naught | Zero downtime deployment for your Node.js server | Continuous Deployment library

 by   andrewrk JavaScript Version: 1.6.0 License: MIT

kandi X-RAY | naught Summary

kandi X-RAY | naught Summary

naught is a JavaScript library typically used in Devops, Continuous Deployment, Nodejs, Docker applications. naught has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. You can install using 'npm i naught' or download it from GitHub, npm.

Zero downtime deployment for your Node.js server using builtin cluster API
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              naught has a medium active ecosystem.
              It has 768 star(s) with 71 fork(s). There are 29 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 28 open issues and 46 have been closed. On average issues are closed in 128 days. There are 6 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of naught is 1.6.0

            kandi-Quality Quality

              naught has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              naught is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              naught releases are not available. You will need to build from source code and install.
              Deployable package is available in npm.
              Installation instructions are not available. Examples and code snippets are available.

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            naught Key Features

            No Key Features are available at this moment for naught.

            naught Examples and Code Snippets

            No Code Snippets are available at this moment for naught.

            Community Discussions

            QUESTION

            How do you change line-spacing on a SKLabelNode?
            Asked 2020-Oct-07 at 03:10

            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 03:10

            For iOS11+ You can use a NSAttributedString and a custom paragraphStyle

            Source https://stackoverflow.com/questions/64236357

            QUESTION

            Modify Metal fragment shading based on vertex world position Y coordinate
            Asked 2020-Apr-15 at 15:31

            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 far

            SCNTechnique 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 attempted

            This is what I attempted. (I hope it makes clear where my understanding is lacking).

            ...

            ANSWER

            Answered 2020-Apr-15 at 15:31

            Having 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 information

            To 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.

            Source https://stackoverflow.com/questions/61171947

            QUESTION

            Generic function that return value of same T or different R can't accept higher order function '( i : T ) => i' as default parameter value
            Asked 2020-Apr-01 at 06:33

            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 06:33

            The 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:

            Source https://stackoverflow.com/questions/60957277

            QUESTION

            Why was the data on my bot reset, seemingly at random, without any updates or notifications of such?
            Asked 2020-Mar-27 at 03:45

            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 03:45

            I'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.

            Source https://stackoverflow.com/questions/60629378

            QUESTION

            How do I concatenate strings from input()?
            Asked 2019-Oct-24 at 19:27

            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 19:20

            Try using append instead of the += operator. They have different behaviour as described in the answer for this question

            Source https://stackoverflow.com/questions/58547747

            QUESTION

            I need HTML that will fail parsing by html.Parse()
            Asked 2019-Aug-11 at 20:31

            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:

            https://play.golang.org/p/T5WjdtjNcqq

            ...

            ANSWER

            Answered 2019-Aug-11 at 20:31

            From 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:

            Source https://stackoverflow.com/questions/57437477

            QUESTION

            Edit string by calling it using concatenation in C++
            Asked 2019-Aug-05 at 04:30

            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 04:30

            If 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:

            Source https://stackoverflow.com/questions/57351952

            QUESTION

            `to_specs': Could not find 'railties' (>= 0) among 8 total gem(s) (Gem::LoadError)
            Asked 2019-Jul-04 at 22:49

            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 12:33

            The 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)

            Source https://stackoverflow.com/questions/56862701

            QUESTION

            Implement synchronous fit() or training function for tensorflow.js model
            Asked 2019-Mar-21 at 15:30

            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 15:30

            fit 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

            Source https://stackoverflow.com/questions/55276575

            QUESTION

            CodeSign with non-login keychain
            Asked 2019-Jan-25 at 05:16

            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 05:16

            Have you added your keychain to the search list? like

            Source https://stackoverflow.com/questions/54359207

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

            Vulnerabilities

            No vulnerabilities reported

            Install naught

            You can install using 'npm i naught' or download it from GitHub, npm.

            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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            npm i naught

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            https://github.com/andrewrk/naught.git

          • CLI

            gh repo clone andrewrk/naught

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            git@github.com:andrewrk/naught.git

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