
                              public override bool CanConvert(Type typeToConvert)
                              {
                                  if (!typeToConvert.IsGenericType) { return false; }
                                  if (typeToConvert.GetGenericTypeDefinition() != typeof(Optional<>)) { return false; }
                                  return true;
                              }
                      
                              public override JsonConverter CreateConverter(Type typeToConvert, JsonSerializerOptions options)
                              {
                                  Type valueType = typeToConvert.GetGenericArguments()[0];
                      
                                  return (JsonConverter)Activator.CreateInstance(
                                      type: typeof(OptionalConverterInner<>).MakeGenericType(new Type[] { valueType }),
                                      bindingAttr: BindingFlags.Instance | BindingFlags.Public,
                                      binder: null,
                                      args: null,
                                      culture: null
                                  )!;
                              }
                      
                              private class OptionalConverterInner<T> : JsonConverter<Optional<T>>
                              {
                                  public override Optional<T> Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options)
                                  {
                                      T? value = JsonSerializer.Deserialize<T>(ref reader, options);
                                      return new Optional<T>(value);
                                  }
                      
                                  public override void Write(Utf8JsonWriter writer, Optional<T> value, JsonSerializerOptions options) =>
                                      JsonSerializer.Serialize(writer, value.Value, options);
                              }
                          }
                      
                      public class PatchGroupDTO
                          {
                              public Optional<Guid?> SalesGroupId { get; init; }
                      
                              public Optional<Guid?> AccountId { get; init; }
                      
                              public Optional<string?> Name { get; init; }
                      
                              public Optional<DateTime?> Start { get; init; }
                      
                              public Optional<DateTime?> End { get; init; }
                          }
                      
                      services.AddControllers()
                        .AddJsonOptions(o => o.JsonSerializerOptions.DefaultIgnoreCondition = JsonIgnoreCondition.WhenWritingDefault)
                        .AddJsonOptions(o => o.JsonSerializerOptions.Converters.Add(new OptionalConverter()));
                      
                      public readonly struct Optional<T>
                          {
                              public Optional(T? value)
                              {
                                  this.HasValue = true;
                                  this.Value = value;
                              }
                      
                              public bool HasValue { get; }
                              public T? Value { get; }
                              public static implicit operator Optional<T>(T value) => new Optional<T>(value);
                              public override string ToString() => this.HasValue ? (this.Value?.ToString() ?? "null") : "unspecified";
                          }
                      
                      public class OptionalConverter : JsonConverterFactory
                          {
                              public override bool CanConvert(Type typeToConvert)
                              {
                                  if (!typeToConvert.IsGenericType) { return false; }
                                  if (typeToConvert.GetGenericTypeDefinition() != typeof(Optional<>)) { return false; }
                                  return true;
                              }
                      
                              public override JsonConverter CreateConverter(Type typeToConvert, JsonSerializerOptions options)
                              {
                                  Type valueType = typeToConvert.GetGenericArguments()[0];
                      
                                  return (JsonConverter)Activator.CreateInstance(
                                      type: typeof(OptionalConverterInner<>).MakeGenericType(new Type[] { valueType }),
                                      bindingAttr: BindingFlags.Instance | BindingFlags.Public,
                                      binder: null,
                                      args: null,
                                      culture: null
                                  )!;
                              }
                      
                              private class OptionalConverterInner<T> : JsonConverter<Optional<T>>
                              {
                                  public override Optional<T> Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options)
                                  {
                                      T? value = JsonSerializer.Deserialize<T>(ref reader, options);
                                      return new Optional<T>(value);
                                  }
                      
                                  public override void Write(Utf8JsonWriter writer, Optional<T> value, JsonSerializerOptions options) =>
                                      JsonSerializer.Serialize(writer, value.Value, options);
                              }
                          }
                      
                      public class PatchGroupDTO
                          {
                              public Optional<Guid?> SalesGroupId { get; init; }
                      
                              public Optional<Guid?> AccountId { get; init; }
                      
                              public Optional<string?> Name { get; init; }
                      
                              public Optional<DateTime?> Start { get; init; }
                      
                              public Optional<DateTime?> End { get; init; }
                          }
                      

                      SpawnObject for ak(Clone) (UnityEngine.GameObject), NetworkServer is not active. Cannot spawn objects without an active server

                      copy iconCopydownload iconDownload
                      [Server]
                      public void spawnTime()
                      {
                          StartCoroutine(spawn());
                      }
                      
                      [Server]
                      public IEnumerator spawn()
                      {
                          Debug.Log("oldu");
                          yield return new WaitForSeconds(1);
                          int a = Random.Range(0, guns.Length);
                          GameObject gun =Instantiate(guns[a], 
                          spawnPoint.position,Quaternion.identity);
                          gun.transform.SetParent(transform);
                          NetworkServer.Spawn(gun);
                      
                      
                          uint gunNetId = gun.GetComponent<NetworkIdentity>().netId;
                          uint parentNetId = transform.root.GetComponent<NetworkIdentity>().netId;
                          RpcSetParent(parentNetId, gunNetId);
                      }
                      
