aggro | simple feed aggregator written in python using gevent | Reactive Programming library

 by   Jahaja Python Version: Current License: MIT

kandi X-RAY | aggro Summary

kandi X-RAY | aggro Summary

aggro is a Python library typically used in Programming Style, Reactive Programming applications. aggro has no bugs, it has no vulnerabilities, it has build file available, it has a Permissive License and it has low support. You can download it from GitHub.

A simple feed aggregator written in python using gevent.

            kandi-support Support

              aggro has a low active ecosystem.
              It has 12 star(s) with 2 fork(s). There are 1 watchers for this library.
              It had no major release in the last 6 months.
              aggro has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of aggro is current.

            kandi-Quality Quality

              aggro has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              aggro 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

              aggro releases are not available. You will need to build from source code and install.
              Build file is available. You can build the component from source.
              Installation instructions, examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed aggro and discovered the below as its top functions. This is intended to give you an instant insight into aggro implemented functionality, and help decide if they suit your requirements.
            • Process a feed
            • Handler for redirecting
            • Handle unknown status codes
            • Parse a feed
            • Calculates the checksum of an entry
            Get all kandi verified functions for this library.

            aggro Key Features

            No Key Features are available at this moment for aggro.

            aggro Examples and Code Snippets

            No Code Snippets are available at this moment for aggro.

            Community Discussions


            My dataframe appears to have column names, but when I attempt a lm() function and name columns r says 'object not found'
            Asked 2019-Nov-03 at 07:49

            I'm still very new to R, I have no other coding experience, and I don't understand some of the fundamentals, so please bear with me.

            I'm trying to do a multiple regression on the data set found at:

            The website's answers don't mention any transformation of the data, but suggest one could just go ahead with the lm() function.



            Answered 2019-Oct-30 at 21:50

            The default separator for read.delim is \t, but the file isn't tab separated. You want sep = "" instead.

            Having read in the file as you did:



            Why is this transform.position reset between frames
            Asked 2019-Jul-16 at 15:47

            So, my issue is as follows:

            I'm developing a very simple 2D game as I'm quite new to Unity. Basically, there is a knight, and there is a troll. I'm developing my custom AI for the troll and got stumped at the very beginning. I tried to make the troll sprite correctly rotate and walk towards the player (in Update()), but then it turned out that the troll game object doesn't move as much as a millionth of a unit (although it rotates correctly)!

            Now, what is special about my problem is the following: it's not about using localPosition instead of position (the troll has no parents – pun intended), it's not about referencing the transform in the script via "[SerializeField]", it's not about working with static objects or messed-up prefab coordinates or any of the other issues I've found in my desperate 10-hour search on the Internet. No, the issue is that I HAVE the troll transform in my code, I modify it successfully, but then it fails to be applied to the in-game troll object. Let that sink in – I am correctly modifying the correct transform (checked multiple times via debugging) but at the beginning of the next frame, all changes get magically reverted and the transform doesn't move the slightest.

            I've made almost twenty modifications to my code in order to try and make it work (including separating stuff in different files as was suggested in a particular forum topic) but it just doesn't, and I can't think of anything else. Any help is very, very much appreciated.



            Answered 2019-Jul-16 at 15:46


            You were right!!! Turns out the Animator component of the troll was causing the issue – "Apply root motion" was off, I turned it on and the position gets correctly updated now. Thank you ever so much for the help!




            Syncing NPC behaviour in a game. Using Unity2D
            Asked 2017-May-19 at 00:09

            I am making a 2d topdown with 3d elements game in unity. It is a multiplayer game and the way I am setting it up is by having a master client (server) that relays information to a backend server through node.js.

            I have been able to sync the movement of players, their healthbars and rotationgs and the flipping of their sprites with a great measure of suceess considering it is the first time I try such a feat.

            However now I am venturing into make monsters on this server and I run into a problem I did not have with the syncing the players. The way I did them was to have the player controllers relay information to the backend server which then gets broadcast to the other players. But with NPCs I have simply attached a controller to the spawned mob, that performs actions on the "server" client which is then relayed to all of the clients in order to ensure that everyone "agrees" on what is happening and when.

            This seems to work very well if there is only 1 monster but the second I add 2 or more they are obviously conflicting their information. So I see I cannot do it the same I did with the players. And for this I require some feedback if at all possible.

            The signals are sent as follows:

            command to spawn monster for test purposes:



            Answered 2017-May-19 at 00:09

            Inspired by Jolmos' input I have solved this issue. I didnt have the information that he mentioned but I decided to create the identification of the individual monsters on the master client and send that to the server one first spawn.



            typescript or basic OOP nested outcome
            Asked 2017-Feb-03 at 13:54

            I created two classes: hsClass and hsDeck:



            Answered 2017-Feb-03 at 13:28

            You are storing the data not very suitably for your use case. You want each hsClass to "know" its hsDeck but you are specifiying which hsDeck has which hsClass (it is the other way around).

            There are two ways of dealing with this.

            1. You change the classes so that hsClass has a reference to hsDeck. This is the easier solution but is not desirable to have these two way dependencies because when the relationship changes, you need to update it in two places.

            2. You compute the structure you need dynamically when you need it.

            You could achieve the second way using lodash like so:


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


            No vulnerabilities reported

            Install aggro

            To install the requirements: <br> pip install -r requirements.txt<br>. And to install aggro:<br>.


            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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