naught | Zero downtime deployment for your Node.js server | Continuous Deployment library
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kandi X-RAY | naught Summary
Zero downtime deployment for your Node.js server using builtin cluster API
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QUESTION
How do you change the leading (line-spacing) on a multi-line SKLabelNode?
Do users of SpriteKit simply have to accept whatever default Apple gives?
I see no way in the APIs to change it. Given it must wrap lower-level APIs, I would think there may be a way to do it. But Googling avails me naught.
...ANSWER
Answered 2020-Oct-07 at 03:10For iOS11+ You can use a NSAttributedString
and a custom paragraphStyle
QUESTION
I am trying to use a Metal fragment shader with SCNTechnique to modify the fragment color based on the vertex Y world position.
My understanding so farSCNTechnique can be configured with a sequence of render passes. A render pass allows for injection of a vertex and a fragment shader. These shaders are written in Metal. The Metal Shading Language Specification describes what inputs/outputs are supported for these two. The vertex shader is called for every vertex that's being rendered. We can pass additional information from the vertex shader to the fragment shader (like position in 3D space, see MSLS section 5.2). The fragment shader is closest to a pixel, and might be called multiples time for a single "pixel", if there are multiple triangles that "qualify" for that pixel. (Usually) after fragment shading, a fragment might be discarded if it fails the depth or stencil test.
What I attemptedThis is what I attempted. (I hope it makes clear where my understanding is lacking).
...ANSWER
Answered 2020-Apr-15 at 15:31Having spent the past couple of days investigating this topic, my understanding of vertex and fragment shading and how SceneKit tackles these things has developed significantly.
As @mnuages pointed out in a comment, for this use case shader modifiers are the way to go. They leverage default SceneKit shading (as asked by OP) and allow for shader code injection.
Additional informationTo compensate for some of the limitations of SceneKit documentation, I’ll elaborate a bit for other people looking into the subject.
For more information on how the shader modifiers tie into SceneKit default vertex/fragment shaders, see my answer to a related question or SceneKit's default shaders. The second link demonstrates the extent of SceneKit’s rendering logic that you get for free when leveraging shader modifiers instead of writing your own shader.
This page helped me build an understanding of the different stages of vector transforms from vertex to fragment (model space ➡️ world space ➡️ camera space ➡️ projection space).
Alternate approach (custom shader)If you want to have single pass with a fully customized shader, this is a simple example. It passes the world y position from the vertex shader to the fragment shader.
QUESTION
I would like to understand how to get where I want with generic type so this is my example :
...ANSWER
Answered 2020-Apr-01 at 06:33The error message that you get from your examples is caused by the fact that type arguments can be explicitly given when calling a function, for example:
QUESTION
I am hosting a clone of a plant discord bot on Heroku, created by Felix Rilling. "Lisa-Bot" This was done in order to avoid the calamities than can occur to the bot, since it's status is global and users in other servers are not as nice as those in mine.
However, my efforts have been for naught, since the bot crashed, (or something, I'm a relative amateur) and everything was reset, including it's "max lifespan."
Why did this happen and what can I do to fix it?
...ANSWER
Answered 2020-Mar-27 at 03:45I'll answer my own question. Answer: Heroku is borked or something and Digital Ocean is a much better alternative. Probably even Glitch is better. Thanks for nothing stack overflow. My question was not uninformed and unresearched. I resent that.
QUESTION
I'm trying to create a game of naughts and crosses. In order to prevent the same move being made more than once, I have made a move_log
variable, move_log = []
, which logs all moves and an error message which makes the player aware that they need to select a new move to proceed, this is to happen if their initial move is in
the move_log
. After each move, I have written the following to update the move_log
:
ANSWER
Answered 2019-Oct-24 at 19:20Try using append instead of the += operator. They have different behaviour as described in the answer for this question
QUESTION
I am writing a Go function to read an HTML response body and extract the page title. Overall, the function works just great, but I want to test the code path where the response body isn't proper HTML at all. My simplistic attempts to create some invalid HTML for unit tests have come to naught.
Apparently, and according to the html.Parse
documentation, this is because:
the HTML5 parsing algorithm […] is very complicated. The resultant tree can contain implicitly created nodes that have no explicit
listed in r's data, and nodes' parents can differ from the nesting implied by a naive processing of start and end
s. Conversely, explicit
s in r's data can be silently dropped, with no corresponding node in the resulting tree.
