patrol | Trigger custom commands from filesystem events

 by   crdoconnor Python Version: Current License: GPL-3.0

kandi X-RAY | patrol Summary

kandi X-RAY | patrol Summary

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Trigger custom commands from filesystem events.
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            patrol Key Features

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            patrol Examples and Code Snippets

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            Community Discussions

            QUESTION

            How to have the desired output using selenium
            Asked 2021-May-06 at 17:00

            Hello everyone I am new to Selenium and I am having some trouble to find the output that I want. I wrote the following code in order to have the title of the first article of the skynews website :

            ...

            ANSWER

            Answered 2021-May-06 at 17:00

            Couple issues....first you are printing the element directly, that won't give you the output you desire (as you saw above). You need to print the text value within that element. Second issue is that locator you specified has 207 instances on that webpage, so you need to narrow it down to the one you want.

            To get the text from that exact article specified you can use this XPath:

            Source https://stackoverflow.com/questions/67421838

            QUESTION

            is it possible to iterate through each image src in a array and display it on your webpage.?
            Asked 2021-Apr-24 at 08:36

            I am trying to iterate through each individual image source defined in the array. Create a new image element which will set the attribute src of image 1, image 2, etc. until there are no more new image sources to loop through in the array and display it to a webpage.

            ...

            ANSWER

            Answered 2021-Mar-17 at 23:00

            This should do the trick:

            Source https://stackoverflow.com/questions/66682413

            QUESTION

            C++/SDL2 Mixer - One ternary works correctly, but a nearly-identical one doesn't?
            Asked 2021-Apr-23 at 19:59

            I'm writing some simple test audio code to make sure SDL_mixer works for my application, but in the code to change the volume when given certain characters from std::cin everything works except for subtracting 10 from the volume. Adding 10 works, subtracting 1 works, but subtracting 10 only subtracts 1 and not 10.

            In the code below, the variable sound is a struct containing 2 maps called mus and eff, indexed by strings and containing Mix_Music* and Mix_Chunk variables respectively. "Moon Patrol" is my music audio and "Pew" is my test effect audio. Also, sorry about the big if/else statement, I'm going to be using GLUT keys for input in the actual program.

            Relevant Code:

            ...

            ANSWER

            Answered 2021-Apr-23 at 19:59

            The ternary operator works like this:

            variable = (condition) ? expressionTrue : expressionFalse;

            Source https://stackoverflow.com/questions/67236104

            QUESTION

            How do I construct a Minimum Spanning Tree from a list of vertexes, using QuikGraph C#?
            Asked 2021-Apr-04 at 12:24

            How do I get from a list of vertexes/nodes to a graph that I can use with QuikGraph to e.g. produce a Minimum Spanning Tree?

            EDIT:( I've been forward and backward over the QuikGraph wiki https://github.com/KeRNeLith/QuikGraph and every example I can find glosses over graph creation )

            Background

            My program procedurally generates game levels. My plan is to use an UndirectedGraph from QuikGraph to store the level information, so I can use library functions to semi-intelligently lay out level content, set up patrols, etc.

            My first stage packs the level with rooms based on configurable parameters. My second stage seeks to connect the rooms with the minimum amount of nonsense hallways - ie, connecting adjacent rooms with a single direct hallway. I will break some connections and add other connections later. This seems like a simple case of building a minimum spanning tree.

            I expected to find some sort of algorithm that takes a list of graph nodes (and some method of determining the weight/distance between any two graph nodes), and return a list of edges or something. I can't seem to find that - everything seems to assume you already have a list of edges, ie an existing graph.

            What's the best way to set this up? "A list of all possible combination of edges between nodes" seems crazy, but I can't think of anything else.

            Note

            I'm not working with a game engine. The output is intended to be a static text description suitable for use by a human when setting up a pen-and-paper roleplaying game. All the graphics and input handling and physics and sound and network and etc are overkill...

            ...

            ANSWER

            Answered 2021-Apr-04 at 12:24

            I've received some good advice on how to prepare my graph - using a Delaunay triangulation routine will set up a graph connected by proximity, and efficiently. I found the Delaunator library on NuGet, which seems to be doing the job well.

            Source https://stackoverflow.com/questions/66933422

            QUESTION

            FFMPEG Unable to find a suitable output format for 'pipe:' pipe:: Invalid argument
            Asked 2021-Apr-01 at 16:39

            I want to stream video from my drone real time to a WEBUI using ffmpeg. But i get the follwong errors. The code works but i don't think ishould have gotten this error. Can somebody help with this issue? This is my drone commands along with the streaming video codes. I have only added the code to get data. Below is the error: pipe error

            My code is as follows :

            ...