                      [ClientRpc]
                      void RpcSetParent(uint parentNetId, uint childNetId)
                      {
                          Transform child = NetworkClient.spawned[childNetId].transform;
                          Transform parent = NetworkClient.spawned[parentNetId].transform;
                      
                          child.SetParent(parent);
                      }
                      
                      Start(){
                          NetworkIdentity nid = transform.root.GetComponent<NetworkIdentity>();
                      
                          if(nid.isServer)
                          {
                              spawnTime();
                          }
                      }
                      
                      [Server]
                      public void spawnTime()
                      {
                          StartCoroutine(spawn());
                      }
                      
                      [Server]
                      public IEnumerator spawn()
                      {
                          Debug.Log("oldu");
                          yield return new WaitForSeconds(1);
                          int a = Random.Range(0, guns.Length);
                          GameObject gun =Instantiate(guns[a], 
                          spawnPoint.position,Quaternion.identity);
                          gun.transform.SetParent(transform);
                          NetworkServer.Spawn(gun);
                      
                      
                          uint gunNetId = gun.GetComponent<NetworkIdentity>().netId;
                          uint parentNetId = transform.root.GetComponent<NetworkIdentity>().netId;
                          RpcSetParent(parentNetId, gunNetId);
                      }
                      
                      [ClientRpc]
                      void RpcSetParent(uint parentNetId, uint childNetId)
                      {
                          Transform child = NetworkClient.spawned[childNetId].transform;
                          Transform parent = NetworkClient.spawned[parentNetId].transform;
                      
                          child.SetParent(parent);
                      }
                      
                      Start(){
                          NetworkIdentity nid = transform.root.GetComponent<NetworkIdentity>();
                      
                          if(nid.isServer)
                          {
                              spawnTime();
                          }
                      }
                      

                      Create loop to subset data by month and year

                      copy iconCopydownload iconDownload
                      # set as data.table
                      setDT(data_cleaning)
                      
                      
                      # create year month column
                      data_cleaning[, year_month := substr(date, 1, 7)]
                      
                      
                      # split and put into list
                      split(data_cleaning, data_cleaning$year_month)
                      
                      library("tidyverse")
                      data_nested <- sample_data %>%
                          mutate(year_month = format.Date(date, "%Y-%m")) %>%
                          group_by(year_month) %>%
                          nest()
                      
                      map2(data_nested$data, data_nested$year_month,
                           ~ write_csv(x = .x, file = paste0(.y, ".csv")))
                      
                      library("tidyverse")
                      data_nested <- sample_data %>%
                          mutate(year_month = format.Date(date, "%Y-%m")) %>%
                          group_by(year_month) %>%
                          nest()
                      
                      map2(data_nested$data, data_nested$year_month,
                           ~ write_csv(x = .x, file = paste0(.y, ".csv")))
                      

                      iOS Swift - How to do 360 degree flip animation using CABasicAnimation and CATransform3DRotate with &quot;m34&quot; transform?

                      copy iconCopydownload iconDownload
                      var perspective = CATransform3DIdentity
                      perspective.m34 = 1 / -200
                      cardView.layer.transform = perspective
                      
                      let rotate = CABasicAnimation(keyPath: "transform.rotation.y")
                      rotate.fromValue = 0
                      
                      rotate.byValue = CGFloat.pi * 2
                      
                      var perspective = CATransform3DIdentity
                      perspective.m34 = 1 / -200
                      cardView.layer.transform = perspective
                      let rotate = CABasicAnimation(keyPath: "transform.rotation.y")
                      rotate.fromValue = 0
                      rotate.byValue = CGFloat.pi * 2
                      rotate.duration = 2
                      cardView.layer.add(rotate, forKey: nil)
                      
                      var perspective = CATransform3DIdentity
                      perspective.m34 = 1 / -200
                      cardView.layer.transform = perspective
                      
                      let rotate = CABasicAnimation(keyPath: "transform.rotation.y")
                      rotate.fromValue = 0
                      
                      rotate.byValue = CGFloat.pi * 2
                      
                      var perspective = CATransform3DIdentity
                      perspective.m34 = 1 / -200
                      cardView.layer.transform = perspective
                      let rotate = CABasicAnimation(keyPath: "transform.rotation.y")
                      rotate.fromValue = 0
                      rotate.byValue = CGFloat.pi * 2
                      rotate.duration = 2
                      cardView.layer.add(rotate, forKey: nil)
                      
                      var perspective = CATransform3DIdentity
                      perspective.m34 = 1 / -200
                      cardView.layer.transform = perspective
                      
                      let rotate = CABasicAnimation(keyPath: "transform.rotation.y")
                      rotate.fromValue = 0
                      
                      rotate.byValue = CGFloat.pi * 2
                      
                      var perspective = CATransform3DIdentity
                      perspective.m34 = 1 / -200
                      cardView.layer.transform = perspective
                      let rotate = CABasicAnimation(keyPath: "transform.rotation.y")
                      rotate.fromValue = 0
                      rotate.byValue = CGFloat.pi * 2
                      rotate.duration = 2
                      cardView.layer.add(rotate, forKey: nil)
                      