Here is some code demonstrating the sort of approach I've been taking:
...ANSWER
Answered 2019-Aug-11 at 20:31From a quick read of https://github.com/golang/net/blob/master/html/token.go, it seems that the only returned errors can be:
- io.EOF once r is fully read successfully;
- any other errors returned by the underlying io.Reader; or
- html.ErrBufferExceeded
It's not obvious to me after an initial read how trigger ErrBufferExceeded, but you could trigger an error from html.Parse by providing a dummy reader:
QUESTION
I'm a very new C++ user (and a new StackOverflow user at that), and I'm trying to code a very basic Tic-Tac-Toe (Naughts and Crosses) game. I'm not sure how to render the board as it is updated.
My main question is if it is possible to call a string using concatenation. I have an array set up that indexes the states of the 9 spaces of the board using a 0 for empty, a 1 for an X, and a 2 for an O. If I set up 9 variables in a user-defined renderBoard() function named bit1, bit2, etc; Can I call them this way:
...ANSWER
Answered 2019-Aug-05 at 04:30If I correctly understood your problem, your problem is that you want to access the strings named bit1
, bit2
, etc using a variable i
like bit
+ i
.
And no, you cannot do that! It will throw a compile time error.
Please correct me if I didn't get what you are looking for.
But one question is still in my mind that why are you using string variables bit1
, bit2
etc?
I think you just want to store single digit value in those strings. If this is the case, you can just use a single string of length 9.
You can do this as follows:
QUESTION
I postes this question because I didn't find any related answer on stackoverflow. I did everything. I will explain what I have tried.
When I start the Rails server using rails s
, I get the following output:
ANSWER
Answered 2019-Jul-03 at 12:33The root of the problem seems to be bundler. What operating system and Ruby version are you using? It may be a problem with old OpenSSL library, so you can not install bundler and everything after it.
If you are using jRuby (your gem list
output tells so), your problem seems to be the same as described in link. And there is a solution as well.
Maybe you forgot to set 2.1.2
version of ruby as global? (rbenv set global 2.1.2
)
QUESTION
I have an agent for playing the game 'tic tac toe' using a tensorflow.js Neural Network in an attempt to mimic the behaviour of the Q function.
I am following this trip report but using TFJS and node: Part 4 — Neural Network Q Learning
The agent keeps track of the game states during a game and after the game is complete attempts to train the NN with updated Q values for those states depending on how the game ended.
My problem is: fit() is an async function and my script to play games runs a loop of games, the loop of games completes and then I get a bunch of UnhandledPromiseRejectionWarning because of the calls to fit() from all the previous games are ongoing.
Is there a way to train my model synchronously at the end of every game. Perhaps using model.makeTrainFunction() or is there a way to use the optimizer? (optimizer.applyGradients() found in cart-pole example)
Link to my code NNQPlayer.js
Thanks for reading my question. I hope someone can give me a nudge in the right direction!
...ANSWER
Answered 2019-Mar-21 at 15:30fit
is an async operation. If you are looking for a way to call fit
multiple times, you simply needs to use await
before calling fit
. This will make sure that fit
operation completes before another call to fit
. you can have a look at this answer
QUESTION
I prayed to the twin gods of stack overflow and Google for many an hour, but for naught.
I have a dedicated build machine and I'm trying to setup CI on it. Obviously codesign fails to run, as the login keychain is locked.
Created a new keychain and moved the following to it:
- iPhone Developer certificate
- iOS Developer private key
- Developer ID Certification Authority
- Apple Worldwide Developer Relations...
Login via ssh to the server.
Run xcodebuild and it fails with Command CodeSign failed with a nonzero exit code
Run security unlock-keychain -p XXXXXX /Users/xxx/Library/Keychains/automation.keychain-db
Run xcodebuild and it still fails with Command CodeSign failed with a nonzero exit code
Run security unlock-keychain -p XXXXXX /Users/xxx/Library/Keychains/login.keychain-db
Run xcodebuild and it now passes successfully. What am I missing? What else should be in the automation keychain that isn't there?
...ANSWER
Answered 2019-Jan-25 at 05:16Have you added your keychain to the search list? like
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