respawn | Spawn a process and restart | Code Inspection library
kandi X-RAY | respawn Summary
kandi X-RAY | respawn Summary
Spawn a process and restart it if it crashes.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of respawn
respawn Key Features
respawn Examples and Code Snippets
stop on runlevel [016]
start on (started networking)
respawn
respawn limit 10 5
limit nofile 32768 32768
pre-stop exec status myapp | grep -q "stop/waiting" && initctl emit --no-wait stopped JOB=myapp || true
script
exec bash -c "cd /sr
Community Discussions
Trending Discussions on respawn
QUESTION
I have a cluster of Artemis in Kubernetes with 3 group of master/slave:
...ANSWER
Answered 2021-Jun-02 at 01:56I've taken your simplified configured with just 2 nodes using a non-wildcard queue with redistribution-delay
of 0
, and I reproduced the behavior you're seeing on my local machine (i.e. without Kubernetes). I believe I see why the behavior is such, but in order to understand the current behavior you first must understand how redistribution works in the first place.
In a cluster every time a consumer is created the node on which the consumer is created notifies every other node in the cluster about the consumer. If other nodes in the cluster have messages in their corresponding queue but don't have any consumers then those other nodes redistribute their messages to the node with the consumer (assuming the message-load-balancing
is ON_DEMAND
and the redistribution-delay
is >= 0
).
In your case however, the node with the messages is actually down when the consumer is created on the other node so it never actually receives the notification about the consumer. Therefore, once that node restarts it doesn't know about the other consumer and does not redistribute its messages.
I see you've opened ARTEMIS-3321 to enhance the broker to deal with this situation. However, that will take time to develop and release (assuming the change is approved). My recommendation to you in the mean-time would be to configure your client reconnection which is discussed in the documentation, e.g.:
QUESTION
I am new to android development and was working on an app which requires google map activity. Problem I am facing is that when I am trying to pan(or scroll) through the map I am immediately respawned to my current location which I set initially. A little help would be wonderful as I am stuck at this point and unable to find a solution. Here is the code:-
...ANSWER
Answered 2021-May-30 at 15:54The one requirement that you likely have but not stated is:
When the
lastLocation
becomes available and the user has not moved the map then center the map on the location. If the user has already moved the map then do not center the map. In either case, add a marker at the user's location.
Before getting too far along it must be noted that Google Maps provides a
feature similar to what you are trying to achieve, though you'd still have to "move camera". The marker is a blue-ball and not the typical marker. See myMap.setMyLocationEnabled(true)
. That's it! Do this when you have gotten map permissions.
But in the event you don't want to use that then here are the simple changes you need.
Remember that the LocationManager
getLastKnownLocation
can return
null if the device does not have one (yet). So I'd recommend one small
change a bit unrelated - just let the location listener do all the work and get rid of this one special case:
QUESTION
I only have Rigidbody in my character. No collider component.
There is only BoxCollider in the object it touches and the IsTrigger bool is true.
Although I have tried all kinds of code in the code.But not fixed. Call the multiple times error and print Log.
...ANSWER
Answered 2021-May-26 at 20:33For a Rigidbody to work, you need a collider component. Without one, the game doesn’t know what or where you want the player to be.
Unity is very customizable, and it lets you choose what counts as part of the player. For example, you might not want a cape to count as a collider. The cape should not have a collider because it would affect the physics. Something might knock the player over by hitting the cape (like it is part of the actual person).
Unity has its own mesh collider, which you can attach for all of the vertices to count as a collider.
The Fix
To fix this, adding a capsule collider to the player should work (any other collider will work, capsules are good for players, though).
QUESTION
So, I'm coding this fighting game in roblox studio. Now I have made an NPC, but I want to script it to be able to respawn a few seconds after dead, but I don't know how to check if an NPC is dead or how to respawn one and make it join its body parts again.
Thank you, and I hope you can help.