            ANSWER

            Answered 2021-Apr-01 at 16:39

            Change - hwaccel auto to -hwaccel auto.

            Source https://stackoverflow.com/questions/66905048

            QUESTION

            Discord.js error message on deleting Bot message
            Asked 2021-Mar-20 at 18:52

            So basically I am lately always getting the following Error when I delete a message that my Bot sends. The message is not being used by the Bot anymore, but for some reason, it always crashes after deletion.

            ...

            ANSWER

            Answered 2021-Mar-20 at 18:52

            Your problem is that you delete the message twice. The first time you delete it right at the start of the command, the second time in the case: "patrol". So I would recommend you to only delete it in the switch/case, because in the default branch you want to reply to the message. This will be your code then (I just removed one line):

            Source https://stackoverflow.com/questions/66724224

            QUESTION

            Script is only affecting one instance of a prefab
            Asked 2021-Mar-04 at 14:56

            I have a Guard prefab that has two child components: one for detecting if the target is in range and one for detecting if the target is in catch range. The OnTriggerEnter for the catch range work on both instances of the Prefab. But the one for detecting if the targt is in range only works for the first instance of the Prefab that spawned. Both child objects have a rigidbody that is set to Kinematic and have their own colliders for their tasks. The Parent has no Colliders. In my script for detecting if its in range i have both of the trigger functions:

            ...

            ANSWER

            Answered 2021-Mar-04 at 14:56

            Your problem is most likely in the Start function of the first script shown. GameObject.FindGameObjectWithTag(string) only returns one GameObject, the first one it finds.

            Some possible fixes:

            • You could use GameObject.FindGameObjectsWithTag(string), Notice that it says Objects instead of Object, and store it in an GameObjects[].

            • If the guards are being instantiated at runtime, you could store refrences to the guards then by creating a list:

            Source https://stackoverflow.com/questions/66475942

            QUESTION

            How do you make raycasts that shoot at the player in C#?
            Asked 2021-Mar-02 at 07:25

            I have been trying to do an fps game and got stuck at the part where the enemies can shoot the player, and I'm not quite sure what I can do. The enemy keeps on roaming instead of actually attacking the player. Even worse, they sometimes walk away from the player. Could anyone help?

            ...

            ANSWER

            Answered 2021-Mar-02 at 07:25

            There are a number of things to check. Does PlayerInSight or AttackPlayer ever evaluate to true? If not, it could mean that the layer associated with your Player is not in the PlayerCheck LayerMask.

            You can assign the layer for your Player GameObject in the inspector:

            And you can assign the layers for you LayerMask in the inspector:

            Source https://stackoverflow.com/questions/66429463

            QUESTION

            Function fires in wrong switch case
            Asked 2021-Mar-01 at 08:44

            I'm trying to implement a "lazy state machine" using enums for simple enemy AI but for some reason the logic doesn't work as intended.

            I need my enemy to stop from time to time to be in Idle state. But when Idle switch fires, my enemy continues to move despite another state condition for moving script.

            What's wrong with my script logic?

            ...

            ANSWER

            Answered 2021-Mar-01 at 08:44

            Currently you are just not adding further force/velocity. The moment you enter the idle state you should make sure the Rigidbody2D is actually stopped!

            Source https://stackoverflow.com/questions/66416910

            QUESTION

            How to control a bool individual to each instantiated script
            Asked 2021-Feb-19 at 12:59

            So I want this script to check if bool is true and if it is then play an audio once but if its false then don't play the audio but the problem is that this script is in multiple gameobjects and is always constantly turning on and off so the bool may be true on this gameobject but false on the other and so when I tried checking the bool value it returns both true and false and so never really executing the if condition to play the music until both gameobjects meet the same condition...how do I fix this?

            ps: the gameobject isn't a prefab

            ...

            ANSWER

            Answered 2021-Feb-19 at 12:59

            It sounds to me like your enemyFOV is the same instance for both your objects.

            So if in one instance the isChasing && inSightArea is true, but on another it is not

            => The one object starts the sound, the other object stops the sound immediately.

            I would rather store all currently chasing objects and let your EnemyFOV class control the sound like e.g.

            Source https://stackoverflow.com/questions/66276173

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