                      var perspective = CATransform3DIdentity
                      perspective.m34 = 1 / -200
                      cardView.layer.transform = perspective
                      
                      let rotate = CABasicAnimation(keyPath: "transform.rotation.y")
                      rotate.fromValue = 0
                      
                      rotate.byValue = CGFloat.pi * 2
                      
                      var perspective = CATransform3DIdentity
                      perspective.m34 = 1 / -200
                      cardView.layer.transform = perspective
                      let rotate = CABasicAnimation(keyPath: "transform.rotation.y")
                      rotate.fromValue = 0
                      rotate.byValue = CGFloat.pi * 2
                      rotate.duration = 2
                      cardView.layer.add(rotate, forKey: nil)
                      

                      See all related Code Snippets

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                      • Create loop to subset data by month and year
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                      QUESTION

                      How can I prevent duplicate of the output in python?

                      Asked 2022-Apr-10 at 12:31

                      I want to make a random word, but I don't want the output to have the same word, such as a sentence is 'I want GUN GUN', I don't want GUN to repeat, but other words, such as 'I want powerful GUN'. But I don't know how to add the code so that the output has no repeated words.

                      import random
                      global word_list
                      word_list=['bunny','blue','cub','there','is','are','breakfest','the','at','name','eat','end','of','fantastic','dinner','time','go','for','I','you']
                      def gen_list_of_words(number_of_words, word_list):
                          listwords=[]
                          for i in range(number_of_words):
                              listwords.append(random.choice(word_list))
                          return listwords
                      
                      def output_line(listwords,word_line):
                          line=""
                          for words in listwords:
                              if random.random()< 1/((75/100)*len(words)):
                                  line+=words.upper()+"  "
                              else:
                                  line+=words+"  "
                              line=line[:-1]
                          if word_line==0:
                              line+=','
                          elif word_line==1:
                              line+="!"
                          elif word_line==2:
                              line+="."
                      
                          return line
                      
                      def main():
                          number_of_words=[4,6,4]
                          listwords=[]
                          for i in range(3):
                              listwords.append(gen_list_of_words(number_of_words[i], word_list))
                              print(output_line(listwords[i],i))
                      
                      main()
                      

                      ANSWER

                      Answered 2022-Apr-10 at 12:15

                      Instead of this,

                      for i in range(number_of_words):
                          listwords.append(random.choice(word_list))
                      

                      you can add this code to your gen_list_of_words function.

                      word=random.choice(word_list)
                      while word in listwords:
                          word=random.choice(word_list)
                      listwords.append(word)
                      

                      It checks if the random word is in the sentence already, and if there's the word, it picks again.

                      And the final code:

                      global word_list
                      word_list=['bunny','blue','cub','there','is','are','breakfest','the','at','name','eat','end','of','fantastic','dinner','time','go','for','I','you']
                      def gen_list_of_words(number_of_words, word_list):
                          listwords=[]
                          for i in range(number_of_words):
                              word=random.choice(word_list)
                              while word in listwords:
                                  word=random.choice(word_list)
                              listwords.append(word)
                          return listwords
                      
                      def output_line(listwords,word_line):
                          line=""
                          for words in listwords:
                              if random.random()< 1/((75/100)*len(words)):
                                  line+=words.upper()+"  "
                              else:
                                  line+=words+"  "
                              line=line[:-1]
                          if word_line==0:
                              line+=','
                          elif word_line==1:
                              line+="!"
                          elif word_line==2:
                              line+="."
                      
                          return line
                      
                      def main():
                          number_of_words=[4,6,4]
                          listwords=[]
                          for i in range(3):
                              listwords.append(gen_list_of_words(number_of_words[i], word_list))
                              print(output_line(listwords[i],i))
                      
                      main()
                      

                      Source https://stackoverflow.com/questions/71816414

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

                      Vulnerabilities

                      No vulnerabilities reported

                      Install gun

                      GUN is super easy to get started with:. Note: If you don't have node or npm, read this first. If the npm command line didn't work, you may need to mkdir node_modules first or use sudo.
                      Try the interactive tutorial in the browser (5min ~ average developer).
                      Or npm install gun and run the examples with cd node_modules/gun && npm start (5min ~ average developer).
                      An online demo of the examples are available here: http://gunjs.herokuapp.com/
                      Or write a quick app: (try now in a playground)
                      Or try something mind blowing, like saving circular references to a table of documents! (play)

                      Support

                      Robert Heessels, Lorenzo Mangani, NLnet Foundation, Sam Liu, Daniel Dombrowsky, Vincent Woo, AJ ONeal, Bill Ottman, Mike Lange, Sean Matheson, Alan Mimms, Dário Freire, John Williamson, Robin Bron, Elie Makhoul, Mike Staub, Bradley Matusiak, Jeff Cook, Nico, Aaron Artille, Tim Robinson.

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