...ANSWER
Answered 2021-May-24 at 18:02You can check the health of the NPC from the Health
property of its Humanoid
in order to see if it's still alive, or if it's dead.
QUESTION
When trying to respawn the player with plr:LoadCharacter() it just gives me: attempt to index nil with 'LoadCharacter' & I tried multiple ways to do it such as Player:LoadCharacter() or is there a more efficient way to kill/respawn the player?
...ANSWER
Answered 2021-May-12 at 13:57In this case plr
is a nil value. So plr:LoadCharacter()
is not allowed as it does not make any sense.
QUESTION
It was mentioned in some of my other threads on my app on that my code was incorrect because the apply button is present. I understand that now. It was said to collect the controls and then when apply is hit to send the data.
I have now idea how to approach that. So for the sake of general education. I have 1 property sheet
and 5 property pages
. For the sake of just general controls in use. Between all the 5, there are only radio
controls and buttons
, no edit controls
(yet).
Let's assume there are 2 radios buttons
and 1 button
on each page.. where page 1
is radio1
, radio2
, button 1
and page 2
is radio3
, radio4
, button2
....and so on.
I know that when the user selects something like a button or radio that the IsModified(TRUE)
needs to be called to enable the apply button from grayed to active.
What would the code look like to scan all the controls and then apply them? I've never done it and I can't seem to find an example that isn't already super busy to gain the understanding of how to do it.
Anyone have a tutorial or code snippet or build a primer from the controls that I described above that could demonstrate how to execute this?
Update:Ok so I have the DDX variables added:
...ANSWER
Answered 2021-May-10 at 21:15Below is an example of an application I wrote some time ago. It's a simple "Settings" dialog. Unlike yours, this one is derived from CDialogEx
. But as CPropertyDialog
is derived from CDialog
, these apply in your case too.
Using the Wizard, I added member variables to the dialog class, bound to the dialog controls. Choose "Value", rather than "Control" in the "Category" combo in the Wizard. These are declared in the class definition. For simplicity, I only show three. There is a CString, an int and a BOOL variable, bound to an edit, a combo-box (drop-down list) and a check-box control respectively.
QUESTION
So I'm trying to make a impossibleX difficulty which is inspired by Fundy and I'm trying to make it so that when a player respawns he feels weak as shown below, but the thing is that it won't set their health to half and add the slowness/weakness/mining fatigue after he respawns, but it does send the message "You feel weak after respawning..."
May I have some help?
ANSWER
Answered 2021-May-12 at 10:27QUESTION
When the game timer ends it kills the players & resets the teams and sends them to spawn to choose a Team again... idk how to reset the script to start from the beginning and have reset all the values and functions called... I tried making a copy of the script and destroy the current one with script:Destroy() but doesn't work & continues with the same function so breaks my game when the players choose the teams again & respawn.
...ANSWER
Answered 2021-May-11 at 02:11You can just wrap the script in a while loop
to repeat from the beginning when the round ends. At the end of the loop, right before the end
tag, you can reset all the values that are supposed to be reset for the next round.
QUESTION
Trying to configure TLS on my MSSQL connections following this article: https://docs.microsoft.com/en-us/sql/linux/sql-server-linux-encrypted-connections?view=sql-server-2017
The server-side configuration seems pretty straight-forward with minor differences in the container environment (e.g. systemctl doesn't exist so I kill/respawn pod):
...ANSWER
Answered 2021-May-07 at 18:57Different TLS client tools differently handle IP Address Subject Alternative Name type. Most Microsoft tools ignore iPAddress
name type completely and require IP addresses to be listed as dNSName
name type. Try to add IP Address to SAN extension as dNSName
name type, it should work.
QUESTION
I want to respawn object at a new position immediately after player collides with it. For now my code just spawn the object after respawn time and destroy the previous object. The code on my empty object on unity2d is
...ANSWER
Answered 2021-Apr-09 at 18:21Spawner script
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